SWURPG

Weapon Upgrades

109 upgrades organized by weapon type: Lightsaber (Crystal / Emitter / Lens / Cell / Grip), Melee (Cell / Grip / Edge), and Ranged (Chamber / Targeting / Power Cell / Grip). Each weapon has fixed slot patterns — check the slot header within each type for valid combinations. New to lightsaber crystals? Lightsaber colors & crystals explains the KOTOR-style system and what each blade color means.

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Lightsaber · 59

Crystal · 22

  • Velmorite CrystalLv 2+
    Crystal slot

    +1 to Acrobatics checks; +1 to Initiative.

  • Adegan CrystalLv 3+
    Crystal slot

    +1 to attack rolls with a lightsaber; +1 to Use the Force checks.Requires: Force-sensitive

  • Dragite CrystalLv 4+
    Crystal slot

    +1 Sonic damage. On a critical hit, the target is deafened until the end of its next turn.

  • Rubat CrystalLv 4+
    Crystal slot

    +1 to attack rolls vs. melee-wielding enemies; +1 to Deflect checks.

  • Barab Ore CrystalLv 5+
    Crystal slot

    +1 Fire damage. On a critical hit, +1d4 Fire damage.

  • Damind CrystalLv 5+
    Crystal slot

    +1 Energy damage; +1 to checks to resist being disarmed.Requires: STR 12

  • Firkrann CrystalLv 6+
    Crystal slot

    +1 Ion damage. On a hit against a droid or electronics, make a Mechanics or Knowledge: Sciences check (DC 12) to deal an extra +1d4 Ion damage.

  • Pontite CrystalLv 6+
    Crystal slot

    +1 Cold damage; +1 to saving throws against being Frightened. Spend 1 Force Point to impose disadvantage on one foe's next attack (icy calm).Requires: WIS 13

  • Sigil CrystalLv 6+
    Crystal slot

    +1 Energy damage; +1 to attack rolls with a lightsaber. Spend 1 Force Point: your strikes ignore energy resistance until the end of your turn.

  • Bondar CrystalLv 7+
    Crystal slot

    On hit, the target makes a CON save (DC = 10 + PB + WIS) or takes -1 to its next attack roll.

  • Luxum CrystalLv 7+
    Crystal slot

    +1d6 Energy damage vs. droids and constructs. On a hit, a droid or construct must succeed a DC 10 STR save or be stunned until the end of its next turn.

  • Nextor CrystalLv 7+
    Crystal slot

    +1 Energy damage; critical hits deal +1d6 extra damage.Requires: DEX 13

  • Eralam CrystalLv 10+
    Crystal slot

    +1d4 Energy damage; +1 to Deflect checks; +1 to Initiative.Requires: WIS 13

  • Opila CrystalLv 10+
    Crystal slot

    +1d4 Energy damage; ignore kinetic resistance.Requires: STR 13

  • Phond CrystalLv 11+
    Crystal slot

    +1d6 Energy damage. Spend 1 Force Point on a hit: the blow also strikes a second enemy within reach for +1d6.

  • Upari Crystal✦ LegendaryLv 12+
    Crystal slot

    +1d4 Energy damage; ignore half cover when using Deflect. Spend 1 Force Point to Deflect as a reaction with advantage.Requires: WIS 13

  • Sapith Crystal✦ LegendaryLv 13+
    Crystal slot

    +1d6 Energy damage; critical hits deal +1d6 extra damage.Requires: STR 14

  • Ankarres Sapphire✦ LegendaryLv 15+
    Crystal slot

    Regeneration 1; +1 to Deflect checks. Once per long rest, spend 2 Force Points to end one disease or poison affecting you.Requires: Force-sensitive · WIS 14

  • Kaiburr Crystal✦ LegendaryLv 15+
    Crystal slot

    +3 Force Points; +1 to Use the Force checks. While attuned, you have advantage on saving throws against fear and dark-side influence.Requires: Force-sensitive · WIS 15

