TEXT: ENHANCED ITEMS
            he ability to plunder enhanced items from the 
            hoards of conquered pirates, or discover them in
  long-lost Sith tombs is an experience players expect.
  Such items grant capabilities a character could rarely
  have otherwise, or they complement their owner's
  capabilities in wondrous ways.
  RARITY
  Each enhanced item has a rarity: standard, premium,
  prototype, advanced, legendary, or artifact. Standard
  enhanced items, such as a medpac, are the most
  plentiful. Some legendary items, such as a Baragwin
  Stealth Unit, are more rare. The game assumes that the
  secrets of creating the most powerful items arose
  centuries ago and were then gradually lost as a result of
  wars or mishaps. Even premium items can't be easily
  created. Thus, many enhanced items are unique and
  well-preserved relics.
  Rarity provides a rough measure of an item's power
  relative to other enhanced items. Each rarity
  corresponds to a character level, as shown below in the
  Enhanced Item Rarity table. A character doesn't
  typically �nd a prototype enhanced item, for instance,
  until 5th-level or later. That said, rarity shouldn't get in
  the way of your campaign's story. If you want the
  darksaber to fall into the hands of 1st-level character,
  so be it. No doubt a great story will arise from that
  event.
  ENHANCED ITEM RARITY
  Rarity
  Rarity
  Character Level
  Character Level
  Standard
  1st or higher
  Premium
  1st or higher
  Prototype
  5th or higher
  Advanced
  9th or higher
  Legendary
  13th or higher
  Artifact
  17th or higher
  If your campaign allows for trade in enhanced items,
  rarity can also help you set prices for them. As the GM,
  you determine the value of an individual enhanced item
  based on its rarity. Suggested values are provided in the
  Enhanced Item Rarity table. The value of a consumable,
  such as a medpac or stimpac, is typically half the value
  of a permanent item of the same rarity.
  IDENTIFYING ENHANCED ITEMS
  Some enhanced items have properties not readily
  distinguishable to the naked eye. Identifying such an
  item requires use of the analyze tech power.
  VARIANT: SIMPLER IDENTIFICATION
  If you prefer enhanced items to be more readily
  identi�able, you can allow characters to identify
  enhanced items through experimentation. Over the
  course of a short rest, a character can focus on one
  enhanced item while being in physical contact with it. At
  the end of the short rest, the character learns the item's
  properties, as well as how to use them.
  ATTUNEMENT
  Some enhanced items require a creature to form a
  bond with them before their enhanced properties can
  be used. This bond is called attunement, and certain
  items have a prerequisite for it. If the prerequisite is a
  class, a creature must be a member of that class to
  attune to the item.
  Without becoming attuned to an item that requires
  attunement, a creature gains only its unenhanced
  bene�ts. For example, an enhanced heavy shield that
  requires attunement provides the bene�ts of a normal
  heavy shield to a creature not attuned to it, but none of
  its enhanced properties.
  Attuning to an item requires a creature to spend a
  short rest focused on only that item while being in
  physical contact with it. This focus can take the form of
  weapon practice (for a weapon), meditation (for a
  holocron), or some other appropriate activity. If the
  short rest is interrupted, the attunement attempt fails.
  Otherwise, at the end of the short rest, the creature
  gains an intuitive understanding of how to activate any
  enhanced properties of the item, including any
  necessary command words.
  An item can be attuned to only one creature at a
  time, and a creature can be attuned to no more than
  three enhanced items at a time. Any attempt to attune
  to a fourth item fails; the creature must ends it
  attunement to an item �rst.
  A creature's attunement to an item ends if the
  creature no longer satis�es the prerequisites for
  attunement, if the item has been more than 100 feet
  away for at least 24 hours, if the creature dies, or if
  another creature attunes to the item. A creature can
  also voluntarily end attunement by spending another
  short rest with the item, unless the item is cursed.
  CURSED ITEMS
  Some enhanced items bear curses that bedevil their
  users, sometimes long after a user has stopped using
  an item. An enhanced item's description speci�es
  whether the item is cursed. Most methods of identifying
  items, such as the analyze tech power, fail to reveal
  such a curse, although lore might hint at it. A curse
  should be a surprise to the item's user when the curse's
  e�ects are revealed.
  Attunement to a cursed item can't be ended
  voluntarily unless the curse is broken �rst.
