Sw5e Enhanced Item Modifications List

by Tokenredguy

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Item Modification List

In an effort to reduce item list bloat. I have tweaked and consolidated all chassis and items modifications. 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 at the bottom for my own tracking of tweaked and consolidated Item Mods.

This list includes enhanced items from the sw5e website and rulebooks, and is a sister project to my own Consolidated Enhanced Items List


Armor Modifications


Armor Chassis

Armor (Any Armor or Shield), varies
Requires Attunement

When this modification is created, its type is determined by its creator. It can be an Armor Chassis, or a Shield Chassis.

This modifiable chassis comes with vacant modification slots for armor modifications. It can house modifications of it's rarity or lower. Higher rarities additionally have an amount of augment slots as shown in the table below.

Rarity Augment Slots
Standard -
Premium -
Prototype -
Advanced 1
Legendary 2
Artifact 2

Absorptive Reinforcement

Item Modification (Armor), varies

This armor or shield gains the absorptive property. If it already has the absorptive property, its absorptive number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Absorptive Number
Premium 1
Advanced 2
Artifact 3

Agile Armoring

Item Modification (Armor), varies
Prerequisite: Armor

This armor gains the agile property. If it already has the agile property, its agile number increases by an amount of steps determined by the rarity (from 11 to 13, 13 to 15, 15 to 17, 17 to 19, or 19 to 21). Both the agile property and how many steps the agile number would increase by are shown in the table below.

Rarity Agile Number Steps Increased
Standard 11 1
Premium 13 2
Prototype 15 3
Advanced 17 4
Legendary 19 5
Artifact 21 Becomes 21

Artificially Intelligent

Item Modification (Armor), prototype
Prerequisite: Armor

You install an artificial intelligence into this armor. While wearing this armor, when you make an ability check, this armor’s artificial intelligence can take the Help action.

You can use this feature twice. You regain all expended uses when you complete a short or long rest.


Avoidant Reinforcement

Item Modification (Armor), varies

This armor or shield gains the avoidant property. If it already has the avoidant property, its avoidant number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Avoidant Number
Premium 1
Advanced 2
Artifact 3

Balanced Shielding

Item Modification (Armor), prototype
Prerequisite: Shield

This shield loses the imbalanced property.

Ballistic Polymer

Item Modification (Armor), prototype

While you have temporary hit points, kinetic and energy damage you take is reduced by an amount determined by the rarity of the modification equal to half your proficiency bonus (rounded up).

Rarity Damage Reduction
Prototype Half your proficiency bonus (rounded up).
Legendary Your proficiency bonus

Barbed Armoring

Item Modification (Armor), varies
Prerequisite: Armor

This armor gains the barbed property. If it already has the barbed property, the barbed damage increases by an amount determined by the rarity of the modification.

Rarity Barbed Number Number Increase
Premium 1d4 One step, from d4 to d6, or from d6 to d8
Advanced 1d6 Two steps, from d4 to d8
Artifact 1d8 Becomes 1d8

Bioenhancement Matrix

Item Modification (Armor), varies

Your hit point maximum increases by an amount determined by the rarity of modification, and it increases every time you gain a level.

Rarity Hit Point Increase Increase per Level
Premium Your level 1
Advanced Twice your level 2
Artifact Three times your level 3

Bonded Plates

Item Modification (Armor), varies

You gain a bonus to AC against melee attacks while wearing this armor or wielding this shield. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity AC Bonus
Standard +1 and a -1 penalty to AC against ranged attacks
Premium +1
Prototype +2
Advanced +3

Charging Reinforcement

Item Modification (Armor), varies

This armor or shield gains the Charging property. If it already has the Charging property, its Charging number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Charging Number
Premium 1
Advanced 2
Artifact 3

Collapsible Suit

Item Modification (Armor), premium

This armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.


Concealing Shielding

Item Modification (Armor), premium
Prerequisite: Shield

This shield gains the concealing property.


Convenience Reinforcement

Item Modification (Armor), premium

This shield gains the cumbersome property.


Cortosis Weave

Item Modification (Armor), varies

This armor or shield gains the absorptive property. If it already has the absorptive property, its absorptive number increases by the same number, to a maximum of 3. The Absorptive property is determined by the rarity, as shown in the table below. Additionally, when taking energy damage from a lightweapon, this armor or shield’s absorptive number is doubled, to a maximum of 6.

Rarity Absorptive Number
Prototype 1
Legendary 2

Darkvision Visor

Item Modification (Armor), premium
Prerequisite: Armor

While wearing this armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.


Emergency Landing Braces

Item Modification (Armor), standard

You can use your reaction to reduce any falling damage you would take by half.

Enhanced Endurance

Item Modification (Armor), premium
Prerequisite: Armor

When you are reduced to 0 hit points while wearing this armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.


Fadecasting Armoring

Item Modification (Armor), varies

When this modification is created, its type is determined by its creator. It can be a Fadecasting Overlay, or Fadecasting Underlay.

While using this item as your focus, you gain a bonus to the force (Overlay) or tech (Underlay) save DC of powers that require a Strength or Constitution saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Dexterity or Intelligence saving throw.
Premium +1
Prototype +2
Advanced +3

Flexible Armoring

Item Modification (Armor), premium
Prerequisite: Armor

This armor loses the rigid property.


Gauntlet Armoring

Item Modification (Armor), varies
Prerequisite: Armor

This armor gains the gauntleted property. If it already has the gauntleted property, the gauntleted damage increases by an amount determined by the rarity of the modification.

Rarity Gauntleted Number Number Increase
Standard 1d4 One step, from d4 to d6, or from d6 to d8
Prototype 1d6 Two steps, from d4 to d8
Legendary 1d8 Becomes 1d8

Grappling Harpoon

Item Modification (Armor), prototype
Prerequisite: Armor

This armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a DC 15 Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller 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 harpoon as an action.


Heavy Suit

Item Modification (Armor), premium
Prerequisite: Armor

You enhance this armor, making it difficult to move. As a bonus action, you can anchor or deanchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.


Horizontal Exojets

Item Modification (Armor), premium
Prerequisite: Armor

Whenever you take the Dodge or Dash actions, your walking speed increases by 10 feet until the end of your turn.

Hydraulic Equalizer

Item Modification (Armor), varies

This armor or shield’s strength number is reduced by an amount of steps determined by the rarity of modification (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11). Additionally, if the strength number is already a number as shown in the table below, this modification removes the strength property from it entirely.

Rarity Steps Reduced Strength Number Removal
Standard 1 11
Premium 2 13
Prototype 3 15
Advanced 4 17
Legendary 5 19
Artifact This armor or shield loses the strength property. -

Impermeable Overlay

Item Modification (Armor), varies
Prerequisite: Armor

This armor gains the Impermeable property. The Impermeable number gained is determined by the rarity of modification. If it already has the impermeable property, its permeable number increases by the same number, to a maximum of 9.

Rarity Impermeable Number
Standard 2
Premium 3
Prototype 5
Advanced 6
Legendary 8
Artifact Becomes 9

Inconspicuous Shielding

Item Modification (Armor), standard
Prerequisite: Shield

This shield loses the obtrusive property.

Insulated Reinforcement

Item Modification (Armor), varies

This armor or shield gains the insulated property. The insulated number gained is determined by the rarity of modification. If it already has the insulated property, its insulated number increases by an amount shown in the table below, to a maximum of 10.

Rarity Insulated Number Number Increase
Standard 5 1
Premium 6 2
Prototype 7 3
Advanced 8 4
Legendary 9 5
Artifact Becomes 10

Integrated Jetboosters Mk I

Item Modification (Armor), Prototype
Prerequisite: Armor

This armor has a jetpack built in. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.


Interlocking Shielding

Item Modification (Armor), varies
Prerequisite: Shield

This shield gains the interlocking property. If it already has the interlocking property, its interlocking number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Interlocking Number
Premium 1
Advanced 2
Artifact 3

Lambent Shielding

Item Modification (Armor), standard
Prerequisite: Shield

This shield gains the lambent property.


Lightweight Reinforcement

Item Modification (Armor), standard

This armor or shield gains the lightweight property.

Magnetized Shield

Item Modification (Armor), varies
Prerequisite: Physical Shield

This shield gains the magnetic property. If it already has the magnetic property, its magnetic number increases, to a maximum of 18. The magnetic property, and the number increase if it already has the property, are determined by the rarity, as shown in the table below.

Rarity Magnetic Number Number Increase
Standard 13 1
Premium 14 2
Prototype 15 3
Advanced 16 4
Legendary 17 5
Artifact Becomes 18

Manageability Armoring

Item Modification (Armor), standard
Prerequisite: Armor

This shield loses the bulky property.


Obscured Armoring

*Item Modification (Armor), Premium *
Prerequisite: Armor

This shield gains the obscured property.


Optimized Actuators

Item Modification (Armor), standard
Prerequisite: Armor

Your movement speed increases by 5 feet.