  • Krayt Dragon Pearl✦ LegendaryLv 15+
    Crystal slot

    +1 to attack rolls with a lightsaber; +1d6 Energy damage; +1 to Deflect checks. Spend 1 Force Point on a hit to add +1d6 damage and knock a Large-or-smaller foe prone.Requires: STR 13 · WIS 13

  • Qixoni Crystal✦ LegendaryLv 15+
    Crystal slot

    +1d4 Energy damage. Spend 1 Force Point on a hit to add +1d6 damage — even on a bolt you've redirected with Deflect.Requires: WIS 14

  • Solari Crystal✦ LegendaryLv 15+
    Crystal slot

    +1d6 Radiant damage vs. targets the GM designates as evil. Light side only; the dark side cannot corrupt a wielder attuned to a Solari crystal.Requires: Force-sensitive · WIS 14

Emitter · 8

  • Deflection EmitterLv 3+
    Emitter slot

    +1 to Deflect checks.

  • Fencing EmitterLv 3+
    Emitter slot

    +1 to attack rolls vs. melee-wielding enemies.

  • Focusing EmitterLv 3+
    Emitter slot

    +1 damage.

  • Vented EmitterLv 4+
    Emitter slot

    +1 to Deflect checks.

  • Stabilized EmitterLv 5+
    Emitter slot

    +1 AC against melee attacks while wielding a lightsaber.

  • Heavy EmitterLv 6+
    Emitter slot

    +1 Energy damage; -1 to attack rolls.

  • Disruptor EmitterLv 7+
    Emitter slot

    On hit, target must make a CON save (DC 12). On fail, target's next melee attack deals -2 damage.

  • Precision EmitterLv 9+
    Emitter slot

    Critical hits deal +1d6 extra damage.

Lens · 8

  • Beam Gem LensLv 3+
    Lens slot

    +1 damage.

  • Diatium LensLv 3+
    Lens slot

    +1 to Deflect checks.

  • Dragite LensLv 4+
    Lens slot

    +1 Sonic damage.

  • Fire LensLv 5+
    Lens slot

    +1 Fire damage.

  • Ion LensLv 5+
    Lens slot

    +1 Ion damage.

  • Pontite LensLv 6+
    Lens slot

    +1 Cold damage.

  • Precision LensLv 6+
    Lens slot

    +1 to attack rolls.

  • Vibration LensLv 8+
    Lens slot

    +1d4 damage; -1 to attack rolls due to unstable waveform.

Grip · 4

  • Dueling GripLv 1+
    Grip slot

    +1 to checks to resist being disarmed.

  • Balanced GripLv 5+
    Grip slot

    +1 AC against melee attacks.

  • Short GripLv 5+
    Grip slot

    +1 to attack rolls with the off-hand shoto when dual-wielding.

  • Two-Handed GripLv 6+
    Grip slot

    +1 to attack rolls when wielding the lightsaber with two hands.

Power Cell · 9

  • Diatium Energy CellLv 3+
    Power Cell slot

    +1 damage.

  • Field-Tuned CellLv 3+
    Power Cell slot

    +1 to attack rolls.

  • Overcharged CellLv 5+
    Power Cell slot

    +1 Energy damage.

  • Resonance CellLv 5+
    Power Cell slot

    +1 Sonic damage.

  • Cryo-CellLv 6+
    Power Cell slot

    +1 Cold damage.

  • Ion Overcharge CellLv 6+
    Power Cell slot

    +1d4 Ion damage vs. droids; +1 Ion damage vs. all others.

  • Reserve CellLv 8+
    Power Cell slot

    +1 damage; on a critical hit, +1d6 extra damage.

  • Discharge Energy CellLv 9+
    Power Cell slot

    On critical hit: +1d6 extra damage.

  • Telgorn Jolt CellLv 9+
    Power Cell slot

    +1 Energy damage; on critical hit, +1d6 Energy damage.

Bled · 8

  • BloodlustLv 1+
    Bled slot

    On a hit with this blade, you may feed it your own vitality: deal +1d6 damage and immediately take 3 damage yourself. The dark side spends your blood to bite deeper.