  ENHANCED ITEMS
  1
  
  BUYING AND SELLING
  Unless you decide that your campaign works otherwise,
  most enhanced items are so rare that they aren't
  available for purchase. Common enhanced items, such
  as a medpac, can be procured from a general store or
  biochemist. In a large city, buying and selling enhanced
  items might be possible, at your discretion. The seller
  might ask for a service, however, rather than credits.
  Selling enhanced items can be di�cult, primarily
  because of the challenge of �nding a buyer. Plenty of
  people might want to have an enhanced blaster ri�e,
  but few of them can a�ord it. Those can a�ord such an
  item often have more practical things to spend on, like
  their ships.
  In your campaign, enhanced items might be
  prevalent enough that adventurers can buy and sell
  them with some e�ort. Enhanced items might be for
  sale in a Tatooine marketplace, or perhaps an invite-
  only auction on Coruscant. Sale of enhanced items
  might be highly regulated, accompanied by a thriving
  black market. Talented artisans might create items only
  for use by military forces, or they might be available to
  adventurers. You might even allow characters to craft
  their own items.
  SELLING ENHANCED ITEMS
  Few people can a�ord to buy an enhanced item, and
  fewer still know how to �nd one. Adventurers are
  exceptional in this regard due to the nature of their
  profession.
  A character who comes into possession of a standard,
  premium, protoype, or advanced enhanced item that
  he or she wants to sell can spend downtime searching
  for a buyer. The downtime activity can be performed
  only in a city or another location where one can �nd
  wealthy individuals interested in acquiring enhanced
  items. Legendary and artifact enhanced items can't be
  sold during godwntime. Finding someone to buy such
  an item can be the substance of an adventure in and of
  itself.
  For each salable item, the character must make a DC
  20 Intelligence (Investigation) check to �nd buyers.
  Another character can use his or her downtime to assist
  with the search, granting advantage on the check. On a
  failure, no buyer for the item is found after a search
  that lasts 10 days. On a success, a buyer for the item is
  found after a number of days based on the item's rarity,
  as shown below in the Salable Enhanced Item table.
  SALABLE ENHANCED ITEMS
  Rarity
  Rarity
  Sample  
  Sample   
  Base Price
  Base Price
  Days to
  Days to 
  Find Buyer
  Find Buyer
  d100 Roll
  d100 Roll 
  Modi�er
  Modi�er
  Standard
  1,000 cr
  1d4
  +10
  Premium
  3,000 cr
  1d6
  +0
  Prototype
  15,000 cr
  1d8
  -10
  Advanced
  75,000 cr
  1d10
  -20
  The d20 Roll Modifier is added to the percentile dice
  rolled for the Selling an Enhanced Item table, which is
  discussed below.
  A character can attempt to �nd buyers for multiple
  enhanced items at once. Although this requires
  multiple Intelligence (Investigation) checks, the searches
  are occurring simultaneously, and the results of
  multiple failures or successes aren't added together.
  For example, if the character �nds a buyer for a
  standard enhanced item in 2 days and a buyer for a
  premium enhanced item in 5 days, but fails to �nd a
  buyer for a prototype enhanced item, the entire search
  takes 10 days.
  For each item a character wishes to sell, the player
  rolls percentile dice and consults the Selling an
  Enhanced Item table below, applying a modi�er based
  on the item's rarity, as shown in the Salable Enhanced
  Items table. The character also makes a Charisma
  (Persuasion) check and adds the check's total to the roll.
  The subsequent total determines what a buyer o�ers to
  pay for the item.
  You determine a buyer's identity. Buyers sometimes
  procure prototype and advantage items through
  proxies to ensure that their identities remain unknown.
  If the buyer is shady, it's up to you whether the sale
  creates legal complications for the party later.
  SELLING AN ENHANCED ITEM
  d100
  d100 You Find...
  You Find...
  20 or
  lower A buyer o�ering one-tenth of the base price.
  21-40 A buyer o�ering one-quarter of the base price, or a
  shady buyer o�ering half the base price.
  41-80 A buyer o�ering half the base price, or a shady buyer
  o�ering the full base price.
  81-90 A buyer o�ering the full base price.
  91 or
  higher
  A shady buyer o�ering one and a half times the base
  price, no questions asked.
  ENHANCED ITEMS
  2
  
  ENHANCED ITEM CATEGORIES
  Enhanced items fall into di�erent categories depending
  on the type of enhanced item. Some categories, such as
  weapons and armor, are obvious. Others are less so.
