DnD 5e Conversion
Chapter 1: Species
Aquatics- Aqualish, Nautolian, Mon Calamari.
Ability Score Increase: +1 to Strength & +1 to Dexterity.
Amphibious: These species have a Swim speed equal to their walking speed, and can breathe in any liquid that can sustain
life.
The Dark Depths: These species are adapted to the low levels of light deep underwater, and have Darkvision to 30ft.
Practiced Swimmers: A life of swimming gives you proficiency in Athletics.
Speed: 30ft.
Mammals- Wookie, Gran, Gamorian, Ithorian.
Ability Score Increase: +2 Strength & +1 to Constitution.
Relentless endurance: When you are reduced to 0 HP but not killed, you can drop to 1 HP instead. You can’t use this feature
again until you finish a long rest.
Toughness: Your HP max increases by 1, and increases by 1 every time you gain a level.
Resilience: You have advantage on saving throws against poison, and you resistance against poison damage.
Speed: 30ft.
Reptiles- Trandoshan, Rodian, Weequay.
Natural Armour: +1 to AC
Darkvision: You have Darkvision out to 60ft.
Cunning: You a gain proficiency in any 2 skill or toolsets.
Speed: 30ft.
Contact Grip: You have a climbing speed of 30ft.
Near-Humans
All Near-Humans have the following traits; they then have additional traits depending on which group they are in.
Ability Score Increase: +2 to one ability & +1 to another ability
Versatility: You gain proficiency in any 2 skills.
Speed: 30 ft.
Group1- Human, Duros, Mirialan, Zabrak.
Lucky: When you roll a 1 on an ability check or saving throw, you can re-roll the dice and must use the new roll.
Valued Specialist: Choose one skill in which you are proficient. You double your proficiency bonus on checks using the cho-
sen skill.
Group2- Twi’leks, Togruta, Bothan, Cathar.
Socialites: You gain proficiency in Intimidation & Persuasion.
Group3- Kel Dor, Cerean, Sullustan.
Logging: You only require 4 hours of rest to gain all the benefits of a Long Rest. You remain aware of your surroundings during
sleep.
Compartmented Brain: You gain proficiency in Handling.
Droids
Droids come in all shapes and sizes, but PC droids must be vaguely humanoid with two arms ending in dexterous
hands. Droids purchase features from the list below using a budget of 6 points*. Each feature can only be
purchased once.
Primary Score Increase (1 points): Any one ability increases by 2.
Secondary Score Increase (2 points): Any two abilities increase by 1.
Wheels (2 points): Your speed increases to 40 ft.
Adaptive Optics (2 points): You gain proficiency in Perception and Darkvision out to 60ft.
Durasteel Chassis (3 points): +2 to AC.
Fluid Databanks (2 points): You gain proficiency in History, Tech, & Nature.
Inscrutable (2 points): You gain proficiency in Deception & Intimidation.
Hunter-Killer Software (3 points): You gain proficiency in all Weapons and Armour.
Biotic Gel Inserts (3 points): You have advantage on saves against Force powers and Force attack rolls against you have
disadvantage.
* Remaining features will be available to purchase in the game.
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Restrictions: Droids are potent, but they suffer a number of restrictions. Droids cannot install Cybernetics or take any class /
class pathway that has spellcasting. Droids have a fixed modifier of -20 with The Force skill and a passive Force score of 0.
Additionally many people do not trust droids especially Independent ones.
Extra Attack
TROOPER
Proficiencies
Hit Die : d12
Armour: All Armour Feat
Weapons: All Weapons
Saves: Strength, Constitution.
Skills: 2 from Acrobatics, Handling, Athletics, History, Martial Archetype
Insight, Intimidation, Perception, Survival.
Fighting Style
Feat
Marksman
Defense
Dueling
Indomtiable
Heavy Weapons
Two– Weapon Fighting
Close quarters shooting
Martial Archetype
Second Wind
Extra Attack
Action Surge
Martial Archetype
Champion
Ranger
Leader
Feat
Feat
Scoundrel
Proficiencies Armor: Light Armor.