  • CrueltyLv 1+
    Bled slot

    The crimson blade is a threat before it is a weapon: you gain a +2 bonus to Intimidation checks while it is ignited. But a threat seen through invites the counter — on a failed Intimidation check, the target gains Advantage on its next attack roll against you.

  • DreadLv 1+
    Bled slot

    On a hit, the target must succeed on a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or be Frightened of you until the end of its next turn. A target that resists turns your terror back on you: you have Disadvantage on your next attack roll.

  • HungerLv 1+
    Bled slot

    The blade drinks life. On a hit, you regain 3 hit points. On a miss, the hungry blade feeds on you instead: you lose 3 hit points. It will be fed, one way or another.

  • MaliceLv 1+
    Bled slot

    The corrupted crystal sharpens your sorcery: the save DC of Dark-side Force powers you channel while wielding this blade increases by 1. But each time an enemy succeeds against one of those powers, the rejected dark energy lashes back through the blade for 1d4 damage to you.

  • Reckless FuryLv 1+
    Bled slot

    While you are under half your maximum hit points, your strikes with this blade land with a +2 bonus to attack and damage rolls — but you cannot take Reactions, for blind rage leaves you no guard and no deflection.

  • TormentLv 1+
    Bled slot

    On a hit, the wound gnaws at the target — it has Disadvantage on the next attack roll it makes before the start of your next turn. Sustaining such cruelty bleeds from you constantly: while this blade is ignited, you lose 1 hit point at the start of each of your turns.

  • WrathLv 1+
    Bled slot

    Once per short rest, you may pour everything into a single killing blow, adding +2d6 damage to a hit. The rage then burns out and leaves you spent: you are Dazed (Disadvantage on your attack rolls) until the end of your next turn.

Melee · 18

Cell · 9

  • Ion Cell ILv 2+
    300 crCell slot

    +1 Energy damage vs. droids.

  • Energy Cell ILv 3+
    500 crCell slot

    +1 Energy damage.

  • Ion Cell IILv 5+
    1,250 crCell slot

    +2 Energy damage vs. droids; +1 Energy damage vs. any enemy.

  • Vibration Cell ILv 5+
    1,000 crCell slot

    -1 to attack rolls. +1d4 Sonic damage vs. armored targets.

  • Energy Cell IILv 6+
    1,500 crCell slot

    +1d4 Energy damage.

  • Vibration Cell IILv 7+
    2,000 crCell slot

    -1 to attack rolls. +1d6 Sonic damage vs. armored targets.

  • Energy Cell IIILv 9+
    3,000 crCell slot

    +1d6 Energy damage.

  • Ion Cell IIILv 10+
    4,000 crCell slot

    +1d6 Energy damage vs. droids; +1d4 Energy damage vs. any enemy.

  • Vibration Cell IIILv 10+
    4,000 crCell slot

    -1 to attack rolls. +1d6 Sonic damage. On critical hit, add +1d6 damage.

Grip · 4

  • Agrinium GripLv 2+
    300 crGrip slot

    +1 to checks to resist being disarmed.

  • Contour GripLv 3+
    500 crGrip slot

    +1 to attack rolls with light or finesse melee weapons.

  • Nagai GripLv 3+
    500 crGrip slot

    +1 to attack rolls with one-handed melee weapons.

  • Zabrak GripLv 4+
    750 crGrip slot

    +1 to attack rolls with two-handed melee weapons.

Edge · 5

  • Ionite EdgeLv 4+
    750 crEdge slot

    +2 Ion damage vs. droids.

  • Neutronium EdgeLv 6+
    800 crEdge slot

    Ignore kinetic resistance.

  • Mullinine EdgeLv 7+
    1,000 crEdge slot

    On critical hit, +1d6 damage.

  • Devaronian EdgeLv 10+
    2,500 crEdge slot

    +1d4 Piercing damage. On critical hit, +1d6 damage.

  • Ostrine EdgeLv 12+
    4,000 crEdge slot

    +1d6 Cold damage. Ignore cold resistance.

Ranged · 32

Grip · 8

  • Defender Grip ILv 2+
    250 crGrip slot

    +1 to checks to resist being disarmed.

  • Marksman Stock ILv 3+
    500 crGrip slot

    +1 to attack rolls against enemies at short range.

