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Feature Overview

CK edited this page Aug 10, 2026 · 5 revisions

Feature Overview

This page is a guided tour of what the SW5e Module for FoundryVTT is meant to do.

If you are new to the module, this is a good place to start after reading Getting Started. The goal here is not to explain every button or every sheet in detail. Instead, this page gives you the big picture so you can understand what kinds of features the module supports and where to go next in the wiki.

If you are a GM, think of this page as your orientation pass. If you are a player, this page will help you understand what parts of your game experience are being shaped by the SW5e Module. If you are a homebrew author or contributor, this page helps establish the overall scope before you move into more detailed guides.

What this page covers

This page gives a high-level overview of the module’s major feature areas, including:

  • SW5e terminology and system adaptation
  • character and NPC support
  • powers, power resources, powercasting overrides, and Force/Tech point discounts
  • credits-only Galactic Credits wallets
  • stock Foundry/dnd5e chrome with retained SW5E branding (selectable themes removed in the 1.4.0 feature set)
  • weapon property support and blaster reload workflows
  • cybernetic augmentations and droid customizations
  • maneuvers and superiority support
  • starship support, including crew proficiency, Hull/Shield token bars, space stations, and flat Damage Reduction
  • compendium-backed content, including Scum and Villainy and Vesh's Galactic Holodex monster packs

For step-by-step usage, move next to Sheets & Features, Starship Sheet Guide, or another guide that matches what you want to do.

The big idea

The SW5e Module takes the DND5e system and helps it behave more like Star Wars 5e.

That does not mean it replaces DND5e from the ground up. Instead, it adapts and extends DND5e where needed so that SW5e content and workflows make sense inside FoundryVTT. In practice, that means the module changes labels, adds support for SW5e concepts, provides SW5e-oriented data and compendium content, and helps certain sheet workflows behave in ways that better fit Star Wars 5e play.

If you keep that one idea in mind, the rest of the module makes much more sense: this is a Star Wars 5e layer built on top of DND5e, not a separate Foundry game engine.

SW5e terminology and system adaptation

One of the first things many users notice is that the module helps Foundry and DND5e speak the language of Star Wars 5e.

That includes adapting familiar DND5e terms into SW5e-friendly language where appropriate. Depending on the release and the area of the module you are working with, this may include things like power terminology, SW5e-specific equipment categories, species and archetype language, and other system-facing labels that make the play experience feel more natural for a Star Wars 5e game.

This is a quiet feature, but it matters. Good terminology reduces confusion and helps the rest of the experience feel like SW5e instead of “DND5e with a Star Wars coat of paint.”

Character and NPC support

The module supports SW5e play on actor sheets by helping character- and NPC-facing workflows better reflect the needs of the system.

For many users, this is where the module feels most visible during normal play. Character-facing support is not just about renaming labels. It also includes support for SW5E-oriented resources, item behaviors, and rules-adjacent features that need to appear in a way that is useful at the table.

If you are a player or GM, this is the part of the module you are likely to interact with most often. For a more practical walkthrough, continue to Sheets & Features.

Powers, points, and powercasting overrides

The module supports Force powers, Tech powers, and the sheet/resource behavior that goes with them.

That includes support for Force Points and Tech Points, configuration for how supported actors calculate their powercasting abilities, and — in the 1.4.0 feature set — separate Force and Tech point discounts on the Power Point dialogs. Override flags cover Light, Dark, and Universal Force-school behavior, plus Tech points-ability overrides through Configure Powercasting.

The important user-facing takeaway is simple:

  • powers should not feel like a manual afterthought
  • point-based resources should be visible and usable on supported sheets
  • Powers Known counts qualifying owned powers (Free Learn does not count against the cap)
  • advanced tables and homebrew authors have more control over Force and Tech powercasting than they used to

If your game uses Force users, Tech users, or power-heavy NPCs, this is one of the most important parts of the module to understand. Full path lookup lives on Attribute and Active Effect Keys.

Appearance and branding

In the 1.4.0 feature set, selectable SW5E theme modes are removed. Application chrome follows stock Foundry and DND5e presentation.

Core SW5E branding remains: animated Pause display, lightsaber sheet headers, and approved logos/icons. Starship sheets keep functional layout CSS where needed. See Themes and Appearance.

Credits-only currency

Character and NPC wallets and price denomination UIs show Galactic Credits (gc) only. Stock PHB coin denominations are not presented. See Sheets & Features.

Weapon property support and blaster reload workflow

The SW5E Module includes support for weapon properties, including SW5E-style property behavior that would not be fully represented by default DND5e assumptions alone.

One of the most visible player-facing improvements is the blaster reload and ammo UX for supported managed blasters. Attack, Rapid, and Burst activities can consume magazine-style uses, detect empty or insufficient ammo before the activity resolves, and generate a private Reload card for owners and GMs when reloading is needed.

This is a good example of how module support can mix:

  • data structure
  • sheet behavior
  • activity handling
  • chat-driven usability

If you care about item setup, equipment behavior, or homebrew weapon design, this is an area worth reviewing in more detail on Weapon Properties Support and Blaster Reload and Ammo Use.