Weapons: Simple Ranged, Finesse Melee.
Saves: Dexterity, Intelligence. Uncanny Dodge
Skills: 4 from Acrobatics, Athletics, Deception, Insight,
Intimidation, Investigation, Perception, Performance,
Persuasion, Sleight of Hand, Stealth.
Evasion
Hit Die : d8
Expertise
Reliable talent
Sneak Attack
Theives Cant
Cunning Action
Subclass
Theif
Assassin
Inquisitive
Martial Artist Dd
Proficiencies
Armor: None.
Weapons: some Melee Weapons.
DEFLECT MISSILES: You cannot catch & return missiles
Saves: Strength, Dexterity.
you have deflected.
Skills: 2 from Acrobatics, Athletics, History, Insight, The
Force, Stealth.
Hit Die : d8
Features
Unarmoured Defense
Martial Arts
Ki
Unarmoured Movement
MONASTIC TRADITION:
Open hand
Kensai
A made up “Force monk”
Feat
Slowfall
Extra Attack
Stunning strike
Ki empowerd strike
Evasion
Stillness of mind
Purity of body
Guardian
Proficiencies
Armor: All Armor.
Weapons: Melee Weapons, Simple Ranged.
Saves: Wisdom, Charisma
Skills: 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion.
Hit Die : d10
Features
All good .
DIVINE SENSE: You sense creatures or locations strong in The Force instead.
CHANNEL DIVINITY: No Turn the Unholy, No Turn the Faithless, no natures wrath.
Ancients paladin gets abjure enemy from the vengeance paladin.
SENTINEL
Proficiencies
Armour: Light Armour.
Weapons: One Handed Ranged, Finesse Melee.
Saves: Dexterity, Charisma.
Skills: Any Three.
Hit Die: d8
Features
All good
Subclasses
Lore
valour
VALOR- BONUS PROFICIENCES: - Gain proficiency in Medium Armour, and all-
weapons
SORCERER
Proficiencies
Armor: None.
Weapons: One-Handed Ranged.
Saves: Constitution, Charisma. Skills: 2 from Tech, Deception, Insight, Intimidation,
Persuasion, The Force. :
SORCEROUS ORIGIN: -No Wild Magic. Just Draconic and Storm Born. The Draconic
features are not the way they are described, they come through the Force.
CHAPTER 4: BACKGROUND Choose 2 skill proficiencies, Choose a Background Feature & Choose
personality traits, ideals, bonds & flaws as appropriate. You can also claim some pieces of gear
and equipment based on your backstory, at your GM’s discretion.
Armour
Name AC Cost Strength Properties
Light Armour
Leatheris Light Armour 11+Dex 50
Laminate Light Armour 12+Dex 500
Varium Light Armour 13+Dex 1,250
Rhodium Light Armour 14+Dex ———
Medium Armour
Bondite Medium Armour 12+ 2 Dex 300
Laminate Medium Armour 13 +2 Dex 500
Varium Medium Armour 15 +2Dex 3,000 Bulky
Rhodium Medium Armour 16 +2 Dex ———- Bulky
Heavy Armour
Laminate Heavy Armour 14
Varium Heavy Armour 16 1,000 13 Bulky
Rhodium Heavy Armour 18 2,500 15 Bulky
Durasteel Heavy Armour 20 5,000 15 Bulky
Bulky: While you are wearing Bulky Armour you have disadvantage on Athletics, Acrobatics and Stealth checks. You can spend
30 Seconds “Stripping Down” the armour to Reduce your AC by 2 and remove the bulky property.
Melee Weapons
Name Damage Cost Special
Brass Knuckles 1d4 Bludgeoning 25 Hands Free,Finesse
Shock Glove 1d12 Ion 1,000 Hands Free, Finesse
Combat Knife 1d6 Piercing 25 Light, Finesse
Force Pike 1d12 Piercing 500 Two– Handed, Reach
Truncheon 1d6 Bludgeon 15 Light
Vibro-axe 2d8 Slashing 750 Two-Handed
Vibro-knife 1d8 Piercing 600 Light, Finesse
Vibro-Sword 1d10 Slashing 750 Versatile (1d12)
Shockwhip 1d8 Lighting 750 Reach
Manoeuvres:
When you hit with a melee attack roll you may choose to deal no damage in order to attempt a manoeuvre. Your target makes
a save against your Manoeuvre DC ( 8+ Proficiency + Strength or Dexterity). You choose from one of the manoeuvres below:
Takedown : On a failed save the target falls prone.