Overlay Amplifier

Item Modification (Armor), varies

When this modification is created, its type is determined by its creator. It can be an Overlay Magnifier, or an Overlay Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) force attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Overload Shield

Item Modification (Armor), standard
Prerequisite: Shield Generator

You modify this shield generator to overload. As an action you can overload this shield. Each Large or smaller creature within 5 feet of you must make a DC 13 Dexterity or Strength saving throw (their choice). On a failed save, they are pushed back 5 feet and knocked prone.

You can use this feature twice. You regain all expended uses when you complete a short or long rest.


Powered Armoring

Item Modification (Armor), varies
Prerequisite: Armor

This armor gains the powered property. If it already has the powered property, its powered number increases by an amount of steps determined by the rarity (from 11 to 13, 13 to 15, 15 to 17, 17 to 19, or 19 to 21). Both the powered property and how many steps the powered number would increase by are shown in the table below.

Rarity Powered Number Steps Increased
Standard 11 1
Premium 13 2
Prototype 15 3
Advanced 17 4
Legendary 19 5
Artifact 21 Becomes 21

Reactive Armoring

Item Modification (Armor), varies
Prerequisite: Armor

This armor gains the reactive property. If it already has the reactive property, its reactive number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Reactive Number
Premium 1
Advanced 2
Artifact 3

Regulated Reinforcement

Item Modification (Armor), Premium

This armor or shield gains the regulated property.


Reinforced Armoring

Item Modification (Armor), Standard
Prerequisite: Armor

This armor gains the reinforced property.

Reinforced Underlay

Item Modification (Armor), varies

You gain a bonus to AC against ranged attacks while wearing this armor or wielding this shield. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity AC Bonus
Standard +1 and a -1 penalty to AC against melee attacks
Premium +1
Prototype +2
Advanced +3

Rendcasting Armoring

Item Modification (Armor), varies
Prerequisite: Armor

When this modification is created, its type is determined by its creator. It can be a Rendcasting Overlay, or Rendcasting Underlay.

While using this item as your focus, you gain a bonus to the force (Overlay) or tech (Underlay) save DC of powers that require a Dexterity or Intelligence saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Wisdom or Charisma saving throw.
Premium +1
Prototype +2
Advanced +3

Responsive Shielding

Item Modification (Armor), varies
Prerequisite: Shield

This shield gains the responsive property. If it already has the responsive property, its responsive number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Responsive Number
Premium 1
Advanced 2
Artifact 3

Shield Amplifier

Item Modification (Armor), Standard
Prerequisite: Shield Generator

You modify this shield generator to project outward. As a bonus action you can amplify this shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to this shield’s bonus.

You can use this feature twice. You regain all expended uses when you complete a short or long rest.

Shield Anchor

Item Modification (Armor), Premium
Prerequisite: Physical Shield

This shield gains the anchor property.


Silent Armoring

Item Modification (Armor), Premium
Prerequisite: Armor

This armor gains the silent property.


Spiked Shielding

Item Modification (Armor), varies
Prerequisite: Shield

This shield gains the spiked property. If it already has the spiked property, the spiked damage increases by an amount determined by the rarity of the modification.

Rarity Gauntleted Number Number Increase
Premium 1d4 One step, from d4 to d6, or from d6 to d8
Advanced 1d6 Two steps, from d4 to d8
Artifact 1d8 Becomes 1d8

Steadfast Reinforcement

Item Modification (Armor), Premium

This armor or shield gains the steadfast property.


Underlay Amplifier

Item Modification (Armor), varies

When this modification is created, its type is determined by its creator. It can be an Underlay Magnifier, or an Underlay Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) tech attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Versatile Shielding

Item Modification (Armor), varies
Prerequisite: Shield

This shield gains the versatile property. If it already has the versatile property, its versatile number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Versatile Number
Premium 1
Advanced 2
Artifact 3

Viir Agathys's Armoring

Item Modification (Armor), Prototype
Prerequisite: Armor

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 armoring grants access to renowned engineer Viir Agathys’s signature tech power.


Weapon Integration Armoring

Item Modification (Armor), Standard
Prerequisite: Armor

You can integrate a single weapon that weighs no more than 8 lb. into this armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.


Withercasting Armoring

Item Modification (Armor), varies

When this modification is created, its type is determined by its creator. It can be a Withercasting Overlay, or Withercasting Underlay.

While using this item as your focus, you gain a bonus to the force (Overlay) or tech (Underlay) save DC of powers that require a Wisdom or Charisma saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Strength or Constitution saving throw.
Premium +1
Prototype +2
Advanced +3

Augments


Berserker Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in berserker

When this augment is created, its type is determined by its creator. It can be a Berserker Defensive Augment, or a Berserker Offensive Augment.

The property either augment holds is shown below

Augment Type Property
Defensive You learn an additional Berserker Instinct option.
Offensive Your Rage damage bonus increases by 1, and when you score a critical hit, you can roll one additional weapon damage die and add the result to the total.

Ability Augment

Item Modification (Augment), varies

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

The ability score increases, as does your maximum for the score, in the table below. Depending on the rarity of augment, One ability score other than the increased ability (Chosen by the GM) decreases by 1.

Rarity Score Increase Maximum Increase Ability Decrease
Standard +1 - Yes
Premium +1 - No
Prototype +1 +1 Yes
Advanced +1 +1 No
Legendary +2 +1 No
Artifact +2 +2 No

Consular Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in consular

When this augment is created, its type is determined by its creator. It can be a Consular Defensive Augment, or a Consular Offensive Augment.

The property either augment holds is shown below.

Augment Type Property
Defensive When you roll initiative and have no uses of your Force Shield left, you regain one use.
Offensive You learn an additional Force-Empowered Casting option.

Engineer Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in engineer

When this augment is created, its type is determined by its creator. It can be a Engineer Defensive Augment, or a Engineer Offensive Augment.

The property either augment holds is shown below.

Augment Type Property
Defensive This item becomes a valid target of the Infuse Item feature if it wasn’t already, granting a bonus appropriate to the item’s type. Additionally, you gain an additional use of your Potent Aptitude.
Offensive When you use your Potent Aptitude feature, you can target an additional creature within 60 feet of you who can hear you and grant them a Potent Aptitude die as well without expending an additional use.

Fighter Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in fighter

When this augment is created, its type is determined by its creator. It can be a Fighter Defensive Augment, or a Fighter Offensive Augment.

The property either augment holds is shown below.

Augment Type Property
Defensive When you use your Second Wind feature, you also gain temporary hit points equal to the amount of hit points you regain.
Offensive You learn an additional maneuver, and you gain one additional superiority die.

Guardian Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in guardian

When this augment is created, its type is determined by its creator. It can be a Guardian Defensive Augment, or a Guardian Offensive Augment.

The property either augment holds is shown below.

Augment Type Property
Defensive You learn an additional Guardian Aura option, and the radius of your Guardian Auras increases by 5 feet.
Offensive The damage die for your Focused Strike die and Improved Force-Empowered Strikes features increases by one step (from d8 to d10, or d10 to d12).

Monk Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in monk

When this augment is created, its type is determined by its creator. It can be a Monk Defensive Augment, or a Monk Offensive Augment.

The property either augment holds is shown below.

Augment Type Property
Defensive You gain one Monastic Vow option.
Offensive When you roll a 1 on the damage roll for an unarmed strike or monk weapon, you can reroll the die. You must use the new roll.

Operative Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in operative

When this augment is created, its type is determined by its creator. It can be a Operative Defensive Augment, or a Operative Offensive Augment.

The property either augment holds is shown below.

Augment Type Property
Defensive You learn an additional Operative Exploit option.
Offensive Your Sneak Attack damage die increases by one step (from d6 to a d8, d8 to d10, or d10 to d12).

Scholar Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in scholar

When this augment is created, its type is determined by its creator. It can be a Scholar Augment, or a Scholar Offensive Augment.

The property either augment holds is shown below.

Augment Type Property
Defensive You learn an additional discovery. When you complete a long rest, you can change this discovery for a different option available to you.
Offensive You learn an additional maneuver, and you gain one additional superiority die.

Scout Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in scout

When this augment is created, its type is determined by its creator. It can be a Scout Defensive Augment, or a Scout Offensive Augment.

The property either augment holds is shown below.

Augment Type Property
Defensive You learn an additional Scout Routine option, and the radius of your Scout Routines increases by 5 feet.
Offensive You can apply the additional damage from your Ranger’s Quarry feature one additional time per turn.

Sentinel Augment

Item Modification (Augment), Prototype
Prerequisite: At least 3 levels in sentinel

When this augment is created, its type is determined by its creator. It can be a Sentinel Defensive Augment, or a Sentinel Offensive Augment.

The property either augment holds is shown below.

Augment Type Property
Defensive You gain an additional manifestation use of your Sentinel Ideals.
Offensive You learn an additional Sentinel Ideal option.dnd beyond

BLASTER MODIFICATIONS


Blaster Chassis

Weapon (Any Blaster), varies
Requires Attunement

This modifiable chassis comes with vacant modification slots for armor modifications. It can house modifications of it's rarity or lower. Higher rarities additionally have an amount of augment slots as shown in the table below.

