Expanded Content - Variant Rules

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CHANGELOG

10/30/2018
NEW VARIANT RULES
Destiny - a reward for characters who work towards a
singular goal

AND, AS ALWAYS
Minor text . xes
DARK SIDE CORRUPTION
         he power of the dark side of the Force can be Additionally, whenever you gain Corruption, roll a d20.
         an alluring prospect, its volatile nature has been If your Wisdom score is greater than your Charisma
known to wreak havoc on the bodies of even the most modi er, then add the di erence between the two to
powerful Sith Lords. the roll. If the result is less than your new Corruption
After you rst learn a dark side force power, you are score, roll a d20 again and consult the Dark Side
at risk of being physically altered through the dark Corruption table. If you would gain a dark side
side’s hold on you. For every dark side force power you corruptions you already have, roll again.
learn, your Corruption score increases by one. Your
Corruption score might also increase as a result of
performing an act of great evil, as determined by the
GM, such as: DARK SIDE CORRUPTION
d20 Result
Murder in cold blood.
1 You never cast a re ection in mirrors.
Harming an innocent by knowingly spreading a disease,
poisoning a well, or being reckless with your force You have a rattling cough and sometimes expel
2
powers. bloody parasites in a t of coughing.
Stealing for personal gain. Your shadow appears enormous and monstrous,
3
Casting dark side force powers. never quite matching your movements.
Using dark side-aligned relics, such as a Sith holocron. You can eat only rotting, spoiled food; you vomit up
4
anything else within minutes.
5 Your skin becomes ashen and unnaturally pale.
Your eyes turn yellow, or another color unusual for
6
your species.
A pair of horns grows from your forehead, or a
7
di erent location, if you already have horns.
Dark gashes appear across your body in random
8
locations.
When you speak, a faint cry accompanies your
9
words, as if from a soul in pain.
10 You weep blood.
You develop a nasty wound in your side that oozes
11 stinking black ichor whenever you become angry.
This wound never heals.
You grow an extra nger on each hand and an
12
extra toe on each foot.
Your nose rots away, leaving a dark crater in your
13
face that leaks bloody mucus.
Your face becomes a pool of darkness; with a hood
14 on, your head is heavily obscured until the hood is
removed.
Animals are always hostile to you and attack you
15
when you come within 15 feet of them.
Your reproductive organs shrivel and fall o or out
16
of your body.
You grow a second row of teeth in your mouth and
17
a new row of teeth in an unexpected place.
Your face sags in a disturbing way, and becomes
18
wrinkled.
Your skin bloats and becomes feverish to the
19 touch. When you perspire, you give o a foul,
sweetish musk.
Once each week, a child within 1 mile of you
20
sickens and dies.

