Combination Weapons
Some weapons—specifically lightweapons—can be used in a variety of ways. For instance, the iconic scenes with Darth Maul using his doublesaber, but with only one blade extended. Or more recently with Cal Kestis in Jedi: Fallen Order, where you could adjust from doublesaber fighting to single saber fighting, or vice versa, on the fly. If you want the option to combine weapons in this fashion, consider the following variant rule.
Weapon Combination
Combining weapons requires three key components: the two weapons you want to combine, and the appropriate tools. Two weapons can only be combined by someone proficient with appropriate tools, as shown in the Item Specific Tools table in Wretched Hives.
Valid Targets
Only unenhanced weapons of the same type can be combined, and you can't combine weapons that already have multiple modes, such as the IWS or bo-rifle. For instance, a lightweapon can only be combined with another lightweapon, while a vibroweapon can only be combined with another vibroweapon.
Combining Weapons
You can only combine a number of weapons up to your proficiency bonus. Combining weapons takes one hour and requires an ability check with the appropriate tools, as shown in the Item Specific Tools table in Wretched Hives. The DC for the check is determined by the number of weapons being combined, as shown below in the Combination/Separation DC by Weapons table.
Combination/Separation DC by Weapons
| Weapons | Combination/Separation DC |
|---|---|
| 2 | 10 |
| 3 | 15 |
| 4 | 20 |
| 5 | 25 |
| 6 | 30 |
On a success, the weapons are correctly combined. On a failure, the weapons are not combined, and you must wait 24 hours before you can try again.
Separating Weapons
Separating weapons requires an ability check with the appropriate tool, as shown in the Item Specific Tools table. The DC for the check is determined by the total number of combined weapons before separating, as shown above in the Combination/Separation DC by Weapons table.
On a success, the weapons are correctly separated. On a failure, the weapons are not separated, you must wait 24 hours before you can try again, and you must roll a d20. If you roll a 1 on the d20, one currently combined weapon is destroyed. The GM should determine which weapon is destroyed randomly.
Combined Weapons
Once you've combined two weapons, you can readily switch between each weapon by using your object interaction on your turn. The combined weapon's weight is equal to the total weight of each individual part, and each weapon uses the appropriate damage and properties as shown in its statistics in the Weapons table.
For instance, a 3rd-level character decides they want to combine a greatsaber and a doublesaber. They have both weapons available, as well as a set of artificer's tools. After spending one hour, they make an ability check with the tools, resulting in a 17. The weapons are successfully combined, and using their object interaction each turn, the character can switch from a greatsaber to a doublesaber, or back again.
When the character reaches 5th level, they decide they want to add a lightwhip to the mix. They obtain a lightwhip, and attempt to combine it with their current weapon over the course of an hour with their artificer's tools. At the end of the hour, however, they only roll an 8 on the check, failing to combine the third weapon. They must wait until tomorrow to try again.
Blasters
Unlike light- and vibro-weapons, you can't combine multiple blasters. Instead, you can integrate a wrist launcher attachment to a blaster, as long as the weapon lacks the fixed property. This attachment can fire all wrist launcher ammunition with a range of 20/40, or it can fire grenades with a range of 40/80. This attachment has a reload value of 2, it can have different ammunition types loaded simultaneously, and you can choose which ammunition you're using as you fire it (no action required). Each ammunition must be reloaded separately.
When you would attempt to combine an additional weapon, you can instead attempt to increase this attachment's reload property by making an ability check with the appropriate tool and consulting the Combination/Separation DC by Weapons table.