Unstoppable Attack
Unstoppable Attack
Your attacks are ferocious enough that nothing can stop them.
Attacks you make with a starglaive bypass immunity to its damage until the start of your next turn.
Reeling Strike
Reeling Strike
With a gesture, you telekinetically pull a distant foe towards you and strike them with your starglaive.
One target you can see or sense within 30 feet makes a Strength saving throw or is pulled towards you until it hits a stationary barrier (e.g. a wall or force field) or is within reach of your melee attacks. If the target ends up within reach of your melee attacks, you immediately take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.
Sever Limb
Sever Limb
With a swift, clean blow you sever the limb of your opponent.
Make an attack against a creature within reach with a starglaive blade or polearm. This attack bypasses the target’s resistance to damage, but its immunity to damage is unchanged. Your attack is made at disadvantage. On a hit you cleanly sever one of the target’s limbs and the target takes an additional 1d10 psychic damage. In addition, the creature suffers a level of strife. The limb is not severed if the target has immunity to the weapon’s damage or the creature is two or more sizes larger than you.
Psychic Sunder
Psychic Sunder
Focusing your psychic energy, you strike an object with concentrated force.
You make a single attack against an unattended object of size Large or smaller, such as a door, with a starglaive maul. On a hit, the object gains the broken condition. If the object is reinforced, you must instead beat its AC by 4 points or more in order to sunder it.
Blinding Light
Blinding Light
Focusing your mind on your weapon, the illumination from your starglaive intensifies, blinding your foes.
Use an action to intensify your starglaive briefly. All creatures within 10 feet of you who can see the light of your starglaive must make a Constitution saving throw. On a failure, they are blinded until the end of their next turn.
Quantum Slip
Quantum Slip
You use irregularities in the space-time continuum to continuously jink your ship, making it impossible to target you. Until the start of your next turn, when an attack would hit your starfighter, it misses instead, and when you would fail a saving throw, you succeed instead.
Trust Your Instincts
Trust Your Instincts
Dispensing with targeting systems and electronic aids, you focus your mind and make an attack out of pure instinct. Your next attack with a starfighter weapon before the start of your next turn automatically hits its target.
Hit the Brakes
Hit the Brakes
You suddenly decelerate, causing your foe to fly past you and into your gunsights.
Choose another starfighter operating in the same combat zone which has locked on to you. The starfighter makes a Dexterity saving throw. On a failure, you make an attack against the target.
Ace Maneuvering
Ace Maneuvering
You pull a maneuver either too brilliant or foolhardy for your tail to predict—putting them in your crosshairs.
One starfighter of your choice currently locked on to you makes a Wisdom saving throw or its lock on you is broken and you lock on to it instead. While locked on to a target you have advantage on attacks made against it. This lock on ends if you attack a different target or attempt to lock on to a different target.
Stealth Formation
Stealth Formation
You mask each other’s energy signatures and try to fly under the radar.
Starfighter pilots in this formation gain an expertise die on Stealth checks.