5e Custom PDF
5e Custom PDF
5e Custom PDF
TABLE OF CONTENTS
Credits 5 Guardian 69
Preface 6 Form I: Shii-Cho 73
Introduction 7 Form II: Makashi 74
Using This Book 8 Form III: Soresu 75
How to Play 8 Monk 76
Game Dice 8 Echani Order 80
Specific Beats General 9 Nightsister Order 81
Round Down 9 Teräs Käsi Order 82
The Three Pillars of Adventuring 10 Operative 83
Chapter 1: Step-By-Step Characters 9 Gunslinger Practice 86
Chapter 2: Species 17 Lethality Practice 87
Bith 18 Saboteur Practice 88
Bothan 19 Scholar 90
Chiss 20 Physician Pursuit 95
Duros 21 Politician Pursuit 98
Human 22 Tactician Pursuit 100
Jawa 23 Scout 102
Kel Dor 24 Deadeye Technique 106
Mon Calamari 25 Hunter Technique 108
Rodian 26 Stalker Technique 109
Sith Pureblood 27 Sentinel 110
Togruta 28 Path of Aggression 114
Trandoshan 29 Path of Focus 115
Twi'lek 30 Path of Shadows 116
Wookiee 31 Chapter 4: Backgrounds 117
Zabrak 32 Character Details 117
Chapter 3: Classes 33 Inspiration 119
Berserker 34 Backgrounds 119
Augmented Approach 37 Agent 120
Marauder Approach 38 Bounty Hunter 121
Warchief Approach 40 Criminal 122
Consular 41 Entertainer 123
Way of Balance 45 Gambler 124
Way of Lightning 46 Jedi 125
Way of the Sage 47 Mandalorian 126
Engineer 48 Mercenary 127
Armormech Engineering 51 Noble 128
Armstech Engineering 54 Scientist 129
Astrotech Engineering 57 Scoundrel 130
Fighter 62 Sith 131
Assault Specialist 66 Smuggler 132
Shield Specialist 67 Soldier 133
Tactical Specialist 68 Spacer 134
3 TABLE OF CONTENTS
TABLE OF CONTENTS (CONTINUED)
Chapter 5: Equipment 135 Chapter 7: Using Ability Scores 171
Wealth 135 Ability Scores and Modifiers 171
Currency 135 Advantage and Disadvantage 171
Selling Treasure 135 Proficiency Bonus 172
Armor and Shields 136 Ability Checks 172
Light Armor 137 Using Each Ability 174
Medium Armor 137 Saving Throws 178
Heavy Armor 137 Chapter 8: Adventuring 179
Getting Into and Out of Armor 138 Time 179
Weapons 139 Movement 179
Weapon Proficiency 139 Speed 179
Weapon Properties 139 Difficult Terrain 180
Improvised Weapons 141 The Environment 181
Adventuring Gear 143 Social Interaction 182
Equipment Packs 143 Resting 183
Ammunition 143 Between Adventures 183
Communications 144 Chapter 9: Combat 185
Data Recording and Storage 144 The Order of Combat 185
Explosives 145 Movement and Position 186
Life Support 146 Actions in Combat 187
Medical Supplies 146 Making an Attack 189
Utilities 147 Attack Rolls 189
Weapon and Armor Accessories 148 Unseen Attackers and Targets 189
Tools 150 Melee Attacks 189
Trade Goods 151 Ranged Attacks 190
Droids 152 Two-Weapon Fighting 190
Mounts and Vehicles 152 Cover 190
Mounts 152 Damage and Healing 190
Vehicles 152 Hit Points 190
Expenses 153 Damage Rolls 191
Lifestle Expenses 153 Damage Resistance and Vulnerability 191
Food, Drink, and Lodging 154 Healing 191
Services 154 Dropping to 0 Hit Points 191
Chapter 6: Customization Options 155 Knocking a Creature Out 192
Multiclassing 155 Temporary Hit Points 193
Prerequisites 155 Mounted Combat 193
Experience Points 155 Underwater Combat 193
Hit Points and Hit Dice 155 Chapter 10: Force- and Tech-casting 195
Proficiency Bonus 155 Chapter 11: Force Powers 199
Proficiencies 156 Chapter 12: Tech Powers 227
Class Features 156 Appendix A: Conditions 255
Fighting Styles 157 Appendix B: Recommended Variant Rules 257
Feats 158 Index 259
TABLE OF CONTENTS 4
ART ASSETS:
This overhaul was made in accordance to Wizards of Listed alphabetically
the Coast's Fan Content Policy. This is unofficial
content made by me, Galiphile, with some AdmYrrek Jason Edmiston
collaboration (listed below).
Andrew Johanson Jhomar Soriano
Anna Christenson Joel Hustak
First and foremost, I have to thank the person who got Art of Bartlett Matt Difa
me into D&D: my buddy, Ross. That playgroup was not Audrey Wright Metropolis-Hero1125
great, but it started my journey. AV-6R7 Mike Nash
Second, I have to thank the original guinea pigs of
this conversion: Drew, Eric, and Rickey. It was comically Brandon Harris RamArtwork
bad, but we had fun with it. Ben Newman Ron-faure
Lastly, while I would love to say that I created Brian Rood Sam Wood
everything in this conversion, that wouldn't be entirely
canuckcrazed007 Skip Skyhook
true. The following people deserve credit as well:
Chris Trevas Smokeh
CloneCommanderNeyo Solo: A Star Wars Story The
THE SW5E JEDI COUNCIL:
Official Guide
Karbacca for the epic cover and SW5e logo Cristi Balanescu
LordAelfric for the awesome theme Somarinoa
Dangerous Covenants
Stormchaser6 for his help with the Starships book Sperasoft
Dark Arcanine
DarkMesa for writing almost as many archetypes as I
Star Wars Battlefront
have at this point Dark Dream
Speedreeder for the epic new website Star Wars Character
Darren Tan
Grelite for all his help with editing and creation Encyclopedia
Dave Seeley
Tomato-andrew for his immense help with the Star Wars Encyclopedia of
enhanced items David Kegg Starfighters and Other
Fynikz for his help overhauling and implementing new David Nash Vehicles
powers Stu Cunningham
Diogo Saito
Playking57 for his help with the artwork
echostain Terryl Whitlatch
DrakeRyzer for his work on polishing factions and ships
Toddmoonbounce for his help getting the book ready Eiluvision The New Essential Guide to
for printing Droids
Entar0178
Legobis for creating a whole bunch of monsters The New Essential Guide to
Tyrzaphir for the epic new character creator Fantasy Flight Games Vehicles and Vessels
Zheadings for his help with content review Gregory Vlasenko Weasyl
Hui Zou Whitelight369
THE WEBSITE TEAM: Jacob Blackmon William O'Connor
Speedreeder, Tyrzaphir, and November
Jake Murray
And, of course:
Lucasfilm and Lucasarts, for Star Wars itself.
5 CREDITS
PREFACE
This conversion has been a labor of love of mine since CHAPTER 6: CUSTOMIZATION OPTIONS
2015. Back when I was a fledgling GM, I undertook the New multiclassing requirements/proficiencies, and
foolish effort of attempting the first version of this with the exception of the spell point variant (discussed
overhaul, which was comically terrible. It featured four in chapter 10), the only difference is new or different
classes, which were just severely bastardized versions fighting styles and feats.
of their traditional 5e counterparts.
This version of the Player's Handbook, which is now CHAPTER 7: USING ABILITY SCORES
officially complete, took me about two years and 2,000 Generally the same, with the exception of skills;
or so hours. I've had some help from various sources Arcana, History, and Religion have been collapsed into
(who have beeen credited accordingly), but for the Lore, with Piloting and Technology being new skills.
most part this has come from mine own brain.
This book is designed to parallel the official D&D 5e CHAPTER 8: ADVENTURING
Player's Handbook. It includes all the relevant chapters,
Minor changes to better fit the galaxy at large.
reskinned to fit a Star Wars setting. The significant
deviations are featured here. CHAPTER 9: COMBAT
Several changes here:
WHAT'S DIFFERENT?
While this expansion utilizes the base rules of 5th You can engage in Two-Weapon Fighting with blasters.
Edition, there are significant differences that will be Bludgeoning, piercing, and slashing are collapsed into
illustrated here, broken down by chapter. There is kinetic and energy damage.
more information in each chapter, as per the SRD. Ion is a new damage with improved efficacy against
constructs, droids, and electronics.
CHAPTER 1: STEP-BY-STEP CHARACTERS Radiant is gone.
This chapter explains step-by-step character building, Thunder has become sonic damage.
as exemplified by Han Solo.
CHAPTER 10:
CHAPTER 2: SPECIES FORCE- AND TECH-CASTING
Races relabeled to species, all of which are brand new. There are several changes in this section:
PREFACE 6
INTRODUCTION
HE DUNGEONS AND DRAGONS ROLEPLAYING GAME IS ABOUT In the Star Wars DUNGEONS AND DRAGONS game, each
storytelling in worlds of swords and sorcery. It player creates an adventurer (also called a character)
shares elements with childhood games of make- and teams up with other adventurers (played by
believe. Like those games, D&D is driven by friends). Working together, the group might explore a
imagination. It's about picturing the towering castle planet-encompassing city like Coruscant, the wilds of
beneath the stormy night sky and imagining how a Kashyyyk, or the war-torn expanse of Oricon. The
fantasy adventurer might react to the challenges that adventurers can solve puzzles, talk with other
scene presents. characters, battle the legendary Jedi or Sith, and
This overhaul is designed as a Star Wars reskinning discover special modified items and other treasure.
of the core DUNGEONS AND DRAGONS experience. The rules One player, however, takes on the role of the Game
are generally the same, and so an experienced player Master (GM), the game's lead storyteller and referee.
of 5th Edition should have no trouble jumping right in The GM creates adventures for the characters, who
to a Star Wars themed campaign. For the less navigate its hazards and decide which paths to explore.
experienced player, this Introduction will cover the The GM might describe the entrance to a Black Sun
basics of the 5th Edition of DUNGEONS AND DRAGONS, commpound, and the players decide what they want
appropriately reskinned for the setting. their adventurers to do. Will they charge in, guns
blazing? Convince the guardsmen they belong there?
Or use other means to find an entrance?
Game Master (GM): After traveling the streets of Then the GM determines the results of the
Nar Shaddaa, you find yourself at the adventurers' actions and narrates what they
entrance to the Black Sun compound. Security experience. Because the GM can improvise to react to
cameras scan the surrounding area, and a
anything the players attempt, D&D is infinitely flexible,
cadre of bored looking guardsmen wait
and each adventure can be exciting and unexpected.
impatiently by the door. Two twi'lek urchins
plead for handouts from the Black Sun The game has no real end; when one story or quest
mercenaries, only to be yelled at and pushed wraps up, another one can begin, creating an ongoing
away. A shimmering barrier covers the story called a campaign. Many people who play the
entrance to the compound, with a manned game keep their campaigns going for months or years,
security console on its left side. meeting with their friends every week or so to pick up
Rickey (playing Vinto): I want to talk my way into the story where they left off. The adventurers grow in
the compound. I approach the guards. might as the campaign continues. Each force defeated,
each adventure completed, and each relic recovered
Drew (playing Dash): I want to throw a grenade
not only adds to the continuing story, but also earns
and then shoot them all.
the adventurers new capabilities. This increase in
power is reflected by an adventurer's level.
Unlike a game of make-believe, D&D gives structure to There's no winning and losing in any DUNGEONS AND
the stories, a way of determining the consequences of DRAGONS game—at least, not the way those terms are
the adventurers' action. Players roll dice to resolve usually understood. Together, the GM and the players
whether their attacks hit or miss or whether their create an exciting story of bold adventurers who
adventurers can scale a cliff, roll away from the strike confront deadly perils. Sometimes an adventurer might
of a force wielder's shock, or pull off some other come to a grisly end, torn apart by ferocious monsters
dangerous task. Anything is possible, but the dice or done in by a nefarious villain. Even so, the other
make some outcomes more probable than others. adventurers can beseech a powerful Jedi to revive their
fallen comrade, or the player might choose to create a
new character to carry on. The group might fail to
Game Master (GM): OK, one at a time. Rickey, complete an adventure successfully, but if everyone
you're approaching the guardsmen? had a good time and created a memorable story, they
Rickey: Yeah. Do they seem to be doing
all win.
anything?
WORLDS OF ADVENTURE
GM: Make a Wisdom check.
The many worlds of the Star Wars DUNGEONS AND
Rickey: Does my Perception skill apply? DRAGONS game are places of mysticism and monsters, of
GM: Sure! brave warriors and spectacular adventures. They begin
Rickey (rolling a d20): Ugh. Seven. with a foundation of science fiction and fantasy and
then add the creatures, places, and mystery that make
GM: You can see a couple of them crouching
these worlds unique.
over the ground but you can't make out what
they're doing. And Drew, Dash is prepping a
grenade?
7 INTRODUCTION
Naturally, this conversion is designed to explore the Sometimes, resolving a task is easy. If an adventurer
myriad worlds of the Star Wars universe. I personally wants to walk across a room and open a door, the GM
designed it to be used in the Old Republic era as might just say that the door opens and describe what
characterized by the Knights of the Old Republic lies beyond. But the door might be locked, the floor
games and The Old Republic MMORPG. Utilizing this might hide a deadly trap, or some other circumstance
timeframe allows greater justification for a prevalence might make it challenging for an adventurer to
of force-wielders. complete a task. In those cases, the GM decides what
All these worlds share characteristics, but each world happens, often relying on the roll of a die to determine
is set apart by its own history and cultures, distinctive the results of an action.
monsters and species, fantastic geography, ancient 3. The GM narrates the results of the adventurers'
ruins, and scheming villains. Some worlds are actions. Describing the results often leads to another
dominated by one great story, like the Separatists' war decision point, which brings the flow of the game right
on Ord Mantell. Ultimately they're all Star Wars worlds, back to step 1.
and you can use the rules in this book to create a This pattern holds whether the adventurers are
character and play in any one of them. cautiously exploring a ruin, talking to a devious noble,
Your GM might set the campaign on one of these or locked in mortal combat against a mighty rancor. In
worlds or on one that he or she created. Because there certain situations, particularly combat, the action is
is so much diversity among the worlds of Star Wars, more structured and the players (and GM) do take
you should check with your GM about any house rules turns choosing and resolving actions. But most of the
that will affect your play of the game. Ultimately, the time, play is fluid and flexible, adapting to the
Game Master is the authority on the campaign and its circumstances of the adventure.
setting, even if the setting is a canon world. Often the action of an adventure takes place in the
imagination of the players and GM, relying on the GM's
USING THIS BOOK verbal descriptions to set the scene. Some GMs like to
The Player's Handbook is divided into twelve chapters. use music, art, or recorded sound effects to help set
Chapters 1-6 are about creating a character, the mood, and many players and GMs alike adopt
providing the rules and guidance you need to make the different voices for the various adventurers, monsters,
character you'll play in the game. It includes and other characters they play in the game.
information on the various species, classes, Sometimes, a GM might lay out a map and use tokens
backgrounds, equipment, and other customization or miniature figures to represent each creature
options that you can choose from. Many of the rules in involved in a scene to help the players keep track of
these chapters rely on material found later in the book. where everyone is.
If you come across a game concept that you don't
GAME DICE
understand, consult the book's table of contents.
Chapters 7-9 details the rules of how to play the The game uses polyhedral dice with different numbers
game, beyond the basics described in this introduction. of sides. You can find dice like these in game stores
It covers the kinds of die rolls you make to determine and in many bookstores.
success or failure at the tasks your character attempts, In these rules, the different dice are referred to by
and describes the three broad categories of activity in the letter d followed by the number of sides: d4, d6, d8,
the game: exploration, interaction, and combat. d 10, d12, and d20. For instance, a d6 is a six-sided die
Chapters 10-12 is all about the Force and (the typical cube that many games use).
technology. It covers the nature of casting in the worlds Percentile dice, or d100, work a little differently. You
of Star Wars, the rules for them, and the huge variety generate a number between 1 and 100 by rolling two
of powers available to characters in the game. different ten-sided dice numbered from 0 to 9. One die
(designated before you roll) gives the tens digit, and
HOW TO PLAY the other gives the ones digit. If you roll a 7 and a 1, for
example, the number rolled is 71. Two 0s represent
The play of the DUNGEONS AND DRAGONS game unfolds
100. Some ten-sided dice are numbered in tens (00, 10,
according to this basic pattern.
20, and so on), making it easier to distinguish the tens
1. The GM describes the environment. The GM
digit from the ones digit. In this case, a roll of 70 and 1
tells the players where their adventurers are and
is 71, and 00 and 0 is 100.
what's around them, presenting the basic scope of
When you need to roll dice, the rules tell you how
options that present themselves (how many doors lead
many dice to roll of a certain type, as well as what
out of a room, what's on a table, who's in the cantina,
modifiers to add. For example, "3d8 + 5" means you
and so on).
roll three eight-sided dice, add them together, and add
2. The players describe what they want to do.
5 to the total.
Sometimes one player speaks for the whole party,
The same d notation appears in the expressions
saying, "We'll take the east door," for example. Other
"1d3" and "1d2." To simulate the roll of 1d3, roll a d6
times, different adventurers do different things: one
and divide the number rolled by 2 (round up). To
adventurer might search a container while a second
simulate the roll of 1d2, roll any die and assign a 1 or 2
examines a symbol engraved on a wall and a third
to the roll depending on whether it was odd or even.
keeps watch for enemies. The players don't need to
(Alternatively, if the number rolled is more than half
take turns, but the GM listens to every player and
the number of sides on the die, it's a 2.)
decides how to resolve those actions.
INTRODUCTION 8
THE D20 SPECIFIC BEATS GENERAL
Does an adventurer's vibroblade swing hurt a rancor or This book contains rules, especially in parts 2 and 3,
just bounce off its leathery hide? Will the guard believe that govern how the game plays. That said, many
an outrageous bluff? Can a character swim across a special traits, class features, powers, unique items,
raging river? Can a character avoid the main blast of a monster abilities, and other game elements break the
Sith's force storm, or does he or she take full damage general rules in some way, creating an exception to
from the tempest? In cases where the outcome of an how the rest of the game works. Remember this: If a
action is uncertain, the DUNGEONS AND DRAGONS game specific rule contradicts a general rule, the specific rule
relies on rolls of a 20-sided die, a d20, to determine wins.
success or failure. Exceptions to the rules are often minor. For instance,
Every character and monster in the game has many adventurers don't have proficiency with sniper
capabilities defined by six ability scores. The abilities rifles, but every Chiss does because of a special trait.
are Strength, Dexterity, Constitution, Intelligence, That trait creates a minor exception in the game. Other
Wisdom, and Charisma, and they typically range from 3 examples of rule-breaking are more conspicuous. For
to 18 for most adventurers. (Monsters might have instance, an adventurer can't normally leap 30 feet, but
scores as low as 1 or as high as 30.) These ability some powers make that possible. The Force and
scores, and the ability modifiers derived from them, technology account for most of the major exceptions
are the basis for almost every d20 roll that a player to the rules.
makes on a character's or monster's behalf.
Ability checks, attack rolls, and saving throws are the ROUND DOWN
three main kinds of d20 rolls, forming the core of the There's one more general rule you need to know at the
rules of the game. All three follow these simple steps. outset. Whenever you divide a number in the game,
1. Roll the die and add a modifier. Roll a d20 and round down if you end up with a fraction, even if the
add the relevant modifier. This is typically the modifier fraction is one-half or greater, unless the feature says
derived from one of the six ability scores, and it otherwise.
sometimes includes a proficiency bonus to reflect a
character's particular skill. (See chapter 1 for details on ADVENTURES
each ability and how to determine an ability's The DUNGEONS AND DRAGONS game consists of a group of
modifier.) characters embarking on an adventure that the Game
2. Apply circumstantial bonuses and penalties. A Master presents to them. Each character brings
class feature, a power, a particular circumstance, or particular capabilities to the adventure in the form of
some other effect might give a bonus or penalty to the ability scores and skills, class features, special traits,
check. equipment, and special items. Every character is
3. Compare the total to a target number. If the different, with various strengths and weaknesses, so
total equals or exceeds the target number, the ability the best party of adventurers is one in which the
check, attack roll, or saving throw is a success. characters complement each other and cover the
Otherwise, it's a failure. The GM is usually the one who weaknesses of their companions. The adventurers
determines target numbers and tells players whether must cooperate to successfully complete the
their ability checks, attack rolls, and saving throws adventure.
succeed or fail. The adventure is the heart of the game, a story with
The target number for an ability check or a saving a beginning, a middle, and an end. An adventure might
throw is called a Difficulty Class (DC). The target be created by the Game Master or purchased off the
number for an attack roll is called an Armor Class (AC). shelf, tweaked and modified to suit the GM's needs
Chapter 7 provides more detailed rules for using the and desires. In either case, an adventure features a
d20 in the game. wonderous setting, whether it's an underground
enclave, a crumbling temple, a stretch of wilderness, or
ADVANTAGE AND DISADVANTAGE a bustling city. It features a rich cast of characters: the
Sometimes an ability check, attack roll, or saving throw adventurers created and played by the other players at
is modified by special situations called advantage and the table, as well as nonplayer characters (NPCs).
disadvantage. Advantage reflects the positive Those characters might be patrons, allies, enemies,
circumstances surrounding a d20 roll, while hirelings, or just background extras in an adventure.
disadvantage reflects the opposite. When you have Often, one of the NPCs is a villain whose agenda drives
either advantage or disadvantage, you roll a second much of an adventure's action.
d20 when you make the roll. Use the higher of the two
rolls if you have advantage, and use the lower roll if
you have disadvantage. For example, if you have
disadvantage and roll a 17 and a 5, you use the 5. If
you instead have advantage and roll those numbers,
you use the 17. More detailed rules for advantage and
disadvantage are presented in chapter 7. This simple
rule governs the resolution of most tasks in D&D play.
9 INTRODUCTION
THE THREE PILLARS OF ADVENTURING
Over the course of their adventures, the characters are Adventurers can try to do anything their players can
confronted by a variety of creatures, objects, and imagine, but it can be helpful to talk about their
situations that they must deal with in some way. activities in three broad categories: exploration, social
Sometimes the adventurers and other creatures do interaction, and combat.
their best to kill or capture each other in combat. At
other times, the adventurers talk to another creature EXPLORATION
(or even a mystical object) with a goal in mind. And Exploration includes both the adventurers' movement
often, the adventurers spend time trying to solve a through the world and their interaction with objects
puzzle, bypass an obstacle, find something hidden, or and situations that require their attention. Exploration
unravel the current situation. Meanwhile, the is the give-and-take of the players describing what they
adventurers explore the world, making decisions about want their characters to do, and the Game Master
which way to travel and what they'll try to do next. telling the players what happens as a result. On a large
Adventures vary in length and complexity. A short scale, that might involve the characters spending a day
adventure might present only a few challenges, and it crossing the deserts of Tatooine or an hour making
might take no more than a single game session to their way through the winding passages of an
complete. A long adventure can involve hundreds of abandoned base. On the smallest scale, it could mean
combats, interactions, and other challenges, and take one character flipping a switch in a room to see what
dozens of sessions to play through, stretching over happens.
weeks or months of real time. Usually, the end of an SOCIAL INTERACTION
adventure is marked by the adventurers heading back Social interaction features the adventurers talking to
to safety to rest and enjoy the spoils of their labors. someone (or something) else. It might mean
But that's not the end of the story. You can think of demanding that a captured scout reveal the least well
an adventure as a single episode of a TV series, made guarded entrance to the mercenary base, getting
up of multiple exciting scenes. A campaign is the whole information from a rescued prisoner, pleading for
series—a string of adventures joined together, with a mercy from the leader of a group of criminals, or
consistent group of adventurers following the narrative persuading an informant to garner information about
from start to finish. a distant location.
The rules in chapters 7 and 8 support exploration
THE FORCE AND TECHNOLOGY
and social interaction, as do many class features in
Few Star Wars adventures end without interacting with chapter 3 and personality traits in chapter 4.
a force- or tech-caster. Whether helpful or harmful,
powers appear frequently in the life of an adventurer, COMBAT
and it is the focus of chapters 10 and 11. Combat, the focus of chapter 9, involves characters
In the worlds of Star Wars, practitioners of the Force and other creatures swinging weapons, casting
are uncommon, set apart from the masses of people powers, maneuvering for position, and so on—all in an
by their extraordinary talent. effort to defeat their opponents, whether that means
For adventurers, though, the Force and technology killing every enemy, taking captives, or forcing a rout.
are key to their survival. Without the healing prowess Combat is the most structured element of a D&D
of a Jedi or a sawbones, adventurers would quickly session, with creatures taking turns to make sure that
succumb to their wounds. Without the uplifting everyone gets a chance to act. Even in the context of a
support of a scholar, soldiers might be overwhelmed pitched battle, there's still plenty of opportunity for
by powerful foes. Without the sheer power and adventurers to attempt wacky stunts like surfing down
versatility of a consular, every threat would be a flight of stairs on a shield, to examine the
magnified tenfold. environment (perhaps by flipping a mysterious switch),
The Force and technology are also a favored tool of and to interact with other creatures, including allies,
villains. Many adventures are driven by the enemies, and neutral parties.
machinations of casters who are hell-bent on using
power for some ill end. A mercenary leader subjugates
the surrounding community, a renegade Sith saps the
life from their victims, a vindictive droid takes over a
space station with the intent of destroying its
oppressors—these are just a few of the threats that
adventurers might face. With power of their own, in the
form of the Force and special items, the adventurers
might prevail!
INTRODUCTION 10
CHAPTER 1: STEP-BY-STEP CHARACTERS
OUR FIRST STEP IN PLAYING AN ADVENTURER IN THE These traits sometimes dovetail with the capabilities of
DUNGEONS AND DRAGONS game is to imagine and certain classes (see step 2). For example, the special
create a character of your own. Your character is a traits of Lanniks make them exceptional consulars, and
combination of game statistics, roleplaying hooks, and Jawas tend to be powerful engineers. Sometimes
your imagination. You choose a species (such as playing against type can be fun, too. Ugnaught soldiers
human or twi'lek) and a class (such as sentinel or and Wookiee sentinels, for example, can be unusual
scout). You also invent the personality, appearance, but memorable characters.
and backstory of your character. Once completed, your Your species also increases one or more of your
character serves as your representative in the game, ability scores, which you determine in step 3. Note
your avatar in the Star Wars galaxy. these increases and remember to apply them later.
Before you dive into step 1 below, think about the Record the traits granted by your species on your
kind of adventurer you want to play. You might be a character sheet. Be sure to note your starting
courageous fighter, a skulking scoundrel, a fervent languages and your base speed as well.
consular, or a cruel guardian. Or you might be more
interested in an unconventional character, such as a Building Han Solo, Step 1
brawny scoundrel who likes hand-to-hand combat, or a Since Han Solo is a human, we record all the special
sharpshooter who picks off enemies from afar. Do you traits of humans on our character, including his speed
like non-Human species like Twi'leks or Wookiees? Try of 30 feet and the languages he knows: Galactic Basic
building a character of one of those species. Do you and Shyriiwook.
want your character to be the toughest adventurer at
the table? Consider the fighter class. If you don't know 2. CHOOSE A CLASS
where else to begin, take a look at the illustrations in
any Star Wars book to see what catches your interest. Every adventurer is a member of a class. Class broadly
Once you have a character in mind, follow these describes a character's vocation, what special talents
steps in order, making decisions that reflect the he or she possesses, and the tactics he or she is most
character you want. Your conception of your character likely to employ when exploring a city, fighting
might evolve with each choice you make. What's monsters, or engaging in a tense negotiation. The
important is that you come to the table with a character classes are described in the Classes chapter.
character you're excited to play. Your character receives a number of benefits from
your choice of class. Many of these benefits are class
Throughout this section, we use the term character
features — capabilities (including force- or tech-
sheet to mean whatever you use to track your
casting) that set your character apart from members of
character, whether it's a formal character sheet (like
other classes. You also gain a number of proficiencies:
the one at the end of these rules), some form of digital
armor, weapons, skills, saving throws, and sometimes
record, or a piece of notebook paper. An official D&D
tools. Your proficiencies define many of the things your
character sheet is a fine place to start until you know
character can do particularly well, from using certain
what information you need and how you use it during
weapons to telling a convincing lie.
the game.
On your character sheet, record all the features that
your class gives you at 1st level.
Building Han Solo
Each step of character creation includes an example of LEVEL
that step, with a player building the iconic character Typically, a character starts at 1st level and advances in
Han Solo, as he is portrayed during the events of level by adventuring and gaining experience points
Episode IV. (XP). A 1st-level character is inexperienced in the
adventuring world, although he or she might have
1. CHOOSE A SPECIES been a soldier or a pirate and done dangerous things
Every character belongs to a species, one of the many before.
intelligent humanoid species in the Star Wars worlds. Starting off at 1st level marks your character's entry
The most common species in the galaxy is human, but into the adventuring life. If you're already familiar with
there are a myriad of near-Human species available for the game, or if you are joining an existing D&D
play, including the four-armed Besalisks, the cunning campaign, your GM might decide to have you begin at
Trandoshans, the dexterous Twi'leks, and the utilitarian a higher level, on the assumption that your character
droid. The Species chapter provides more information has already survived a few harrowing adventures.
about these species.
The species you choose contributes to your Quick Build
character's identity in an important way, by Each class description in the Classes section includes a
establishing a general appearance and the natural section offering suggestions to quickly build a
talents gained from culture and ancestry. Your character of that class, including how to assign your
highest ability scores, a background suitable to the
character's species grants particular special traits, such class, and starting powers.
as special senses, proficiency with certain weapons or
tools, proficiency in one tools, proficiency in one or
more skills, or the ability to use minor powers.
8 0 24-25 +7
9 1 26-27 +8
10 2 28-29 +9
11 3 30 +10
12 4
13 5
14 7
15 9
Character Advancement
Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Clak'dor VII
Language Bith
CHAPTER 2 | SPECIES 18
BOTHAN
VISUAL CHARACTERISTICS
Skin Color Brown
Hair Color Black, brown, or gray (with age)
Eye Color Brown or green
Distinctions Diminutive stature, mood-sensitive fur
PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Bothawui
Language Bothese
19 CHAPTER 2 | SPECIES
CHISS
VISUAL CHARACTERISTICS
Skin Color Blue or silver
Hair Color Black, blue, or silver
Eye Color Red
Glowing red eyes, above-average night
Distinctions
vision
PHYSICAL CHARACTERISTICS
Height 4'11" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Csilla
Language Cheunh
CHAPTER 2 | SPECIES 20
DUROS
VISUAL CHARACTERISTICS
Skin Color Blue, green
Hair Color None
Eye Color Red
Noseless, large red eyes, affinity for
Distinctions
space travel
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Duro
Language Durese
21 CHAPTER 2 | SPECIES
HUMAN
VISUAL CHARACTERISTICS
Skin Color Light to dark tones
Black, blond, orange, brown, gray to
Hair Color
white (usually with age)
Amber, blue, brown, gray, green, hazel,
Eye Color
purple, or red
Biped with bilateral symmetry,
Distinctions
opposable thumbs
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Coruscant
Language Galactic Basic
CHAPTER 2 | SPECIES 22
JAWA
VISUAL CHARACTERISTICS
Skin Color Black
Hair Color Black
Eye Color Yellow
Diminutive stature, mechanical aptitude, JAWA TRAITS
Distinctions
thieving nature As a jawa, you have the following special traits.
Ability Score Increase. Your Dexterity score
PHYSICAL CHARACTERISTICS increases by 2, and your Intelligence score increases by
1.
Height 2'9" +2d4" Age. Jawas are considered adults when they make
Weight 35 lb. x1 lb. their first sale and live less than a century.
Alignment. Jawas tendency to steal and swindle
causes them to tend towards the dark side, though
SOCIOCULTURAL CHARACTERISTICS there are exceptions.
Homeworld Tatooine Size. Jawas stand around 3 to 4 feet tall and weigh
Language Jawaese about 40 lbs. Regardless of your position in that range,
your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness,
only shades of gray.
