Sw5e Enhanced Items List

by Tokenredguy

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Enhanced Item List

In an effort to reduce item list bloat. I have tweaked and consolidated many enhanced items. Some have been consolidated with other similar items if the table fits, type is then chosen at item creation.

It started off helping my players have easier item cards after feedback of confusion and feeling overwhelmed by the current lists.

I have completely gotten rid of all the rarity names such as "Improved" and "Basic" as the rarities already divide them anyway.

Changelog and exclusions at the bottom for my own tracking of tweaked and consolidated Enhanced items.

This list includes enhanced items from the sw5e website, rulebooks, and Lord Fontijn's Enhanced Item and Treasure Tables


Ability Enhancement

Cybernetic Augmentation (Enhancement), varies
Prerequisite: Ability Score 11

When this item is created, its type is determined by its creator. It can be a Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma Enhancement.

The ability score increases by 1, to a maximum of 20. The prerequisite ability is the same ability that is increased

Side Effect: One ability score other than the increased ability (chosen by the GM) decreases by 1.


Ability Stim

Consumable (stimpack), varies

As an action, you can administer this stimpac to a creature within 5 feet. When you administer this stimpac, one of the target’s ability scores increases, to a maximum. The ability is determined when the stim is created. Both increases are determined by the rarity of the Stim. Every rarity higher than standard, the maximum score is also increased. This effect lasts for 1 hour. A creature can benefit from only one stimpac at a time.

Rarity Score Increase Maximum Score
Standard +2 20
Premium +2 +2
Prototype +4 +4
Advanced +6 +6
Legendary +8 +8
Artifact +10 +10

AB-75 Bo-Rifle

Weapon (Bo-Rifle), prototype

You have a +2 bonus to attack and damage rolls with this enhanced weapon. Additionally, while it is in staff mode, the save DC for its shocking property increases to 15.

This version of the bo-rifle was exclusive to high-ranking members of the Honor Guard of Lasan.


Active Camouflage Core

Cybernetic Augmentation (Enhancement), advanced
Prerequisite: Constitution 13

As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.

Side Effect: While this augmentation is active, your speed is reduced by 10. Additionally, it fails to activate if you are submerged in water or other liquids.

This internal augmentation can be activated to project a distortion field that bends visual light.


Adapted Armor

Armor (any), prototype
Requires attunement

You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.

d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Ion
6 Lightning
7 Necrotic
8 Poison
9 Psychic
10 Sonic

Those foolhardy enough to not treat a hostile planet as worthy a foe as the ones carrying blasters don’t often live long enough to boast about it.

Adrenal, Alacrity

Consumable (adrenal), varies

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target’s speed increases by an amount dependent on the rarity. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

Rarity Speed Increase (feet)
Standard 10
Premium 20
Prototype 30
Advanced 40
Legendary 50
Artifact 60

Adrenal, Battle

Consumable (adrenal), varies

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, when the target takes the Attack action, it can make additional attacks (no action required), the amount is determined on the rarity of adrenal. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

Rarity Additional Attacks
Prototype 1
Artifact 2

Adrenal, Sorcerer's

Consumable (adrenal), varies

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target gains a bonus to its force attack rolls, force save DC, and damage and healing rolls with force powers. The amount is shown in the table below, and is determined by the rarity of the adrenal. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

Rarity Attack Bonus Save Bonus Damage/Healing
Standard - - +1
Premium +1 +1 +1
Prototype +2 +2 +2
Advanced +3 +3 +3

Adrenal, Stamina

Consumable (adrenal), varies

As an action, you can administer this adrenal to a creature within 5 feet. When you administer this adrenal, the target’s current and maximum hit points increase by an amount dependent on the rarity. This effect lasts for 1 minute. A creature can benefit from only one adrenal at a time.

Rarity HP Increase
Standard 10
Premium 20
Prototype 30
Advanced 40
Legendary 50
Artifact 60

Adumari Blastsword

Weapon (vibrorapier), prototype
Requires attunement

This weapon has the ammunition (range 30 feet), keen 1, and reload 16 properties in addition to its base properties.

The Adumari blastsword is the favored weapon of duelists from the backwater world of Adumar. The sword is essentially a standard vibrorapier hilt and shaft without the powered components commonly used in vibro weapons. At the end of the blade rests a small metal nozzle which caps a blast tube similar to that found in most blaster weapons. When activated, the blastsword's tip hums and glows slightly and, upon making contact with a target, discharges a blaster bolt.

As a bonus action, you can depress the trigger on the pommel to charge the blaster. On your next attack with the blastsword, it deals an extra 2d6 energy damage to any target it hits. Alternatively, after you successfully hit a target and the blaster is charged, as part of the same attack you can make a ranged weapon attack against another target you can see within 30 feet. On a hit, you deal 2d6 energy damage to the target.

"It's like a blaster you have to hit someone with" - Wes Janson


All-Temperature Cloak

Adventuring Gear (shoulders), premium

This wrap around cloak is specially designed to shield the wearer from the elements and hostile conditions, and has been adapted to hold up, for a short time, in combat conditions. While wearing this cloak, once per round you can gain resistance to fire or cold damage, but not both, from one source.

AM (Alternate Materials) Armor, +1, +2, or +3 AC

Armor (light, medium, or heavy), Fine (+1), premium; Improved (+2), prototype; Superior (+3), advanced

This armor is made with material of a higher caliber than normal (as chosen by the DM), conferring a bonus from the material it is crafted from in addition to its bonus to AC. Please refer to Wretched Hives Chapter 5, "Armor Materials" section for a full list of available materials.


AM (Alternate Materials) Shield, +1, +2, or +3 AC

Shield (physical only; light, medium, or heavy), Fine (+1), premium; Improved (+2), prototype; Superior (+3), advanced

This shield is made with material of a higher caliber than normal (as chosen by the DM), conferring a bonus from the material it is crafted from in addition to its bonus to AC. Please refer to Wretched Hives Chapter 5, "Armor Materials" section for a full list of available materials.


Amban Sniper Rifle

Weapon (hunting rifle), advanced
Requires attunement

You gain a +2 bonus to attack and damage rolls with this enhanced weapon. While looking through the scope at a spot you can see within 120 feet, you can both see and hear as if you were standing at that location.

Additionally, when you use this rifle as an improvised weapon, you are considered proficient in it, it deals 1d6 kinetic damage on a hit, and it has the shocking property with a DC of 16 and deals 1d8 lightning damage.

This rifle can vaporize, electrocute or shoot enemies. The rifle shoots solid slugs that will disintegrate a target on contact. The front of the rifle is double-pronged, and will act as a taser if necessary, delivering a strong shock to opponents.


Analysis Protocol

Droid Customization (Protocol), premium
Prerequisite: Class I Droid

You know the detect enhancement and toxin scan tech powers. You can cast each power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

Andris

Consumable (substance), varies

Refined andris crystal, a spice mined most commonly on Sevarcos II, sharpens a creature’s mind when smoked.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a Wisdom saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a Constitution saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Andris, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Aratech Echo Belt

Adventuring Gear (waist), premium
Requires attunement

While you wear this belt with its field on, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the belt funnels light around you. Activating or deactivating the belt takes an action.

The success of this high-end stealth field generator emboldened Aratech to branch out into other hardware.


Aratech Sound Dampening Boots

Adventuring Gear (feet), premium
Requires attunement

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Before their repulsorcraft hit it big, Aratech honed its edge in the stealth field generator market.

Armament and Defense Library

Cybernetic Augmentation (Enhancement), prototype
Prerequisite: Intelligence 13

You gain proficiency in all simple and martial weapons, all armor, and the Piloting skill. Additionally, when you make an Intelligence check to recall or discern information about a weapon, piece of armor, or a military vehicle that this library contains information on, you are considered proficient in the check.

Side Effect: This aggressively effective library can make it difficult to focus in stressful situations. You have disadvantage on Constitution saving throws to maintain concentration. Additionally, you have disadvantage on ability checks while concentrating on a power.

This small and unassuming electronic module installed in the parietal lobe contains a massive library of information pertaining to weapons, armor, droids, and every other defense system known to the galaxy at large. Even rare or obscure pieces of technology are described here, offering a unique perspective on the universe - if you can handle it.


Automated Adrenal Package

Cybernetic Augmentation (Enhancement), advanced
Prerequisite: Constitution 15

Once on your turn, you can activate this implant to gain the effects of an adrenal (no action required). This effect lasts for one minute, or until a different adrenal is chosen. You can choose from the following types of adrenals:

  • Strength Adrenal: You gain a +1 bonus to the damage rolls of melee weapon attacks, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

  • Alacrity Adrenal: You gain a +1 bonus to the damage rolls of ranged weapon attacks, and your speed increases by 10 feet.

  • Stamina Adrenal: You gain 2 temporary hit points and a +2 bonus to Constitution saving throws.

Side Effect: You can no longer benefit from other adrenals.

This clear plasti-polymer implant has an appearance vaguely resembling a multi-limbed cephalopod, and must be carefully installed by a master cybertech. It attaches by wrapping around the medulla, and produces a variety of combat adrenals for its user’s consumption. It also performs blood-cleansing work to reduce the liver damage (for species that have a liver) caused by long-term adrenal use.

Atmospheric Decanting Vessel

Adventuring Gear, premium

This metal jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can open the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Quantity
Acid 8 Ounces
Alcohol, strong 1 Gallon
Alcohol, weak 4 Gallons
Basic poison 1/2 Ounce
Condiment 2 Gallons
Lubricant 1 Quart
Water, potable 8 Gallons
Water, stagnant 12 Gallons

Most liquids one might desire curiously only involve a handful of elements. This device collects a reservoir of them to recreate a selection of such liquids on demand.


Baragwin Stealth Unit

Adventuring Gear (waist), legendary
Requires attunement

While wearing this belt, you can turn on its stealth field to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you turn off the field. Turning the field on or off requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the belt’s maximum duration of 2 hours. After 2 hours of use, the belt ceases to function. For every uninterrupted period of 12 hours the belt goes unused, it regains 1 hour of use.

Those Baragwin who sought to turn their telepathic empathy into an asset for bounty hunting needed something special to overcome the drawbacks of their lumbering frames.

Barrier, Enhanced

Adventuring Gear (barrier), varies

When this item is created, its type is determined by its creator. It can be either an Environmental Barrier, or a Physical Barrier.

As an action, you can administer this barrier to a creature within 5 feet. The barrier's hit points depend on the type and rarity of barrier (as shown in the table below), and it lasts 8 hours.

Whenever the creature takes one of energy, ion or kinetic damage (Physical), or one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic damage (Environmental), chosen by the GM when the item is created, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature takes any remaining damage. A creature can benefit from only one barrier at a time.

Rarity Environmental HP Physical HP
Standard 15 10
Premium 30 20
Prototype 45 30
Advanced 60 40
Legendary 75 50
Artifact 90 60

Beemon Cardio-Regulator

Adventuring Gear (neck), prototype
Requires attunement

Your Constitution score is 19 while you wear this choker. It has no effect on you if your Constitution is already 19 or higher.

Demand for Beemon Laboratories’ implants streches even to those too sickly to use them without assistance from another of their fine products.

Blade of the Relentless

Weapon (any martial vibroweapon or lightweapon), prototype
Requires attunement

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This blade is cursed with the hatred of a long-dead Sith Lord, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the blade, keeping it within range at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the blade is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the blade. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target (fell for the purposes of this weapon is intended to be open-ended; it could mean unconscious or dead, at DM's discretion). If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.


BlasTech AR-101 Stun Cuffs

Adventuring Gear (utility), advanced

As an action, you can place these stun cuffs on a creature by making a Strength (Athletics) check contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) check, creature's choice. A creature can choose to fail this check, and automatically fails if suffering from the incapacitated, paralyzed, stunned, or unconscious conditions. On a failure, target creature is bound by the stun cuffs and is considered Restrained, capable of moving only with assistance.

Creatures restrained in this way can attempt to break out by making a Strength check (DC 30). On a success, the creature breaks free of the stun cuffs and is no longer restrained. On a failure, the creature takes lightning damage equal to their roll or 10, whichever is higher. If this damage would drop a creature to 0 hit points or below, that creature is considered unconscious and stabilized.

Blaster Integration

Droid Customization (Part), standard

You can now integrate a single simple or martial blaster into your droid chassis. Over the course of a short or long rest, you can insert and integrate this blaster into your frame. As a bonus action, you can open or close a small hatch located somewhere on your droid body, permitting you to wield and fire the weapon normally when you want to attack with it. While the hatch is open, your hands are not considered occupied by this blaster. All other rules and conditions apply normally as if you were wielding this blaster in either one or two hands (your choice).


Binders

Adventuring Gear, varies

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 Strength or Dexterity saving throw (the target chooses the ability to use), as shown in the table below. A hostile creature makes this save with advantage. A set of binders comes with one key. Breaking or escaping the binders requires a Strength and Dexterity check respectively as below. Without the key, unlocking the binders requires a security kit to force open. Binders also have an AC and hit points as shown below. Destroying the binders frees the creature without harming it.

Rarity Save DC Break/Escape Security AC HP
Premium 16 22 18 11 30
Prototype 18 24 21 12 45
Advanced 20 26 24 13 60
Legendary 22 28 27 14 75
Artifact 24 30 30 15 90

Blueprint

Adventuring Gear, varies

This blueprint contains information regarding the raw and rare materials, tools, and steps required to craft an item of a rarity as shown in the table below.

Over the course of 1 hour, which can be done during a short rest, a character can attempt to learn the blueprint. If they do so, they must make an Intelligence check with the appropriate tools. The DC is also shown in the table below On a success, the blueprint for the item is learned. On a failure, the blueprint is not learned, and the character must wait 24 hours before they can try again.

Rarity Check DC
Standard 10
Premium 14
Prototype 18
Advanced 22
Legendary 26
Artifact 30

Blueprints contain the secrets of how to craft items of a more complex nature.


Bolas, Enhanced

Weapon (Bolas), varies

This enhanced bolas have a bonus to its Check DC, AC and Hit Points, they are determined by the rarity of bolas.

Rarity Escape DC AC HP
Premium 14 11 10
Prototype 15 12 15
Advanced 16 13 20
Legendary 17 14 25
Artifact 18 15 30

Boots of Hiding

Adventuring Gear (feet), premium

While wearing these boots, creatures have disadvantage on Wisdom (Survival) checks made to track your steps.

Additionally, you can use a bonus action to cause the boots to leave behind no footprints for 1 minute. When you do, another set of similar footprints appear on the ground that lead in random directions. These footprints last for 8 hours and travel up to 300 feet. A successful DC 14 Intelligence (Investigation) check reveals that the footprints are false. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Brawny Arm Prosthesis

Cybernetic Augmentation (Replacement), standard

This augmentation replaces an arm.

When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm’s Strength score and your own.

Side Effect: When you roll a 1 on an ability check, attack roll, or saving throw using Strength with this arm, it seizes up, becoming unusable until the start of your next turn.

