Force Artifacts
During the course of your adventure, you may stumble across long-forgotten - or quite recently created - artifacts imbued with the power of the Jedi... or Sith. Be wary, for such things can be quite powerful - but demand a price of their users...
List of Jedi Artifacts
Kyber, Holocrons, and Lightsabers
- Aurean Crystal Lightsaber
- Corusca Gem
- Holocrons, Jedi
- Kyber, Ilum Vault
- Lightsaber Rifle
Books and Scrolls
- Jedi Lorebooks
Wondrous Items
- Amulet of the Loth-Cat
- Amulet of Trust
- Circlet of Saresh
- Crown of Verity
- Figurine: Purrgil (Figurine of Wondrous Power)
- Flute of the Tooka
- Headband of Kyber (Circlet of Blasting)
- Healing Crystals of Fire
- Helm of Light
- Hyper-bag (Bag of Holding)
- Incense of Focus
- Statue of the Loth-Wolf
- Watering Cup
- Wayfinder, Jedi
List of Sith Artifacts
Kyber, Holocrons, and Lightsabers
- Holocrons, Sith
- Kyber, Sith
- Lightsaber of Darth Atrius
- Lightsaber of Darth Sion
Books and Scrolls
- Manual of Technobeasts
- Manual of Warbeasts
- Sith Scrolls
Weapons
- Blade of Death (Nine Lives Stealer)
- Dagger of the
(Dagger of Venom) - Javelin of Lightning
- Krath War Blade
- Staff of XoXann
- Sith Sword
Wondrous Items
- Amulet of Nil Idyth
- Ashes of Truth
- Bracers of Najus
- Crystals of Force
- Gauntlet of Crassus
- Incense of the Seer
- Mask of Darth Nihilis
- Orb of Seeing
- Flute of Fear (Pipes of Haunting)
- Sith Chalice
- Sith Healing Crystals
- Soul Orb
- Wayfinder, Sith
Aurean Crystal Lightsaber
Weapon, prototype, requires attunement
This lightsaber rests calmly, but resolutely, in your hands. It is the blade of a healer, rather than a warrior, but a blade all the same, and it will do what it must to protect those who stand with its wielder. The item is treated as a +1 lightsaber. While attuned, healing restores an additional 1d4 hit points.
Corusca Gem
Kyber crystal, advanced
This crystal burns with a flickering, flame-like color. Grants +1 to lightsabers built with this crystal, and gives the blade a crackling, flame-like glow.
Holocrons, Jedi
Wondrous Item, premium, requires attunement
Holocrons are repositories of knowledge, used by Jedi since ancient times and nearly indestructible. Attuning to this holocron (Wisdom check DC15) allows the user access to its stored knowledge. A series of successful checks related to the recorded knowledge, each taking one downtime period, will allow the user to learn the ability recorded by the holocron. These may include: lightsaber forms, Force powers, maneuvers, fighting styles, languages, or proficiencies in skills or tools. Each holocron contains one ability, determined by the GM.
Kyber, Ilum Vault
Kyber crystal, premium, requires attunement
Kyber crystals used by past Jedi are stored in many temples across the galaxy, including the temple on Ilum. These crystals seem almost to hum with the memory of their former user. Successfully communing with the crystal (Wisdom check DC15) over three downtime periods allows the bearer to attune to this crystal, accessing the knowledge of its former wielder and learning how to construct a lightsaber.
Kyber resonate with energy. When dealt enormous amounts of damage, they may become unstable and dangerous. When dealt over 100 damage, the kyber explodes. Anyone within 20ft must make a Dexterity Saving Throw (DC14) or take 20d6 energy damage.
Lightsaber Rifle
Weapon, legendary
This two-handed rifle uses lightsabers as ammunition and does double damage to constructs and buildings. It has ten shots, each dealing 2d8 + Dex energy damage, before it must be recharged for one hour.
Beam Shot: Fires a blast of energy 60ft long and 5ft wide. Each creature within the line must make a Dexterity Saving Throw (DC = 8 + ranged attack bonus) or take 4d8 energy damage on a failed save (half as much on a successful save). After five Beam Shots, the lightsaber powering the rifle disintegrates and must be replaced.
Self Destruct: The rifle can be set to self-destruct. After one round (six seconds), the rifle explodes in a 20ft radius fireball centered on itself. Anyone within 20ft must make a Dexterity Saving Throw (DC = 8 + ranged attack bonus) or take 8d6 energy damage on a failed save (half as much on a successful save). This destroys the rifle beyond repair.
Jedi Lorebooks
Scroll, varies
While most Jedi preferred holocrons to pass their teachings down, others preferred to transcribe their knowledge into tomes of learning. Some chose even to record their Force knowledge in this manner, although to a non-Jedi, these writings often seemed unintelligible. Each book contains the knowledge of one Force Power. If the Power is within your ability, you can read the book and use the Power, requiring its normal casting time. Once used, the words fade from the book.
If the Force Power is of a level higher than you can normally use, you may attempt to use it with a Wisdom check (DC = 10 + the power's level). If you fail, the words fade from the book.