Grovel, Cower, and Beg. As an action on your turn,
BIOLOGY AND APPEARANCE you can cower pathetically to distract nearby foes. Until
Jawas are easily identifiable by their traditional brown the end of your next turn, your allies gain advantage
hooded robes, though it is not unheard of for them to on attack rolls against enemies within 10 feet of you
wear other colors. Other notable features included that can see you. Once you use this trait, you can't use
their glowing yellow eyes, small stature and high it again until you finish a short or long rest.
pitched, quickly spoken language called Jawaese. Tech Dabbler. You know the ion blast at-will tech
Underneath their robes, jawas appear to be gaunt, power. When you reach 3rd level, you can cast the
rodent-like creatures, with shrunken faces and yellow repair droid tech power once per day. When you reach
eyes. 5th level, you can also cast the hold droid tech power
once per day. Intelligence is your techcasting ability for
SOCIETY AND CULTURE these powers. You do not require use of a wristpad for
Jawas are a communal, compulsive scavenger species these powers.
who spend most of their life devoted to scavenging the Thieves. You have proficiency in Sleight of Hand.
deserts of Tatooine in search of any scrap metal, droid Tinker. You have proficiency with tinker's tools. You
or mechanical part left behind from millennia of star can use these and spend 1 hour and 100 cr worth of
travel and technological advancement. Most non-jawas materials to construct a Tiny Device (AC 5, 1 hp). You
regard the jawas as scavengers and thieves, a can take the Use an Object action to have your device
description that most jawas actually find pleasing. cause one of the following effects: create a small
The jawa's unofficial motto is not to look for uses in a explosion, create a repeating loud noise for 1 minute,
salvaged item, but rather to imagine someone else create smoke for 1 minute, cause a small electrical fire.
who might find a use for it. This is evidenced in their You can maintain a number of these devices up to your
endless search for wares with which to trade with proficiency bonus at once, and a device stops
almost any being jawas encounter. They have a kind of functioning after 24 hours away from you. You can
instinctive feel for machinery and electronics, dismantle the device to reclaim the materials used to
notorious for knowing how to get a piece of equipment create it.
functioning just well enough to sell. Undersized. Your small stature makes it hard for
you to wield bigger weapons. You can't use heavy
NAMES shields or martial weapons with the two-handed
Jawa names are quickly spoken, complex, and often property unless it has the light property, and if a
misunderstood. Jawas who spend the majority of their martial weapon has the versatile property, you can
time around other species respond well to nicknames. only wield it in two-hands.
Male and female names do not significantly deviate. Languages. You can speak, read, and write Jawaese.
Surnames are clan based. You can understand spoken and written Galactic Basic,
Male names. Bilvu, Mnak, Penk, Plin, Vih but your vocal cords do not allow you to speak it.
Female names. Bahimos, Kola, Levu, Rhovi, Uvet Jawaese blends quickly spoken, semi-meaningless
Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel syllables with scents to be understood.
23 CHAPTER 2 | SPECIES
KEL DOR
VISUAL CHARACTERISTICS
Skin Color Orange, red
Hair Color None
Eye Color Black, silver
Rebreathers to survive in oxygen
Distinctions
environments
PHYSICAL CHARACTERISTICS
Height 4'6" +2d12"
Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Dorin
Language Kel Dor
CHAPTER 2 | SPECIES 24
MON CALAMARI
VISUAL CHARACTERISTICS
Reddish brown, brown, red, cyan,
Skin Color
mottle, salmon, gold, blue, grey, or white
Hair Color None
Eye Color Yellow, orange, blue, or gray
Large, goggle-like eyes, high-domed
Distinctions
heads, webbed hands
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mon Cala
Language Mon Cal
25 CHAPTER 2 | SPECIES
RODIAN
VISUAL CHARACTERISTICS
Skin Color Blue, green, purple, turquoise, or yellow
Hair Color None
Eye Color Blue, black, green, purple, or red
Large and round pupil-less eyes, snouts,
Distinctions pointed ears, antennae, scaled and
usually green skin
PHYSICAL CHARACTERISTICS
Height 4'9" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Rodia
Language Rodese
CHAPTER 2 | SPECIES 26
SITH PUREBLOOD
VISUAL CHARACTERISTICS
Skin Color Black or red
Hair Color Black, brown, gray, red, or white
Eye Color Orange, red, or yellow
Tentacle facial appendages, often wear
Distinctions
jewelry or have tattoos, bone spurs
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Korriban
Language Sith
27 CHAPTER 2 | SPECIES
TOGRUTA
VISUAL CHARACTERISTICS
Blue, green, orange, purple, red, white,
Skin Color
or yellow
Hair Color None
Black, blue, green, orange, purple,
Eye Color
yellow, or red
Sharp canine teeth, two montrals, three
Distinctions
or four head-tails
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Shili
Language Togruti
CHAPTER 2 | SPECIES 28
TRANDOSHAN
VISUAL CHARACTERISTICS
Skin Color Green, yellow, brown, orange, red
Hair Color None
Eye Color Yellow, orange
Reptilian, scaly skin, regenerative
Distinctions
properties
PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 130 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Trandosha
Language Dosh
29 CHAPTER 2 | SPECIES
TWI'LEK
VISUAL CHARACTERISTICS
Blue, brown, dark grey, green, orange,
Skin Color pink, purple, red, tan, teal, white, yellow,
or striped
Hair Color None
Black, blue, brown, green, hazel, orange,
Eye Color
pink, purple, or yellow
Lekku, sharp claw-like nails, males often
Distinctions
file their teeth to points
PHYSICAL CHARACTERISTICS
Height 5'3" +2d12"
Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ryloth
Language Twi'leki
CHAPTER 2 | SPECIES 30
WOOKIEE
VISUAL CHARACTERISTICS
Skin Color Gray
Different shades of black, brown, and
Hair Color
white in varying combinations
Blue, green, yellow, golden, brown, or
Eye Color
red
Tall, hair covered, retractable climbing
Distinctions
claws, long life spans
PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 190 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kashyyyk
Language Shyriiwook
WOOKIEE TRAITS
As a wookiee, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Strength score
Wookiees are a tall species of furry giants from the increases by 2, and your Constitution score increases
planet Kashyyyk, who can grow to a height of over by 1.
eight feet. They are covered from head to toe in a thick, Age. Wookiees reach adulthood at about 40 and can
shaggy coat of hair with water-shedding properties live to be 400.
that notably came in shades of brown, black, gray, and Alignment. Wookiees tend toward the light side,
white. The species has two sexes, female and male. though there are exceptions.
The latter grows long beards in adult life. Wookiee eye Size. Wookiees tend to tower over other species,
colors are usually blue, green, yellow, golden, brown, reaching heights over 8 feet and weighing 300 pounds.
or red. Regardless of your position in that range, your size is
Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Wookiees greatly value honor and loyalty. Therefore, Claws. Wookiees have retractable claws. You are
their notion of "family" encompassed much more than proficient with your claws, which deal 1d4 kinetic
just blood ties. A part of that most sacred tradition was damage on a hit.
the social institution of life debt: when a wookiee's life Darkvision. Your vision can easily cut through
was saved by someone else, regardless of the species, darkness. You can see in dim light within 60 feet of you
they would frequently devote themselves to a lifetime as if it were bright light, and in darkness as if it were
of service to their savior and their family. Through the dim light. You can't discern color in darkness, only
mechanism of the life debt, the People of the Trees shades of gray.
used to develop unbreakable bonds with their boon Hide. You have a thick hide. When you aren't
companions and true friends, forming a "honor wearing armor, your AC is 13 + your Dexterity modifier.
family." Additionally, your thick hide is naturally adapted to
cold climates, as described in chapter 5 of the Dungeon
NAMES Master's Guide.
Wookiee names are diverse; some names are simple Powerful Build. You count as one size larger when
and short while others are long and complicated. The determining your carrying capacity and the weight you
majority of names often have softer big sounds and can push, drag, or lift.
more melodic tones to them. Since offworlders have Treeclimber. You have a climbing speed of 30 feet.
trouble using wookiees' real names, they often adopt You have advantage on Strength saving throws and
simpler nicknames to go by. Strength (Athletics) checks that involve climbing.
Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Languages. You can speak, read, and write
Lavgaeffoak, Snrowbishutchuh, Zufiaarkaykkk Shyriiwook. You can understand spoken and written
Female Names. Bulabba, Bonbaegnh, Hopakleupo, Galactic Basic, but your vocal cords do not allow you to
Keumnebheu, Onninh, Osstatiemmyock speak it.
31 CHAPTER 2 | SPECIES
ZABRAK
VISUAL CHARACTERISTICS
Pale to dark brown, red, orange and
Skin Color
yellow
Hair Color Black, blonde, brown, red, or purple
Yellow, green, orange, brown, blue, red,
Eye Color
or purple
Distinctions Horns, two hearts, facial tattoos
PHYSICAL CHARACTERISTICS
Height 5'1" +2d12"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Iridonia or Dathomir
Language Zabraki
CHAPTER 2 | SPECIES 32
CHAPTER 3: CLASSES
DVENTURERS ARE EXTRAORDINARY PEOPLE, DRIVEN BY A THIRST Adventurers sometimes advance in more than one
for excitement into a life that others would never class. An operative might switch direction in life and
dare lead. They are heroes, compelled to explore the become an engineer. A berserker might discover latent
dark places of the world and take on the challenges force sensitivity and dabble in the guardian class while
that lesser women and men can't stand against. continuing to advance as a berserker. Sith purebloods
Class is the primary definition of what your character are known to combine martial mastery with force
can do. It's more than a profession; it's your character's training and advance as fighters and consulars
calling. Class shapes the way you think about the world simultaneously. Optional rules for combining classes in
and interact with it and your relationship with other this way, called multiclassing, appear in chapter 6.
people and powers in the galaxy. A fighter, for
example, might view the world in pragmatic terms of Many classes and subclass add material costs to
strategy and maneuvering, and see herself as just a obtain features integral to the class while most others
pawn in a much larger game. A consular, by contrast, don't. Your GM can choose to waive the time and cost
component if they choose to do so.
might see himself as a willing servant of the Force.
Additionally, certain classes and subclasses will
While the fighter has contacts in a mercenary company often find themselves with a singular force or tech
or army, the consular might know a number of Jedi or point, with which they can do nothing. Any character
Sith who share his faith. with the force- or tech-casting feature also gains the
Your class gives you a variety of special features, following feature:
such as a fighter's mastery of weapons and armor, and When you fail an ability check, if you added your
an engineer's powers. At low levels, your class gives proficiency bonus to the check and you did not have
you only two or three features, but as you advance in advantage or disadvantage, you can spend 1 force or
tech point to reroll the die. You can only use this
level you gain more and your existing features often feature once per ability check, and you must use the
improve. Each class entry in this chapter includes a new roll.
table summarizing the benefits you gain at every level,
and a detailed explanation of each one.
Choose from the following class options:
CLASSES
Hit Primary Saving Throw
Class Description Die Ability Proficiencies
Berserker Melee combatant who utilizes rage to increase prowess d12 Strength Strength & Constitution
Consular Force-wielder who focuses on utilizing force powers d6 Wisdom Wisdom & Charisma
Engineer Tech caster who enhances items to benefit allies d8 Intelligence Constitution & Intelligence
Fighter Versatile combatant who excels at both range and in melee d10 Strength Strength & Constitution
Guardian Force-wielder specializing in melee combat d10 Strength Constitution & Charisma
Monk Unarmed combatant who uses focus to fuel abilities d8 Dexterity Strength & Dexterity
Operative Controller who focuses on stealth and techniques d8 Dexterity Dexterity & Intelligence
Scholar Academic who uses wits and allies to control the battlefield d8 Intelligence Wisdom & Intelligence
Scout Versatile combatant who blends tech powers with weapons d10 Dexterity Strength & Dexterity
Sentinel Force-wielder who blends melee combat with the Force d8 Dexterity Dexterity & Charisma
BERSERKER
A MASSIVE WOOKIEE HUNTER PROWLS THROUGH THE FOREST, HEFTING
his vibroaxe. With a roar he charges at the pair of
trandoshans who dared poach his kin.
A gamorrean snarls at the latest challenger to his
authority over their savage tribe, ready to break his
neck with his bare hands as he did to the last six rivals.
Frothing at the mouth, a nikto slams his helmet into
the face of his foe, then turns to drive his armored
elbow into the gut of another.
These berserkers, different as they might be, are
defined by their rage: unbridled, unquenchable, and
unthinking fury. More than a mere emotion, their
anger is the ferocity of a cornered predator, the
unrelenting assault of a storm, the churning turmoil of
the sea. For every berserker, rage is a power that fuels
not just a battle frenzy but also uncanny reflexes,
resilience, and feats of strength.
PRIMAL INSTINCT
People of towns and cities take pride in how their
civilized ways set them apart from animals, as if
denying one's own nature was a mark of
superiority. To a berserker, though,
civilization is no virtue, but a sign
of weakness. The strong embrace their
animal nature keen instincts, primal physicality, and
ferocious rage. Berserkers are uncomfortable when
hedged in by walls and crowds. They thrive where the
civilized don't.
Berserkers come alive in the chaos of combat. They
can enter a berserk state where rage takes over, giving
them superhuman strength and resilience. A berserker
can draw on this reservoir of fury only a few times
without resting, but those few rages are usually
sufficient to defeat whatever threats arise.
CREATING A BERSERKER
When creating a berserker character, think about
where your character comes from and his or her place
in the world. Talk with your GM about an appropriate
origin for your berserker. Did you come from a remote
planet, making you a stranger in the area of the
A LIFE OF DANGER campaign? Or is the campaign set in a rough-and-
tumble frontier where berserkers are common?
Not every person deemed "berserkers" by scions of What led you to take up the adventuring life? Were
civilized society has the berserker class. A true you lured to settled planets by the promise of riches?
berserker among these people is as uncommon as a Did you join forces with soldiers of those lands to face
skilled fighter in a town, and he or she plays a similar a shared threat? Did monsters or an invading horde
role as a protector of the people and a leader in times drive you out of your homeland, making you a rootless
of war. Life in the wild places of the world is fraught refugee? Perhaps you were a prisoner of war, brought
with peril: rival tribes, deadly weather, and terrifying in chains to "civilized" lands and only now able to win
monsters. Berserkers charge headlong into that your freedom. Or you might have been cast out from
danger so that their people don't have to. your people because of a crime you committed, a
Their courage in the face of danger makes taboo you violated, or a coup that removed you from a
berserkers perfectly suited for adventuring. Wandering position of authority.
is often a way of life for their native tribes, and the
rootless life of the adventurer is little hardship for a QUICK BUILD
berserker. Some berserkers miss the close-knit family You can make a berserker quickly by following these
structures of the tribe, but eventually find them suggestions. First, put your highest ability score in
replaced by the bonds formed among the members of Strength, followed by Constitution. Second, choose the
their adventuring parties. mercenary background.
CHAPTER 3 | CLASSES 34
THE BERSERKER
Proficiency Rage
Level Bonus Features Rages Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Berserker Approach 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4
CLASS FEATURES
As a berserker, you gain the follow class features.
HIT POINTS EQUIPMENT
Hit Dice: 1d12 per berserker level You start with the following equipment, in addition to
Hit Points at 1st Level: 12 + your Constitution modifier the equipment granted by your background:
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per berserker level after 1st (a) a martial vibroweapon and a light or medium
physical shield or (b) two martial vibroweapons
PROFICIENCIES (a) two techaxes or (b) two vibrospears
Armor: Light armor, medium armor An explorer's pack
Weapons: All vibroweapons, simple blasters
Tools: None VARIANT: STARTING WEALTH
In lieu of the equipment granted by your class and
Saving Throws: Strength, Constitution
background, you can elect to purchase your starting
Skills: Choose two from Animal Handling, Athletics,
gear. If you do so, you receive no equipment from your
Intimidation, Nature, Perception, Survival
class and background, and instead roll for your starting
wealth using the criteria below:
Class Funds
Berserker 1,000 + 2d4 x 100 cr
35 CHAPTER 3 | CLASSES
RAGE EXTRA ATTACK
In battle, you fight with primal ferocity. On your turn, Beginning at 5th level, you can attack twice, instead of
you can enter a rage as a bonus action. once, whenever you take the Attack action on your
While raging, you gain the following benefits if you turn.
aren't wearing heavy armor:
FAST MOVEMENT
You have advantage on Strength checks and Strength Starting at 5th level, your speed increases by 10 feet
saving throws. while you aren't wearing heavy armor.
When you make a melee weapon attack using Strength,
you gain a bonus to the damage roll that increases as FERAL INSTINCT
you gain levels as a berserker, as shown in the Rage
By 7th level, your instincts are so honed that you have
Damage column of the Berserker table.
advantage on initiative rolls.
You have resistance to kinetic and energy damage.
Additionally, if you are surprised at the start of
If you are able to cast powers, you can't cast them or combat and aren't incapacitated, you can act normally
concentrate on them while raging. on your first turn, but only if you enter your rage
Your rage lasts for 1 minute. It ends early if you are before doing anything else on that turn.
knocked unconscious or if your turn ends and you
haven't attacked a hostile creature since your last turn BRUTAL CRITICAL
or taken damage since then. You can also end your Beginning at 9th level, you can roll one additional
rage on your turn as a bonus action. weapon damage die when determining the extra
Once you have raged the number of times shown for damage for a critical hit with a melee attack.
your berserker level in the Rages column of the This increases to two additional dice at 13th level
Berserker table, you must finish a long rest before you and three additional dice at 17th level.
can rage again.
RELENTLESS RAGE
UNARMORED DEFENSE Starting at 11th level, your rage can keep you fighting
While you are not wearing any armor, your Armor despite grievous wounds. If you drop to 0 hit points
Class equals 10 + your Dexterity modifier + your while you're raging and don't die outright, you can
Constitution modifier. You can use a shield and still make a DC 10 Constitution saving throw. If you
gain this benefit. succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC
RECKLESS ATTACK increases by 5. When you finish a short or long rest,
Starting at 2nd level, you can throw aside all concern the DC resets to 10.
for defense to attack with fierce desperation. When
you make your first attack on your turn, you can decide PERSISTENT RAGE
to attack recklessly. Doing so gives you advantage on Beginning at 15th level, your rage is so fierce that it
melee weapon attack rolls using Strength during this ends early only if you fall unconscious or if you choose
turn, but attack rolls against you have advantage until to end it.
your next turn.
INDOMITABLE MIGHT
DANGER SENSE Beginning at 18th level, if your total for a Strength
At 2nd level, you gain an uncanny sense of when things check is less than your Strength score, you can use that
nearby aren't as they should be, giving you an edge score in place of the total.
when you dodge away from danger.
You have advantage on Dexterity saving throws PRIMAL CHAMPION
against effects that you can see, such as traps and At 20th level, you embody the power of the wilds. Your
powers. To gain this benefit, you can't be blinded, Strength and Constitution scores increase by 4. Your
deafened, or incapacitated. maximum for those scores increases by 4.
CHAPTER 3 | CLASSES 36
AUGMENTED APPROACH
The Augmented Approach is for those who seek to HOLDOUT CAVITY
increase their prowess through cybernetic You have a shielded compartment built into your body
enhancement. Some who take this path go so far they that can be used to store and hide a light weapon or
are left with little more than the memory of the body item of similar size.
they once owned, all to achieve in combat what they
KRYKNA ANCHORS
cannot with a body made of flesh and bone.
You gain a climbing speed equal to your movement
BASIC CYBERNETICS speed.
When you choose this approach at 3rd level, you learn PANSPECTRAL OPTICS
the mending and analyse tech powers and can cast You can see up to 1 mile away with no difficulty. You
them without the use of a wristpad or spending tech are able to discern even fine details as though looking
points. You can cast analyse this way a number of at something no more than 100 feet away from you.
times equal to your Constitution modifier (minimum of Additionally, dim light doesn't impose disadvantage on
one). You regain all expended uses when you complete your Wisdom (Perception) checks.
a long rest.
SUPPORT STRUCTURE
OVERDRIVE ENHANCEMENT Your carrying capacity (including maximum load and
Also at 3rd level, you gain a cybernetic enhancement. maximum lift) is doubled and you have advantage on
Choose one of the following enhancements and gain Strength checks made to push, pull, lift, or break
its feature. You must undergo cybernetic surgery by a objects.
person proficient in biotech's tools that incorporates MORE MACHINE THAN MAN
this enhancement into your body. This surgery costs
100 credits and takes 8 hours. Starting at 10th level, your cybernetics allow you to
become immune to poison and disease. Additionally,
DERMAL ARMOR you ignore unenhanced difficult terrain.
While raging you have resistance to all damage except
psychic damage. FINAL ENHANCEMENT
At 14th level you gain a final cybernetic enhancement.
MORBID PROTRUSIONS
Choose one of the following enhancements and gain
While raging, your unarmed strike deals 1d4 + Strength
its feature. You must undergo cybernetic surgery by a
modifier kinetic damage and when you take the Attack
person proficient in biotech's tools that incorporates
action and attack with a melee weapon or unarmed
this enhancement into your body. This surgery costs
strike, you can use a bonus action to make an unarmed
2000 credits and takes 8 hours.
attack.
This unarmed attack die increases to 1d6 at 5th level, HOLOSKIN EMITTERS
1d8 at 11th level, and 1d10 at 17th level. While you're raging any creature within 5 feet of you
that's hostile to you has disadvantage on attack rolls
PRESSURISED LIMBS
against targets other than you or another character
While raging, you can use your bonus action to leap up
with this feature. An enemy is immune to this effect if it
to 30 feet to an empty space you can see. When you
can't see or hear you or if it can't be frightened.
land you deal kinetic damage equal to your Strength
modifier to each creature within 5 feet of where you HYDRAULIC OVERRIDES
land. You can use this feature a number of times equal While you're raging you can use a bonus action on your
to your Consitution modifier (minimum of one). You turn to knock a Large or smaller creature prone when
regain all expended uses when you complete a long you hit it with melee weapon attack.
rest.
INTEGRATED BOOSTERS
TWITCHLOCK ACTUATORS While raging you have a flying speed equal to your
While you're raging, other creatures have disadvantage current walking speed. This benefit works only in short
on opportunity attack rolls against you, you can also bursts; you fall if you end your turn in the air and
use the Dash action as a bonus action on your turn. nothing else is holding you aloft.
SUPPORT ENHANCEMENT YSALAMIR CAPACITOR MESH
At 6th level you gain an additional cybernetic When you are forced to make a saving throw against a
enhancement. Choose one of the following force power, you can immediately use your reaction to
enhancements and gain its feature. You must undergo move up to half your speed towards the source
cybernetic surgery by a person proficient in biotech's power's caster. If you end this movement within 5 feet
tools that incorporates this enhancement into your of the target, you can immediately make one melee
body. This surgery costs 600 credits and takes 8 hours. weapon attack against the target as a part of that
reaction.
BODY SCULPTING
You gain proficiency in two skills of your choice from
Athletics, Acrobatics, Stealth, and Sleight of Hand.
37 CHAPTER 3 | CLASSES
MARAUDER APPROACH
Few things are more terrifying than being in the path of FORCECASTING
a Berserker who has learned the ways of the Force. When you choose this approach at 3rd level, you have
Those who follow this path unlock something deep derived powers from your primal connection to the
within them, a well of untamed power from the depths Force. See chapter 10 for the general rules of
of their fury. When a marauder unleashes their rage, forcecasting and chapter 11 for the force powers list.
they channel their brute strength into primal might,
and uses it to devastate his foes in a hail of fire, blades, FORCE POWERS KNOWN
and blood. Due to the uncontrolled nature of their You learn 4 force powers of your choice, and you learn
powers, marauders have a dangerous predilection for more at higher levels, as shown in the Force Powers
the strength and raw power offered by the dark side, Known column of the Marauder Approach Forcecasting
and many fall into it's clutches. Even those who do not table. You may not learn a force power of a level higher
are always temped by the voices of fury barely than your Max Power Level, and you may learn a force
contained within. power at the same time you learn its prerequisite.
FORCE POINTS
You have a number of force points equal to your
berserker level, as shown in the Force Points column of
the Marauder Approach Forcecasting table, + your
Wisdom or Charisma modifier (your choice). You use
these force points to cast force powers. You regain all
expended force points when you finish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming
more force points to create a greater effect. You can
overpower these abilities to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Marauder Approach Forcecasting
table.
You may only cast force powers at 4th-level once.
You regain the ability to do so after a long rest.
FORCECASTING ABILITY
Your forcecasting ability varies based on the alignment
of the powers you cast. You use your Wisdom for light
side powers, Charisma for dark side powers, and
Wisdom or Charisma for universal powers (your
choice). You use this ability score modifier whenever a
power refers to your forcecasting ability. In addition,
you use this ability score modifier when setting the
saving throw DC for a force power you cast and when
making an attack roll with one.
FURIOUS FORCE
Also at 3rd level, you can cast force powers while
raging as long as the power's casting time is no more
than 1 action, the power does not require
concentration, and you are not wearing heavy armor or
wielding a medium or heavy shield. While raging, you
add your rage damage to damage rolls from force
powers you cast. If a force power damages more than
one target, you may only apply your rage damage to
one of the targets.
Casting force powers during rage counts as attacking
for the purposes of maintaining rage, and you can use
your Reckless Attack feature to gain advantage when
casting a force power that requires an attack roll.
CHAPTER 3 | CLASSES 38
MARAUDER APPROACH
FORCECASTING
Force Powers Force Max Power
Level Known Points Level
3rd 4 3 1st
4th 5 4 1st
5th 6 5 1st
6th 7 6 1st
7th 8 7 2nd
8th 9 8 2nd
9th 10 9 2nd
10th 11 10 2nd
11th 12 11 2nd
12th 13 12 2nd
13th 14 13 3rd
14th 15 14 3rd
15th 16 15 3rd
16th 17 16 3rd
17th 18 17 3rd
18th 18 18 3rd
19th 19 19 4th
20th 19 20 4th
RECKLESS POWER
At 6th level, weapons and the force are equally an
extension of your rage. While you are raging and you
use your action to cast a force power, you can make a
single melee weapon attack as a bonus action.
POWERFUL PRESENCE
Starting at 10th level, as a bonus action, you unleash a
battle cry infused with force energy. Choose up to ten
other creatures of within 60 feet of you that can hear
you. Friendly creatures have advantage on attack rolls
and saving throws until the start of your next turn, and
hostile creatures have disadvantage on attack rolls and
saving throws until the end of your next turn.
Once you've used this feature, you can't use it again
until you finish a long rest.
FORCE STORM
At 14th level, you can expel the might of your rage all
at once to unleash a devastating storm of force energy.
As an action, you can end your rage early, forcing each
creature within 15 feet of you to make a Dexterity
saving throw against your universal force save DC. On
a failed save, a creature takes 1d12 force damage for
each round you've spent in rage, or half as much on a
successful one.
39 CHAPTER 3 | CLASSES
WARCHIEF APPROACH
For some berserkers, it is their duty or birthright to WAR CHANT
lead their tribe and kin to battle and victory. The By 14th level you have memorized the litanies, songs,
Warchief Approach is one forged from alliances, bonds, and chants of your people and their dedication to war.
and strategy. In combat, your rages are less mindless, When you enter a rage you can take a commanding
and more focused. Ignoring the distractions of stance. If you do so, for the duration of your rage you
unimportant events, your attention hones in on the have a special reaction you can take on a number of
battlefield and how best to direct and control it. You allies' turns equal to your Charisma modifier (minimum
guide your allies' strikes, and your presence is enough of one). You can only use this special reaction to use
to wash away their fatigue. your Commanding Rage feature.
SAVAGE DIPLOMAT Additionally, during this rage, when an enemy within
10 feet of you makes an attack roll against an ally, you
Your path necessitates that you build relationships can use your reaction to reduce that roll by an amount
with others, for the betterment of your tribe or equal to your Charisma
yourself. modifier.
When you choose this approach at 3rd level, Once you've used this
you gain proficiency in one of the following feature, you must
skills of your choice: Persuasion or Intimidation. complete a long
You can choose to learn one language in place of rest before you
the skill proficiency. can use it again.
COMMANDING RAGE
Also at 3rd level, when in your rage, you become more
aware of your allies, and their intent when fighting at
your side. While you are raging, when an ally within 10
feet of you makes an attack roll against an enemy, you
can use your reaction to grant advantage to that attack
and add your rage damage bonus to the damage roll, if
the attack hits.
INSPIRING PRESENCE
At 6th level your mere presence on the battlefield
rallies your allies. When you rage, choose up to 3 allies
that you can see within 30 feet of you. Each creature
gains temporary hit points equal to half your berserker
level (rounded down) + your Charisma modifier
(minimum of one).
RAID PLANNING
Starting at 10th level, you learn to flare up your allies'
drive for combat, urging them to follow you into the
fray. During a long rest, you tell sagas, sing battle
songs, and give inspiring speeches. At the end of the
long rest choose up to 5 creatures that can hear and
understand you (which can include yourself) to add
your Charisma modifier (minimum of one) to their next
initiative roll, and a 10 foot bonus to their speed on
their first turn of combat.
CHAPTER 3 | CLASSES 40
CONSULAR
A TWI'LEK IN BLACK ROBES STEPS ON A TERRIFIED RODIAN, WHO
scampers away on the ground. Lightning sparks from
his fingers, illuminating his red and black tattoos. The
rodian's pleas for mercy fall on deaf ears as the Sith
channels his lightning into his failed apprentice, leaving
nothing but a charred husk behind.
Sitting cross-legged on a dense patch of grass, a
miraluka mystic meditates on the Force. With every
breath, the trees sway with a rhythmic breeze. Though
she lacks simple vision, she can see the Force as it
moves everything around her.
A drably-robed human focuses inward, channeling
the Force into the ground around him. Slowly, all the
debris within arms reach rises into the air around him;
with a flick of his wrist, he clears the air, sending his
projectiles to pound on the approaching tank.
Consulars are the supreme wielders of the Force,
defined and united by the powers they cast. Drawing
on the omnipresent Force that permeates the universe,
consulars cast powers of rejuvenating healing and
destructive lightning, draining life-force and
manipulating minds; the most powerful with the Force
can even experience brief glimpses of the future.
41 CHAPTER 3 | CLASSES
THE CONSULAR
Proficiency Force Powers Force Max Power
Level Bonus Features Known Points Level
1st +2 Forcecasting, Force Recovery 8 4 1st
2nd +2 Force-Empowered Casting, Force Shield 9 8 1st
3rd +2 Consular Tradition, Hidden Force 11 12 2nd
4th +2 Ability Score Improvement 12 16 2nd
5th +3 — 14 20 3rd
6th +3 Tradition feature 15 24 3rd
7th +3 — 17 28 4th
8th +3 Ability Score Improvement 18 32 4th
9th +4 — 20 36 5th
10th +4 Tradition feature 21 40 5th
11th +4 — 23 44 6th
12th +4 Ability Score Improvement 24 48 6th
13th +5 — 26 52 7th
14th +5 Tradition feature 27 56 7th
15th +5 — 29 60 8th
16th +5 Ability Score Improvement 30 64 8th
17th +6 — 32 68 9th
18th +6 Tradition feature 33 72 9th
19th +6 Ability Score Improvement 34 76 9th
20th +6 One with the Force 35 80 9th
CLASS FEATURES
As a consular, you gain the following class features.
HIT POINTS EQUIPMENT
Hit Dice: 1d6 per consular level You start with the following equipment, in addition to
Hit Points at 1st Level: 6 + your Constitution modifier the equipment granted by your background:
Hit Points at Higher Level: 1d6 (or 4) + your Constitution
modifier per consular level after 1st (a) a simple lightweapon or (b) a simple vibroweapon
(a) a scholar's pack, (b) an explorer's pack, or (c) a
PROFICIENCIES diplomat's pack
Armor: None
Weapons: Simple lightweapons, simple vibroweapons VARIANT: STARTING WEALTH
Tools: None In lieu of the equipment granted by your class and
background, you can elect to purchase your starting
Saving Throws: Wisdom, Charisma
gear. If you do so, you receive no equipment from your
Skills: Choose two from Deception, Insight, Intimidation,
class and background, and instead roll for your starting
Investigation, Lore, Medicine, and Persuasion.
wealth using the criteria below:
Class Funds
Consular 1,000 + 2d4 x 100 cr
CHAPTER 3 | CLASSES 42
FORCECASTING FORCE-EMPOWERED CASTING
In your meditations on the force, you have learned At 2nd level, you gain the ability to twist your powers to
powers, fragments of knowledge that imbue you with suit your needs. When you cast a force power, you can
an abiding force ability. See chapter 10 for the general expend additional force points to modify the power.
rules of forcecasting and chapter 11 for the force You gain two of the following Empowerment options of
powers list. your choice. You gain another one at 10th and 17th
level.
FORCE POWERS KNOWN You can use only one Empowerment option on a
You learn 8 force powers of your choice, and you learn power when you cast it, unless otherwise noted.
more at higher levels, as shown in the Force Powers
Known column of the consular class table. You may not CAREFUL POWER
learn a force power of a level higher than your Max When you cast a power that forces other creatures to
Power Level, and you may learn a force power at the make a saving throw, you can protect some of those
same time you learn its prerequisite. creatures from the power's full force. To do so, you
spend 1 additional force point and choose a number of
FORCE POINTS those creatures up to your Wisdom or Charisma
You have a number of force points equal to your modifier (your choice, minimum of one). A chosen
consular level x 4, as shown in the Force Points column creature automatically succeeds on its saving throw
of the consular class table, + your Wisdom or Charisma against the power.
modifier (your choice). You use these force points to
cast force powers. You regain all expended force points DISTANT POWER
when you finish a long rest. When you cast a power that has a range of 5 feet or
greater, you can spend 1 additional force point to
MAX POWER LEVEL double the range of the power.
