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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](https://www.gmbinder.com/share/-NIVKvOu3Jur2zso3WjM)
## 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 | \columnbreak #### 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. \pagebreakNum #### 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 \columnbreak #### 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. \pagebreakNum #### 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 \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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 | \columnbreak #### 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. \pagebreakNum #### 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 | \pagebreakNum #### 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 | \pagebreakNum ## 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. | \columnbreak #### 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). | \pagebreakNum #### 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. | \columnbreak #### 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 | \pagebreakNum ## 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak #### 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 \pagebreakNum #### 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. | - | \columnbreak #### 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 | - \pagebreakNum #### 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. \pagebreakNum ## 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 \columnbreak
#### 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 \pagebreakNum #### 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 | \columnbreak #### 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 \pagebreakNum #### 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 | \pagebreakNum ## 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 \columnbreak
#### 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 | \pagebreakNum #### 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 | \columnbreak #### 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 \pagebreakNum #### 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. \columnbreak #### 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 \pagebreakNum #### 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). \pagebreakNum #### 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 | \pagebreakNum ## 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. \columnbreak
#### 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. \pagebreakNum #### 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 | \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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 | \columnbreak #### 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. \pagebreakNum #### 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. \pagebreakNum ## 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. \columnbreak #### 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 | \pagebreakNum #### 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. \columnbreak #### 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 | \pagebreakNum #### 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. \columnbreak #### 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 \pagebreakNum #### 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. \columnbreak #### 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 \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum ## 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 \columnbreak
#### 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. \pagebreakNum #### 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 \columnbreak #### 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 | \pagebreakNum #### 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 | \pagebreakNum #### 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 | \columnbreak #### 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. | \pagebreakNum #### 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 | \columnbreak #### 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 | \pagebreakNum ## 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) \columnbreak ## TOTAL CONSOLIDATIONS ### (864-169) Eliminating the need for 695 bloat modifications and items filling the website