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* '''Far Shot''', ''Prerequisite'': Point Blank Shot. You now triple the base weapon range with all personal sized ranged weapons (i.e. the range for a Blaster Pistol changes from 50/300 to 150/300).  
 
* '''Far Shot''', ''Prerequisite'': Point Blank Shot. You now triple the base weapon range with all personal sized ranged weapons (i.e. the range for a Blaster Pistol changes from 50/300 to 150/300).  
 
* '''Feinting Attack''', ''Prerequisite'': Intelligence 13+. Using a Bonus action, you choice one adjacent creature. You have Advantage on your next attack (but only one) against this target and if you hit, add your Intelligence modifier to damage. You can use this ability a number of time equal to your Intelligence modifier. You regain them after a short or long rest.
 
* '''Feinting Attack''', ''Prerequisite'': Intelligence 13+. Using a Bonus action, you choice one adjacent creature. You have Advantage on your next attack (but only one) against this target and if you hit, add your Intelligence modifier to damage. You can use this ability a number of time equal to your Intelligence modifier. You regain them after a short or long rest.
* '''First Aid''', ''Prerequisite'': Proficiency with Wisdom (Medicine) skill. You can use an Action to attempt a Wisdom (Medicine) check on an adjacent creature afflicted with the Reeling or Stunned condition vs. the same '''DC''' that cause the condition. Success removes the condition. If the check exceeds the '''DC''' by +5 it instead removes both conditions (if it is suffering both). This feat adds two additional capabilities to the medical kit, each costing one unit of supplies per application from the kits capability. The first, as an Action heals a stabilized adjacent creature 1d6+4 HPs, plus an additional number of HPs equal to the creature’s total Hit Dice plus the healer’s Wisdom modifier. Second, when stabilize a dying adjacent creature, if the healer’s check results is 20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed as above. A creature may only benefit from these feature again after taking a long rest.
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* '''First Aid''', ''Prerequisite'': Proficiency with Wisdom (Medicine) skill. You can use an Action to attempt a Wisdom (Medicine) check on an adjacent creature afflicted with the Reeling or Stunned condition vs. the same DC that cause the condition. Success removes the condition. If the check exceeds the DC by +5 it instead removes both conditions (if it is suffering both). This feat adds two additional capabilities to the medical kit, each costing one unit of supplies per application from the kits capability. As an Action heal a stabilized adjacent creature 1d6+4 HPs, plus an additional number of HPs equal to the creature’s total Hit Dice plus the healer’s Wisdom modifier. Second, when stabilize a dying adjacent creature, if the healer’s check results is 20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed as above. A creature may only benefit from these feature again after taking a long rest.
 
* '''Force Secret''', ''Prerequisite'': Force Sensitivity feat, level 12+. You gain a deep secret of the Force. Pick a Force Secret. You can take this feat multiple times, each time gaining a new Force Secret.
 
* '''Force Secret''', ''Prerequisite'': Force Sensitivity feat, level 12+. You gain a deep secret of the Force. Pick a Force Secret. You can take this feat multiple times, each time gaining a new Force Secret.
 
* '''Force Sensitivity''', ''Prerequisite'': cannot be a droid. You gain access to 3 starting Minor Force Powers and can further study the Force. See the Force for a full description.
 
* '''Force Sensitivity''', ''Prerequisite'': cannot be a droid. You gain access to 3 starting Minor Force Powers and can further study the Force. See the Force for a full description.
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* '''Good Health''', ''Prerequisite'': Contitution 13+. You are in good shape and health. You can recover from a level of Fatigue after a short rest. You must take a long rest to use this ability again.  
 
* '''Good Health''', ''Prerequisite'': Contitution 13+. You are in good shape and health. You can recover from a level of Fatigue after a short rest. You must take a long rest to use this ability again.  
 
* '''Heavy Melee-Weapon Expert''', ''Prerequisite'': Strength 13+. When wielding a heavy melee weapon in two-handed you re-roll all 1s and 2s when rolling your damage dice.  
 
* '''Heavy Melee-Weapon Expert''', ''Prerequisite'': Strength 13+. When wielding a heavy melee weapon in two-handed you re-roll all 1s and 2s when rolling your damage dice.  
* '''Hot Wire''', ''Prerequisite'': Proficiency with Intelligence (Mechanic). When attempting to Jury-Rig repairs (see Repairs Vehicles) if you exceed the '''DC''' of the skill check by +5 the repairs do not go away at the end of the encounter.  
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* '''Hot Wire''', ''Prerequisite'': Proficiency with Intelligence (Mechanic). When attempting to Jury-Rig repairs (see Repairs Vehicles) if you exceed the DC of the skill check by +5 the repairs do not go away at the end of the encounter.  
 