Many force powers can be overpowered, consuming
When you cast a power that has a range of touch,
more force points to create a greater effect. You can
you can spend 1 additional force point to make the
overpower these abilities to a maximum level, which
range of the power 30 feet.
increases at higher levels, as shown in the Max Power
Level column of the consular class table. EXTENDED POWER
You may only cast force powers at 6th, 7th, 8th, and When you cast a power that has a duration of 1 minute
9th-level once. You regain the ability to do so after a or longer, you can spend 1 additional force point to
long rest. double its duration, to a maximum duration of 24
hours.
FORCECASTING ABILITY
Your forcecasting ability varies based on the alignment HEIGHTENED POWER
of the powers you cast. You use your Wisdom for light When you cast a power that forces a creature to make
side powers, Charisma for dark side powers, and a saving throw to resist its effects, you can spend 3
Wisdom or Charisma for universal powers (your additional force points to give one target of the power
choice). You use this ability score modifier whenever a disadvantage on its first saving throw made against the
power refers to your forcecasting ability. In addition, power.
you use this ability score modifier when setting the
saving throw DC for a force power you cast and when IMPROVED POWER
making an attack roll with one. When you roll damage for a power, you can spend 1
additional force point to reroll a number of the
Force save DC = 8 + your proficiency bonus + damage dice up to your Wisdom or Charisma modifier
your forcecasting ability modifier (your choice, minimum of one). You must use the new
rolls.
Force attack modifier = your proficiency bonus + You can use Improved Power even if you have
your forcecasting ability modifier already used a different Empowerment option during
the casting of the power.
FORCE RECOVERY
LINGERING POWER
Also at 1st level, you have learned to regain some of When you cast a power that requires concentration to
your energy by briefly meditating. When you finish a maintain you can choose to spend 3 additional force
short rest, you can regain a number of force points points. If you do, when you lose concentration on the
equal to half your consular level (rounded down) + power, the power will not end until the end of your
your Wisdom or Charisma modifier (your choice, next turn.
minimum of one). Once you've used this feature, you
must complete a long rest before you can use it again. PINPOINT POWER
When you cast a power that allows you to force
creatures in an area to make a saving throw you can
instead spend 1 force point and make a ranged force
attack against a single target that would be in the
range. On a hit the target suffers the effects as though
they failed their saving throw.
43 CHAPTER 3 | CLASSES
CONSULAR TRADITION
QUICKENED POWER When you reach 3rd level, you choose a consular
When you cast a power that has a casting time of 1 tradition, which is detailed at the end of the class
action, you can spend 2 additional force points to description. Your choice grants you features at 3rd
change the casting time to 1 bonus action for this level and again at 6th, 10th, 14th, and 18th level.
casting.
HIDDEN FORCE
REFOCUSED POWER
When you are forced to make a Constitution saving Also at 3rd level, you learn how to conceal the casting
throw to maintain concentration on a power you can of your force powers. When you cast a force power,
use your reaction and spend 2 force points to you can choose to conceal the presence of that casting
automatically succeed on the saving throw. You can from others. A creature that sees you cast the force
use this option even if you have already used a power can make an Investigation (Intelligence) check
different Empowerment option during the casting of against your universal force save DC. On a success,
the power. they can determine that you used the Force in some
way. If a creature has the force sight force power
TWINNED POWER active, they automatically succeed on this check. A
When you cast a power that targets only one creature creature that can not see you automatically fails this
and doesn't have a range of self, you can spend a check.
number of additional force points equal to the power's You can use this feature a number of times equal to
level to target a second creature in range with the your Wisdom or Charisma modifier (your choice, a
same power (1 force point if the power is at-will). minimum of once). You regain all expended uses when
you finish a long rest.
FORCE SHIELD
Also at 2nd level, you learn how to defend yourself ABILITY SCORE IMPROVEMENT
purely through your strength with the Force. When you When you reach 4th level, and again at 8th, 12th, 16th,
are hit by an attack, you can use your reaction to and 19th level, you can increase one ability score of
shroud yourself in Force energy. Until the start of your your choice by 2, or you can increase two ability scores
next turn, you have a bonus to AC equal to your of your choice by 1. As normal, you can't increase an
Wisdom or Charisma modifier (your choice, a minimum ability score above 20 using this feature. Alternatively,
of +1). This includes the triggering attack. you can choose a feat (see Chapter 6 for a list of feats).
You can use this feature twice. You gain an additional
use at 5th, 11th, and 17th level in this class. You regain ONE WITH THE FORCE
all expended uses when you finish a long rest. At 20th level, your attunement to the Force is absolute.
Your Wisdom or Charisma score increases by 4, and
your maximum for this score increases by 4.
Additionally, you gain mastery over a single force
power, and can cast it with little effort. Choose one
3rd-level force power that you know as your signature
power. You can cast it once at 3rd level without
expending force points. When you do so, you can't do
so again until you finish a short or long rest.
If you want to cast it at a higher level, you must
expend force points as normal.
CONSULAR TRADITIONS
Different consulars select different traditions,
called Ways, to follow as they hone their powers.
CHAPTER 3 | CLASSES 44
WAY OF BALANCE
There is serenity in balance, and no one knows this FORCE RESISTANCE
better than the consular. Those consulars who follow Starting at 18th level, you have advantage on saving
the Way of Balance focus on utilizing the Force to throws against force powers. Additionally, you have
equalize the battlefield. They bend the Force to shield resistance against the damage of force powers.
their allies and expose their foes.
FORCE BARRIER
When you choose this tradition at 3rd level, you can
weave the Force around yourself for protection. When
you cast a universal power of 1st level or higher, you
can simultaneously manipulate the Force to create a
barrier on yourself that lasts until you finish a long rest.
The barrier has hit points equal to twice your consular
level + your Wisdom or Charisma modifier (your
choice). Your barrier can never have hit points
greater than twice your consular level +
your Wisdom or Charisma modifier
(your choice).
Whenever you take damage, the barrier
takes the damage instead. If this damage
reduces the barrier to 0 hit points, you take
any remaining damage.
While the barrier has 0 hit points, it can't
absorb damage, but its power remains.
Whenever you cast a universal power of 1st level or
higher, the barrier regains a number of hit points equal
to twice the level of the power.
Once you create the barrier, you can't create it again
until you finish a long rest.
PROJECTED BARRIER
At 6th level, when a creature that you can see within 30
feet of you takes damage, you can use your reaction to
cause your Force Barrier to absorb that damage. If this
damage reduces the barrier to 0 hit points, the warded
creature takes any remaining damage.
AT-WILL BARRIER
Beginning at 10th level, your at-will universal powers
grant a small boost to your Force Barrier. When you
cast an at-will universal power, the barrier regains 1 hit
point.
IMPROVED SUPPRESSION
At 14th level, when you cast a force power that
requires you to make an ability check as a part of
casting that power (as in sever force and force
suppression), you add your proficiency bonus to that
ability check.
45 CHAPTER 3 | CLASSES
WAY OF LIGHTNING
Of all of the dark arts of the Force, little can match the ELECTRIC ATTUNEMENT
spectacle and devastation of Force lightning. Those At 14th level, you gain resistance to lightning damage.
consulars who follow the Way of Lightning summon Additionally, force powers you cast ignore resistance to
intense discharges of pure Force energy, overwhelming lightning damage.
enemies with punishing damage from a distance,
leaving them shaken and vulnerable -- if not dead. UNLIMITED POWER
SHOCKING AFFINITY Starting at 18th level, you can increase the power of
your simpler lightning force powers. When you cast a
When you choose this tradition at 3rd level, when you force power of 6th-level or lower that deals lightning
cast a force power that deals lightning damage, you damage, you can deal maximum damage with that
can use Wisdom or Charisma as your forcecasting power.
ability for it. You can use this feature with no adverse effects a
Additionally, when you cast a damage dealing force number of times equal to your Wisdom or Charisma
power that requires an attack roll or saving throw, you modifier (your choice, a minimum of once). If you use
can cause that power to instead deal lightning damage. this feature beyond this before you finish a long rest,
If the power would call for a saving throw other than you take 2d12 necrotic damage for each level of the
Dexterity, it instead calls for a Dexterity saving throw. If power, immediately after you
you hit with the power, or the target fails the power's cast it. Each time you use
saving throw, affected creatures become shocked until this feature again before
the start of your next turn. You can use this feature a finishing a long rest, the
number of times equal to your Wisdom or Charisma necrotic damage per
modifier (your choice, a minimum of once). You regain power level increases
all expended uses when you finish a short or long rest. by 1d12. This damage
POTENT LIGHTNING can not be reduced
in any way.
At 6th level you add your Wisdom or Charisma
modifier (your choice, a minimum of +1) to any
damage you deal with force powers that deal lightning
damage.
BLISTERING REBUKE
Beginning at 10th level, when a creature within 5 feet
of you that you can see hits you with an attack, you can
use your reaction to cause the creature to make a
Dexterity saving throw. On a failed save, the creature
takes 1d10 plus your consular level lightning damage,
is pushed back 10 feet, and becomes shocked until
the end of their next turn. On a successful save,
the creature takes half as much damage and isn't
moved or shocked.
You can use this feature a number
of times equal to your Wisdom or Charisma
modifier (your choice, a minimum of
once). You regain all expended uses when
you finish a long rest.
CHAPTER 3 | CLASSES 46
WAY OF THE SAGE
The rejuvenating power of the Force is incredible, and BLESSED BY THE FORCE
the consular is the master of this usage. Those At 14th level you gain the ability to overcome grievous
consulars who follow the Way of the Sage assist with injuries. As a bonus action when you have fewer than
an array of healing powers that grant allies the half of your hit points remaining, you can regain a
strength to continue through even the harshest of number of hit points equal to half your hit point
encounters. Separated from the heart of the fray, the maximum.
sage can be an unfailing warden to those in need. Once you've used this feature, you can't use it again
DISCIPLE OF LIFE until you finish a long rest.
When you choose this tradition at 3rd level, when you SUPREME HEALING
cast a force power that restores hit points, you can use Starting at 18th level, when you would normally roll
Wisdom or Charisma as your forcecasting ability for it. one or more dice to restore hit points with a power,
Additionally, whenever you use a power of 1st level you instead use the highest number possible for each
or higher to restore hit points to a creature, the die. For example, instead of restoring 2d6 hit points to
creature regains additional hit points equal to 2 + the a creature, you restore 12.
power's level.
PRESERVE LIFE
At 6th level, as an action, you can channel the Force
and evoke healing energy that restores a number of hit
points equal to five times your consular level. Choose
any creatures within 30 feet of you, and divide those
hit points among them. This feature can restore a
creature to no more than half of its hit point
maximum. This feature has no effect on droids or
constructs.
You can use this feature a number of times equal to
your Wisdom or Charisma modifier
(your choice, a minimum of
once). You regain all
expended uses when you
finish a long rest.
BLESSED HEALER
Beginning at 10th level, the healing
powers you cast on others heal you
as well. When you cast a force power
that restores hit points to a creature
other than you, you regain hit points
equal to 2 + the power's level.
47 CHAPTER 3 | CLASSES
ENGINEER
FLINCHING OCCASIONALLY AS A BLASTER BOLT HITS THE NEARBY
bulkhead, a Sullustan mechanic quickly solders a large
wire. He peers through his tinted goggles, ignoring the
shouts of his ship captain as the enemy descends on
the hanger. Finally he shouts with pride as the repaired
coupling powers up, causing the frigate to hum with
energy. He gathers his tools and runs into the ship
moments before it finally takes off.
Inside, the human captain jumps into the cockpit.
She nods to her droid co-pilot, who quickly begins
charting a course home. Before the calculations can
be completed, enemy Starfighters scream in from the
clouds. The pilot rolls the ship, nimbly evading
incoming fire. She reroutes the power to shields,
leaving just enough for astronavigation. Just as the
energy reserves near depletion, the exosphere and
stars beyond blur into streaks of light. In a flash, they
warp to safety.
A Cerean officer surveys the battlefield, looking for
weaknesses. When he identifies a potential problem,
he keys in a quick combination in his wristpad. In a
blink, a custom suit of armor assembles itself around
him. As the helmet locks into place, the officer leaps
into the air, flying overhead and raining destruction on
the opposition.
Every machine needs an engineer to run it, and a
living crew is no different. Engineers are the experts
and professionals who rely on skill, bravery, and their
tools to survive and keep others alive. While they do
not claim to be fighters, their mere presence can turn
the tide of battle or simply keep operations running.
CHAPTER 3 | CLASSES 48
THE ENGINEER
Proficiency Tech Powers Tech Max Power Modification
Level Bonus Features Known Points Level Slots
1 +2 Techcasting, Potent Aptitude (d6) 6 2 1st —
2 +2 Infuse Item, Tool Expertise 7 4 1st —
3 +2 Engineering Discipline 9 6 2nd 4
4 +2 Ability Score Improvement 10 8 2nd 4
5 +3 Potent Aptitude (d8), Quick Thinking 11 10 3rd 5
6 +3 Engineering Discipline feature 12 12 3rd 5
7 +3 — 13 14 4th 5
8 +3 Ability Score Improvement 14 16 4th 6
9 +4 — 15 18 5th 6
10 +4 Potent Aptitude (d10) 16 20 5th 6
11 +4 — 17 22 6th 7
12 +4 Ability Score Improvement 18 24 6th 7
13 +5 — 19 26 7th 7
14 +5 Engineering Discipline feature 20 28 7th 8
15 +5 Potent Aptitude (d12) 21 30 8th 8
16 +5 Ability Score Improvement 22 32 8th 8
17 +6 — 23 34 9th 9
18 +6 Engineering Discipline feature 24 36 9th 9
19 +6 Ability Score Improvement 25 38 9th 9
20 +6 Tech Mastery 26 40 9th 9
CLASS FEATURES
As a engineer, you gain the following class features.
HIT POINTS EQUIPMENT
Hit Dice: 1d8 per engineer level You start with the following equipment, in addition to
Hit Points at 1st Level: 8 + your Constitution modifier the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per engineer level after 1st (a) a simple vibroweapon or (b) a simple blaster and
two power cells
PROFICIENCIES (a) a dungeoneer's pack or (b) an explorer's pack
Armor: Light armor Combat suit, a set of tinker's tools, a vibrodagger, and a
Weapons: Simple blasters, simple vibroweapons wristpad
Tools: Tinker's tools and one of your choice
VARIANT: STARTING WEALTH
Saving Throws: Constitution, Intelligence
In lieu of the equipment granted by your class and
Skills: Choose three from Investigation, Lore, Medicine,
background, you can elect to purchase your starting
Nature, Piloting, and Technology
gear. If you do so, you receive no equipment from your
class and background, and instead roll for your starting
wealth using the criteria below:
Class Funds
Engineer 1,000 + 3d4 x 100 cr
49 CHAPTER 3 | CLASSES
TECHCASTING
During your training you have derived powers from A creature can have only one Potent Aptitude die at a
schematics with the aid of your wristpad. See chapter time.
10 for the general rules of techcasting and chapter 12 You can use this feature a number of times equal to
for the tech powers list. your Intelligence modifier (a minimum of once). You
regain any expended uses when you finish a long rest.
TECH POWERS KNOWN Your Potent Aptitude die changes when you reach
You learn 6 tech powers of your choice, and you learn certain levels in this class. The die becomes a d8 at 5th
more at higher levels, as shown in the Tech Powers level, a d10 at 10th level, and a d12 at 15th level.
Known column of the engineer class table. You may
not learn a tech power of a level higher than your Max INFUSE ITEM
Power Level.
At 2nd level, you gain the ability to temporarily
TECH POINTS enhance a weapon or armor. At the end of a long rest,
You have a number of tech points equal to your you can touch one unenhanced object that is a suit of
engineer level x 2, as shown in the Tech Points column armor or a simple or martial weapon. Until the end of
of the engineer class table, + your Intelligence modifier. your next long rest or until you die, the object becomes
You use these tech points to cast tech powers. You an enhanced item, granting a +1 bonus to AC if it's
regain all expended tech points when you finish a short armor or a +1 bonus to attack and damage rolls if it's a
or long rest. weapon. Once you've used this feature, you can't use it
again until you finish a long rest.
MAX POWER LEVEL
Many tech powers can be overcharged, consuming TOOL EXPERTISE
more tech points to create a greater effect. You can Also at 2nd level, you gain expertise in any tool
overcharge these powers to a maximum level, which proficiencies you gain from this class.
increases at higher levels, as shown in the Max Power
Level column of the engineer class table. ENGINEERING DISCIPLINE
You may only cast tech powers at 6th, 7th, 8th, and Starting at 3rd level, you begin to focus on a specific
9th-level once. You regain the ability to do so after a engineering discipline, which is detailed at the end of
long rest. the class description. Your discipline grants you
TECHCASTING ABILITY features at 3rd level and again at 6th, 14th, and 18th
Intelligence is your techcasting ability for your tech level.
powers. You use your Intelligence whenever a power
refers to your techcasting ability. In addition, you use
ABILITY SCORE IMPROVEMENT
your Intelligence modifier when setting the saving When you reach 4th level, and again at 8th, 12th, 16th,
throw DC for a tech power you cast and when making and 19th level, you can increase one ability score of
an attack roll with one. your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can't increase an
Tech save DC = 8 + your proficiency bonus + ability score above 20 using this feature. Alternatively,
your Intelligence modifier you can choose a feat (see Chapter 6 for a list of feats).
Tech attack modifier = your proficiency bonus + QUICK THINKING
your Intelligence modifier Beginning when you reach 5th level, you regain all of
your expended uses of Potent Aptitude when you
TECHCASTING FOCUS
finish a short or long rest.
You use a wristpad (found in chapter 5) or your tool
proficiencies granted by this class as a techcasting TECH MASTERY
focus for your tech powers.
At 20th level, your mastery of technology is unrivaled.
POTENT APTITUDE Your Constitution and Intelligence scores increase by 2.
Your maximum for those scores increases by 2.
Your technological experience lends you an
Additionally, when you roll initiative and have no
uncommon insight that you can use to bolster your
uses of Potent Aptitude left, you regain one use.
allies. To do so, you use a bonus action on your turn to
choose one creature other than yourself within 60 feet
of you who can hear you. That creature gains one
ENGINEERING DISCIPLINES
Potent Aptitude die, a d6. The wide range of tool applications gives birth to well
Once within the next 10 minutes, the creature can defined distinctions between different engineering
roll the die and add the number rolled to one ability disciplines. Each discipline focuses on maximizing the
check, attack roll, or saving throw it makes. The personal use of a certain tool.
creature can wait until after it rolls the d20 before
deciding to use the Potent Aptitude die, but must
decide before the GM says whether the roll succeeds
or fails. Once the Potent Aptitude die is rolled, it is lost.
CHAPTER 3 | CLASSES 50
ARMORMECH ENGINEERING
Those engineers who choose the Armormech CASTING CELERITY
Engineering discipline focus on the ability to work with At 14th level, when you use your action to a cast a tech
hard metals and electronic shielding to construct and power, you can use your Armormech's Celerity feature.
enhance all types of personal armor.
SUIT RELIABILITY
BONUS PROFICIENCIES
Starting at 18th level, your suit is like a second skin.
When you choose this discipline at 3rd level, you gain Whenever you make an ability check or saving throw
proficiency in armormech's tools, medium armor, and that uses Strength, Dexterity, or Constitution, you can
heavy armor. Additionally, when you engage in crafting treat a d20 roll of 9 or lower as a 10. You must be
with armormech's tools, the rate at which you craft wearing your modified armor to gain this benefit.
doubles.
MODIFIED ARMOR
Also at 3rd level, you learn to modify one unenhanced
suit of armor or shield utilizing your armormech
knowledge. Over the course of a long rest, you can
expend materials equal to half the cost of the armor in
order to modify it. You must have the armor, materials,
and armormech's tools in order to perform this
modification.
Your modified armor is enhanced, requires
attunement, can only be used by you, and counts as a
tech focus for your tech powers while you are attuned
to it. Your modified armor has 4 modification slots, and
it gains more at higher levels, as shown in the
Modification Slots column of the engineer class table.
For each modification installed, your tech point
maximum is reduced by 1. Over the course of a long
rest, you can replace or remove a number of
modifications up to your Intelligence modifier
(minimum of one).
Some modification effects require saving throws.
When you use such an effect from this class, the DC
equals your tech save DC.
At 9th level, you can maintain both a modified suit of
armor and shield. Each modified item has modification
slots as shown in the Modification Slots column of the
engineer class table.
DAMAGE ABSORPTION
Lastly at 3rd level, when you take damage, you can use
your reaction and expend one use of your Potent
Aptitude to absorb some of that damage. When
you do so, the damage you take from the attack is
reduced by the amount rolled on the die + your
Intelligence modifier (minimum of one).
ARMORMECH'S CELERITY
Beginning at 6th level, when you take the Attack action,
you can make one weapon attack as a bonus action.
You can use this feature a number of times
equal to your Intelligence modifier (a
minimum of once). You regain all
expended uses when you
complete a long rest.
51 CHAPTER 3 | CLASSES
ARMORMECH MODIFICATIONS
If a modification has prerequisites, you must meet its normal weight. As an action you can don or doff the
them to install it. You can install the modification at the armor, allowing it to transform as needed.
same time that you meet its prerequisites.
DARKVISION VISOR
ABSORPTION SHIELD Prerequisite: Armor
Prerequisite: Physical Shield While wearing your modified armor, you have
You modify your physical shield to block incoming darkvision to a range of 60 feet. If you already have
damage. As a bonus action you can activate this ability darkvision, this modification increases its range by 30
and gain temporary hit points equal to 1d4 + feet.
Intelligence modifier, which last for one hour.
ENHANCED ENDURANCE
You can use this feature a number of times equal to
Prerequisite: Armor
your Intelligence modifier (a minimum of once). You
When you are reduced to 0 hit points while wearing
regain any expended uses when you finish a long rest.
your modified armor but not killed outright, you can
ACCELERATED MOVEMENT drop to 1 hit point instead. You can't use this feature
Prerequisite: Armor again until you finish a long rest.
You reduce the weight of your modified armor's bulk
ELECTROSHOCK SHIELD
and increase the power to joints. If the armor has a
Prerequisite: Shield Generator
Strength requirement, you ignore it. The modified
You install electroshockers in your shield generator.
armor's weight is reduced by 15 lbs. While wearing
Whenever an enemy misses you with a melee attack,
your modified armor your speed increases by 10 feet.
you can use your reaction to do 1d4 + your Intelligence
This applies to all movement speeds you have while
modifier lightning damage to the attacker.
wearing your armor.
FLIGHT
ADAPTABLE ARMOR
Prerequisite: 9th level, Armor
Prerequisite: Armor
You integrate a propulsion system into your modified
You integrate deployable hooks and fins into your
armor. While wearing your modified armor you have
armor, augmenting its mobility. While wearing your
an enhanced flying speed of 30 feet.
modified armor, you gain a climbing speed equal to
your walking speed, and you can move up, down, and GRAPPLING HARPOON
across vertical surfaces and upside down along Prerequisite: Armor
ceilings, while leaving your hands free. Additionally, Your modified armor gains an integrated grappling
you gain a swim speed equal to your walking speed. harpoon set into your gauntlet. With this harpoon, you
can make a ranged weapon attack with a range of
ADVANCED POWER FIST
30/60. On a hit, it deals 1d6 kinetic damage. This attack
Prerequisite: 11th level, Armor
can target a surface, object, or creature.
Prerequisite: Prototype Power Fist
You further modify your modified armor's gauntlet A creature struck by this attack is impaled by the
with increased reinforcement and weight. Your harpoon. As an action, a creature can attempt to
modified armor's unarmed strike deals 1d8 kinetic remove the harpoon. Removing the harpoon requires
damage. Additionally, your unarmed strikes score a a Strength check. While the harpoon is stuck in the
critical hit on a roll of 19 or 20. target, you are connected to the target by a 60 foot
cable.
ARTIFICIALLY INTELLIGENT While the harpoon is deployed, you can use your
Prerequisite: 7th level, Armor bonus action to activate the reel, pulling yourself to the
You install an artificial intelligence into your modified location if the target is larger than you. A creature or
armor. While wearing your modified armor, when you object your size or smaller is pulled to you.
make an ability check, your armor's artificial Alternatively, you can opt to release the cable (no
intelligence can take the Help action. action required).
You can use this feature a number of times equal to Once you've used this feature, you can't use it again
your Intelligence modifier (a minimum of once). You until you recover and reinsert the harpoon as an
regain all expended uses when you complete a long action.
rest.
HEAVY SUIT
BONDED PLATES Prerequisite: 5th level, Armor
Prerequisite: 5th level You enhance your suit, making it difficult to move. As a
You gain a +1 bonus to AC against melee attacks. This bonus action, you can anchor your feet to the ground.
bonus increases to +2 at 9th level and +3 at 13th level. While anchored, your speed is 0, you have advantage
on Strength checks and Strength saving throws, and
COLLAPSIBLE SUIT you count as one size larger when determining your
Prerequisite: 5th level, Armor carrying capacity and the weight you can push, drag, or
Your modified armor can collapse into a case for easy lift.
storage. When transformed this way the armor is
indistinguishable from a normal case and weighs 1/3
CHAPTER 3 | CLASSES 52
INFILTRATION SUIT SEALED SUIT
Prerequisite: Armor Prerequisite: 5th level, Armor
You install a cloaking device in your modified armor. As a bonus action you can hermetically seal your
This device has 2 charges. As an action you can use 1 modified armor, giving you an air supply for up to 1
charge to cast infiltrate targeting yourself. hour and making you immune to poison (but not
The cloaking device regains all expended charges curing you of existing poisoned conditions). Your
after a long rest. armor regains 1 minute of air for every minute that you
are not submerged and the armor is not sealed.
MAGNETIZED SHIELD Additionally, while you are wearing your modified
Prerequisite: Physical Shield armor you are considered adapted to cold and hot
You modify your physical shield such that when a climates as well as high altitude, as described in
melee weapon attack misses you by an amount less chapter 5 of the Dungeon Master's Guide.
than or equal to your bonus to AC from your shield, the
attacking creature must make a Strength check against SENTIENT ARMOR
your tech save DC. On a failed save, the creature's Prerequisite: 13th level
weapon adheres to the shield. As an action, a creature Prerequisite: Artificially Intelligent
can repeat this check. On a success, the weapon is Your artificial intelligence has learned to control the
freed. suit without you being in it. It is now a valid target of
the tracker droid interface tech power.
OVERLOAD SHIELD While your armor is acting independently, it uses
Prerequisite: Shield Generator your ability scores, saving throws, and skills, and it has
You modify your shield generator to overload. As an hit points equal to your engineer level. If reduced to 0
action you can overload your shield. Each Large or hit points, it falls directly to the ground, and it can not
smaller creature within 5 feet of you must make a be equipped again until you finish a long rest.
Dexterity or Strength saving throw (their choice)
against your tech save DC. On a failed save, they are SHIELD AMPLIFIER
pushed back 5 feet and knocked prone. Prerequisite: Shield Generator
You can use this feature a number of times equal to You modify your shield generator to project outward.
your Intelligence modifier (a minimum of once). You As a bonus action you can amplify your shield until the
regain any expended uses when you finish a long rest. start of your next turn. Each creature within 5 feet of
you gains a bonus to AC equal to your shield's bonus.
POWER FIST You can use this feature a number of times equal to
Prerequisite: Armor your Intelligence modifier (a minimum of once). You
You modify your modified armor gauntlet with regain any expended uses when you finish a long rest.
increased reinforcement and weight. Your modified
armor's unarmed strike deals 1d4 kinetic damage. SHIELD ANCHOR
Additionally, when you take the Attack action and Prerequisite: Physical Shield
make an unarmed attack, you can make an additional You modify your shield to be used as a portable source
unarmed attack as a bonus action. of cover. As an action, you can anchor or recover the
shield. While anchored, you gain no benefit from a
PROTOTYPE POWER FIST shield, and it does not require the use of a hand.
Prerequisite: 7th level, Armor Instead, while anchored, a light shield provides one-
Prerequisite: Power Fist quarter cover, a medium shield provides half cover,
You further modify your modified armor gauntlet with and a large shield provides three-quarters cover.
increased reinforcement and weight. Your modified
armor's unarmed strike deals 1d6 kinetic damage and TECH BLAST
has the following property. Prerequisite: Armor
If you or your target move at least 10 feet in a You modify your modified armor gauntlet to allow you
straight line immediately before making an unarmed to make a ranged tech attack. The weapon fires blasts
attack, the first unarmed attack you make deals of energy which deal 1d8 + your Intelligence modifier
additional damage equal to your Intelligence modifier. energy damage with a range of 30 feet. When you
would make a ranged weapon attack, you can use this
REINFORCED UNDERLAY ranged tech attack in place of it.
Prerequisite: 5th level
You gain a +1 bonus to AC against ranged attacks. This WEAPON INTEGRATION ARMORING
bonus increases to +2 at 9th level and +3 at 13th level. Prerequisite: Armor
You can integrate a single weapon that weighs no more
RESISTANCE than 8 lb. into your armor. While integrated, that
Prerequisite: Armor weapon gains the hidden property. Additionally, you
You tune your modified armor against certain forms of have advantage on Strength saving throws to avoid
damage. Choose acid, cold, fire, ion, lightning, or sonic being disarmed.
damage. While wearing your modified armor you have
resistance to that type of damage.
You can select this modification multiple times. Each
time you do so, you must choose a different damage
type.
53 CHAPTER 3 | CLASSES
ARMSTECH ENGINEERING
Those engineers who choose the Armstech TARGETING MATRIX
Engineeering discipline focus on the skill of At 14th level, when you cast a tech power that allows
constructing and modifying blasters and you to force creatures in an area to make a saving
vibroweapons. throw, you can instead make an attack roll with your
BONUS PROFICIENCIES modified weapon against a single target that would be
in the range of the power. On a hit, the target suffers
When you choose this discipline at 3rd level, you gain the effects as though they failed their saving throw. If
proficiency in armstech's tools, medium armor, martial the power would affect more than one creature, it
blasters, and martial vibroweapons. Additionally, when instead affects only one.
you engage in crafting with armstech's tools, the rate at You can use this feature a number of times equal to
which you craft doubles. your Intelligence modifier (a minimum of once). You
regain any expended uses when you finish a long rest.
MODIFIED WEAPONRY
Also at 3rd level, you learn to modify one unenhanced ARMSTECH'S SALVO
weapon with which you are proficient utilizing your Starting at 18th level, when you use your Targeting
armstech experience. Over the course of a long rest, Matrix feature, and the tech power would affect more
you can expend materials equal to half the cost of a than one creature, you can instead attack each
weapon in order to modify it. You must have the affected creature that would be in the range of the
weapon, materials, and armstech's tools in order to power. Make a separate attack roll for each target. On
perform this modification. a hit, each target suffers the effects as though they
Your modified weapon is enhanced, requires failed their saving throw.
attunement, can only be used by you, and counts as a
tech focus for your tech powers while you are attuned
to it. Your modified weapon has 4 modification slots,
and it gains more at higher levels, as shown in the
Modification Slots column of the engineer class table.
For each modification installed, your tech point
maximum is reduced by 1. Over the course of a long
rest, you can replace or remove a number of
modifications up to your Intelligence modifier
(minimum of one).
Some modification effects require saving throws.
When you use such an effect from this class, the DC
equals your tech save DC.
At 9th level, you can maintain two modified
weapons. Each modified weapon has modification slots
as shown in the Modification Slots column of the
engineer class table.
CLOSE CALL
Lastly at 3rd level, when you make an attack roll with
your modified weapon and miss, you can expend one
use of your Potent Aptitude to attempt to turn that
miss into a hit. Roll the die and add it to the attack roll.
ARMSTECH'S STRIKE
Beginning at 6th level, once per round, when you deal
damage to a creature with your modified weapon, you
can increase the damage by 1d6. The damage is of the
same type as the weapon's damage.
The damage increases to 2d6 at 11th level and 3d6 at
17th level.
CHAPTER 3 | CLASSES 54
ARMSTECH MODIFICATIONS
If a modification has prerequisites, you must meet FLASHLIGHT
them to install it. You can install the modification at the You affix a targeted light to your weapon. As a bonus
same time that you meet its prerequisites. action, you can toggle the light on or off. While on, your
weapon sheds bright light in a 60-foot cone.