These arm replacements are popular with the less exercise-inclined.


Calibrator, Deafening

Consumable (ammunition), varies

As an action, you can apply this calibrator to one vibroweapon or lightweapon within 5 feet, granting it a bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the sonorous property, the DC is set by the Calibrator rarity, as shown in the table below. If it already has the sonorous property, its sonorous number increases, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Rarity Attack/Damage Bonus Sonorous DC Sonorous Increase Extra Damage
Premium +1 14 +2 -
Prototype +2 15 +3 -
Advanced +3 16 +4 -
Legendary +3 17 +5 1d8
Artifact +3 18 Becomes 18 1d10

Calibrator, Electrifying

Consumable (ammunition), varies

As an action, you can apply this calibrator to one vibroweapon or lightweapon within 5 feet, granting it a bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the shocking property, the DC is set by the Calibrator rarity, as shown in the table below. If it already has the shocking property, its sonorous number increases, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Rarity Attack/Damage Bonus Shock DC Shock Increase Extra Damage
Premium +1 14 +2 -
Prototype +2 15 +3 -
Advanced +3 16 +4 -
Legendary +3 17 +5 1d8
Artifact +3 18 Becomes 18 1d10

Calibrator, Oscillation

Consumable (ammunition), varies

As an action, you can apply this calibrator to one vibroweapon or lightweapon within 5 feet, granting it a bonus to attack and damage rolls for 1 minute, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Additionally, if the weapon is not enhanced, it becomes enhanced for the duration.

Rarity Attack Damage Extra Damage
Premium +1 +1 -
Prototype +2 +2 -
Advanced +3 +3 -
Legendary +3 +3 1d8
Artifact +3 +3 1d10

Calibrator, Panic

Consumable (ammunition), varies

As an action, you can apply this calibrator to one vibroweapon or lightweapon within 5 feet, granting it a bonus to attack and damage rolls for 1 minute. This bonus is in addition to any bonuses granted by the weapon. Additionally, for the duration, the weapon gains the neuralizing property, the DC is set by the Calibrator rarity, as shown in the table below. If it already has the neuralizing property, its neuralizing number increases, to a maximum of 18. Lastly, if the weapon is not enhanced, it becomes enhanced for the duration.

Rarity Attack/Damage Bonus Neural DC Neural Increase Extra Damage
Premium +1 14 +2 -
Prototype +2 15 +3 -
Advanced +3 16 +4 -
Legendary +3 17 +5 1d8
Artifact +3 18 Becomes 18 1d10

Carrick's Comfy Carry-All

Adventuring Gear (back), prototype

This backpack has a central pouch and two side pouches, with the central pouch holding up to 8 cubic feet or 40 lbs of material, and each side pouch can hold up to 10 pounds of material, not exceeding a volume of 2 cubic feet. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the carry-all follows the normal rules for interacting with objects. Retrieving an item from the carry-all requires you to use an action. When you reach into the carry-all for a specific item, the item is always conveniently on top.

The carry-all has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the carry-all ruptures and is destroyed, scattering its contents on the ground. If the carry-all is turned inside out, its contents spill forth, unharmed, and the carry-all must be put right before it can be used again. If a breathing creature is placed within the carry-all, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

This carry-all is made with sturdy bantha leather and hand-crafted by master synthweavers to create a pack with a unique weight distribution design. Truly one of a kind.

Cartridge, Corrosive

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced corrosive cartridge, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Once the corrosive cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a Constitution saving throw, taking acid damage (amount dependant on rarity) on a failed save or half as much on a successful one. If you reduce a creature to 0 hit points with the loaded weapon, it must make a DC13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Rarity Attack/Damage Bonus DC Acid Damage
Premium +1 16 1d8
Prototype +2 18 1d8
Advanced +3 20 1d8
Legendary +3 22 1d10
Artifact +3 24 1d12

Cartridge, Electrifying

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced electrifying cartridge, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Once the electrifying cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a Dexterity saving throw. On a failed save, the creature takes lightning damage and becomes shocked until the end of its next turn. On a successful save, a creature takes half damage and isn’t shocked.

Rarity Attack/Damage Bonus DC Lightning Damage
Premium +1 16 1d4
Prototype +2 18 1d4
Advanced +3 20 1d4
Legendary +3 22 1d6
Artifact +3 24 1d8

Cartridge, Gas

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced gas cartridge, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Once the gas cartridge has been fired, it no longer gives a bonus. Additionally, when you hit with a shot with the loaded weapon, the creature must make a Constitution saving throw. On a failed save, the creature takes poison damage and is poisoned until the end of its next turn. On a successful save, a creature takes half damage and isn’t poisoned.

Rarity Attack/Damage Bonus DC Poison Damage
Premium +1 16 1d6
Prototype +2 18 1d6
Advanced +3 20 1d6
Legendary +3 22 1d8
Artifact +3 24 1d10

Cartridge, Slug

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced slug cartridge, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Once the slug cartridge has been fired, it no longer gives a bonus.

Rarity Attack/Damage Bonus Extra Damage
Premium +1 -
Prototype +2 -
Advanced +3 -
Legendary +3 1d8
Artifact +3 1d10

Celerity Leg Prosthesis

Cybernetic Augmentation (Replacement), standard

This augmentation replaces both legs.

When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs. If your Dexterity score is already equal to or greater than 15, it has no effect on you.

Side Effect: When you roll a 1 an ability check, attack roll, or saving throw using Dexterity that involves these legs, they seize up, reducing your speed to 0 until the start of your next turn.

This leg replacement is common for those travelers interested in making a quick getaway.

Cell, Cryo

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced cryo cell, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Once the cryo cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals cold damage instead of its normal damage type, and when you hit with a shot the creature must make a Constitution saving throw. On a failed save, the creature takes cold damage and gains 1 slowed level until the end of its next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

Rarity Attack/Damage Bonus DC Cold Damage
Premium +1 16 1d4
Prototype +2 18 1d4
Advanced +3 20 1d4
Legendary +3 22 1d6
Artifact +3 24 1d8

Cell, Deafening

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced deafening cell, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Once the deafening cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals sonic damage instead of its normal damage type, and when you hit with a shot the creature must make a Constitution saving throw. On a failed save, the creature takes sonic damage and is deafened until the start of your next turn. On a successful save, a creature takes half damage and isn’t deafened.

Rarity Attack/Damage Bonus DC Sonic Damage
Premium +1 16 1d6
Prototype +2 18 1d6
Advanced +3 20 1d6
Legendary +3 22 1d8
Artifact +3 24 1d10

Cell, Incendiary

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced incendiary cell, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Once the Incendiary cell is depleted, it no longer gives a bonus. Additionally, the loaded weapon deals fire damage instead of its normal damage type, and when you hit with a shot it sets the ground beneath it in a 5-foot square ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 16 Dexterity saving throw. On a failed save, the creature takes fire damage or half as much on a successful one. A construct makes this save with disadvantage.

Rarity Attack/Damage Bonus DC Fire Damage
Premium +1 16 1d8
Prototype +2 18 1d8
Advanced +3 20 1d8
Legendary +3 22 1d10
Artifact +3 24 1d12

Cell, Power

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced power cell, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Once the power cell is depleted, it no longer gives a bonus.

Rarity Attack/Damage Bonus Extra Damage
Premium +1 -
Prototype +2 -
Advanced +3 -
Legendary +3 1d8
Artifact +3 1d10

Charming Noble Package

Cybernetic Augmentation (Enhancement), legendary
Prerequisite: Charisma 15

Your Charisma score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Charisma saving throws.

Side Effect: One ability score (other than Charisma) that is chosen by the DM when this augmentation is installed decreases by 1.

This implant drastically increases your force of personality.

Charric Pistol

Weapon (Blaster Pistol), prototype

You have a +1 bonus to attack and damage rolls with this weapon. Additionally, it has the disarming property, and when a creature tries to reduce the damage of a shot from this weapon with a feature or power, such as monk's Deflect Missiles or the saber reflect force power, they have disadvantage on the reduction roll. Lastly, on a hit, if the target is wearing heavy armor, it deals an additional 1d6 lightning damage.

The proprietary Charric pistol was the standard issue weapon of all of the soldiers in the Chiss Expansionary Defense Force.


Charric Rifle

Weapon (Sniper Rifle), advanced

You have a +2 bonus to attack and damage rolls with this weapon. Additionally, it has the disarming property, and when a creature tries to reduce the damage of a shot from this weapon with a feature or power, such as monk's Deflect Missiles or the saber reflect force power, they have disadvantage on the reduction roll. Lastly, on a hit, if the target is wearing heavy armor, it deals an additional 1d8 lightning damage.

The proprietary Charric rifle was the standard issue weapon of all of the soldiers in the Chiss Expansionary Defense Force.


Cilona

Consumable (substance), varies

Cilona, the active ingredient in deathsticks, is a hallucinogen that causes an ecstatic feeling that improves strength.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a Wisdom saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a Constitution saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Cilona, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Commander's Saber

Weapon (Martial lightsaber or vibroblade), legendary
Requires attunement

You gain a +3 bonus to attack and damage rolls made with this enhanced weapon.

The first time you attack with the saber on each of your turns, you can transfer some or all of the sword's bonus to your AC, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the saber to gain a bonus to AC from it.

Czerka Corp. All-In-One Molecular Solvent

Adventuring Gear (utility), legendary

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including industrial-strength adhesive.

Copyrighted. All rights reserved. Czerka Corp. assumes no legal responsibility for damages, injury, maiming, or death occurred as a result of approved or unapproved use of this product.

Czerka Corps. Cartel Market Signal Jammer

Adventuring Gear (belt), artifact
Requires attunement

You have advantage on saving throws against tech powers, and resistance against tech powers and their effects.

Curse. This signal jammer has been sabotaged by a disgruntled Czerka Corps employee and is cursed, causing the belt to lock in place and adhere tightly to the one attuned to it and preventing its removal. As a part of this curse, all tech-casters within 300 feet of the jammer have disadvantage on all rolls associated with casting tech powers. Additionally, tech powers used within the jammer's area of effect require an additional expenditure of tech points equal to half the power's level, rounded up.

The curse can be broken by a remove curse power, or by targeting and destroying the jammer. The signal jammer has an AC of 24, 20 hit points, and is immune to damage from unenhanced weapons and tech powers. The signal jammer cannot be destroyed by the creature that is attuned to it.

Czerka Corp. Industrial-Strength Adhesive

Adventuring Gear (utility), legendary

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in its provided container or another flask that has been internally coated with ink of slipperiness. When found, a container contains 1d6+1 ounces of adhesive.

One ounce of the adhesive can cover a 1-foot square surface. The adhesive takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of molecular solvent.

Copyrighted. All rights reserved. Czerka Corp. assumes no legal responsibility for damages, injury, maiming, or death occurred as a result of approved or unapproved use of this product.


Czerka Variable Claw-Hand Multitool

Cybernetic Augmentation (Enhancement), prototype
Prerequisite: Intelligence 13

This augmentation replaces a hand.

As a bonus action, you can transform this claw-hand into one of the following items of your choice, or back its default claw-hand state. While your claw-hand is transformed, you are considered to be proficient in the item it is replicating, if you are not already:

  • Security kit
  • Artisan tools (one set, chosen at the time this augmentation is installed)
  • Commlink
  • Fusion cutter
  • Grappling hook (with 50 feet of fibercord cable)
  • Hydrospanner
  • Traumakit
  • Repair kit
  • Hidden blade (martial vibroweapon)
  • Hold out (simple blaster)
  • Medium shield generator (medium armor)

For items that have charges such as the repair kit, you regain all expended charges at the end of a long rest. For items that use power cells, you can reload those with power cells normally.

Side Effect: Once this hand replacement has been installed, you can no longer wield weapons in this hand other than those this augmentation can transform into.

The CVCM hand replacement appears to be a simple claw, but it contains a startling variety of tools, transforming to become whatever gadget is needed at the moment.

Darkvision Goggles

Adventuring Gear (head), premium

While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, these goggles increase its range by 30 feet.

Darksaber

Weapon (Martial Lightsaber), legendary
Requires attunement

You gain a +3 bonus to attack and damage rolls made with this enhanced lightsaber. Additionally, the weapon 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 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.


Dart, Deafening

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this wrist launcher dart, (as shown in the table below) which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a Constitution saving throw, taking sonic damage on a failed save.

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

Rarity Attack/Damage Bonus DC Sonic Damage
Premium +1 16 1d4
Prototype +2 18 1d4
Advanced +3 20 1d4
Legendary +3 22 1d6
Artifact +3 24 1d8

Dart, Electrifying

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this wrist launcher dart, (as shown in the table below) which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a Dexterity saving throw, taking lighting damage on a failed save.

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

Rarity Attack/Damage Bonus DC Lightning Damage
Premium +1 16 1d4
Prototype +2 18 1d4
Advanced +3 20 1d4
Legendary +3 22 1d6
Artifact +3 24 1d8

Dart, Enhanced

Adventuring Gear (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced wrist launcher dart, which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus.

Rarity Attack Damage Extra Damage
Standard - +1 -
Premium +1 +1 -
Prototype +2 +2 -
Advanced +3 +3 -
Legendary +3 +3 1d8
Artifact +3 +3 1d10

Dart, Panic

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this wrist launcher dart, (as shown in the table below) which deals 1d6 kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon. Once the dart has been fired, it no longer gives a bonus. Also on a hit, the creature must make a Wisdom saving throw, taking psychic damage on a failed save.

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

Rarity Attack/Damage Bonus DC Psychic Damage
Premium +1 16 1d4
Prototype +2 18 1d4
Advanced +3 20 1d4
Legendary +3 22 1d6
Artifact +3 24 1d8

Datacron

Adventuring Gear, varies

This datacron contains a number of tech powers with a combined level no greater than shown on the table below. After tinkering with the datacron for at least a number of hours depending on the rarity, a techcaster with a Max Power Level of the relative number or higher can make a techcasting ability check with proficiency. The DC is set by the rarity. On a success, they learn the contained tech power(s), which does not count against their tech powers known. On a failure, the power is not learned and the techcaster can’t try again for 24 hours.

Rarity Level Hours Max Power Level DC
Standard 1 at-will 2 1st 10
Premium 1 4 1st 14
Prototype 3 8 3rd 18
Advanced 5 16 5th 22
Legendary 7 40 7th 26
Artifact 9 80 9th 30

Datacrons are encrypted storage devices that contain an interactive projection, and are used to store high-value, sensitive information.

Daring Acrobat Package

Cybernetic Augmentation (Enhancement), legendary
Prerequisite: Dexterity 15

Your Dexterity score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Dexterity saving throws.

Side Effect: One ability score (other than Dexterity) that is chosen by the DM when this augmentation is installed decreases by 1.

This implant drastically increases your fine motor skills and reaction times.