* '''Improved Critical''', ''Prerequisite'': level 3+. Your attack checks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target).  
 
* '''Improved Critical''', ''Prerequisite'': level 3+. Your attack checks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target).  
 
* '''Improved Damage Threshold'''. You increase your wound damage threshold by +5, and you gain a +1 bonus to your save to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by another +5 and you adding an additional +1 bonus to your save to recover from the Reeling Condition.  
 
* '''Improved Damage Threshold'''. You increase your wound damage threshold by +5, and you gain a +1 bonus to your save to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by another +5 and you adding an additional +1 bonus to your save to recover from the Reeling Condition.  
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* '''Martial Arts Expert''', ''Prerequisite'': Martial Arts, level 3+. Your unarmed strike increases to 1d6 bludgeon damage and you no longer need to spend a bonus action to gain an additional melee martial strike attack with your melee Attack action on your round (free action).  
 
* '''Martial Arts Expert''', ''Prerequisite'': Martial Arts, level 3+. Your unarmed strike increases to 1d6 bludgeon damage and you no longer need to spend a bonus action to gain an additional melee martial strike attack with your melee Attack action on your round (free action).  
 
* '''Martial Arts Master''', ''Prerequisite'': Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike increase to 1d8 bludgeoning damage and you gain +1 bonus to your Armor Class.  
 
* '''Martial Arts Master''', ''Prerequisite'': Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike increase to 1d8 bludgeoning damage and you gain +1 bonus to your Armor Class.  
* '''Medic'''. You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls plus gain an additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can attempt to restore an expended Hit Dice to a single creature. This requires a '''DC10''' check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20+. A creature must complete a long rest before it can benefit from this use again.   
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* '''Medic'''. You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls plus gain an additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can attempt to restore an expended Hit Dice to a single creature. This requires a '''DC10''' check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20 or higher. A creature must complete a long rest before it can benefit from this use again.   
* '''Menacing Attack'''. When you successfully hit a creature with a weapon attack, you can spend a Bonus action to frighten the target. The target makes a Charisma save '''DC''' verse the damage you just dealt. If it fails you impose the Frightened condition onto them until the start of your next round.  
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* '''Menacing Attack'''. When you successfully hit a creature with a weapon attack, you can spend a Bonus action to frighten the target. The target makes a Charisma save DC verse the damage you just dealt. If it fails you impose the Frightened condition onto them until the start of your next round.  
 
* '''Melee Defense''', ''Prerequisite'': Intelligence 13+, Wielding a melee weapon (or Martial Arts Master feat). Before your attack roll, lowering your Proficiency bonus and increase your Armor Class by a like amount but only verses melee attacks. These penalties and bonuses last until the start of your next round. Against an opponent wielding a lightsaber your melee weapon must be able to parry lightsabers to gain this bonus.  
 
* '''Melee Defense''', ''Prerequisite'': Intelligence 13+, Wielding a melee weapon (or Martial Arts Master feat). Before your attack roll, lowering your Proficiency bonus and increase your Armor Class by a like amount but only verses melee attacks. These penalties and bonuses last until the start of your next round. Against an opponent wielding a lightsaber your melee weapon must be able to parry lightsabers to gain this bonus.  
 
* '''Mighty Swing''', ''Prerequisite'': Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1d(x) weapon die of damage with the attack. You cannot combine this damage with the Power Attack feat.  
 
* '''Mighty Swing''', ''Prerequisite'': Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1d(x) weapon die of damage with the attack. You cannot combine this damage with the Power Attack feat.  
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* '''Not a Soldier'''. When you take the Disengage action, you can make a free single ranged attack as part of the action, but the range attack only deals ½ damage.
 
* '''Not a Soldier'''. When you take the Disengage action, you can make a free single ranged attack as part of the action, but the range attack only deals ½ damage.
 
* '''Outwit and Outthink'''. On your action and until the end of your next turn, you make ranged attacks using your Intelligence, Wisdom or Charisma modifier (pick one) for attack and damage (instead of Dexterity). You must complete a short or long rest before you can use this ability again. You can take this feat multiple times, each time allowing you to use this ability again before requiring a rest.
 