ACCURACY FOCUS
Prerequisite: 5th level, Blaster HARPOON REEL
You gain a +1 bonus to attack rolls made with this You install a secondary firemode that launches a
weapon. This bonus increases to +2 at 9th level and +3 harpoon attached to a tightly coiled cord. With this
at 13th level. harpoon, you can make a ranged weapon attack with a
range of 30/60. On a hit, it deals 1d6 kinetic damage.
AMPLIFYING BARREL This attack can target a surface, object, or creature.
Prerequisite: 5th level, Blaster A creature struck by this attack is impaled by the
You gain a +1 bonus to damage rolls made with this harpoon. As an action, a creature can attempt to
weapon. This bonus increases to +2 at 9th level and +3 remove the harpoon. Removing the harpoon requires
at 13th level. a Strength check. While the harpoon is stuck in the
BAYONET target, you are connected to the target by a 60 foot
Prerequisite: Blaster cable.
You affix a short blade to the barrel of your modified While connected in this manner, you can use your
blaster weapon, allowing you to make a melee weapon bonus action to activate the reel, pulling yourself to the
attack with it. The blade is a melee weapon with the location if the target is your size or larger. A creature or
finesse property that you are proficient with, and deals object smaller than you is pulled to you. Alternatively,
1d6 kinetic damage. you can opt to release the cable (no action required).
Once you've used this feature, you can't use it again
BURST CORE until you recover and reinsert the harpoon as an
Prerequisite: Blaster action.
Your weapon gains the burst property, with a burst
number equal to its reload number. IMBUE WEAPON
Prerequisite: 9th level
BOOMING STRIKES You modify your weapon to carry a charge. Over the
Prerequisite: 7th level course of a short rest, you can cast an at-will tech
You pack extra power into your modified weapon. power, channeling it into your weapon. The next time
Once per turn, when you hit with the weapon, you can you hit with your weapon, the stored power is
deal an additional 1d6 damage. If you do so, the released. If the power would require an attack roll,
weapon makes a loud boom which can be heard 100 make a tech attack roll. If the power would require a
feet away. If you are hidden, Intelligence (Investigation) saving throw, the target must make the saving throw
and Wisdom (Perception) checks made to locate you as normal. On a hit, or a failure, the target suffers the
that rely on sound have advantage. power's normal effects.
CELERITY OSCILLATOR IMPROVED BURST CORE
Once per turn, when you deal damage with your Prerequisite: 9th level
modified weapon, your walking speed increases by 10 Prerequisite: Burst Core
feet until the start of your next turn, and the damaged Your weapon's burst number is reduced to half its
creature can't make opportunity attacks against you reload number.
for the rest of your turn.
INTEGRATED MAGAZINE
COLLAPSIBLE FRAME Prerequisite: Expanded Magazine
Prerequisite: Vibroweapon Your modified weapon can be more efficiently
You install an expandable hilt on your modified reloaded. You can reload your modified weapon twice
weapon. Your modified weapon gains the reach without using an action. You can't use this feature
property. again until you reload the weapon with an action.
CONTOURED GRIP JAGGED OSCILLATOR
Prerequisite: 5th level, Vibroweapon Prerequisite: Vibroweapon
You gain a +1 bonus to attack rolls made with this When you critically hit with the weapon, you deal an
weapon. This bonus increases to +2 at 9th level and +3 additional 1d8 kinetic damage.
at 13th level.
KEEN OSCILLATOR
EXPANDED MAGAZINE Prerequisite: 5th level
Prerequisite: Blaster Prerequisite: Jagged Oscillator
Your modified weapon can be more efficiently Your weapon now scores a critical hit on a roll of 19 or
reloaded. You can reload your modified weapon once 20.
without using an action. You can't use this feature
again until you reload the weapon with an action.
55 CHAPTER 3 | CLASSES
NEUTRONIUM EDGE SHOCK HARPOON
Prerequisite: 5th level, Vibroweapon Prerequisite: 9th level
You gain a +1 bonus to damage rolls made with this Prerequisite: Harpoon Reel
weapon. This bonus increases to +2 at 9th level and +3 After hitting a creature with the harpoon fire mode,
at 13th level. you can use the connection to deliver an at-will tech
power. As a bonus action, you can cast an at-will tech
OVERCHARGE WEAPON power at the target as if you were standing in the
Prerequisite: 11th level target's space. If the power requires a saving throw,
Prerequisite: Booming Strikes the target has disadvantage.
You gain the ability to channel your tech power to Once you've used this feature, you can't use it again
enhance your weapon's damage. You can expend one until you recover the harpoon.
tech slot to deal additional damage to the target. The
extra damage is 1d6 for a 1st-level tech slot, plus 1d6 SHOCKING OSCILLATOR
for each slot level higher than 1st, to a maximum of Prerequisite: 9th level, Vibroweapon
5d6. The damage is the same type as the weapon When you hit with the weapon, you can create an
damage. If you also use your Booming Strikes with an electronic burst. Each creature in a 15-foot cone
attack, you add this damage to the extra damage of centered on the creature you hit must make a
your Booming Strikes. Dexterity saving throw against your tech save DC,
taking 1d8 lightning damage on a failed save or half as
POWER LOOP much on a successful one.
Prerequisite: 7th level
Once you've used this feature, you must complete a
When you hit with the weapon, you can choose
long rest before you can use it again.
channel the energy generated, gaining temporary hit
points equal to half the damage dealt. SNAP FIRE
Once you've used this feature, you must complete a Prerequisite: 9th level, Blaster
long rest before you can use it again. You modify your modified blaster weapon for quick
shots. You can use your reaction to take a opportunity
RECOIL DAMPENER attack with your modified weapon if an enemy comes
Prerequisite: Blaster with the strength property within 10 feet of you. You have disadvantage on this
You install a recoil dampener in your modified blaster, attack.
removing the strength property from it.
STAGGERING OSCILLATOR
RETURNING WEAPON GUARD Prerequisite: Vibroweapon
Prerequisite: Vibroweapon When you hit with the weapon, you can force the
You install a retractible chain in your modified target to make a Strength saving throw. On a failed
vibroweapon. If the weapon does not already have the save, the creature is pushed back 10 feet and knocked
thrown property, it gains it with a range of 20/60. prone.
Additionally, it gains the returning property. Once you've used this feature, you must complete a
SCREENING WEAPON short or long rest before you can use it again.
You modify your modified weapon with a sound
TRACKER
dampening module. When you make a weapon attack
Prerequisite: 5th level
with your weapon while hidden, Investigation and
You add a tracking mechanism to your modified
Perception checks made to locate you that rely on
weapon. The tracker has 3 charges. As an action you
sound have disadvantage.
can use 1 charge to cast target lock. As an action you
SIEGE WEAPON can use 2 charges to cast detect invisibility.
You modify your weapon to be more effective against The tracker regains all expended charges after a long
barriers. Your weapon deals double damage against rest.
structures.
TRUELIGHT
SHOCK ABSORBER Prerequisite: 11th level
You add a reclamation device to your modified weapon Prerequisite: Flashlight
to gather energy from the surroundings when it is When toggled on, your flashlight now automatically
present. While wielding your modified weapon, you can dispels illusions and can detect invisibility, as with
cast the absorb energy tech power and the power's truesight.
extra damage applies to both melee and ranged
VENOMOUS OSCILLATOR
weapon attacks.
Prerequisite: 9th level, Vibroweapon
As a bonus action, you can coat your weapon in a thin
layer of poison for 1 minute. The next time you hit with
the weapon, the creature must make a Constitution
saving throw against your tech save DC. On a failed
save, a creature takes 1d10 poison damage and
becomes poisoned for 1 minute.
Once you've used this feature, you must complete a
long rest before you can use it again.
CHAPTER 3 | CLASSES 56
ASTROTECH ENGINEERING
Those engineers who choose the Astrotech POTENT INTEGRATION
Engineering discipline focus on crafting and upgrading Lastly at 3rd level, when your droid makes an attack
their droid companions. roll, you can use your reaction to expend one use of
your Potent Aptitude to give it a boost. Roll the die and
BONUS PROFICIENCIES
add it to both the attack and damage rolls, if the attack
When you choose this discipline at 3rd level, you gain hits.
proficiency in astrotech's tools. Additionally, when you
engage in crafting with astrotech's tools, the rate at COORDINATED ATTACK
which you craft doubles. Beginning at 6th level, when you take the Attack action,
if your companion can see you, it can use its reaction
DROID COMPANION
to make a weapon attack against the same creature.
Also at 3rd level, you learn to employ all the knowledge
you've accumulated to create and customize your own DROID DEFENSE
personalized droid companion. At 14th level, while your droid can see you, it has
Choose your droid, which is detailed at the end of advantage on all saving throws.
this discipline. Over the course of 8 hours, which can
be done during a long rest, you can expend 500 cr SUPERIOR DROID DEFENSE
worth of materials to finally finish your droid. Starting at 18th level, whenever an
If your droid is irreparable destroyed, or you want to attacker that your droid can see
interface with a different droid, you can spend an hits it with an attack, it can use
additional 250 credits and 1 hour to change the target its reaction to halve the attack's
of this feature. You may only have one droid damage against it.
companion at a time.
Your droid gains a variety of benefits while it is
interfaced with you:
The droid obeys your commands as best it can. It rolls
for initiative like any other creature, but you determine
its actions, decisions, attitudes, and so on. If you are
incapacitated or absent, your droid acts on its own.
Your droid's level equals your engineer level, and for
each engineer level you gain after 3rd, your droid
companion gains an additional Hit Die and increases its
hit points accordingly.
Your droid has the proficiency bonus of a player
character of the same level.
Whenever you gain the Ability Score Improvement class
feature, your droid's abilities also improve. Your droid
can increase one ability score of your choice by 2, or it
can increase two ability scores of your choice by 1. As
normal, your droid can't increase an ability score above
20 using this feature unless its description specifies
otherwise.
Your droid can not wear armor, but you can have the
armor professionally integrated into its chassis. Over
the course of a long rest, you can expend materials
equal to half the cost of the armor in order to integrate
it into your droid. Your droid must be proficient in
armor in order to have it integrated.
Your droid is a valid target of the tracker droid interface
tech power.
57 CHAPTER 3 | CLASSES
ASTROTECH MODIFICATIONS
If a modification has prerequisites, you must meet CHARISMA CHIP
them to install it. You can install the modification at the Prerequisite: Class III Droid
same time that you meet its prerequisites. You install a charisma chip in your droid. When an ally
your droid can see makes an ability check, attack roll,
ADVANCED POWER CORE or saving throw, your droid can use its reaction to give
Prerequisite: 7th level, d10 Hit Die them advantage on the roll. It can do so before or after
You greatly improve the power core of your droid. Its they roll the d20, but before the GM says the roll
Hit Die becomes a d12. succeeds or fails. Once your droid uses this ability, it
ALARM PROTOCOL can't use it again until it finishes a short or long rest.
You install an alarm module in your droid, granting the DURABILITY MODULE
following benefits: You enhance your droid's durability, granting the
following benefits:
Your droid gains a +5 bonus to initiative.
You can't be surprised while your droid is conscious. When your droid rolls a Hit Die to regain hit points, the
ANALYSIS PROTOCOL minimum number of hit points your droid can regain
Prerequisite: 7th level, Class I Droid from the roll equals twice your droid's Constitution
Your droid can analyze a target, develop a plan on how modifier (minimum of 2).
to best overcome any potential obstacle, and execute Your droid's hit point maximum increases by an
that plan with ruthless efficiency. As a bonus action on amount equal to twice its level when you install this
your droid's turn, your droid can analyze a target it can protocol. Whenever your droid gains a level thereafter,
see within 60 feet of it. For the next minute, or until it its hit point maximum increases by an additional 2 hit
analyzes another target, it gains the following benefits: points.
EMERGENCY MODE
When it analyzes a hostile creature, its attack and
Prerequisite: 15th level
damage rolls made with weapons with the finesse
Prerequisite: Back-Up Protocol
property or blaster weapons against that target may
You modify your droid's back-up protocol. When your
use its Intelligence modifier instead of Strength or
droid's back-up protocol is initiated, it can immediately
Dexterity.
use its reaction to make one attack roll against a target
When it analyzes a friendly creature, the target can end
within range. If the target is the source of the damage
your droid's Analysis Protocol on them (no action
that reduced your droid to 0, the attack roll has
required) to add half your droid's Intelligence modifier
advantage.
(rounded down, minimum of +1) to one attack roll,
ability check, or saving throw. Once a friendly creature ENERGY SHIELD
has benefited from this ability, they can not do so again You install an energy shield in your droid. The energy
until they complete a short or long rest. shield has 1 charge. As an action, your droid can use 1
ARM CANNONS charge to cast the energy shield tech power.
You install dual arm cannons in your droid. The arm You can choose this modification multiple times.
cannons have 2 charges. As an action, your droid can Each time you do so, the energy shield gains another
use charges to cast the overload tech power, using 1 charge, to a maximum of 3. The energy shield regains
charge per level. The saving throw is made against all expended charges after a long rest.
your droid's tech save DC (8 + your droid's proficiency EXPERTISE PROTOCOL
bonus + your droid's Intelligence modifier). Prerequisite: 5th level
You can choose this modification multiple times. You install a protocol in your droid that grants it
Each time you do so, the arm cannons gain another expertise in a skill. Choose a skill that your droid is
charge, to a maximum of 4. The arm cannons regain all proficient in. Your droid gains expertise in it.
charges after a long rest.
FALSE COMBUSTION
BACK-UP PROTOCOL Prerequisite: Class II Droid
Prerequisite: 7th level You install a panic protocol in your droid. As a reaction
You install an emergency protocol in your droid, in response to taking damage, your droid can feign an
prompting a quick reboot after critical damage is explosion. For 1 minute, your droid appears to be
taken. If your droid would be reduced to 0 hit points, it destroyed to all outward inspection. A creature can use
instead is reduced to 1. its action to inspect the droid and make an Intelligence
Once your droid uses this feature, it must finish a (Investigation) check against your droid's tech save DC
short or long rest before it can use it again. (8 + your droid's proficiency bonus + your droid's
Intelligence modifier). If it succeeds, it becomes aware
CELERITY AUGMENT
that your droid is still functioning.
You augment your droid to move a little faster. Your
droid's speed increases by 5 feet.
You can choose this modification twice.
CHAPTER 3 | CLASSES 58
FIGHTING STYLE PROTOCOL MEDIUM PLATING
Your droid adopts a particular style of fighting as its Prerequisite: Light Armor proficiency
specialty. Choose one of the Fighting Style options, Your droid gains proficiency in medium armor. If your
detailed in chapter 6. Your droid can't take a Fighting droid is already proficient in medium armor, the
Style option more than once, even if it later gets to maximum Dexterity bonus your droid can add to AC
choose again. increases to 3 from 2 while medium armor is
integrated.
FLAMETHROWER
You install a flamethrower in your droid. The MEMORY PROTOCOL
flamethrower has 1 charge. As an action, your droid Prerequisite: Class I Droid
can cast the jet of flame tech power or use 1 charge to Your droid can recall anything it has read in the past
cast the flame sweep tech power at 1st level. The month that it understood. This includes but is not
saving throw is made against your droid's tech save DC limited to books, maps, signs, and lists.
(8 + your droid's proficiency bonus + your droid's
Intelligence modifier). OBSERVANT PROTOCOL
You can choose this modification multiple times. Prerequisite: 7th level
Each time you do so, the flamethrower gains another Prerequisite: Alarm Protocol
charge, to a maximum of 3. If the flamethrower has You modify the alarm module in your droid, granting
multiple charges, you can use multiple charges to cast the following benefits:
flame sweep at a higher level, 1 point per charge. The If your droid can see a creature's mouth while it is
flamethrower regains all expended charges after a long speaking a language it understands, your droid can
rest. interpret what it's saying by reading its lips.
FOUR-ARMED COMBATANT Your droid is considered to have advantage when
Prerequisite: Class IV Droid determining its passive Wisdom (Perception) and
You install two additional arms to improve your droid's passive Intelligence (Investigation) scores.
combat capabilities, granting it four arms which it can PERFORMANCE PROTOCOL
use independently of one another. Your droid can only Prerequisite: 7th level, Class III Droid
gain the benefit of items held by two of its arms at any You modify your droid's charisma chip, granting the
given time, and once per round your droid can switch following benefits:
which arms it is benefiting from (no action required).
While your droid has at least 3 arms free, it has a Your droid has advantage on Charisma (Performance)
climbing speed equal to its walking speed. checks.
Your droid can also use its bonus action to motivate an
HEAVY PLATING ally within 30 feet of it. Until the start of your droid's
Prerequisite: Medium Armor proficiency next turn, the ally can add the droid's Charisma
Your droid gains proficiency in heavy armor. If your modifier (minimum of +1) to the first attack roll, ability
droid is already proficient in heavy armor, instead check, or saving throw they make. Your droid can use
kinetic and energy damage that your droid takes from this feature a number of time equal to its Charisma
unenhanced weapons is reduced by an amount equal modifier, and it regains all expended uses after it
to its proficiency bonus. completes a long rest.
LIGHT PLATING POWERFUL DROID
Your droid gains proficiency in light armor. If your Prerequisite: Class V Droid
droid is already proficient in light armor, instead your Your droid count as one size larger when determining
droid's speed increases by 5 feet while light armor is your carrying capacity and the weight you can push,
integrated. drag, or lift.
MARTIAL PROTOCOL POWERFUL GRIP
Prerequisite: 7th level, Class IV Droid Prerequisite: 7th level, Class V Droid
Your droid has martial training that allows it to When your droid hits a creature with a melee weapon
perform special combat maneuvers. It gains the attack on its turn and has a free hand, it can use a
following benefits: bonus action to attempt to grapple the target. If it does
so, and the grapple succeeds, your droid can make one
It learns two maneuvers of your choice from among
additional attack against the target (no action
those available to the fighter class. If a maneuver it
required).
uses requires its target to make a saving throw to resist
the maneuver's effects, the saving throw DC equals 8 + PREMIUM POWER CORE
your droid's proficiency bonus + your droid's Strength You improve the power core of your droid. Its Hit Die
or Dexterity modifier (your choice). becomes a d8.
Your droid has two superiority dice, which are d4s.
These dice are used to fuel its maneuvers. A superiority PROFICIENCY PROTOCOL
die is expended when your droid uses it. It regain all of You install a protocol in your droid that grants it
its expended superiority dice when you finish a short or proficiency in a tool or skill. Your droid gains
long rest. proficiency in a tool or skill of your choice.
59 CHAPTER 3 | CLASSES
GENERATING YOUR DROID
PROTOTYPE POWER CORE Choosing your droid companion is an integral part of
Prerequisite: d8 Hit Die being an Astrotech Engineer. The class of droid you
You further improve the power core of your droid. Its choose determines their features. Class II, III, and IV
Hit Die becomes a d10. droids are all appropriate options, with their statistics
listed below.
REPULSOR COIL
Once you've selected your type of droid class, you
Prerequisite: 7th level, Class II Droid
assign your droid's ability scores using standard array
You install repulsor coils in your droid's legs. Your
(15, 14, 13, 12, 10, 8) as you see fit.
droid gains a flight speed equal to its walking speed.
SENSOR AUGMENTATION
You augment your droid with an advanced sensor, DROID FEATURES
granting the following benefits: All droids share the following features.
Your droid has advantage on Wisdom (Perception) and RESISTANCES AND VULNERABILITIES
Intelligence (Investigation) checks made to detect the Droid Resistances: Your droid is resistant to necrotic,
presence of secret doors. poison, and psychic damage, and immune to poison and
Your droid has advantage on saving throws made to disease.
avoid or resist traps. Droid Vulnerabilities: Your droid is vulnerable to ion
Your droid has resistance to the damage dealt by traps. damage. Additionally, your droid has disadvantage on
Your droid can search for traps while traveling at a saving throws against effects that would deal ion or
normal pace, instead of only at a slow pace. lightning damage.
STUN RAY TRAITS
You install a stun ray in your droid. The stun ray has 1 Creature Type: Droid
charge. As an action, your droid can use 1 charge to
cast the hold droid or paralyze humanoid tech power.
The saving throw is made against your droid's tech CLASS I DROID
save DC (8 + Intelligence + proficiency). Class I droids are programmed for the mathematical,
You can choose this modification multiple times. medical, or physical sciences. Subcategories of the first
Each time you do so, the stun ray gains another charge, degree are medical droids, biological science droids,
to a maximum of 3. The stun ray regains all expended physical science droids, and mathematics droids.
charges after a long rest. As a class I droid, your droid companion has the
TECHCASTING PROTOCOL following features.
Your droid learns two at-will tech powers, and one 1st- HIT POINTS
level tech power, which it casts at its lowest level. Once Hit Dice: 1d8 per class I droid level
your droid casts it, your droid must finish a long rest Hit Points at 1st Level: 8 + your droid's Constitution
before it can cast it again. Intelligence is your droid's modifier
techcasting ability for these powers. It does not require Hit Points at Higher Levels: 1d8 (or 5) + your droid's
use of a wristpad for these powers. Constitution modifier per class I droid level after 1st
TOUGHNESS MODULE PROFICIENCIES
Prerequisite: 11th level Armor: Light armor plating
Prerequisite: Durability Module Weapons: Simple blasters, simple vibroweapons
You modify the durability module in your droid, Tools: None
granting the following benefit:
Languages: Class I droids can speak, read, and write
Your droid becomes proficient in Constitution saving Galactic Basic and one language of your choice. They
throws. If it is already proficient, it becomes proficient can understand spoken and written Binary, but can not
in another saving throw of your choice. speak it
Whenever your droid takes the Dodge action in Saving Throws: Wisdom, Intelligence
combat, it can spend one Hit Die to heal itself. Roll the Skills: Two Intelligence, Wisdom, or Charisma skills of your
die, add its Constitution modifier, and it regains a choice
number of hit points equal to the total (minimum of FEATURES
one). Size: Medium
Speed: 25 ft.
CHAPTER 3 | CLASSES 60
CLASS II DROID CLASS IV DROID
Class II droids are programmed for engineering and Class IV droids are programmed for military and
other technical sciences. They differ from class I droids security purposes. Such droids tend to perform tasks
because they apply the science to real-life situations. of violence or combat might be expected. Almost all
Class II droids are rarely equipped with Basic class IV droids carry weapons. Armed combat droids
vocabulators, instead communicating through Binary. are among the first droids ever created. Security,
There are five subcategories of class II droids. gladiator, battle, and assassin droids are all class IV
Astromech, exploration, environmental, engineering, droids.
and maintenance droids are all class II droids. As a class IV droid, your droid companion has the
As a class II droid, your droid companion has the following features.
following features.
HIT POINTS
HIT POINTS Hit Dice: 1d8 per class IV droid level
Hit Dice: 1d6 per class II droid level Hit Points at 1st Level: 8 + your droid's Constitution
Hit Points at 1st Level: 6 + your droid's Constitution modifier
modifier Hit Points at Higher Levels: 1d8 (or 5) + your droid's
Hit Points at Higher Levels: 1d6 (or 4) + your droid's Constitution modifier per class IV droid level after 1st
Constitution modifier per class II droid level after 1st PROFICIENCIES
PROFICIENCIES Armor: All armor
Armor: Light armor, medium armor Weapons: All blasters, All vibroweapons
Weapons: Simple blasters and simple vibroweapons with Tools: None
the light property
Languages: Class IV droids can speak, read, and write
Tools: Your choice of demolition's kit, security kit, or
Galactic Basic and one language of your choice. They
slicer's kit
can understand spoken and written Binary, but can not
Languages: Class II droids can speak, read, and write speak it
Binary. They can understand spoken and written Saving Throws: Strength, Dexterity
Galactic Basic and one language of your choice, but can Skills: None
not speak it FEATURES
Saving Throws: Dexterity, Intelligence
Size: Medium
Skills: Two of your choice
Speed: 30 ft.
FEATURES
Size: Small
Speed: 25 ft. CLASS V DROID
Class V droids are programmed for menial and low-skill
tasks. Such droids tend to perform basic tasks such as
CLASS III DROID construction, lifting, maintenance, mining, sanitation,
Class III droids are programmed to interact with and transportation.
humans. They are said to be the most advanced droids As a class V droid, your droid companion has the
ever invented. Protocol, servant, tutor, and child care following features.
droids are all class III droids.
As a class III droid, your droid companion has the HIT POINTS
following features. Hit Dice: 1d8 per class V droid level
Hit Points at 1st Level: 8 + your droid's Constitution
HIT POINTS modifier
Hit Dice: 1d8 per class III droid level Hit Points at Higher Levels: 1d8 (or 5) + your droid's
Hit Points at 1st Level: 8 + your droid's Constitution Constitution modifier per class V droid level after 1st
modifier PROFICIENCIES
Hit Points at Higher Levels: 1d8 (or 5) + your droid's
Armor: Light armor, medium armor
Constitution modifier per class III droid level after 1st
Weapons: All vibroweapons, simple blasters
PROFICIENCIES Tools: One set of artisan's tools
Armor: Light armor
Languages: Class V droids can speak, read, and write
Weapons: Simple blasters, simple vibroweapons
Binary. They can understand spoken and written
Tools: None
Galactic Basic and one language of your choice, but can
Languages: Class III droids can speak and understand all not speak it
registered languages Saving Throws: Strength, Constitution
Saving Throws: Wisdom, Charisma Skills: Athletics
Skills: None FEATURES
FEATURES Size: Medium
Size: Medium Speed: 30 ft.
Speed: 25 ft.
61 CHAPTER 3 | CLASSES
FIGHTER
A TRANDOSHAN RUNS FRANTICALLY ACROSS ROOFTOPS, CONSTANTLY
looking over his shoulder. As he prepares to leap a gap,
a blaster bolt hits him in the back and renders
him unconscious. His blurry vision barely
makes out the figure of a masked woman
who casually approaches, ready to collect her
bounty.
With his muscular arms held wide, a
grizzled-looking Wookiee grins to his
bloodthirsty crowd. He turns back to
his arena opponent just in time to
see the Besalisk take a swing. He
ducks, punching the four-armed
fighter in the gut. Two wild
haymakers later, and he stands
alone as the
gladiatorial
champion.
Taking a deep breath, a Republic
soldier looks out onto the war zone
waging across the frozen surface of
Ilum. He grips his blaster rifle tightly
then, with a nod to the dozen squad-
mates beside him, he charges onto
the battlefield.
Fighters combine discipline with
martial skills to become the best
pure warriors in the galaxy. Fighters
can be stalwart defenders of those in
need, cruel marauders, or brave advent-
urers. They fight for glory, honor, to right
wrongs, to gain power, to acquire wealth, or
simple for the thrill of battle.
CHAPTER 3 | CLASSES 62
THE FIGHTER
Superiority Maneuvers
Level Proficiency Bonus Features Dice Known
1st +2 Fighting Style, Second Wind — —
2nd +2 Action Surge (one use), Combat Superiority 2 2
3rd +2 Fighter Specialty 2 2
4th +2 Ability Score Improvement 2 2
5th +3 Extra Attack 2 2
6th +3 Ability Score Improvement 2 2
7th +3 Fighter Specialty feature 3 3
8th +3 Ability Score Improvement 3 3
9th +4 Indomitable (one use) 3 3
10th +4 Fighter Specialty feature 3 3
11th +4 Greater Extra Attack 3 4
12th +4 Ability Score Improvement 3 4
13th +5 Indomitable (two uses) 3 4
14th +5 Ability Score Improvement 3 4
15th +5 Fighter Specialty feature 4 5
16th +5 Ability Score Improvement 4 5
17th +6 Action Surge (two uses), Indomitable (three uses) 4 5
18th +6 Fighter Specialty feature 4 5
19th +6 Ability Score Improvement 4 5
20th +6 Master of Combat 4 5
CLASS FEATURES
As a fighter, you gain the following class features.
HIT POINTS EQUIPMENT
Hit Dice: 1d10 per fighter level You start with the following equipment, in addition to
Hit Points at 1st Level: 10 + your Constitution modifier the equipment granted by your background:
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per fighter level after 1st (a) mesh armor or (b) combat suit, blaster rifle, and two
power cells
PROFICIENCIES (a) a martial vibroweapon and a light or medium
Armor: All armor physical shield or (b) two martial vibroweapons
Weapons: All blasters, all vibroweapons (a) a hold-out and a power cell or (b) two vibrodaggers
Tools: None (a) a dungeoneer's pack or (b) an explorer's pack
Saving Throws: Strength, Constitution
VARIANT: STARTING WEALTH
Skills: Choose two skills from Acrobatics, Animal Handling,
In lieu of the equipment granted by your class and
Athletics, Lore, Insight, Intimidation, Perception, and
background, you can elect to purchase your starting
Survival
gear. If you do so, you receive no equipment from your
class and background, and instead roll for your starting
wealth using the criteria below:
Class Funds
Fighter 1,000 + 5d4 x 100 cr
63 CHAPTER 3 | CLASSES
FIGHTING STYLE COMMANDER'S STRIKE
When you take the Attack action on your turn, you can
Beginning at 1st level, you adopt a particular style of
forgo one of your attacks and use a bonus action to
fighting as your specialty. Choose one of the Fighting
direct one of your companions to strike. When you do
Style options, detailed in Chapter 6. You can't take a
so, choose a friendly creature who can see or hear you
Fighting Style option more than once, even if you later
and expend one superiority die. That creature can
get to choose again.
immediately use its reaction to make one weapon
SECOND WIND attack, adding the superiority die to the attack's
damage roll.
You have a limited well of stamina that you can draw
on to protect yourself from harm. On your turn, you DISARMING ATTACK
can use a bonus action to regain hit points equal to When you hit a creature with a weapon attack, you can
1d10 + your fighter level. expend one superiority die to attempt to disarm the
Once you've used this feature, you must finish a target, forcing it to drop one item of your choice that
short or long rest before you can use it again. it's holding. You add the superiority die to the attack's
damage roll, and the target must make a Strength
ACTION SURGE saving throw. On a failed save, it drops the object you
Starting at 2nd level, you can push yourself beyond choose. The object lands at its feet.
your normal limits for a moment. On your turn, you
DISTRACTING STRIKE
can take one additional action on top of your regular
When you hit a creature with a weapon attack, you can
action and a possible bonus action.
expend one superiority die to distract the creature,
Once you've used this feature, you must finish a
giving your allies an opening. You add the superiority
short or long rest before you can use it again. Starting
die to the attack's damage roll. The next attack roll
at 17th level, you can use it twice before a rest, but
against the target by an attacker other than you has
only once on the same turn.
advantage if the attack is made before the start of your
COMBAT SUPERIORITY next turn.
Also at 2nd level, you learn maneuvers that are fueled EVASIVE FOOTWORK
by special dice called superiority dice. When you move, you can expend one superiority die,
rolling the die and adding the number rolled to your AC
MANEUVERS until you stop moving.
You learn two maneuvers of your choice, which are
detailed under "Maneuvers" below, and you earn more FEINTING ATTACK
at higher levels, as shown in the Maneuvers Known You can expend one superiority die and use a bonus
column of the fighter class table. Many maneuvers action on your turn to feint, choosing one creature
enhance an attack in some way. You can use only one within 5 feet of you as your target. You have advantage
maneuver per attack, and you may only use each on your next attack roll against that creature. If that
maneuver once per turn. attack hits, add the superiority die to the attack's
Each time you learn new maneuvers, you can also damage roll.
replace one maneuver you know with a different one.
GOADING ATTACK
SUPERIORITY DICE When you hit a creature with a weapon attack, you can
You have two superiority dice, which are d4s, and you expend one superiority die to attempt to goad the
earn more at higher levels, as shown in the Superiority target into attacking you. You add the superiority die to
Dice column of the fighter class table. A superiority die the attack's damage roll, and the target must make a
is expended when you use it. You regain all of your Wisdom saving throw. On a failed save, the target has
expended superiority dice when you finish a short or disadvantage on all attack rolls against targets other
long rest. than you until the end of your next turn.
SAVING THROWS LUNGING ATTACK
Some of your maneuvers require your target to make a When you make a melee weapon attack on your turn,
saving throw to resist the maneuver's effects. The you can expend one superiority die to increase your
saving throw DC is calculated as follows: reach for that attack by 5 feet. If you hit, you add the
superiority die to the attack's damage roll.
Maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice) MANEUVERING ATTACK
When you hit a creature with a weapon attack, you can
MANEUVERS expend one superiority die to maneuver one of your
comrades into a more advantageous position. You add
The maneuvers are presented in alphabetical order.
the superiority die to the attack's damage roll, and you
choose a friendly creature who can see or hear you.
That creature can use its reaction to move up to half
its speed without provoking opportunity attacks from
the target of your attack.
