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PLAYER'S HANDBOOK

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

CREDITS Arden Beckwith Knight of Malta

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

All of the contributors who have been greatly helpful in


developing and reviewing new content. You guys are
invaluable.

The patrons, who keep the website running.

If I missed you and you feel you deserve credit please


let me know. I've been working on this for years, and
I'm fallible.

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:

CHAPTER 3: CLASSES Spells are now called powers.


Cantrips are now called at-will powers.
There are ten classes. Berserker, monk, and operative
My own interpretation and simplification of the spell
are mostly reskinned, with some variation to fit the
point variant from the DMG. Basically, casting a power
setting. Fighter utilizes my homebrew of baseline
at a given level costs that level + 1 points.
combat superiority. Scout is a heavily modified ranger.
Spellcasting has been separated into force- and tech-
Engineer is based off artificer, but extrapolated to be a
casting.
full caster. Guardian is based off of paladin, and
 Forcecasting uses Wisdom/Charisma and Force
consular is based off of sorcerer, with changes to
Points, which regenerate on a long rest.
better fit a force-wielder. Sentinel is a reimagining of a
 Techcasting uses Intelligence and Tech Points, which
monk, but as a 2/3 caster. Scholar is a brand new class.
regenerate on a short rest.
CHAPTER 4: BACKGROUNDS  While a character can have both force- and tech-
casting, they are kept completely separate.
Backgrounds feature one major difference; each
background also offers a choice of feat. This helps CHAPTERS 11 AND 12:
players realize their characters in a more personal FORCE AND TECH POWERS
fashion.
Chapter 11 has been broken down into two chapters to
CHAPTER 5: EQUIPMENT keep force and tech powers separate.
Currency has been changed to credits, with roughly 1 APPENDIX A: CONDITIONS
gp = 10 cr. Magic items are reskinned as enhanced
This appendix features most (all?) of the traditional 5e
items, with rarities designed to mimic those of Star
conditions, as well as a new one of my own making.
Wars: the Old Republic. Equipment functions
similarly, with the exception of the breakdown of APPENDIX B:
weapons; rather than simply simple and martial, they RECOMMENDED VARIANT RULES
are broken down into blasters, lightsabers, and
vibroweapons. This also utilizes a few houserules: light, This appendix features a number of variant rules I
medium, and heavy shields with proficiencies collapsed recommend.
into the appropriate armor, new weapon features, etc. INDEX
It's an index.

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.

11 CHAPTER 1 | STEP-BY-STEP CHARACTERS


Record your level on your character sheet. If you're your proficiency bonus might be modified (doubled or
starting at a higher level, record the additional halved, for example) before you apply it. If a
elements your class gives you for your levels past 1st. circumstance suggests that your proficiency bonus
Also record your experience points. A 1st-level applies more than once to the same roll or that it
character has 0 XP. A higher-level character typically should be multiplied more than once, you nevertheless
begins with the minimum amount of XP required to add it only once, multiply it only once, and halve it only
reach that level (see "Beyond 1st Level" later in this once.
section).
Building Han Solo, Step 2
HIT POINTS AND HIT DICE
Your character's hit points define how tough your Han Solo is best depicted as an operative, so we make
a note of the operative's proficiencies and 1st-level
character is in combat and other dangerous situations. class features on the character sheet.
Your hit points are determined by your Hit Dice (short As a 1st-level operative, Han has 1 Hit Die—a d8—
for Hit Point Dice). and starts with hit points equal to 8 + his Constitution
At 1st level, your character has 1 Hit Die, and the die modifier. Make a note of this; we will record the final
type is determined by your class. You start with hit number after we determine Han's Constitution score
points equal to the highest roll of that die, as indicated (see step 3). Also make note of the proficiency bonus
for a 1st-level character, which is +2.
in your class description. (You also add your
Constitution modifier, which you'll determine in step
3.) This is also your hit point maximum. 3. DETERMINE ABILITY SCORES
Record your character's hit points on your character Much of what your character does in the game
sheet. Also record the type of Hit Die your character depends on his or her six abilities: Strength, Dexterity,
uses and the number of Hit Dice you have. After you Constitution, Intelligence, Wisdom, and Charisma.
rest, you can spend Hit Dice to regain hit points (see Each ability has a score, which is a number you record
"Resting" in the Adventuring section). Whenever you on your character sheet.
roll a Hit Die to regain hit points, you add your The six abilities and their use in the game are
Constitution modifier to the roll. described in the Using Ability Scores chapter. The
PROFICIENCY BONUS Ability Score Summary table provides a quick reference
The table that appears in your class description shows for what qualities are measured by each ability, what
your proficiency bonus, which is +2 for a 1st-level species increases which abilities, and what classes
character. Your proficiency bonus applies to many of consider each ability particularly important.
the numbers you'll be recording on your character You generate your character's six ability scores
sheet: randomly. Roll four 6-sided dice and record the total of
the highest three dice on a piece of scratch paper. Do
Attack rolls using weapons you're proficient with this five more times, so that you have six numbers. If
Attack rolls with powers you cast you want to save time or don't like the idea of
Ability checks using skills you're proficient in randomly determining ability scores, you can use the
Ability checks using tools you're proficient with following scores instead: 15, 14, 13, 12, 10, 8.
Saving throws you're proficient in Now take your six numbers and write each number
Saving throw DCs for powers you cast (explained in beside one of your character's six abilities to assign
each force- or tech-casting class) scores to Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma. Afterward, make any changes
Your class determines your weapon proficiencies, to your ability scores as a result of your species choice.
your saving throw proficiencies, and some of your skill After assigning your ability scores, determine your
and tool proficiencies. (Skills are described in "Using ability modifiers using the Ability Scores and Modifiers
Ability Scores", tools in "Equipment.") Your background table. To determine an ability modifier without
gives you additional skill and tool proficiencies, and consulting the table, subtract 10 from the ability score
some species give you more proficiencies. Be sure to and then divide the result by 2 (round down). Write the
note all of these proficiencies, as well as your modifier next to each of your scores.
proficiency bonus, on your character sheet.
Your proficiency bonus can't be added to a single die
Building Han Solo, Step 3
roll or other number more than once. Occasionally,
We will use the standard set of scores (15, 14, 13, 12,
10, 8) for Han's abilities. Han is talented and nimble,
so we'll put his highest score, 15, in Dexterity. His
next-highest, 14, goes in Charisma. He then applies
the 13 to Intelligence, the 12 to Constitution, the 10 to
Wisdom and the 8 to Strength. After applying his
special benefits (increasing Han's Dexterity by 2, and
his Intelligence and Charisma by 1), Han's ability
scores and modifiers look like this: Strength 8 (-1),
Dexterity 17 (+3), Constitution 12 (+1), Intelligence 14
(+2), Wisdom 10 (+0), Charisma 15 (+2).
We then fill in Han's final hit points: 8 + his
Constitution modifier of +1, for a total of 9 hit points.

CHAPTER 1 | STEP-BY-STEP CHARACTERS 12


VARIANT: CUSTOMIZING ABILITY SCORES
At your Game Master's option, you can use this variant Ability Scores and Modifiers
for determining your ability scores. The method Score Modifier
described here allows you to build a character with a 1 -5
set of ability scores you choose individually.
2-3 -4
You have 27 points to spend on your ability scores.
The cost of each score is shown on the Ability Score 4-5 -3
Point Cost table. For example, a score of 14 costs 7 6-7 -2
points. Using this method, 15 is the highest ability 8-9 -1
score you can end up with, before applying special
increases. You can't have a score lower than 8. 10-11 +0
This method of determining ability scores enables 12-13 +1
you to create a set of three high numbers and three 14-15 +2
low ones (15, 15, 15, 8, 8, 8), a set of numbers that are
above average and nearly equal (13, 13, 13, 12, 12, 12), 16-17 +3
or any set of numbers between those extremes. 18-19 +4

Ability Score Point Cost 20-21 +5

Score Cost 22-23 +6

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

4. DESCRIBE YOUR CHARACTER


Once you know the basic game aspects of your
character, it's time to flesh him or her out as a person.
Your character needs a name. Spend a few minutes
thinking about what he or she looks like and how he or
she behaves in general terms.
Using the information in the Personality and
Background chapter, you can flesh out your
character's physical appearance and personality traits.
Choose your character's alignment (the moral
compass that guides his or her decisions) and ideals.
The Personality and Background chapter also helps
you identify the things your character holds most dear,
called bonds, and the flaws that could one day
undermine him or her.
Your character's background describes where he or
she came from, his or her original occupation, and the
character's place in the D&D world. Your GM might
offer additional backgrounds beyond the ones
included in the Personality and Background section,
and might be willing to work with you to craft a
background that's a more precise fit for your character
concept.
A background gives your character a background
feature (a general benefit) and proficiency in two skills,
and it might also give you additional languages or
proficiency with certain kinds of tools. Record this
information, along with the personality information
you develop, on your character sheet.