  ARMOR
  Unless an armor's description says otherwise, armor
  must be worn for its magic to function.
  Some suits of enhanced armor specify the type of
  armor they are, such as durasteel armor or combat suit,
  or the category in which they fall, such as light or heavy
  armor. If an enhanced armor doesn't speci�c its armor
  type, you may choose the type or determine it
  randomly.
  CONSUMABLES
  Consumables are sub-categorized by their type:
  adrenals, explosives, medpacs, and stimpacs.
  Adrenals.
  Adrenals. Adrenals are designed to give a short term
  boost to a creature, like increased speed. Adrenal
  e�ects rarely last longer than a minute.
  Explosives.
  Explosives. Explosives, such as cryo grenades or
  thermal detonators, are designed to cause an e�ect in a
  radius that varies depending on their nature.
  Medpacs.
  Medpacs.* Medpacs are used to restore hit points to
  creatures other than droids and constructs.
  Stimpacs.
  Stimpacs. Stimpacs o�er boosts to creatures, like
  increasing an ability score, that typically last for an hour
  or more.
  Typically, consumables are single use (unless the
  description says otherwise). Once a consumable is
  used, it takes e�ect immediately and is used up.
  The value of consumables, due to their impermanent
  nature, is typically half that of permanent enhanced
  items.
  FOCI
  Foci are sub-categorized depending on what they
  augment: force foci and tech foci.
  Force Foci.
  Force Foci. Force foci are used to augment the
  casting of force powers. The most common type of
  force foci are focus generators, which are held in the
  hand of the forcecaster. Force foci are not required to
  cast force powers.
  Tech Foci.
  Tech Foci. Tech foci are used to augment the casting
  of tech powers. The most common type of tech foci are
  wristpads, which are worn on the forearm of the
  techcaster. Unlike force foci, tech foci are required to
  cast tech powers.
  WEAPONS
  Whether crafted for a nefarious or benevolent purpose,
  weapons are among the most coveted of enhanced
  items.
  Some enhanced items specify the type of weapon
  they are in their descriptions, such as a lightsaber or
  assault cannon, or the category in which they fall, such
  as vibroweapon or blaster. If an enhanced weapon
  doesn't speci�c its weapon type, you may choose the
  type or determine it randomly.
  WONDROUS ITEMS
  Items that don't fall in one of the above categories are
  considered wondrous items. They might be worn items,
  such as boots or a jetpack, or hand-held item like a
  holocron. This category is a catch-all for for items that
  don't �t in other categories.
  ENHANCED ITEMS
  The value of an enhanced item varies depending on the
  rarity of the item, as shown below in the Enhanced Item
  Value by Rarity table.
  ENHANCED ITEM VALUE BY RARITY
  Rarity
  Rarity
  Value
  Value
  Standard
  up to 1,000 cr
  Premium
  1,001 to 5,000 cr
  Prototype
  5,001 to 25,000 cr
  Advanced
  25,001 - 100,000 cr
  Legendary
  100,001 - 500,000 cr
  Artifact
  at least 500,001 cr
  As always, it's up to the GM to determine the
  availability of enhanced items.
  SAMPLE ENHANCED ITEMS
  The following are examples of enhanced items your
  players might come across.
  ARMOR +1
  Prototype armor
  There are countless ways to increase the e�ectiveness
  of a stock armor design without resorting to one of the
  more drastic modi�cations.
  You have a +1 bonus to AC while wearing this armor.
  BARAGWIN STEALTH UNIT
  Legendary wondrous item (requires attunement)
  Those Baragwin who sought to turn their telepathic
  empathy into an asset for bounty hunting needed
  something special to overcome the drawbacks of their
  lumbering frames.
  While wearing this belt, you can turn on its stealth �eld
  to cause yourself to become invisible. While you are
  invisible, anything you are carrying or wearing is
  invisible with you. You become visible when you turn
  o� the �eld. Turning the �eld on or o� requires an
  action.
  Deduct the time you are invisible, in increments of 1
  minute, from the belt's maximum duration of 2 hours.
  After 2 hours of use, the belt ceases to function. For
  every uninterrupted period of 12 hours the belt goes
  unused, it regains 1 hour of use.
  ENHANCED ITEMS
  3
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Expanded Content - Enhanced Items.pdf