CHAPTER 3 | CLASSES 64
MENACING ATTACK FIGHTER SPECIALTY
When you hit a creature with a weapon attack, you can
At 3rd level, you choose a specialty that you strive to
expend one superiority die to attempt to frighten the
emulate in your combat styles and techniques, which is
target. You add the superiority die to the attack's
detailed at the end of the class description. The
damage roll, and the target must make a Wisdom
archetype you choose grants you features at 3rd level
saving throw. On a failed save, it is frightened of you
and again at 7th, 10th, 15th, and 18th level.
until the end of your next turn.
PARRY ABILITY SCORE IMPROVEMENT
When another creature damages you with a melee When you reach 4th level, and again at 6th, 8th, 12th,
attack, you can use your reaction and expend one 14th, 16th, and 19th level, you can increase one ability
superiority die to reduce the damage by the number score of your choice by 2, or you can increase two
you roll on your superiority die + your Dexterity ability scores of your choice by 1. As normal, you can't
modifier. increase an ability score above 20 using this feature.
Alternatively, you can choose a feat (see Chapter 6 for
PRECISION ATTACK a list of feats).
When you make a weapon attack roll against a
creature, you can expend one superiority die to add it EXTRA ATTACK
to the roll. You can use this maneuver before or after
Beginning at 5th level, you can attack twice, instead of
making the attack roll, but before any effects of the
once, whenever you take the Attack action on your
attack are applied.
turn.
PUSHING ATTACK
When you hit a creature with a weapon attack, you can
INDOMITABLE
expend one superiority die to attempt to drive the Beginning at 9th level, you can reroll a saving throw
target back. You add the superiority die to the attack's that you fail. If you do so, you must use the new roll,
damage roll, and if the target is Large or smaller, it and you can't use this feature again until you finish a
must make a Strength saving throw. On a failed save, long rest.
you push the target up to 15 feet away from you. You can use this feature twice between long rests
starting at 13th level and three times between long
RALLY rests starting at 17th level.
On your turn, you can use a bonus action and expend
one superiority die to bolster the resolve of one of your GREATER EXTRA ATTACK
companions. When you do so, choose a friendly Beginning at 11th level, you can attack three times,
creature who can see or hear you. That creature gains instead of once, whenever you take the Attack action
temporary hit points equal to the superiority die roll + on your turn.
your Charisma modifier.
Additionally, when you use a bonus action to engage
RIPOSTE in two-weapon fighting, you can make two attacks
When a creature misses you with a melee attack, you instead of one.
can use your reaction and expend one superiority die
to make a melee weapon attack against the creature. If
MASTER OF COMBAT
you hit, you add the superiority die to the attack's At 20th level, you are the master of combat. Your
damage roll. Strength or Dexterity score increases by 2, and your
Constitution score increases by 2. Your maximum for
SWEEPING ATTACK those scores increases by 2.
When you hit a creature with a melee weapon attack, Additionally, you can attack four times, instead of
you can expend one superiority die to attempt to once, whenever you take the Attack action on your
damage another creature with the same attack. turn.
Choose another creature within 5 feet of the original
target and within your reach. If the original attack roll FIGHTER SPECIALTIES
would hit the second creature, it takes damage equal
to the number you roll on your superiority die. The Different fighters choose different approaches to
damage is of the same type dealt by the original attack. perfecting their fighting prowess. The fighter specialty
you choose to emulate reflects your approach.
TRIP ATTACK
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to knock the
target down. You add the superiority die to the attack's
damage roll, and if the target is Large or smaller, it
must make a Strength saving throw. On a failed save,
you knock the target prone.
65 CHAPTER 3 | CLASSES
ASSAULT SPECIALIST
Those fighters who choose to become Assault
Specialists focus on the development of raw physical
power honed to deadly perfection. Assault Specialists
combine rigorous training with physical excellence to
deal devastating blows.
BRUTE FORCE
When you choose this specialty at 3rd level, whenever
you hit with a weapon that you're proficient with and
deal damage, the weapon's damage increases by an
amount based on your level in this class, as shown on
the Assault Bonus Damage table.
Assault Bonus Damage
Level Bonus Damage
3rd 1d4
10th 1d6
16th 1d8
20th 1d10
BRUTISH DURABILITY
Beginning at 7th level, whenever you make a saving
throw, roll 1d6 and add the die to your saving throw
total. If applying this bonus to a death saving throw
increases the total to 20 or higher, you gain the
benefits of rolling a 20 on the d20.
DEVASTATING CRITICAL
Starting at 15th level, when you score a critical hit with
a weapon attack, you gain a bonus to that weapon's
damage roll equal to your fighter level.
SURVIVOR
At 18th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution modifier if you
have no more than half of your hit points left. You
don't gain this benefit if you have 0 hit points.
CHAPTER 3 | CLASSES 66
SHIELD SPECIALIST
Those fighters who choose to become Shield
Specialists train to bolster those around them. They
can inspire their allies with renewed vigor, lifting them SHIELD SPECIALIST TECHCASTING
to new heights, while simultaneously protecting them Tech Powers Tech Max Power
from harm. Level Known Points Level
TECHCASTING 3rd 4 2 1st
When you choose this specialty at 3rd level, you have 4th 4 2 1st
derived powers from schematics with the aid of your 5th 5 3 1st
wristpad. See chapter 10 for the general rules of
6th 5 3 1st
techcasting and chapter 12 for the tech powers list.
7th 6 4 2nd
TECH POWERS KNOWN
8th 6 4 2nd
You learn 4 tech powers of your choice, and you learn
more at higher levels, as shown in the Tech Powers 9th 7 5 2nd
Known column of the Shield Specialist Techcasting 10th 7 5 2nd
table. You may not learn a tech power of a level higher
11th 8 6 2nd
than your Max Power Level.
12th 8 6 2nd
TECH POINTS
13th 9 7 3rd
You have a number of tech points equal to half of your
fighter level (rounded up), as shown in the Tech Points 14th 9 7 3rd
column of the Shield Specialist Techcasting table, + 15th 10 8 3rd
your Intelligence modifier. You use these tech points to
16th 10 8 3rd
cast tech powers. You regain all expended tech points
when you finish a short or long rest. 17th 11 9 3rd
18th 11 9 3rd
MAX POWER LEVEL
Many tech powers can be overcharged, consuming 19th 12 10 4th
more tech points to create a greater effect. You can 20th 12 10 4th
overcharge these powers to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Shield Specialist Techcasting table.
You may only cast tech powers at 4th-level once. You
regain the ability to do so after a long rest.
TECHCASTING ABILITY INSPIRING SURGE
Intelligence is your techcasting ability for your tech At 10th level, when you use your Action Surge feature,
powers. You use your Intelligence whenever a power you can choose one creature within 60 feet of you that
refers to your techcasting ability. In addition, you use is allied with you. That creature can make one melee or
your Intelligence modifier when setting the saving ranged weapon attack with its reaction, provided that it
throw DC for a tech power you cast and when making can see or hear you.
an attack roll with one.
BULWARK
Tech save DC = 8 + your proficiency bonus + Starting at 15th level, you can extend the benefit of
your Intelligence modifier your Indomitable feature to an ally. When you decide
to use Indomitable to reroll an Intelligence, a Wisdom,
Tech attack modifier = your proficiency bonus +
or a Charisma saving throw and you aren't
your Intelligence modifier
incapacitated, you can choose one ally within 60 feet of
TECHCASTING FOCUS you that also failed its saving throw against the same
You use a wristpad (found in chapter 5) as a effect. If that creature can see or hear you, it can reroll
techcasting focus for your tech powers. its saving throw and must use the new roll.
67 CHAPTER 3 | CLASSES
TACTICAL SPECIALIST
Those fighters who choose to become Tactical
Specialists employ martial techniques passed down
through generations. To a Tactical Specialist, combat is TACTICAL SPECIALIST
an academic field, sometimes including subjects COMBAT SUPERIORITY
beyond battle such as armstech or armormech. Not Combat Superiority Maneuvers
every fighter absorbs the lessons of history, theory, Level Superiority Dice Known
and artistry that are reflected in the Tactical Specialty,
but those who do are well-rounded fighters of great 3rd d6 2 2
skill and knowledge. 4th d6 2 2
5th d6 2 2
IMPROVED COMBAT SUPERIORITY
6th d6 2 2
When you choose this specialty at 3rd level, your
tactical skill in combat improves, granting bonuses to 7th d8 3 3
your Combat Superiority. 8th d8 3 3
ADDITIONAL MANEUVERS 9th d8 3 3
You learn two additional maneuvers of your choice, 10th d8 3 3
and you earn more at higher levels, as shown in the
11th d10 3 4
Maneuvers Known column of the Tactical Specialist
Combat Superiority table. 12th d10 3 4
13th d10 3 4
ADDITIONAL SUPERIORITY DICE
You have two additional superiority dice, and you earn 14th d10 3 4
more at higher levels, as shown in the Superiority Dice 15th d12 4 5
column of the Tactical Specialist Combat Superiority
16th d12 4 5
table.
Additionally, your superiority dice become d6s. This 17th d12 4 5
die changes as you gain fighter levels, as shown in the 18th d12 4 5
Combat Superiority column of the Tactical Specialist
19th d12 4 5
Combat Superiority table.
20th d12 4 5
STUDENT OF WAR
Also at 3rd level, you gain proficiency with one type of
artisan's tools of your choice.
SIGNATURE MANEUVER
At 10th level, you choose a maneuver as your signature
maneuver. Whenever you use that maneuver, you can
roll a d4 and use it instead of expending a Superiority
Dice. You may only use this feature once per turn.
CHAPTER 3 | CLASSES 68
GUARDIAN
A DARK-SKINNED HUMAN QUICKLY RUNS DOWN A CORRIDOR, THE
metal armor under his grey cloak clanking with each
step. He rounds the corner into the prison while the
lights and power are still out, urging the weakened
prisoners to escape. Just then a handful of slavers
arrive and ready their blasters. The man draws and
ignites a white-bladed lightsaber, ready to die for the
strangers behind him.
A sith pureblood, clad head to toe in black and red
armor, charges towards a line of soldiers. Shot after
shot deflects off his armor until he reaches his prey,
where he unleashes his fury in a series of devastating
lightsaber sweeps.
A zabrak general dramatically leaps to his soon-to-be
overrun squad, landing with a flurry of lightsaber
attacks. At the arrival of this powerful Jedi, the
attackers fall back.
Guardians are the master of the art of lightsaber
combat. They focus on utilizing the everpresent power
of the Force to enable devastating attacks, often single-
handedly turning the tide of battle.
PROTECTOR OR DESTROYER
An unstoppable agent of the Force, the guardian
channels the power flowing through him into his
weapons. Their skills with a lightsaber are unrivalled.
Subduing their enemies and bolstering their allies, the
guardian uses the Force to control what happens
around them.
CREATING A GUARDIAN
While creating your guardian, consider your attraction
to the Force and its most famous practitioners – the
Jedi and the Sith. Are you a member of one of the two
orders, or do you walk a different path? Are you a
soldier tapping into a latent Force-sensitivity? Were you
trained in the force from a young age, or did you
discover it as an adult? How do you treat those weaker
than you? What was your family like? Do you see the
NATURAL LEADERS Force as light and dark, or an impartial river of gray?
The guardian's command of the Force lends them a QUICK BUILD
powerful presence. Whether through fear and You can make a guardian quickly by following these
intimidation or respect and admiration, the guardian is suggestions. First, make Strength your highest ability
one of the greatest generals on the battlefield. They score, followed by Constitution. Second, choose the
are a symbol of power to their followers. Jedi or Sith background.
69 CHAPTER 3 | CLASSES
THE GUARDIAN
Proficiency Force Powers Force Max Power
Level Bonus Features Known Points Level
1st +2 Forcecasting, Channel the Force 4 2 1st
2nd +2 Force-Empowered Strikes, Guardian Aura 5 4 1st
3rd +2 Guardian Focus 6 6 1st
4th +2 Ability Score Improvement 7 8 1st
5th +3 Extra Attack 9 10 2nd
6th +3 Force Purity 10 12 2nd
7th +3 Focus feature 11 14 2nd
8th +3 Ability Score Improvement 12 16 2nd
9th +4 — 14 18 3rd
10th +4 Additional Aura 15 20 3rd
11th +4 Improved Force-Empowered Strikes 16 22 3rd
12th +4 Ability Score Improvement 17 24 3rd
13th +5 — 19 26 4th
14th +5 Cleansing Touch 20 28 4th
15th +5 Focus feature 21 30 4th
16th +5 Ability Score Improvement 22 32 4th
17th +6 — 24 34 5th
18th +6 Aura Improvements 25 36 5th
19th +6 Ability Score Improvement 26 38 5th
20th +6 Focus feature 27 40 5th
CLASS FEATURES
As a guardian, you gain the following class features.
HIT POINTS EQUIPMENT
Hit Dice: 1d10 per guardian level You start with the following equipment, in addition to
Hit Points at 1st Level: 10 + your Constitution modifier the equipment granted by your background:
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per guardian level after 1st. (a) a lightweapon or vibroweapon and a light or
medium shield or (b) two lightweapons or
PROFICIENCIES vibroweapons
Armor: Light armor, medium armor (a) combat suit and a light shield or (b) mesh armor
Weapons: All lightweapons, all vibroweapons (a) a priest's pack or (b) an explorer's pack
Tools: None
VARIANT: STARTING WEALTH
Saving Throws: Constitution, Charisma
In lieu of the equipment granted by your class and
Skills: Choose two from Acrobatics, Athletics, Deception,
background, you can elect to purchase your starting
Insight, Intimidation, Lore, Perception, Persuasion, and
gear. If you do so, you receive no equipment from your
Piloting
class and background, and instead roll for your starting
wealth using the criteria below:
Class Funds
Guardian 1,000 + 5d4 x 100 cr
CHAPTER 3 | CLASSES 70
FORCECASTING
In your meditations on the force, you have learned CAUSE HARM
powers, fragments of knowledge that imbue you with As an action, you can expend a use of your Channel the
an abiding force ability. See chapter 10 for the general Force to sap the life from a hostile creature you can
rules of forcecasting and chapter 11 for the force see within 30 feet. That creature must make a
powers list. Constitution saving throw. On a failed save, the
creature takes necrotic damage equal to your guardian
FORCE POWERS KNOWN level + your Charisma modifier (minimum of one), or
You learn 4 force powers of your choice, and you learn half as much on a successful one.
more at higher levels, as shown in the Force Powers
Known column of the guardian class table. You may LEND AID
not learn a force power of a level higher than your Max As a bonus action, you can expend a use of your
Power Level, and you may learn a force power at the Channel the Force and touch a creature within 5 feet of
same time you learn its prerequisite. you. That creature regains hit points equal to your
guardian level + your Wisdom modifier (minimum of
FORCE POINTS one). Alternatively, if the creature is poisoned or
You have a number of force points equal to your diseased, you neutralize the poison or disease. If more
guardian level x 2, as shown in the Force Points column than one poison or disease afflicts the target, you
of the guardian class table, + your Wisdom or Charisma neutralize one poison or disease that you know is
modifier (your choice). You use these force points to present, or you neutralize one at random.
cast force powers. You regain all expended force points
when you finish a long rest. FORCE-EMPOWERED STRIKES
MAX POWER LEVEL Starting at 2nd level, when you hit a creature with a
Many force powers can be overpowered, consuming melee weapon attack, you can expend force points to
more force points to create a greater effect. You can deal additional damage to the target. The extra
overpower these abilities to a maximum level, which damage is 2d8 for a 1st-level force slot, plus 1d8 for
increases at higher levels, as shown in the Max Power each slot level higher than 1st, to a maximum of 5d8.
Level column of the guardian class table. The damage is the same type as the weapon's damage.
You may only cast force powers at 5th-level once. You can't use a higher level force slot than your Max
You regain the ability to do so after a long rest. Power Level.
71 CHAPTER 3 | CLASSES
IMPROVED FORCE-EMPOWERED STRIKES
By 11th level, you are so in tune with the Force that all AURA OF PROTECTION
your melee weapon strikes carry the power of the Whenever a creature within 5 feet of you takes
Force with them. Whenever you hit a creature with a damage, you can use your reaction to take that
melee weapon, the creature takes an extra 1d8 damage instead of that creature taking it. This feature
damage. If you also use your Force-Empowered Strikes doesn't transfer any other effects that might
with an attack, you add this damage to the extra accompany the damage, and this damage can't be
damage of your Force-Empowered Strikes. The reduced in any way.
damage is the same type as the weapon's damage. At 10th level, the range of this aura increases to 15
feet, and at 18th level, the range of this aura increases
CLEANSING TOUCH to 30 feet.
Beginning at 14th level, you can use your action and
AURA OF VIGOR
expend a use of your Channel the Force ability to end
Whenever a friendly creature starts its turn within 5
one force power on yourself or on one willing creature
feet of you, that creature gains temporary hit points
that you touch.
equal to your Wisdom or Charisma modifier (your
GUARDIAN AURAS choice, minimum of one).
At 10th level, the range of this aura increases to 15
The auras are presented in alphabetical order. If feet, and at 18th level, the range of this aura increases
multiple guardians grant the same aura, affected to 30 feet.
creatures can only benefit from it once. You must be
conscious to grant the benefits of your auras. AURA OF WARDING
You and friendly creatures within 5 feet of you have
AURA OF CONQUEST resistance to damage from force powers.
Whenever a creature who is frightened of you starts its At 10th level, the range of this aura increases to 15
turn within 5 feet of you, its speed is reduced to 0 and feet, and at 18th level, the range of this aura increases
that creature takes psychic damage equal to half your to 30 feet.
guardian level.
At 10th level, the range of this aura increases to 15 GUARDIAN FOCI
feet, and at 18th level, the range of this aura increases
to 30 feet. Different guardians
focus on different
AURA OF CONVICTION lightsaber fighting
You and friendly creatures within 5 feet of you can't be styles, called Forms,
frightened. as they hone
At 10th level, the range of this aura increases to 15 their powers.
feet, and at 18th level, the range of this aura increases
to 30 feet.
AURA OF DEVOTION
You and friendly creatures within 5 feet of you can't be
charmed.
At 10th level, the range of this aura increases to 15
feet, and at 18th level, the range of this aura increases
to 30 feet.
AURA OF HATRED
You and friendly creatures within 5 feet of you gain a
bonus to the first melee weapon damage rolls you
make each round equal to your Charisma modifier
(minimum of +1).
At 10th level, the range of this aura increases to 15
feet, and at 18th level, the range of this aura increases
to 30 feet.
AURA OF PRESENCE
Whenever you or a friendly creature within 5 feet of
you must make a saving throw, the creature gains a
bonus to the saving throw equal to your Wisdom
modifier (minimum of +1).
At 10th level, the range of this aura increases to 15
feet, and at 18th level, the range of this aura increases
to 30 feet.
CHAPTER 3 | CLASSES 72
FORM I: SHII-CHO
Form I, also known as Determination Form, uses wild, MASTER OF DETERMINATION
unpredictable attacks designed to distract and disarm At 20th level, the erratic fluidity of your movement
their foes. Those guardians who focus on Shii-Cho confounds even the most determined of foes. Your
Form make seemingly random, yet deliberate, attacks Strength or Dexterity and Wisdom or Charisma scores
to knock their opponents off-balance. (your choice) increase by 2. Your maximum for these
scores increases by 2. Additionally, you can use your
FIGHTING STYLE
action to gain the following benefits for 1 minute:
When you choose this form as your focus at 3rd level,
you adopt a style of fighting as your specialty. Choose You have resistance to kinetic and energy damage from
one from the Dueling, Equilibrium, or Two-Weapon unenhanced weapons.
Fighting Fighting Style options, detailed in Chapter 6. Attack rolls made against you can't have advantage.
You can't take a Fighting Style option more than once, When more than one creature is within 5 feet of you,
even if you later get to choose again. you gain a bonus to your Armor Class equal to the
number of creatures within 5 feet of you, up to your
THE WAY OF THE SARLAAC Wisdom or Charisma modifier (your choice, minimum
Also at 3rd level, as a bonus action, you can enter a of one).
frenetic stance for one minute. While in this stance, the When you use your Sarlaac Sweep feature, you have
first time you hit a creature with a melee weapon advantage on the attack roll, and you can apply the
attack on your turn, it has disadvantage on the next bonus damage to every creature within 5 feet of you.
melee attack roll it makes against you before the start
This effect ends early if you are incapacitated or die.
of your next turn. Additionally, if that creature is within
Once you've used this feature, you can't use it again
5 feet of you, it must make a Strength saving throw (DC
until you finish a long rest.
= 8 + your proficiency bonus + your Strength or
Dexterity modifier). 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.
This effect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you finish a long rest.
UNPREDICTABLE MOTION
Beginning at 7th level, while you are wielding a melee
weapon, opportunity attacks against you are made at
disadvantage.
SARLAAC SWEEP
Starting at 15th level, when a creature moves to within
5 feet of you, you can use your reaction to make a
melee weapon attack against that creature. If the
attack hits, you can attempt to damage another
creature within 5 feet of the original target and within
your reach. If the original attack roll would hit the
second creature, it takes damage equal to your
Strength or Dexterity modifier (your choice). The
damage is of the same type dealt by the original attack.
73 CHAPTER 3 | CLASSES
FORM II: MAKASHI
Form II, also known as Contention Form, encourages GLANCING BLOW
precision and efficiency over power, using jabs, parries Starting at 15th level, when an attacker that you can
and light cuts over slashes, blocks and chops. Those see hits you with an attack, you can use your reaction
guardians who focus on Makashi Form utilize to halve the attack's damage against you.
calculated blade manipulation, intense focus, and
expert timing to confuse and trap their opponents. MASTER OF CONTENTION
FIGHTING STYLE At 20th level, you are a duelist of the highest caliber.
Your Dexterity and Wisdom or Charisma scores (your
When you choose this form as your focus at 3rd level, choice) increase by 2. Your maximum for those scores
you adopt a style of fighting as your specialty. Choose increases by 2. Additionally, you can use your action to
one from the Dueling, Equilibrium, or Sentinel Fighting gain the following benefits for 1 minute:
Style options, detailed in Chapter 6. You can't take a
Fighting Style option more than once, even if you later You have resistance to kinetic and energy damage, and
get to choose again. you ignore resistance to kinetic and energy damage.
All melee attacks have disadvantage against you.
THE WAY OF THE YSALAMIRI Your melee weapon attacks inflict an additional
Also at 3rd level, as a bonus action, you can enter an damage die.
offensive stance for one minute. While in this stance,
you add your Wisdom or Charisma modifier (your This effect ends early if you are incapacitated or die.
choice) to the first melee weapon attack and damage Once you've used this feature, you can't use it again
rolls you make each turn. until you finish a long rest.
This effect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you finish a long rest.
SHATTERPOINT
Starting at 7th level, if you spend at least 1
minute observing or interacting with
another creature outside combat,
you can use your connection
to the Force to sense their
strengths and weak-
nesses, and learn
certain informat-
ion about its capabilities compared to your own. The
GM tells you if the creature is your equal, superior, or
inferior in regard to two of the following characteristics
of your choice:
Strength score
Dexterity score
Wisdom score
Charisma score
Armor Class
Current hit points
Total class levels (if any)
Total Forcecaster levels (if any)
CHAPTER 3 | CLASSES 74
FORM III: SORESU
Form III, also known as Resilience Form, relies on tight MASTER OF RESILIENCE
bladework and subtle dodges to provide maximum At 20th level, your presence on the field of battle is an
defensive coverage, minimizing exposure to ranged inspiration to your allies. Your Constitution and
weaponry. Those guardians who focus on Soresu Form Wisdom or Charisma scores (your choice) increase by
use broad footwork to move around the playing field, 2. Your maximum for those scores increases by 2.
making broad, short sweeping motions that protect the Additionally, you can use your action to gain the
body. following benefits for 1 minute:
BONUS PROFICIENCIES You have resistance to kinetic and energy damage from
You gain proficiency in heavy armor. unenhanced weapons.
When you use the saber reflect force power, you can
FIGHTING STYLE make a single melee attack on an enemy within 5ft of
When you choose this form as your focus at 3rd level, you as a part of that same reaction.
you adopt a style of fighting as your specialty. Choose You have advantage on Dexterity saving throws, as do
one from the Defense, Shielding, or Sentinel Fighting your allies within 30 feet of you.
Style options, detailed in Chapter 6. You can't take a
This effect ends early if you are incapacitated or die.
Fighting Style option more than once, even if you later
Once you've used this feature, you can't use it again
get to choose again.
until you finish a long rest.
THE WAY OF THE MYNOCK
Also at 3rd level, as a bonus action, you can enter a
defensive stance for one minute. As a part of this
bonus action, and as a bonus action on each of your
turns, you can cast the saber ward power. When you
do so, you have a number of special reactions equal to
your proficiency bonus that you can only use to cast
the saber reflect force power. You can only take one
reaction per turn.
This effect ends early if you are incapacitated
or die. Once you've used this feature, you can't use it
again until you finish a long rest.
CIRCLE OF SHELTER
At 7th level, you learn to fend off strikes directed at
you, your mount, or other creatures nearby. If you or a
creature you can see within 5 feet of you is hit by an
attack, you can use your reaction to ward the creature
if you're wielding a melee weapon or a shield. Roll 1d8
and add the number rolled to the target's AC against
that attack. If the attack still hits, the target has
resistance against the attack's damage.
You can use this feature a number of times equal to
your Constitution modifier (a minimum of once), and
you regain all expended uses when you finish a long
rest.
75 CHAPTER 3 | CLASSES
MONK
HER VIBROSTAFF A BLUR AS THEY DEFLECT AN INCOMING HAIL OF
blaster bolts, a human springs over a barricade and
throws herself into the massed ranks of pirates on the
other side. She whirls among them, knocking their
blows aside and sending them reeling, until at last she
stands alone.
Taking a deep breath, a zabrak covered in tattoos
settles into a battle stance. As the first charging
mercenaries reach him, he exhales and a blast of
negative energy courses from his hands, engulfing his
foes.
Moving with the silence of the night, a black-clad
mirialan steps into a shadow beneath an arch and
nimbly climbs to the balcony a stone's throw above
her. She slides her blade free of its cloth-wrapped
scabbard and peers through the open window at the
warlord, so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their
ability to harness the energy that flows in their bodies.
Whether channeled as a striking display of combat
prowess or a subtler focus of defensive ability and
speed, this energy infuses all that a monk does.
CHAPTER 3 | CLASSES 76
THE MONK
Proficiency Martial Arts Focus Unarmored
Level Bonus Features Damage Die Points Movement
1st +2 Unarmored Defense, Martial Arts d4 — —
2nd +2 Focus, Unarmored Movement d4 2 +10 ft.
3rd +2 Monastic Order, Deflect Missiles d4 3 +10 ft.
4th +2 Ability Score Improvement, Slow Fall d4 4 +10 ft.
5th +3 Extra Attack, Stunning Strike d6 5 +10 ft.
6th +3 Focused Strikes, Monastic Order feature d6 6 +15 ft.
7th +3 Evasion, Stillness of Mind d6 7 +15 ft.
8th +3 Ability Score Improvement d6 8 +15 ft.
9th +4 Unarmored Movement Improvement d6 9 +15 ft.
10th +4 Purity of Body d6 10 +20 ft.
11th +4 Monastic Order feature d8 11 +20 ft.
12th +4 Ability Score Improvement d8 12 +20 ft.
13th +5 Tongue of the Sun and Moon d8 13 +20 ft.
14th +5 Diamond Soul d8 14 +25 ft.
15th +5 Timeless Body d8 15 +25 ft.
16th +5 Ability Score Improvement d8 16 +25 ft.
17th +6 Monastic Order feature d10 17 +25 ft.
18th +6 Empty Body d10 18 +30 ft.
19th +6 Ability Score Improvement d10 19 +30 ft.
20th +6 Perfect Self d10 20 +30 ft.
CLASS FEATURES
As a monk, you gain the following class features.
HIT POINTS EQUIPMENT
Hit Dice: 1d8 per monk level You start with the following equipment, in addition to
Hit Points at 1st Level: 8 + your Constitution modifier the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per monk level after 1st (a) a chakram, (b) a techblade, (c) a simple
vibroweapon, or (d) a simple blaster and a power cell
PROFICIENCIES (a) a dungeoneer's pack or (b) an explorer's pack
Armor: None 10 vibrodarts
Weapons: Simple blasters, simple vibroweapons,
chakrams, techblades VARIANT: STARTING WEALTH
Tools: None In lieu of the equipment granted by your class and
background, you can elect to purchase your starting
Saving Throws: Strength, Dexterity
gear. If you do so, you receive no equipment from your
Skills: Choose two from Acrobatics, Athletics, Insight, Lore,
class and background, and instead roll for your starting
Perception, and Stealth
wealth using the criteria below:
Class Funds
Monk 1,000 + 1d4 x 100 cr
77 CHAPTER 3 | CLASSES
UNARMORED DEFENSE
Beginning at 1st level, while you are wearing no armor STEP OF THE WIND
and not wielding a shield, your AC equals 10 + your You can spend 1 focus point to take the Disengage or
Dexterity modifier + your Wisdom or Charisma Dash action as a bonus action on your turn, and your
modifier (your choice). jump distance is doubled for the turn.
CHAPTER 3 | CLASSES 78
FOCUSED STRIKES PERFECT SELF
Starting at 6th level, your unarmed strikes count as At 20th level, you've gained perfect control over your
enhanced for the purpose of overcoming resistance body. Your Dexterity and Wisdom or Charisma scores
and immunity to unenhanced attacks and damage. (your choice) increase by 2. Your maximum for those
scores increases by 2. Additionally, when you roll for
EVASION initiative and have no focus points remaining, you
At 7th level, your instinctive agility lets you dodge out regain 2 focus points.
of the way of certain area effects. When you are
subjected to an effect, such as a consular's force storm MONASTIC ORDERS
or an engineer's explosion, that allows you to make a Traditions of monastic pursuit are common in the
Dexterity saving throw to take only half damage, you locales scattered across the galaxy. Each order is based
instead take no damage if you succeed on a saving in a specific culture and is mutually exclusive, despite
throw, and only half damage if you fail. relying on the same basic techniques.
STILLNESS OF MIND
Starting at 7th level, you can use your action to end
one effect on yourself that is causing you to be
charmed or frightened.
PURITY OF BODY
At 10th level, your mastery of the focus flowing
through you makes you immune to disease and
poison.
DIAMOND SOUL
Beginning at 14th level, your mastery of focus grants
you proficiency in all saving throws.
Additionally, whenever you make a saving throw
and fail, you can spend 1 focus point to reroll it
and take the second result.
TIMELESS BODY
At 15th level, your focus sustains you so that you
suffer none of the frailty of old age, and you can't be
aged abnormally. You can still die of old age, however.
In addition, you no longer need food or water.
EMPTY BODY
Beginning at 18th level, you can use your action
to spend 4 focus points to become invisible
for 1 minute. During that time, you also
have resistance to all damage but
force damage.
79 CHAPTER 3 | CLASSES
ECHANI ORDER
Monks of the Echani Order train relentlessly both with SHARPEN THE BLADE
and without their weapons, to the point where the Starting at 11th level, you gain the ability to augment
weapon becomes an extension of the body. Founded your weapons further with your focus. As a bonus
on a mastery of sword fighting, the tradition has action, you can expend up to 3 focus points to grant
expanded to include many different weapons. one Echani weapon you touch a bonus to attack and
PATH OF THE ECHANI damage rolls when you attack with it. The bonus
equals the number of points you spent. This bonus
Beginning when you choose this order at 3rd level, lasts for 1 minute or until you use this feature again.
your special martial arts training leads you to master This feature has no effect on an enhanced weapon that
the use of certain weapons. You gain the following already has a bonus to attack and damage rolls.
benefits.
UNERRING ACCURACY
ECHANI WEAPONS
Choose two types of weapons to be your Echani At 17th level, your mastery of weapons grants you
weapons: one vibroweapon and one blaster. Each of extraordinary accuracy. If you miss with an
these weapons can be any simple or martial weapon attack roll using a monk weapon on your
that lacks the special property. You gain proficiency turn, you can reroll it. You can use this
with these weapons if you don't already have it. feature only once on each of your turns.
Weapons of the chosen types are monk weapons for
you. Many of this tradition's features work only with
your Echani weapons. When you reach 6th, 11th, and
17th level in this class, you can choose another type of
weapon to be an Echani weapon for you, following the
criteria above.
AGILE PARRY
If you make an unarmed strike as part of the Attack
action on your turn and are holding a Echani weapon,
you can use it to defend yourself if it is a melee
weapon. You gain a +2 bonus to AC until the start of
your next turn, while the weapon is in your hand and
you aren't incapacitated.
ECHANI'S SHOT
You can use a bonus action on your turn to make your
ranged attacks with an Echani weapon more deadly.