Rarity Augment Slots
Standard -
Premium -
Prototype -
Advanced 1
Legendary 2
Artifact 2

Accuracy Focus

Item Modification (Blaster), varies

You gain a bonus to attack rolls made with this weapon. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity Attack Bonus
Standard +1 and a -1 penalty to damage rolls
Premium +1
Prototype +2
Advanced +3

Amplifying Barrel

Item Modification (Blaster), varies

You gain a bonus to damage rolls made with this weapon. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity Damage Bonus
Standard +1 and a -1 penalty to attack rolls
Premium +1
Prototype +2
Advanced +3

Aratech Recycler Core

Item Modification (Blaster), Legendary
Prerequisite: Burst property

When you use the burst feature of this weapon, you can choose to include up to 2 additional creatures within 5 feet of any affected space to also be affected the burst, if they were not already.

Once per turn, when you deal damage with this weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.


Bayonet

Item Modification (Blaster), Premium

You affix a short blade to the barrel of this weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.


Brutal Scope

Item Modification (Blaster), varies

This weapon gains the Brutal property. If it already has the Brutal property, its Brutal number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Brutal Number
Premium 1
Advanced 2
Artifact 3

Burst Core

Item Modification (Blaster), varies
Prerequisite: Blaster that uses cells or cartridges

This weapon gains the Burst property equal to an amount shown in the table below. If it already has the Burst property, the Burst number is reduced as shown below, to a minimum of 2. All properties are rounded up.

Rarity Burst Property Burst Reduction
Premium The weapon's reload number One half it's reload number
Advanced One half it's reload number One fourth it's reload number
Artifact One fourth it's reload number One eighth it's reload number

Collapsible Stock

Item Modification (Blaster), Standard

This weapon gains the hidden property.


Compensating Attachment

Item Modification (Blaster), Advanced

This weapon loses the two-handed property.


Corellian Crippler Matrix

Item Modification (Blaster), Standard

Once per round, when you hit a creature with a ranged attack using this weapon, its speed is reduced by 5 feet until the end of its next turn.

Czerka Attenuating Pulsator

Item Modification (Blaster), Advanced
Prerequisite: The ability to cast tech powers

When you score a critical hit or reduce a creature to 0 hit points with a ranged attack using this weapon, you can regain a number of tech points equal to your Intelligence modifier (a minimum of one, no action required). Once you’ve used this feature, you must complete a short or long rest before you can use it again.


Dire Scope

Item Modification (Blaster), varies

This weapon gains the Dire property. If it already has the Dire property, its Dire number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Dire Number
Premium 1
Advanced 2
Artifact 3

Disguised Stock

Item Modification (Blaster), Standard

This weapon gains the disguised property.


Disintegration Core

Item Modification (Blaster), varies

This weapon gains the disintegrate property. If it already has the disintegrate property, its disintegrate number increases, to a maximum of 18. The disintegrate property, and the number increase if it already has the property, are determined by the rarity, as shown in the table below.

Rarity Disintegrate Number Number Increase
Standard 13 1
Premium 14 2
Prototype 15 3
Advanced 16 4
Legendary 17 5
Artifact Becomes 18

Disruption Core

Item Modification (Blaster), Premium

This weapon gains the disruptive property.

Expanded Magazine

Item Modification (Blaster), varies

Once on each of your turns, you can reload this weapon without using an action. You can use this feature a number of times determined by the rarity, as shown in the table below. You regain all expended uses when you reload the weapon with an action

Rarity Free Reloads
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact 6

Fadecasting Core

Item Modification (Blaster), varies

While using this item as your focus, you gain a bonus to tech save DC of powers that require a Strength or Constitution saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Dexterity or Intelligence saving throw.
Premium +1
Prototype +2
Advanced +3

Flashlight Attachment

Item Modification (Blaster), Standard

You affix a targeted light to this weapon. As a bonus action, you can toggle the light on or off. While on, this weapon sheds bright light in a 60-foot cone.


Focusing Scope

Item Modification (Blaster), Standard

The simple scope allows you to use a bonus action to take aim at a target you can see. The next attack you make before the end of your next turn does not suffer disadvantage due to being made at long range.

Harpoon Reel Attachment

Item Modification (Blaster), Prototype

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a DC 15 Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

While connected in this manner, 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 harpoon as an action.


Ion Amplifying Core

Item Modification (Blaster), Premium
Prerequisite: Ion damage

This weapon ignores resistance to ion damage.


Keen Core

Item Modification (Blaster), varies

This weapon gains the Keen property. If it already has the Keen property, its Keen number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Keen Number
Premium 1
Advanced 2
Artifact 3

Light Core

Item Modification (Blaster), Premium

This weapon gains the light property.


Maser Core

Item Modification (Blaster), Standard

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.


Mighty Core

Item Modification (Blaster), Premium
Prerequisite: Lacks strength property

This weapon gains the mighty property.

Multispectral Optics

Item Modification (Blaster), Artifact

While looking through this weapon’s scope, you have truesight out to a distance equal to the long range of this weapon and you can see creatures that are lightly or heavily obscured. Additionally, you gain a +2 bonus to attack rolls.


Ostrine Spitter

Item Modification (Blaster), varies

When you deal damage with this weapon, you deal an additional acid, cold, fire, lightning, poison, or sonic damage (chosen by the GM when generating this item). The extra damage dealt is determined by the rarity of the modification, as shown in the table below.

Rarity Additional Damage
Advanced 1d4
Legendary 1d6
Artifact 1d8

Piercing Core

Item Modification (Blaster), varies

This weapon gains the Piercing property. If it already has the Piercing property, its Piercing number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Piercing Number
Premium 1
Advanced 2
Artifact 3

Precision Chamber

Item Modification (Blaster), varies

This weapon's normal and long range increase by an amount determined by the rarity of modification, as shown in the table below.

Rarity Range Increase
Standard 10/40
Premium 20/80
Prototype 30/120
Advanced 40/160
Legendary 50/200
Artifact 60/240

Quantum Splitter

Item Modification (Blaster), varies

When you deal damage with this weapon, you can roll a die and add the result to the total. The die is determined by the rarity of the modification, as shown in the table below.

Rarity Die
Prototype d4
Advanced d6
Legendary d8
Artifact d10

Rapid Core

Item Modification (Blaster), varies
Prerequisite: Blaster that uses cells or cartridges

This weapon gains the Rapid property equal to an amount shown in the table below. If it already has the Rapid property, the Rapid number is reduced as shown below, to a minimum of 2. All properties are rounded up

Rarity Rapid Property Rapid Reduction
Premium One half it's reload number One fourth it's reload number
Advanced One fourth it's reload number One eighth it's reload number
Artifact One eighth it's reload number One sixteenth it's reload number

Recoil Dampener

Item Modification (Blaster), varies

This weapon's strength number is reduced by an amount of steps determined by the rarity of modification (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11). Additionally, if the strength number is already a number as shown in the table below, this modification removes the strength property from it entirely.

Rarity Steps Reduced Strength Number Removal
Standard 1 11
Premium 2 13
Prototype 3 15
Advanced 4 17
Legendary 5 19
Artifact This weapon loses the strength property. -

Rendcasting Core

Item Modification (Blaster), varies

While using this item as your focus, you gain a bonus to the tech save DC of powers that require a Dexterity or Intelligence saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Wisdom or Charisma saving throw.
Premium +1
Prototype +2
Advanced +3

Rylith Power Core

Item Modification (Blaster), Prototype

When you take the Attack action and hit a target with a ranged attack with this weapon, you can repeat the attack against another creature up to 15 feet from the target in a direct line from you (no action required). Once you’ve used this feature, you must complete a short or long rest before you can use it again.


Semi-Auto Core

Item Modification (Blaster), Prototype
Prerequisite: Auto property

This weapon loses the auto property.


Siege Weapon

Item Modification (Blaster), Standard

You modify this weapon to be more effective against barriers. The weapon deals double damage against structures.


Silencer

Item Modification (Blaster), Standard

This weapon gains the silent property.


Smart Interface

Item Modification (Blaster), varies

This weapon gains the Smart property equal to an amount shown in the table below. If it already had the Smart property, its Smart numbers increase respectively, determined by the rarity of the modification, to a maximum of 20 and +6.

Rarity Smart Number Smart Increase
Standard 15, +2 +1, +1
Premium 16, +2 +2, +1
Prototype 17, +3 +3, +2
Advanced 18, +4 +4, +3
Legendary 19, +5 +5, +4
Artifact Becomes 20, +6 -

Targeting Amplifier

Item Modification (Blaster), varies

When this modification is created, its type is determined by its creator. It can be a Targeting Magnifier, or a Targeting Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) tech attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Vicious Core

Item Modification (Blaster), varies

This weapon gains the Vicious property. If it already has the Vicious property, its Vicious number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Vicious Number
Premium 1
Advanced 2
Artifact 3

Withercasting Core

Item Modification (Blaster), varies

While using this item as your focus, you gain a bonus to the tech save DC of powers that require a Wisdom or Charisma saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Strength or Constitution saving throw.
Premium +1
Prototype +2
Advanced +3

Wrist Mount Attachment

Item Modification (Blaster), Standard

This weapon gains the fixed property.

CLOTHING MODIFICATIONS


Clothing Chassis

Adventuring Gear (Clothing), varies
Requires Attunement

When this modification is created, its type is determined by its creator. It can be a Cloak, Handwraps, Pants or Tunic Chassis.