* '''Outwit and Outthink'''. On your action and until the end of your next turn, you make ranged attacks using your Intelligence, Wisdom or Charisma modifier (pick one) for attack and damage (instead of Dexterity). You must complete a short or long rest before you can use this ability again. You can take this feat multiple times, each time allowing you to use this ability again before requiring a rest.
* '''Over Watch'''. You are adept at providing cover from enemy’s movement. While wielding a ranged weapon you can, as a bonus action, designate one 10 x 10 foot area within the weapon’s basic range. You are considered to be threatening this area and you can make opportunity attacks with your ranged weapon if targets enter the area. If the weapon has the Autofire weapon feature you can cover that’s area of affect instead, but you must expend the minimum number of rounds for that attack (i.e. 10 rounds for Autofire, 20 rounds for Heavy Autofire Only weapons)
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* '''Over Watch'''. You are adept at providing cover from enemy’s movement. While wielding a ranged weapon you can, as a bonus action, designate one 10 x 10 foot area within the weapon’s basic range. You are considered to be threatening this area and you can make opportunity attacks with your ranged weapon. If the weapon has the Autofire weapon feature you can cover that’s area of affect instead, but you must expend the minimum number of rounds for that attack (i.e. 10 rounds for Autofire, 20 rounds for Heavy Autofire Only weapons)
 
* '''Pack Tactics'''. You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls against the adjacent foe. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.  
 
* '''Pack Tactics'''. You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls against the adjacent foe. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.  
 
* '''Parry''', ''Prerequisite'': Strength 13+. Requires a readied melee weapon (or Martial Artist Master feat). As a Reaction, you can subtract 1d10 + your Strength modifier + your Character level in damage from any one melee attack that has just hit you (you can wait until after damage is rolled to use). You cannot use this feat against lightsaber attacks unless you have a weapon can parry lightsabers.  
 
* '''Parry''', ''Prerequisite'': Strength 13+. Requires a readied melee weapon (or Martial Artist Master feat). As a Reaction, you can subtract 1d10 + your Strength modifier + your Character level in damage from any one melee attack that has just hit you (you can wait until after damage is rolled to use). You cannot use this feat against lightsaber attacks unless you have a weapon can parry lightsabers.  
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* '''Strong in the Force''', ''Prerequisite'': Force Sensitive. When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.  
 
* '''Strong in the Force''', ''Prerequisite'': Force Sensitive. When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.  
 
* '''Superior Critical''', ''Prerequisite'': Improved Critical, level 12+. You attack checks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).  
 
* '''Superior Critical''', ''Prerequisite'': Improved Critical, level 12+. You attack checks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).  
* '''Suppressing Fire'''. You have become skilled at suppressing enemies with your automatic fire. When making an Autofire AOE attack if you got at least a 10 or better on your attack roll, all targets in the twice AOE (i.e. 10x10ft as 20x20ft) have their Speed reduced by ½ until the start of your next turn.  
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* '''Suppressing Fire'''. You have become skilled at suppressing enemies with your automatic fire. When making an Autofire AOE attack if you got at least a 10 or better on your attack roll, all targets in the twice AOE have their Speed reduced by ½ until the start of your next turn (i.e. 10x10ft as 20x20ft).  
 
* '''Surgical Expertise''', ''Prerequisite'': Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.
 
* '''Surgical Expertise''', ''Prerequisite'': Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.
 
* '''Suspicious'''. You don’t trust easily. You gain advantage verses all saves that would impose the Charmed condition onto you and to overcome the condition.  
 
* '''Suspicious'''. You don’t trust easily. You gain advantage verses all saves that would impose the Charmed condition onto you and to overcome the condition.  
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* '''Triple Attack''', ''Prerequisite'': Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn.
 
* '''Triple Attack''', ''Prerequisite'': Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn.
 
[[File:StarWars.Starfighter.jpg | 700px]]
 
[[File:StarWars.Starfighter.jpg | 700px]]
* '''Vehicle Combat''', ''Prerequisite'': Proficiency with Capital Ship Pilot, Drive or Piloting. You are considered proficient with any vehicles weapons for a vehicle you are piloting or driving if you are also proficient with its use. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to suffer only ½ the attacker’s damage against your vehicle. You cannot use this ability when the vehicle is stationary, stunned or disable.  
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* '''Vehicle Combat''', ''Prerequisite'': Proficiency with Capital Ship Pilot, Drive or Piloting. You are considered proficient with any vehicles weapons for a vehicle you are piloting or driving if you are also proficient with its use. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to halve the attacker’s damage against your vehicle. You cannot use this ability when the vehicle is stationary, stunned or disable.  
 
* '''Weapon Focus''', ''Prerequisite'': Proficiency with exotic weapon or weapon group. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.  
 
* '''Weapon Focus''', ''Prerequisite'': Proficiency with exotic weapon or weapon group. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.  
 
* '''Weapon Proficiency'''. Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.  
 
* '''Weapon Proficiency'''. Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.  

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