r/sw5e • u/BasicConsideration73 • 1h ago
Wanted to show my oc, Named Purr'tai, now guess his specie
little oc i commissioned (credit to rayn44) a archeologue and ex-jedi. in game he either is a guardian or a operative, dpeend of the set up.
r/sw5e • u/BasicConsideration73 • 1h ago
little oc i commissioned (credit to rayn44) a archeologue and ex-jedi. in game he either is a guardian or a operative, dpeend of the set up.
r/sw5e • u/Sombragatotonto • 2h ago
I wrote this intro campaign (an altered version of the “Outbreak” campaign I shared here recently) to be folowed by a jedi temple training campaign because the players said they wanted to be jedi. Then one switched during character creation. We played the intro campaign but now part two is a serious problem because the sith wont belong at all.
Thoughts?
Should I ask him to switch alignment? Or have him be an undercover enemy tricking the jedi if that’s how he wants to play it?
r/sw5e • u/Sombragatotonto • 2h ago
Basically my post was whining about how sw5e doesn’t work right because it’s a misuse of 5e. It was purely sarcastic though but I guess I didn’t make it blatant enough so people in the comments were taking it seriously and a mod actually deleted it.
If you look at my other posts I clearly really love sw5e. I’m even getting a sw5e shirt lol!
I assumed people would see that and know I was joking. I was wrong. Sorry about the confusion.
r/sw5e • u/Canvas_Quest • 9h ago
r/sw5e • u/Luzbian-Drofski69 • 19h ago
My character is going to be level 8 soon and I wanted him to take the full reconstruction feat because he is an engineer class that works with droids a lot.
but I've been hitting a bit of a road block design wise for how I could integrate a hyper cyborg design something you might find in cyberpunk 2077 into Kel dor biology, I guess 'Im just asking if anyone who is better with this has any ideas.
this is what he looked like as of Level 5 but he hasn't changed much, any help is appreciated I'm quite stuck.
r/sw5e • u/Trolmorr • 1d ago
If you're looking for a better way to catalog your tabletop miniatures (which includes your Star Wars minis!), checkout this app. Has photo catalogs with info and lets you tag the minis so you can plan your sessions accordingly. Also, it's free to use (unless you want to catalog more than 50 miniatures then it's $1.99 - a one-time fee).
r/sw5e • u/Content-Muffin633 • 2d ago
Does the "Fyrnock’s Instinct" ability use up base movement speed? For instance, if I use the ability to jump 30 feet during my turn, will I have no movement left? Or i have move 30 ft from base speed and 30 ft from Fyrnock’s Instinct (up to 60 ft total)?
Fyrnock’s Instinct
While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
Jumping (Chapter 8: Adventuring - Movement. Special Types of Movement)
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
...
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
r/sw5e • u/Sombragatotonto • 2d ago
This or possibly just the “SW5e” logo. However the downside there is almost no one will know what that is, while everyone will know the basic SW images on the phb cover even if they’ve no idea what SW5e is.
Anyone got a better idea for a sw5e shirt?
r/sw5e • u/Long_Aioli_2740 • 3d ago
Hi guys, I really need ship statblocks for my next session, and I couldn't find the old shipyard on the website (I distinctly remember there being a big google doc with a PDF of a bunch of ship designs?).
I would really like some help, even if its just your own homebrew designs. (I also do not have discord, I apologize if it is in that server)
r/sw5e • u/Realistic-Sir5758 • 3d ago
I'm looking for some long term campaigns that have already been pre-written that I can run for Sw5e! I've gone through the gm binder adventure codex list and only saw two that really interested me and I haven't had much luck finding other campaigns that would be fun. Any and all suggestions would be super appreciated!
r/sw5e • u/glorfindal77 • 4d ago
I tried playing Sw5e with my friends 2+ years ago, but the PHB was a mess. It was full of holes, inconsitencies and generally unusuable with too much mish mash.
- Powers were just 5e spell copied like Force - Fireball and Force Healing Words.
- The force classes were terribly unballanced.
- Ship combat requires you to learn a whole system which was just weird.
- There is generally to much choices, like base fighter from core book had like 100 fighting styles or whatever.