Dathomiri Witch Battle Dress Armor

Armor (weave armor), advanced

The Witches of Dathomir fashion battle armor out of lizard-skin harvested from creatures native to Dathomir, with each possessing different properties based on which clan made it.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence ability, and you have resistance to one damage type that is determined by the clan who fashioned the armor (see the table).

You can focus your senses as an action to discern the distance and direction to the closest creature of size Large or above that is within 30 miles of you. This special action can't be used again until the next dawn.

Clan Resistance
Blue Coral Divers Clan Cold
Bright Sun Clan Fire
Dreaming River Clan Fire
Frenzied River Clan Lightning
Great Canyon Clan Poison
Howling Crag Clan Necrotic
Misty Falls Clan Cold
Nightsisters Necrotic
Red Hills Clan Acid
Red Mud Potters Clan Acid
Scissorfists Clan Fire
Singing Mountain Clan Lightning

Defel Mimicker

Adventuring Gear (waist), prototype
Requires Attunement

While you wear this belt, it casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

The only visible trace of this stealth field generator’s user is a vague shadow, much like the Defel themselves.

Detachable Eye

Cybernetic Augmentation (Replacement), standard

This augmentation replaces an eye.

As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.

Side Effect: While the eye is removed, you have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight beyond 5 feet.

This eye replacement is a favored tool for the augmented spy.


Detachable Hand

Cybernetic Augmentation (Replacement), standard

This augmentation replaces a hand.

As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. You can move the hand up to its speed each time you use it.

Side Effect: This hand can no longer wield items that weigh more than 7 lbs.

This unique hand replacement is a favored option for those looking into places they aren’t welcome.

Devilsquid Ink of Slipperiness

Adventuring Gear (utility), premium

Extracted from the devilsquid on the watery world of Dac (Mon Calamari), this sticky black unguent is thick and heavy in the vial, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement force power for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the oil slick tech power in that area for 8 hours.

Deuterium-Pyro

Consumable (substance), varies

This alcoholic beverage, favored amongst ruffians, features a terrible flavor and strong aftertaste.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Strength. At the end of the high, the creature must succeed on a Constitution saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Strength. At the end of the low, the creature must make a Wisdom saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Deuterium-Pyro, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Droid Dura Plating

Droid Customization (Part), varies
Prerequisite: Proficiency with heavy armor

When this customization is created, its type is determined by its creator. It can be Mk I, Mk II, or Mk III Plating.

Your base AC is determined by the customisation type, as shown in the table below.

Type Rarity AC
Mk I Prototype 19
Mk II Advanced 20
Mk III Legendary 21

Originally used on starship hulls, durasteel is the most cost-effective way to prevent the destruction of your droids.


Dust

Adventuring Gear (utility), premium

Found in a small dispersal cylinder, this powder is composed of microscopic dust-like transmitters and resembles powdered permaglass. There is enough for one use.

As an action, you can throw this powder at a point you can see within range, with the range being equal to 30 feet + your Strength modifier x 5. Each creature, droid, and construct within 10 feet are covered in dust, and are able to be tracked via a datapad, holorecorder, or macrobinoculars that use an optical EM filter. The dust lasts for one month, but can be removed through use of the magnetic field tech power.

Duwani UniSlice Code Slicer

Consumable (technology), advanced

When you make an Intelligence (slicer’s kit) check, you can use the code slicer (no action required) to gain a +5 bonus on the check if proficient with a slicer's kit, and an additional +5 if you have expertise. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails. Due to the bulky nature of this item, it must be used as a standalone item and cannot be used in conjunction with a computer spike.


EE-3 Carbine Rifle

Weapon (carbine rifle), prototype

The EE-3 was an optically fitted carbine rifle capable of three-round burst fire at long ranges.

You gain a +1 bonus to attack and damage rolls. While looking through the scope at a spot you can see within 120 feet, you can both see and hear as if you were standing at that location. Additionally, If you are proficient in this weapon, you can ignore the two-handed property. If you do so, when you make an attack with it, you forgo your proficiency bonus.

(This item was created by DrakeRyzer on the discord).


Enhanced Reconstructor

Droid Customization (Protocol), premium
Prerequisite: Class IV droid

Whenever you roll a Hit Die to recover hit points, you add your Intelligence modifier to the roll (minimum of +1).


Essence of Zeltros

Consumable (perfume), premium

This blue colored perfume was produced from actual Zeltron pheromones, granting those who use it their famous powers of seduction. As an action, you can apply this perfume to a creature within 5 feet, allowing them to influence individuals of both sexes for up to 1 hour. Whenever the target rolls a 1 on a Charisma (Persuasion) check, they can reroll the die and must use the new roll. Additionally, once within the hour, they can treat a d20 roll of 9 or lower on a Charisma check as a 10. These effects have no effect on droids or constructs. Zeltrons using this perfume have their pheromones magnified, gaining one extra use of their enthralling pheromones racial ability that can be used within the hour.

Explosive Charge

Consumable (explosive), varies

A device used to blow holes in larger constructs and structures, a charge creates a devastating explosion focused in a specific direction. Installing a charge takes 1 minute. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator.

When this item is created, its type is determined by its creator. It can be either a Fragmentation Charge, or a Plasma Charge..

When detonated, the charge explodes in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw, taking kinetic (Fragmentation) or energy (Plasma) damage on a failed save or half as much on a successful one. Both are determined by the rarity of the explosive. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Rarity Saving Throw DC Damage
Premium 16 20d6
Prototype 18 20d8
Advanced 20 20d10
Legendary 22 20d12
Artifact 24 20d20

Explosive, Corrosive

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either a Corrosive Grenade, or a Corrosive Mine.

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 Constitution saving throw.

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 Constitution saving throw.

A creature takes acid damage on a failed save, or half as much as on a successful one.

If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Acid Damage
Premium 16 4d8
Prototype 18 6d8
Advanced 20 8d8
Legendary 22 10d8
Artifact 24 12d8

Explosive, Cryo

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either a Cryo Grenade, or a Cryo Mine.

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 Constitution saving throw.

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 Constitution saving throw.

A creature takes cold damage on a failed save, or half as much as on a successful one.

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

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Cold Damage
Premium 16 4d6
Prototype 18 6d6
Advanced 20 8d6
Legendary 22 10d6
Artifact 24 12d6

Explosive, Deafening

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either a Deafening Grenade, or a Deafening Mine.

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 Constitution saving throw.

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 Constitution saving throw.

A creature takes sonic damage on a failed save, or half as much as on a successful one.

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

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Sonic Damage
Premium 16 4d6
Prototype 18 6d6
Advanced 20 8d6
Legendary 22 10d6
Artifact 24 12d6

Explosive, Electrifying

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either an Electrifying Grenade, or an Electrifying Mine.

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 Dexterity saving throw.

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 Dexterity saving throw.

A creature takes lightning damage on a failed save, or half as much as on a successful one

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

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Lightning Damage
Premium 16 4d6
Prototype 18 6d6
Advanced 20 8d6
Legendary 22 10d6
Artifact 24 12d6

Explosive, Flash

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either a Flash Grenade, or a Flash Mine.

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 Constitution saving throw.

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 Constitution saving throw.

On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success.

The save DC is determined by the explosive's rarity.

Rarity Save DC
Premium 16
Prototype 18
Advanced 20
Legendary 22
Artifact 24

Explosive, Fragmentation

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either a Fragmentation Grenade, or a Fragmentation Mine.

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 Dexterity saving throw.

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 Dexterity saving throw.

A creature takes kinetic damage on a failed save, or half as much as on a successful one.

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Kinetic Damage
Premium 16 4d10
Prototype 18 6d10
Advanced 20 8d10
Legendary 22 10d10
Artifact 24 12d10

Explosive, Gas

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either a Gas Grenade, or a Gas Mine.

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.

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 explosive fills the air in a 10-foot (Grenade), or 15-foot (Mine) 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 Constitution saving throw. The creature takes 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.

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Poison Damage
Premium 16 4d6
Prototype 18 6d6
Advanced 20 8d6
Legendary 22 10d6
Artifact 24 12d6

Explosive, Incendiary

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either an Incendiary Grenade, or an Incendiary Mine.

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.

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 explosive sets the ground in a 10-foot (Grenade), or 15-foot (Mine) 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 Dexterity saving throw. The creature takes fire damage on a failed save, or half as much damage on a successful one.

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Fire Damage
Premium 16 4d8
Prototype 18 6d8
Advanced 20 8d8
Legendary 22 10d8
Artifact 24 12d8

Explosive, Ion

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either an Ion Grenade, or an Ion Mine.

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 Dexterity saving throw.

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 Dexterity saving throw.

A creature takes ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Ion Damage
Premium 16 4d6
Prototype 18 6d6
Advanced 20 8d6
Legendary 22 10d6
Artifact 24 12d6

Explosive, Panic

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either a Panic Grenade, or a Panic Mine.

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 Wisdom saving throw.

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 Wisdom saving throw.

A creature takes psychic damage on a failed save, or half as much as on a successful one.

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

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Psychic Damage
Premium 16 4d6
Prototype 18 6d6
Advanced 20 8d6
Legendary 22 10d6
Artifact 24 12d6

Explosive, Plasma

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either a Plasma Grenade, or a Plasma Mine.

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 Dexterity saving throw.

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 Dexterity saving throw.

A creature takes energy damage on a failed save, or half as much as on a successful one.

The save DC, and the damage taken is determined by the explosive's rarity.

Rarity Save DC Energy Damage
Premium 16 4d10
Prototype 18 6d10
Advanced 20 8d10
Legendary 22 10d10
Artifact 24 12d10

Explosive, Stun

Consumable (explosive), varies

When this item is created, its type is determined by its creator. It can be either a Stun Grenade, or a Stun Mine.

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 Constitution saving throw.

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 Constitution saving throw.

On a failed save, a creature is stunned until the end of their next turn.

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

The save DC is determined by the explosive's rarity.

Rarity Save DC
Premium 16
Prototype 18
Advanced 20
Legendary 22
Artifact 24

Eyes of Marr

Adventuring Gear (gemstone), prototype
Requires attunement by a force-caster

This red-colored gem has 3 charges. As an action, you can use the Force to concentrate on the energies inside the gem, expending 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

After a long rest, the gem regains 1d3 expended charges.


Flashy

Weapon (Heavy Pistol), premium

The first time you hit a creature with a ranged weapon attack from this weapon each round, the creature takes an additional 1d4 damage from the attack.

Flashy is an SSK heavy pistol owned by the mercenary Corso Riggs during the Galactic Cold War.

Flechette Clip, Enhanced

Consumable (ammunition), varies

When triggered, this enhanced wrist launcher ammunition fires a volley of flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. The damage type is determined by the Flechette Clip type, Fragmentation (Kinetic), Ion, or Plasma (Energy). A single flechette clip holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a Dexterity saving throw. A creature takes damage on a failed save, or half as much as on a successful one, as shown in the table below. If you lack proficiency in the wrist launcher, you must roll the damage dice twice and take the lesser total.

Rarity Save DC Damage
Premium 16 2d10
Prototype 18 3d10
Advanced 20 4d10
Legendary 22 5d10
Artifact 24 6d10

Flechette Mag, Enhanced

Consumable (ammunition), varies

When triggered, this enhanced flechette cannon ammunition fires a volley of flechette rounds in a short line 15 feet long and 5 feet wide or a long line 45 feet long and 5 feet wide. The damage type is determined by the Flechette Mag type, Fragmentation (Kinetic), Ion, or Plasma (Energy). A single flechette mag holds enough ammunition for three attacks in a short line or one attack in a long line. Each creature must make a Dexterity saving throw. A creature takes damage on a failed save, or half as much as on a successful one, as shown in the table below.

Rarity Save DC Damage
Premium 16 3d10
Prototype 18 4d10
Advanced 20 5d10
Legendary 22 6d10
Artifact 24 7d10

Flightsuit

Adventuring Gear (body), standard

While you are wearing no armor, this clothing has the impermeable 2 (space suit, diving suit) property.

Focus Generator

Focus (Force), varies
Requires attunement

You gain a bonus to the force attack rolls for force powers you cast through this focus generator. The bonus is determined by the rarity of focus.

Rarity Bonus
Premium +1
Prototype +2
Advanced +3

Focus of Power (Force)

Adventuring Gear (focus), premium
Requires attunement by a forcecaster

While this focus is equipped, you can use an action to regain 1d4 + 1 force points. Once you use the focus this way, it can't be used again until the next dawn.


Force-Imbued Blade

Weapon (any vibroweapon), advanced
Requires attunement by a force-wielder

A bladed weapon used by the ancient followers of the Ashla and Bogan of the ancient Je'daii Order. These solid metal blades required no power source, and glowed with the power of the Force coursing through them. This glow manifested itself in multiple ways, ranging from lightning-like striations, a discoloration of the blade, a fire like manifestation, or lack any form of visual manifestation at all.

You gain a +2 bonus to attack and damage rolls made with this enhanced vibroweapon. Additionally this weapon gains the piercing 2 property.

When the blade is first attuned to, the GM rolls a d4, this determines how the Force manifests itself and the type of extra damage it deals. On a 1 it deals Lightning damage. On a 2 it deals Acid damage. On a 3 it deals Fire damage. On a 4 it deals Force damage.

You can use a Bonus Action to channel the Force into this enhanced vibroweapon, causing the Force the course through the blade, causing it to glow. This glow sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

While the sword is glowing, it deals an extra 4d6 of damage, depending on the manifestation, to any target it hits. The glow lasts until you use a Reaction to stop channeling the Force, or until you drop or sheathe the sword.

(This item was created by DrakeRyzer on the discord).

Fortitude Enhancer

Cybernetic Augmentation (Enhancement), varies

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. This augmentation's prerequisites, and saving throws it affects, is determined by the rarity of the augmentation.

Rarity Prerequisite Saving Throws
Premium Strength 13 Strength
Advanced Constitution 13 Constitution
Artifact Strength and Constitution 15 Strength and Constitution

Side Effect: When you fail a saving throw affected by this augmentation, you treat the damage as if the source had rolled the maximum.


Fortitude Protocol

Droid Customisation (Protocol), varies
Requires attunement

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. The saving throws it affects, is determined by the rarity of the augmentation.

Rarity Saving Throws
Premium Strength
Advanced Constitution
Artifact Strength and Constitution

Four-Armed Combatant

Droid Customisation (Part), standard
Prerequisite: Class IV droid

You install two additional arms which you can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms your are benefiting from (no action required).

While you have at least 3 arms free, you have a climbing speed equal to your walking speed.

Freedon Nadd's Blaster

Weapon (Any blaster), premium
Requires attunement

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon.

Curse. This blaster is cursed and possessed by a spiritual fragment of the Sith Lord Freedon Nadd. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the blaster, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the blaster is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a ranged attack against it.

You can break the curse in the usual ways, forcing the vengeful spirit of Freedon Nadd to leave the blaster. The blaster then becomes a +1 weapon with no other properties.