Skirmish: On a failed save you can move the target 5 ft. in any direction.
Disarm: On a failed save the target drops one item it is holding of your choice.
Grapple: On a failed save you grapple the target.
Name Damage Cost Range Properties
Simple Ranged Weapons
Holdout Blaster 1d6 Laser 400 30/60 Stun, Special, Overheat
Light Blaster Pistol 1d4 Laser 200 60/90 Stun , Overheat
Blaster Pistol 1d8 Laser 400 60/90 Stun , Overheat
Blaster Carbine 2d4 Laser 850 60/90 Two Handed, Overheat
Frag Grenade 2d8 Piercing 50 60/90 Blast (20ft.)
Smoke Grenade n/a 75 60/90 Special
Stun Grenade n/a 75 60/90 Special
Ion Blaster 1d8 Ion 450 30/60 Overheat
Martial Ranged Weapons
Heavy Baster Pistol 1d10 Laser 700 60/90 Overheat
Blaster Rifle 1d8 Laser 900 90/120 Two Handed, Overheat
Heavy Blaster Rifle 1d10 Laser 1,250 90/120 Two Handed, Heavy (+2) , Overheat
Light Repeater 3d6 Laser 2,250 90/120 Two Handed, Heavy (+1), Overheat
Heavy Repeater 3d8 Laser 6,000 90/120 Two Handed, Heavy (+3), Overheat
Bowcaster 1d12 Laser 1,600 60/90 Two Handed, Overheat
Ion Cannon 1d12 Ion 2,000 90/120 Two Handed , Overheat
Disruptor Pistol 1d10 Fire 3,000 30/60 Viscous , Overheat
Disruptor Rifle 1d12 Fire 5,000 90/120 Viscous Two Handed, Heavy (+2), Overheat
Slug Pistol 1d8 Piercing 400 30/60 Reload (8)
Slug Rifle 1d12 Piercing 1,200 90/120 Reload (14)
Flame Projector 2d8 Fire 2,000 30ft. Line
Missile Tube 3d12 Force 3,000 120/150 Heavy (+3), Blast(10ft.) Special
Remote Charge 4d12 Force 2,000 Placed Detonate (1km) Blast (10ft.)
Overheat: Weapons with the overheat property can fire five times before an action has to be spent to vent the weapon.
Stun: Stun weapons have the option of knocking a creature out when reducing it to 0 HO rather than killing.
Smoke Grenade: At the beginning of your next turn an area 30ft. radius about the target point becomes heavily obscured.
Stun Grenade: Each creature within 30 ft. of the target point must take a DC 15 Con save, or be blinded and deafened for 1d4
rounds.
Heavy: Unless your strength modifier exceeds the modifier in brackets, then you cannot apply your proficiency bonus to attack
rolls.
Blast: Each creature within the radius in brackets must make a Dex save (DC= 8 + proficiency + Dex) taking half damage on a
success.
Ion: Droids have vulnerability to Ion damage and organic creatures can only be stunned by Ion damage.
Viscous: This weapon critical hits on a roll of 18-20.
Reload: Reload Weapons require ammunition to be provided for each shot, and can fire the indicated number of times before
it requires an action spent to reload the weapon.