1 EXPANDED CONTENT | VARIANT RULES | DARK SIDE CORRUPTION


DESTINY
           estiny plays a large role in the Star Wars   A character with a destiny gains short-term bene ts
           universe. As a young boy, Anakin Skywalker is whenever they make signi cant progress towards
told that his destiny is to bring about balance to the ful lling it, while a character who pursues goals that
Force. Padme's destiny is to give birth to the twins, Luka move them further away from their destiny su ers
and Leia, so that they can ful l their own destinies. Luke short-term negative e ects. Conversely, a character
Skywalker learns that his destiny is to redeem his without a destiny has nothing to gain and nothing to
father, Darth Vader, so that balance to the Force is lose. A character may even ful ll one destiny and take
restored. Leia's destiny is to save the Rebellion from on another.
annihilation at the hands of the Empire and help forge The DM and players should work together to
the New Republic. The destiny mechanic helps players determine a destiny's impact on a campaign. One or
and DMs recognize that all heroes - and even major more destinies might form the driving force for an
villains - have signi cant roles to play in the fate of the entire campaign, or the central focus of a short series of
galaxy. Destiny rewards players for good roleplaying adventures. In one of these cases, the DM should
and gives DM new plot hooks to use when designing present the characters with choices that regularly a ect
adventures. their destinies, giving them many opportunities to gain
The rules presented below are optional. A DM may destiny bonuses and penalties. Destiny-based
decide to use Destiny Points or not; however, the campaigns shuold culminate in a nal adventure that
decision to use them should be made before the allows characters to ultimately resolve their destinies,
campaign gets underway, so that each player can for better or for worse.
decide whether or not to embrace a destiny for their
character from the outset. DESTINY POINTS
Destiny Points are a resource that a player can use to
CHOOSING A DESTINY help ful l whatever destiny has been set before their
Players don't need to choose destinies for their heroes character. You either have a Destiny Point or you don't -
at the start of the campaign - or ever for that matter. you can't stockpile multiple Destiny Points for later use.
Not every hero has a destiny that must be ful lled
before the end of the campaign, and even players who DESTINY BONUS
want their characters to have destinies need to give When a character accomplishes a goal or performs a
their characters - and the campaign - a chance to task that clearly moves them closer to ful lling their
develop rst. It may take several adventures before destiny (GM's determination), they gain a Destiny Point.
players understand where the campaign is going and
what goals their heroes are likely to pursue. DESTINY PENALTY
Choosing a destiny can be handled in one of two When a character does something that clearly moves
ways: either the player can select an appropriate them away from their destiny (GM's determination),
destiny for their hero (based on what's happening in they lose their Destiny Point if they currently have one.
the campaign), or the DM can select a secret destiny for If not, the GM gains one Destiny Point to be used
the hero. If the player chooses a destiny for their against them.
character, the GM should challenge the player to ful l If the character makes steps towards their destiny
their destiny by presenting con icting situations where once more, this GM Destiny Point should rst be
the smartest and most bene cial decision might force discarded instead of awarding the player with one.
the character to choose between doing what is best for
their fellow heroes and taking steps towards their FINAL DESTINY
destiny. If the GM secretly chooses the hero's destiny, When the moment or encounter of a character's nal
they must present challenges that let the character destiny is upon them (GM's determination) their
move closer to achieving their destiny, imparting Destiny Point is not expended upon use and may be
bene ts when the character is moving in the right used repeatedly. Examples of such a situation include
direction and imposing penalties when the character Luke Skywalker at the Battle of Yavin, or Revan upon
does something that takes them far from the destined facing Darth Malak onboard the Star Forge.
path. The GM-selected "secret destiny" forces the player
to take their character through a period of self- DESTINY FULFILLED
discovery, as they learn which action leads them closer
When a character ful ls their destiny, they gain
to - or farther from - their destiny. In essence, this
permanent bene ts. Sometimes ful lling a destiny has
mirrors Luke Skywalker's struggle at the end of The
other e ects as well; these are also covered here.
Empire Strikes Back, when he must choose between
redeeming his father and falling prey to the corruption
of the dark side.

EXPANDED CONTENT | VARIANT RULES | DESTINY 2


SPENDING DESTINY POINTS CORRUPTION
Spending a Destiny Point does not take an action and Your destiny is to corrupt an individual, organization, or
grants one of the following bene ts: location. You may seek to turn a person to the dark side
or indoctrinate a group of people in the ways of evil.
Gain advantage on an attack roll, saving throw, or ability Your destiny may also be to become corrupted yourself,
check. either by another character, an organisation, or a series
Impose disadvantage on an enemy attack roll, saving of life-changing events that unfold over time. The
throw, or ability check (even once the attack is resolved). corruption should be a long-term goal requiring a great
Act out of turn (thus changing yor position in the deal of time and e ort.
intiative order). Examples of this destiny include the Emperor's
Take damage that would otherwise harm another corruption of Anakin Skywalker, a dark force-wielder
character within your reach. transforming a Jedi shrine into a temple of evil, or an
Immediately gain 2 of a consumable class resource Imperial o cer convincing an Alliance cell to betray the
(rage, force points, tech points, superiority dice, or Rebellion.
focus)
Additionally, a character's destiny may be to allow
themselves to be corrupted by the dark side; their fall
SAMPLE DESTINIES into darkness becomes the path to achieving this
The following sample destinies should provide a destiny.
starting point for any character wishing to take
advantage of the destiny rules. Each destiny includes a DESTINY FULFILLED
brief description, with examples. Increase two ability scores of your choice by 1 each. In
addition, if you are using the variant Dark Side
CHAMPION Corruption rules, consult the Dark Side Corruption
Your destiny requires your to become leader of a large table.
and/or signi cant group or organization and
CREATION
successfully lead it through an extremely threatening
event. Characters who have this destiny might or might Your destiny requires you to create an object, machine,
not know of the group they are destined to lead. They or other item of great power or signi cant use. You
must attain this goal through a mixture of training, must use this item in support of another character's
charisma, experience and political maneuvering. The destiny, or in a future destiny of your own. Others
DM might want to divide this into two destinies: might help create the actual item, so long as you lead
attaining leadership and leading the group through and make a signi cant contribution to the e ort.
troubled times. Pursuing this destiny might require you to seek out rare
Examples of this destiny include Mon Mothmam or restricted materials, expert advice, and adequate
leading the Rebel Alliance, Darth Sidious gaining control construction facilities or shops.
of the Republic, Wedge Antilles leading Rogue Examples of this destiny include Grand Mo Tarkin
Squadron, and Admiral Ackbar escaping Grand Mo and the construction of the Death Star, Raith Sienar and
Tarkin and eventually taking command of the Rebel the TIE ghter, and Walex Blissex and the Victory-class
Fleet. Star Destroyers.