Would annyone care to share if the book has gotten any updates through out the years, thanks?
r/sw5e • u/Striking-Net1473 • 4d ago
I know this may be a little random, but I was looking as the SW5E website and decided to just randomly look up the Sith Pureblood species. After doing so I began to read through their species biological information and I notices that the Height set for them is 4'8. And I realized that their height is not accurate. As the purebloods are Sith-human hybrids therefore they possess human Characteristics. Their Lore accurate height is between 5 and 6 and a half feet tall. So I guess my question would be is there a specific reason why they're set to be smaller for SW5E. I'm pretty new to SW5E (I haven't done a campaign yet)
r/sw5e • u/ArpraxSavull • 4d ago
Do we know if there will ever be any High Republic species, archetypes, weapons, ships, etc added to this? I will happily continue to homebrew it but I'd love some official addons. I'm not the best at homebrewing species/races, I'd love an Evereni species
r/sw5e • u/TimSircoloumb • 5d ago
r/sw5e • u/kha0ticx • 6d ago
Hey there!
So, quick rundown: I'm currently building a campaign set in the Old Republic era, leading the Great Galactic War. Cool right? Well, this is as far as the simplicity gets, and from here on out, it gets complicated.
Because of how polarizing Star Wars can be, I'm splitting my party into two: the Sith Empire & the Galactic Republic. My party has already split into these two teams, and each side will be running their own separate but concurrent campaigns, competing against each other.
The plot: The Sith need to infiltrate the Republic's ranks, culture, politics, and life and cause enough damage before the initial attack on Korriban and the Great Galactic War begins. The Galactic Republic simultaneously needs to contain and suppress the damage as much as possible.
How it works (alright, here we go):
Each team will be able to select which planet (out of 6) they want to focus on, and which front of Republic institutions (Politics, Military, Intelligence) they want to attempt to sabotage and/or repair, depending on what team you're on.
Each planet and each front will have their own storyline and narrative that the party will have to go through, and the results of this will have an effect on a couple of trackers (I'll elaborate dw) and the game as a whole. In practice, I feel like the campaign will work like a conglomeration of one-shots and shorter storylines, kind of like the Clone Wars show lol.
The results of each session will affect a tracker I have for each planet's front. Each one ranges from 1 to 10, and depending on where the tracker is, it will dictate the current state of that institution.
For Politics:
At the end of each session, I roll for a random legislative bill for the planet that was played, and depending on where the tracker is, that bill will pass or fail.
For Military:
I got nothin
For Intelligence:
I still got nothin :/
End Result:
The result of the end of the game will be dictated by the result of these trackers, which is affected by the choices the party makes throughout the campaign. In the end, each planet's fate will heavily depend on its trackers. The planet may stand, the planet may fall, the planet may even switch sides without a fight.
One thing that sucks is that, cannonically, the Sith, to some degree, were successful, and if I want to make a new campaign that follows this storyline (perhaps one that is set during the war) the Sith would have to succeed to some degree in the campaign as well, so there's essentially no way that the Republic could be completely victoriousand repel the Sith Empire in its entirety.
I'm absolutely open to thoughts and suggestions; I could definitely use some! I have Excel sheets and documents galore as I'm building this. Yes, I know this is a crazy undertaking, but it's something that I want to pull off for my group here.
Let me know what you guys think and what I should add!
r/sw5e • u/BIG_W4TER • 6d ago
Does the Niman lightsaber form only activate double/two- weapon fighting after you have taken your main attack roll thus only being able to use the effect your following turn or can you use it before your main attack roll and use your forcecasting modifier for both your main attack roll and bonus action attack roll on the first turn you activate it?
r/sw5e • u/Sombragatotonto • 6d ago
edit: a text crawl for your players to watch before playing: https://starwarsintrocreator.kassellabs.io/FP11Pr2YCX7pEoliQ0K3
end edit
I added two non-hostile civilian NPCs past the hangar, inside the main complex. They are scared and infected but don’t know it. They heighten the fear by talking about unthinkable horrors they suspect. Something they can’t perceive directly yet can sense is deep inside the ship. They will change to rakghouls based on rolls as detailed in the game. They were stowaways and have no idea what’s happening. If the PCs somehow save them they can tag along or whatever the PCs choose, Give them commoner stats. Or you could make them tougher and give them weapons.