GenoHaradan Assassin's Blade

Weapon (vibrodagger), prototype

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon.

You can use an action to cause thick, black poison concealed in the grip to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Giggledust

Consumable (substance), varies

This sandy-brown powder makes everything humorous while enhancing a creature’s nimbleness.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a Wisdom saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a Constitution saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Giggledust, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Glitterstim

Consumable (substance), varies

A silvery-green webbing sharp to the touch, yet when liquidized causes a heightened mental state and pleasurable boost.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a Wisdom saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a Constitution saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Giggledust, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Glo-Long Glow Orb

Adventuring Gear (utility), premium

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or greater light tech power. Once used, the greater light effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air on tiny repulsors and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Handy for the adventuring spelunker who likes to keep their hands free.


Golan Arms QE-1 Prototype Translocation Helm

Adventuring Gear (head), prototype
Requires attunement

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the translocate tech power from it. After a long rest, the helm regains 1d3 expended charges. This helm can serve as a focus for the purposes of casting tech powers.

Highly experimental quantum-entanglement technology has been theorized by many scientists since the days of the Old Republic, and Golan Arms seems to have made theory into reality. No one knows how an item like this was recovered from the Golan Arms labs, but you can bet they'd be interested in getting it back at any cost.


Grenade Launcher, Enhanced

Weapon (Grenade Launcher), varies

You have a bonus to the save DC and damage rolls of grenades fired by this enhanced grenade launcher. The bonus is determined by the rarity of grenade launcher. Higher rarities of grenade launchers also deal additional damage dice with grenades fired by this enhanced grenade launcher.

Rarity Bonus Additional Damage Dice
Premium +1 -
Prototype +2 -
Advanced +3 -
Legendary +3 1
Artifact +3 2

Gungan Booma

Consumable (explosive), prototype

These small violet spheres of energy measure 2.5 inches in diameter and weigh 1 lb, though larger varieties exist. Typically, 1d4+4 boomas are found together in a crate.

As an action, you can throw the booma up to 60 feet. The booma explodes on impact and is destroyed. Each creature within a 10-foot radius of where the booma landed must succeed on a DC 17 Dexterity saving throw or take 5d4 energy damage. Droids and constructs hit by the booma take an additional 4d4 ion damage. Any creature that failed the save is covered in a sticky plasma, taking 1d6 energy damage at the start of their turn. Droids and constructs take 1d4 ion damage each turn in addition to the energy damage. Creatures, droids, and constructs that succeed the saving throw are forcefully moved to just outside the blast radius, but take no damage.

Creatures and droids affected by the periodic damage may try to clear it from their bodies as an action on their turn by making a DC 15 Dexterity check. Otherwise, the plasma sloughs off after 3 rounds.


Handwraps

Adventuring Gear (hands), varies

While wearing these handwraps, you gain a bonus to attack and damage as shown in the table below, when you make an unarmed strike.

Rarity Attack Damage Extra Damage
Standard - +1 -
Premium +1 +1 -
Prototype +2 +2 -
Advanced +3 +3 -
Legendary +3 +3 1d8
Artifact +3 +3 1d10

Hardy Torso Prosthesis

Cybernetic Augmentation (Replacement), standard

This augmentation replaces your torso.

Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.

Side Effect: When you roll a 1 a Constitution saving throw to avoid exhaustion, you suffer 2 levels of exhaustion, instead of just 1.

For the wary traveler who is desperately afraid of poison.

Hawkeye Ocular Package

Cybernetic Augmentation (Replacement), premium
Prerequisite: Intelligence 13

This augmentation replaces your eyes.

You can activate or deactivate this augmentation as a bonus action. While this augmentation is active, you gain advantage on Wisdom (Perception) checks that rely on sight beyond 30 feet. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Side Effect: While this augmentation is active, you have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks within 30 feet that rely on sight.

This eye replacement features integrated macrobinoculars, granting improved ability to see further away.


Hewey

Weapon (Vibroblade), advanced

You gain a +1 bonus to attack and damage rolls with this enhanced weapon.

This weapon has 6 charges and regains 1d6 charges when you complete a long rest. Once per turn when you hit with a melee weapon attack with this weapon, you can expend a charge to have the weapon deal an additional 1d8 kinetic damage.

Hewey is an N-30 battle blade owned by the mercenary Corso Riggs during the Galactic Cold War.


Hidden Compartment Blaster

Cybernetic Augmentation (Enhancement), standard

This implant includes a small hidden blaster that is completely shielded and hidden from unenhanced investigation. You cannot use this hidden blaster until it is revealed. As a bonus action, you can reveal this weapon and make a single ranged weapon attack with it. You have proficiency with this weapon for this attack. It deals 1d4 energy damage on a hit, has a range of 20/60, and the light and reload 4 properties.

Side Effect: Reloading this weapon takes longer than usual. You can reload and re-conceal this weapon over one hour, which can be done during a short rest. This hidden compartment can only fit the specific blaster with which it is paired.

This augmentation hides a weapon in its wearer’s forearm that is almost completely undetectable by modern sensors.

High-Grade Cybernetic Arm

Cybernetic Augmentation (Replacement), prototype
Prerequisite: Constitution 13

This augmentation replaces an arm.

When you hit with a melee weapon attack using Strength with a weapon wielded by this arm, you gain a +1 bonus to the damage roll. Additionally, when you make a Strength (Athletics) check that involves this arm, you gain a +1 bonus to the check.

Side Effect: You have disadvantage on melee weapon attacks and ability checks using Dexterity that involve this arm..

This arm replacement features enhanced strength.


High-Grade Cybernetic Legs

Cybernetic Augmentation (Replacement), prototype
Prerequisite: Constitution 13

This augmentation replaces both legs.

You gain advantage on Strength ability checks and Strength saving throws, you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet, and your speed increases by 10 feet.

Side Effect: Your powerful legs have difficulty moving quietly. You have disadvantage on Dexterity (Stealth) checks that rely on moving silently.

This mechanical leg replacement increases speed and jumping height.


Holocron

Adventuring Gear, varies

This holocron contains a number of force powers with a combined level no greater than shown on the table below. After meditating with the holocron for at least a number of hours depending on the rarity, a forcecaster with a Max Power Level of the relative number or higher can make a forcecasting ability check with proficiency based on the alignment of the power stored within. The DC is set by the rarity. On a success, they learn the contained force power(s), which does not count against their force powers known and can not be unlearned except through use of a remove curse power. On a failure, the power is not learned and the forcecaster can’t try again for 24 hours.

Rarity Level Hours Max Power Level DC
Standard 1 at-will 2 1st 10
Premium 1 4 1st 14
Prototype 3 8 3rd 18
Advanced 5 16 5th 22
Legendary 7 40 7th 26
Artifact 9 80 9th 30

Holocrons are information-storage devices used by Force-wielders that contain ancient lessons or valuable information in holographic form.

Humanoid Replicant

Droid Customisation (Part), standard
Prerequisite: Humanoid proportions

Your droid gains an exterior layer that makes it indistinguishable from a species of your choice of the same size. Additionally, you have advantage on checks made to conceal your nature, and scanners of standard rarity or lower automatically fail to determine that you are a droid.


Interface Protocol

Droid Customisation (Protocol), standard

When this customization is created, its type is determined by its creator. The types, and their properties, are shown in the table below

Type Properties
Interfaced Protocol You become a valid target for the tracker droid interface tech power.
Interfaced Assistance Protocol While you are interfaced via the tracker droid interface tech power, whenever your handler has advantage on an ability check or attack roll granted by you taking the Help action, they can reroll one of the dice once.
Interfaced Crafting Protocol While you are interfaced via the tracker droid interface tech power, whenever your handler makes an ability check using tools with which the you are also proficient, they have advantage on the check. If they already have advantage, they can instead reroll one of the dice once.
Interfaced Distraction Protocol While you are interfaced via the tracker droid interface tech power, when you are within 5 feet of a target, your handler does not provoke opportunity attacks when moving out of that creature’s reach.
Interfaced Healing Protocol While you are interfaced via the tracker droid interface tech power, when your handler restores hit points to a creature that is within 5 feet of you, they can roll the dice twice and take either total.
Interfaced Tracking Protocol While you are interfaced via the tracker droid interface tech power, when your handler makes a Wisdom (Survival) check to track a target, and you are also tracking that target, your handler gains advantage on the check. If they already have advantage, they can instead reroll one of the dice once.

Intuitive Facial Prosthesis

Cybernetic Augmentation (Replacement), standard

This augmentation replaces your face.

Your Intelligence score becomes 13. If your Intelligence score is already equal to or greater than 13, it has no effect on you. Additionally, you can add half your proficiency bonus (rounded down) to any Intelligence check you make that doesn’t already include your proficiency bonus.

Side Effect: When you roll a 1 an Intelligence saving throw, the implant stutters, causing any ability checks in which you are proficient you make before the start of your next turn to not include your proficiency bonus.

This facial prosthetic includes a solid state drive, allowing for quick recall.

Instrument of the Bards

Adventuring Gear (musical instrument), varies
Requires Attunement by tech-caster

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Fifteen types of these instruments exist, each named after a legendary musician or culture that best represents it, and each with its own unique capability. The following table lists the powers common to all instruments, as well as the power specific to each one and its rarity. A creature that attempts to play these complicated instruments without being proficient and attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 sonic damage from the feedback.

You can use an action to play the instrument and cast one of its powers. Once the instrument has been used to cast a power, it can't be used to cast that power again until the next dawn. The powers use your techcasting ability and tech save DC, and are cast at their base level.

You can play the instrument while casting a power that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. The bes'bev flute is also a small vibroknife with the keen 1 property in addition to it's base properties.

Instrument Rarity Power
All --- detect invisibility, flash, infiltrate, scramble interface
Orbus's Shawm Premium kolto pack
Tay'haai's bes'bev Flute Premium tracer bolt
Ak-rev's Drum Premium stack the deck
Bodonawieedo's Slitherhorn Prototype shatter
McCool's Chindinkalu Horn Prototype diminish tech
Na'ts' Fizzz Prototype protection from energy
Gorothean Xantha Advanced shutdown
Dahai's Fanfar Advanced salvo
M'or's Ommni Box Advanced group hologram
Baker's Traz Legendary kolto infusion
Cheel's Bandfill Legendary neurotoxin
D'an's Kloo Horn Legendary disintegrate
Valahorn of the Massassi Artifact greater salvo
King Arno's Lute Artifact antipathy/sympathy
Rappertunie's Mandoviol Artifact invulnerability

Interceptor Shield

Armor (any shield), prototype
Requires attunement

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.


Iridonian Grav-lev Arm

Cybernetic Augmentation (Replacement), premium
Prerequisite: Constitution 13

This augmentation replaces a hand.

Your unarmed strikes with this arm deal 1d4 ion damage, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you deal double damage to energy-based structures with your unarmed strikes.

Side Effect: You can no longer wield weapons with electronic components, such as blasters, vibroweapons, or lightweapons. Additionally, if this hand interacts with a small electronic device, such as a datapad or commlink, it is immediately disabled.

This cybernetic arm replacement increases a user’s physical strength and can be overloaded to release a unique field resonance discharge that is particularly effective against containment fields and makes holding on to hydrospanners a breeze.


Jedi Robes

Adventuring Gear (body), varies
Requires attunement

While wearing these robes, you gain a bonus to all saving throws dependent on the rarity and type, as shown in the table below.

Rarity Type Bonus
Premium Padawan's Robe +1
Prototype Knight's Robe +2
Advanced Master's Robe +3

Members of the Order typically wear plain or unassuming garments, but this variant offers the additional protection needed by Jedi influencing important events.

Jensaarai Armor

Armor (armor, any medium), prototype
Requires attunement

While wearing this armor, you are considered proficient regardless of whether or not you have proficiency in medium armor. Additionally, it grants a +1 bonus to AC.

Jensaarai Regalia: While wearing and attuned to this armor and Jensaarai Cloak, you are adapted to both hot and cold climates, as described in chapter 5 of the Dungeon Master’s Guide. Additionally, this armor now grants a +2 bonus to AC, instead of +1. While wearing and attuned to this armor, Jensaarai Cloak, and Jensaarai Headgear, this armor now grants a +3 bonus to AC, instead of +2.

At the height of their training, Jensaarai craft and bond with their own armor. While each set of armor is unique to its bearer, they share similar traits.


Jensaarai Cloak

Adventuring Gear (shoulders), premium
Requires attunement

While wearing this cloak with its hood up, you can try to hide when you are lightly obscured from the creature from which you are hiding. Pulling the hood up or down requires a bonus action.

Jensaarai Regalia. While wearing and attuned to this cloak and Jensaarai Armor, while its hood is up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide. While wearing and attuned to this cloak, Jensaraai Armor, and Jensaarai Headgear, when you make a Dexterity saving throw to an avoid an effect that would deal cold, energy, fire, force, or kinetic damage, you can add your Wisdom or Charisma modifier (your choice, minimum of one) to the roll if it doesn’t already include that modifier.

Most Jensaari wear a gray cloak that subtly adapts to their surroundings.


Jensaarai Headgear

Adventuring Gear (head), advanced
Requires attunement

While you are wearing this headgear, kinetic and energy damage that you take from unenhanced weapons is reduced by an amount equal to your proficiency bonus.

Jensaarai Regalia. While wearing and attuned to this armor and Jensaarai Armor, this headgear no longer count towards your maximum attunement. While wearing and attuned to this headgear, Jensaarai Armor, and Jensaarai Cloak, fire, cold, and force damage you take is reduced by an amount equal to your proficiency bonus.

Most Jensaarai craft a mask or helmet bearing the visage of an animal that best personifies their desires or goals.

Jetpack, Enhanced

Adventuring Gear (back), varies

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 dependent on the rarity of jetpack, as shown on the table below. The jetpack lasts for 1 minute per power cell (up to a maximum) and can be recharged by a power source or replacing the power cells.

Rarity Flying speed (feet) Maximum (minutes)
Premium 40 12
Prototype 50 14
Advanced 60 16
Legendary 70 18
Artifact 80 20

Holocrons are information-storage devices used by Force-wielders that contain ancient lessons or valuable information in holographic form.


J-19 Bo-Rifle

Weapon (Bo-Rifle), premium

You have a +1 bonus to attack and damage rolls with this enhanced weapon. Additionally, while it is in staff mode, the save DC for its shocking property increases to 14.

This more recent and less artfully designed model of bo-rifle comes with a bayonet attached to the top edge.


Kaiburr Crystal

Adventuring gear (gemstone), artifact
Requires attunement by a force-caster

The Kaiburr crystal has 1d10 + 2 charges stored within it, enhancing your Force abilities. When casting a Force power, you can expend a charge from the crystal to reroll one die associated with the power (this includes any attack, damage, or healing roll), and can choose to keep either roll. Alternatively, when you are the target of a force power you didn't cast you may expend a charge to reroll one of the dice and choose which roll to keep. Any number of dice may be rerolled as long as there are charges to expend.

