TEXT: ABILITY CAPSTONE FEATS
  When characters reach the pinnacle of an ability score,
  represented by the 20, their player's may want
  something to symbolize that. Consider o. ering the
  following feats to your players.
  TITAN'S POWER
  Prerequisite: Strength 20, character level 12
  You have the strength that legends tell of, granting the
  following bene�ts:
  You gain pro�ciency in Strength saving throws. If you
  are already pro�cient in them, you add double your
  pro�ciency bonus to Strength saving throws you make.
  You ignore the two-handed property of weapons with
  which you are pro�cient.
  When you miss with a melee weapon attack, the
  creature takes damage equal to your Strength modi�er.
  This damage is of the same type as the weapon's
  damage.
  BLINDING AGILITY
  Prerequisite: Dexterity 20, character level 12
  You have the re�exes one who can see things before
  they happen, granting the following bene�ts:
  You gain pro�ciency in Dexterity saving throws. If you
  are already pro�cient in them, you add double your
  pro�ciency bonus to Dexterity saving throws you make.
  Weapons that lack the two-handed, heavy, or special
  properties are considered to have the �nesse property
  for you.
  Opportunity attacks made against you have
  disadvantage.
  UNNATURAL RESILIENCE
  Prerequisite: Constitution 20, character level 12
  You have the fortitude often attributed to gods,
  granting the following bene�ts:
  You gain pro�ciency in Constitution saving throws. If
  you are already pro�cient in them, you add double your
  pro�ciency bonus to saving throws you make.
  Enhanced e�ects, such as powers or medpacs, that
  would restore hit points to you can't restore an amount
  less than half your level + your Constitution modi�er. If
  this amount would exceed that maximum amount of hit
  points that e�ect could restore, you instead take that
  e�ect's maximum.
  You can add your Constitution modi�er to death saving
  throws you make.
  CUNNING INTELLECT
  Prerequisite: Intelligence 20, character level 12
  You have the cunning of the most proli�c scholars,
  granting the following bene�ts:
  You gain pro�ciency in Intelligence saving throws. If you
  are already pro�cient in them, you add double your
  pro�ciency bonus to Intelligence saving throws you
  make.
  You can learn new languages and tools over the course
  of 30 days of training, rather than the 250 normally
  required.
  Whenever you make an ability check that uses your
  Intelligence, you can add half your pro�ciency bonus
  (rounded down) if it doesn't already include your
  pro�ciency bonus. Additionally, if you roll lower than
  half your level (rounded down) on an Intelligence check,
  you can instead use your level for the d20 roll.
  EXALTED AWARENESS
  Prerequisite: Wisdom 20, character level 12
  You have the wisdom associated with the most
  renowned masters of the Force, granting the following
  bene�ts:
  You gain pro�ciency in Wisdom saving throws. If you are
  already pro�cient in them, you add double your
  pro�ciency bonus to Wisdom saving throws you make.
  Creatures within 60 feet of you have disadvantage on
  Dexterity (Stealth) checks made to hide from you.
  As an action, you can sense the presence of illusions
  and other e�ects designed to deceive the senses within
  30 feet of you, provided that you aren't blinded or
  deafened. You sense that an e�ect is trying to trick you,
  but you gain no isnight into what is hidden or its true
  nature. Once you've used this feature, you must
  complete a short or long rest before you can use it
  again.
  OVERWHELMING PRESENCE
  Prerequisite: Charisma 20, character level 12
  You have the presence of the most a�uent of leaders,
  granting the following bene�ts:
  You gain pro�ciency in Charisma saving throws. If you
  are already pro�cient in them, you add double your
  pro�ciency bonus to Charisma saving throws you make.
  While you are conscious, up to �ve friendly creatures
  within 30 feet of you who can see or hear you and who
  can understand you can gain a bonus to one
  Intelligence, Wisdom, or Charisma saving throw they
  make equal to your Charisma modi�er. Once they've
  done so, they can't do so again until they �nish a short
  or long rest.