Gear & Equipment
Name Cost Name Cost
Comms Security
Personal Comlink 25 Manacles 25
Long-range Comlink 200 Comm Jammer 400
Holo-messenger 250 Comm Scrambler 1,000
Detetion Electronic Lock Breaker 1,000
Electrobinoculars 250 Restraining Bolt 35
Ceneral Scanenr 500 Personnel Stealth Field 20,000
Hand Scanner 100 Survival
Macrobnoculars 75 Respirator 25
Night Vision Goggles 150 Tent 100
Surveillance Tagger 175 Space Suit 100
Medical Thermal Cloak 200
Bacta Flask 20 Crash Survival Kit 300
Bacta Tank 4,000 Ration Pack 5
Emergency Medpac 100 Poisons
Medpac 400 Neurotoxin Dose 50
Stimpack 25 Neuroparalytic Dose 75
Synthskin 10 Anaesthetic Dose 35
Tools Cybernitics
Backpack 50 Replica Limb 1,000
Stereo 50 Replica Organ 1,000
Datapad 75 Cybernetic Arm 10,000
Emergency Repair Patch 25 Cybernetic Leg 10,000
Glow Rod/ Flash Light 10 Brain Implant 10,000
Hacker’s Tools 150 Cybernetic Eyes 7,500
Mechanics Tools 150 Sud-Dermal Armour 7,500
Databrekaer 1,000 Immunity Implant 5,000
Games Cybernetic Weapon 4,000 +Weapon
Dice Set 1 Miscellaneous
Sabac Deck 40 Plasteel Cable 50ft. 100
Djarick Tabel 350 Mag-lcok 50
Powerpack 100
Comlink: Allows you to talk to other people with Comlinks in Dice Set: Dice games are short and pure luck. You and your
range. Personnel Comlinks have a range of 2 miles. Long- opponent each roll a d20, the player with the highest re-
range Comlinks have an interplanetary range but there may sult wins the game.
be delays across interplanetary distances.
Paazak Deck: Paazak is a game of probability and bluffing.
Holo-messenger: Records a 3D likeness and audio of your- You and your opponent roll a deception check contested
self and/or your surroundings. by an insight check. The best two out of three wins.
Electrobinoculars: Always you to see 10km away, and in Djarick Table: Djarick is the chess of Star wars. You and
darkness without difficulty. your opponent roll contested intelligence checks. The best
3 of five wins.
General Scanner: Scanners detect & identify heat signa-
tures, radio waves and other radiation. Their effective dis- Cybernetic Arm: A creature with Cybernetic Arm(s) has
tance increases in space. advantage on strength checks involving arms.
Hand Scanner: A Hand Scanner is a scanner that has been Cybernetic Leg: A creature with cybernetic Leg(s) ignores
scaled down to be portable, with an effective range of 1 KM. difficult terrain, and has +10ft movement.
Macrobinoculars: Allows you to see 5Km away without diffi- Brain Implant: A creature with a brain implant has ad-
culty. vantage on History, Nature & Medicine checks.
Night vision Goggles: Gives you Darkvision out to 120ft. Cybernetic Eyes: A creature with Cybernetic eye(s) have
advantage on perception checks that rely on sight.
Surveillance Tagger: Tiny sticky devices that transmit a spe-
cific signal that can be picked up by a scanner. Sub-dermal Armour: A creature with Sub-dermal armour
has +1 to AC. I
Bacta Flask: You can consume this Flask during a short Rest
to maximise any hit dice spent. . Immunity Implant: A creature with an immunity implant is
immune to disease and poison.
Bacta Tank: A Long Rest in a Bacta Tank can heal people of
almost any ailment and can even revive the recently dead. Cybernetic Weapon: A creature with a cybernetic weapon
has a copy of the weapon that is concealed and cannot be
Emergency Medpac: You can use this as an action to stabi-
disarmed. It must be a one handed weapon. The cost is
lise a dying creature.
4,000 credits + the cost of the weapon.
Medpac: You can use this as an action to regain 2d8 HP, or
Manacles: Without the key it takes a DC 20 athletics or
to stabilise a dying creature.
sleight of hand check to escapes manacles.
Stimpack: You can use this as a bonus action to gain 2d8
Comms Jammer: A Comms Jammer can operate omnidi-
temporary HP, and a level of exhaustion next round.
rectioanlly to jam all digital communication nearby, or can
Synthskin: You can destroy this item to receive advantage focus to jam a more distant source.
on a Medicine check to stabilise a creature.