13 CHAPTER 1 | STEP-BY-STEP CHARACTERS


Building Han Solo, Step 4
Your Strength score limits the amount of gear you
We then fill in some of Han's basic details: his name, can carry. Try not to purchase equipment with a total
his sex (male), his height and weight, and his
alignment (chaotic light). His high Dexterity and
weight (in pounds) exceeding your Strength score
Charisma represent his capability and power of times 15. "Using Ability Scores" has more information
presence, and his low Strength represent an on carrying capacity.
unexceptional burliness.
Han is a notorious scoundrel, so we choose the ARMOR CLASS
scoundrel background. Make a note of the Your Armor Class (AC) represents how well your
proficiencies and special feature this background character avoids being wounded in battle. Things that
gives. We choose the Silver-Tongued feat for Han's contribute to your AC include the armor you wear, the
background feat, adding the bonus to Han's Charisma, shield you carry, and your Dexterity modifier. Not all
bring the total to 16, and the modifier to +3. characters wear armor or carry shields, however.
We know that Han is both daring and rash, and has
a propensity to gamble, so we choose the fourth and
Without armor or a shield, your character's AC
sixth personality traits. We choose the ideal of equals 10 + his or her Dexterity modifier. If your
independence from the list in the background, noting character wears armor, carries a shield, or both,
that Han recognizes no one as his master. calculate your AC using the rules in the Equipment
Han's bond is his flight from Jabba the Hutt, so we section. Record your AC on your character sheet.
choose the first option. His flaw is that he often Your character needs to be proficient with armor
chooses himself and his ship over others, so we and shields to wear and use them effectively, and your
choose the sixth option.
armor and shield proficiencies are determined by your
class. There are drawbacks to wearing armor or
YOUR CHARACTER'S ABILITIES carrying a shield if you lack the required proficiency, as
Take your character's ability scores and species into explained in the Equipment section.
account as you flesh out his or her appearance and Some powers and class features give you a different
personality. A very strong character with low way to calculate your AC. If you have multiple features
Intelligence might think and behave very differently that give you different ways to calculate your AC, you
from a very smart character with low Strength. choose which one to use.
For example, high Strength usually corresponds with
a burly or athletic body, while a character with low WEAPONS
Strength might be scrawny or plump. For each weapon your character wields, calculate the
A character with high Dexterity is probably lithe and modifier you use when you attack with the weapon
slim, while a character with low Dexterity might be and the damage you deal when you hit.
either gangly and awkward or heavy and thick- When you make an attack with a weapon, you roll a
fingered. d20 and add your proficiency bonus (but only if you are
A character with high Constitution usually looks proficient with the weapon) and the appropriate ability
healthy, with bright eyes and abundant energy. A modifier.
character with low Constitution might be sickly or frail.
For attacks with melee weapons, use your Strength
A character with high Intelligence might be highly
modifier for attack and damage rolls. A weapon that
inquisitive and studious, while a character with low
has the finesse property, such as a vibrorapier, can use
Intelligence might speak simply or easily forget details.
your Dexterity modifier instead.
A character with high Wisdom has good judgment,
For attacks with ranged weapons, use your Dexterity
empathy, and a general awareness of what's going on.
modifier for attack and damage rolls. A weapon that
A character with low Wisdom might be absent-minded,
has the thrown property, such as a vibrodagger, can
foolhardy, or oblivious.
use your Strength modifier instead.
A character with high Charisma exudes confidence,
which is usually mixed with a graceful or intimidating
presence. A character with a low Charisma might come
Building Han Solo, Step 5
across as abrasive, inarticulate, or timid. We now write down the starting equipment from the
operative class and the scoundrel background. His
5. CHOOSE EQUIPMENT starting equipment includes a combat suit, giving him
an Armor Class of 14.
Your class and background determine your character's For Han's weapons, we choose a vibrodagger and a
starting equipment, including weapons, armor, and light pistol. His light pistol is a ranged weapon, and the
other adventuring gear. Record this equipment on your vibrodagger has the finesse property, so Han uses his
character sheet. All such items are detailed in the Dexterity modifier for his attacks and damage. His
attack bonus is his Dexterity modifier (+3) plus his
Equipment section. Instead of taking the gear given to
proficiency bonus (+2), for a total of +5. The light pistol
you by your class and background, you can purchase deals 1d4 energy damage, and Han adds his Dexterity
your starting equipment. You have a number of credits modifier to the damage when he hits, for a total of
(cr) to spend based on your class, as shown in the 1d4+3 energy damage. The vibrodagger deals the
Equipment section. Extensive lists of equipment, with same amount of damage, but is kinetic instead of
prices, also appear in that section. energy.

CHAPTER 1 | STEP-BY-STEP CHARACTERS 14


6. COME TOGETHER
Most Star Wars characters don't work alone. Each When your Constitution modifier increases by 1,
character plays a role within a party, a group of your hit point maximum increases by 1 for each level
adventurers working together for a common purpose. you have attained. For example, if your 7th-level
Teamwork and cooperation greatly improve your soldier has a Constitution score of 17, when he reaches
party's chances to survive the many perils in the worlds 8th level, he increases his Constitution score from 17 to
of Star Wars. Talk to your fellow players and your GM 18, thus increasing his Constitution modifier from +3 to
to decide whether your characters know one another, +4. His hit point maximum then increases by 8.
how they met, and what sorts of quests the group
XP AND PROFICIENCY BONUS PROGRESSION
might undertake.
The Character Advancement table summarizes the XP
BEYOND 1ST LEVEL you need to advance in levels from level 1 through
As your character goes on adventures and overcomes level 20, and the proficiency bonus for a character of
challenges, he or she gains experience, represented by that level. Consult the information in your character's
experience points. A character who reaches a specified class description to see what other improvements you
experience point total advances in capability. This gain at each level.
advancement is called gaining a level.
CLASS FEATURES AND HIT DICE
When your character gains a level, his or her class
often grants additional features, as detailed in the class
description. Some of these features allow you to
increase your ability scores, either increasing two
scores by 1 each or increasing one score by 2. You can't
increase an ability score above 20. In addition, every
character's proficiency bonus increases at certain
levels.
Each time you gain a level, you gain 1 additional Hit
Die. Roll that Hit Die, add your Constitution modifier to
the roll, and add the total to your hit point maximum.
Alternatively, you can use the fixed value shown in
your class entry, which is the average result of the die
roll (rounded up).

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

15 CHAPTER 1 | STEP-BY-STEP CHARACTERS


16
CHAPTER 2: SPECIES
          VISIT TO ANY OF THE GREAT CITIES IN THE WORLDS OF SPECIAL TRAITS
           Star Wars overwhelms the senses. Voices chatter
in countless different languages. The smells of cooking The description of each species includes special traits
in dozens of different cuisines mingle with the odors of that are common to members of that species. The
crowded streets and poor sanitation. Buildings in following entries appear among the traits of most
myriad architectural styles display the diverse origins species.
of their inhabitants. ABILITY SCORE INCREASE
And the people themselves-people of varying size, Every species increases one or more of a character's
shape, and color, dressed in a dazzling spectrum of ability scores.
styles and hues-represent many different species, from
diminutive bothans and stalwart cereans to majestic AGE
twi'leks and towering wookiees, mingling among a The age entry notes the age when a member of the
variety of human ethnicities. species is considered an adult, as well as the species'
Scattered among the members of these more expected lifespan. This information can help you
common species are the true exotics: a hulking decide how old your character is at the start of the
besalisk here, pushing his way through the crowd, and game. You can choose any age for your character,
a sly chiss there, lurking in the shadows with mischief which could provide an explanation for some of your
in her eyes. A group of jawas chatters as one of them ability scores. For example, if you play a young or very
activates a clever mechanical toy that moves of its own old character, your age could explain a particularly low
accord. Zabraks and devaronians live and work Strength or Constitution score, while advanced age
alongside humans, without fully belonging. And there, could account for a high Intelligence or Wisdom.
well out of the sunlight, is a lone dros-a fugitive from
ALIGNMENT
the the Galactic Republic, trying to make his way in a
Most species have tendencies toward certain
world.
alignments, described in this entry. These are not
CHOOSING A SPECIES binding for player characters, but considering why your
sith pureblood follows the light side, for example, in
Humans are the most common people in the worlds of defiance of the Sith Empire can help you better define
Star Wars, but they live and work alongside ithorians, your character.
kiffar, mirialan, and countless other fantastic species.
Your character belongs to one of these peoples. SIZE
Your choice of species affects many different aspects Characters of most species are Medium, a size
of your character. It establishes fundamental qualities category including creatures that are roughly 4 to 8
that exist throughout your character's adventuring feet tall. Members of a few species are Small (between
career. When making this decision, keep in mind the 2 and 4 feet tall), which means that certain rules of the
kind of character you want to play. For example, a game affect them differently. The most important of
bothan can be a good choice for a sneaky operative, a these rules is that Small characters have trouble
wookiee makes a tough berserker, and a twi'lek can be wielding heavy weapons and heavy shields, as
a master of the Force. explained in chapter 6.
Your character species not only affects your ability
scores and traits but also provides the cues for SPEED
building your character's story. Each species' Your speed determines how far you can move when
description in this chapter includes information to help traveling (chapter 8) and fighting (chapter 9).
you roleplay a character of that species, including LANGUAGES
personality, physical appearance, features of society, By virtue of your species, your character can speak,
and special alignment tendencies. These details are read, and write certain languages. Each species
suggestions to help you think about your character; typically speaks, or at least understands, Galactic Basic
adventurers can deviate widely from the norm for their as well as having a unique language of their own.
   species. It's worthwhile to consider why your Chapter 4 lists the most common languages of the Star
    character is different, as a helpful way to think Wars universe.
    about your character's background and
     personality.
BITH
VISUAL CHARACTERISTICS
Skin Color    Green, pink, white, or yellow
Hair Color    None
Eye Color    Black
Large cranium, acute senses of smell
Distinctions   
and hearing