Cybernetic augmentations and droid customizations

The module also supports body-mod systems that matter to Star Wars 5e tables.

In practical terms, that means:

  • Cybernetic Augmentations have their own workflow and management surface
  • Droid Customizations have their own workflow, limits, and routing rules
  • the module tries to keep those systems separate enough that the sheet stays understandable

If your campaign uses augmentation-heavy play, droids, or character customization beyond ordinary equipment, these pages are worth reading early.

Maneuvers and superiority support

The module also supports maneuvers and superiority-style resource handling.

For groups using classes, archetypes, or NPC designs that rely on maneuvers, this is an important quality-of-life feature. It helps the system present and manage those tools in a way that better matches how SW5E expects them to be used.

In 1.3.9, Edit-mode Superiority cogs on the Powers tab and sidebar tracker make type ability overrides and Superiority Dice resource settings easier to reach without digging through raw actor data. In the 1.4.0 feature set, Superiority Style grants a die without requiring class superiority progression, and Active Effect ADD against dice max is handled so pools do not collapse to zero incorrectly.

Not every group will need this immediately, but if you do use maneuver-based characters or features, it is worth knowing that the module has support in this area rather than treating everything as a manual workaround.

Starship support

Starships are one of the most important and most specialized feature areas in the module.

The current starship workflow is no longer just “a vehicle sheet with some renamed labels.” It includes a dedicated starship experience with:

  • Core | Inventory | Features | Effects | Description sheet routing
  • crew management on the Core tab (PC/NPC groups, membership pills, search, multi-select Add Crew)
  • responsible-crew skill proficiency and firing-crew attack proficiency (@sw5eCrewAttackProf)
  • Active Crew UI removed — Pilot/Crew/Passenger membership is the authority
  • optional Starship Hull / Starship Shields token resource bars
  • starship systems and actions grouped for play
  • System Damage levels
  • Destruction Saves
  • starship-only condition controls
  • token HUD status sync for starship combat state
  • flat Damage Reduction from Starships of the Galaxy, with sidebar display and an optional automation setting
  • an optional space-station variant for station-style hull, movement, suites, and role specialization
  • Role Override Active Effects on Space and Turn movement

If your campaign includes space travel, ship crews, stations, or starship encounters, continue to Starship Sheet Guide and Starship Combat, Conditions, and System Damage. Attribute paths live on Attribute and Active Effect Keys.

Compendium content and built-in data support

The module is not only about visible sheet behavior. It also includes compendium-backed content and other structured data that help support SW5e play.

In the 1.4.0 feature set, that includes the Scum and Villainy monster pack (snv-monsters) and Vesh's Galactic Holodex (veshs-galactic-holodex), with Force/Tech casters that embed powers and point pools.

That matters because good module support is not just a matter of changing the look of the interface. A lot of the real value comes from having content, data structure, and gameplay-facing support that work together. When that underlying content is maintained well, it becomes much easier for GMs and players to create actors, use supported items, and work with the system in a more natural way.

It also means older world-copied content may not automatically gain every newer compendium improvement. When behavior differs between a fresh example and an older copied item, content age can be part of the story.

What this module does especially well

At a high level, the SW5e Module is especially valuable when you want:

  • SW5e terminology inside the DND5e system
  • support for powers, power points, Force/Tech discounts, and powercasting overrides
  • support for maneuvers and superiority-based play
  • support for SW5e weapon properties and reloadable blasters
  • support for cybernetics and droid customization workflows
  • starship-focused sheet workflows, crew proficiency, Hull/Shield token bars, combat state, stations, and flat Damage Reduction
  • credits-only Galactic Credits presentation
  • compendium-backed SW5E content including SnV and Vesh's Galactic Holodex packs

You do not need to use every feature at once. Many groups start with the sheet and power support, then grow into the starship or homebrew sides later.

What this page is not trying to do

This page is only an overview.

It is not meant to teach:

  • how FoundryVTT works in general
  • how to use every DND5e sheet feature
  • how to create every kind of actor or item from scratch
  • how to troubleshoot every problem
  • how the codebase is organized internally

For those topics, use the more specific pages in this wiki, or use outside Foundry learning resources when the question is really about Foundry core behavior.

Where to go next

Use the next page based on what you need:

A practical way to think about the module

If you want the shortest useful summary, it is this:

The SW5e Module helps FoundryVTT and the DND5e system speak the language of Star Wars 5e more naturally.

Some of that happens through labels and terminology. Some of it happens through sheet behavior. Some of it happens through item support, compendium content, powers, resources, reload workflows, body-mod systems, and starship workflows. Put together, those pieces give you a more complete SW5E experience than DND5e would provide on its own.


SW5e Module Wiki Start here: Home · Getting Started · Feature Overview · Sheets & Features

Popular topics: Blaster Reload and Ammo Use · Themes and Appearance · Starship Sheet Guide · Powercasting Configuration and Overrides

Need help? Troubleshooting · FAQ · Compatibility & Limitations

Working on the module? Developer Guide · Developer Reference · Local Setup and Workflow · Testing & Contribution

For general FoundryVTT help, please use the Foundry VTT Discord, Baileywiki’s Foundry VTT playlist, or Encounter Library’s Foundry VTT Basics playlist.

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