The next level 20 One-shot is a Star Wars theme again (heavy combat), check out the latest rules at: D20 Chaos

Deadline for sign-up is 18th May,
Deadline for sheet changes is 20th May!

In a Galaxy far away…. during the time when space magic and wizards was at its highest with magical swords that burned brightly and suits of armor roamed the galaxy scaring the people with their comments “Where are the droids?”

Hold up this doesn’t sound right… I’m sorry what kind of story is this let me start over. Greetings and hello my name is Dice Master I will be your story teller and DM for the amazing month again with the fabulous theme once again Star Wars: Rise of Chaos. This month as dedication to this fandom that we all love so much I sat down and thought real hard: what would be fun and amazing for the community, to play and live their epic fantasies in the world of Star Wars? Well sadly I drew a blank, and yes I know “but Dice Master you have 9 movies plus books and other material you can use”. Well I am here to tell you “These are not the droids you are looking for”. I’m sorry had to… but back to the main point I was saying. Rather than comb through hours of amazing potential ideas of what we can do, I have decided to go with something I am sure no one thought of. Well I am sure it has been thought of but never acted on (I am 100% certain someone in this world has done this and I do not have the time to track down the source and check for liability on the source!). I have created what the majority of fans dream of facing and defeating: I give you the most infamously annoying character in all of Star Wars (don’t hurt me if you love this character) – Jar Jar Binks!!!!!!!!

During the wars in a far off realm of another timeline this being has created a galactic army and has been conquering planets left and right. Sounds like a good story right? Well wrong I took it a step forward: curtain reveal they are a Sith Lord and have Sith powers. I bet you didn’t even see that coming did you, so adventurers can you stop the evil Sith lord Jar Jar Binks and their galactic army in time? The premise of the event is you and your party will be journeying to another Plane/Galaxy to stop this Sith lord and destroy their galactic army. Players will be recruited by the Dark Order Guild in the city of Arcania by everyone’s famous necromancer Mordekai Fluffmancer. Players will enter a portal leading to another plane. The portal connects to a galactic space port where the party will gather and set sail on space ship called The Black Sparrow run by the famous Captain Bella Sydney. You will journey to a quadrant in space where Sith Lord Jar Jar Binks has their galactic space station Gunga City. Players will journey to the city to put a end to the terrors the Sith Lord brings to the galaxy. Along the way the ship will be ambushed by a platoon of star ships trying to destroy you by blowing up your ship. This is where you all come in adventurers: I hope you can fly a space ship. Players will then in groups of two pick ships based on their preference size, damage, speed, oh hell you know what you all like when window shopping for space ships. For a couple rounds you have to protect the ship from being blown up and you can safely make your way to the city in one piece – be safe and don’t die adventurers. Once you safety arrive there you will have to find a way to destroy this space city! Well I went ahead and saved you all a little time and added some structures to the blueprints (don’t tell the Sith Lord). There are three structures placed in this city you will need to find and destroy (think of them like giant power stations). How you destroy them is up to you adventurers. Once you have destroy the three power stations. You will be led by the force to the inner section of the city to face the Dark menace Sith Lord Jar Jar Binks. Now this part of the story is all on you adventurers – can you do it? Can you save the galaxy from evil? Can you do this in so little time?

The following themed homebrew items and backgrounds are available to use for this event:

Items

Jedi Robes

  • If you aren’t wearing armor, your base Armor Class is 21 (15 + your Proficiency Bonus)
  • +3 Bonus to Spell Attack rolls and your Spell Save DC
  • Cannot be used while wearing armor, wielding a shield, or while benefitting from an item that grants an armor bonus
  • You have advantage on all mental saves (INT, WIS, CHA)
  • 50 Temporary Hit Points once per long rest

Jedi Lightsaber

  • requires attunement and longsword proficiency
  • 1d8/1d10 radiant + 2d6 force
  • +3 Bonus to attack and damage rolls
  • Bonus Action throw 15ft

Battle Pistol

  • requires attunement and firearms proficiency
  • 1d10 radiant + 2d6 force
  • +3 Bonus to attack and damage rolls
  • Does not require ammo or reloading

Battle Rifle

  • requires attunement and firearms proficiency
  • 1d12 radiant + 2d6 force
  • +3 Bonus to attack and damage rolls
  • Does not require ammo or reloading

Battle Grenades

  • Requires firearms proficiency
  • As an action you can throw a grenade at a point you can see up to 60ft away
  • Each creature within a 20ft radius of this point must make a DC 15 Dexterity save. On a failed save each target takes 8d6 piercing damage and an additional effect, or just half damage on a success.
  • Choose an additional effect for creatures that fail the save:
    • Shock: creatures lose their reaction until the start of your next turn
    • Flame: creatures are set alight and take 1d10 fire damage at the start of their turn. They can spend their action putting out the flames.
    • Stun: creatures are Stunned until the start of your next turn

Battle Armor (Very Rare – medium or heavy)

  • needs attunement
  • 50 temp HP
  • Advantage on Dexterity saving throws
  • Medium armor AC = 20 (Str 13)
  • Heavy armor AC = 22 (Str 13)

Backgrounds

Jedi/Sith
Each side has a corresponding Feat that adds the attack to your sheet. Select this feat in place of your character’s free feat (you don’t get 2 free feats!).
Add feats on your character sheet by clicking the Features and Traits tab, then selecting Feats, then clicking Manage feats link at top and scrolling down to Add your choices.

  • Feat: Dark Side Unleash the power of the dark side on your enemies.
    Action: Force Lightning 15 ft cone of force, DC 16 Dex to avoid. When you take the Attack action on your turn, you can replace one of your attacks with a burst of Lightning energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 10 + your proficiency bonus). On a failed save, the creature takes 4d12 damage and loses their reaction until the start of your next turn.
  • Feat: Jedi Force You have been trained in Jedi Force techniques that allow you to exert battlefield control.
    Action: Force Push As a bonus action, you can try to telekinetically push or pull one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 10 + your proficiency bonus) or be moved up to 30 feet toward you or away from you. After being pulled or pushed with failing the save the target will be prone. A creature can willingly fail this save.

Feats

  • Chaos Cleave: extra melee attack as a Bonus action when you take the Attack action
  • Chaos Marksmanreplaces Sharpshooter, -10 on range attacks to-hit for +20 damage only
  • Chaos Masterreplaces Great Weapon Master, -10 on melee attacks to-hit for +20 damage only