DESTINY FULFILLED DESTINY FULFILLED


You receive a permanent 2 increase to your Charisma Once per short rest, you or any ally within line of sight
score. can take two actions in a single round while performing
an action using the created object.
Sample Champion Destiny: Recruiting DESTRUCTION
Your destiny is to convince an in uential person or
group to secretly aid or openly join the resistance Your destiny is to destroy a person or object, for good
e ort on a planet or in a sector. The person or group or evil. A Rebel agent's destiny might be to destroy a
must have considerable authority and resources, and tyrannical Imperial Mo presiding over his home
thus be able to operate behind a thick wall of planet, while a darkside may be destined to destroy a
underlings and bureacracy. The group might be a far- powerful Jedi training site used to bolster the ranks of
reaching criminal organization that has agents, the Jedi order. The target of this destiny should be
established rackets, transports, and cover facilities
throughout a sector. It could be a corporation that
something very di cult to reach, either because it's
could lend its nancial and material support to a local heavily guarded or well hidden. Example of this destiny
rebellion. Perhaps the hero encourages an in uential include Darth Vader's destruction of the Emperor,
military, government, or corporate leader currently Lando Calrissian's destruction of the Death Star II, or A-
serving the Empire to defect and aid the resistance. wing pilot Arvel Crynyd's destruction of the Executor.
Convincing this entity to change its allied or neutral
stance towards the Empire requires the hero to DESTINY FULFILLED
undertake missions to earn that individual's trust. Increase one ability score of your choice by +2.