This modifiable chassis comes with vacant modification slots for armor modifications. It can house modifications of it's rarity or lower. Higher rarities additionally have an amount of augment slots as shown in the table below.

Rarity Augment Slots
Standard -
Premium -
Prototype -
Advanced 1
Legendary 2
Artifact 2

Avoidant Weave

Item Modification (Clothing), varies

This clothing gains the avoidant armor property. If it already has the avoidant property, its avoidant number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Avoidant Number
Premium 1
Advanced 2
Artifact 3

Bonded Weave

Item Modification (Clothing), varies

You gain a bonus to AC against melee attacks while wearing this clothing. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity AC Bonus
Standard +1 and a -1 penalty to AC against ranged attacks
Premium +1
Prototype +2
Advanced +3



Clandestine Stitching

Item Modification (Clothing), varies

This article of clothing come with hidden pockets, which can store up to 1 lb. Finding this hidden pocket requires an Investigation check. The amount of pockets, and the check DC to find them

Rarity Pockets Investigation DC
Standard 1 15
Premium 2 18
Prototype 3 21
Advanced 4 24
Legendary 5 27
Artifact 6 30

Fadecasting Weave

Item Modification (Clothing), varies

When this modification is created, its type is determined by its creator. It can be a Fadecasting Inlay, or Fadecasting Stitching.

While using this item as your focus, you gain a bonus to the force (Inlay) or tech (Stitching) save DC of powers that require a Strength or Constitution saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Dexterity or Intelligence saving throw.
Premium +1
Prototype +2
Advanced +3

Impermeable Inlay

Item Modification (Clothing), varies

This clothing gains the Impermeable armor property. The Impermeable number gained is determined by the rarity of modification. If it already has the impermeable property, its permeable number increases by the same number, to a maximum of 9.

Rarity Impermeable Number
Standard 2
Premium 3
Prototype 5
Advanced 6
Legendary 8
Artifact Becomes 9

Inlay Amplifier

Item Modification (Clothing), varies

When this modification is created, its type is determined by its creator. It can be an Inlay Magnifier, or an Inlay Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) force attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Insulated Pattern

Item Modification (Clothing), varies

This clothing gains the insulated armor property. The insulated number gained is determined by the rarity of modification. If it already has the insulated property, its insulated number increases by an amount shown in the table below, to a maximum of 10.

Rarity Insulated Number Number Increase
Standard 5 1
Premium 6 2
Prototype 7 3
Advanced 8 4
Legendary 9 5
Artifact becomes 10

Lightweight Weave

Item Modification (Clothing), Standard

This clothing gains the lightweight armor property.


Obscured Stitching

Item Modification (Clothing), Standard

This clothing gains the obscured armor property.


Reactive Stitching

Item Modification (Clothing), varies

This clothing gains the reactive armor property. If it already has the reactive property, its reactive number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Reactive Number
Premium 1
Advanced 2
Artifact 3

Regulated Weave

Item Modification (Clothing), Premium

This clothing gains the regulated armor property.


Reinforced Stitching

Item Modification (Clothing)), varies

You gain a bonus to AC against ranged attacks while wearing this clothing. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity AC Bonus
Standard +1 and a -1 penalty to AC against melee attacks
Premium +1
Prototype +2
Advanced +3

Rendcasting Weave

Item Modification (Clothing), varies

When this modification is created, its type is determined by its creator. It can be a Rendcasting Inlay, or Rendcasting Stitching.

While using this item as your focus, you gain a bonus to the force (Inlay) or tech (Stitching) save DC of powers that require a Dexterity or Intelligence saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Wisdom or Charisma saving throw.
Premium +1
Prototype +2
Advanced +3

Saving Weave

Item Modification (Clothing), varies

When this modification is created, its type is determined by its creator, and each type represents a single saving throw.

While attuned to this clothing, you gain a proficiency level in the saving throw, determined by the rarity of the modification. If you already have that level of proficiency, you instead gain a bonus to that proficiency level, as shown in the table below.

Rarity Proficiency Level Bonus
Premium Proficiency -
Advanced Proficiency Expertise
Artifact Proficiency Gain Expertise, or advantage on respective saving throws if already you already have expertise

Silent Stitching

Item Modification (Clothing), Premium

This clothing gains the silent armor property.

Skill Pattern

Item Modification (Clothing), varies

When this modification is created, its type is determined by its creator, and each type represents a single skill.

While attuned to this clothing, you gain a proficiency level in the skill, determined by the rarity of the modification. If you already have that level of proficiency, you instead gain a bonus to your proficiency level, as shown in the table below.

Rarity Proficiency Level Bonus
Premium Proficiency -
Advanced Proficiency Expertise
Artifact Proficiency Expertise, or advantage on respective skill checks if already you already have expertise

Stitching Amplifier

Item Modification (Clothing), varies

When this modification is created, its type is determined by its creator. It can be a Stitching Magnifier, or a Stitching Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) tech attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Withercasting Weave

Item Modification (Clothing), varies

When this modification is created, its type is determined by its creator. It can be a Withercasting Inlay, or Withercasting Stitching.

While using this item as your focus, you gain a bonus to the force (Inlay) or tech (Stitching) save DC of powers that require a Wisdom or Charisma saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Strength or Constitution saving throw.
Premium +1
Prototype +2
Advanced +3

FOCUS GENERATOR MODIFICATIONS


Focus Generator Chassis

Focus (Force), varies
Requires Attunement

This modifiable chassis comes with vacant modification slots for armor modifications. It can house modifications of it's rarity or lower. Higher rarities additionally have an amount of augment slots as shown in the table below.

Rarity Augment Slots
Standard -
Premium -
Prototype -
Advanced 1
Legendary 2
Artifact 2

Absorbing Conductor

Item Modification (Focus Generator), varies

This item gains the absorbing property. If it already has the absorbing property, its absorbing number increases by the same number, to a maximum of 12. Both numbers are determined by the rarity, as shown in the table below.

Rarity Absorbing Number
Standard 2
Premium 4
Prototype 6
Advanced 8
Legendary 10
Artifact Becomes 12

Accessing Cycler

Item Modification (Focus Generator), varies

This item gains the accessing property. If it already has the accessing property, its accessing number increases by the same number, to a maximum of 6. Both numbers are determined by the rarity, as shown in the table below.

Rarity Accessing Number
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact Becomes 6





Amplifying Channel

Item Modification (Focus Generator), varies

This item gains the amplifying property. If it already has the amplifying property, its amplifying number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Amplifying Number
Premium 1
Advanced 2
Artifact 3

Bolstering Channel

Item Modification (Focus Generator), varies

This item gains the bolstering property. If it already has the bolstering property, its bolstering number increases by the same number, to a maximum of 12. Both numbers are determined by the rarity, as shown in the table below.

Rarity Bolstering Number
Standard 2
Premium 4
Prototype 6
Advanced 8
Legendary 10
Artifact Becomes 12

Channeling Amplifier

Item Modification (Focus Generator), varies

When this modification is created, its type is determined by its creator. It can be a Channeling Magnifier, or a Channeling Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) force attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Constitution Emitter

Item Modification (Focus Generator), varies

This item's constitution number is reduced by an amount of steps determined by the rarity of modification (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11). Additionally, if the constitution number is already a number as shown in the table below, this modification removes the constitution property from it entirely.

Rarity Steps Reduced Constitution Number Removal
Standard 1 11
Premium 2 13
Prototype 3 15
Advanced 4 17
Legendary 5 19
Artifact This weapon loses the constitution property. -

Dispelling Emitter

Item Modification (Focus Generator), varies

This item gains the dispelling property. If it already has the dispelling property, its dispelling number increases by the same number, to a maximum of 6. Both numbers are determined by the rarity, as shown in the table below.

Rarity Dispelling Number
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact Becomes 6

Duplexed Extender Channel

Item Modification (Focus Generator), varies

When you cast a force power through this focus generator that has a range of 5 feet or greater, you can increase the range of that force power by an amount of feet determined by its rarity, as shown in the table below

Rarity Range Increase (feet)
Standard 10
Premium 20

Elongating Emitter

Item Modification (Focus Generator), varies

This item gains the elongating property. If it already has the elongating property, its elongating number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Elongating Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

Enlarging Channel

Item Modification (Focus Generator), varies

This item gains the enlarging property. If it already has the enlarging property, its enlarging number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Enlarging Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

Expanding Conductor

Item Modification (Focus Generator), varies

This item gains the expanding property. If it already has the expanding property, its expanding number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Expanding Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

Extending Cycler

Item Modification (Focus Generator), varies

This item gains the extending property. If it already has the extending property, its extending number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Extending Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

Fadecasting Channel

Item Modification (Focus Generator), varies

While using this item as your focus, you gain a bonus to force save DC of powers that require a Strength or Constitution saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Dexterity or Intelligence saving throw.
Premium +1
Prototype +2
Advanced +3

Fading Cycler

Item Modification (Focus Generator), varies

This item gains the fading property. If it already has the fading property, its fading number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Fading Number
Premium 1
Advanced 2
Artifact 3

Focused Conductor

Item Modification (Focus Generator), Standard

This item gains the focused property.