The level of the Force Power determines the save DC and attack bonus. See the Spell Scroll Table (5e) for details.
(This item is a Star Wars version of Spell Scrolls, 5e)
Amulet of the Loth-Cat
Wondrous item, prototype
This small amulet is engraved with a stylized loth-cat. The wearer gains +2 to Wisdom (Animal Handling) checks.
Amulet of Trust
Wondrous item, premium
This amulet radiates trustworthiness. The wearer gains +1 to Charisma-based skills.
Circlet of Saresh
Wondrous item, prototype, requires attunement
This golden circlet is imbued with the Light Side of the Force. While attuned, the wearer gains a +1 to Wisdom, and advantage on saving throws to resist charm effects and Force Powers to influence their mood.
Crown of Verity
Wondrous item, prototype
This silvery headpiece demands the truth. The wearer gains a +2 on Wisdom (Insight) checks to see through Deception, and a -2 to Charisma (Deception) to conceal the truth.
Figurine: Purrgil
Wondrous item, legendary
This small statue of a purrgil is an unusual construct, created from some long-forgotten secret of Force artificing. The holder can use their action to activate it, upon which it becomes an apparently living miniature purrgil. The purrgil is friendly to the holder and their companions, understands the holder's language, and follows the party's commands. If no commands are issued, it floats nearby, hiding if threatened. The purrgil exists for up to 24 hours, after which it reverts to figurine form; it reverts early if dropped to 0 hit points or if the holder speaks the command word while touching it. Once reverted to a figurine, it can't be activated again for five days.
The purrgil is small enough to fit into the palm of a human's hand, but retains the abilities of its older relatives. It can drag small objects, about the size of a large marble, into hyperspace. The purrgil is unaffected by a planet's gravity well so long as it does not leave the planet while in hyperspace, and can travel through objects such as bulkheads and walls if no object impedes its jump for five feet in front of it.
(This item is a Star Wars version of a Figurine of Wondrous Power, 5e)
Flute of the Tooka
Wondrous item, premium
This small wooden flute is carves with dancing tookas. Playing this flute summons all tookas and loth-cats within one mile.
Headband of Kyber
Wondrous item, prototype
This headband is set with three evenly spaced kyber crystals. The wearer can use an action to create three rays of light and hurl them at targets within 120ft. You can hurl them at one target or several. Make three attacks; the bonus to each attack is +5. On a hit, the target takes 2d6 radiant damage. The headband can't be used this way again until the next dawn.
(This item is a Star Wars version of a Circlet of Blasting, 5e)
Healing Crystals of Fire
Wondrous item, premium
This crystal burns with heat, warming the hand and heart. It contains a pool of healing power, up to 55 HP. As an action, the bearer can touch the crystal to a target and restore HP to that target up to the amount remaining in the pool, or use 5 HP from the pool to heal the target of one disease or one poison affecting it. Once the pool is depleted, the crystal becomes inert, but still very pretty.
Helm of Light
Wondrous item, legendary, requires attunement
This helm burns with focus and protection, created by a long-ago Jedi Master Craftsman for their Padawan on the advent of war. While attuned and wearing this helm, the wearer gains +2 to AC, +2 to healing received and given, and +2 to attack, damage, and effects of any Light Side Force Power.
Hyber-bag
Wondrous item, premium
This simple-looking knapsack is an artifact of an ancient Jedi's exploration into other dimensions. The interior of the bag is considerably larger than its exterior: roughly 2ft at the mouth and 4ft in diameter. The bag can hold up to 500lbs, not exceeding a volume of 64 cubic ft. Regardless of its contents, the bag weighs 15lbs. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, its contents scattered in some other plane of existence. If the bag is turned inside out, its contents spill forth unharmed, but the bag cannot be used until righted. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 / the number of creatures (minimum of one minute), after which they begin to suffocate.
(This item is a Star Wars version of a Bag of Holding, 5e)
Incense of Focus
Wondrous item, standard
Burning this incense creates a calming scent that enhances focus. While burning, all beings within 10ft have a +1 to Wisdom checks and saving throws.
Statue of the Loth-Wolf
Wondrous item, premium, requires attunement
This small wooden statue is exquisitely carved into the form of a loth-wolf. While in possession of this statue, the bearer may speak telepathically with loth-wolves within hearing distance.
Watering Cup
Wondrous item, standard
This unassuming clay cup contains clear, cool water. When poured on a plant, the plant acts as if under the effects of Plant Surge if cast for eight hours. No matter how much is poured, the cup never runs out of water.
Wayfinder, Jedi
Wondrous item, prototype, requires attunement
Jedi Wayfinders help the Jedi find their way in the galaxy. This small cube contains a star map. Meditating on the map allows the user to direct the Wayfinder to chart a course between two locations on the map that can be sent to a navigation computer, update the map with new locations, access locations stored by previous users, or, with a Wisdom check (DC determined by the GM), sense the guidance of the Force on where they should go next.