While in close proximity to the Temple of Pomojema on Mimban, the crystal recovers 1 charge every minute. If removed from Mimban, the crystal does not regain spent charges, but can be used as a lightweapon crystal. When used as a lightweapon crystal, it grants a +2 bonus to attack and damage rolls made with the lightweapon, and increases your force save DC by 2.

Karrak

Consumable (substance), varies

A powerful painkiller, karrak allows creatures to continue through the most grievous injuries.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Constitution, and at the start of each of the creature’s turns it gains temporary hit points as shown in the table below. At the end of the high, the creature must succeed on a Wisdom saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Constitution, and for the duration their current and maximum hit points are reduced by the temporary hp dice. If this would reduce your maximum hit points below 1, it instead becomes 1. At the end of the low, the creature must make a Constitution saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Karrak, shown in the table below

Rarity Die DC High Duration Low Duration Temp HP
Premium d4 16 1 minute 1 hour 2d4
Prototype d6 18 10 minutes 1 hour 2d6
Advanced d8 20 10 minutes 4 hours 2d8
Legendary d10 22 1 hour 4 hours 2d10
Artifact d12 24 1 hour 8 hours 2d12

Leg Reinforcements

Droid Customisation (Part), standard

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


Lightbringer

Weapon (Any lightweapon), legendary
Requires attunement by force-caster

You gain a +3 bonus to attack and damage rolls made with this enhanced weapon. When you hit an aberration or an undead with it, that creature takes an extra 2d10 energy damage.

While you hold the drawn lightweapon, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against force powers and their effects. If you have 17 or more levels in the guardian class, the radius of the aura increases to 30 feet.

Machinist's Catalyzer

Consumable (technology), varies

As an action, you can administer this catalyzer to a creature within 5 feet. When you administer this adrenal, the target gains a bonus to it's tech attack rolls, tech save DC and damage and healing rolls with tech powers. The bonuses are determined by the rarity, as shown in the table below. This effect lasts for 1 minute. A creature can benefit from only one catalyzer at a time.

Rarity Tech Attack Tech DC Damage/Healing
Standard - - +1
Premium +1 +1 +1
Prototype +2 +2 +2
Advanced +3 +3 +3

Magnetic Forearm Enhancement

Cybernetic Augmentation (Replacement), standard

This augmentation replaces a forearm.

Unarmed strikes with this hand have the reach property.

Side Effect: When you roll a 1 on an ability check, attack roll, or saving throw with this arm, the hand disconnects and falls to the ground. It can be picked up and replaced as a bonus action.

This hand replacement creates a magnetic connection between the hand and forearm, emitting a minor hum.


Mag-lock Boots

Adventuring Gear (feet), standard

While you wear these boots, you can activate or deactivate heir mag-locks as a bonus action. While the mag locks are engaged, you move at half speed, can walk on any solid metallic surface, ignore difficult terrain caused by metallic debris, and ignore the effects of gravity (or the lack thereof), allowing you to walk up vertical surfaces or even upside-down.

The battery in these boots lasts for a total of 1 hour and recharges at the end of a long rest.


Mandalorian Beskar'gam

Armor (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. Additionally, it grants a +1 bonus to AC.

Mandalorian Vestments: While wearing and attuned to this armor and 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, Mandalorian Helmet, and Mandalorian Shuk’orok, this armor now grants a +3 bonus to AC, instead of +2.

This armor is forged from an incredibly rare material known as beskar, a highly durable metal.

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 wearing and attuned to this helmet and Mandalorian Beskar’gam, you have advantage on Wisdom (Perception) checks that rely on sight within 60 feet. While wearing and attuned to this helmet, Mandalorian Beskar’gam, and Mandalorian Shuk’orok, you have advantage on Intelligence (Investigation) checks within 5 feet.

Featuring the iconic T-shaped visor of the Mandalorians, this helmet strikes fear into the hearts of the unwary.


Mandalorian Shuk'orok

Adventuring Gear (hands), 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 wearing and attuned to these gloves and Mandalorian Beskar’gam, these gauntlets no longer count towards your maximum attunement. While wearing and attuned to these gloves, Mandalorian Beskar’gam, and Mandalorian Helmet, you have resistance to kinetic and energy damage from unenhanced sources.

The final piece of a Mandalorian’s armor, these gauntlets grant augmented strength.

Mandalorian Tech Shield

Armor (any shield), prototype
Requires attunement

While holding this shield, you have resistance to damage from ranged weapon attacks.

Virus. This shield has been tampered with by the Mandalorian Death Watch to attract projectiles, and receives a tech-based curse. Attuning to it causes nano-sized RFID bots to adhere to your body, cursing you until you are targeted by the remove virus power or similar power. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.


Manipulator Upgrade

Droid Customisation (Part), standard
Prerequisite: Class II droid

You lose the Undersized special trait.


Matrix Armor

Armor (any heavy), premium

While wearing this suit of armor, any critical hit against you becomes a normal hit.

This suit of armor has had its protective durasteel components replaced by equivalents made of matrix, a purple metal used to reinforce starships

Mechanic

Droid Customisation (Part), standard

As an action, you can activate the repair tools, choosing one of the following options:

  • You can stabilize a droid within 5 feet of you that has 0 hit points, without needing to make an Intelligence (Technology) check.
  • You can restore 2d4+2 hit points to a droid or construct within 5 feet.

You can use each feature once. You regain all expended uses when you complete a long rest.

This part equips the droid with a series of machine repair tools.


Medic

Droid Customisation (Part), standard

As an action, you can activate the medical kit, choosing one of the following options:

  • You can stabilize a creature within 5 feet of you that has 0 hit points, without needing to make a Wisdom (Medicine) check.
  • You can restore 1d4+1 hit points to a creature within 5 feet.
  • You can cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour.

This medical kit has no effect on droids or constructs. You can use each feature once. You regain all expended uses when you complete a long rest.

This part equips the droid with a compact medical kit.

Medpac, Enhanced

Consumable (medpac), varies

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 dice 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). The amount of dice rolled is determined by the rarity of the Medpac. If the creature has Hit Dice of different sizes, use whichever Hit Die size they have the most of.

Rarity Dice Rolled
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact 6

Microphasic Hypervisor

Cybernetic Augmentation (Replacement), prototype
Prerequisite: Constitution 13

This augmentation replaces your eyes.

You can activate or deactivate this implant as a bonus action. While active, you have truesight to a range of 30 feet.

Side Effect: While active, you have disadvantage on Wisdom (Perception) checks beyond 30 feet.

This augmentation is a large, boxy eye replacement that covers both eyes with digital optic feeds and high resolution sensors.


Mighty Athlete Package

Cybernetic Augmentation (Enhancement), legendary
Prerequisite: Strength 15

Your Strength score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Strength saving throws.

Side Effect: One ability score other than Strength (chosen by the GM) decreases by 1.

This implant drastically increases your physical capacities.


Mighty Build

Droid Customisation (Part), premium
Prerequisite: Class V droid

Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.


Modified Nen-Carvon R-19 Paraglider

Vehicle (paraglider), advanced

The combat paraglider is a beloved tool to those in the spycraft trade, allowing pilots to fly long distances behind enemy lines without being seen by sensor sweeps. The glider's repulsorlift can fly at heights of up to 3 miles, and has a topspeed of 160mph. The pilot's pull-down visor grants night-vision and allows the pilot to easily find and follow the terrain below them. While the glider itself is single occupant only, it can easily handle up to 100 lbs of extra weight from equipment mounted onto brackets to be carried across enemy lines, making it one of the most valuable tools in a spy's arsenal.

The paraglider has an AC of 16, 40 hit points, and a move speed of 90 feet (flying). Using the visor grants the pilot darkvision out to 120 feet in a 45 degree arc. Pilots have Advantage when making Wisdom checks to follow terrain using this visor, but cannot see outside of the arc. Creatures attempting to notice the glider through Intelligence (Technology) checks using sensors or other scanning equipment do so with Disadvantage.

Mummergy

Consumable (substance), varies

Mummergy is a strong-smelling liquor derived from a plant of the same name.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Intelligence. At the end of the high, the creature must succeed on a Constitution saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Intelligence. At the end of the low, the creature must make a Wisdom saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Mummergy, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Muon Gold

Consumable (substance), varies

Muon gold is a lubricant-based spice that gives users intensified mental clarity and focus for a short time.

As an action, you can apply this substance to a creature within 5 feet. the creature experiences a high that increases their current and maximum tech points. At the end of the high, the creature must succeed on a Wisdom saving throw or experience a low, during which their current and maximum tech points are reduced by the same dice. At the end of the low, the creature must make a Constitution saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Muon Gold, shown in the table below

Rarity Die DC High Duration Low Duration
Premium 2d4 16 1 minute 1 hour
Prototype 2d6 18 10 minutes 1 hour
Advanced 2d8 20 10 minutes 4 hours
Legendary 2d10 22 1 hour 4 hours
Artifact 2d12 24 1 hour 8 hours

Nighthawk Ocular Implant

Cybernetic Augmentation (Replacement), premium
Prerequisite: Intelligence 13

This augmentation replaces your eyes.

You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.

Side Effect: While active and in bright light, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Novanian Grog

Consumable (substance), varies

This grog features a pungent odor and a strong kick.

As an action, you can apply this substance to a creature within 5 feet. the creature experiences a high that increases their current and maximum tech points. At the end of the high, the creature must succeed on a Constitution saving throw or experience a low, during which their current and maximum tech points are reduced by the same dice. At the end of the low, the creature must make a Wisdom saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Novanian Grog, shown in the table below

Rarity Die DC High Duration Low Duration
Premium 2d4 16 1 minute 1 hour
Prototype 2d6 18 10 minutes 1 hour
Advanced 2d8 20 10 minutes 4 hours
Legendary 2d10 22 1 hour 4 hours
Artifact 2d12 24 1 hour 8 hours

Necklace of Unstable Firegems

Adventuring Gear (neck), prototype

This necklace has 1d6+3 unstable Lowickan firegems in electrum settings hanging from it. You can use an action to detach a gem and throw it up to 60 feet away. When it reaches the end of its trajectory, the gem detonates as a 3rd-level explosion tech power (save DC 15).

You can hurl multiple firegems, or even the whole necklace, as one action. When you do so, increase the level of the explosion by 1 for each firegem beyond the first.

Lowickan firegems have a unique property - starship core radiation causes their molecular structure to rupture in a violent explosion. These firegems are even more unstable, with each barely containing intense radiation and the slightest bump or jarring action being able to set them off, reactor or no. User beware.

Net, Enhanced

Weapon (Bolas), varies

This enhanced net have a bonus to its Check DC, AC and Hit Points, they are determined by the rarity of net.

Rarity Escape DC AC HP
Premium 14 11 10
Prototype 15 12 15
Advanced 16 13 20
Legendary 17 14 25
Artifact 18 15 30

Night Visor

Adventuring Gear (head), premium

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the visor increases its range by 60 feet.


Nightsister Bow of Retribution

Weapon (energy bow), advanced
Requires attunement

This enhanced weapon has the piercing 1 and vicious 1 properties in addition to its normal properties.

When you draw this bow back to attack, it whispers in Dathomiri, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 2d6 energy damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.


Nosaurian Tree-Claw

Weapon (handwraps), premium
Requires attunement

The tree-claw has the fixed, light, and special properties, as described in Chapter 5 of Wretched Hives, and increases the wearer's Unarmed damage die to a d4. In addition to these properties, the tree-claw grants the attuned user Advantage on all climbing-related skill checks.

Omwati Techguard Shield

Armor (shield), advanced
Requires attunement

While holding this shield, you have advantage on saving throws against tech powers and their effects, and tech attacks have disadvantage against you.


Onderon Beast Rider Lance of Command

Weapon (vibrolance), premium
Requires attunement

This vibrolance is an enhanced weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate flying speed. The vibrolance regains 1d3 expended charges daily at dawn.


Orbalisk Armor

Armor (Heavy Exoskeleton), prototype

This armor has no weight and does not affect encumbrance. While wearing it, you are considered proficient regardless of whether or not you have proficiency with heavy armor, and you are resistant to all unenhanced damage.

Cursed: You can not remove this armor without first killing the orbalisks. While wearing this armor, whenever you complete a long rest, you must make a DC 15 Wisdom saving throw. You can choose to fail this saving throw. For each saving throw you fail, the size of your Hit Die is reduced by one step (from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2). If you fail a saving throw while your Hit Die is a d2, you die as the orbalisks consume you. Additionally, for each saving throw you fail, your AC increases by 1. For each saving throw you succeed, the size of your Hit Die increases by one step (from d2 to d4, from d4 to d6, from d6 to d8, from d8 to d10, or from d10 to d12). Additionally, for each saving throw you succeed, your AC decreases by 1. The size of your Hit Die can not exceed the Hit Dice granted by your class, and your AC can not be increased or reduced more than the number of Hit Die increases or reductions.

This armor is comprised of a series of small parasitic creatures called orbalisks. Over time, orbalisks reproduce until they cover the entirety of their host.


OutlawTech Electronic Lock Breaker

Consumable (technology), advanced

When you make an Intelligence (security kit) check, you can use the lock breaker (no action required) to gain a +5 bonus on the check if proficient with a security kit, and an additional +5 if you have expertise. You can wait until after you roll the d20 before deciding to use the lock breaker, but you must decide before the GM says whether the check succeeds or fails. Due to the bulky nature of this item, it must be used as a standalone item and cannot be used in conjunction with a security spike.

Poison, Enhanced

Consumable (poison), varies

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 Constitution saving throw, taking poison damage on a failed save or half as much on a successful one (as shown in the table below). Once applied, the poison retains potency for 1 minute before drying.

Rarity Save DC Poison Damage
Premium 16 4d4
Prototype 18 6d4
Advanced 20 8d4
Legendary 22 10d4
Artifact 24 12d4

Portable Teleporter

Consumable (technology), varies

As an action, you can use this teleporter to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see. The range of the second portal is determined by the rarity, as shown in the table below.

These portals lasts until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal.

Rarity Portal Range (feet)
Standard 30
Premium 60
Prototype 90
Advanced 150
Legendary 300
Artifact 1000

Power Cipher

Adventuring Gear (Data Recording and Storage), varies

A power cipher is an item that contains the machinations a single power, imbued by the Force or built of technology. If your class is able to learn this power, you can activate the cipher and cast its power. Otherwise, the cipher is unusable. Casting the power by activating the cipher requires the power’s normal casting time.

If your class is able to learn the power but at a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC equals 10 + the power's level. On a failed check, the cipher is rendered permanently unusable with no other effect.

Once the power is cast, it is spent from the cipher, and the cipher itself disintegrates.

The level of the power in the cipher determines the power's saving throw DC and attack bonus, as well as the cipher's rarity, as shown in the Power Cipher table.