When you do so, any target you hit with a ranged
attack using an Echani weapon takes an extra 1d4
damage of the weapon's type. You retain this
benefit until the end of the current turn.
CHAPTER 3 | CLASSES 80
NIGHTSISTER ORDER
Monks of the Nightsister Order utilize an innate Force- MASTERY OF DEATH
sensitivity to commune with death. They learn to Starting at 11th level, when you are reduced to 0 hit
channel this power to drain the life of their foes to points, you can expend 1 focus point (no action
prolong their own existence. Males who join this order required) to have 1 hit point instead.
are called Nightbrothers.
SPIRIT BLADE ASSAULT
ICHOR LIGHTNING
At 17th level, as an action, you conjure a blade of
Beginning when you choose this order at 3rd level, you negative energy and strike one creature within 5 feet of
gain a new attack option that you can use with the you with it, expending 1 to 10 focus points. The target
Attack action. This special attack is a ranged force must make a Constitution saving throw. On a failed
attack with a range of 30 feet. You are proficient with it, save, it takes 2d10 necrotic damage per focus point
and you add your Dexterity modifier to its attack and spent, or half as much on a successful one.
damage rolls. Its damage is necrotic, and its damage
die is a d4. This die changes as you gain monk levels, as
shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and
use this special attack as part of it, you can spend 1
focus point to make the special attack twice as a bonus
action.
When you gain the Extra Attack feature, this special
attack can be used for any of the attacks you make as
part of the Attack action.
When you reduce a creature to 0 hit points with this
attack, you gain temporary hit points equal to your
Wisdom or Charisma modifier + your monk level (your
choice, minimum of one).
DARK MAGICK
At 6th level, you can use your action to force
each creature within 30 feet of you that can
see you to make
a Wisdom
saving throw
against your focus
save DC or be charmed
or frightened (your choice)
of you until the end of your
next turn.
81 CHAPTER 3 | CLASSES
TERÄS KÄSI ORDER
Monks of the Teräs Käsi Order are the ultimate TRANQUILITY
masters of martial arts combat, whether armed or Starting at 11th level, you can enter a special
unarmed. They learn techniques to push and trip their meditation that surrounds you with an aura of peace.
opponents, manipulate focus to heal damage to their At the end of a long rest, you gain the effect of a
bodies, and practice advanced meditation that can sanctuary force power that lasts until the start of your
protect them from harm. next long rest (the power can end early as normal). The
OPEN HAND TECHNIQUE saving throw DC for the power equals your focus save
DC.
Beginning when you choose this order at 3rd level, you
can manipulate your enemy's focus when you harness QUIVERING PALM
your own. Whenever you hit a creature with one of the At 17th level, you gain the ability to set up lethal
attacks granted by your Flurry of Blows, you can vibrations in someone's body. When you hit a creature
impose one of the following effects on that target: with an unarmed strike, you can spend 3 focus points
It must succeed on a Dexterity saving throw or be to start these imperceptible vibrations, which last for a
knocked prone. number of days equal to your monk level. The
It must make a Strength saving throw. If it fails, you can vibrations are harmless unless you use your action to
push it up to 15 feet away from you. end them. To do so, you and the target must be on the
It can't take reactions until the end of your next turn. same planet. When you use this action, the creature
must make a Constitution saving throw. If it fails, it is
WHOLENESS OF BODY reduced to 0 hit points. If it succeeds, it takes 10d10
At 6th level, you gain the ability to heal yourself. necrotic damage.
As an action, you can regain hit points equal to You can have only one creature under the effect of
three times your monk level. this feature at a time. You can choose to
Once you've used this feature, you must end the vibrations harmlessly
complete a long rest before you can use it again. (no action required).
CHAPTER 3 | CLASSES 82
OPERATIVE
A BOTHAN SPY TAKES A MOMENT TO ADJUST HER INFRARED GOGGLES.
Nimbly sidestepping the laser grid in the room, she
slips to the computer at the far end. Counting down
the seconds in her head, she slices the mainframe.
Twenty seconds. Ten seconds. A handful of soldiers
bursts into the room, but she is already gone – with the
data in hand.
With a wary eye on the door, a scruffy-looking Duros
plays pazaak in a seedy cantina. When two city guards
appear at the exit, he smiles and reaches under the
table. Before they can move in, the smuggler flips the
table and opens fire. The crowd scatters in panic, giving
him just enough cover to escape.
A gorgeous young human dances before an
intoxicated senator in his parlor. She winks enticingly
through her golden blonde hair as she sways closer.
Leaning in for a kiss, the senator is instead surprised
by the barrel of a hold-out blaster pistol shoved into
his mouth. He has no time to shout before the assassin
pulls the trigger.
Operatives, whether good, bad, or neutral, are those
who focus on a specific practice and utilize it to get the
upper hand. They can come from any world or region
in the galaxy, with origins from the lowliest scoundrel
to the once social elite.
EVADING DANGER
Operatives have a knack for getting out of trouble.
They have an instinct for self-preservation that keeps
them alive, but it's usually tempered with a need to
experience the thrills that their profession has to offer,
and many adventurous operatives are also saddled
with a sense of honor that sometimes makes them go
against their natural inclinations. No matter what their
immediate concerns may be, survival is the name of
the game.
CREATING AN OPERATIVE
While creating your operative character, consider how
you first started on your path. Maybe you were raised
on the street and fell into the criminal element as a
means of survival. You could be a simple trader who
decided to strike against the Sith Empire when it
encroached on your business. What would you say is
your greatest skill set? What is your core, the truest
OUTSIDE THE LAW essence about yourself that keeps you focused? Why
would society treat you as a criminal, yet your allies
Operatives don't often start out seeking to defy hold you as a loyal companion?
authority and break the law. Some are thrust into the
profession as a means of rebellion. Others wind up on QUICK BUILD
the wrong side of the law due to bad luck, poor You can make an operative quickly by following these
decisions, or circumstances beyond their control. The suggestions. First, make Dexterity your highest ability
skills they pick up along the way make them great score, followed by Intelligence or Charisma. Second,
members of any mission team. choose the gambler background.
83 CHAPTER 3 | CLASSES
THE OPERATIVE
Proficiency Sneak Attack
Level Bonus Features Damage Dice
1st +2 Expertise, Sneak Attack 1d6
2nd +2 Bad Feeling, Cunning Action 1d6
3rd +2 Operative Practice 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Practice feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Practice feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Practice feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6
CLASS FEATURES
As an operative, you have the following class features.
HIT POINTS EQUIPMENT
Hit Dice: 1d8 per operative level You start with the following equipment, in addition to
Hit Points at 1st Level: 8 + your Constitution modifier the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per operative level after 1st (a) a vibrorapier, (b) a hidden blade, (c) a simple blaster
and a power cell, or (d) a simple vibroweapon
PROFICIENCIES (a) a simple blaster and two power cells or (b) a simple
Armor: Light armor vibroweapon and a light shield
Weapons: Simple blasters, simple vibroweapons, blaster (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an
pistol, hidden blade, techblade, vibrorapier explorer's pack
Tools: Your choice of demolitions kit, disguise kit, forgery A tool with which you are proficient
kit, poisoner's kit, security kit, or slicer's kit Combat suit and a vibrodagger
Saving Throws: Dexterity, Intelligence
VARIANT: STARTING WEALTH
Skills: Choose four from Acrobatics, Athletics, Deception,
In lieu of the equipment granted by your class and
Insight, Intimidation, Investigation, Perception,
background, you can elect to purchase your starting
Performance, Persuasion, Piloting, Sleight of Hand,
gear. If you do so, you receive no equipment from your
Stealth, and Technology
class and background, and instead roll for your starting
wealth using the criteria below:
Class Funds
Operative 1,000 + 4d4 x 100 cr
CHAPTER 3 | CLASSES 84
EXPERTISE UNCANNY DODGE
At 1st level, choose two of your skill proficiencies, or Starting at 5th level, when an attacker that you can see
one of skill proficiencies and one of your tool hits you with an attack, you can use your reaction to
proficiencies, or two of your tool proficiencies. You gain halve the attack's damage against you.
expertise in those skills or tools.
At 6th level, you can choose two more of your EVASION
proficiencies (in skills or tools) to gain this benefit. Beginning at 7th level, when you are subjected to an
effect, such as a consular's force storm or an
SNEAK ATTACK engineer's explosion, that allows you to make a
Beginning at 1st level, you know how to strike subtly Dexterity saving throw to take only half damage, you
and exploit a foe's distraction. Once per turn, you can instead take no damage if you succeed on a saving
deal an extra 1d6 damage to one creature you hit with throw, and only half damage if you fail.
an attack if you have advantage on the attack roll. The
attack must use a finesse or a ranged weapon. RELIABLE TALENT
You don't need advantage on the attack roll if By 11th level, you have refined your chosen skills until
another enemy of the target is within 5 feet of it, that they approach perfection. Whenever you make an
enemy isn't incapacitated, and you don't have ability check that lets you add your proficiency bonus,
disadvantage on the attack roll. you can treat a d20 roll of 9 or lower as a 10.
The amount of the extra damage increases as you
gain levels in this class, as shown in the Sneak Attack BLINDSENSE
column of the operative class table. Starting at 14th level, if you are able to hear, you are
aware of the location of any hidden or invisible
BAD FEELING creature within 10 feet of you.
Starting at 2nd level, you have a wary eye, bordering on
paranoia. When you roll for initiative, you can move up SLIPPERY MIND
to your speed. This movement happens before the By 15th level, you have acquired greater mental
initiative order is determined. strength. You gain proficiency in Wisdom saving
Once you've used this feature, you can't use it again throws.
until you finish a long rest.
ELUSIVE
CUNNING ACTION Beginning at 18th level, you are so evasive that
Also at 2nd level, your quick thinking and agility allow attackers rarely gain the upper hand against you. No
you to move and act quickly. You can take a bonus attack roll has advantage against you while you aren't
action on each of your turns in combat. This action can incapacitated.
be used only to take the Dash, Disengage, or Hide
action. STROKE OF LUCK
At 20th level, you have an uncanny knack for
OPERATIVE PRACTICE succeeding when you need to. Your Dexterity and
At 3rd level, you choose a practice that you emulate in Intelligence scores increase by 2. Your maximum for
the exercise of your operative abilities, which is those scores increases by 2. Additionally, if your attack
detailed at the end of the class description. Your misses a target within range, you can turn the miss into
practice choice grants you features at 3rd level and a hit. Alternatively, if you fail an ability check, you can
then again at 9th, 13th, and 17th level. treat the d20 roll as a 20.
Once you've used this feature, you can't use it again
ABILITY SCORE IMPROVEMENT until you finish a short or long rest.
When you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level, you can increase one ability score OPERATIVE PRACTICES
of your choice by 2, or you can increase two ability Operatives have many features in common, including
scores of your choice by 1. As normal, you can't their emphasis on perfecting their skills, their precise
increase an ability score above 20 using this feature. and deadly approach to combat, and their increasingly
Alternatively, you can choose a feat (see Chapter 6 for quick reflexes. But different operatives steer those
a list of feats). talents in varying directions, embodied by the different
operative practices.
85 CHAPTER 3 | CLASSES
GUNSLINGER PRACTICE
Those operatives who choose the Gunslinger Practice RICOCHET SHOT
are the masters of the trick shot. The Gunslinger and Starting at 13th level you learn how to work all the
his blaster are the perfect team, utilizing knowledge of angles. Once per turn, when you take the Attack action
their enemies vulnerabilities to take advantage of every and miss with a ranged weapon attack, you can repeat
opportunity. the attack against a different target within 10 feet of
DIVE FOR COVER the original target (no action required).
When you choose this practice at 3rd level, you learn to QUICKDRAW
quickly move into cover when under fire. Once per At 17th level, you learn to perform miracles with just a
round, when you are the target of a ranged attack, or blaster and some nerve. On your first turn in combat, if
you are subjected to an effect that allows you to make you aren't surprised, you can use your action to attack
a Dexterity saving throw, and there is cover within 10 creatures that have not yet acted. Choose up to six
feet of you, you can move up to 10 feet (no action such creatures that you can see, making a ranged
required). You must end this movement in cover. weapon attack against each. On a hit, you deal normal
You can use this feature a number of times equal to weapon damage and can apply a single trick shot to
your Dexterity modifier (a minimum of once). You each attack made this way.
regain all expended uses when you complete a long Once you've used this feature, you must complete a
rest. short or long rest before you can use it again.
TRICK SHOOTER
Also at 3rd level, you learn a number of trick shots you
can use to debilitate enemies and impress allies. When
you deal Sneak Attack damage to a creature, you may
choose to forgo two of your Sneak Attack dice to make
the attack a trick shot.
Some of your trick shots
require your target to make
a saving throw to resist the trick
shot's effects. The saving throw DC is calculated as
follows:
BLINDING SHOT
You attempt to blind the target. The target must make
a Constitution saving throw or be blinded until the end
of your next turn.
BRUTAL SHOT
You attempt to knock the target prone. The target
must make a Strength saving throw or be knocked
prone.
HAMPERING SHOT
You attempt to hobble the enemy's movement. The
target must make a Dexterity saving throw. If it fails, its
movement speed is reduced by half and it makes
Dexterity saving throws with disadvantage until the
end of its next turn.
SPINNING FLOURISH
Beginning at 9th level you can flourish your weapon in
an intimidating or charming manner. As an action, you
can cause one creature within 60 feet to make a
Wisdom saving throw (DC = 8 + your proficiency bonus
+ your Dexterity modifier). On a failed save, the target
is charmed or frightened by you (your choice) until the
end of your next turn.
CHAPTER 3 | CLASSES 86
LETHALITY PRACTICE
Those operatives who choose the Lethality Practice use POISONER
disguises to get close to their enemies, then leverage
Beginning at 9th level, you are a master of poisons.
the toxic power of poisons to debilitate them and
You can apply a poison as a bonus action, and you
capitalize on their weaknesses.
have advantage on Dexterity (Sleight of Hand) checks
BONUS PROFICIENCIES made to conceal the application of poisons.
Additionally, you can improve the capability of one
When you choose this practice at 3rd level, you gain dose of poison. To use this benefit, you must have a
proficiency with the disguise kit and the poisoner's kit. poisoner's kit, and the poison must be within reach. If
ASSASSINATE the poison is applied before the end of your next short
or long rest, the target has disadvantage on the saving
Also at 3rd level, you are at your deadliest when you throw made to resist your poison. Once you've used
get the drop on your enemies. You have advantage on this feature, you must complete a long rest before you
attack rolls against any creature that hasn't taken a can use it again.
turn in the combat yet. Additionally, any hit you score
against a creature that is surprised is a critical hit. IMPOSTOR
LETHAL STRIKES Starting at 13th level, you gain the ability to unerringly
mimic another person's speech, writing, and behavior.
Lastly at 3rd level, you learn how to read your foes and You must spend at least 1 minute studying these three
strikes their weak points. When you deal Sneak Attack components of the person's behavior: listening to
damage to a creature, you may choose to forgo two of speech, examining handwriting, and observing
your Sneak Attack dice to make the attack a lethal mannerisms. If you can only study some of these
strike. aspects (such as only having writing samples, or only
Some of your lethal strikes require your target to audio recordings), you can mimic that aspect of the
mak ea saving throw to resist the lethal strike's effects. person, but not other aspects you have not studied.
The saving throw DC is calculated as follows: Your ruse is indiscernible to the casual observer. If a
wary creature suspects something is amiss, you have
Lethal Strike save DC = 8 + your proficiency bonus +
advantage on any Charisma (Deception) check you
your Dexterity modifier
make to avoid detection.
PRIMING ATTACK DEATH STRIKE
You attempt to prime the target. The target must make
a Dexterity, Constitution, or Wisdom saving throw (your At 17th level, you become a
choice). On a failed save, the next time you deal Sneak master of instant
Attack damage against the target before the end of death. When you
your next turn, you roll four additional Sneak Attack deal weapon
dice. damage to a
creature that is
TARGET ASSESSMENT surprised, it must
You attempt to infer crucial details about your foe. The make a Constitution
creature must make a Charisma saving throw. On a saving throw against
failed save, the GM tells you two of the following your lethal strike
characteristics of your choice: save DC. On a
failed save, double
Highest ability score
the damage of
Lowest ability score
your attack against
Strongest saving throw
the creature.
Weakest saving throw
VULNERABLE STRIKE
You attempt to stagger the target. The target must
make a Wisdom saving throw. On a failed save, the
next time you would make an attack roll against the
target before the end of your next turn, you can
instead force the target to make a saving throw with
the ability score of your choice. On a failed save, the
creature takes normal weapon damage and you can
apply your Sneak Attack dice to the roll.
87 CHAPTER 3 | CLASSES
SABOTEUR PRACTICE
Those operatives who choose the Saboteur TECHCASTING
Practice enhance their fine-honed skills of When you choose this practice at 3rd level, you have
stealth and agility with tech, learning tricks derived powers from schematics with the aid of your
to distract and beguile or using explosives wristpad. See chapter 10 for the general rules of
and advanced technology to sustain a techcasting and chapter 12 for the tech powers list.
longer assault.
TECH POWERS KNOWN
You learn 4 tech powers of your choice, and you learn
more at higher levels, as shown in the Tech Powers
Known column of the Saboteur Practice Techcasting
table. You may not learn a tech power of a level higher
than your Max Power Level.
TECH POINTS
You have a number of tech points equal to half of your
operative level (rounded up), as shown in the Tech
Points column of the Saboteur Practice Techcasting
table, + your Intelligence modifier. You use these tech
points to cast tech powers. You regain all expended
tech points when you finish a short or long rest.
MAX POWER LEVEL
Many tech powers can be overcharged, consuming
more tech points to create a greater effect. You can
overcharge these powers to a maximum level, which
increases at higher levels, as shown in the Max Power
Level column of the Saboteur Practice Techcasting
table.
You may only cast tech powers at 4th-level once. You
regain the ability to do so after a long rest.
TECHCASTING ABILITY
Intelligence is your techcasting ability for your tech
powers. You use your Intelligence whenever a power
refers to your techcasting ability. In addition, you use
your Intelligence modifier when setting the saving
throw DC for a tech power you cast and when making
an attack roll with one.
TECHCASTING FOCUS
You use a wristpad (found in chapter 5) as a
techcasting focus for your tech powers.
CHAPTER 3 | CLASSES 88
TRACKER DROID IMPROVEMENTS
Also at 3rd level, you can cast the tracker droid
interface tech power at 1st-level without expending
tech points. You can use this feature a number of times SABOTEUR PRACTICE TECHCASTING
equal to your Intelligence modifier (a minimum of
Tech Powers Tech Max Power
once). You regain any expended uses when you finish a
Level Known Points Level
long rest.
Additionally, when you cast the tracker droid 3rd 4 2 1st
interface tech power, you can modify the tracker droid, 4th 4 2 1st
and you can perform the following additional tasks
5th 5 3 1st
with it:
6th 5 3 1st
You can make the tracker droid invisible.
7th 6 4 2nd
You can stow one object the tracker droid is carrying in
a container worn or carried by another creature. 8th 6 4 2nd
You can retrieve an object in a container worn or 9th 7 5 2nd
carried by another creature.
10th 7 5 2nd
You can use demolitions kits, security kits, and slicer's
kits at range. 11th 8 6 2nd
12th 8 6 2nd
You can perform one of these tasks without being
noticed by a creature if your tracker droid succeeds on 13th 9 7 3rd
a Dexterity (Sleight of Hand) check contested by the 14th 9 7 3rd
creature's Wisdom (Perception) check.
15th 10 8 3rd
POWERED AMBUSH 16th 10 8 3rd
Beginning at 9th level, if you are hidden from a 17th 11 9 3rd
creature when you cast a power on it, the creature has 18th 11 9 3rd
disadvantage on any saving throw it makes against the
power this turn. 19th 12 10 4th
20th 12 10 4th
EXPLOSIVE RETRIBUTION
Starting at 13th level, as a bonus action on your turn,
or as a reaction when the target of your tracker droid
interface is reduced to 0 hit points, you can detonate
your tracker droid. Each creature within 10 feet of the
tracker droid must make a Dexterity saving throw SABOTAGE
against your tech save DC. A creature takes 4d4 ion At 17th level, you gain the ability to sabotage a tech
damage on a failed save, or half as much as on a power in the process of being cast When a hostile
successful one. Any electronics within the blast radius creature casts a tech power, and you are the target of
are disabled until rebooted. the tech power or within its area of effect, you can use
Once you've detonated the target of your tracker your reaction to force that creature to make an
droid interface, it is rendered useless until you repair it Intelligence saving throw against your tech save DC. On
over the course of a long rest. a successful save, the power is cast as normal.
On a failed save, you negate the power's effects, and
the caster takes 1d6 lightning damage per level of the
power it was casting. Additionally, on a failed save, the
caster's tech focus used to cast the tech power is
overloaded and can't be used to cast tech powers for 1
minute.
At the end of each of the caster's turns, it can repeat
the Intelligence saving throw. On a success, it can use
the tech focus to cast tech powers again.
Once you've used this feature, you can't use it again
until you finish a long rest.
89 CHAPTER 3 | CLASSES
SCHOLAR
AN OVERWHELMING HORDE OF TUSKEN RAIDERS BEARS DOWN ON A
chiss and her fellow adventurers. She gives the order
and her allies unleash a single coordinated attack
cutting deep into their lines. Under her command the
enemy is quickly routed against all odds, all according
to plan.
Deep within the once thought abandoned ruins, a
nautolan tends to his companions wounds as they rest.
Countless long nights of study and training have
conditioned him to keep going even when all others
have exhausted themselves. He will see them through
this.
A twi'lek in fine vestments addresses a gathering
crowd. What was the making of an angry mob begins
to disperse, his mere presence putting them at ease,
giving his companions time to make their escape.
Scholars are master of the mundane arts, using
methodical practices to turn the tables to their
advantage. From years of study and testing, scholars
take in the situation around them and quickly
formulate the means to achieve whatever they have
minds set to. Whatever pursuit they follow, a scholar
will have a plan for anything that comes their way.
CHAPTER 3 | CLASSES 90
THE SCHOLAR
Proficiency Academic Superiority Maneuvers
Level Bonus Features Superiority Dice Known Discoveries
1st +2 Academic Superiority, Critical Analysis d6 2 2 —
2nd +2 Discovery, Sage Advice (long rest) d6 2 2 2
3rd +2 Expertise, Academic Pursuit d6 4 4 2
4th +2 Ability Score Improvement d6 4 4 2
5th +3 Multitasker d6 4 4 3
6th +3 Pursuit feature d6 4 4 3
7th +3 — d8 6 6 4
8th +3 Ability Score Improvement d8 6 6 4
9th +4 Pursuit feature d8 6 6 5
10th +4 Expertise d8 6 6 5
11th +4 — d10 6 8 5
12th +4 Ability Score Improvement d10 6 8 6
13th +5 Sage Advice (short rest) d10 6 8 6
14th +5 Calm and Collected d10 6 8 6
15th +5 — d12 8 10 7
16th +5 Ability Score Improvement d12 8 10 7
17th +6 Pursuit feature d12 8 10 7
18th +6 Adaptable Intellectual d12 8 10 8
19th +6 Ability Score Improvement d12 8 10 8
20th +6 Knowledge Unbound d12 8 10 8
CLASS FEATURES
As a scholar, you gain the following class features:
HIT POINTS EQUIPMENT
Hit Dice: 1d8 per scholar level You start with the following equipment, in addition to
Hit Points at 1st Level: 8 + your Constitution modifier the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per scholar level after 1st (a) a simple vibroweapon or (b) a simple blaster and
two power cells
PROFICIENCIES (a) scholar's pack or (b) explorer's pack
Armor: Light armor a combat suit
Weapons: Simple blasters, simple vibroweapons, any tool of your choice
techblades
Tools: Any one VARIANT: STARTING WEALTH
In lieu of the equipment granted by your class and
Saving Throws: Wisdom, Intelligence
background, you can elect to purchase your starting
Skills: Choose three from Deception, Insight, Intimidation,
gear. If you do so, you receive no equipment from your
Investigation, Lore, Medicine, Nature, Persuasion, and
class and background, and instead roll for your starting
Survival
wealth using the criteria below:
Class Funds
Scholar 1,000 + 3d4 x 100 cr
91 CHAPTER 3 | CLASSES
ACADEMIC SUPERIORITY
Beginning at 1st level, you know how to apply your EXPLOIT WEAKNESS
studies in practical ways known as maneuvers. Your When you hit a creature with a weapon attack, you can
maneuvers are fueled by special dice called superiority expend a superiority die and deal additional damage
dice. equal to the number rolled. This damage cannot be
reduced in any way.
MANEUVERS
You know two maneuvers of your choice, which are GOADING ATTACK
detailed under "Maneuvers" below, and you earn more When you hit a creature with a weapon attack, you can
at higher levels, as shown in the Maneuvers Known expend one superiority die to attempt to goad the
column of the scholar class table. Many maneuvers target into attacking you. You add the superiority die to
enhance an attack in some way. You can use only one the attack's damage roll, and the target must make a
maneuver per attack, and you may only use each Wisdom saving throw. On a failed save, the target has
maneuver once per turn. disadvantage on all attack rolls against targets other
Each time you learn new maneuvers, you can also than you until the end of your next turn.
replace one maneuver you know with a different one.
HEADS UP
SUPERIORITY DICE When a friendly creature who can see or hear you
You have two superiority dice, which are d6s, and you makes a saving throw, you can use your reaction and
earn more at higher levels, as shown in the Superiority expend a superiority die, adding the number rolled to
Dice column of the scholar class table. This die changes the result of the saving throw. You can use this
as you gain scholar levels, as shown in the Academic maneuver before or after making the saving throw, but
Superiority column of the scholar class table. A before any effects of the saving throw are determined.
superiority die is expended when you use it.
MEASURED ACTION
You regain all of your expended superiority dice As a reaction when you make a roll for a contested skill
when you finish a short or long rest. check, you can expend a superiority die to add to the
SAVING THROWS roll. You can use this maneuver before or after making
Some of your maneuvers require your target to make a the contested skill check roll, but before any effects of
saving throw to resist the maneuver's effects. The the contested skill check are determined.
saving throw DC is calculated as follows:
ONE STEP AHEAD
Maneuver save DC = 8 + your proficiency bonus + When you roll initiative and you are not surprised, you
your Intelligence modifier can expend a superiority die and add the number
rolled to your initiative.
MANEUVERS TARGETED STRIKE
The maneuvers are presented in alphabetical order. When an ally makes an attack against a creature, you
can use your reaction to expend a superiority die. You
ADMINISTER AID add the superiority die to the attack roll, and the
As an action, you can expend a superiority die to tend damage roll if it hits. You can use this maneuver before
to a creature you can touch. The creature regains a or after the attack roll, but before the GM determines
number of hit points equal to the number rolled + your whether or not the attack hits.
Intelligence modifier.
CRITICAL ANALYSIS
ASSESS THE SITUATION
You can expend one superiority die to make a Wisdom At 1st level, you are able to analyze a target, develop a
(Perception) or Intelligence (Investigation) check as a plan on how to best overcome any potential obstacle,
bonus action, adding the superiority die to the check. and execute that plan with ruthless efficiency. As a
bonus action on your turn, you can analyze a target
CRIPPLING STRIKE you can see within 60 feet of you. For the next minute,
When you hit a creature with a weapon attack, you can or until you analyze another target, you gain the
expend one superiority die to cripple the creature. You following benefits:
add the superiority die to the attack's damage roll and
the creature's speed is reduced by 10 feet until the end When you analyze a hostile creature, your attack and
of their next turn. damage rolls made with weapons with the finesse
property or blaster weapons against that target may
DELIBERATE MOVEMENT use your Intelligence modifier instead of Strength or
You can expend one superiority die to take the Dexterity.
Disengage action as a bonus action and ignore the When you analyze a friendly creature, the target can
effects of standard difficult terrain until the end of your end your Critical Analysis on them (no action required)
turn. to add your Intelligence modifier to one attack roll,
ability check, or saving throw. Once a friendly creature
has benefited from this ability, they can not do so again
until they complete a short or long rest.
CHAPTER 3 | CLASSES 92
DISCOVERY CALM AND COLLECTED
As you adventure, your studies have helped you Beginning at 14th level, when you make a saving throw
discover new practices you can apply to your skills. from an effect you can see, you may gain a bonus to
At 2nd level, you master two discoveries of your the saving throw equal to your Intelligence modifier.
choice. Your discovery options are detailed at the end Once you have used this feature, you must wait until
of the class description. When you gain certain scholar a short or long rest before using it again.
levels, you gain additional discoveries of your choice,
as shown in the Discoveries column of the scholar class ADAPTABLE INTELLECTUAL
table. At 18th level, you are able to effectively prepare for any
Additionally, when you gain a level in this class, you mission on hand. At the end of a long rest, you may
can choose one of the discoveries you know and choose one of the discoveries you know and replace it
replace it with another discovery that you could learn with another discover that you could learn at that level.
at that level.
KNOWLEDGE UNBOUND
SAGE ADVICE When you reach 20th level, you are the pinnacle of
When you reach 2nd level, you can spend 1 minute your pursuit. Your Intelligence score increases by 4.
spreading your knowledge and experience, advising Your maximum for that score increases by 4.
those around you. When you do so, choose a skill or Additionally, you can use any maneuver you know
tool you are proficient with and a number of friendly without expending a superiority die,
creatures up to your Intelligence modifier within 30 rolling a d4 instead.
feet of you who can hear you and who can understand
you. Once within the next hour, the next time each ACADEMIC PURSUITS
creature would make an ability check with the chosen Your pursuit is a representation
skill or tool, they may add their proficiency bonus to of which fields you have studied
the roll if they are not already proficient. A creature or how you practically apply
may only benefit from this feature once. If a creature is your knowledge.
targeted by this feature again before using it, they can
choose to retain the first benefit or replace it with the
new skill or tool instead.
Once you've used this feature, you can't use it again
until you finish a long rest. Starting at 13th level, you
regain the ability to use it after you complete a short or
long rest.
EXPERTISE
At 3rd level, choose two of your skill proficiencies, or
one of skill proficiencies and one of your tool
proficiencies, or two of your tool proficiencies. You gain
expertise in those skills or tools.
At 10th level, you can choose another two
proficiencies (in skills or tools) to gain this benefit.
ACADEMIC PURSUIT
At 3rd level, you dedicate your studies towards a
pursuit, which is detailed at the end of the class
description. The pursuit you choose grants you
features at 3rd level, and again at 6th, 9th, and 17th
level.
MULTITASKER
Starting at 5th level, you can take a second reaction
each round. You can only take one reaction per turn.
93 CHAPTER 3 | CLASSES
DISCOVERIES
The discoveries are presented in alphabetical order. If MASTER'S ADVICE
a discovery has prerequisites, you must meet them to When you use your Sage Advice feature, the first time
learn it. If a discovery requires a level, you must be that each targeted creature makes the chosen skill check,
level in this class to learn the discovery. You can learn they gain an additional bonus to the roll equal to your
the discovery at the same time you meet its Intelligence modifier.
prerequisites.
PERFECT MANEUVER
ACADEMIC MEMORY Prerequisite: 15th level
You can recall anything you have read in the past When you roll a 1 on a superiority die, you can reroll
month that you understand. This includes but is not the die and must use the new roll.
limited to books, maps, signs, and lists.
QUICK ANALYSIS
ADAPTIVE Prerequisite: 9th level
Prerequisite: 15th level When you roll initiative and aren't surprised, you can
When the target of your Critical Analysis feature is use your reaction to use your Critical Analysis feature.
reduced to 0 hit points, you can use your reaction to
RELIABLE SOURCES
change the target of your analysis to another creature
Prerequisite: 9th level
within range.
When you make an Intelligence (Lore) or Intelligence
AMBASSADOR (Nature) skill check that lets you add your proficiency
You learn three additional languages of your choice. bonus, you can treat a d20 roll of 9 or lower as a 10.
You my choose this discovery multiple times.
RESOLUTE
CLEVER APPLICATIONS When you make a saving throw to resist charm and
You gain proficiency with improvised weapons, and fear effects, you may add your Intelligence modifier to
they gain the finesse property for you. Additionally, the roll.
when you make an attack with an improvised weapon,
RUNNING ON FUMES
it deals 1d6 damage.
You only need 4 hours of sleep to gain the benefit of a
You can use your Sage Advice feature to give friendly
long rest.
creatures improvised weapon proficiency if they don't
Additionally, you have advantage on saving throws
already have it, following the same rules of that feature
against exhaustion.
as if it were a skill or tool. The friendly creatures retain
this proficiency for the entire duration instead. SURVIVAL EXPERT
When you make a Survival skill check, you may use
MENTAL PROWESS
your Intelligence modifier instead of your Wisdom
When you make a Strength (Athletics) or Dexterity
modifier.