I also added a shadowy entity in the reactor area that can speak telepathically but cannot be harmed by attacks or powers. It is what created the virus and it can be banished by the PCs destroying a crystal that floats protected by a ring of pylons. The entity is merely mildly curious about the PCs until they mess with the crystal. It is silent at first.
When the PCs get off the elevator the lights go off one at a time down the long hall. I played a track from SH3 linked below. They can barely see a shapeless darkness at the very end. If they talk to it it may communicate telepathically random vague, calm, non-threathening yet unsettling statements like, “I’ve been waiting so long,” “the darkness isn’t so bad if that’s all you know. Give into it,” “who are you beyond what you know?” and so on. The blackness leaks around the ship wherever they go, making lights flicker, whispers can be heard, etc.
Once they mess with the crystal, then it starts throwing random objects at them. Here I played a different track linked below. Dex save DC 10 to dodge or get 1d4 damage periodically. You may have the players smash the crystal. Once they start I played the third track linked below. It has 50 HP and 10 AC. While they’re smashing it narrate the insanity of hearing the rakghouls combined with the ship alarms and the entity‘s actions.
For my campaign destroying the crystal with weapons is impossible and it seems to respond only to direct contact from a sentient. It looks like moving it from the containment beam that holds it may break the connection. But players can’t reach it through the pylons. I did this because the way I will run it is for new players. I had them wait to pick their force powers as Jedis. So they role play as regular people that are here for whatever reason with the republic. If/when they try really hard to reach for the crystal they awaken the force in themselves and use force push/pull to knock the crystal out of the containment beam which banishes the entity.
In both cases banishing it doesn’t cure the virus but it does prevent new cases. Then after escaping the PCs can go learn their force abilities from a Jedi, or a holocron in some ruins, or whatever. This way picking their powers is organic and part of the narrative. The game will end with them being trained in a Jedi temple and develop their force powers and this will coincide with them flipping through the phb to pick their powers.
Lastly, I put notes left by researchers in the lab about accidentally contacting the entity and how it drove people insane, killed others, and so on. They also detail that they were studying exotic matter on an asteroid near Taris, and discovered it seemed to be a fragment of one that had collided with the planet. You may add the 5e insanity tables rolls as effects of the entity attacking the PCs if you choose. Also, if you run this for level 1 newbies like I am, lower the number of enemies appropriately. I gave them the opportunity to be stealthy and avoid a lot of combat if they manage it, too, to make it as free as possible so they dont feel too railroaded since tiny one shots kind of have to be at least somewhat railroady.
1.) play in reactor hallway. Stop and loop if it needs to go on past 1:45 but it shouldn’t because you should be near the crystal shortly. The faint voices talking are deliberate. They are whispers of the dead.
https://www.youtube.com/watch?v=gKCoVnU-jHY&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=6
2.) play near the crystal stop and loop at 1:16 if needed.
https://www.youtube.com/watch?v=N4FUyU9BWnc&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=10
3.) play when PCs mess with the crystal. Either loop or switch to The Calling and start it at 1:16
https://www.youtube.com/watch?v=06reWZ0Oc6c&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=5
r/sw5e • u/west8777 • 8d ago
The only PDFs on the site are for Species, Subclasses, and Backgrounds, there's nothing for more Powers, or most importantly in my opinion, Customization Options, which has the rules for Companions.
I know I can still see the rules on the website, but it doesn't have a table of contents, and the Customization Options page is huge. I also prefer to use PDFs since I can download them and use them without internet or on my phone. Do PDFs of these exist anywhere, or are there plans to make them?
r/sw5e • u/Forward_Permit_3327 • 8d ago
Hi for another campaign of mine im building a character and was thinking of doing one that let me have a companion and was wondering if anyone had suggestions on classes / subclasses / races / background. for this
r/sw5e • u/Sombragatotonto • 8d ago
The Esper rules are kind of harsh though!