3 EXPANDED CONTENT | VARIANT RULES | DESTINY


DISCOVERY
Your destiny is to discover a person, species, object, or DESTINY FULFILLED
location that was either previously lost or unknown to You gain a permanent destiny bonus equal to your
the civilized galaxy. This could be as simple as seeking pro ciency bonus on checks made with one class skill
out the remains of a long-dead hero, or as rare as of your choice.
nding a vergence in the Force. A scout's destiny might
be to nd a thus-far-uncharted world that helps solve a LIBERATION
galactic crisis, while a scoundrel's destiny might be to Your destiny is to liberate a group, population, or region
chart a new route through th Deep Core, allowing the from Imperial domination. The focus of this destiny can
Rebel Alliance to sneak past the Empire's security web. range from a persecuted group - a small alien enclave, a
The thing being discovered should be something that remote town, or an orbital installation - all the way to a
can only be found as the result of a long-term search or city, a starport, or even an entire planet. For instance, a
serendipitous events that only occure because the hero might endeavour to free a planet's governing
character long ago set down the path that would lead to legislature, which has been previously relocated to a
that discovery. well-guarded penal camp by a hard-line Imperial
Examples of thise destiny include Qui-Gon Jinn's governor to silence its dissenting view. As another
discovery of Anakin Skywalker on Tatooine or Kyle example, they could attempt to wrest control of a
Katarn's discovery of the Valley of the Jedi. starship construction facility from the Empire by
in uencing the worker population to revolt, supplying
Sample Discovery Destiny: arms and equipment, and leading them in a mutiny.
Achieving this objective usually requires organizing
Base of Resistance
resistance to Imperial forces that are persecuting the
Your destiny requires you to establish a hidden base local populace, destroying key installations or assets, or
that provides a safe haven and support for resistance
ghters in a speci c region. You might need to locate a
deterring or eliminating personnel that are vital for the
new world that could accommodate a secret base or Empire to maintain its oppressive grip.
nd a concealed facility on a known world from which
dissenters covertly operate agains the Empire. You DESTINY FULFILLED
might need to gather allies and create secret support You gain a permanent +1 destiny bonus to saving
networks to maintain the base, supply it with throws.
equipment and weapons, and provide transportation
for resistance forces. The scope of this destiny varies; it REDEMPTION
might be enough to establish a secret gathering place
Your destiny is to redeem a character that has been
and a supply depot to aid resistance ghters in a single
city, or it might require the construction of a major corrupted or otherwise turned to evil. Many Jedi seek to
base to support operations in an entire system or even turn their fallen brethren away from the dark side. A
a sector. Rebel agent might seek to turn his brother, an Imperial
o cer, away from the evil Empire, redeeming him back
DESTINY FULFILLED to the side of justice and freedom. The target of this
You gain a permanent +1 destiny bonus to saving destiny should be someone that has fallen from the
throws. light in some way, whether that means turning to the
dark side of the Force or simply siding with evil over
EDUCATION good. Turning someone away from their wicked ways is
Your destiny is to train or educate another being or usually very di cult and requires far more than simple
group of beings in some way. In some cases, this could persuasion. Often a a character that ful lls this destiny
mean taking a young Padawan learner and molding does not survive it, and sometimes neither does their
them into an eventual Jedi Master, or it could mean redeemed target. Aditionally, you may be your own
training fresh-faced Rebel Alliance recruits and molding target for this destiny, making your own redemption
them into a crack team of SpecForce operatives. the means of ful lling it.
Characters with this destiny are not merely teachers Examples of this destiny include Luke Skywalker
providing mundane training. The education that this turning Darth Vader away from the dark side and
destiny demands must be of great importance to the Revan's redemption of Bastila Shan on the Star Forge.
galaxy, and should lay the groundwork for the DESTINY FULFILLED
bene ciaries of your tutelage to go on to ful l destinies You receive a permanent 2 increase to your Wisdom
of their own. Only when the training is complete can score. In addition, the Corruption score of the
this destiny be ful lled, and the process should take redeemed character is reduced to 1 and they lose any
months or years to complete. dark side corruptions they have accrued.
Examples of this destiny include Obi-Wan Kenobi's
training of Anakin Skywalker, Yoda's training of Luke
Skywalkerm, or Grand Admiral Thrawn's training of
Captain Pellaeon.

EXPANDED CONTENT | VARIANT RULES | DESTINY 4


RESCUE
Your destiny requires you to save a person from death   Vengeance. When a valued ally falls in the pursuit of
or an object from destruction. Often characters with his destiny, it can have powerful e ects on those
this destiny will not know which person or object present at the time of his death. When a character dies
they're meant to save, let alone when or how to do so. ful lling his desting, any ally who witnesses his death
They simply must be in the right place at the right time. may choose to become lled with a desire to avenge
A hero might spend months travelling with his allies their fallen comrade, gaining a destiny point. Since
before ful lling his destiny by saving one of their lives. revenge leads to the dark side, any force-wielder who
Conversely, a Rebel agent might engage in years' worth chooses to gain this bonus must immediately increase
of espionage on his home planet, only to nd that his his Corruption score by 1.
destiny is to save a local Imperial magistrate who
betrays the Empire after having her life saved.
Examples of this destiny include Han Solo saving Luke
Skywalker's life at the Battle of Yavin and Wicket the
Ewok rescuing Leia from the scout troopers on Endor.
DESTINY FULFILLED
Increase two ability score of your choice by 1 each.