Power Level Rarity Save DC Attack Bonus
At-will Standard 13 +5
1st Standard 13 +5
2nd Premium 13 +5
3rd Premium 15 +7
4th Prototype 15 +7
5th Prototype 17 +9
6th Advanced 17 +9
7th Advanced 18 +10
8th Advanced 18 +10
9th Legendary 19 +11

A cipher can take many forms. For a tech power such as explosion, a tech cipher containing it could be a simple grenade, or a small, one-use rocket launcher. Just as there are many ways to describe the form a tech power takes, there are just as many ways to describe their ciphers. A force cipher is likely more complicated to describe, but some options are it being a Force-imbued crystal, a strange holocron, a Sith amulet, and so on.

(This item created by Aziz on the discord).

Power Generator, Enhanced

Consumable (ammunition), varies

You have a bonus to attack and damage rolls made with this enhanced power generator, as shown in the table below. This bonus is in addition to any bonuses granted by the weapon. Once the power cell is depleted, it no longer gives a bonus.

Rarity Attack/Damage Bonus Extra Damage
Premium +1 -
Prototype +2 -
Advanced +3 -
Legendary +3 1d8
Artifact +3 1d10

Power Supply Port

Droid Customisation (Part), standard
Prerequisite: Class V droid

You gain the ability to charge expended power cells and power generators within your reach. You have a charging capacity of 1 hour. You can spend 10 minutes of this charging capacity to replenish an expended power cell, or 1 hour replenishing an expended power generator. Alternatively, you can directly connect to and power a single blaster weapon that uses power cells or power generators. Once per turn, if the powered weapon would be reloaded, it can be done without using an action, instead expending 10 minutes of your charging capacity if it uses power cells or 1 hour if it uses a power generator. Connecting or disconnecting a weapon takes an action.

If you attempt to replenish an enhanced power cell or power generator, or a specialized power cell, it loses its enhanced or specialized properties.


Projectile, Fragmentation

Consumable (ammunition), varies

When this enhanced ammunition is created, its type is determined by its creator. It can be a Fragmentation Missile, or Fragmentation Rocket.

You have a bonus to attack rolls made with this enhanced ammunition, which deals kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon.

Additionally, hit or miss, the projectile then explodes. The target and each creature within 5 feet (Missile), or 15 feet (Rocket) must make a Dexterity saving throw, taking kinetic damage on a failed save or half as much on a successful one.

The bonus to attack rolls, damage and save DC is determined by the rarity of Projectile, as shown in the table below.

Rarity Attack Bonus Missile Kinetic Damage Rocket Kinetic Damage Dexterity Save DC Missile Explosion Damage Rocket Explosion Damage
Premium +1 1d6 2d6 16 2d10 4d10
Prototype +2 1d6 2d6 18 3d10 6d10
Advanced +3 1d6 2d6 20 4d10 8d10
Legendary +3 2d6 3d6 22 5d10 10d10
Artifact +3 3d6 4d6 24 6d10 12d10

Projectile, Incendiary

Consumable (ammunition), varies

When this enhanced ammunition is created, its type is determined by its creator. It can be an Incendiary Missile, or Incendiary Rocket.

You have a bonus to attack rolls made with this enhanced ammunition, which deals kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon.

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

The bonus to attack rolls, damages and save DC is determined by the rarity of Projectile, as shown in the table below.

Rarity Attack Bonus Missile Kinetic Damage Rocket Kinetic Damage Dexterity Save DC Missile Fire Damage Rocket Fire Damage
Premium +1 1d6 2d6 16 2d8 4d8
Prototype +2 1d6 2d6 18 3d8 6d8
Advanced +3 1d6 2d6 20 4d8 8d8
Legendary +3 2d6 3d6 22 5d8 10d8
Artifact +3 3d6 4d6 24 6d8 12d8

Projectile, Ion

Consumable (ammunition), varies

When this enhanced ammunition is created, its type is determined by its creator. It can be an Ion Missile, or Ion Rocket.

You have a bonus to attack rolls made with this enhanced ammunition, which deals kinetic damage on a hit. This bonus is in addition to any bonuses granted by the weapon.

Additionally, hit or miss, the projectile then explodes. The target and each creature within 5 feet (Missile), or 15 feet (Rocket) must make a Dexterity saving throw, taking kinetic damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.

The bonus to attack rolls, damage and save DC is determined by the rarity of Projectile, as shown in the table below.

Rarity Attack Bonus Missile Kinetic Damage Rocket Kinetic Damage Dexterity Save DC Missile Fire Damage Rocket Fire Damage
Premium +1 1d6 2d6 16 2d6 4d6
Prototype +2 1d6 2d6 18 3d6 6d6
Advanced +3 1d6 2d6 20 4d6 8d6
Legendary +3 2d6 3d6 22 5d6 10d6
Artifact +3 3d6 4d6 24 6d6 12d6

Projector Cylinder, Corrosive

Consumable (ammunition), varies

When this enhanced ammunition is created, its type is determined by its creator. It can be a Projector Canister, or a Projector Tank.

When triggered, this enhanced ammunition produces a spray of acid in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel cylinder holds enough fuel for three attacks in a line or a single attack in a cone.

Each creature must make a Constitution saving throw, as shown in the table below. On a failed save, a creature takes acid damage, and the first attack it makes before the end of its next turn has disadvantage. On a successful save, a creature takes half damage and isn’t disadvantaged. The damage is determined by the item type.

If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust.

If you lack proficiency in the weapon used, you must roll the damage dice twice and take the lesser total.

Rarity Save DC Canister Damage Tank Damage
Premium 16 2d6 3d6
Prototype 18 3d6 4d6
Advanced 20 4d6 5d6
Legendary 22 5d6 6d6
Artifact 24 6d6 7d6

Projector Cylinder, Cryo

Consumable (ammunition), varies

When this enhanced ammunition is created, its type is determined by its creator. It can be a Projector Canister, or a Projector Tank.

When triggered, this enhanced 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 cylinder holds enough fuel for three attacks in a line or a single attack in a cone.

Each creature must make a Constitution saving throw, as shown in the table below. On a failed save, a creature takes 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. The damage is determined by the item type.

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 weapon used, you must roll the damage dice twice and take the lesser total.

Rarity Save DC Canister Damage Tank Damage
Premium 16 2d4 3d4
Prototype 18 3d4 4d4
Advanced 20 4d4 5d4
Legendary 22 5d4 6d4
Artifact 24 6d4 7d4

Projector Cylinder, Incendiary

Consumable (ammunition), varies

When this enhanced ammunition is created, its type is determined by its creator. It can be a Projector Canister, or a Projector Tank.

When triggered, this enhanced ammunition produces a burst of flame in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel cylinder holds enough fuel for three attacks in a line or a single attack in a cone.

Each creature must make a Dexterity saving throw, as shown in the table below. On a failed save, a creature takes 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. The damage is determined by the item type.

If you lack proficiency in the weapon used, you must roll the damage dice twice and take the lesser total.

Rarity Save DC Canister Damage Tank Damage
Premium 16 2d8 3d8
Prototype 18 3d8 4d8
Advanced 20 4d8 5d8
Legendary 22 5d8 6d8
Artifact 24 6d8 7d8

Quickstriker

Weapon (Any), advanced
Requires attunement

You gain a +2 bonus to attack and damage rolls made with this enhanced weapon. In addition, you can make one attack with it as a bonus action on each of your turns.


Quick Savant Package

Cybernetic Augmentation (Enhancement), legendary
Prerequisite: Intelligence 15

Your Intelligence score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Intelligence saving throws.

Side Effect: One ability score other than Intelligence (chosen by the GM) decreases by 1.

This implant drastically increases your mental capacities.

Raava

Consumable (substance), varies

Raava is a traditional liquor breed from zsajhira berries.

As an action, you can apply this substance to a creature within 5 feet. the creature experiences a high that increases their current and maximum tech points. At the end of the high, the creature must succeed on a Constitution saving throw or experience a low, during which their current and maximum tech points are reduced by the same dice. At the end of the low, the creature must make a Wisdom saving throw to resist addiction.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Dexterity. At the end of the high, the creature must succeed on a Constitution saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Dexterity. At the end of the low, the creature must make a Wisdom saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Raava, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Reactive Ultrachrome Armor

Armor (Heavy Exoskeleton), legendary
Requires attunement

You have resistence to unenhanced damage while you wear this armor. Additionally, you can use an action to make yourself immune to unenhanced damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.

Made with just enough ultrachrome to give you an edge while still keeping things interesting, these suits of armor can discharge an integrated power cell to catalyze this metal normally used in starship hulls into a more resilient state.

Reflex Enhancer

Cybernetic Augmentation (Enhancement), varies

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. This augmentation's prerequisites, and saving throws it affects, is determined by the rarity of the augmentation.

Rarity Prerequisite Saving Throws
Premium Intelligence 13 Intelligence
Advanced Dexterity 13 Dexterity
Artifact Dexterity and Intelligence 15 Dexterity and Intelligence

Side Effect: When you fail a saving throw affected by this augmentation, you treat the damage as if the source had rolled the maximum.


Reflex Protocol

Droid Customisation (Protocol), varies
Requires attunement

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. The saving throws it affects, is determined by the rarity of the augmentation.

Rarity Saving Throws
Premium Intelligence
Advanced Dexterity
Artifact Dexterity and Intelligence

Reinforced Chassis

Droid Customisation (Part), standard
Requires attunement

You’ve reinforced your chassis. When you don’t have armor integrated, your AC is 13 + your Dexterity modifier.

Repulsor Lifts

Droid Customisation (part), varies

Repulsor lifts are a form of rocket propulsion affixed to the lower part of a droid’s chassis. Activating or deactivating the repulsors requires a bonus action and, while active, you have a flying speed determined by the rarity of Repulsor Lifts, as shown in the table below. The repulsor lifts last for 1 minute. Once they’ve been used, they can’t be used again until an hour has passed.

Rarity Speed (Fly)
Standard 25
Premium 30
Prototype 35
Advanced 40
Legendary 45
Artifact 50

Resourceful Drive

Droid Customisation (part), standard
Prerequisite: Class III droid

Your speed increases by 5 feet, and you gain proficiency in one blaster or vibroweapon of your choice.

Respiration Facilitator

Adventuring Gear (neck), prototype

You have advantage on Constitution saving throws against force powers.

This choker allowed the notorious bounty hunter Cad Bane to bypass normal respiratory function. While worn, it gives your a voice a deeper, digital sound:


Restraing Bolt, Enhanced

Adventuring Gear, varies

This enhanced Restraining Bolt has an improved Saving Throw DC. The DC is determmined by the rarity of Restraining Bolt, as shown in the table below.

Rarity Saving Throw DC
Premium 16
Prototype 18
Advanced 20
Legendary 22
Artifact 24

Reverse-Engineered Crushgaunts

Adventuring Gear (hands), premium
Requires attunement

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

Though the knowledge to forge a pair of true shuk’orok is a closely-guarded Mandalorian secret, the effects of these gloves are desirable enough to spawn numerous imitators.

Ring of Force-Storing

Adventuring Gear (finger), varies
Requires attunement

This ring stores force powers cast into it, holding them until the attuned wearer uses them. The ring can store up to an amount of levels worth of force powers at a time, as shown in the table below. When found, it contains an amount of levels of stored force powers chosen by the GM.

Any creature can cast a force power into the ring by touching the ring as the force power is cast. The force power has no effect, other than to be stored in the ring. If the ring can’t hold the force power, the force power is expended without effect. The level of the slot used to cast the force power determines how much space it uses.

While wearing this ring, you can cast any force power stored in it. The force power uses the slot level, force save DC, force attack bonus, and forcecasting ability of the original caster, but is otherwise treated as if you cast the force power. The force power cast from the ring is no longer stored in it, freeing up space.

Rarity Max Levels Stored Levels When Found
Standard 2 1d3-1
Premium 3 1d4-1
Prototype 5 1d6-1
Advanced 6 1d7-1
Legendary 8 1d9-1
Artifact 9 1d10-1

Ring of Tech-Storing

Adventuring Gear (finger), varies
Requires attunement

This ring stores tech powers cast into it, holding them until the attuned wearer uses them. The ring can store up to an amount of levels worth of tech powers at a time, as shown in the table below. When found, it contains an amount of levels of stored tech powers chosen by the GM.

Any creature can cast a tech power into the ring by touching the ring as the tech power is cast. The tech power has no effect, other than to be stored in the ring. If the ring can’t hold the tech power, the tech power is expended without effect. The level of the slot used to cast the tech power determines how much space it uses.

While wearing this ring, you can cast any tech power stored in it. The tech power uses the slot level, tech save DC, tech attack bonus, and techcasting ability of the original caster, but is otherwise treated as if you cast the tech power. The tech power cast from the ring is no longer stored in it, freeing up space.

Rarity Max Levels Stored Levels When Found
Standard 2 1d3-1
Premium 3 1d4-1
Prototype 5 1d6-1
Advanced 6 1d7-1
Legendary 8 1d9-1
Artifact 9 1d10-1

Robe of the Revanchist

Adventuring Gear (body), artifact
Requires attunement by force-caster

This simple garment is made from exquisite shimmersilk of white, gray, or black, and comes with fine-crafted chestplate, gloves, and boots. The robe's color changes to correspond to the force alignment of the attuned wearer: a sand-white robe for light, gray for neutral, and black and red for dark. You can't attune to a robe of the revanchist without being Force sensitive.

You gain these benefits while wearing the robe:

  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.

  • You have advantage on saving throws against force powers and their effects.

  • Your Force save DC and Force attack bonus each increase by 2.

Rocket Boots

Adventuring Gear (feet), varies

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, flying speed dependent on the rarity of rocket boots, as shown on the table below. The rocket boots last for 1 minute and can be recharged by a power source or replacing the power cell.

Rarity Flying speed (feet)
Premium 30
Prototype 35
Advanced 40
Legendary 45
Artifact 50

Rocketpack

Adventuring Gear (back), varies

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

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

Rarity Flying speed Maximum (mins) Attack Bonus Damage Bonus
Premium 30 6 +1 +1
Prototype 35 7 +2 +2
Advanced 40 8 +3 +3
Legendary 45 9 +3 1d8
Artifact 50 10 +3 1d10

Rylca Gel

Consumable (medical), premium

Made using certain bacta ingredients and ryll kor (a rare form of ryll spice), this repurposed medpac contains 1d4+1 doses of a mixture that smells sickly sweet. The pack and its contents weigh 1/2 pound.

As an action, one dose of the gel can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. This medpac has no effect droids or constructs.


Sabine's Mischievous Pigments

Adventuring Gear (utility), advanced

Typically found in 1d6 containers inside a fine metal box with a spray applicator (weighing 1 lb in total), these pigments allow you to create three-dimensional illusions by painting them in two dimensions. The paint flows from the applicator to form the desired object as you concentrate on its image.

