Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]


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Cool...don't want to get threatened with a Dark Side point anyway I would suppose :D

Also pretty quick here I am going to level everyone up to 2nd level. In this game I am partly testing out the rules so I you are going to go up in levels fairly fast...
 


So for Hit Points you get the number listed in the (x) when you raise. If you stick with your same class you gain a Bonus Feat. If you multiclass you get a Talent, but see the qualifications for Multiclassing and what other benefits it gives you...
 


So, if sticking with the same class, just HP and a bonus feat from the class list, correct?

Trying to decide between Action Surge, Precise Shot, or Skill Expertise (Perception), but I'm not sure if that would be incredibly annoying. Cal's Passive Perception would go up to 21 or so...
 


If you stick with Jedi, 6 HP (+ your Con Modifier) and a Bonus Feat. Note that some of these feats require you to have other feats or be a specific level before you can take them. Everyone gets a Feat at 3rd level also and there are more options then...
Acrobatic Strike, Prerequisite: Proficiency with Dexterity (Acrobatics). If you succeed moving past or through an opponent’s space with a Dexterity (Acrobatics) check, your next melee Attack Action against this opponent has Advantage.
Action Surge, Prerequisite: Heroic level 2. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. Once you have used this feat, you must finish a short or long rest before you can use it again.
Athlete: When you are prone you only require 2 meters of movement (instead of ½ your movement speed) to stand up. You can make a running high jump or running long jump after only moving 2 meters, rather than the normal 4 meters.
Charger: If you move at least 4 meters in a straight line immediately before taking this Bonus Action, you gain +5 bonus damage to the attack’s damage roll with a successful melee attack.
Danger Sense: You have an uncanny sense of when things nearby aren’t what they should be. Any effects that you cannot see such as from a trap is at a Disadvantage against you. Also one unseen attack a round does not gain an Advantage against you. You can’t be blinded, deafened or incapacitated to gain these benefits.
Double Attack, Prerequisite: Character level 5. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Durable, Prerequisite: Constitution 13+. You are considered to have Advantage on Hit Die rolls to recover hit points after a short or long rest (i.e. if you would normally roll 1d8 + Constitution modifier for each hit dice you use after a rest, you instead roll 2d8, pick the best result and add your Constitution modifier).
Extra Second Wind You can take an additional Second Wind before your next long rest, instead only requiring a short rest to renew the feature for one additional time that day. You can take this feat multiple times, each time you take the feat, you can regain the use of Second Wind an additional time after competing an additional short rest. A non-heroic character can take this Feat, allowing them to use the Second Wind, once per long rest.
Force Boon, Prerequisite: Force Sensitivity feat. Your maximum number of Force Points per level increases by three and you gain three additional Force Points each time you level. Also you can spend two Force Dice a round instead of only one.
Force Training, Prerequisite: Force Sensitivity feat. You add 4 Force Powers to your suite. You can add the same power more than once to allow you to use it again before a Short Focus (see the Force). You can take this feat more than once, each time granting you 4 additional Force powers.
Force Warrior, Prerequisite: Force Sensitive. You use the Force to strength your resolve in battle. You now have Advantage on Constitution checks to maintain your Concentration on a Force Power when you take damage.
Improved Critical, Prerequisite: Character level 3. Your weapon attacks score a critical hit on a roll of a 19 or 20.
Improved Defense: You gain a +1 bonus to your Fortitude Defense, Reflex Defense, and Will Defense.
Improved Damage Threshold: You increase your damage threshold by 5, and you gain a +1 bonus to your Constitution checks to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by 5 and you add +1 bonus to your Constitution check to recover from the Reeling Condition.
Improved Mobility, Prerequisite: Dexterity 13+, Mobility, Sidestep. You speed increases by 4 meters, and when you take the Dash Action, difficult terrain doesn’t cost extra movement on that turn. Finally, all creatures that can make opportunity attacks against you, do so with Disadvantage so long as you moved at least 4 meters this round.
Martial Arts: Your unarmed strike uses a d4 for damage and you gain a +1 bonus to your Reflex Defense.
Martial Arts Expert, Prerequisite: Martial Arts, Character level 3. Your unarmed strike uses a d6 for damage and you gain an additional +1 bonus to your Reflex defense (stacks with Martial Arts). Also your unarmed strikes now count as light weapons (for actions like Two Weapon fighting 5th ed. pg. 195).