Forged Ferricite Channel

Item Modification (Focus Generator), varies

When you cast a force power of 1st-level or higher that deals damage, you can increase the damage by an amount of the force points spent. The amount is determined by the rarity of the modification, as shown in the table below.

Rarity Damage Increase
Premium Half (rounded down)
Prototype The number of force points spent.
Advanced One and a half times (rounded down)
Legendary Twice the number of force points spent.
Artifact two and a half times (rounded down)

Increasing Cycler

Item Modification (Focus Generator), varies

This item gains the increasing. If it already has the increasing property, its increasing number increases by the same number, to a maximum of 60. Both numbers are determined by the rarity, as shown in the table below.

Rarity Increasing Number
Standard 10
Premium 20
Prototype 30
Advanced 40
Legendary 50
Artifact Becomes 60

Inflating Conductor

Item Modification (Focus Generator), varies

This item gains the inflating property. If it already has the inflating property, its inflating number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Inflating Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

Mitigating Channel

Item Modification (Focus Generator), varies

This item gains the mitigating property. If it already has the mitigating property, its mitigating number increases by the same number, to a maximum of 6. Both numbers are determined by the rarity, as shown in the table below.

Rarity Mitigating Number
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact Becomes 6

Phobium Echoer

Item Modification (Focus Generator), varies

When you cast a force power through this focus generator that affects and area in a radius or a cube, you can increase the radius or length of the cube range by an amount of feet determined by its rarity, as shown in the table below

Rarity Range Increase (feet)
Prototype 5
Advanced 10

Ranging Emitter

Item Modification (Focus Generator), varies

This item gains the ranging property. If it already has the ranging property, its ranging number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Ranging Number
Premium 1
Advanced 2
Artifact 3

Rendcasting Channel

Item Modification (Focus Generator), varies

While using this item as your focus, you gain a bonus to the force save DC of powers that require a Dexterity or Intelligence saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Wisdom or Charisma saving throw.
Premium +1
Prototype +2
Advanced +3

Rending Conductor

Item Modification (Focus Generator), varies

This item gains the rending property. If it already has the rending property, its rending number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Rending Number
Premium 1
Advanced 2
Artifact 3

Repelling Cycler

Item Modification (Focus Generator), varies

This item gains the repelling property, but the DC to interrupt or dispel your powers is equal to 10 + the power's level, or and amount determined by it's rarity, whichever is greater. As shown in the table below.

Rarity Repelling DC
Standard 8 + half your proficiency bonus + your casting modifier
Premium 8 + your proficiency bonus + your casting modifier
Prototype 8 + twice your proficiency bonus + your casting modifier
Advanced 8 + twice your proficiency bonus + your casting modifier. Additionally, creatures always have disadvantage on ability checks to dispel or interrupt your powers.
Legendary 8 + twice your proficiency bonus + your casting modifier. Additionally, creatures always have disadvantage on ability checks to dispel or interrupt your powers, and when a creatures make an ability check to dispel or interrupt your powers with disadvantage, they must reroll one of the dice once (your choice).
Artifact 8 + twice your proficiency bonus + your casting modifier. Additionally, creatures always have disadvantage on ability checks to dispel or interrupt your powers, and when a creatures make an ability check to dispel or interrupt your powers with disadvantage, they must reroll each of the dice once (at your discretion).

Storing Emitter

Item Modification (Focus Generator), varies

This item gains the storing property. If it already has the storing property, its storing number increases by the same number, to a maximum of 6. Both numbers are determined by the rarity, as shown in the table below.

Rarity Storing Number
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact Becomes 6

T-Cycle Reinforcer

Item Modification (Focus Generator), varies

When you cast a force power that pushes or pulls a creature, you can increase the distance pushed or pulled by an amount determined by it's rarity, as shown in the table below.

Rarity Distance Increase (feet)
Standard 5
Premium 10

Withercasting Channel

Item Modification (Focus Generator), varies

While using this item as your focus, you gain a bonus to the force save DC of powers that require a Wisdom or Charisma saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Strength or Constitution saving throw.
Premium +1
Prototype +2
Advanced +3

Withering Channel

Item Modification (Focus Generator), varies

This item gains the withering property. If it already has the withering property, its withering number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Withering Number
Premium 1
Advanced 2
Artifact 3

LIGHTWEAPON MODIFICATIONS


Lightweapon Chassis

Weapon (Any Lightweapon), varies
Requires Attunement

This modifiable chassis comes with vacant modification slots for armor modifications. It can house modifications of it's rarity or lower. Higher rarities additionally have an amount of augment slots as shown in the table below.

Rarity Augment Slots
Standard -
Premium -
Prototype -
Advanced 1
Legendary 2
Artifact 2

Adegan Crystal

Item Modification (Lightweapon), varies

You gain a bonus to damage rolls made with this weapon. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity Damage Bonus
Standard +1 and a -1 penalty to attack rolls
Premium +1
Prototype +2
Advanced +3

Biometric Safety Measures

Item Modification (Lightweapon), Standard

A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate it must make a DC 13 Constitution saving throw. On a failed save, a creature takes 1d10 lightning damage and is shocked until the end of its next turn. On a successful save the creature takes half damage and isn’t shocked. On a success or failure, the creature then drops the weapon.




Biting Crystal

Item Modification (Lightweapon), varies

This weapon gains the Biting property. If it already has the Biting property, its Biting number increases, to a maximum of 18. The Biting property, and the number increase if it already has the property, are determined by the rarity, as shown in the table below.

Rarity Biting Number Number Increase
Standard 13 1
Premium 14 2
Prototype 15 3
Advanced 16 4
Legendary 17 5
Artifact Becomes 18

Bright Crystal

Item Modification (Lightweapon), varies

This weapon gains the Bright property. If it already has the Bright property, its Bright number increases, to a maximum of 18. The Bright property, and the number increase if it already has the property, are determined by the rarity, as shown in the table below.

Rarity Bright Number Number Increase
Standard 13 1
Premium 14 2
Prototype 15 3
Advanced 16 4
Legendary 17 5
Artifact Becomes 18

Brutal Cell

Item Modification (Lightweapon), varies

This weapon gains the Brutal property. If it already has the Brutal property, its Brutal number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Brutal Number
Premium 1
Advanced 2
Artifact 3

Burning Cell

Item Modification (Lightweapon), Standard

When you score a critical hit with this weapon, you have advantage on the next attack roll you make against that creature before the end of your next turn.

Byrothsis Cell

Item Modification (Lightweapon), varies

When this weapon is levitated by the Force to deal damage through a class feature or force power you use, it deals additional damage equal to an amount of its weapon damage dice, determined by the rarity, as shown in the table below.

Rarity Additional Damage
Advanced 1
Artifact 2

Collapsible Hilt

Item Modification (Lightweapon), Standard

This weapon gains the hidden property.


Comfortable Handle

Item Modification (Lightweapon), Standard
Prerequisite: Lacks dexterity, two-handed, or versatile property

This weapon gains the finesse property.


Corruption Crystal

Item Modification (Lightweapon), varies

This weapon gains the Corruption property. If it already has the Corruption property, its Corruption number increases, to a maximum of 18. The Corruption property, and the number increase if it already has the property, are determined by the rarity, as shown in the table below.

Rarity Corruption Number Number Increase
Standard 13 1
Premium 14 2
Prototype 15 3
Advanced 16 4
Legendary 17 5
Artifact Becomes 18

Crossguard Hilt

Item Modification (Lightweapon), varies

This weapon gains the defensive property. If it already has the defensive property, its defensive number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Defensive Number
Premium 1
Advanced 2
Artifact 3

Crystalizing Amplifier

Item Modification (Lightweapon), varies

When this modification is created, its type is determined by its creator. It can be a Crystalizing Magnifier, or a Crystalizing Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) force attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Damind Crystal

Item Modification (Lightweapon), varies

When you deal damage with this weapon, you can roll a die and add the result to the total. The die is determined by the rarity of the modification, as shown in the table below.

Rarity Die
Prototype d4
Advanced d6
Legendary d8
Artifact d10

Dire Hilt

Item Modification (Lightweapon), varies

This weapon gains the Dire property. If it already has the Dire property, its Dire number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Dire Number
Premium 1
Advanced 2
Artifact 3

Disarming Cell

Item Modification (Lightweapon), Standard

This weapon gains the disarming property.


Disguised Hilt

Item Modification (Lightweapon), Standard

This weapon gains the disarming property.


Disruptive Cell

Item Modification (Lightweapon), Premium

This weapon gains the disruptive property.

Double Hilt

Item Modification (Lightweapon), Advanced
Prerequisite: Lacks two-handed or versatile property

This weapon gains the double property, with a double damage value equal to its normal damage.


Extended Beam

Item Modification (Lightweapon), Advanced

This weapon gains the reach property.