Each container of paint is sufficient to cover 1,000 square feet of a surface, which lets you create illusory inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons--that are up to 10,000 cubic feet. It takes 1 minute to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes an illusory object that appears real to casual observers. Thus, painting a door on a wall creates an illusory door that can appear open to whatever is beyond it. Painting a pit on a floor creates an illusory pit, and its depth counts against the total area of objects you create. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Anything of any value can be created by the pigments. Whatever you paint looks authentic, but close inspection reveals it is an illusion. If a creature suspects it is an illusion, they can make a DC 19 Intelligence (Investigation) or Wisdom (Perception) check (GM's choice). On a success, the creature is aware the object or terrain is an illusion. On a failure, the creature remains convinced the illusion is real and cannot inspect its true nature for 24 hours.


Scoundrel's Blaster

Weapon (Any blaster), legendary
Requires attunement

You gain a +3 bonus to attack and damage rolls made with this blaster. In addition, while you hold the blaster, you can use your reaction to make one ranged weapon attack with it against any creature in your range that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

Scoundrel's Lucky Dice

Adventuring Gear (gaming set), premium
Requires attunement

While these polished, aurodium-plated pair of chance cubes are on your person, you gain a +1 bonus to ability checks and saving throws.


Sentry

Droid Customisation (part), standard
Prerequisite: Class III droid

You learn the alarm tech power. You can cast it once, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest. Intelligence is your techcasting ability for this power.

This part equips a droid with a small rotating sensory dish.


Shield, Enhanced

Shield (Any), varies

You have a bonus to AC while wielding this. The bonus is determined by the rarity of shield. Higher rarity shields additionally reduce damage you take. If this would reduce the damage to 0, the damage is instead reduced to 1.

Rarity AC Bonus Damage Reduction
Premium +1 -
Prototype +2 -
Advanced +3 -
Legendary +3 1
Artifact +3 2

Ship Armor, Enhanced

Ship Armor (Any), varies

Your ship has a bonus to AC while this armor is installed. The bonus is determined by the rarity of Ship Armor

Rarity AC Bonus
Premium +1
Prototype +2
Advanced +3

Ship Shield, Enhanced

Ship Shield (Any), varies

Your ship has a bonus to Strength, Dexterity, and Constitution saving throws while this shield is installed. The bonus is determined by the rarity of Ship Shield

Rarity Bonus
Premium +1
Prototype +2
Advanced +3

Ship Weapon, Enhanced

Ship Weapon (Any), varies

Your ship has a bonus to attack and damage rolls made with this enhanced ship weapon. The bonus is determined by the rarity of Ship Weapon

Rarity Bonus
Premium +1
Prototype +2
Advanced +3

Shock Arm

Droid Customisation (part), premium
Prerequisite: Class II droid

You have a small integrated droid shock arm with which you can make unarmed strikes. You have proficiency in this shock arm, which is a vibroweapon and deals 1d6 lightning damage on a hit. You can use your choice of Strength or Intelligence for the attack and damage rolls. You must use the same modifier for both rolls.

This small robotic appendage has a fork-like prod from that can release a substantial electrical discharge.


Shotgun Axe

Weapon (Shotgun), premium

You have a +1 to damage rolls made with this shotgun. Additionally, this shotgun has an axe attachment, allowing you to make a melee weapon attack with it. The axe is a melee weapon that you are proficient with, and deals 1d8 kinetic damage.

Additionally, when you use this shotgun as an improvised weapon, you are considered proficient in it, and it deals 1d8 kinetic damage on a hit.

“Oh you want clever? Come a little closer, I’ll get real clever.”


Shoulder Cannon, Enhanced

Weapon (Shoulder Cannon), varies

You have a bonus to attack and damage rolls made with this enhanced shoulder cannon. Additionally its smart property is improved.

These bonuses are determined by the rarity of shoulder cannon, as shown in the table below.

Rarity Attack/Damage Bonus Additional Damage Smart Property
Premium +1 - (16, +2)
Prototype +2 - (17, +3)
Advanced +3 - (18, +4)
Legendary +3 1d8 (19, +5)
Artifact +3 1d10 (20, +6)

Sith Robes

Adventuring Gear (body), varies
Requires attunement

You gain a bonus to damage rolls with weapons and force powers while you wear this robe.

Rarity Type Bonus
Premium Acolyte's Robe +1
Prototype Warrior's Robe +2
Advanced Lord's Robe +3

Designed for those who relish personal combat, and know that power comes to those who take it, these robes greatly augment offensive capabilities with no hindrance to movement.


Slipstream Kickers

Adventuring Gear (feat), prototype
Requires attunement

While you wear these boots, you can use a bonus action to activate or deactivate their overdrive mode. If you do, you gain the effect of the tactical advantage tech power for 1 minute. Once you’ve used this feature, you must complete a long rest before you can use it again.


Skills Enhancement Package

Cybernetic Augmentation (Enhancement), advanced
Prerequisite: Intelligence 15

When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.

Side Effect: When you make an ability check using a skill you are not proficient in, you must roll a d4 and subtract the result from the total.

This implant includes a library of situational information that it injects directly into your consciousness.


Smokescreen Generator

Adventuring gear (utility), premium

Smoke shoots out of this brass-colored box, which weighs 1 pound and is a 6-inch cube. When you use an action to open the top, a cloud of thick smoke pours out in a 60-foot radius from the generator. The cloud's area is heavily obscured. Each minute the generator remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the generator is open. Closing the generator requires you to close the top as an action. Once the generator is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Snare, Enhanced

Consumable (ammunition), varies

This enhanced snare have a bonus to its Check DC, AC and Hit Points, they are determined by the rarity of snare.

Rarity Escape DC AC HP
Premium 14 11 10
Prototype 15 12 15
Advanced 16 13 20
Legendary 17 14 25
Artifact 18 15 30

Sparkles

Weapon (Light Pistol), premium

When you roll a 20 on an attack roll with this weapon, or hit a creature that has not yet acted during your first turn in combat, you deal an additional 1d4 energy damage.

Sparkles is a BlasTech CS-14 light pistol owned by the mercenary Corso Riggs during the Galactic Cold War.


Spicebrew

Consumable (substance), varies

Spicebrew, a popular drink across the galaxy, is a tanned alcoholic beverage topped with foam.

As an action, you can apply this substance to a creature within 5 feet. the creature experiences a high that increases their current and maximum force points. At the end of the high, the creature must succeed on a Constitution saving throw or experience a low, during which their current and maximum force points are reduced by the same dice. At the end of the low, the creature must make a Wisdom saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Spicebrew, shown in the table below

Rarity Die DC High Duration Low Duration
Premium 2d4 16 1 minute 1 hour
Prototype 2d6 18 10 minutes 1 hour
Advanced 2d8 20 10 minutes 4 hours
Legendary 2d10 22 1 hour 4 hours
Artifact 2d12 24 1 hour 8 hours

Spike, Enhanced

Consumable (technology), varies

When this item is created, its type is determined by its creator. It can be either a Computer Spike, or a Security Spike.

When you make an Slicer’s Kit (Computer Spike) or Security Kit (Security Spike) check, you can use the spike (no action required) to gain a benefit to the check. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.

Rarity Benefit
Premium Advantage
Advanced Advantage, and can reroll one of the dice once.
Artifact Advantage, and can reroll both of the dice once.

Stokhli Spray Stick

Weapon (electrostaff), prototype
Requires attunement

Originally created by the nomadic Stokhli species on the planet Manress, Stokhli spray sticks served as effective long-range stun weapons, and were first employed for big game hunting. These weapons had enough power to knock out large animals like gundarks, making them very popular among big-game hunters.

You gain a +1 bonus to attack and damage rolls made with this weapon and this electrostaff's shocking DC increases from 13 to 15.

Additionally, this electrostaff comes with an integrated net launcher, the net launcher has a minimum range of 60ft and a maximum of 240ft, a reload of 5, and uses traditional power cells as ammunition.

A Large or smaller creature hit by a net is restrained and shocked 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, 20 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects.

(This item was created by DrakeRyzer on the discord).

Strength Belt

Adventuring Gear (back), varies
Requires attunement

While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Five varieties of this belt exist

Type Strength Rarity
Strength Enhancer 21 Prototype
CNS Strength Enhancer 23 Advanced
GNS Strength Ennhancer 25 Advanced
Sith Strength Belt 27 Legendary
Dominator Belt 29 Artifact

This large belt greatly increases a users physical power with an array of repulsorfield microgenerators and a pair of reactive-lift actuators that increase raw force and lift-capacity without any loss of speed or fine motor skills.

Superior Rylca Gel

Consumable (medical), advanced

Made using certain bacta ingredients and ryll kor (a rare form of ryll spice), this repurposed medpac contains 1d4+1 doses of a mixture that smells sickly sweet. The pack and its contents weigh 1/2 pound.

As an action, one dose of the gel can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, is cured of any disease afflicting them, and ceases to be blinded, deafened, paralyzed, and poisoned. This medpac has no effect droids or constructs.


Surveillance Implant

Cybernetic Augmentation (Replacement), standard

This augmentation replaces your face.

This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.

Side Effect: You can not use portable personal devices used for communication or jamming, such as a commlink or holotrace device, due to interference with this implant.

This augmentation appears as a crescent around one eye paired with two small dots above the eyebrow.

Survival and Surveillance Implant

Cybernetic Augmentation (Replacement), premium

This augmentation replaces your eyes and face.

This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Only one mode can be active at a time.

  • Communications Mode: This communications suite includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver. While this mode is active, you cannot be deafened.
  • Interceptor Mode: This is a jamming and electronic warfare suite that includes a comm jammer, a holotrace device and pocket scrambler.
  • Respirator Mode: This includes a basic respirator that grants advantage on saving throws made to avoid being poisoned and resistance to poison damage.

Side Effect: This complex interface causes significant interference with other communication devices, rendering them impossible to use. While this implant is installed, you can not use any portable device used for communication or jamming, such as a commlink or holotrace device.

Frequently used by scouts and corporate espionage specialists, this imposing implant covers nearly the entire left half of the face, and includes a series of tools for long-term survival in hostile conditions.


SVT-300 Stun Cloak

Adventuring Gear (shoulders), prototype
Requires attunement

Originally designed as a personal defense system, this meter-long habit is also effective as an offensive weapon at close range. Specially designed fibers on the outside of the cloak give this garment its particularly attractive metallic sheen. When brought into contact with living tissue, however, these fibers also act to electrostatically adhere to the target's body. Once activated by a hand-held relay (disguised as the cloak's clasp), the garment produces a focused electrical charge capable of stunning the acquisition into submission.

As an action on your turn you can make a grapple attack. On a successful grapple, the grappled creature takes 3d4 lightning damage and is stunned until the end of their next turn.

Additionally, when you are hit by a melee weapon attack, unarmed strike, or are successfully grappled, you can force the attacking creature to make a Dexterity saving throw (DC 15). On a failed save, the creature takes 3d4 lightning damage and is stunned until the end of their next turn.

After three uses of the stun cloak, it must recharge either over a short rest, or by using one power cell to regain one use, up to a maximum of 3 uses.

Taozin Amulet

Adventuring gear (neck), premium
Requires attunement

While wearing this amulet, you are hidden from detection through the Force. You can’t be targeted by force powers or features that would detect the presence of the Force in you, and features that would detect your attunement to the Force show you glowing a faint yellow.

Made from the skin of a taozin, this amulet blurs and clouds Force senses so their wearers can not easily be detected by another Force-sensitive


Tatooine Pocket Sand

Adventuring Gear (utility), premium

Found in a small container, this powder resembles very fine sand taken from the twin-suns world of Tatooine. There is enough of it for one use.

As an action, you can throw a handful of pocket sand at a creature of your choice by making a ranged weapon attack. Pocket sand has a range equal to 30 feet + your Strength modifier x 5. On a hit, the creature and every other creature within 30 feet of it begin sneezing uncontrollably and are blinded, incapacitated, and suffocating. On a failure, you drop the pocket sand and send it into the air at your location, causing yourself and every creature within 30 feet of you to suffer the above effects. As long as it is conscious, a creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effects on it on a success. The restoration force power can also end the effect on a creature.

Beyond minor irritation to its joints, this sand has no effect on droids or constructs.

Tatooine pocket sand is not to be confused with Jakku pocket sand, an inferior quality sand product.

TelBrinTel Hand-Held Molecular Microscope

Adventuring gear (tool), premium

This hand-held microscope fits snugly over the wearer's eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Thermal Detonator, Enhanced

Consumable (explosive), varies

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 Dexterity saving throw. A creature takes fire and kinetic damage on a failed save, or half as much as on a successful one. The Save DC and damage taken is determined by the detonator rarity, as show in the table below. Additionally, on a failed save, the creature is knocked prone.

Rarity Save DC Fire Damage Kinetic Damage
Premium 16 4d6 4d10
Prototype 18 6d6 6d10
Advanced 20 8d6 8d10
Legendary 22 10d6 10d10
Artifact 24 12d6 12d10

Tihaar

Consumable (substance), varies

This colorless spirit, favored by Mandalorians, burns the mouth and throat when consumed.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Constitution, and at the start of each of the creature’s turns it gains temporary hit points as shown in the table below. At the end of the high, the creature must succeed on a Constitution saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Constitution, and for the duration their current and maximum hit points are reduced by the temporary hp dice. If this would reduce your maximum hit points below 1, it instead becomes 1. At the end of the low, the creature must make a Wisdom saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Tihaar, shown in the table below

Rarity Die DC High Duration Low Duration Temp HP
Premium d4 16 1 minute 1 hour 2d4
Prototype d6 18 10 minutes 1 hour 2d6
Advanced d8 20 10 minutes 4 hours 2d8
Legendary d10 22 1 hour 4 hours 2d10
Artifact d12 24 1 hour 8 hours 2d12

Tool Integration

Droid Customisation (part), standard

One tool of your choice in which you are proficient is integrated into your chassis.


Torchy

Weapon (Blaster Pistol), prototype

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, the creature takes an extra 1d4 energy damage for each size category larger than you it is (up to 3d4 extra damage).

Torchy is a BlasTech ALT-25 blaster pistol owned by the mercenary Corso Riggs during the Galactic Cold War.


Torpedo Launcher, Enhanced

Consumable (ammunition), varies

You have a bonus to attack rolls made with this enhanced weapon. Additionally, the damage of torpedoes fired by this weapon increases by an amount of steps determined by its rarity, as shown in the table below (from d4 to d6, d6 to d8, d8 to d10, d10 to d12, or d12 to d20). If this would increase the damage die above a d20, instead add an additional five dice to the torpedo’s damage for each step above a d20.

Rarity Attack Bonus Step Increases
Premium +1 1
Prototype +2 2
Advanced +3 3

Torpedo, Enhanced

Consumable (ammunition), varies

When this enhanced ammunition is created, its type is determined by its creator. It can be a Fragmentation Torpedo, or a Plasma Torpedo

You have a bonus to attack rolls made with this enhanced torpedo launcher ammunition, which deals Kinetic (Fragmentation) or Energy (Plasma) damage on a hit. This bonus is in addition to any bonuses granted by the weapon. The bonus and damage is determined by the rarity of torpedo, as shown in the table below.