  As an action, you can attempt to distract up to �ve
  creatures you can see within 30 feet of you. Each
  creature must make a Wisdom saving throw (DC = 8 +
  your pro�ciency bonus + your Charisma modi�er). Any
  creature immune to being charmed is una�ected. If you
  or your companions are �ghting a creature, it has
  advantage on the saving throw. On a failed save, for the
  next minute, a creature has disadvantage on Wisdom
  (Perception) checks made to perceive any creature
  other than you until the e�ect ends or until the target
  can no longer see or hear you. The feature ends early if
  you are incapcitated.
  EXPANDED CONTENT | CUSTOMIZATION OPTIONS
  1
  
  LIGHTSABER FORMS
  "THESE WEAPONS ARE NOT PLAYTHINGS. A LIGHTSABER IS A
  dangerous and destructive instrument, a powerful
  blade that can strike down an opponent—or a friend, if
  you're not careful."
  - Luke Skywalker
  While the guardian is the master of lightsaber forms, in
  reality all lightsaber-wielding Jedi and Sith use them, if
  not with the same level of focus. If your players are
  adamant about having access to the forms, consider
  o�ering them the following feat. If they took the Jedi or
  Sith background, consider letting them take this feat in
  lieu of the options provided.
  PRACTITIONER OF THE FORMS
  Prerequisite: The ability to cast force powers
  You are skilled with each of the known forms of
  lightsaber combat. While you are wielding a lightsaber
  with which you are pro�cient, as a bonus action on
  each of your turns you can adopt one of the forms,
  granting you a bene�t determined by the form.
  FORM I: SHII-SHO
  As a part of the bonus action to adopt this form, if you
  took the Attack action, you can engage in Two-Weapon
  Fighting.
  Additionally, the �rst time you hit a creature within 5
  feet of you with a weapon attack before the start of
  your next turn, you can force the target to make a
  Strength saving throw (DC = 8 + your pro�ciency bonus
  + your Strength or Dexterity modi�er). On a failed save,
  it is pushed back 5 feet, and you can immediately move
  into the space it just vacated without provoking
  opportunity attacks.
  FORM II: MAKASHI
  Until the start of your next turn, when a creature makes
  a melee weapon attack against you and misses, you can
  use your reaction to make one melee weapon attack
  against that creature.
  FORM III: SORESU
  Until the start of your next turn, you have 
  resistance to the �rst kinetic or energy 
  damage you take from unenhanced 
  weapons.
  FORM IV: ATARU
  As a part of the bonus action to adopt this form, 
  you can leap up to 15 feet to an unoccupied 
  space you can see.
  FORM V: DJEM SO
  Until the start of your next turn, you can add 
  half your Wisdom or Charisma modi�er 
  (your choice, rounded down) to the 
  next ability check or attack roll you 
  make using Strength.
  FORM VI: NIMAN
  As a part of the bonus action to adopt this form, if you
  took the Attack action, you can engage in Two-Weapon
  Fighting.
  Additionally, if you hit with a weapon attack before
  the start of your next turn, you gain a +2 bonus to the
  damage roll of the next force power your cast before
  the end of your next turn.
  FORM VII: JUYO
  Until the start of your next turn, your weapon attacks
  score a critical hit on a roll of 19 or 20.
  FORM VIII: SOKAN
  Until the start of your next turn, you ignore di�cult
  terrain. Additionally, when an opponent makes a melee
  weapon attack against you, you can use your reaction
  to move to another space within 5 feet of that
  opponent without provoking opportunity attacks,
  imposing disadvantage on the roll.
  FORM IX: TRÀKATA
  As a part of the bonus action to adopt this form, you
  can �ourish your weapon to attempt to distract an
  enemy you can see. Make a Dexterity (Sleight of Hand)
  check contested by a Wisdom (Perception) check of one
  creature that you can see within 5 feet of you. On a
  success, that creature has disadvantage on the next
  attack roll it makes against you.
  FORM X: JAR'KAI
  As a part of the bonus action to adopt this form, if you
  took the Attack action, you can engage in Two-Weapon
  Fighting. If the attack hits, you can move up to 5 feet
  without provoking opportunity attacks.
  EXPANDED CONTENT | CUSTOMIZATION OPTIONS
  2
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Expanded Content - Customization Options.pdf