PHYSICAL CHARACTERISTICS
Height    4'9" +2d6"
Weight    100 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Clak'dor VII
Language    Bith

BIOLOGY AND APPEARANCE


Bith are craniopods with pale pink, yellow, or green
skin, large heads, large lidless eyes, toeless feet, and
long fingers. Their thumb and small finger were both
fully opposable. The bith's internal systems are
different from most humanoids, as the bith have only
one lung, and exhale through their skin. Bith also lack a
proper nose, instead having highly sensitive olfactory
organs hidden in the skin-flaps of their cheeks.
The other bith senses are also acute. Bith can sense
the tonal qualities of sound as well as other species
sensed colors. Their eyes, as big as a Menahuun's, can
see microscopic details of nearby objects, but are BITH TRAITS
extremely nearsighted as a result. An interesting side As a bith, you have the following special traits.
effect of their incredible sensors is the effect of sonic Ability Score Increase. Your Intelligence score
grenades, or screamers, on them. It is described as increases by 2, and your Dexterity score increases by 1.
causing their heads to explode. Similarly, bith have Age. Bith reach adulthood in their late teens and live
high manual dexterity which helps them manipulate less than a century.
fine tools, though their physical prowess with gross Alignment. Biths' benevolent nature causes them to
motor skills was only average. tend toward the light side, though there are
exceptions.
SOCIETY AND CULTURE Size. Bith typically stand 5 to 6 feet tall and generally
Bith are one of the galaxy's most ancient civilizations, weigh about 120 lbs. Regardless of your position in
with a history going back millions of years. This that range, your size is Medium.
antiquity garners respect in certain quarters, such as Speed. Your base walking speed is 30 feet.
among the Gree, who gave them more respect than Detail Oriented. You are practiced at scouring for
other, "younger" species. Their society is highly details. You have advantage on Intelligence
regimented, with everything from mate selection to (Investigation) checks within 5 feet.
political leadership controlled by sophisticated Keen Hearing and Smell. You have advantage on
computer programs. Wisdom (Perception) checks that involve hearing or
smell.
NAMES Musician. You are proficient in one musical
Bith names are quite diverse. Some names look instrument of your choice.
complicated and difficult to pronounce, while others Programmer. Whenever you make an Intelligence
are quite simple. (Technology) check related to computers, you are
Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass considered to have expertise in the Technology skill.
Female Names. Duhia, F'hubama, R'hothal, Thidus Languages. You can speak, read, and write Galactic
Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo Basic, Bith, and one more language of your choice.

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

BIOLOGY AND APPEARANCE


Bothans are a short species of furry humanoids.
Bothans are covered in fur which shifted in response to
their emotional state by way of gentle ripplings. It is
this trait, named Wrendui, that betrays them when
BOTHAN TRAITS
members of their kind intend to be duplicitous in their As a bothan, you have the following special traits.
dealings with others. They possess tapered pointed Ability Score Increase. Your Intelligence score
ears, and both males and females were known to sport increases by 2, and your Dexterity score increases by 1.
beards. Age. Bothans reach adulthood in their late teens and
Bothans are able to interbreed with the other live less than a century.
species, though it is rare that they do so. Such hybrids Alignment. Bothans' duplicitous nature causes them
somewhat resembled baseline humans with haunches, to tend toward the dark side, though there are
hooves, fur, pointed ears and a long tail. exceptions.
Size. Bothans stand 4-5 feet tall and weigh under
SOCIETY AND CULTURE 100 pounds. Regardless of your position in that range,
Bothan culture is guided by the philosophy and your size is Medium.
principles from the ancient text known as The Way, Speed. Your base walking speed is 30 feet.
written by Golm Fervse'dra. In this "Bothan Way", the Naturally Stealthy. You can attempt to hide even
pursuit of power and influence is paramount. Thus, when you are obscured only by a creature that is your
individual bothans put their own political and size or larger than you.
economic success above all other concerns, and as a Nimble Escape. You can take the Disengage or Hide
species, bothans put their own advancement ahead of action as a bonus action on each of its turns.
other intergalactic interests. The volume of
backstabbing, subtle character assassination and While bothans are suitable for many classes, they
political maneuvering in bothan society is dizzying, and most iconically fit as operatives. The Nimble Escape
results in many species stereotyping bothans as special trait heavily overlaps with the operative's
Cunning Action feature, however, making this
untrustworthy. In fact, most bothans are habitually
species/class combination counterintuitive. If, during
paranoid, believing that anyone who's not working with the character creation part of your game, a player
them, is working against them. In times of crisis, the decides to make a bothan operative, consider letting
focus of bothan society shifts to a survivalist state them use the following feature instead:
known as "ar'krai". When engaged in ar'krai, all fit Versatile Expertise. You gain proficiency in one skill of
bothans volunteer to defend their species from your choice. You gain expertise in one skill of your
impending extinction. choice in which you are proficient.

NAMES Shrewd. You are proficient in the Insight and


Male bothan names are often trickey while female's Deception skills.
are soft. Surnames are familial. Languages. You can speak, read, and write Galactic
Male Names. Garc, Hibriak, Nith, Tramom, Ventagt Basic and Bothese. Bothese had a great influence on
Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit the forming of Galactic Basic; the two languages share
Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil many cognates.

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

BIOLOGY AND APPEARANCE


The chiss are a near-human species distinguished by
their blue skin and glowing red eyes. Genetic analysis
indicate that they are an offshoot of humanity, and it is
believed that moving underground led to a divergence
between them and baseline Humans. Their blue skin,
jet black hair and red eyes generally command
attention; these features make them physically striking
and instantly recognizable. CHISS TRAITS
As a chiss, you have the following special traits.
SOCIETY AND CULTURE Ability Score Increase. Your Intelligence score
Chiss society is highly structured and ordered with the increases by 2, and your Charisma score increases by
rule of law being enforced by a group of four 1.
affiliations known as the Ruling Families: the Csapla, Age. Chiss reach adulthood in their late teens and
Nuruodo, Inrokini and Sabosen. These are not live less than a century.
biological family groupings but instead different Alignment. Chiss' tactical and selfish nature cause
branches of their government. Every chiss claims them to tend toward lawful dark side, though there are
affiliation to one of the four families, as determined by exceptions.
both tradition and place of birth. The family names are Size. Chiss typically stand between 5 and 6 feet tall
more of a cultural holdover; the bloodlines had grown and weigh about 160 lbs. Regardless of your position in
so co-meddled that any chiss could claim affiliation to that range, your size is Medium.
any of the ruling families. In spite of the outward Speed. Your base walking speed is 30 feet.
impression of calm and order that the chiss like to Tech Resistance. Growing up around technology
project to outsiders, there were evidently tensions leaves an impact on chiss. You have advantage on
within the Families; political assassinations are a real saving throws against tech powers.
part of chiss political life for the Ruling Families. Darkvision. You have a keen eyesight, especially in
the dark. You can see in dim light within 120 feet of you
NAMES as if it were bright light, and in darkness as if it were
A chiss true-name has 3 parts, each separated by an dim light. You can't discern color in darkness, only
apostrophe. The first part is their family name, the shades of gray.
second part is their root name, and the third part is Martial Proficiency. You have proficiency with light
their occupation. Chiss rarely share their true-name and medium armor as well as the blaster pistol and
with non-chiss, and usually go by their root name. Male sniper rifle.
and female names do not significantly deviate. Languages. You can speak, read, and write Galactic
Names. Crorcu'ecuk'unist, Dash'esoru'ishur, Basic and Cheunh. Cheunh is a complex language that
Jerd'ecer'lonii, Kisk'egauw'eqhi, Marag'aliphil'eduo, is difficult for non-chiss to learn. Chiss take pride in this
Pommo'icuote'nlerme, Vornu'wuzi'lerdim difficulty.

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

BIOLOGY AND APPEARENCE


The duros are humanoids with smooth blue-green
skin, red eyes, lipless mouths, long thin noseless faces
and green blood. Olfactory organs beneath their eyes
are responsible for their sense of smell. Both females
and males are bald, though both genders are easily
distinguished. Their large red goggle-like eyes have slit
pupils. Duros females lay eggs as they are descended
from ancient reptiles, and they are born in a larval grub
stage. Unlike similar species, the duros take care of
their offspring from birth.