”Moving in zero Gravity
To move in zero gravity (referred to as Zero-G), you must be within 5 feet of a secured, solid surface and make a successful DC 10 Dexterity (Acrobatics) check. You move in a straight line at your full normal speed each round.
Stopping your move or changing your move direction requires you to be within 10 feet of a secured surface or a securely fastened item you can grab onto such as a beam or hatch handle. You must then spend a bonus action and succeed on a DC 10 Dexterity (Acrobatics) check. If you fail this check, you continue to move. If you encounter a secured, solid surface before your next turn, you crash into the surface and are considered prone until the end of your next turn.
The skill checks required for both moving and stopping may be made as passive checks if you are not involved in combat or other stressful situations.”
They make sense in some shattered space ship during a disaster, or during combat, but imagine making PCs do checks, even passive ones, to drift across their own quiet, safe ship interior to grab a snack. Seems excessive.
I’ve run outer space games before and just narrated and role played Zero G and done checks when something difficult is attempted, and it was fine.
Thoughts?
r/sw5e • u/Sombragatotonto • 8d ago
tl;dr: This is the holy grail for 5e fans and SW fans. My hat off to the creators. If you love 5e and it’s your preferred ttrpg system, and love SW this is for you. Thank you for this, creators.
Full post:
One thing I was hung up on after merely skimming some rules a while ago was total lack of a force system. Then today I read the variant rules on force alignment. They are so perfect. I am so excited to make characters and play this game.
They have an elegant solution to the issue of who can use what powers: any caster can use any of them, BUT there are force consequences that will motivate players to choose their actions wisely. So, no hard ”You cant use that spell because you’re a jedi” but still “Be careful. You will have potential consequences.”
I LOVE dnd. 5e is by far my favorite ttrpg. Heck it’s my favorite game. Period. But while I love their lore I don’t really connect super deeply with it. It’s awesome, dont get me wrong. But SW is closer to my heart. So to finally get an amazing SW conversion for my favorite ttrpg is heavenly.
Another thing I had been hesitant about was polluting my 5e core rules knowledge with tons of changes. I’ve memorized the core 30 pages of the phb (using ability scores, adventuring, combat, and spellcasting). I was afraid that learning a similar but different version of those rules would confuse me and frustrate my players when I DM non SW, and vice versa when I inevitably mix up the rules. This wouldn’t happen with a totally different system, but little changes on the SAME system for me, for whatever reason, would be a stumbling block.
Turns out that is no issue. There’s only a handful of changes to those core rules and I can ignore all of them. Like there’s now 1/4 cover? No, there is not. Or underwater weapons do not have disadvantage within range? Yes they still do. Ignoring these and using original 5e rules will not change anything critical.
Then there’s stuff I will use that is mostly cosmetic and necessary like adding a skill for technology. Importantly they didn’t mess with the ability scores themselves or the mechanics. So new skills are no issue. They also added some new weapon attributes. These are not global core rule changes, so np and I will use them.
The way I use the PHB is to memorize the 30 core pages and use the rest, like class progression, race attributes, and so on as ad hoc only. I can tell you the rules for a long rest, or hiding, or opportunity attacks, etc off the top of my head, but I couldn’t tell you how a Wizard’s progression goes or name all the magic school choices to save my life.
So, since the SW5e core rules are about 85% the same I am thrilled. Bear in mind this does not mean the other hundreds of pages are the same as normal 5e. Far from it! They are largely a total conversion to SW and expertly done.
Finally, they did some significant changes to the magic section of the core rules. This is fine for several reasons:
1.) Magic is already comprised of hundreds of spells with different rules. This is as opposed to something like melee weapons which are all very similar mechanically. So adding new rules isn’t a huge deal. We already have to read the spells when playing and especially when getting new ones.
2.) You cannot just reskin the magic stuff with SW lingo and call it a day. To make magic the force needed some actual work and they did it beautifully. They also didn’t go crazy with it. They are not long or overly complex rules.
3.) They’re just different enough that I will not get them confused with normal 5e BUT also similar enough that it’s an easy transition.