DEATH AND DESTINY


Achieving one's destiny may yield great bene ts, but
the path of destiny can be perilous. Many characters in
the Star Wars saga perish attempting to ful l their
destinies. If a Force-sensitive character dies while
ful lling (or attempting to ful l) their destiny, the DM
may allow the dead character to manifest as a Force
spirit. If a non-force-wielder perishes while pursuing or
achieving his destiny, the GM may decide that the
character's sacri ce or untimely death imparts some
bene t upon his surviving allies.
Force Spirit. A force-wielder who dies in the process
of ful lling his destiny may manifest as a Force spirit.
For a light side force-wielder, this means transforming
into a translucent blue spirit that can appear before his
former allies. For a dark side force-wielder, this means
becoming an evil dark side spirit that can linger on,
continuing to spread the in uence of the dark side.
If a Force sensitive character dies while ful lling their
destiny, that character may become a Force spirit,
retaining their consciousness (and their Intelligence,
Wisdom and Charisma scores) but becoming
completely incorporeal. The Force spirit can menifest at
will and can vanish just as easily. It can also walk
through walls and exist in the vacuum of space.
Additionally, Force spirits can travel anywhere in the
galaxy instantly with a mere thought. However, Force
spirits have no substance and cannot interact physically
with creatures or objects in the universe.
When a hero dies and becomes a Force spirit, that
Force spirit might serves as a guide, advising heroes in
times of dire need and sharing valuable information or
wisdom it held in life.
Noble Sacri ce. Whenever a character willingly
sacri ces himself for a noble cause, particularly while
ful lling his destiny he can bolster the resolve of his
surviving comrades and allies. For example, when Arvel
Crynyd crashed his A-wing into the bridge of the
Executor, it was a turning point in the Battle of Endor.
When a character dies ful lling his destiny in such a
way, all allies within the same star system gain one
destiny point.

5 EXPANDED CONTENT | VARIANT RULES | DESTINY


STARSHIP DESTINY
            ometimes a starship is more than just a means Cause an attack rolled against your starship to su er
            of transportation. Sometimes, it's part of a disadvantage, or gain advantage on a saving throw
character's destiny. In fact, for some characters, it's the against an attack on your starship, even once the attack
focal point of their destiny, which might otherwise be is resolved. (Pilot or commander only.)
nothing more than to wander aimlessly from one jam Gain advantage on any pilot check. (Pilot only.)
to another. No matter how humble (or downright Allow your starship to act out of turn, thus changing
ramschackle) a starship might appear, if it's the destiny your position in the initiative order. (Pilot, operator or
of a character to be linked with that ship, it can commander only.)
accomplish amazing things. Gain advantage on an attack roll, or impose
If you decide to link a starship (or, rarely, a planetary disadvantage on an enemy saving throw, against an
vehicle) to your destiny, that replaces the normal attack from your ship's weapons. (Gunner or operator
destiny mechanic. In essence, you don't have a destiny or commander only.)
to accomplish any speci c goal; instead, you're destined Repair your starship, restoring hit points by rolling a
have the most important events in your life with a number of its hit die equal to or less than your level.
speci c starship. This option is appropriate in (Mechanic only.)
campaigns with at least a moderate frequency of Immediately restore your starship's shields to full.
starship-scale encounters, but it's certainly not (Mechanic or operator only.)
restricted to such campaigns. In fact, if a campaign Gain advantage on any skill check made to interact with
centers exclusively around starship-scale action, this the ship.
option might be too powerful as it allows access to Immediately gain 2 tactical dice.
Destiny Points in most encounters. Only the GM can
decide if starship-linked destinies are appropriate for a In general, a character with a starship-linked destiny
given campaign. can do what no one else can manage - unless they, too,
You earn and spend Destiny Points with a starship- are linked to its destiny. There's nothing to prevent
linked destiny using the same basic rules as with the multiple characters from being destiny-linked to the
normal destiny options. However, having your destiny same starship. Such characters might share the ship, or
linked to a starship causes the rules to work slightly might constantly be stealing, buying or gambling it back
di erently. and forther between them.
Firstly, Destiny Points are earned when you
experience (and survive) key campaign events involving
you and your starship.
Secondly, if a starship is your destiny, it is never
completely destroyed. Even if it is blown up in battle or
con scated by Hutts before being crushed and melted,
some small part of it survives. Perhaps you nd the
hyperspace core the whole starship was built around,
or its ruined hull is found drifting as debris after that
battle. Your starship can cease to be functional as easily
as anyone else's, but a recognizable part of it always
survives for you to rebuild (or retro t to a similar
starship). It can be as time consuming and di cult as
getting a new starship would be (if not more so), but the
result still quali es as your destiny-linked starship.
Finally, the options you can exercise by using a
Destiny Point are slightly di erent, as detailed below.
The following are possible only when you are acting as
a crew member (pilot, gunner, mechanic, operator or
commander) on the starship linked to your destiny:

EXPANDED CONTENT | VARIANT RULES | DESTINY 6


WEAPON SUNDERING
         ou can attempt to damage, and potentially
         destroy, a weapon held by a hostile creature. On
your turn, you can take the Sundering action to damage In reality, lightsabers are probably more e ective than
an enemy's weapon. Make a melee weapon attack roll vibroweapons when it comes to sundering weapons.
with disadvantage against the target's Armor Class as For the sake of balance, they aren't. At the DMs
normal. If the attack hits, roll weapon damage and discretion, weapons might be resistant to kinetic
damage, or vulnerable to energy damage, to represent
instead apply the damage to one weapon being wielded this e ectiveness.
by your target.