SOCIETY AND CULTURE


Their home planet Duro is primarily uninhabited due DUROS TRAITS
to massive pollution on the world over time. Instead, it As a duros, you have the following special traits.
is covered with automated farms for food production. Ability Score Increase. Your Dexterity score
The duros live in twenty orbital space cities above the increases by 2, and your Intelligence score increases by
planet. 1.
The duros also established a vast, grand starship Age. Duros reach adulthood in their 20s and live an
construction industry in the Duro system. The duros average of 150 years.
set up their government around a consortium of Alignment. Duros tend toward no particular
starship construction corporations, with all important alignment. The best and worst are found among them.
political decisions made by the stockholders of the Size. Duros stand around 6 feet tall and weigh
corporations. This meant that any duros that held around 160 lbs. Regardless of your position in that
stock in a company could participate in the range, your size is Medium.
administration of the system. Speed. Your base walking speed is 30 feet.
With their strong memories, some duros also choose Darkvision. You can see in dim light within 60 feet of
to become extraordinary storytellers, renowned you as if it were bright light, and in darkness as if it
galaxy-wide for their ability to learn a wide range of were dim light. You can't discern color in darkness,
narratives by heart, and perform them all with only shades of gray.
stunning accuracy. Galactic Traveler. You have proficiency in Lore.
Pilot. You have proficiency in Piloting.
NAMES Tech Resistance. Duros grow up around technology,
Duros names are generally melodic, with female and while they may not all use it they all have
names having softer intonations. Surnames are experience with it. You have advantage on saving
familial. throws against tech powers.
Male Names. Cir, Fod, Mom, Rur, Zim Languages. You can speak, read, and write Galactic
Female Names. Chochi, Fumsu, Kaleshef, Raada Basic and Durese. Durese is a common interstellar
Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks tongue used by prominent spacers and traders.

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

BIOLOGY AND APPEARANCE


Humans are an intelligent species that originated on HUMAN TRAITS
Coruscant, but can be found on many other planets
As a human, you have the following special traits.
across the galaxy, including Naboo, Tatooine, and
Ability Score Increase. One ability score of your
Alderaan. They come in two sexes, male and female,
choice increases by 2, and two different abilities of
and give birth to live young. They are bipedal beings
your choice increase by 1. Alternatively, four ability
with a bilateral symmetry, having a front and a back
scores of of your choice each increase by 1.
end, as well as an upside and downside. Their bodies
Age. Humans reach adulthood in their late teens and
are comprised of a torso with a head and four limbs
live less than a century.
attached to it. The upper limbs, or arms, end in hands
Alignment. Humans tend toward no particular
which had five fingers each; the lower ones, called legs,
alignment. The best and worst are found among them.
end in feet. The human fingers have multiple points of
Size. Humans vary widely in height and build, from
articulation, and one of them is an opposable thumb
barely 5 feet to well over 6 feet tall. Regardless of your
that allowed for fine manipulation. Finally, they have
position in that range, your size is Medium.
one head perched atop their torso. Many other
species, including twi'leks, mon calamari, or zabraks, Speed. Your base walking speed is 30 feet.
are referred to as "humanoids" because of their Defiant. Humans are known to be stubborn and
structural resemblance to humans. often refuse to give up, even against the worst odds.
When you or a creature you can see that can see and
SOCIETY AND CULTURE understand you makes an ability check, attack roll, or
saving throw, you can roll a d4 and add it to their roll
Humans can occupy a variety of employs, from
(no action required). You can use this before or after
politicians to bounty hunters, swoop racers, smugglers,
the roll, but before the GM determines the roll's
or even a farmer. There exist many planetary groups of
outcome. Once you've used this feature, you must
humans with their own cultures, such as the
complete a short or long rest before you can use it
Alderaanians or the Pamarthens. Humans are the most
again.
populous species in the Galaxy.
Proficiency. You gain proficiency in one skill, one
NAMES tool, and one weapon of your choice.
Languages. You can speak, read, and write Galactic
Humans are the most populace species in the Galaxy,
Basic and one extra language of your choice. Humans
and thus their names vary drastically based on the
typically learn the languages of other peoples they deal
planet or culture with whom they reside.
with, including obscure dialects. They are fond of
Male Names. Koth, Liorz, Satapak, Tin, Vuc sprinkling their speech with words borrowed from
Female Names. Dhetia, Jhilk, Risha, Thinnih, Tonu other tongues: trandoshan curses, twi'lek musical
Surnames. Jauli, Kudi, Melmi, Windu, Wobec expressions, chiss military phrases, and so on.

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

BIOLOGY AND APPEARENCE


Due to Dorin having a unique atmosphere composed
of helium and a gas unique to their world, the kel dors
are forced to wear an antiox breath mask and
protective goggles whenever in atmospheres of a KEL DOR TRAITS
different composition. Without their protective goggles, As a kel dor, you have the following special traits.
kel dors were considered effectively blind when away Ability Score Increase. Your Wisdom score
from Dorin. They were also able to survive in the increases by 2, and your Dexterity score increases by 1.
vacuum of space for a short time, though it was Age. Kel dor reach adulthood in their late teens and
unknown exactly how long they could withstand it. live less than a century.
The kel dors also have heightened reflexes, a result Alignment. Kel dors' structured nature causes them
of the extrasensory organs in their heads. They are to tend toward lawful balanced, though there are
typically quick and wise. exceptions.
Size. Kel dor typically stand around 6 feet tall and
SOCIETY AND CULTURE weigh about 160 lbs. Regardless of your position in
Kel dors are noted for their simple approach to justice, that range, your size is Medium.
and they typically see moral issues in black and white. Speed. Your base walking speed is 30 feet.
On the one hand, the kel dor are noted for their Darkvision. Your natural evolution allows you to see
hospitality; they would never turn away a stranger in what others do not in dim and dark conditions. You
need. Yet, kel dors are not averse to taking the law into can see in dim light within 60 feet of you as if it were
their own hands, and have no compunctions about bright light, and in darkness as if it were dim light. You
putting to death a thief who was merely stealing to can't discern color in darkness, only shades of gray.
feed himself. Foreign Biology. You cannot breathe oxygen. The
Kel dor Force-sensitives are often trained as Baran kel dors have created a breathing apparatus to negate
Do Sages, who have an honored place in kel dor the negative effects of living in an oxygen rich
culture. They often serve as advisers to rich and environment, but if your mask is removed while you
powerful kel dor families. Wars and disasters have are in such an environment, you lose consciousness.
been averted simply by the insight of a Baran Do Sage. Life in the Void. You can survive for one hour within
the vacuum of space. You have resistance to Necrotic
NAMES damage.
Kel dor names are base on sound generated by Dorin's Telepathy. You can communicate telepathically with
unique atmosphere. Surnames are based on ancient creatures within 30 feet of you. You must share a
family trades. language with the target in order to communicate in
Male Names. Bil, I'zers, Nullo, Taciss, Zaln this way.
Female Names. Arri'ku, Bhi're, Chu, So'ro, Thirza Languages. You can speak, read, and write Galactic
Surnames. Andugai, Borak, Haimnech, Vitchess Basic and 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

BIOLOGY AND APPEARENCE


The mon calamari are a bipedal, amphibious species
with high-domed heads, webbed hands and large,
goggle-like eyes. In addition to being webbed, the mon
calamari hand presents three suction-cup like holes on
its palm, and featured five claw-tipped fingers: one MON CALAMARI TRAITS
opposable thumb, two long middle fingers, and two As a mon calamari, you have the following special
very short outer fingers. Although they are shaped like traits.
flippers, their feet can nevertheless fit into boots Ability Score Increase. Your Charisma score
designed for human-like feet. The females are increases by 2, and your Intelligence or Wisdom score
distinguished from the males by their more prominent increases by 1.
chest areas. Age. Mon calamari reach adulthood in their late
teens and live less than a century.
SOCIETY AND CULTURE Alignment. Mon calamaris' love of the arts cause
The mon calamari have developed a very advanced them to tend toward the light side, though there are
and civilized culture. Their art, music, literature, and exceptions.
science show a creativity surpassed by few in the Size. Mon calamari stand between 5 and 6 feet tall
galaxy. Mon calamari literature depicts stars as islands and rarely weigh more than 150 lbs. Regardless of your
in a galactic sea, showing a passionate longing to position in that range, your size is Medium.
explore space and discover other civilizations. Mon Speed. Your base walking speed is 30 feet.
Calamari are both soft-spoken and gentle, slow to Amphibious. You can breathe air and water.
anger, and have the remarkable ability to maintain Darkvision. Accustomed to life underwater, you
their concentration without being distracted by have superior vision in low light conditions. You can
emotional responses. They are both inquisitive and see in dim light within 60 feet of you as if it were bright
creative, and have a near-legendary quality of being light, and in darkness as if it were dim light. You can't
both determined and dedicated; once a mon calamari discern color in darkness, only shades of gray.
decides on a course of action, they are not easily Mon Calamari Resistance. You have advantage on
swayed from that decision. They often fixate saving throws against slow effects and you have
themselves on "lost causes." resistance against cold damage (explained in chapter
9).
NAMES Musical. You have proficiency in one musical
Mon calamari names generally have a melodic feel. instrument of your choice.
Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa Swim. You have a swimming speed of 30 feet.
Female Names. Afwa, Lel, Mhirim, Ri, Theya Languages. You can speak, read, and write Galactic
Surnames. Dualda, Gradi, Tua, Valec, Winab Basic, Mon Cal, and one language of your choice.