  • Defender Grip IILv 4+
    500 crGrip slot

    +2 to checks to resist being disarmed.

  • Defender Grip IIILv 6+
    1,000 crGrip slot

    Advantage on checks to resist being disarmed.

  • Marksman Stock IILv 6+
    1,000 crGrip slot

    +2 to attack rolls against enemies at short range; +1 to attack rolls against enemies at medium range.

  • Stabilizing GripLv 6+
    2,000 crGrip slot

    +1 to attack rolls.

  • Compact Stabilizing GripLv 8+
    2,000 crGrip slot

    +2 to attack rolls with light ranged weapons.

  • Marksman Stock IIILv 10+
    3,000 crGrip slot

    +2 to attack rolls against enemies at short range; +1 to attack rolls against enemies at medium and long range.

Chamber · 15

  • Amplifying Chamber ILv 3+
    500 crChamber slot

    +1 Energy damage.

  • Ion Chamber ILv 3+
    300 crChamber slot

    +1 Ion damage vs. droids.

  • Beam Splitter Chamber ILv 4+
    750 crChamber slot

    +1 Piercing damage.

  • Precision Chamber ILv 5+
    750 crChamber slot

    On critical hit: +1d6 additional damage.

  • Sonic Vibration Chamber ILv 5+
    1,000 crChamber slot

    -1 to attack rolls. +1d4 Sonic damage vs. armored targets.

  • Amplifying Chamber IILv 6+
    1,500 crChamber slot

    +1d4 Energy damage.

  • Beam Splitter Chamber IILv 6+
    2,000 crChamber slot

    +1d4 Piercing damage.

  • Ion Chamber IILv 6+
    1,500 crChamber slot

    +2 Ion damage vs. droids; +1 Ion damage vs. any target.

  • Sonic Vibration Chamber IILv 7+
    2,000 crChamber slot

    -1 to attack rolls. +1d6 Sonic damage vs. armored targets.

  • Precision Chamber IILv 8+
    2,000 crChamber slot

    +1d4 damage. On critical hit: +1d6 additional damage.

  • Amplifying Chamber IIILv 9+
    3,000 crChamber slot

    +1d6 Energy damage.

  • Beam Splitter Chamber IIILv 9+
    4,000 crChamber slot

    +1d6 Piercing damage.

  • Ion Chamber IIILv 10+
    4,000 crChamber slot

    +1d6 Ion damage vs. droids; +1d4 Ion damage vs. any target.

  • Sonic Vibration Chamber IIILv 10+
    4,000 crChamber slot

    -1 to attack rolls. +1d6 Sonic damage vs. armored targets. On critical hit vs. armored targets, add +1d6 Sonic damage.

  • Precision Chamber IIILv 11+
    4,000 crChamber slot

    +1d6 damage. On critical hit: +1d6 additional damage.

Targeting · 9

  • Accuracy Scope ILv 3+
    500 crTargeting slot

    Increase weapon range by 10 ft.

  • Pinpoint Scope ILv 4+
    500 crTargeting slot

    On hit: target suffers -1 on its next attack roll.

  • Accuracy Scope IILv 5+
    1,000 crTargeting slot

    Increase weapon range by 20 ft.

  • Rangefinder Targeting ComputerLv 5+
    2,500 crTargeting slot

    As an action, focus on a target you can see; your next ranged attack against it before the end of your next turn is made with Advantage and ignores the disadvantage for firing at long range.

  • Tactical Targeting SystemLv 5+
    1,000 crTargeting slot

    Ignore half cover while stationary.

  • Accuracy Scope IIILv 7+
    2,000 crTargeting slot

    Increase weapon range by 30 ft.

  • Crippling Scope ILv 7+
    1,000 crTargeting slot

    On hit: STR save DC 12 or target is Immobilized.

  • Pinpoint Scope IILv 7+
    1,000 crTargeting slot

    On hit: target suffers -2 on its next attack roll.

  • Crippling Scope IILv 10+
    3,000 crTargeting slot

    On hit: STR save DC 14 or target is Immobilized.