(Acrobatics) check to grapple a creature or break out of
Additionally, you have advantage on saving throws
a grapple, net, and other restraining equipment, you
against poison.
can use your Intelligence modifier instead of Strength
or Dexterity. TARGETED ANALYSIS
Prerequisite: 5th level
HARDENED MIND
Your attack rolls against the target of your critical
Prerequisite: 9th level
analysis feature cannot suffer from disadvantage.
You have advantage on saving throws against illusions
and on Intelligence checks to discern them from reality. TECH AMATEUR
You also gain resistance to psychic damage. Choose one 1st-level tech power. You learn that power
and can cast it at its lowest level without expending
LIFELONG LEARNING
tech points. Once you cast it in this way, you must
You gain proficiency in a skill and a tool, or two tools.
finish a long rest before you can cast it again. Your
You can select this discovery multiple times, each
techcasting ability for this power is Intelligence.
time choosing a new skill and a tool, or two new tools.
You can select this discovery multiple times. Each
LINGERING ADVICE time you do so, you must choose a different power.
Prerequisite: 5th level
UNIVERSAL LANGUAGE
When you use your Sage Advice feature, the targeted
You can communicate simple ideas with any creature
creatures retain the benefit from your instruction for
with an Intelligence score of 6 or higher through basic
the full duration.
expressions and gestures.
CHAPTER 3 | CLASSES 94
PHYSICIAN PURSUIT
Physicians study the medical, anatomical, and
biological sciences. Those scholars who choose the
Physician Pursuit use their knowledge to mend their
allies on the field and deal crippling blows with surgical
precision.
MEDICAL PRACTITIONER
When you choose this pursuit at 3rd level, you gain
proficiency with biochemist's kits and your choice of
Medicine or Nature skills. Additionally, when you make
a Wisdom (Medicine) check, you gain a bonus to the
check equal to your Intelligence modifier.
REMOTE HEALER
Also at 3rd level, you have learned to deploy medicine
from a range. When you use a maneuver targeting an
ally that is the target of your Critical Analysis feature,
that maneuver's range becomes 30 feet.
ADDITIONAL MANEUVERS
Lastly at 3rd level, you gain access to new maneuvers
which reflect the progress of your studies into the
medical arts. Whenever you learn a new maneuver,
you can choose from any of the following as well. The
maneuvers are listed in alphabetical order.
ADRENALINE HIT
You can use an action and expend one superiority die
to inject a creature with regenerative medication that
temporarily enhances their agility. When you do so, a
creature you can touch regains hit points equal to the
superiority die roll. Additionally, until the start of your
next turn, when that creature would take damage, the
amount is reduced by an amount equal to your
Intelligence modifier.
EMERGENCY PRESCRIPTION
As an action, you can expend one superiority die and
touch a creature. That creature regains hit points equal
to result of the die + your Intelligence modifier, and
when that creature makes their first ability check,
attack roll, or saving throw before the start of your next
turn they roll the superiority die and add it to the roll.
ENHANCEMENT INJECTION
As an action, you can expend one superiority die to
inject a creature you can touch with enhancements,
granting them temporary hit points equal to the
superiority die roll + your Intelligence modifier, which
last for 1 minute. Additionally, when the target makes a
Strength or Constitution check or saving throw while it
has these temporary hit points, it gains a bonus equal
to your Intelligence modifier.
NEUROBLOCK
When you make an attack roll, you can expend a
superiority die and add it to the attack roll. On a hit,
the creature's next attack has disadvantage and it
cannot regain hit points until the start of your next
turn.
95 CHAPTER 3 | CLASSES
REASSURE TRANSFUSION
As an action, you can expend a superiority die and call Once per turn when you hit a creature with a finesse
out to a creature within 60 feet that can see or hear melee weapon, you can expend a superiority to give
you that is charmed, frightened, or stunned. When you you or an ally that is within 5 feet of the creature a
do so, that creature immediately makes another saving transfusion. Add the superiority dice to the damage
throw, adding the amount rolled to the save. you deal. You or your ally gain hit points equivalent to
the damage you deal to the creature.
REMOVE TOXINS You can be the creature hit with the attack as long as
As an action, you can expend a superiority die to purge there is an ally with 5 feet of you, in which you can let it
the toxins from a creature you can touch. The target hit without rolling an attack and must choose an ally to
regains hit points equal to the number rolled and, if it heal with the transfusion.
is poisoned or diseased, you neutralize the poison or
disease. If more than one poison or disease afflicts the WEAK POINT STRIKE
target, you neutralize one poison or disease that you When you hit a creature with a weapon attack, you can
know is present, or you neutralize one at random. expend a superiority die to temporarily daze the
creature. Add the number rolled to the damage of the
SMELLING SALTS weapon attack and the creature must succeed on a
As a bonus action, you can expend a superiority die to Constitution saving throw or be stunned until the end
heal a creature you can touch by a number of hit of its next turn.
points equal to the number rolled.
FIELD SURGEON
Beginning at 6th level, whenever you expend
superiority dice to restore hit points or grant
temporary hit points to a creature, you can roll an
additional die d6 and add it to the roll. This die
increases when you reach certain levels in this class:
1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th
level.
Additionally, whenever you expend superiority dice
to restore hit points or grant temporary hit points to a
creature, if the creature is the target of your Critical
Analysis, you can instead choose the maximum on
both dice. Once you've used this feature, you must
finish a short or long rest before you can use it again.
Starting at 11th level, you can use it twice before a rest,
but only once on the same turn.
RESUSCITATE
Starting at 9th level, through your medical studies you
have learned to delay seemingly inevitable death. As a
bonus action, you can stabilize a creature you can
touch that has 0 hit points.
Additionally, as an action, you can tend to a creature
you can touch that has died since the end of your last
turn. The creature immediately regains 1 hit point and
stabilizes. Once you've used this feature, you must
complete a short or long rest before you can use it
again.
PANACEA
Once you've reached 17th level, you've developed the
formula to concoct a cure-all miracle solution: a
panacea. Over the course of 10 minutes, you can
expend rare medical supplies worth 1,000 cr to create
your panacea in a simple syringe. The panacea retains
its potency for 24 hours. As a bonus action, a creature
can use the panacea. Alternatively, as an action, they
can administer it to another creature within 5 feet.
The target has its exhaustion level reduced by one
and regains all of its hit points. If the target is diseased,
poisoned, paralyzed, or stunned, the condition ends.
Once you create a panacea, you can't create another
until you finish a long rest.
CHAPTER 3 | CLASSES 96
DISCOVERIES (PHYSICIAN) Side Effects
When you select this pursuit, you gain access to new d20 Side Effects
discoveries which reflect the progress of your studies
The creature turns out to be allergic to this specific
into the medical arts. Whenever you learn a new 1
treatment. Every ability score is reduced by 1.
discovery, you can choose from any of the following as
well. The discoveries are listed in alphabetical order. The creature starts sneezing uncontrollably. Any attack
2 rolls with a die roll value of 19 results in a miss due to a
ADVANCED REMOTE HEALER poorly timed sneeze.
Prerequisite: 12th level, Physician Pursuit
The creature's legs become swollen. Their move speed
The range of your Remote Healer feature increases to 3
becomes at most half their normal movement speed.
60 feet.
4 The creature becomes one size larger or smaller.
EXPERIMENTAL TREATMENTS The skin at their joints turns into a wooden material,
Prerequisite: Physician Pursuit 5
giving them a bonus of +2 to AC.
Your medication and treatments are known to be
untested and unstable. Immediately after you use a The creature's body starts producing powerful stomach
acid in high amounts. The creature can use an action to
maneuver that causes a creature to regain hit points or
spew stomach acid in a 15 feet cone. The DC for this
gain temporary hit points, you can choose to roll on
saving throw equals 8 + your Constitution modifier +
the Side Effects table to the right. The condition or 6
your proficiency bonus. A creature takes 2d6 acid
effect lasts until the creature completes a long rest, or damage on a failed save, and half as much damage on a
you use this feature again. successful one. The damage increases to 3d6 at 6th
You can use this feature a number of times equal to level, 4d6 at 11th level, and 5d6 at 16th level.
your Intelligence modifier. You regain all expended
The creature becomes mute and has uncontrollable gas.
uses when you finish a short or long rest.
7 They have disadvantage on Dexterity (Stealth) checks
FROM THE BRINK that rely on smell.
Prerequisite: 7th level, Physician Pursuit The creature's eyes glows bright red. The creature also
If the target of your Critical Analysis feature would be 8 gains darkvision, but if they already have darkvision
reduced to 0 hp, you may use your reaction and end they get a light headache instead.
your Critical Analysis feature to have them be reduced The creature gains +4 to perception checks based on
to 1 hp instead. Once a creature has benefited from 9 hearing, but everything seems uncomfortably loud to
this feature, they must complete a long rest before them. They gain vulnerability to sonic damage.
they can do so again.
The treatment slows down their brain function,
10
HEALTH ADVISOR reducing their Intelligence by 4.
Prerequisite: Physician Pursuit The creature's skin turns dark purple. If they are already
11
Whenever a creature that is a target of your Critical purple, they turn bright pink instead.
Analysis feature begins their turn, you can use your The creature becomes covered in sickly, green pustules.
reaction to give them temporary hit points equal to 12 When the creature is hit by a melee attack, the attacker
one-fourth your scholar level (rounded down) + your takes 1d4 poison damage.
Intelligence modifier (minimum of one) which last until
The creature's skin starts to seriously bloat up from
the start of their next turn.
internal pressure build-up, and a strong impact may
PATIENT PROTECTOR cause it to explode. Whenever the creature takes
Prerequisite: 5th level, Physician Pursuit damage, the creature has to pass a concentration check
13
When you attack creatures that are within 5 feet of an or the creature takes kinetic damage equal to half their
maximum hit points. Other creatures within 10 feet of
ally that is the target of your Critical Analysis feature,
the explosion also take a fourth of the damage. Once
attack rolls and damage rolls made on them with a
this explosion occurs, their skin becomes very soft.
finesse or ranged weapon may use your Intelligence
modifier instead of Strength of Dexterity. The creature rapidly grows body hair all over, including
the face, until they resemble a wookiee. If they are
14
SURGICAL PRECISION already a wookiee, the reverse effect occurs; all hair
Prerequisite: 5th Level, Physician Pursuit immediately falls off, leaving the skin bare.
When you hit a creature that is the target of your The creature's body temperature fluctuates to
Critical Analysis feature with a weapon attack, it takes 15
extremes. They gain resistance to cold and fire damage.
additional damage equal to your Dexterity modifier.
The creature becomes ravenous. Every hour they
16
TEND THE WOUNDED haven't eaten a meal they gain a level of exhaustion.
Prerequisite: Physician Pursuit 17 The creature believes they are the chosen one.
If you or any friendly creatures you can touch regain hit
The creature has a difficult time resting. The amount
points by spending one or more Hit Dice at the end of 18
they heal from Hit Dice is now halved.
a short rest, each of those creatures regain 1d6 extra
hit points. The creature's movement speed is increased by 15 feet,
19
This die increases when you reach certain levels in and opportunity attacks on them have disadvantage.
this class: 1d8 at 7th level, 1d10 at 11th level, and to The creature gains 10d10 hit points, and they feel happy
20
1d12 at 15th level. and carefree.
97 CHAPTER 3 | CLASSES
POLITICIAN PURSUIT
Politicians study social & political sciences. Those ENCOURAGING SPEECH
scholars who choose the Politician Pursuit know how You can expend a superiority die to give an
to best present themselves to manipulate the masses encouraging speech, spending the next minute rallying
into doing their bidding or allow them and their allies your allies. You grant a number of creature up to your
to carry out their business without impediment. They Intelligence modifier temporary hit points equal to the
also understand the importance of self-preservation amount rolled on the superiority die + your Intelligence
for a political figure. modifier.
CHAPTER 3 | CLASSES 98
BEGUILING PRESENCE
STEADY THE NERVES Once you've reach 17th level, humanoids within 60 feet
As an action, you can expend one superiority die to are particularly susceptible to your presence.
strengthen your allies' defences. Roll a superiority die. Humanoids within range have disadvantage on saving
Until the end of your next turn, you and all allies within throws against any charm or fear effects from you.
5 feet of you when you use this action has a bonus to
any saving throws they make equal to amount rolled. DISCOVERIES (POLITICIAN)
TYRANNICAL STRIKE When you select this pursuit, you gain access to new
When you hit a creature with a weapon attack, you can discoveries which reflect the progress of your studies
expend one superiority die and use your reaction to into the political world. Whenever you learn a new
issue a one-word command to a creature who can see discovery, you can choose from any of the following as
or hear you. You add the superiority die to the attack's well. The discoveries are listed in alphabetical order.
damage roll, and the target must succeed on a Wisdom CHARMING FEINT
saving throw. On a failed save, the target must follow Prerequisite: Politician Pursuit
the command on its next turn. Allies within range of your Motivating Diplomat feature
The target automatically succeeds if it is immuned to also gain a bonus to their damage roll equal to half
charm, it doesn't understand your language, or if your your Intelligence modifier (rounded down).
command is directly harmful to it.
DEMANDING LEADER
FORCE OF PERSONALITY Prerequisite: 5th level, Politician Pursuit
Beginning at 6th level, as an action, you suggest a The range of each of your maneuvers increases by 10
course of activity (limited to a sentence or two) to feet. If the range is touch, it becomes 10 feet.
influence a creature you can see within range that can DOMINATING PRESENCE
hear and understand you. Creatures that can't be Prerequisite: 15th level, Politician Pursuit
charmed are immune to this effect. The suggestion As a bonus action, you can call out to a humanoid who
must be worded in such a manner as to make the can understand you that is charmed by you or
course of action sound reasonable. Asking the creature frightened of you to direct their next action. The target
to stab itself, throw itself onto a spear, immolate itself, must succeed a Wisdom saving throw against your
or do some other obviously harmful act ends the maneuver save DC. On a failed save, until the end of
effect. your next turn, the creature takes only the actions you
The target must make a Wisdom saving throw choose, and doesn't do anything that you don't allow it
against your maneuver save DC. On a failed save, the to do.
target is charmed by you, and it pursues the course of During this time you can use your reaction to force
action you described to the best of its ability. The the creature to use its reaction.
suggested course of action can continue for up to 24 Once you've used this feature, you must complete a
hours. If the suggested activity can be completed in a short or long rest before you can use it again.
shorter time, the effect ends when the subject finishes
what it was asked to do. INFLUENCER
You can also specify conditions that will trigger a Prerequisite: 5th level, Politician Pursuit
special activity during the duration. For example, you The range on the your Motivating Diplomat feature is
might suggest that an officer givers her gun to the first increased to 15 feet.
smuggler she meets. If the condition isn't met before
the effect ends, the activity isn't performed. RELIABLE WORDS
If you or any of your companions damage the target, Prerequisite: 9th level, Politician Pursuit
the effect ends. When you make a Deception, Intimidation, or
You can use this feature a number of times equal to Persuasion skill check, you may treat any roll 9 or lower
your Intelligence modifier (a minimum of once). You as if you had rolled a 10.
regain all expended uses when you finish a long rest. SOCIAL OPPORTUNIST
You can add half your proficiency bonus (rounded
REASSEMBLE down) to any Charisma check you make that doesn't
Starting at 9th level, you may use to a bonus action to already include your proficiency bonus.
call your allies towards you. When you do so, choose a
number of creatures that you can see within 60 feet of TYRANT'S FEROCITY
you equal to your Intelligence modifier (minimum of Prerequisite: Politician Pursuit
one). They can use their reaction to immediately move You have advantage on any attack against a creature
directly towards you up to their movement speed. This that is charmed by you or frightened of you.
movement does not provoke opportunity attacks.
Once you've used this feature, you must complete a
short or long rest before you can use it again.
99 CHAPTER 3 | CLASSES
TACTICIAN PURSUIT
Tacticians study strategy and the ways of war. Those ADDITIONAL MANEUVERS
scholars who choose the Tactician Pursuit train Lastly at 3rd level, you gain access to new maneuvers
themselves and their allies in combat maneuvers to which reflect your mastery in the field of combat.
deftly eliminate their foes through clever positioning, Whenever you learn a new maneuver, you can choose
and fierce, timely attacks. from any of the following as well. The maneuvers are
BATTLE PROFICIENCIES listed in alphabetical order.
When you choose this pursuit at 3rd level, you gain BOLSTER
proficiency in martial blasters and martial On your turn, you can use a bonus action and expend
vibroweapons. one superiority die to bolster the resolve of one of your
companions. When you do so, choose a friendly
TACTICAL MASTERY creature who can see or hear you. That creature gains
Also at 3rd level, you learn to better command your temporary hit points equal to the superiority die roll +
allies to victory from afar. Your Critical Analysis range is your Intelligence modifier.
increased to 90 feet.
COMMANDER'S STRIKE
When you take the Attack action on your turn, you can
forgo one of your attacks and use a bonus action to
direct one of your companions to strike. When you do
so, choose a friendly creature within 60 feet who can
see or hear you and expend one superiority die. That
creature can immediately use its reaction to make one
weapon attack, adding your superiority die to the
attack's damage roll.
DISARMING ATTACK
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to disarm the
target, forcing it to drop one item of your choice that
it's holding. You add the superiority die to the attack's
damage roll, and the target must make a Strength
saving throw. On a failed save, it drops the object you
choose. The object lands at its feet.
DISTRACTING STRIKE
When you hit a creature with a weapon attack, you can
expend one superiority die to distract the creature,
giving your allies an opening. You add the superiority
die to the attack's damage roll. The next attack roll
against the target by an attacker other than you has
advantage if the attack is made before the start of your
next turn.
MANEUVERING ATTACK
When you hit a creature with a weapon attack, you can
expend one superiority die to maneuver one of your
allies into a more advantageous position. You add the
superiority die to the attack's damage roll, and you
choose a friendly creature who can see or hear you.
That creature can use its reaction to move up to half
its speed without provoking opportunity attacks from
the target of your attack.
PUSHING ATTACK
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to drive the
target back. You add the superiority die to the attack's
damage roll, and if the target is Large or smaller, it
must make a Strength saving throw. On a failed save,
you push the target up to 15 feet away from you.
DEADLY HUNTERS
Warriors in their own right, scouts specialize in tracking
and hunting the monsters that threaten civilization—
humanoid raiders, rampaging beasts and
monstrosities, terrible Force-wielders, and renegade
droids. They learn to track their quarry as a predator
does, moving stealthily through any terrain and hiding
themselves in brush and rubble. Scouts focus their
combat training on techniques that are particularly
useful against their specific favored foes.
Scouts acquire the ability to cast tech powers CREATING A SCOUT
through utilization of a wristpad. Their powers, like As you create your scout character, consider the nature
their combat abilities, emphasize speed, stealth, and of the training that gave you your particular
the hunt. A scout's talents and abilities are honed with capabilities. Did you train with a single mentor, tracking
deadly focus on the grim task of protecting the together until you mastered the scout's ways? Did you
civilization. leave your apprenticeship, or was your mentor slain—
perhaps by some kind of bestial monstrosity on which
you've sworn revenge? Or perhaps you learned your
INDEPENDENT ADVENTURERS skills as part of a band of mercenaries.
What's the source of your particular hatred of a
Though a scout might make a living as a bounty hunter, certain kind of enemy? Did a monster kill someone you
a guide, or a tracker, a scout's true calling is to defend loved or destroy your home village? Or did you see too
civilization from the ravages of monsters and much of the destruction these monsters cause and
humanoid hordes that press in. In some places, scouts commit yourself to reining in their depredations? Is
gather in secretive orders, though many scouts are your adventuring career a continuation of your work,
independent almost to a fault, knowing that, when a or a significant change?
rancor or a band of pirates attacks, a scout might be What made you join up with a band of adventurers?
the first—and possibly the last—line of defense. This Do you find it challenging to teach new allies the ways
fierce independence makes scouts well suited to of the wild, or do you welcome the relief from solitude
adventuring, since they are accustomed to life far from that they offer?
the comforts of a dry bed and a hot bath. Faced with
city-bred adventurers who grouse and whine about the QUICK BUILD
hardships of the wild, scouts respond with some You can make a scout quickly by following these
mixture of amusement, frustration, and compassion. suggestions. First, make Strength or Dexterity your
But they quickly learn that other adventurers who can highest ability modifier, depending on whether you
carry their own weight in a fight against civilization's want to focus on melee combat or on ranged weapons
foes are worth any extra burden. Coddled city folk (or finesse weapons). Your next-highest score should
might not know how to feed themselves or find fresh be Intelligence. Second, choose the bounty hunter
water in the wild, but they make up for it in other ways. background.
CLASS FEATURES
As a scout, you gain the following class features.
HIT POINTS EQUIPMENT
Hit Dice: 1d10 per scout level You start with the following equipment, in addition to
Hit Points at 1st Level: 10 + your Constitution modifier the equipment granted by your background.
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per scout level after 1st (a) mesh armor or (b) combat suit, blaster carbine, and
two power cells
PROFICIENCIES (a) a simple vibroweapon and a light or medium
Armor: Light armor, medium armor physical shield or (b) two simple vibroweapons
Weapons: All blasters, all vibroweapons (a) a hold-out and a power cell or (b) two vibrodaggers
Tools: None (a) a dungeoneer's pack or (b) an explorer's pack
Saving Throws: Strength, Dexterity A wristpad
Skills: Choose three from Animal Handling, Athletics,
VARIANT: STARTING WEALTH
Insight, Investigation, Perception, Piloting, Stealth,
In lieu of the equipment granted by your class and
Survival, and Technology
background, you can elect to purchase your starting
gear. If you do so, you receive no equipment from your
class and background, and instead roll for your starting
wealth using the criteria below:
Class Funds
Scout 1,000 + 5d4 x 100 cr
Once per round, when you hit the target with a weapon Tech save DC = 8 + your proficiency bonus +your
attack, you can deal 1d4 additional damage to it of the Intelligence modifier
same type as the weapon's damage. This die changes
as you gain scout levels, as shown in the Ranger's Tech attack modifier = your proficiency bonus +your
Quarry Damage Die column of the scout class table. Intelligence modifier
You have advantage on any Wisdom (Perception) or
TECHCASTING FOCUS
Wisdom (Survival) check you make to find it while it's
You use a wristpad (found in chapter 5) as a
on the same planet as you.
techcasting focus for your tech powers.
You can use this feature a number of times equal to
your Intelligence modifier. You regain all expended PATHFINDER
uses when you finish a short or long rest. Beginning at 3rd level, you are skilled at navigating the
Starting at 9th level, you can expend two uses of this untamed wilds. You gain the following benefits when
feature to extend the duration to 8 hours. At 17th level, traveling for an hour or more:
you can expend three uses to extend the duration to
24 hours. Difficult terrain doesn't slow your group's travel.
You can't become lost by unenhanced means.
FIGHTING STYLE Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you
Beginning at 2nd level, you adopt a particular style of
remain alert to danger.
fighting as your specialty. Choose one of the Fighting
If you are traveling alone, you can move stealthily at a
Style options, detailed in Chapter 6. You can't take a
normal pace.
Fighting Style option more than once, even if you later
When you forage, you find twice as much food as you
get to choose again.
normally would.
TECHCASTING When you make a Wisdom (Survival) check, you gain a
bonus to the check equal to your Intelligence modifier.
Also at 2nd level, you have derived powers from
schematics with the aid of your wristpad. See chapter SCOUT TECHNIQUE
10 for the general rules of techcasting and chapter 12
Also at 3rd level, you choose to focus on a specific
for the tech powers list.
scout technique, which is detailed at the end of the
TECH POWERS KNOWN class description. Your choice grants you features at
You learn 4 tech powers of your choice, and you learn 3rd level and again at 7th, 11th, and 15th level.
more at higher levels, as shown in the Tech Powers
Known column of the scout class table. You may not ABILITY SCORE IMPROVEMENT
learn a tech power of a level higher than your Max When you reach 4th level, and again at 8th, 12th, 16th,
Power Level. and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
TECH POINTS of your choice by 1. As normal, you can't increase an
You have a number of tech points equal to your scout ability score above 20 using this feature. Alternatively,
level, as shown in the Tech Points column of the scout you can choose a feat (see Chapter 6 for a list of feats).
class table, + your Intelligence modifier. You use these
tech points to cast tech powers. You regain all EXTRA ATTACK
expended tech points when you finish a short or long Beginning at 5th level, you can attack twice, instead of
rest. once, whenever you take the Attack action on your
turn.
MANEUVERS
The maneuvers are presented in alphabetical order.
CRIPPLING SHOT
When you hit a creature with a ranged weapon attack,
you can expend a superiority die to cripple its
movement. Add the number rolled to the damage of
the ranged weapon attack. The creature must succeed
on a Constitution saving throw or have its movement
speed halved. At the end of each of its turns, the target
can make a Constitution saving throw to end the effect.
DARING ESCAPE
You can expend one superiority die to take the
Disengage action as a bonus action until the end of
your turn. Until the end of this turn, you have
advantage on all Strength (Athletics) checks.
COVERING FIRE
When you hit a creature with a ranged weapon attack,
you can expend one superiority die to maneuver one
of your comrades into a more advantageous position.
You add the superiority die to the attack's damage roll,
and you choose a friendly creature who can see or
hear you.
That creature can use its reaction to move up to half
its speed without provoking opportunity attacks from
the target of your attack.
DEFENSIVE TACTICS
Beginning at 7th level, you gain one of the following
features of your choice.
ESCAPE THE HORDE
Opportunity attacks against you are made with
disadvantage.
MULTIATTACK DEFENSE
When a creature hits you with an attack, you gain a +4
bonus to AC against all subsequent attacks made by
that creature for the rest of the turn.
STEEL WILL
You have advantage on saving throws against being
frightened.
MULTIATTACK
Starting at 11th level, you gain one of the following
features of your choice.
CONCEALMENT
Beginning at 7th level, you've become adept at
evading creatures that rely on darkvision.
While in darkness, you are invisible to any
creature that relies on darkvision to see you in
that darkness.
Additionally, when you hit a creature with a
ranged weapon attack while hidden, you can force
that creature to make a Dexterity saving throw
against your tech save DC. On a failed save, the
creature's speed is reduced to 0 until the end of your
next turn. You can use this feature a number of times
equal to your Intelligence modifier (minimum of one).
You regain all expended uses when you finish a short
or long rest.
STALKER'S FLURRY
Starting at 11th level, if you have advantage on a
weapon attack against a target on your turn, you can
forgo that advantage to immediately make an
additional weapon attack against the same target as a
bonus action.
CREATING A SENTINEL
While creating your sentinel, consider your personal
philosophy in regards to the Force and its most famous
practitioners – the Jedi and the Sith. Are you a member
of one of the two orders, or do you walk a different
path? Are you an operative tapping into a latent Force-
sensitivity? Were you trained in the force from a young
SOLITARY ACTION age, or did you discover it as an adult? How do you
treat those weaker than you? What was your family
Sentinels are notoriously independent, most
like? Do you see the Force as light and dark, or an
comfortable acting alone and without backup; where
impartial river of gray?
some use a team to make up for their weaknesses, the
sentinel uses the Force to overcome theirs. While some QUICK BUILD
take this independent streak to the extreme, they are You can make a sentinel quickly by following these
usually accepting of authority, as long as they are suggestions. First, make Dexterity your highest ability
allowed to carry out directions using their preferred score, followed by Wisdom or Charisma. Second,
methods. choose the Jedi or Sith background.
CLASS FEATURES
As a sentinel, you gain the following class features.
HIT POINTS EQUIPMENT
Hit Dice: 1d8 per sentinel level You start with the following equipment, in addition to
Hit Points at 1st Level: 8 + your Constitution modifier the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per sentinel level after 1st (a) two simple lightweapons or vibroweapons or (b) one
martial lightweapon or vibroweapon with which you
PROFICIENCIES are proficient
Armor: Light armor (a) a dungeoneer's pack or (b) an explorer's pack
Weapons: Simple vibroweapons, simple lightweapons, (a) a demolitions kit, (b) a security kit, or (c) a slicer's kit
chakram, doubleblade, doublesaber, doubleshoto, a combat suit and a light physical shield
doublesword, hidden blade, lightfoil, light ring,
saberwhip, vibrorapier, vibrowhip VARIANT: STARTING WEALTH
Tools: Your choice of demolitions kit, security kit, or In lieu of the equipment granted by your class and
slicer's kit background, you can elect to purchase your starting
gear. If you do so, you receive no equipment from your
Saving Throws: Dexterity, Charisma
class and background, and instead roll for your starting
Skills: Choose two from Acrobatics, Animal Handling,
wealth using the criteria below:
Insight, Intimidation, Perception, Persuasion, Piloting,
Stealth, and Technology Class Funds
Sentinel 1,000 + 3d4 x 100 cr
FOCUSED BURST
Starting when you choose this calling at 3rd level, you
learn the burst force power, which does not count
against your total powers known. Additionally, you can
use your Kinetic Combat feature when you cast it as
your action. Finally, you add your Wisdom or Charisma
modifier (your choice, a minimum of +1) to damage
rolls with it, and creatures that succeed on their saving
throw take half damage, instead of none.
BLADE DANCE
Also at 3rd level, when you deal damage to a creature
within 5 feet of you, you can move up to 10 feet
without provoking opportunity attacks.
BLADE STORM
At 7th level, your bursts become even more
overwhelming. Once on your turn, when a creature
takes damage from you twice, you can immediately
make one additional attack against that creature (no
action required). This attack deals damage equal to
your Kinetic Combat die.
FOCUSED FLOW
By 13th level, whenever you use a Force-Empowered
Self feature, you may instead expend no force points
and roll a d4 in place of your Kinetic Combat die.
MASTER STRIKE
At 18th level, your bursts can overpower even the
fiercest of foes. Once on your turn, when a
creature takes damage from you three times,
you can force it to make a Constitution
saving throw against your universal force
save DC. On a failed save, it becomes
stunned until the end of its next
turn.
DEAD SILENCE
Starting when you choose this calling at 3rd level, you
learn the psychic charge force power, which does not
count against your total powers known. Additionally,
you can use Wisdom or Charisma as your forcecasting
ability for it, and you can use your Kinetic Combat
feature when you cast it as your action. Finally, when
you hit a creature with the psychic charge force power
and the target tries to speak, their voice does not
produce sound until the end of your next turn.
CLOAK OF SHADOWS
Also at 3rd level, you can take the Hide action as a
bonus action on your turn. Additionally, you can try to
hide when you are lightly obscured from the creature
from which you are hiding.
SHADOW STRIKE
At 7th level, you learn to strike from the shadows. Once
per turn, you can deal an extra 1d6 damage to one
creature you hit with an attack if you have advantage
on the roll.
The extra damage increases to 2d6 at 11th level and
3d6 at 17th level.
SHADOW STEP
By 13th level, you gain the ability to step from one
shadow into another. While you are in dim light or
darkness, as a bonus action you can teleport up to 60
feet to an unoccupied space you can see that is also in
dim light or darkness. You then have advantage on the
first melee attack you make before the end of the turn.
SHADOW'S WRATH
At 18th level, your training has taught you advanced
techniques while you maneuver in the shadows.
While you are hidden from your target, the first
attack roll you make each round does not auto-
matically reveal your presence. Make a Dexterity
(Stealth) check against your target's Wisdom
(Perception) check. On a success, you remain
hidden. If you are also invisible, you remain
invisible.
CHARACTER DETAILS
OTHER PHYSICAL CHARACTERISTICS
Your character's name and physical description might
be the first things that the other players at the table You choose your character's age and the color of his or
learn about you. It's worth thinking about how these her hair, eyes, and skin. To add a touch of
characteristics reflect the character you have in mind. distinctiveness, you might want to give your character
an unusual or memorable physical characteristic, such
NAME as a scar, a limp, or a tattoo.
Your character's species description includes sample ALIGNMENT
names for members of that species. Put some thought
into your name even if you're just picking one from a A typical creature in the galaxy has an alignment, which
list. broadly describes its moral and personal attitudes.
Alignment is a combination of two factors: one
SEX identifies morality, and is typically defined in terms of
You can play a male or female character without the Force: (light, dark, or balanced), and the other
gaining any special benefits or hindrances. Think about describes attitudes toward society and order (lawful,
how your character does or does not conform to the chaotic, or neutral). Thus, nine distinct alignments
broader culture's expectations of sex, gender, and define the possible combinations.
sexual behavior. These brief summaries describe the typical behavior
You don't need to be confined to binary notions of of a creature with that alignment. Individuals might
sex and gender. Some species believe in vary significantly from that typical behavior, and few
companionship that doesn't take into account gender. people are perfectly and consistently faithful to the
You could also play a female character who presents precepts of their alignment.
herself as a man or a man who feels trapped in a You can pick your alignment or roll to determine it
female body. Likewise, your character's sexual randomly. Roll separately for Morality and Society.
orientation is for you to decide. d6 Morality
HEIGHT AND WEIGHT 1-2 Light: Usually the needs of others outweigh my own, (...)