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

BIOLOGY AND APPEARENCE


The rodians are green-skinned humanoids from the
planet Rodia. They possess distinctive faces: large,
round, multifaceted eyes; tapir-like snouts; and a pair
of saucer-shaped antennae on their heads, which
served to detect vibrations. The flexible snouts
augmented the rodians' finely tuned olfactory senses, RODIAN TRAITS
collecting and filtering the air. Their characteristically As a rodian, you have the following special traits.
large eyes indicated a primarily nocturnal ancestry and Ability Score Increase. Your Dexterity score
were capable of seeing into the infrared part of the increases by 2, and your Constitution score increases
spectrum. Due to their love of fighting and active by 1.
lifestyles, most rodians kept in good condition, Age. Rodians reach adulthood in their late teens and
normally lean and wiry; however, some wealthy live less than a century.
rodians became complacent and obese. Alignment. Rodian culture's violent focus causes
them to tend toward the dark side, though there are
SOCIETY AND CULTURE exceptions.
Rodian culture is obsessed with violence and death, Size. Rodians typically stand 5 to 6 feet tall and
due to behaviors and practices that are ingrained since weigh 160 lbs. Regardless of your position in that
their earliest ancestry. Their densely packed jungle range, your size is Medium.
homeworld is ill-suited for agriculture, requiring Speed. Your base walking speed is 30 feet.
rodians to compete with vicious predators for most of Adept Climbers. You have a climbing speed of 30
their food, some of which can wipe out entire rodian feet.
villages. As the rodians developed cunning hunting Darkvision. You can see in dim light within 60 feet of
tactics to survive, the hunt became central to their you as if it were bright light, and in darkness as if it
culture. Eventually, having driven most of the other were dim light. You can't discern color in darkness,
predators on the planet to near extinction, they began only shades of gray.
to hunt each other in various wars and gladiatorial Hunter. You are proficient in Survival and Stealth.
contests. Keen Hearing and Smell. You have advantage on
Wisdom (Perception) checks that involve hearing or
NAMES smell.
Female names tend to be longer than male names. Languages. You can speak, read, and write Galactic
Surnames are familial. Basic and Rodese. Rodians can communicate with
Male Names. Dagon, Dwedd, Gweym, Steech, Xeep eachother using pheromones. Force-sensitives can
Female Names. Heebmu, Iissi, Teezle, Whunam detect this communication, though they can't
Surnames. Bluchosso, Encekserr, Gieeseaagg understand it.

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

BIOLOGY AND APPEARANCE


Sith are a proud and violent species of humanoids that SITH PUREBLOOD TRAITS
evolved on Korriban, a planet within the Horuset As a sith pureblood, you have the following special
system in an isolated Outer Rim region called the traits.
Stygian Caldera. Sith have a larger than average Ability Score Increase. Your Charisma score
number of individuals with potential to use the Force in increases by 2, and your Strength or Dexterity score
their species, so high in fact that the entire species was increases by 1.
considered strongly Force-sensitive. Age. Sith reach adulthood in their late teens and live
Sith purebloods are characterized by their expressive less than a century.
facial appendages, bone spurs, cranial horns, and Alignment. The cruelty of the Sith causes them to
predatory gaze. tend toward chaotic dark side, though there are
exceptions.
SOCIETY AND CULTURE Size. Sith generally stand between 5 and 6 feet tall
Sith culture is a rigid and stratified caste-based society. and weigh less than 200 lbs. Regardless of your
For the sith, war and violence are just as much a part of position in that range, your size is Medium.
the natural order of life as peace or serenity. Though Speed. Your base walking speed is 30 feet.
they are in an almost constant state of war, their Darkvision. Your vision can easily cut through
civilization is quite sophisticated; they see these acts darkness. You can see in dim light within 60 feet of you
not as cruel or barbaric, but simply basic aspects of as if it were bright light, and in darkness as if it were
existence. Their constant warring led to a dwindling of dim light. You can't discern color in darkness, only
the population on their original homeworld of Korriban shades of gray.
as well as cultivated an intensely xenophobic society. Force Sensitive. You know the denounce at-will
force power. When you reach 3rd level, you can cast
NAMES the curse force power once per day. When you reach
Sith pureblood names are not conventional. They are 5th level, you can also cast the darkness force power
often named for virtues in the Sith tongue. Sith rarely once per day. Charisma is your forcecasting ability for
share surnames, since they do not value family ties. these powers.
When a sith pureblood achieves a success or victory, Menacing. You gain proficiency in the Intimidation
they often change their name to match their perceived skill.
newfound status. Since Force-sensitivity is common in Sadistic. You have proficiency with saberwhips,
sith purebloods, and their culture is built around vibrowhips, and nets.
strength, most sith are called simply "My Lord," or Languages. You can speak, read, and write Galactic
some other epithet, by their underlings. Basic and Sith. Sith is an agglutinative language, in
Male Names. Aqorzum, Khashai, Sihmot, Wirjol which words or even phrases were made up of linears
Female Names. Aqurwia, Cliriu, Nupax, Ubhesosiuth sequences of distinct meaningful units.

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

BIOLOGY AND APPEARENCE


Togruta have rusty skin tones ranging in hue from blue TOGRUTA TRAITS
to red to green, with white pigmentation on their faces, As a togruta, you have the following special traits.
greyish lips, and white stripes adorn various parts of Ability Score Increase. Your Wisdom score
their bodies. The pattern of stripes varies from increases by 2, and your Strength or Dexterity score
individual to individual. This red and white pattern was increases by 1.
a phenotype left over from their ancestor's camouflage Age. Togruta reach adulthood in their late teens and
that helped them to blend in with Shili's natural live less than a century.
surroundings. Alignment. Togruta culture focuses on unity which
Their heads bear two montrals, with three to four causes them to tend toward the light side, though
head-tails, whose stripes were darker than those of the there are exceptions.
montrals. Togruta have the ability to sense the Size. Togruta typically stand between 5 and 6 feet
proximity and movement of physical objects around tall and weigh 150 lbs. Regardless of your position in
them by means of their hollow montrals, which detect that range, your size is Medium.
space ultrasonically. Young togrutas' montrals and Speed. Your base walking speed is 30 feet.
posterior head-tail do not fully grow until adolescence, Darkvision. Your vision can easily cut through
when their montrals curve and their final head-tail darkness. You can see in dim light within 60 feet of you
grows to the length of their other head-tails. as if it were bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only
SOCIETY AND CULTURE shades of gray.
Togruta have a strong sense of unity and togetherness. Montral Reception. You have tremorsense out to 30
On their native homeworld of Shili, they rely on each feet. You can detect and pinpoint the origin of
other and band together to take a stand against the vibrations within a specific radius, provided that
massive monsters that hunt them. The creatures of monster and the source of the vibrations are in contact
Shili most often attack in groups, which was even more with the same ground or substance. Tremorsense can't
reason for the native togruta to work together. While be used to detect flying or incorporeal creatures
most of Shili is covered in the scrublands where the Wild Hunters. You have proficiency with the Survival
togruta hunt their herbivorous prey, the togruta live in skill.
small communities in the forest valleys. Languages. You can speak, read, and write Galactic
Basic and Togruti. Togruti is an ornate language
NAMES characterized by trills and long vowel sounds which are
Togruta names are typically long. Surnames are modified by subtle tremors in the togruta's head-tails.
familial. This language is heavily influenced by Basic, but also
Male Names. Acanaar, Mukraas, Obolak, Tokrym incorporates some native idioms, which caused Basic-
Female Names. Akoma, Maasha, Okohlo, Shola speaking togruta to use seemingly strange
Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin expressions.

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

BIOLOGY AND APPEARANCE


Trandoshans are a large, bipedal sentient species, with
scaly skin which was shed roughly once every standard
year and was thought to be very durable. Cold-blooded TRANDOSHAN TRAITS
reptiles, trandoshans had two super-sensitive varied As a trandoshan, you have the following special traits.
color eyes with horizontal black pupils, which could see Ability Score Increase. Your Strength score
far into the infrared range. Each of their four limbs increases by 2, and your Wisdom score increases by 1.
ends in three razor sharp claws. These are perfect for Age. Trandoshans reach adulthood in their early
combat, but did not grant them manual dexterity, teens and rarely live to be older than 70.
making a trandoshan's finger movements somewhat Alignment. Trandoshans tend toward the dark side,
clumsy and awkward. though there are exceptions.
Size. Trandoshans stand as tall as 7 and a half feet
SOCIETY AND CULTURE and can weigh over 300 lbs. Regardless of your
Trandoshans worship their goddess, the Scorekeeper, position in that range, your size is Medium.
whom they would appease through acts which Speed. Your base walking speed is 30 feet.
increased their Jagannath points. This is done by living Darkvision. Your vision can easily cut through
a lifestyle which was, by non-trandoshan standards, darkness. You can see in dim light within 60 feet of you
overtly aggressive, leading many trandoshans to as if it were bright light, and in darkness as if it were
become bounty hunters, mercenaries, or slavers. dim light. You can't discern color in darkness, only
Trandoshans especially prize wookiee pelts, which shades of gray.
consequently play a large part in earning Jagannath Hold Breath. You can hold your breath for up to 15
points-capturing the pelts of particularly infamous minutes at a time.
wookiees would give the hunter a large increase in Regenerative. When you take damage, you can use
Jagganath points. To be shamed or captured during a your reaction and expend a Hit Die to regain hit points
hunt would zero one's Jagganath points-effectively as long as the damage would not reduce your hit
making their life forfeit in the eyes of the Scorekeeper. points to 0.
They could, however, win all those points back by Saving Face. Trandoshans are careful not to show
killing the one who zeroed their score. weakness in front of their allies, for fear of losing
status. If you miss with an attack roll or fail an ability
NAMES check or a saving throw, you can gain a bonus to the
Trandoshan names are quite harsh and contain a lot of roll equal to the number of allies you can see within 30
elongated sounds, as well as a lot of s's. Differences feet of you (maximum bonus of +5). Once you use this
between male and female names are often very subtle, trait, you can't use it again until you finish a short or
but there is a higher chance for female names to long rest.
contain softer sounds. Languages. You can speak, read, and write Galactic
Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss Basic and Dosh. Dosh is characterized by its harsh
Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss grunts, hisses and growls, and its written form that
Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot used alphabetic glyphs.