WEAPON HIT DICE AND HIT POINTS A player can choose to specialize their character with
the following features.
A weapon's hit points are presented both as Hit Dice
and hit points. A weapon has a number of Hit Dice
equal to twice its damage dice. For instance, a blaster
FIGHTING STYLE
ri e has a 1d8 damage die, so it has 2 Hit Dice, which Certain class features or feats o er your choice of
are d8s. A weapon's hit points are determined by taking Fighting Style. As a part of this variant rule, you should
the average of its hit dice. For instance, a blaster has 2 allow your players to take the following Fighting Style
Hit Dice, which are d8s, so it has 9 hit points on instead of the options listed in the Player Handbook.
average, as shown in the Hit Dice Average table below. You can't take a Fighting Style option more than once,
even if you later get to choose again.
HIT DICE AVERAGE
Hit Die Average Hit Points per Die SUNDER FIGHTING
d4 2½
You are skilled at striking in order to damage, and
potentially destroy, your enemies’ weapons. While you
d6 3½ are wielding a melee weapon with which you are
d8 4½ pro cient, you gain the following bene ts:
d10 5½ You no longer have disadvantage on Sundering attack
d12 6½ rolls.
When a foe hits you with a Sundering attack, you can
At the DMs discretion, some weapons might be use your reaction to add a +5 to your armor class vs the
resistant, immune, or even vulnerable to certain types triggering attack. If this causes the attack to miss, your
of damage. Enhanced weapons are resistance, or even weapon does not take any damage.
immune, to damage from unenhanced weapons.
FEAT
REPAIRING DAMAGED/BROKEN WEAPONS A feat represents a talent or an area of expertise that
A weapon is destroyed when it drops to 0 hit points. As gives character special capabilities. It embodies training,
long as a weapon has 1 or more hit points remaining, a experience, and abilities beyond what a class provides.
character can attempt to perform minor repairs by At certain levels, your class gives you the Ability Score
spending one or more of the weapon's Hit Dice at the Improvement feature. Using the optional feats rule, you
end of a short rest, up to the weapon's maximum can forgo taking that feature to take a feat of your
number of Hit Dice. To restore hit dice, the player must choice instead. You can take each feat only once, unless
rst make an Intelligence (Technology) check If a the feat’s description says otherwise. As a part of this
weapon has at least 1 HP remaining, you can attempt to variant rule, you should allow your players to take the
make minor repairs to it during a Short Rest. To following feat instead of the options listed in the Player
attempt to restore HD, a character must make an Handbook.
Intelligence (Technology) roll. The DC is 8 + the amount
of damage the weapon has taken. The player has SUNDERING MASTERY
advantage on the roll if they know the mending tech You have mastered rending your foes’ weapons, leaving
power or are pro cient with the appropriate artisan's them impotent and vulnerable to your follow up
tools (armstech's tools for blasters and vibroweapons, attacks. While you are wielding a melee weapon with
arti cer's tools for lightsabers). On a failure, the Hit Die which you are pro cient, you gain the following
is expended and no hit points are restored. On a bene ts:
success, the player can spend the weapon's Hit Dice to
restore hit points. The player can decide to spend an Before you make a Sundering attack with weapon that
additional Hit Die after each roll. you are pro cient with, you can choose to forgo your
A weapon regains Hit Dice when serviced by a pro ciency bonus. If the attack hits, you add double
professional with the appropriate artisan's tools, who your pro ciency bonus to the attack's damage.
can repair the weapon over a number of hours equal to On your turn, when you score a critical hit with a
the size of the weapon's damage dice. For instance, a Sundering attack or reduce a weapon to 0 hit points
blaster ri e has a 1d8 damage die, so it would take 8 with one, you can make one melee weapon attack as a
hours to repair. This service costs half the value of the bonus action.
weapon.

7 EXPANDED CONTENT | VARIANT RULES | WEAPON SUNDERING

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