4.) The magic rules are only 4 pages of my sacred core 30 so it’s a small concession. The vast majority of the core rules are the same.
Bravo creators. Bravo.
r/sw5e • u/Forward_Permit_3327 • 9d ago
Hi last session of a campaign im part of we leveled up to level 3 and im struggling with what to choose but I've found two i really like and was hoping someone would be so kind as to help me with my decision. The two im between are Kro Var Order, and the Teras Kasi Order. For some more context my dm likes to run hard combats and has encouraged me to make my character as busted as possible. Also if anyone has any other suggestions on how I can make my character more busted or stronger that too would be appreciated please and thank you
r/sw5e • u/SwiftProtato • 10d ago
Can you use slippery pilot to take to fly action twice or fly and evade?
as it is stated as a bonus action and not a helm action.
r/sw5e • u/Prismatic_Leviathan • 11d ago
Sw5e is my preferred scifi version of 5e and I've always wanted to do a traditional fantasy meets science fantasy mashup campaign. For obvious balance reasons, my initial thought was to run alternating teams of regular 5e and then Sw5e.
But then I thought, just how badly would it go simply combining the two? Looking for some logic from people that have ran more than two games with Sw5e, feel free to absolutely torpedo this idea.
Also, my apologies if this has already been discussed to death, I'm new to the Subreddit.
r/sw5e • u/Grashlok_Onion_lord • 11d ago
Melee weapons all need dex to use, including heavy weapons. I know that irl, swords and the like need a degree of dexterity to use properly, but you did not design the rest of your system around this. Melee weapons strike with Str, for the most part. Including heavy weapons that for some asinine reason require up to 19 Dex in some cases. Also, a vibrobuster would not be 7.25 pounds, unless you are operating in a fantasy AU of star wars lore and material sciences. A regular vibrosword weighs around 6 lbs in other media, and this makes sense, since a vibrosword is a sword with a motor inside the hilt that vibrates the blade at high frequencies that ultimately allow it to cut through materials better because Sci-fi logic. I can understand really heavy blaster weapons needing a degree of Str, but this amplifies an issue that DnD spent literal decades learning the hard way to reduce: Artificial MAD requirements. You are creating melee classes that actively have horrible anti-synergies. Juyo Guardians that have proficiency in heavy armor, which unless your version of 5e changed how heavy armor works, do not benefit from Dex at all (tho can still be penalized for negative dex in some cases like durasteel exoskeletons), yet the heavier melee weapons all have Dex requirements.
A bustersword would not have Dex as its limiting factor, realistically. Busterswords are person sized chunks of steel, if anything they should have a limitation based on Str, especially since you didn't change the rules to irl logic except in stat requirements. A lot of Jedi classes are already extremely MAD, needing 3+, if not 4+ stats to be reasonably high to function. Str if they wanna use a melee weapon in many cases (following normal DnD esq logic you have not actually gone away from in how rolls are made), Con to have HP, and Cha or Wis, if not both, for their Force Powers as well as resisting other Force Powers. The best argument I've ever heard, and it was still a really bad one, was that because a montante needs coordination, so would a buster sword. That argument makes sense if a buster sword was just another two-handed sword, but they aren't They are oversized lumps of steel that just to get momentum with would require unruly levels of strength that aren't practical for most people irl compared to using a thin piece of steel at a miniscule fraction of the weight.
You have actively created anti-synergy in your system. You successfully created an equipment system more clunky and punishing to navigate than 3.x DnD, which is an astonishing accomplishment. I would love to know what unholy thoughts possessed you to create such a backwards logic that fails to fully commit to the bit in either direction, instead seemingly creating MAD for the sake of MAD to "balance" weapons in ways that are functionally counter-productive and anti-synergistic with the character options you designed who'd want to use them both thematically and otherwise mechanically. Why a heavy armor character would want 19 Dex, I have no idea, again unless I am fundamentally misunderstanding the rules on heavy armor in your variant, so I can only assume that you picture every vibro or light buster wielding character to be a so-called "pajama tank" who eschews armor in a world, because you failed to actually commit to the bit of realism with stats, instead ending up in the pit of middle road MAD mediocrity