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

BIOLOGY AND APPEARENCE


Twi'leks are usually thin, although corpulent individuals
were known to exist. Twi'leks are omnivores; this diet is TWI'LEK TRAITS
essential given that food is scarce on their homeworld, As a twi'lek, you have the following special traits.
Ryloth. Twi'leks possess multiple stomachs, an unusual Ability Score Increase. Your Charisma score
trait that enables them to eat almost any food. When increases by 2, and your Dexterity score increases by 1.
traveling off their homeworld, twi'leks rarely refused Age. Twi'leks reach adulthood in their late teens and
food, which frequently leads to obesity among live less than a century.
starfarers. Twi'lek society also associates obesity as a Alignment. Twi'leks harsh upbringing cause them to
sign of affluence and success. tend toward the dark side, though there are
exceptions.
SOCIETY AND CULTURE Size. Twi'leks stand between 5 and 7 feet tall and
The natural grace and exotic beauty of the female weigh up to 200 lbs. Regardless of your position in that
twi'leks make them a popular target among slave range, your size is Medium.
traders. Slavery is the main currency of Ryloth. Some Speed. Your base walking speed is 30 feet.
see it as a chance to make money by kidnapping or Darkvision. Your vision can easily cut through
selling orphaned children, while others see slavery as a darkness. You can see in dim light within 60 feet of you
way of saving children from growing up in Ryloth's as if it were bright light, and in darkness as if it were
harsh environment. A number of twi'leks believe that dim light. You can't discern color in darkness, only
slavery is an efficient way to proliferate their species shades of gray.
and preserve their culture, as the twi'leks lack their Elegant Dancers. You have proficiency with the
own means of inter-planetary travel. Regardless of how Performance skill.
it came about, many twi'leks live as slaves or Natural Antitoxins. You have advantage on saving
entertainers and are considered status symbols, throws against poison and disease, and you have
especially the females of rarer skin hues. Twi'leks that resistance against poison damage (explained in
manage to escape from captivity usually turned to a Chapter 9).
life of thievery or prostitution, with both genders Unarmed Combatant. Your unarmed strikes deal
making use of their powers of seduction. 1d4 kinetic damage. You can use your choice of your
Strength or Dexterity modifier for the attack and
NAMES damage rolls. You must use the same modifier for both
Twi'lek names combine their first name and a clan rolls.
name into a single name, rather than having a separate Languages. You can speak, read, and write Galactic
surname. Basic and Twi'leki. You can communicate non-verbally
Male Names. Ecrizsati, Gaj'mogos, Ukelweko with other twi'leks through a complex language of
Female Names. Arag'mure, Oanicfuba, Unaecripi subtle head-tail motions.

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

BIOLOGY AND APPEARANCE


Zabrak are near-human, but have a number of
significant physical characteristics that set them apart
from baseline Humanity. The most striking of these are
a series of vestigial horns that crown the heads of both ZABRAK TRAITS
males and females. These horns grow at puberty in As a zabrak, you have the following special traits.
varying patterns and signified that their rite of passage Ability Score Increase. Your Constitution score
is drawing near. increases by 2, and your Strength or Dexterity score
In addition to their horns, another of the traits that increases by 1.
make zabrak instantly recognizable are their facial Age. Zabraks reach adulthood in their late teens and
tattoos, which are made up of thin lines received live less than a century.
during their rite of passage. These could symbolize Alignment. Zabraks tend toward no particular
many things, including but not limited to family lineage, alignment. The best and worst are found among them.
place of birth, or even a design that reflected their Size. Zabraks stand anywhere from 5 to 7 feet tall
individual personalities. and weigh up to 300 lbs. Regardless of your position in
Lastly, zabraks possess a second heart. that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
SOCIETY AND CULTURE Coercive. You have proficiency with Persuasion or
Zabrak are often seen by most other species as being Intimidation (your choice).
single-minded, an observation that is not terribly Crafters. You have proficiency with with one
incorrect. This single-minded determination comes artisan's tool of your choice.
from the fact that they are a species with a strong Darkvision. Your vision can easily cut through
sense of self-assuredness, confident that they are able darkness. You can see in dim light within 60 feet of you
to accomplish any task that they set out to do. as if it were bright light, and in darkness as if it were
However, this does not lead a zabrak to develop a dim light. You can't discern color in darkness, only
sense of prideful superiority towards others. Though it shades of gray.
is not uncommon to see competition between Second Heart. When you are reduced to 0 hit points
colonies, this is not seen as a negative. The zabraks but not killed outright, you can drop to 1 hit point
believe that the various experiences of the different instead. You can't use this feature again until you finish
colonies only serve to add to the species' overall value a long rest.
throughout the galaxy. Unarmed Combatant. Your unarmed strikes deal
1d4 kinetic damage. You can use your choice of your
NAMES Strength or Dexterity modifier for the attack and
Zabrak names are usually derived from the animals damage rolls. You must use the same modifier for both
living on their planet. Zabraks don't use surnames. rolls.
Male Names. Kadro, Muraa, Neqama, Ruvroo, Xadra Languages. You can speak, read, and write Galactic
Female Names. Blostopa, Mega, Novrar, Rebroke Basic and 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.

BERSERKER APPROACH BERSERKER APPROACHES


At 3rd level, you choose an approach that shapes the Rage burns in every berserker's heart, a furnace that
nature of your rage which is detailed at the end of the drives him or her toward greatness. Different
class description. Your choice grants you features at berserkers attribute their rage to different sources,
3rd level and again at 6th, 10th, and 14th levels. however. For some, it is an internal reservoir where
pain, grief, and anger are forged into a fury hard as
ABILITY SCORE IMPROVEMENT steel, while for others see it as a spiritual blessing.
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can't increase an
ability score above 20 using this feature. Alternatively,
you can choose a feat (see Chapter 6 for a list of feats).

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.

Force save DC = 8 + your proficiency bonus +


your forcecasting ability modifier

Force attack modifier = your proficiency bonus +


your forcecasting ability modifier

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.

STRONG WITH THE FORCE


Refraining from drawing their lightsabers except as a
measure of last resort, consulars spend a great deal of
time studying the mysteries of the Force. Their
knowledge allows them to channel the Force to greater
heights, unlocking unrivaled power, and twisting those
powers to greater effect. CREATING A CONSULAR
While creating your consular, 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? Perhaps you were ostracized from your primitive
village out of superstition or jealousy. You may have
been brutally trained from a young age in the dark
side, fueling your innate thirst for power, or perhaps
you were trained as a padawan in one of the Jedi
temples. How do you treat strangers, and how do they
treat you once they know your abilities? What was your
SAGE OR SORCERER family like, or what did you have instead of a family?
Do you see the Force as light and dark, or an impartial
Consulars who follow the light side of the Force, using river of gray?
their powers to better their communities and people,
are often called sages, while consulars who fall to the QUICK BUILD
dark side and subjugate or cast aside all in their path You can make a consular quickly by following these
are commonly called sorcerers. Alternatively, they may suggestions. First, make Wisdom or Charisma your
tend toward the middle, refraining from politics and highest ability score, followed by Dexterity. Second,
war, spending their time in isolation and study. choose the Jedi or Sith background.

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.

BEHIND THE CURTAIN


While perhaps not as intimidating as a heavily-armored
trooper, or as exotic as a lighsaber-wielding guardian,
engineers are no less vital to group dynamic. They are
armorers and gunsmiths, electricians and welders, or CREATING AN ENGINEER
any other facet to be found in facilities across the
galaxy. Their work, often unsung, is what keeps While creating your engineer character, consider what
starships (and their crew) intact. your primary skill set is and how you use it. You could
be a street-smart mechanic who taught yourself how
to fix swoop bikes as a teenager. Perhaps you are the
recent graduate of an esteemed medical college, or a
rookie pilot in the fledgling Rebel Alliance. What is the
number one skill you are known for? Why are you
willing to enter battles when you have no combat
training? How do you view the more adventurous
UNFLAPPABLE members of your group, and how do they see you and
It takes bravery for a soldier to enter a battlefield. It your role?
perhaps takes more for someone who is unarmed, and QUICK BUILD
untrained in combat, to do the same. Engineers put You can make an engineer quickly by following these
their lives on the line for a living, whether by choice or suggestions. First, make Intelligence your highest
acknowledging their plights as an occupational hazard. ability score. Your next-highest score should be
Whether they come from an elite training academy or Constitution. Second, choose the scientist
learned their talents surviving in the slums, they are no background.
strangers to danger and conflict.

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.

Additionally, you can modify your droid. Your droid


companion 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).