Martial Arts Master, Prerequisite: Martial Arts, Martial Arts Expert, Character level 8. Your unarmed strike uses a d8 for damage and you gain an additional +1 bonus to your Reflex Defense (stacks with Martial Arts and Martial Arts master).
Melee Defense, Prerequisite: Intelligence 13+. If you are wielding a weapon you are proficiency with you can use your Proficiency bonus to attack instead to try and fend off attacks. Before your attack roll, lowering your Proficiency bonus, you increase your Reflex Defense by a like amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +2 bonus to your Reflex Defense) but only verses melee attacks. You can’t lower you attack bonus any lower then you proficiency bonus, and these penalties and bonuses last until the start of your next round.
Mighty Swing, Prerequisite: Strength 13+. When using a melee weapon that you are proficient with, you can spend a Bonus Action on your Attack Action to make a powerful attack with your weapon. With a successful hit, you deal +1 die of damage with your attack. If you have multiple attacks, this only applies to one of your attacks (your choice but before you roll attack).
Mobility, Prerequisite: Dexterity 13+, Sidestep. If you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Parry, Prerequisite: Strength 13+. As a Reaction, you can substrate 1d10 + your Strength modifier + your Character level from any one melee attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to ‘parry’ the attack). Note that you cannot use this feat against lightsabers unless your melee weapon can also parry lightsabers.
Power Attack, Prerequisite: Strength 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your melee damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to melee damage). You can’t lower you attack bonus any lower than your base proficiency bonus, and these penalties and bonuses last until the start of your next round.
Quick Draw: You can draw or stow any number of weapons one handed weapons on your action, instead of normally only being able to draw or stow one.
Reckless Attack, Prerequisite: Character level 2. You can throw aside concern for defense to attack with fierce determination. When you make your first melee attack on your turn, you can decide to attack recklessly. Doing this grants you Advantage on melee weapon attack rolls using Strength during his turn. But all attacks against you have Advantage until the start of your next turn.
Shake it Off, Prerequisite: Constitution 13+. When you spend your Action attempting to recover from the Reeling Condition, you gain Advantage on your Constitution check.
Sidestep, Prerequisite: Dexterity 13+. As a Reaction, you can substrate 1d10 + your Dexterity modifier + Character level, from any one ranged attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to sidestep the attack)
Skill Expertise, Prerequisite: Proficiency with Skill, Tool, Musical Instrument or Vehicle. You gain your Proficiency bonus twice with this skill, tool, instrument or vehicle. You can take this feat multiple times, it applies to a different skill, tool, instrument or vehicle that you are proficient with each time.
Skill Proficiency: You gain your Proficiency bonus with a skill, tool, musical instrument or vehicle that you are not trained with. You can take this feat multiple times, each time gaining Proficiency with a new, previously untrained skill, tool, instrument or vehicle.
Strong in the Force: When you spend a Force Point to adjust the result of an attack, ability or skill check, you roll 1d8+1, instead of 1d4 +1. Also you can spend two Force Points in a round instead of only one.
Superior Critical, Prerequisite: Improved Critical, Character level 12. You weapon attacks score a critical hit on a roll of an 18 through 20.
Survivor: Prerequisite: Character level 18, Constitution 13+. You attain the pinnacle of resilience in battle. At the start of each of your turns, you retain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Triple Attack, Prerequisite: Double Attack, Character level 11. You can attack three times, instead of once, whenever you take the Attack action on your turn.
Weapon Focus, Prerequisite: Proficiency with weapon (lightsaber only for Jedi bonus feat). For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.
Weapon Proficiency: Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.
Whirlwind Attack, Prerequisite: Dexterity 13+, Intelligence 13+, Melee Defense. This is a special kind of Area of Effect attack, affecting everyone within your reach; make one attack roll and damage roll, and apply the results to every target in range. Apply full damage to creatures you hit, or ½ damage to those that you missed.
 

Oh and the other things is that your Second Wind increases to 1d10+4 and everyone does +1 damage on all attacks, in addition to any other bonuses (everyone adds + 1/2 their level, round down, in bonus damage to all attacks).
 

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