Comm Scrambler: This scrambles your own communica-
Backpack: It’s a Backpack. tions, meaning that creatures have to make a DC 20 tech
Stereo: Plays many banging tunes. check to decipher outgoing messages, unless they have the
key.
Datapad: It’s like an iPad. People use it instead of paper.
Emergency Repair Patch: These folding sheets of metal are
used to seal holes in a Starship’s hull.
Glow Rod: It’s a glow rod.
Flashlight: It’s a Flashlight.
Hacker’s Tools: Allows you to access complex locked elec-
tronic and digital systems with a Tech Check.
Mechanic’s Tools: Allows you to repair complex engineering
with a Tech Check.
Databreaker: Allows you to automatically succeed in de-
crypting information, however it takes time dependant on
the DC.
Electronic Lock Breaker: Allows you to automatically suc-
ceed on attempts to open an electronic lock, the time it
takes is dependent on the DC of opening it.
Personal Stealth Field: When you activate it you become
invisible. While activated it consumes a Powerpack in 1
hour.
Respirator: Allows you to breathe comfortably as long as
there is some kind of gas. To breathe underwater you need
to buy a specialised respirator.
Thermal Cloak: Maintains a comfortable body tempera-
ture. Consumes a Powerpack in 2 days.
Crash survival kit: A strong box containing a Thermal cloak,
a distress beacon, a Personal Comlink, a spool of wire, a
respirator, a water jug, a Glow Rod, 50ft. Plasteel cable,
Ten ration packs, a flare gun & a tent.
Ration Pack: Contains a day’s food & water.
Neurotoxin: Make an attack roll against a grappled or inca-
pacitated target. Targets hit become poisoned and take
2d6 poison damage that cannot be regained until the con-
dition ends. They make a DC 15 Constitution save every
minute, taking the damage again on a failure or ending the
condition on a success. The condition can also be ended
with rare antidotes.
Neuroparalytic: Make an attack roll against a grappled or
incapacitated target. Targets hit become poisoned and
unconscious, also taking 3d10 poison damage that cannot
be regained until the condition ends. They make a DC 20
Constitution save every minute, taking the damage again
on a failure or ending the condition on a success.
Anaesthetic: Make an attack roll against a grappled or in-
capacitated target. Targets hit become unconscious. They
make a DC 10 Constitution save after an hour, ending the
condition on a success. After two hours the condition ends.
Power Pack: Universal batteries.
Plasteel Cable: A very strong rope.
Mag-Lock: A folding piece of metal with a strong magnet at
each end. It can form a straight line or wrap around objects
and once activated it will not move, allowing you to lock
most doors or containers.
Lightsabers
You must have the ‘Lightsaber Training’ feat to use any Lightsaber without risk of hurting yourself.
Lightsabers consume a Powerpack in 1 month.
“Pikesabers” have Two Handed & Reach.
“Shotosabers” have Light & lose Versatile.
“Doublesabers” are the same as dual wielding Shotosabers.
Duels
When one lightsaber wielder attacks another, they enter into a lightsaber duel. A number of rules apply to duels.
- Ranged attack rolls against partiicipants have disadvantage.
-To join a duel you must be wielding a lightsaber or a Vibro-weapon.
- Participants speed is halved and whenever they move they take their opponent with them. To stop this they must take a Dis-
engage action.
- Participants add their proficiency modifier to their AC.
- Saber Form rules come into play.
Saber Forms
When you take the Lightsaber training feat you learn two saber forms; to learn another two forms you can take the feat again.
When entering a duel choose a form to fight in, and on subsequent turns you can use a bonus action to change forms.
Form II: You have advantage on saves against force powers, as do targets of your force powers.
Form III: Melee attacks against you have disadvantage, as do your own.
Form IV: No participants can disengage.
Form V: You can use your reaction to attack a participant that misses you, and your opponents can use their reaction to attack
you if you miss them with an attack roll.
Form IV: Has no advantages or drawbacks, the most balanced form.