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.

ALL IN A DAY'S WORK


Many fighters see adventures, raids on enemy
strongholds, and dangerous missions as their jobs. CREATING A FIGHTER
Some want to defend those who can't defend While creating your fighter character, consider where
themselves while others seek to use their muscle to your loyalties lie. You could be part of a formal military,
carve their own place of importance in the galaxy. one of countless troopers fighting for your enterprise.
Fighters can take the form of guards, champions, Perhaps you are a gun-for-hire, traveling the galaxy in
bounty hunters, enforcers, mercenaries, freedom search of your next gig. What weapons do you prefer
fighters, or simply armed explorers. and specialize in? Who or what do you fight for? Do you
have aspirations of a life beyond the battlefield, or
CODE RED have you been at war so long you know of nothing
Most fighters come to the profession after receiving at else?
least some amount of formal training from a military
QUICK BUILD
organization. Some attend formal academies; others
You can make a fighter quickly by following these
are self-taught and well tested. A fighter may have
suggestions. First, make Strength or Dexterity your
taken up his weapon to escape a mundane life while
highest ability modifier, depending on whether you
another may be following a proud family tradition.
want to focus on melee combat or on ranged weapons
Whatever their origins, most fighters share an
(or finesse weapons). Your next-highest score should
unshakeable loyalty. Fighters follow orders with little
be Constitution. Second, choose the soldier
hesitation, as failure can often mean death.
background.

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.

ADDITIONAL FIGHTING STYLE


At 10th level, you can choose a second Fighting Style
option.

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.

RALLYING CRY GREATER INSPIRING SURGE


Beginning at 7th level, you learn how to inspire your At 18th level, you can choose two allies within 60 feet
allies to fight on past their injuries. When you use your of you, rather than one, when you using your Inspiring
Second Wind feature, you can choose up to three Surge feature.
creatures within 60 feet of you that are allied with you.
Each one regains hit points equal to your fighter level,
provided that the creature can see or hear you.

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.

KNOW YOUR ENEMY


Beginning at 7th level, if you spend at least 1 minute RELENTLESS
observing or interacting with another creature outside Starting at 15th level, when you roll initiative and have
combat, you can learn certain information about its no superiority dice remaining, you regain 1 superiority
capabilities compared to your own. The GM tells you if die.
the creature is your equal, superior, or inferior in
regard to two of the following characteristics of your GREATER SIGNATURE MANEUVER
choice: At 18th level, you can choose
a second signature
Strength score
maneuver. Additionally,
Dexterity score
when you use your
Constitution score
signature maneuver,
Armor Class
you can roll a d6
Current hit points
instead of a d4.
Total class levels (if any)
Fighter class levels (if any)

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.

FORCECASTING ABILITY GUARDIAN AURA


Your forcecasting ability varies based on the alignment Additionally at 2nd level, you gain an aura of your
of the powers you cast. You use your Wisdom for light choice, as described at the end of the class description.
side powers, Charisma for dark side powers, and When you reach 10th level you can select a second
Wisdom or Charisma for universal powers (your aura.
choice). You use this ability score modifier whenever a
power refers to your forcecasting ability. In addition, GUARDIAN FOCUS
you use this ability score modifier when setting the When you reach 3rd level, you begin to focus your
saving throw DC for a force power you cast and when studies on a specific lightsaber form, which is detailed
making an attack roll with one. at the end of the class description. Your focus grants
you features at 3rd level and again at 7th, 15th, and
Force save DC = 8 + your proficiency bonus +
20th level.
your forcecasting ability modifier

Force attack modifier = your proficiency bonus +


ABILITY SCORE IMPROVEMENT
your forcecasting ability modifier When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
CHANNEL THE FORCE your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can't increase an
You know how to channel the Force to create a unique
ability score above 20 using this feature. Alternatively,
effect. You start with your choice from two such
you can choose a feat (see Chapter 6 for a list of feats).
effects: Cause Harm and Lend Aid. At 3rd level, your
Guardian Focus grants you an additional effect. When EXTRA ATTACK
you use your Channel the Force, you choose which
Beginning at 5th level, you can attack twice, instead of
effect to create.
once, whenever you take the Attack action on your
Some Channel the Force effects require saving
turn.
throws. When you use such an effect from this class,
the DC equals your universal force save DC. FORCE PURITY
You can use this feature a number of times equal to
your Wisdom or Charisma modifier (your choice, By 6th level, the Force flowing through you makes you
minimum of once). You regain all expended uses when immune to poison and disease.
you finish a short or long rest.

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.

CHANNEL THE FORCE


Lastly at 3rd level, you gain the following
Channel the Force option.
DISARMING SLASH
When you hit a creature with a melee weapon attack,
you can expend a use of your Channel the Force (no
action required) to attempt to disarm the target,
forcing it to drop one item of your choice that it's
holding. The creature must make a Strength saving
throw. On a failed save, it drops the object you choose.
If you are within 5 feet of the target, and you have a
free hand, you can catch the item. Otherwise, the
object lands at its feet.

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.

CHANNEL THE FORCE


Lastly at 3rd level, you gain the following Channel the
Force option.
MAKASHI RIPOSTE
When another creature damages you with a melee
attack, you can expend a use of your Channel the Force
and use your reaction to attempt to deflect the attack.
When you do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity modifier + your
guardian level.
If you reduce the damage to 0, you can immediately
make a single melee weapon attack against that
creature as a part of the reaction.

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.

CHANNEL THE FORCE


Lastly at 3rd level, you gain the following Channel the
Force option.
ADVANCING DEFENDER
When you cast the saber reflect power, you can
expend a use of your Channel the Force to move up to
10 feet as a part of that same reaction. This movement
does not provoke opportunity attacks.

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.

STAND AGAINST THE TIDE


Beginning at 15th level, when a hostile creature misses
you with a melee attack, you can use your reaction to
force that creature to repeat the same attack against
another creature (other than itself) of your choice.

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.

THE POWER OF FOCUS


Monks make careful study of a mystical energy that
most monastic orders call focus. This energy is an
element of the power that suffuses the galaxy—
specifically, the element that flows through living
bodies. Monks harness this energy within themselves
to create powerful effects and exceed their bodies'
physical capabilities, and some of their special attacks
can hinder the flow of focus in their opponents. Using
this energy, monks channel uncanny speed and
strength into their unarmed strikes. As they gain CREATING A MONK
experience, their martial training and their mastery of
focus gives them more power over their bodies and As you make your monk character, think about your
the bodies of their foes. connection to the monastery where you learned your
skills and spent your formative years. Were you an
orphan or a child left on the monastery's threshold?
Did your parents promise you to the monastery in
gratitude for a service performed by the monks? Did
TRAINING AND ASCETICISM you enter this secluded life to hide from a crime you
Most monks live entirely apart from the surrounding committed? Or did you choose the monastic life for
population, secluded from anything that might impede yourself?
their spiritual progress. Others are sworn to isolation, Consider why you left. Did the head of your
emerging only to serve as spies or assassins at the monastery choose you for a particularly important
command of their leader, a noble patron, or some mission beyond the cloister? Perhaps you were cast
other power. out because of some violation of the community's
The majority of monks don't shun their neighbors, rules. Did you dread leaving, or were you happy to go?
making frequent visits to nearby towns or villages and Is there something you hope to accomplish outside the
exchanging their service for food and other goods. As monastery? Are you eager to return to your home?
versatile warriors, monks often end up protecting their As a result of the structured life of a monastic
neighbors from monsters or brigands. community and the discipline required to harness
For a monk, becoming an adventurer means leaving focus, monks are typically lawful in alignment.
a structured, communal lifestyle to become a
wanderer. This can be a harsh transition, and monks QUICK BUILD
don't undertake it lightly. Those who leave their You can make a monk quickly by following these
cloisters take their work seriously, approaching their suggestions. First, make Dexterity your highest ability
adventures as personal tests of their physical and score, followed by Wisdom. Second, choose the agent
spiritual growth. background.

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.