You can decide your character's height and weight, 3-4 Dark: Usually my needs outweigh others', (...)
using the information provided in your species Balanced: Usually circumstances dictate whose needs
description. Think about what your character's ability 5-6
are more important, (...)
scores might say about his or her height and weight. A
weak but agile character might be thin. A strong and d6 Society
Durable character might be tall or heavy.
1-2 Lawful: (...) but the means are as important as the end.
You can also roll randomly for your character's
height and weight using that species's Physical 3-4 Chaotic: (...) but the ends justify the means.
Characteristics table, as shown above. The first dice roll Neutral: (...) but either the ends or the means may be
given in the second column determines the character's 5-6
more important, depending.
extra height (in inches) beyond the base height. That
same number multiplied by the second dice roll or ALIGNMENT IN THE GALAXY
quantity given in the second column determines the For many thinking creatures, alignment is a moral
character's extra weight (in pounds) beyond the base choice. Humans and ugnaughts can choose whether to
weight. follow the paths of darkness or light, of law or chaos.
For example, as a human, Obi-Wan has a height of 4 Lanniks tend to follow the light side, while sith
feet 8 inches plus 2d10 inches. We roll 2d10 and gets a purebloods tend toward the dark. Chiss are lawful,
total of 12, so Obi-Wan stands 5 feet 8 inches tall. Then while aqualish are often chaotic.
we use that same roll of 12 and multiplies it by 2d4
pounds. His 2d4 roll is 3, so Obi-Wan weighs an extra
36 pounds (12x3) on top of his base 110 pounds, for a
total of 146 pounds.
Skill Proficiencies: Choose two from Deception, Tradition. The ancient traditions of worship and sacrifice
1
must be preserved and upheld. (Lawful)
Investigation, Lore, and Persuasion
Languages: Two of your choice Charity. I always try to help those in need, no matter
2
Equipment: Badge or emblem of your faction, a copy of a what the personal cost. (Light)
seminal faction text (or a code-book for a covert faction), Change. We must help bring about the changes the gods
a set of common clothes, and a pouch containing 150 cr 3
are constantly working in the world. (Chaotic)
FEATURE: SAFE HAVEN 4
Power. I hope to one day rise to the top of my faith's
religious hierarchy. (Lawful)
As a faction agent, you have access to a secret network
of supporters and operatives who can provide 5
Faith. I trust that my leader will guide my actions, I have
assistance on your adventures. You know a set of faith that if I work hard, things will go well. (Lawful)
secret signs and passwords you can use to identify Aspiration. I seek to prove myself worthy of my leader's
such operatives, who can provide you with access to a 6 favor by matching my actions against his or her
hidden safe house, free room and board, or assistance teachings. (Any)
in finding information. These agents never risk their
lives for you or risk revealing their true identities. d6 Bond
BACKGROUND FEAT I would die to recover an artifact of my faction that was
1
lost long ago.
As a further embodiment of the experience and
training of your background, you can choose from the I will someday get revenge on the corrupt faction
2
hierarchy who branded me a heretic.
following feats:
I owe my life to the faction member who took me in
d8 Feat d8 Feat 3
when my parents died.
1 Silver-Tongued 5 Linguist 4 Everything I do is for the common people.
2 Investigator 6 Alert 5 I will do anything to protect the faction where I served.
3 Loremaster 7 Observant I seek to preserve a sacred text that my enemies
6
4 Charmer 8 Practiced consider heretical and seek to destroy.
2 Burglar 6 Hired killer Charity. I steal from the wealthy so that I can help
3
people in need. (Light)
3 Enforcer 7 Pickpocket
Greed. I will do whatever it takes to become wealthy.
4 Fence 8 Thug 4
(Dark)
People. I'm loyal to my friends, not to any ideals, and
FEATURE: CRIMINAL CONTACT 5 everyone else can take a trip down the Styx for all I care.
You have a reliable and trustworthy contact who acts (Neutral)
as your liaison to a network of other criminals. You 6 Redemption. There's a spark of good in everyone. (Light)
know how to get messages to and from your contact,
even over great distances; specifically, you know the d6 Bond
local messengers, corrupt caravan masters, and seedy I'm trying to pay off an old debt I owe to a generous
sailors who can deliver messages for you. 1
benefactor.
BACKGROUND FEAT 2 My ill-gotten gains go to support my family.
As a further embodiment of the experience and Something important was taken from me, and I aim to
3
training of your background, you can choose from the steal it back.
following feats: 4 I will become the greatest thief that ever lived.
d8 Feat d8 Feat I'm guilty of a terrible crime. I hope I can redeem myself
5
for it.
1 Silver-Tongued 5 Entertainer
Someone I loved died because of a mistake I made. That
2 Threatening 6 Demolitionist 6
will never happen again.
3 Quick-Fingered 7 Bypasser
4 Stealthy 8 Slicer d6 Flaw
When I see something valuable, I can't think about
1
SUGGESTED CHARACTERISTICS anything but how to steal it.
Criminals might seem like villains on the surface, and When faced with a choice between money and my
2
many of them are villainous to the core. But some have friends, I usually choose the money.
an abundance of endearing, if not redeeming, If there's a plan, I'll forget it. If I don't forget it, I'll ignore
characteristics. There might be honor among thieves, 3
it.
but criminals rarely show any respect for law or
authority. 4 I have a “tell” that reveals when I'm lying.
5 I turn tail and run when things look bad.
An innocent person is in prison for a crime that I
6
committed. I'm okay with that.
2 Dancer 7 Poet Creativity. The world is in need of new ideas and bold
3
action. (Chaotic)
3 Fire-eater 8 Singer
4 Greed. I'm only in it for the money and fame. (Dark)
4 Jester 9 Storyteller
People. I like seeing the smiles on people's faces when I
5 Juggler 10 Tumbler 5
perform. That's all that matters. (Neutral)
Honesty. Art should reflect the soul; it should come from
FEATURE: BY POPULAR DEMAND 6
within and reveal who we really are. (Any)
You can always find a place to perform, usually in an
inn or cantina but possibly with a circus, at a theater, or d6 Bond
even in a noble's court. At such a place, you receive My instrument is my most treasured possession, and it
free lodging and food of a modest or comfortable 1
reminds me of someone I love.
standard (depending on the quality of the
Someone stole my precious instrument, and someday
establishment), as long as you perform each night. In 2
I'll get it back.
addition, your performance makes you something of a
local figure. When strangers recognize you in a town 3 I want to be famous, whatever it takes.
where you have performed, they typically take a liking I idolize a hero of the old tales and measure my deeds
4
to you. against that person's.
I will do anything to prove myself superior to my hated
BACKGROUND FEAT 5
rival.
As a further embodiment of the experience and
I would do anything for the other members of my old
training of your background, you can choose from the 6
troupe.
following feats:
d8 Feat d8 Feat d6 Flaw
1 Acrobat 5 Master of Disguise 1 I'll do anything to win fame and renown.
2 Empathic 6 Entertainer 2 I'm a sucker for a pretty face.
3 Performer 7 Practiced A scandal prevents me from ever going home again.
3
That kind of trouble seems to follow me around.
4 Quick-Fingered 8 Actor
I once satirized a noble who still wants my head. It was a
4
mistake that I will likely repeat.
SUGGESTED CHARACTERISTICS
Successful entertainers have to be able to capture and I have trouble keeping my true feelings hidden. My
5
hold an audience's attention, so they tend to have sharp tongue lands me in trouble.
flamboyant or forceful personalities. They're inclined 6 Despite my best efforts, I am unreliable to my friends.
toward the romantic and often cling to high-minded
ideals about the practice of art and the appreciation of
beauty.
FEATURE: LET'S MAKE IT INTERESTING I tend to make friends out of enemies, and enemies out
7
of friends.
You can convince nearly anyone to put up something
8 I prefer one game above all others.
they aren't normally willing to part with (property or
information) in a game of chance. Your GM might rule
that they will only agree to a game of their choosing, d6 Ideal
and they may only agree if they feel the odds are in 1 Risk. Nothing worth doing is ever a sure thing. (Chaotic)
their favor. Victory. Never make a bet unless you're sure you can
2
win. (Lawful)
BACKGROUND FEAT
3 Greed. Anything that isn't mine soon will be. (Dark)
As a further embodiment of the experience and
training of your background, you can choose from the Charity. I share my winnings with the less fortunate.
4
following feats: (Light)
Surprise. Life is a game worth playing, because you
d8 Feat d8 Feat 5
never know how the dice will land. (Any)
1 Silver-Tongued 5 Entertainer
6 Laziness. Working is for chumps. (Any)
2 Empathic 6 Keen Mind
3 Threatening 7 Observant d6 Bond
4 Quick-Fingered 8 Practiced 1 I owe a lot of money to the wrong kind of people.
I still keep the first coin I ever won. It's my good luck
2
SUGGESTED CHARACTERISTICS charm.
Gambling is your passion, for better or for worse. Most 3 Most of my winnings go to my home.
gamblers see their vices as virtues, and overlook things
4 Someday I will own my own casino.
in their pursuit of the rush.
I lost a large sum of money to a con artist; I seek to get it
5
back.
I hide my gambling behind a normal life. My friends
6
have no idea who I really am.
d6 Flaw
1 I can't step away from the table when I'm losing.
2 I spend money faster than I can make it.
3 Everyone has a price. Mine happens to be pretty low.
4 I assume everyone is hiding something from me.
5 I tend to value money more than people.
I like to think I could drink anyone under the table, but
6
I'm really a lightweight.
As a further embodiment of the experience and I would die to recover an ancient Jedi relic that was lost
1
long ago.
training of your background, you can choose from the
following feats: 2
I will someday get revenge on those who razed my
temple.
d8 Feat d8 Feat
I owe my life to the Jedi who took me in when my
1 Empathic 5 Linguist 3
parents died.
2 Investigator 6 Crafter 4 Everything I do is for the common people.
3 Loremaster 7 Healer 5 I will do anything to protect the temple where I served.
4 Charmer 8 Force Sensitive I seek to preserve a sacred text that my enemies seek to
6
destroy.
SUGGESTED CHARACTERISTICS
Jedi are shaped by their experience in their temple. d6 Flaw
Their study of the history and tenets of the Jedi Order 1 I judge others harshly, and myself even more severely.
and their relationships to temples, shrines, or
I put too much trust in those who wield power within
hierarchies affect their mannerisms and ideals. Their 2
my temple's hierarchy.
flaws might be some hidden hypocrisy or heretical
idea, or an ideal or bond taken to an extreme. My piety sometimes leads me to blindly trust those that
3
profess faith in the Force.
4 I am inflexible in my thinking.
I am suspicious of strangers and expect the worst of
5
them.
Once I pick a goal, I become obsessed with it to the
6
detriment of everything else in my life.
FEATURE: CHILD OF MANDALORE Aspiration I'll succeed in my goals, it just takes time and
6
effort. (Any)
Other Mandalorians know, and will look out for you. If
you're ever in need of a place to stay, or a meal to eat, d6 Bond
other Mandalorians will help you as long as your clans
aren't feuding. This could be in the form of shelters, I lost someone dear to me in battle, I will always honor
1
meals, even healing. If the Mandalorians are of your them.
clan or a clan friendly to you, they may be willing to 2 Honor is everything to me.
help you even at cost to themselves. 3 I will lay down my life for those beside me.
BACKGROUND FEAT 4 I must keep the traditions of my ancestors alive.
As a further embodiment of the experience and 5 No matter where I go, Mandalore is my home.
training of your background, you can choose from the 6 In death, I will find glory.
following feats:
d8 Feat d8 Feat d6 Flaw
FEATURE: POSITION OF PRIVILEGE Power. If I can attain more power, no one will tell me
4
what to do. (Dark)
Thanks to your noble birth, people are inclined to think
the best of you. You are welcome in high society, and 5 Family. Blood runs thicker than water. (Any)
people assume you have the right to be wherever you Noble Obligation. It is my duty to protect and care for
6
are. The common folk make every effort to the people beneath me. (Light)
accommodate you and avoid your displeasure, and
other people of high birth treat you as a member of d6 Bond
the same social sphere. You can secure an audience I will face any challenge to win the approval of my
with a local noble if you need to. 1
family.
BACKGROUND FEAT 2
My house's alliance with another noble family must be
sustained at all costs.
As a further embodiment of the experience and
training of your background, you can choose from the Nothing is more important than the other members of
3
following feats: my family.
I am in love with the heir of a family that my family
d8 Feat d8 Feat 4
despises.
1 Silver-Tongued 5 Entertainer
5 My loyalty to my sovereign is unwavering.
2 Empathic 6 Linguist
6 The common folk must see me as a hero of the people.
3 Loremaster 7 Inspiring Leader
4 Charmer 8 Observant d6 Flaw
1 I secretly believe that everyone is beneath me.
SUGGESTED CHARACTERISTICS I hide a truly scandalous secret that could ruin my
Nobles are born and raised to a very different lifestyle 2
family forever.
than most people ever experience, and their
I too often hear veiled insults and threats in every word
personalities reflect that upbringing. A noble title 3
addressed to me, and I'm quick to anger.
comes with a plethora of bonds—responsibilities to
family, to other nobles (including the sovereign), to the 4 I have an insatiable desire for carnal pleasures.
people entrusted to the family's care, or even to the 5 In fact, the world does revolve around me.
title itself. But this responsibility is often a good way to By my words and actions, I often bring shame to my
undermine a noble. 6
family.
As a further embodiment of the experience and I owe my instructor a great debt for forging me into the
6
training of your background, you can choose from the person I am today.
following feats:
d6 Flaw
d8 Feat d8 Feat 1 I believe only other scientists deserve my respect.
1 Loremaster 5 Crafter
I fail to understand why people don't understand my
2
2 Medic 6 Linguist technical jargon.
3 Naturalist 7 Tech Dabbler I experiment on myself without thinking about the long
3
term consequences.
4 Techie 8 Keen Mind
4 I am paranoid that people are out to steal my research.
SUGGESTED CHARACTERISTICS I believe I work better when under the influence of
5
Scientist are interested in things most don't care about. intoxicants.
Their research is their life, and drives their personality I work on my research to the point where I ignore my
traits. Their flaws, ideals, and bond are a result of their 6
own bodily needs.
hours spent researching.
2 I shave creds or forge documents. Charity. I distribute the money I acquire to the people
3
who really need it. (Light)
I insinuate myself into people's lives to prey on their
3 4 Creativity. I never run the same con twice. (Any)
weakness and secure their fortunes.
4 I put on new identities like clothes. Friendship. Material goods come and go. Bonds of
5
friendship last forever. (Light)
5 I run sleight-of-hand cons on street corners.
Aspiration. I'm determined to make something of
I convince people that worthless junk is worth their 6
6 myself. (Any)
hard-earned money.
d6 Bond
FEATURE: FALSE IDENTITY
I fleeced the wrong person and must work to ensure
You have created a second identity that includes 1 that this individual never crosses paths with me or
documentation, established acquaintances, and those I care about.
disguises that allow you to assume that persona. I owe everything to my mentor—a horrible person
Additionally, you can forge documents including 2
who's probably rotting in jail somewhere.
official papers and personal letters, as long as you have
Somewhere out there, I have a child who doesn't know
seen an example of the kind of document or the 3
me. I'm making the world better for him or her.
handwriting you are trying to copy.
I come from a noble family, and one day I'll reclaim my
4
BACKGROUND FEAT lands and title from those who stole them from me.
As a further embodiment of the experience and A powerful person killed someone I love. Some day
5
training of your background, you can choose from the soon, I'll have my revenge.
following feats: I swindled and ruined a person who didn't deserve it,
6
and I seek to atone for my misdeeds.
d8 Feat d8 Feat
1 Silver-Tongued 5 Master of Disguise d6 Flaw
2 Empathic 6 Force of Personality 1 I can't resist a pretty face.
3 Performer 7 Snappy Interjection I'm always in debt. I spend my ill-gotten gains on
2
4 Quick-Fingered 8 Actor decadent luxuries faster than I bring them in.
I'm convinced that no one could ever fool me the way I
3
SUGGESTED CHARACTERISTICS fool others.
Scoundrels are colorful characters who conceal their I'm too greedy for my own good. I can't resist taking a
true selves behind the masks they construct. They 4
risk if there's money involved.
reflect what people want to see, what they want to
I can't resist swindling people who are more powerful
believe, and how they see the world. But their true 5
than me.
selves are sometimes plagued by an uneasy
conscience, an old enemy, or deep-seated trust issues. I hate to admit it and will hate myself for it, but I'll run
6
and preserve my own hide if the going gets tough.
d6 Flaw
"Trust nobody, not even yourself." I am plagued by
1
paranoia.
I'm so charismatic that sometimes I woo myself. Who
2
am I, Narcissus?
Money is my greatest motivator. I'll do almost anything
3
given enough of it, even if I'll regret it later.
4 I would betray anyone to save my own skin.
I detach myself from the results of my actions in order
5
to sleep better at night.
Someone who knows me well might call me "two-faced"
6
but those who don't have no idea what hit 'em.
ARMOR PROPERTIES
Many armors and shield have special properties
related to their use, as shown in the Armor table.
BULKY
While wearing armor with the bulky property, you have
disadvantage on Dexterity (Stealth) checks that rely on
sound.
OBTRUSIVE
While wielding a shield with the obtrusive property,
you have disadvantage on Dexterity (Stealth) checks
that rely on sight.
BLASTERS
Name Cost Damage Weight Properties
Simple Blasters
Blaster carbine 300 cr 1d6 energy 8 lb Ammunition (range 60/240), reload 16, two-handed
Bowcaster 400 cr 1d10 energy 16 lb Ammunition (range 50/200), burst 4, reload 4, strength 11, two-handed
Light pistol 350 cr 1d4 energy 2 lb Ammunition (range 40/160), light, reload 12
Hold-out 250 cr 1d4 energy 1 lb Ammunition (range 30/120), hidden, light, reload 6
Scattergun 200 cr 1d6 kinetic 3 lb Ammunition (range 20/80), burst 4, reload 4
Shotgun 350 cr 2d4 kinetic 12 lb Ammunition (range 30/120), burst 2, reload 4, strength 11, two-handed
Wrist launcher 450 cr — 1 lb Ammunition (range 30/120), fixed, reload 1, special
Martial Blasters
Assault cannon 500 cr 1d10 energy 24 lb Ammunition (range 80/320), burst 4, reload 8, strength 11, two-handed
Blaster pistol 200 cr 1d6 energy 3 lb Ammunition (range 40/160), reload 16
Blaster rifle 400 cr 1d8 energy 11 lb Ammunition (range 100/400), reload 12, two-handed
Heavy pistol 300 cr 1d8 energy 4 lb Ammunition (range 40/160), reload 12, strength 11
Ion pistol 200 cr 1d4 ion 3 lb Ammunition (range 40/160), reload 16
Ion rifle 400 cr 1d6 ion 11 lb Ammunition (range 100/400), reload 12, two-handed
Slugthrower 350 cr 1d8 kinetic 14 lb Ammunition (range 100/400), burst 6, reload 12, two-handed
Sniper rifle 750 cr 1d12 energy 12 lb Ammunition (range 150/600), reload 2, strength 11, two-handed
VIBROWEAPONS
Name Cost Damage Weight Properties
Simple Vibroweapons
Techaxe 75 cr 1d6 kinetic 2 lb Light, thrown (range 20/60)
Vibrodagger 50 cr 1d4 kinetic 1 lb Finesse, light, thrown (20/60)
Vibrodart 5 cr 1d4 kinetic 1/4 lb Finesse, special, thrown (20/60)
Vibroknuckler 60 cr 1d6 kinetic 2 lb Hidden, light
Vibromace 80 cr 1d8 kinetic 12 lb Heavy, two-handed
Vibrostaff 100 cr 1d6 kinetic 4 lb Versatile (2d4)
Vibrospear 120 cr 1d6 kinetic 3 lb Thrown (range 20/60), versatile (1d8)
Martial Vibroweapons
Chakram 250 cr 1d6 kinetic 3 lb Finesse, returning, thrown (range 30/90)
Doubleblade 625 cr 1d6 kinetic 5 lb Double (1d6 kinetic), finesse, light, two-handed
Doublesword 700 cr 1d8 kinetic 5 lb Double (1d8 kinetic), finesse, two-handed
Hidden blade 200 cr 1d4 kinetic 1 lb Finesse, fixed, hidden, light
Net 100 cr — 3 lb Light, special, thrown (range 15)
Techblade 250 cr 1d6 kinetic 3 lb Finesse, light
Techstaff 600 cr 2d4 kinetic 8 lb Double (2d4 kinetic), two-handed
Vibroaxe 300 cr 1d10 kinetic 11 lb Dexterity 11, heavy, two-handed
Vibroblade 150 cr 1d8 kinetic 2 lb Versatile (1d10)
Vibrobaton 225 cr 2d4 kinetic 4 lb —
Vibrolance 100 cr 1d12 kinetic 6 lb Reach, special
Vibropike 200 cr 1d10 kinetic 6 lb Dexterity 11, reach, two-handed
Vibrorapier 250 cr 1d8 kinetic 2 lb Finesse
Vibrosword 500 cr 2d6 kinetic 6 lb Dexterity 11, two-handed
Vibrowhip 150 cr 1d4 kinetic 3 lb Finesse, reach
Self-Sufficiency
The expenses and lifestyles described in this chapter
assume that you are spending your time between
adventures in cities, availing yourself of whatever
services you can afford— paying for food and shelter,
paying townspeople to repair your equipment, and so
on. Some characters, though, might prefer to spend
their time away from civilization, sustaining
themselves in the wild by hunting, foraging, and
repairing their own gear.
Maintaining this kind of lifestyle doesn't require you
to spend any coin, but it is time-consuming. If you
spend your time between adventures practicing a
profession, as described in chapter 8, you can eke out
the equivalent of a poor lifestyle. Proficiency in the
Survival skill lets you live at the equivalent of a
comfortable lifestyle.
MANEUVERABLE MEDIC
You master the physician's arts, gaining the following
You've learned that you are at your best when you're
benefits:
on the move.
Increase your Wisdom score by 1, to a maximum of 20.
Your speed increases by 5 feet.
You gain proficiency in the Medicine skill. If you are
When you hit a creature with a melee attack, you can
already proficient in it, you instead gain expertise in it.
move 5 feet at no movement cost as part of the attack.
During a short rest, you can clean and bind the wounds
When you hit a creature with a melee attack that you
of up to six willing beasts and humanoids. Make a DC
have not already attacked on your current turn, you
15 Wisdom (Medicine) check for each creature. On a
gain a +2 bonus to the damage roll.
success, if a creature spends a Hit Die during this rest,
MARINER that creature can forgo the roll and instead regain the
maximum number of hit points the die can restore. A
You've spent an exorbitant amount of time in water.
creature can do so only once per rest, regardless of
You gain the following benefits:
how many Hit Dice it spends.
Increase your Constitution by 1, to a maximum of 20.
You gain a swimming speed equal to your movement
MOBILE
speed. You are exceptionally speedy and agile. You gain the
You have advantage on a ability checks and saving following benefits:
throws related to swimming.
Your speed increases by 10 feet.
You can hold your breath for a number of minutes
When you use the Dash action, difficult terrain doesn't
equal to 1 + twice your Constitution modifier.
cost you extra movement on that turn.
When you make a melee attack against a creature, you
don't provoke opportunity attacks from that creature
for the rest of the turn, whether you hit or not.
TECHCASTING ABILITY
Techcasters use Intelligence as their techcasting ability,
which helps determine the saving throw DCs of power
they cast.
FORCECASTING ABILITY
Forcecasters use Wisdom as their forcecasting ability
for their light side and universal powers, which helps
determine the saving throw DCs of powers they cast.
CLOUD MIND Choose a point you can see on the ground within
1st-level light side power range. A fountain of churned earth and stone erupts in
a 20-foot cube centered on that point. Each creature in
Casting Time: 1 action that area must make a Dexterity saving throw. A
Range: 90 feet creature takes 3d12 kinetic damage on a failed save, or
Duration: 1 minute half as much damage on a successful one. Additionally,
Roll 5d8; the total is how many hit points of the ground in that area becomes difficult terrain until
creatures this power can affect. Creatures within 20 cleared. Each 5-foot-square portion of the area
feet of a point you choose are affected in order of their requires at least 1 minute to clear by hand.
current hit points. Force Potency. When you cast this power using a
Starting with the creature that has the lowest current force slot of 4th level or higher, the damage increases
hit points, each creature affected by this power falls by 1d12 for each slot level above 3rd.
unconscious. If the power ends, the sleeper takes
damage, or someone uses an action wake the sleeper,
they will be awoken.
Subtract each creature's hit points from the total
before moving on to the creature with the next lowest
hit points. A creature's hit points must be equal to or
less than the remaining total for that creature to be
affected.
This power has no effect on droids or constructs.
Casting Time: 1 action You touch a creature and end either one disease or
Range: Self one condition afflicting it. The condition can be
Duration: Concentration, up to 10 minutes blinded, deafened, paralyzed, or poisoned.
You endow yourself with endurance and martial REVITALIZE
prowess fueled by the Force. Until the power ends, you 5th-level light side power
can't cast powers, and you gain the following benefits: Prerequisite: Spare the Dying
You gain 50 temporary hit points. If any of these Casting Time: 1 minute
remain when the power ends, they are lost. Range: Touch
You have advantage on attack rolls that you make with Duration: Instantaneous
lightweapons and vibroweapons. You return a dead creature you touch to life,
When you hit a target with a weapon attack, that target provided that it has been dead no longer than 10
takes an extra 2d12 force damage. minutes. If the creature's soul is both willing and at
You have proficiency with all armor, lightweapons, and liberty to rejoin the body, the creature returns to life
vibroweapons. with 1 hit point.
You have proficiency in Strength and Constitution This power also neutralizes any poisons and cures
saving throws. diseases that affected the creature at the time it died.
You can attack twice, instead of once, when you take This power closes all mortal wounds, but it doesn't
the Attack action on your turn. You ignore this benefit if restore missing body parts. If the creature is lacking
you already have a feature, like Extra Attack, that gives body parts or organs integral for its survival—its head,
you extra attacks. for instance—the power automatically fails.
Coming back from the dead is an ordeal. The target
Immediately after the power ends, you must succeed
takes a -4 penalty to all attack rolls, saving throws, and
on a DC 15 Constitution saving throw or suffer one
ability checks. Every time the target finishes a long rest,
level of exhaustion.
the penalty is reduced by 1 until it disappears.
SHOCKED
A shocked creature's speed is reduced by half.
The creature can't take reactions.
STUNNED
A stunned creature is incapacitated (see the condition),
can't move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity
saving throws.
Attack rolls against the creature have advantage.
HUNTED
In some eras of Star Wars history, forcecasters are a
rarity, and are hunted across the galaxy by the likes of
Inquisitors, or if they're unlucky, a Dark Lord of the
Sith, in an attempt to crush any foreseen threats to
their rule. Should you want your forcecasting players to
experience this additional level of drama and
suspense, here is an alternate rule to implement:
Whenever a player casts a force power, others in the
Galaxy may detect their presence through ripples in
the Force. Each player has a pool of Disturbance
Points. This pool of Disturbance Points increases every
time a force power is cast by a number of points equal
to the level of the force power used (at-will powers are
treated as Level 0).
After each combat, roll a percentile dice for each
player that used a force power. If you roll a number
equal to or lower than the players Disturbance Pool,
they are detected by Jedi Hunters of your
determination, who begin to hunt the player they
detected.
During each long rest, decrease each players pool of
Disturbance Points by an amount equal to their level.
259 INDEX
Lifestyle expenses, 153, 184 Pocket scrambler, 144 Social interaction, 182 Starting wealth by class,
Lifting and carrying, 174 Poison, 191 Space (creatures), 187 135
Light armor, 137 Poisoned, 256 Special traits, 17 Storage container
Lightly obscured, 181 Poisoner's kit, 150 Special types of movement, capacity, 146
Line, 197 Poor, 153 180 Tack, harness, and drawn
Long jump, 180 Portable ram, 147 Special weapons, 141 vehicles, 152
Long rest, 183 Power alignments, 196 Specific beats general, 9 Tools, 151
Longer casting times, 196 Power cell, 143 Speed, 17, 179 Trade goods, 151
Lore, 176 Power level, 195 Sphere, 197 Travel pace, 180
Macrobinoculars, 147 Practicing a profession, 184 Splitting up the party, 181 Vehicles, 152
Making an attack, 189 Prerequisites, 196 Squalid, 153 Vibroweapons, 142
Marching order, 180 Priest's pack, 143 Squeezing into a smaller Targets (powers), 197
Mechanic's kit, 150 Proficiencies, 119 space, 187 Techcasting ability
Medicine, 177 Proficiency bonus, 12, 172 Stablizing a creature, 192 Technologist's pack, 143
Medium armor, 137 Prone, 256 Stealth (armor), 136 Technology, 176
Medkit, 146 Push, drag, or lift, 174 Stealth (traveling), 180 Temporary hit points, 193
Melee attacks, 189 Range (powers), 196 Stealth field generator, 148 The Force and technology,
Mess kit, 147 Range, 190 Stealth, 175 10
Modest, 153 Ranged attacks in close Storage, 146 The order of combat, 185
Modifiers to attack rolls, 189 combat, 190 Strength (armor), 136 Thermal detonator, 145
Monsters and death, 192 Ranged attacks, 190 Strength, 174 Three-quarters cover, 190
Mounted combat, 193 Reaction casting, 196 Stunned, 256 Time, 179
Mounting and dismounting, Reactions, 186 Stylus pen, 144 Tools, 150
193 Ready action, 188 Suffocating, 181 Track, 181
Mounts and vehicles, 152 Recuperating, 184 Suggested characteristics, Tracker utility vest, 148
Mounts, 152 Remote detonator, 148 119 Trade goods, 135
Mounts, speeders, and Repair kit, 146 Surprise, 185 Trade goods, 151
vehicles (speed), 179 Researching, 184 Surprising foes, 181 Training, 184
Movement and position, 186 Respirator, 146 Survival, 177 Travel pace, 179
Movement, 179 Resting, 183 Swimming, 180 Tripod, 148
Moving a grappled creature, Restrained, 256 Tables: Truesight, 182
190 Restraining bolt, 147 Ability scores and Two-handed, 141
Moving around other Results of roleplaying, 183 modifiers, 13, 171 Two-weapon fighting, 190
creatures, 187 Rocket boots, 148 Ability score point cost, Unconscious, 256
Moving between attacks, Roleplaying, 182 13 Underwater combat, 193
186 Rolling 1 or 20 on an attack Abilty check DCs, 172 Unseen attackers and targets,
Multiclassing, 155 roll, 189 Adventuring gear, 149 189
Musical instrument, 150 Saddles, 152 Blasters, 141 Use an object action, 188
Name, 117 Saving throws, 178 Character Advancement, Using different speeds, 186
Nature, 176 Saving throws, 197 15 Using each ability, 174
Navigate, 181 Scholar's pack, 143 Classes, 33 Using inspiration, 119
Noticing threats, 180 Search action, 188 Common languages, 118 Vehicles, 152
Opportunity attacks, 189 Security kit, 150 Droids, 152 Versatile, 141
Other activity on your turn, Self-sufficiency, 154 Food, drink, and lodging, Vision and light, 181
185 Selling treasure, 135 154 Water, 182
Paralyzed, 255 Services, 154 Lifestyle expenses, 153 Wealth, 135
Passive checks, 173 Sex, 117 Lightweapons, 142 Weapon proficiency, 139
Perception, 177 Shocked, 256 Mounts and other Weapon properties, 139
Performance, 178 Short rest, 183 animals, 152 Wisdom, 177
Personal characteristics, 118 Shoving, 190 Multiclass max power Working together, 174
Personality traits, 118 Size and strength, 174 level, 156 Worlds of adventure, 7
Persuasion, 178 Size, 17 Multiclassing Wretched, 153
Petrified, 255 Skills with different abilities, prerequisites, 155 Wristpad, 144
Piloting, 176 173 Power level point cost, XP and proficiency bonus
Plasma cell, 143 Skills, 173 195 progression, 15
Plasma mine, 145 Sleight of hand, 175 Services, 154 Your character's abilities, 14
Playing on a grid, 187 Slicer's kit, 150 Size categories, 187 Your turn, 185
INDEX 260
WHAT COMES NEXT?
aving delved into the depths of character creation,
it's time to consider your next steps. The fun
of D&D is in playing the game, not just
making up characters (though that's fun, too).