Once the torpedo is depleted, it no longer gives a bonus.

Rarity Attack Bonus Torpedo Damage
Premium +1 20d6
Prototype +2 20d8
Advanced +3 20d10
Legendary +3 20d12
Artifact +3 20d20

Translation Headset

Adventuring Gear (head), premium

While wearing this headset, you can use an action to cast the translation program tech power from it at will. This headset serves as the powers casting focus.


Tsiraki

Consumable (substance), varies

Tsiraki is a blue-colored alcoholic beverage crafted from fermented salakberries and pickling spices.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a Constitution saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a Wisdom saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Tsiraki, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Uncanniness Motivator

Droid Customisation (protocol), premium
Prerequisite: Class III droid

When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Universal Card Skifter

Adventuring Gear (gaming set), advanced
Requires attunement

When engaging in a game of sabacc or pazaak, you have advantage on all rolls associated with the game. Additionally, once per short rest you can change one die roll to a number of your choice.

The skifter, often a single modified card, is a form of cheating, and many experienced card players know how to look for them. If another creature suspects you have used a skifter, they can make a Wisdom (Perception) check (DC 16). On a success, the creature knows you have used a skifter. On a failure, your skifter use goes unnoticed (you dirty cheater). If you are proficient with sabacc or pazaak, a creature makes this check with disadvantage.

Due to their unscrupulous nature, card skifters are banned almost galaxy-wide, and being caught with one could land you with a vibroknife in your back...or the riches of a lifetime.


Vayerbok

Consumable (substance), varies

Vayerbok is a thick, green, vegetable-based alcoholic beverage typically served hot.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Wisdom. At the end of the high, the creature must succeed on a Constitution saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Wisdom. At the end of the low, the creature must make a Wisdom saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Tsiraki, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Verpine Auto-Shielding Unit

Shield (Medium Shield Generator), advanced
Requires attunement

While wearing this shield generator, you can speak its command word as a bonus action to cause it to animate. The shield projects into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield deactivates.

The pinnacle of Verpine scientists’ shameless theft of ancient Arkanian energy shield designs.

Versatility Motivator

Droid Customisation (part), standard
Prerequisite: Class I droid

Your speed increases by 5 feet, and you can now speak Binary in addition to understanding it.


Viir Agathys's Armor

Armor (any), premium

This armor has 3 charges. As an action, you can spend 1 or more charges to cast the voltaic shielding tech power, 1 charge per level. All expended charges are regained after you complete a long rest.

This proprietary armor made by the renowned engineer Viir Agathys includes integrated access to his signature tech power.


Vitapac, Enhanced

Consumable (medpac), varies

This fast-acting syringe grants a revitalizing boost. As an action, you can use this vitapac to restore expended Hit Dice to a beast or humanoid within 5 feet. The creature immediately regains an amount Hit Dice determined by the rarity of Vitapac, as shown in the table below. If the creature has spent Hit Dice of different sizes, determine which Hit Dice are restored randomly.

Rarity Hit Dice Rolled
Standard 2
Premium 3
Prototype 5
Advanced 6
Legendary 8
Artifact 9

Vocoder

Droid Customisation (part), varies

A vocoder is an adjustment to a droid’s speech center. The vocoder includes an amount of languages determined by the rarity, as shown in the table below. It also grants the droid the ability to speak, read, and write each language. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

Rarity Languages
Standard 5
Premium 10
Prototype 20
Advanced 40
Legendary 80
Artifact All registered languages

Void Stone

Adventuring Gear (gemstone), artifact
Requires attunement

You have advantage on saving throws against force powers, and resistance against force powers and their effects.

Curse. This stone is a holy relic from a death-worshipping religion, and is cursed. Becoming attuned to it extends the curse to you, and you are unwilling to part with the stone. As a part of this curse, all Force-sensitive creatures within 300 feet of the void stone have disadvantage on all rolls associated with casting force powers. Additionally, force powers used within the void stone's area of effect require an additional expenditure of force points equal to half the power's level, rounded up.

The curse can be broken by a remove curse power, or by targeting and destroying the stone. The void stone has an AC of 24, 20 hit points, and is immune to damage from unenhanced weapons and force powers. The void stone cannot be destroyed by the creature that is attuned to it.


Watchman Shield

Armor (shield), varies

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.


Weapon, Enhanced

Weapon (Any), varies

You have a bonus to attack and damage rolls made with this enhanced weapon, as shown in the table below.

Rarity Attack/Damage Bonus Extra Damage
Premium +1 -
Prototype +2 -
Advanced +3 -
Legendary +3 1d8
Artifact +3 1d10

Will Enhancer

Cybernetic Augmentation (Enhancement), varies

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. This augmentation's prerequisites, and saving throws it affects, is determined by the rarity of the augmentation.

Rarity Prerequisite Saving Throws
Premium Charisma 13 Charisma
Advanced Wisdom 13 Wisdom
Artifact Wisdom and Charisma 15 Wisdom and Charisma

Side Effect: When you fail a saving throw affected by this augmentation, you treat the damage as if the source had rolled the maximum.


Will Protocol

Droid Customisation (Protocol), varies
Requires attunement

When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. The saving throws it affects, is determined by the rarity of the augmentation.

Rarity Saving Throws
Premium Charisma
Advanced Wisdom
Artifact Wisdom and Charisma

Wind Horn of the Vors

Adventuring Gear (instrument), prototype

You can use an action to huff, puff, and blow the wind horn, which emits an ear-splitting sound blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 sonic damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 sonic damage instead of 5d6.

Each use of the horn has a 20 percent chance of causing the horn to shatter. The resulting explosion of glass deals 10d6 kinetic damage to the blower and destroys the horn.

Wise Sage Package

Cybernetic Augmentation (Enhancement), legendary
Prerequisite: Wisdom 15

Your Wisdom score increases by 1, and your maximum for this score increases by 1. Additionally, you have advantage on Wisdom saving throws.

Side Effect: One ability score other than Wisdom (chosen by the GM) decreases by 1.

This implant drastically increases your aural awareness.


Wristpad, Enhanced

Focus (Tech), varies
Requires attunement

You gain a bonus to the tech attack rolls for tech powers you cast through this focus generator. The bonus is determined by the rarity of focus.

Rarity Bonus
Premium +1
Prototype +2
Advanced +3

Wristpad of Power (Tech)

Adventuring Gear (focus), premium
Requires attunement by a techcaster

While this wristpad is equipped, you can use an action to regain 1d4 + 1 tech points. Once you use the wristpad this way, it can't be used again until the next dawn.


Wrist-Mounted Grappling Hook

Adventuring Gear (forearm), standard

A wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this grappler, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a DC 13 Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

Once you’ve used this feature, you can’t use it again until you recover and reinsert the hook as an action.

Xerrol Nightstinger Rifle

Weapon (Nightstinger Rifle), varies

You have a +1 bonus to damage rolls with this enhanced weapon. Additionally, when you make the Dexterity (Stealth) check to remain hidden as a part of the weapon’s silent property, you have advantage on the check.

This nightstinger rifle has the unique property of shooting invisible rounds.


Yaladai

Consumable (substance), varies

Yaladai is a powerful stimulant that grants extreme clarity, improving relaxation and focus.

As an action, you can apply this substance to a creature within 5 feet. the creature experiences a high that increases their current and maximum force points. At the end of the high, the creature must succeed on a Wisdom saving throw or experience a low, during which their current and maximum force points are reduced by the same dice. At the end of the low, the creature must make a Constitution saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Yaladai, shown in the table below

Rarity Die DC High Duration Low Duration
Premium 2d4 16 1 minute 1 hour
Prototype 2d6 18 10 minutes 1 hour
Advanced 2d8 20 10 minutes 4 hours
Legendary 2d10 22 1 hour 4 hours
Artifact 2d12 24 1 hour 8 hours

Yarrock

Consumable (substance), varies

Yarrock is a hallucinogen which is said to instill a creature with a clear vision of “the meaning of life”, granting a boost to confidence.

As an action, you can apply this substance to a creature within 5 feet. The creature experiences a high that allows them to roll an additional die when making an ability check, attack roll, or saving throw using Charisma. At the end of the high, the creature must succeed on a Wisdom saving throw or experience a low, during which they must roll the same die and subtract the result when making an ability check, attack roll, or saving throw using Charisma. At the end of the low, the creature must make a Constitution saving throw to resist addiction.

The die, the saving throw DC's, and the durations of high's and low's, depend on the rarity of the Tsiraki, shown in the table below

Rarity Die DC High Duration Low Duration
Premium d4 16 1 minute 1 hour
Prototype d6 18 10 minutes 1 hour
Advanced d8 20 10 minutes 4 hours
Legendary d10 22 1 hour 4 hours
Artifact d12 24 1 hour 8 hours

Empress Teta's Crown Jewels (Unfinished)

Adventuring Gear (varies), artifact

The crown jewels of Empress Teta are relics of the Old Republic reknowned throughout the galaxy for being weapons of warfare whose artful design is second only to their deadly effectiveness. Many of these relics were thought lost to time, and as such are worth millions of credits each if one finds a collector willing to pay the hefty price.

Roll a d6 and take the item listed on the table below, or the DM can choose which relic at random. With the exception of the daggers that exist as a pair, all relics are considered one-of-a-kind and cannot be found anywhere else in the galaxy. If a duplicate item exists and a question of authenticity is raised, only the relics from this table are considered authentic - all others are fakes and forgeries.

d6 Relic
1 Daggers
2 Blaster
3 Crown
4 Armor
5 Sword
6 Cloak

CHANGELOG

  • This item list does not include Item Modifications, Augments or Item chassis. I will be building its own list separately as its considerably large.
  • Parenthesis will show for my own tracking How many items were consolidated e.g. 2 into 1 (2-1)

  • ABILITY ENHANCEMENT: Str/Dex/Con/Int/Wis/Cha Enhancements (Basic) consolidated into table (6-1)
  • ABILITY STIM: Str/Dex/Con/Int/Wis/Cha stims of all rarities consolidated into table (36-1)
  • ADRENALS: Alacrity/Battle/Machinist/Sorcerer's/Stamina all consolidated int respective tables (21-5)
  • BARRIER: Environmental/Physical barriers consolidated. Type chosen when created. (12-1)
  • BINDERS/NET/SNARE: Consolidated into tables (15-3)
  • BLUEPRINT: Consolidated into table (6-1)
  • BOLAS: Consolidated into table (5-1)
  • CALIBRATORS: Consolidated Calibrators/Collimators, then consolidated subtypes. Chosen on creation (40-4)
  • CARTRIDGES: Each enhanced cartridge type consolidated into respective tables (20-4)
  • CELLS: Each enhanced power cell type consolidated into respective tables (20-4)
  • DARTS: Each enhanced dart type consolidated into respective tables (20-4)
  • DATACRON/HOLOCRON: Consolidated into respective tables (12-2)
  • DROID DURA PLATING: Consolidated into table (3-1)
  • ENHANCERS AND PROTOCOLS: Cybernetics and Droid customs. Consolidated into respective tables (18-3)
  • EXPLOSIVE CHARGE: Consolidated Frag and Plasma Charges into 1 table (10-1)
  • EXPLOSIVES: Enhanced Grenades and Mines consolidated together then into respective tables. Chosen on creation (120-12)
  • FLECHETTE: Clips and Mags kept seperate but consolidated the damage types. Chosen on creation. (30-2)
  • FOCUS GENERATOR/WRISTPAD: Consolidated into respective tables (6-2)
  • GRENADE LAUNCHER: Consolidated into table (5-1)
  • HANDWRAPS: Consolidated into table (6-1)
  • INTERGRATED ARMOR: Consolidated into table (2-1)
  • INTERFACE PROTOCOL: Interfaced protocol droid customs consolidated into table like Dathomirian robe. Chosen on creation (6-1)
  • JEDI/SITH ROBES: Consolidated into respective tables (6-2)
  • JETPACK/ROCKET BOOTS/ROCKETPACK/REPULSOR LIFTS: Consolidated into respective tables (21-4)
  • MEDPAC/VITAPAC: Consolidated into respective tables (11-2)
  • POISON: Consolidated into table (5-1)
  • PORTABLE TELEPORTER: Consolidated into table (6-1)
  • POWER GENERATOR: Consolidated into table (5-1)
  • PROJECTILES: Enhanced Missiles/Rockets consolidated, then subtypes. Torpedos consolidated on own. Chosen on creation (30-3)










  • PROJECTOR CYLINDER: Enhanced Projector Canister/Tanks consolidated, then consolidated subtypes. Chosen on creation (30-3)
  • RING OF FORCE/TECH STORING: Consolidated into respective tables (12-2)
  • RESTRAINING BOLT: Consolidated into table (5-1)
  • SHIELD: Consolidated into table (5-1)
  • SHIP ARMOR/SHIELD/WEAPONS: Consolidated into respective tables (9-3)
  • SHOULDER CANNON: Consolidated into table (5-1)
  • SPIKE: Computer/Security spike consolidated into table. (6-1)
  • STRENGTH BELT: Consolidated into table as per dnd 5e strength belt (5-1)
  • SUBSTANCES: All Spice and Alcohol based substances given a table respectively. (80-16)
  • THERMAL DETONATOR: Consolidated into table. (5-1)
  • TORPEDO LAUNCHER: Consolidated into table. (3-1)
  • VOCODER: Consolidated into table. (6-1)
  • WEAPON: Consolidated into table. (5-1)





TOTAL CONSOLIDATIONS

(679-103) Eliminating the need for 576 bloat items filling the website

EXCLUSIONS

Now this is just my personal opinion. But this isn't pathfinder, you don't need a different rule for everything. And a few of these items reflect that older style. Which is perfectly fine for anyone if they want to use it. But my opinion of 5e is keeping it simple

I have left these here for future users to at least still know these exist. And can implement them if they wish.


  • CLOTHES, CLANDESTINE: Preparation and contested Sleight of Hand vs Investigation really makes this obsolete.

  • SMUGGLEPACK: Way too much tracking of item weight and size. And same issue as Clothes, Clandestine.

  • TOOL: If people do want to use the new sw5e Proficiency levels, they can. My group chose not to so thats why its down here.

  • CAMTONO: A fun meme, yes. But dnd 5e or dndbeyond doesn't need 5 different variations of what is essentially "Locked Chest"

  • CREDIT CHIP: I feel that for this to work, this conversion needs a written down mechanic of how currency works with physical vs Holonet or wireless banking in this conversion.

  • REMOTE DETONATOR: 12 mines being the max you can explode with one remote. Mines are preparation tools anyway. Just buy more remotes for 150cr instead of spending "at least 500,000cr" (according to Enhanced Item Value table) on an artifact remote detonator

 

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