Fadecasting Crystal

Item Modification (Lightweapon), varies

While using this item as your focus, you gain a bonus to force save DC of powers that require a Strength or Constitution saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Dexterity or Intelligence saving throw.
Premium +1
Prototype +2
Advanced +3

Ghostfire Crystal

Item Modification (Lightweapon), Legendary

This weapon loses the luminous property, if it has it. Additionally, you gain a +2 bonus to damage rolls made with this weapon, when you attack a creature with it, the creature can’t take reactions until the end of the current turn.

These crystals are so transparent that they are nigh invisible. The blade formed by this form of kyber makes no noise, is dim and may form illusory images as it is used.


Gloom Cell

Item Modification (Lightweapon), Standard

This weapon loses the luminous property.


Heavy Cell

Item Modification (Lightweapon), Premium

This weapon gains the heavy property.


Helisaber Attachment

Item Modification (Lightweapon), Premium
Prerequisite: Double property

As a bonus action, you can activate the attachment. While active, you have a 30-foot flying speed, and whenever you take damage you must make a concentration check as if concentrating on a power. On a failure, you immediately fall to the ground.

Hilt Blaster

Item Modification (Lightweapon), Premium

You convert this weapon’s hilt into a small blaster. The blaster is a ranged weapon with the range 20/60 and reload 6 properties that you are proficient with, and deals 1d4 energy damage.


Keen Beam

Item Modification (Lightweapon), varies

This weapon gains the Keen property. If it already has the Keen property, its Keen number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Keen Number
Premium 1
Advanced 2
Artifact 3

Krayt Dragon Pearl

Item Modification (Lightweapon), varies

You gain a bonus to damage rolls made with this weapon. Additionally, you gain the same bonus to damage rolls you make with force powers when using this weapon as your focus. If the power would damage multiple targets, you can only apply this damage bonus to one of them.

Rarity Damage Bonus
Advanced +1
Legendary +2
Artifact +3

Light Cell

Item Modification (Lightweapon), Premium

This weapon gains the light property.


Lightweight stabilizer Frame

Item Modification (Lightweapon), Advanced
Prerequisite: Two-handed property

This weapon loses the two-handed property.


Magnetic-Lock Grip

Item Modification (Lightweapon), Standard

While wielding this weapon, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.

Ossus Lens

Item Modification (Lightweapon), varies

You gain a bonus to attack rolls made with this weapon. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity Attack Bonus
Standard +1 and a -1 penalty to damage rolls
Premium +1
Prototype +2
Advanced +3

Ostrine Crystal

Item Modification (Lightweapon), varies

When you deal damage with this weapon, you deal an additional force, lightning, necrotic, poison, psychic, or sonic damage (chosen by the GM when generating this item). The extra damage dealt is determined by the rarity of the modification, as shown in the table below.

Rarity Additional Damage
Advanced 1d4
Legendary 1d6
Artifact 1d8

Piercing Cell

Item Modification (Lightweapon), varies

This weapon gains the Piercing property. If it already has the Piercing property, its Piercing number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Piercing Number
Premium 1
Advanced 2
Artifact 3

Rendcasting Crystal

Item Modification (Lightweapon), varies

While using this item as your focus, you gain a bonus to the force save DC of powers that require a Dexterity or Intelligence saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Wisdom or Charisma saving throw.
Premium +1
Prototype +2
Advanced +3

Returning Weapon Hilt

Item Modification (Lightweapon), standard
Prerequisite: Thrown property

This weapon gains the returning property.


Stabilizer Cell

Item Modification (Lightweapon), varies

This weapon's dexterity number is reduced by an amount of steps determined by the rarity of modification (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11). Additionally, if the dexterity number is already a number as shown in the table below, this modification removes the dexterity property from it entirely.

Rarity Steps Reduced Dexterity Number Removal
Standard 1 11
Premium 2 13
Prototype 3 15
Advanced 4 17
Legendary 5 19
Artifact This armor or shield loses the dexterity property. -

Telgorn Jolt Stabilizer

Item Modification (Lightweapon), Advanced

When you cast a force power or use a class feature that requires a melee weapon attack, you can spend 1 force point to change the weapon’s damage type to lightning and deal an additional 1d8 lightning damage.


Throwing Weapon Hilt

Item Modification (Lightweapon), varies

This weapon gains the thrown property. If it already has the thrown property, the range instead increases. Both the range and increase are determined by the rarity of the modification, as shown in the table below.

Rarity Thrown Property Range Increase
Standard 10/30 5/15
Premium 20/60 10/30
Prototype 30/90 15/45
Advanced 40/120 20/60
Legendary 50/150 25/75
Artifact 60/180 30/90

Ventilation Stabilizer

Item Modification (Lightweapon), Premium

When you take the Attack action and hit a creature with this weapon, you can repeat the attack against another creature within 5 feet, no action required. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Versatile Handle

Item Modification (Lightweapon), varies
Prerequisite: Lacks double or two-handed property

This weapon gains the versatile property. If it already has the versatile property, the versatile damage increases by an amount of steps determined by the rarity (from 2d4 to 1d10, 1d12 to 2d6, 2d6, to 3d4). Both the versatile property and how many steps the versatile number would increase by are shown in the table below.

Rarity Versatile Property Steps Increased
Premium 1d10 1
Advanced 1d12 2
Artifact 2d6 3

Vicious Hilt

Item Modification (Lightweapon), varies

This weapon gains the Vicious property. If it already has the Vicious property, its Vicious number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Vicious Number
Premium 1
Advanced 2
Artifact 3

Withercasting Crystal

Item Modification (Lightweapon), varies

While using this item as your focus, you gain a bonus to the force save DC of powers that require a Wisdom or Charisma saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Strength or Constitution saving throw.
Premium +1
Prototype +2
Advanced +3

Wrist Mount Hilt

Item Modification (Lightweapon), Standard

This weapon gains the fixed property.

VIBROWEAPON MODIFICATIONS


Vibroweapon Chassis

Weapon (Any Vibroweapon), varies
Requires Attunement

This modifiable chassis comes with vacant modification slots for armor modifications. It can house modifications of it's rarity or lower. Higher rarities additionally have an amount of augment slots as shown in the table below.

Rarity Augment Slots
Standard -
Premium -
Prototype -
Advanced 1
Legendary 2
Artifact 2

Brutal Oscillator

Item Modification (Vibroweapon), varies

This weapon gains the Brutal property. If it already has the Brutal property, its Brutal number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Brutal Number
Premium 1
Advanced 2
Artifact 3

Celerity Oscillator

Item Modification (Vibroweapon), Standard

Once per turn, when you deal damage with this weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can’t make opportunity attacks against you for the rest of your turn.


Collapsible Frame

Item Modification (Vibroweapon), Standard

This weapon gains the hidden property.

Compensation Oscillator

Item Modification (Vibroweapon), varies

This weapon's dexterity number is reduced by an amount of steps determined by the rarity of modification (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11). Additionally, if the dexterity number is already a number as shown in the table below, this modification removes the dexterity property from it entirely.

Rarity Steps Reduced Dexterity Number Removal
Standard 1 11
Premium 2 13
Prototype 3 15
Advanced 4 17
Legendary 5 19
Artifact This armor or shield loses the dexterity property. -

Contoured Grip

Item Modification (Vibroweapon), varies

You gain a bonus to attack rolls made with this weapon. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity Attack Bonus
Standard +1 and a -1 penalty to damage rolls
Premium +1
Prototype +2
Advanced +3

Defensive Guard

Item Modification (Vibroweapon), varies

This weapon gains the defensive property. If it already has the defensive property, its defensive number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Defensive Number
Premium 1
Advanced 2
Artifact 3

Dire Guard

Item Modification (Vibroweapon), varies

This weapon gains the Dire property. If it already has the Dire property, its Dire number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Dire Number
Premium 1
Advanced 2
Artifact 3

Disarming Oscillator

Item Modification (Vibroweapon), Standard

This weapon gains the disarming property.


Disguised Guard

Item Modification (Vibroweapon), Standard

This weapon gains the disarming property.


Disruptive Oscillator

Item Modification (Vibroweapon), Premium

This weapon gains the disruptive property.


Double Guard

Item Modification (Vibroweapon), Advanced
Prerequisite: Lacks two-handed or versatile property

This weapon gains the double property, with a double damage value equal to its normal damage.


Electrifying Oscillator

Item Modification (Vibroweapon), Prototype

When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a DC 15 Dexterity saving throw, taking 1d8 lightning damage on a failed save or half as much on a successful one.

Once you’ve used this feature, you must complete a long rest before you can use it again.

Fadecasting Frame

Item Modification (Vibroweapon), varies

When this modification is created, its type is determined by its creator. It can be a Fadecasting Guard, or Fadecasting Oscillator.

While using this item as your focus, you gain a bonus to the force (Guard) or tech (Oscillator) save DC of powers that require a Strength or Constitution saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Dexterity or Intelligence saving throw.
Premium +1
Prototype +2
Advanced +3

Fiber-Alloy Guard

Item Modification (Vibroweapon), Advanced
Prerequisite: Two-handed property

This weapon loses the two-handed property.


Finesse Oscillator

Item Modification (Vibroweapon), Premium
Prerequisite: Lacks dexterity, two-handed, or versatile property

This weapon gains the finesse property.


Flashlight Guard

Item Modification (Vibroweapon), Standard

You affix a targeted light to this weapon. As a bonus action, you can toggle the light on or off. While on, this weapon sheds bright light in a 60-foot cone.


Guard Amplifier

Item Modification (Vibroweapon), varies

When this modification is created, its type is determined by its creator. It can be a Guard Magnifier, or a Guard Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) force attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Harpoon Reel Guard

Item Modification (Vibroweapon), Prototype

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a DC 15 Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

While connected in this manner, 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 harpoon as an action.


Heavy Oscillator

Item Modification (Vibroweapon), Premium

This weapon gains the heavy property.


Keen Beam

Item Modification (Vibroweapon), varies

This weapon gains the Keen property. If it already has the Keen property, its Keen number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Keen Number
Premium 1
Advanced 2
Artifact 3

Light Oscillator

Item Modification (Vibroweapon), Premium

This weapon gains the light property.


Monomolecular Oscillator Mk I

Item Modification (Vibroweapon), Premium

This weapon ignores resistance to kinetic damage.


Monomolecular Oscillator Mk II

Item Modification (Vibroweapon), Advanced

This weapon ignores resistance to kinetic damage, and treats immunity as resistance.

Nagai Edge

Item Modification (Vibroweapon), varies

When you have advantage on an attack roll you make with this weapon, get the same result on both dice rolls, and hit, you deal an additional weapon die/s worth of damage. The amount of extra die is determined by the rarity of the modification, as shown in the table below

Rarity Additional Die
Standard 1
Prototype 2
Legendary 3

Neuralizing Oscillator

Item Modification (Vibroweapon), varies

This weapon gains the Neuralizing property. If it already has the Neuralizing property, its Neuralizing number increases, to a maximum of 18. The Neuralizing property, and the number increase if it already has the property, are determined by the rarity, as shown in the table below.

Rarity Neuralizing Number Number Increase
Standard 13 1
Premium 14 2
Prototype 15 3
Advanced 16 4
Legendary 17 5
Artifact Becomes 18

Neutronium Edge

Item Modification (Vibroweapon), varies

You gain a bonus to damage rolls made with this weapon. The bonus is determined by the rarity of the modification, as shown in the table below

Rarity Damage Bonus
Standard +1 and a -1 penalty to attack rolls
Premium +1
Prototype +2
Advanced +3

Oscillating Amplifier

Item Modification (Vibroweapon), varies

When this modification is created, its type is determined by its creator. It can be a Oscillating Magnifier, or a Oscillating Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) tech attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Ostrine Edge

Item Modification (Vibroweapon), varies

When you deal damage with this weapon, you deal an additional acid, cold, fire, lightning, poison, or sonic damage (chosen by the GM when generating this item). The extra damage dealt is determined by the rarity of the modification, as shown in the table below.

Rarity Additional Damage
Advanced 1d4
Legendary 1d6
Artifact 1d8

Pacnorval Chem Integrator

Item Modification (Vibroweapon), Premium

You can apply poisons to this weapon as a bonus action, instead of an action.


Piercing Oscillator

Item Modification (Vibroweapon), varies

This weapon gains the Piercing property. If it already has the Piercing property, its Piercing number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Piercing Number
Premium 1
Advanced 2
Artifact 3

RZ-3 Extender Frame

Item Modification (Vibroweapon), Advanced

This weapon gains the reach property.

Rendcasting Frame

Item Modification (Vibroweapon), varies

When this modification is created, its type is determined by its creator. It can be a Rendcasting Guard, or Rendcasting Oscillator.

While using this item as your focus, you gain a bonus to the force (Guard) or tech (Oscillator) save DC of powers that require a Dexterity or Intelligence saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Wisdom or Charisma saving throw.
Premium +1
Prototype +2
Advanced +3

Returning Weapon Guard

Item Modification (Vibroweapon), standard
Prerequisite: Thrown property

This weapon gains the returning property.


Serrated Edge

Item Modification (Vibroweapon), varies

When you deal damage with this weapon, you can roll a die and add the result to the total. The die is determined by the rarity of the modification, as shown in the table below.

Rarity Die
Prototype d4
Advanced d6
Legendary d8
Artifact d10

Shocking Oscillator

Item Modification (Vibroweapon), varies

This weapon gains the Shocking property. If it already has the Shocking property, its Shocking number increases, to a maximum of 18. The Shocking property, and the number increase if it already has the property, are determined by the rarity, as shown in the table below.

Rarity Shocking Number Number Increase
Standard 13 1
Premium 14 2
Prototype 15 3
Advanced 16 4
Legendary 17 5
Artifact Becomes 18

Sonorous Oscillator

Item Modification (Vibroweapon), varies

This weapon gains the Sonorous property. If it already has the Sonorous property, its Sonorous number increases, to a maximum of 18. The Sonorous property, and the number increase if it already has the property, are determined by the rarity, as shown in the table below.

Rarity Sonorous Number Number Increase
Standard 13 1
Premium 14 2
Prototype 15 3
Advanced 16 4
Legendary 17 5
Artifact Becomes 18

Staggering Oscillator

Item Modification (Vibroweapon), Standard

When you hit with the weapon, you can force the target to make a DC 13 Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

Once you’ve used this feature, you must complete a short or long rest before you can use it again.


Throwing Weapon Guard

Item Modification (Vibroweapon), varies

This weapon gains the thrown property. If it already has the thrown property, the range instead increases. Both the range and increase are determined by the rarity of the modification, as shown in the table below.

Rarity Thrown Property Range Increase
Standard 10/30 5/15
Premium 20/60 10/30
Prototype 30/90 15/45
Advanced 40/120 20/60
Legendary 50/150 25/75
Artifact 60/180 30/90

Venomous Oscillator

Item Modification (Vibroweapon), prototype

As a bonus action, you can coat this weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a DC 15 Constitution saving throw. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

Once you’ve used this feature, you must complete a long rest before you can use it again.

Versatile Frame

Item Modification (Vibroweapon), varies
Prerequisite: Lacks double or two-handed property

This weapon gains the versatile property. If it already has the versatile property, the versatile damage increases by an amount of steps determined by the rarity (from 2d4 to 1d10, 1d12 to 2d6, 2d6, to 3d4). Both the versatile property and how many steps the versatile number would increase by are shown in the table below.

Rarity Versatile Property Steps Increased
Premium 1d10 1
Advanced 1d12 2
Artifact 2d6 3

Vicious Guard

Item Modification (Vibroweapon), varies

This weapon gains the Vicious property. If it already has the Vicious property, its Vicious number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Vicious Number
Premium 1
Advanced 2
Artifact 3

Withercasting Frame

Item Modification (Vibroweapon), varies

When this modification is created, its type is determined by its creator. It can be a Withercasting Guard, or Withercasting Oscillator.

While using this item as your focus, you gain a bonus to the force (Guard) or tech (Oscillator) save DC of powers that require a Wisdom or Charisma saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Strength or Constitution saving throw.
Premium +1
Prototype +2
Advanced +3

Wrist Mount Guard

Item Modification (Vibroweapon), Standard

This weapon gains the fixed property.

WRISTPAD MODIFICATIONS


Wristpad Chassis

Focus (Tech), varies
Requires Attunement

This modifiable chassis comes with vacant modification slots for armor modifications. It can house modifications of it's rarity or lower. Higher rarities additionally have an amount of augment slots as shown in the table below.

Rarity Augment Slots
Standard -
Premium -
Prototype -
Advanced 1
Legendary 2
Artifact 2

Absorbing Amplifier

Item Modification (Wristpad), varies

This item gains the absorbing property. If it already has the absorbing property, its absorbing number increases by the same number, to a maximum of 12. Both numbers are determined by the rarity, as shown in the table below.

Rarity Absorbing Number
Standard 2
Premium 4
Prototype 6
Advanced 8
Legendary 10
Artifact Becomes 12

Accessing Motherboard

Item Modification (Wristpad), varies

This item gains the accessing property. If it already has the accessing property, its accessing number increases by the same number, to a maximum of 6. Both numbers are determined by the rarity, as shown in the table below.

Rarity Accessing Number
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact Becomes 6



Amplifying Processor

Item Modification (Wristpad), varies

This item gains the amplifying property. If it already has the amplifying property, its amplifying number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Amplifying Number
Premium 1
Advanced 2
Artifact 3

Bansche Advanced 2ZBc

Item Modification (Augment), Prototype

When you spend tech points and deal damage with a tech power cast through this wristpad, you deal additional damage equal to the number of tech points spent.


Bansche Purifier MENAD Pro Mk I

Item Modification (Wristpad), Premium

When you cast a tech power with this wristpad that gives you a bonus to AC or saving throws, you can increase that bonus by +1.


Constitution Dataport

Item Modification (Wristpad), varies

This item's constitution number is reduced by an amount of steps determined by the rarity of modification (from 21 to 19, 19 to 17, 17 to 15, 15 to 13, or 13 to 11). Additionally, if the constitution number is already a number as shown in the table below, this modification removes the constitution property from it entirely.

Rarity Steps Reduced Constitution Number Removal
Standard 1 11
Premium 2 13
Prototype 3 15
Advanced 4 17
Legendary 5 19
Artifact This weapon loses the constitution property. -

Czerka Elite Pro Mk V

Item Modification (Wristpad), Legendary

When you cast a tech power with this wristpad and at least one creature fails its saving throw to resist its effects, you gain a d12 that you can roll and add to the damage or healing of a tech power you cast. This die lasts for 1 minute, and you can only have one at a time.

Dispelling Dataport

Item Modification (Wristpad), varies

This item gains the dispelling property. If it already has the dispelling property, its dispelling number increases by the same number, to a maximum of 6. Both numbers are determined by the rarity, as shown in the table below.

Rarity Dispelling Number
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact Becomes 6

Elongating Dataport

Item Modification (Wristpad), varies

This item gains the elongating property. If it already has the elongating property, its elongating number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Elongating Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

Enlarging Processor

Item Modification (Wristpad), varies

This item gains the enlarging property. If it already has the enlarging property, its enlarging number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Enlarging Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

Expanding Amplifier

Item Modification (Wristpad), varies

This item gains the expanding property. If it already has the expanding property, its expanding number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Expanding Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

Extending Motherboarding

Item Modification (Wristpad), varies

This item gains the extending property. If it already has the extending property, its extending number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Extending Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

Fadecasting Processor

Item Modification (Wristpad), varies

While using this item as your focus, you gain a bonus to tech save DC of powers that require a Strength or Constitution saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Dexterity or Intelligence saving throw.
Premium +1
Prototype +2
Advanced +3

Fading Motherboard

Item Modification (Wristpad), varies

This item gains the fading property. If it already has the fading property, its fading number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Fading Number
Premium 1
Advanced 2
Artifact 3

Focused Amplifier

Item Modification (Wristpad), Standard

This item gains the focused property.


Increasing Motherboard

Item Modification (Wristpad), varies

This item gains the increasing. If it already has the increasing property, its increasing number increases by the same number, to a maximum of 60. Both numbers are determined by the rarity, as shown in the table below.

Rarity Increasing Number
Standard 10
Premium 20
Prototype 30
Advanced 40
Legendary 50
Artifact Becomes 60

Inflating Amplifier

Item Modification (Wristpad), varies

This item gains the inflating property. If it already has the inflating property, its inflating number increases by the same number, to a maximum of 30. Both numbers are determined by the rarity, as shown in the table below.

Rarity Inflating Number
Standard 5
Premium 10
Prototype 15
Advanced 20
Legendary 25
Artifact Becomes 30

MerenData Excelcior

Item Modification (Wristpad), Standard

When you deal cold damage to a creature with a tech power cast through this wristpad, the creature gains 1 slowed level until the end of its next turn.


Mitigating Processor

Item Modification (Wristpad), varies

This item gains the mitigating property. If it already has the mitigating property, its mitigating number increases by the same number, to a maximum of 6. Both numbers are determined by the rarity, as shown in the table below.

Rarity Mitigating Number
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact Becomes 6

Processing Amplifier

Item Modification (Wristpad), varies

When this modification is created, its type is determined by its creator. It can be a Processing Magnifier, or a Processing Rangefinder.

While using this item as your focus, you gain a bonus to melee (Magnifier) or ranged (Rangefinder) tech attacks. The bonus to attack rolls is determined by the rarity of modification, as shown in the table below.

Rarity Attack Bonus
Standard +1 and a -1 to the the opposite attack type
Premium +1
Prototype +2
Advanced +3

Ranging Dataport

Item Modification (Focus Generator), varies

This item gains the ranging property. If it already has the ranging property, its ranging number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Ranging Number
Premium 1
Advanced 2
Artifact 3

Rendcasting Processor

Item Modification (Wristpad), varies

While using this item as your focus, you gain a bonus to the tech save DC of powers that require a Dexterity or Intelligence saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Wisdom or Charisma saving throw.
Premium +1
Prototype +2
Advanced +3

Rending Amplifier

Item Modification (Wristpad), varies

This item gains the rending property. If it already has the rending property, its rending number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Rending Number
Premium 1
Advanced 2
Artifact 3

Repelling Motherboard

Item Modification (Wristpad), varies

This item gains the repelling property, but the DC to interrupt or dispel your powers is equal to 10 + the power's level, or and amount determined by it's rarity, whichever is greater. As shown in the table below.

Rarity Repelling DC
Standard 8 + half your proficiency bonus + your casting modifier
Premium 8 + your proficiency bonus + your casting modifier
Prototype 8 + twice your proficiency bonus + your casting modifier
Advanced 8 + twice your proficiency bonus + your casting modifier. Additionally, creatures always have disadvantage on ability checks to dispel or interrupt your powers.
Legendary 8 + twice your proficiency bonus + your casting modifier. Additionally, creatures always have disadvantage on ability checks to dispel or interrupt your powers, and when a creatures make an ability check to dispel or interrupt your powers with disadvantage, they must reroll one of the dice once (your choice).
Artifact 8 + twice your proficiency bonus + your casting modifier. Additionally, creatures always have disadvantage on ability checks to dispel or interrupt your powers, and when a creatures make an ability check to dispel or interrupt your powers with disadvantage, they must reroll each of the dice once (at your discretion).

Sienar Starfire X-Force

Item Modification (Wristpad), varies

When you spend tech points to cast a tech power that restores hit points to a creature, the creature gains a number of temporary hit points equal to an amount determined by the rarity, as shown in the table below

Rarity Temporary Hit Points
Prototype The number of tech points spent.
Legendary Twice the number of tech points spent.

Storing Dataport

Item Modification (Wristpad), varies

This item gains the storing property. If it already has the storing property, its storing number increases by the same number, to a maximum of 6. Both numbers are determined by the rarity, as shown in the table below.

Rarity Storing Number
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact Becomes 6

Surging Processor

Item Modification (Wristpad), varies

This item gains the Surging property. If it already has the Surging property, its Surging number increases by the same number, to a maximum of 6. Both numbers are determined by the rarity, as shown in the table below.

Rarity Surging Number
Standard 1
Premium 2
Prototype 3
Advanced 4
Legendary 5
Artifact Becomes 6

Withercasting Processor

Item Modification (Wristpad), varies

While using this item as your focus, you gain a bonus to the tech save DC of powers that require a Wisdom or Charisma saving throw. The bonus to saving throws is determined by the rarity of modification, as shown in the table below.

Rarity DC Bonus
Standard +1 and a -1 penalty to the save DC of powers that require a Strength or Constitution saving throw.
Premium +1
Prototype +2
Advanced +3

Withering Processor

Item Modification (Focus Generator), varies

This item gains the withering property. If it already has the withering property, its withering number increases by the same number, to a maximum of 3. Both numbers are determined by the rarity, as shown in the table below.

Rarity Withering Number
Premium 1
Advanced 2
Artifact 3

CHANGELOG

  • Parenthesis will show for my own tracking How many items were consolidated e.g. 2 into 1 (2-1)

  • ADDITIONAL DAMAGE MODS: Consolidated all extra base damage type and additional damage types consolidated in respective tables (9-3)
  • AMPLIFYING FOCUS MODS: Consolidated into respective tables (6-2)
  • AMPLIFYING/RANGEFINDER MODS: Consolidated together and changed amplifier to magnifier, then consolidated into respective tables (80-10)
  • + ATTACK/DAMAGE BOOSTING MODS: Consolidated into respective tables (24-6)
  • AUGMENTS - ABILITY: Str/Dex/Con/Int/Wis/Cha augments of all rarities consolidated into table (36-1)
  • AUGMENTS - CLASS: All class mods are consolidated with their respective Offensive/Defensive partner. Type is chosen on creation (20-10)
  • BALLISTIC POLYMER Consolidated into table (2-1)
  • BIOENHANCEMENT MATRIX: Consolidated into table (3-1)
  • BONDED AC MODS: Consolidated into respective tables (8-2)
  • BYROTHESIS MOD: Consolidated in table (2-1)
  • CHASSIS': All Chassis consolidated into respective tables, Armor and Clothing consolidated again (66-7)
  • CLANDESTINE MOD: Consolidated in table (6-1)
  • FADE/REND/WITHERCASTING MODS Consolidated into respective tables. Item types with both power types are chosen on creation (120-21)
  • FORGED FERRICITE MOD: Consolidated into table (5-1)
  • KRAYT DRAGON PEARL: Consolidated in table (3-1)
  • NAGAI EDGE: Consolidated into table (3-1)
  • PROFICIENCY MODS: Uses old dnd style proficiency levels instead of Tiers. Skill and Save proficiency level clothing mods consolidated into one respective table each. Type is chosen on creation (126-2)
  • PROPERTY MODS: All Mods that give a single weapon, armor or casting property (277-84)
  • RANGE INCREASING MODS: Range, Thrown or power range increasing mods consolidated into respective tables (22-5)
  • REINFORCED AC MODS: Consolidated into respective tables (8-2)
  • SIENAR STARFIRE MOD: Consolidated into table (2-1)
  • STR/DEX/CON NUMBER REDUCTION MODS Consolidated into respective tables. (36-6)

TOTAL CONSOLIDATIONS

(864-169) Eliminating the need for 695 bloat modifications and items filling the website

 

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