MARTIAL ARTS UNARMORED MOVEMENT


At 1st level, your practice of martial arts gives you Starting at 2nd level, your speed increases by 10 feet
mastery of combat styles that use unarmed strikes and while you are not wearing armor or wielding a shield.
monk weapons, which are chakrams, techblades, and This bonus increases when you reach certain monk
any simple vibroweapons that don't have the two- levels, as shown in the Monk table.
handed property. At 9th level, you gain the ability to move along
You gain the following benefits while you are vertical surfaces and across liquids on your turn
unarmed or wielding only monk weapons and you without falling during the move.
aren't wearing armor or wielding a shield:
MONASTIC ORDER
You can use Dexterity instead of Strength for the attack When you reach 3rd level, you commit yourself to one
and damage rolls of your unarmed strikes and monk a monastic order, which is detailed at the end of the
weapons. class description. Your order grants you features at 3rd
You can roll a d4 in place of the normal damage of your level and again at 6th, 11th, and 17th level.
unarmed strike or monk weapon. This die changes as
you gain monk levels, as shown in the Martial Arts DEFLECT MISSILES
column of the Monk table.
Starting at 3rd level, you can use your reaction to
When you use the Attack action with an unarmed strike
deflect a projectile when you are hit by a ranged
or a monk weapon on your turn, you can make one
weapon attack. When you do so, the damage you take
unarmed strike as a bonus action. For example, if you
from the attack is reduced by 1d10 + your Dexterity
take the Attack action and attack with a vibrostaff, you
modifier + your monk level.
can also make an unarmed strike as a bonus action,
If you reduce the damage to 0, and the damage is
assuming you haven't already taken a bonus action this
energy or ion, you can redirect it at another target if
turn.
you have a weapon capable of doing so. You can spend
FOCUS 1 focus point to make a ranged attack as you deflect
the projectile, as part of the same reaction. You make
Starting at 2nd level, your training allows you to this attack with proficiency, regardless of your weapon
harness the mystic energy of focus. Your access to this proficiencies, and the projectile counts as a monk
energy is represented by a number of focus points. weapon for the attack.
Your monk level determines the number of points you
have, as shown in the Focus Points column of the Monk ABILITY SCORE IMPROVEMENT
table.
When you reach 4th level, and again at 8th, 12th, 16th,
You can spend these points to fuel various focus
and 19th level, you can increase one ability score of
features. You start knowing three such features: Flurry
your choice by 2, or you can increase two ability scores
of Blows, Patient Defense, and Step of the Wind. You
of your choice by 1. As normal, you can't increase an
learn more focus features as you gain levels in this
ability score above 20 using this feature. Alternatively,
class.
you can choose a feat (see Chapter 6 for a list of feats).
When you spend a focus point, it is unavailable until
you finish a short or long rest, at the end of which you SLOW FALL
draw all of your expended focus back into yourself.
Beginning at 4th level, you can use your reaction when
You must spend at least 30 minutes of the rest
you fall to reduce any falling damage you take by an
meditating to regain your focus points.
amount equal to five times your monk level.
Some of your focus features require your target to
make a saving throw to resist the feature's effects. The EXTRA ATTACK
saving throw DC is calculated as follows:
Beginning at 5th level, you can attack twice, instead of
Focus save DC = 8 + your proficiency bonus + once, whenever you take the Attack action on your
your Wisdom or Charisma modifier (your choice) turn.

FLURRY OF BLOWS STUNNING STRIKE


Immediately after you take the Attack action on your Starting at 5th level, you can interfere with an
turn, you can spend 1 focus point to make two opponent's body. When you hit another creature with
unarmed strikes as a bonus action. a melee weapon attack, you can spend 1 focus point to
attempt a stunning strike. The target must succeed on
PATIENT DEFENSE a Constitution saving throw or be stunned until the end
You can spend 1 focus point to take the Dodge action of your next turn.
as a bonus action on your 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.

TONGUE OF THE SUN AND MOON


Starting at 13th level, you learn to touch the focus of
other minds so that you understand all spoken
languages. Moreover, any creature that can
understand a language can understand what you say.

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.

ONE WITH THE BLADE


At 6th level, you extend your focus into your Echani
weapons, granting you the following benefits.
ENHANCED ECHANI WEAPONS
Your attacks with your Echani weapons count as
enhanced for the purpose of overcoming resistance
and immunity to unenhanced attacks and damage.
DEFT STRIKE
When you hit a target with an Echani weapon, you
can spend 1 focus point to cause the weapon
to deal extra damage to the target equal to
your Martial Arts die. You can use this
feature only once on each of your
turns.

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:

Trick Shot save DC = 8 + your proficiency bonus +


your Dexterity modifier

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.

Tech save DC = 8 + your proficiency bonus +


your Intelligence modifier

Tech attack modifier = your proficiency bonus +


your Intelligence modifier

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.

THE PURSUIT OF KNOWLEDGE


A true scholar is never satisfied. They are always
seeking out a new answer to a new question. This
often goes hand-in-hand with seeking a life of
adventure, to explore new, hidden areas, or
accompany those that do. The life of a scholar often
times begins in the mundane, as a teacher or sage.
Sometimes they serve as doctors, diplomats, or as
officers in the military.
CREATING A SCHOLAR
As you create a scholar, it's important to think of where
you gained your knowledge. Did you serve as an
apprentice under a master? Did you attend college or
other formal education? Perhaps you gained it on your
own, searching out and pouring over dusty tomes
found in forgotten places. Where did your thirst for
knowledge come from? Insatiable curiosity? Always
wanting to know the right answer? Or do you have
something to prove? Think about what field you wish to
TO LEARN, TO KNOW pursue and think of what is driving you in that
direction.
For scholars, mundane life is often too slow. When life
becomes stagnant or when an answer cannot be QUICK BUILD
found, the call to adventure rings louder. Scholars will You can make a scholar quickly by following these
often go to ancient, forgotten, and often dangerous suggestions. First, make Intelligence your highest
places to find something to quench their thirst for ability score. Your next-highest score should be
knowledge. Dexterity. Second, choose the noble background.

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.

ABILITY SCORE IMPROVEMENT


When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two Ability Scores
of your choice by 1. As normal, you can't increase an
ability score above 20 using this feature. Alternatively,
you can choose a feat (see Chapter 6 for a list of feats).

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.

SILVER TONGUE INCITE


On your turn, you can use an action and expend one
When you choose this pursuit at 3rd level, you learn superiority die to bolster the resolve of one of an ally.
one language of your choice. Additionally, you gain a When you do so, choose an ally who can see or hear
bonus to your choice of Deception, Intimidation, you within 30 feet of you. The ally can add your
Performance, or Persuasion equal to your Intelligence Intelligence modifier to every damage roll they make
modifier. until the start of your next turn.
MOTIVATING DIPLOMAT OVERWHELMING PRESENCE
Also at 3rd level, when you are the target of your As an action, you can make a Charisma (Persuasion) or
Critical Analysis feature, you and all allies within 10 feet Charisma (Intimidation) skill check and expend one
of you gain a bonus to their AC equal to half your superiority die to attempt to charm or frighten a
Intelligence modifier (rounded down). humanoid creature who can see or hear you within 60
feet. Add the superiority die to the roll. The target
ADDITIONAL MANEUVERS makes a contested Wisdom (Insight) check. If your
Lastly at 3rd level, you gain access to new maneuvers check succeeds, the target is charmed by you if you
which reflect the progress of your studies into the used Persuasion, or frightened of you if you used
political world. Whenever you learn a new maneuver, Intimidation, until the end of your next turn.
you can choose from any of the following as well. The
SELF-PRESERVATION
maneuvers are listed in alphabetical order.
As a reaction when you make a
CALL TO ARMS saving throw against an effect
If you are surprised at the start of combat and aren't you can see, you can expend
incapacitated, you can expend one superiority die to a superiority die and add the
act normally. Additionally, on your first turn in combat, result. You can use this
as a bonus action you can make a call to arms. When maneuver before or
you do so, a number of creatures equal to the amount after making the
rolled on the superiority die that you choose within 30 saving throw,
feet who can see or hear you may act normally on their but before any
first turn. effects of the
saving
CALL THE GUARDS throw
When a creature makes an attack roll against you, you are det-
can use your reaction and expend a superiority die and ermined.
command a willing ally within 5 feet of that creature to
use their reaction to intercede. The creature is then
forced to make an attack on the ally instead. If the
attack misses, the ally can immediately make a weapon
attack against that creature as a part of that same
reaction. Roll the superiority die, and add the result to
the ally's attack roll.
CHARGE
As a bonus action on your turn, you can expend one
superiority die to spurn your allies to move. Until the
start of your next turn, creatures you choose within 10
feet of you who can see or hear you can move an
additional distance equal to 5 times the superiority die
rolled on their turn and ignore unenhanced difficult
terrain.

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.

CHAPTER 3 | CLASSES 100


RIPOSTE DISCOVERIES (TACTICIAN)
When a creature misses you with a melee attack, you
When you select this pursuit, you gain access to new
can use your reaction and expend one superiority die
discoveries which reflect your mastery in the field of
to make a melee weapon attack against the creature. If
combat. Whenever you learn a new discovery, you can
you hit, you add the superiority die to the attack's
choose from any of the following as well. The
damage roll.
discoveries are listed in alphabetical order.
SCHOLAR'S PARRY
COMMANDER'S ARMOR
When a creature damages you with a weapon attack,
Prerequisite: 5th level, Tactician Pursuit
you can use your reaction and expend one superiority
You gain proficiency in medium armor.
die to reduce the damage by the number you roll on
your superiority die + your Intelligence modifier. CONTINGENCY PLAN
Prerequisite: 9th level, Tactician Pursuit
TARGETED ATTACK
When the target of your Critical Analysis feature scores
When you make a weapon attack roll, you can expend
a critical hit, you can use your reaction and expend a
one superiority die to add it to the roll. You can use this
superiority die to treat the attack as a normal hit
maneuver before or after making the attack roll, but
instead.
before any effects of the attack are applied.
FIGHTING STYLE
TRIP ATTACK
Prerequisite: Tactician Pursuit
When you hit a creature with a weapon attack, you can
You adopt a particular style of fighting as your
expend one superiority die to attempt to knock the
specialty. Choose one of the Fighting Style options,
target down. You add the superiority die to the attack's
detailed in Chapter 6. You can't take a Fighting Style
damage roll, and if the target is Large or smaller, it
option more than once, even if you later get to choose
must make a Strength saving throw. On a failed save,
again.
you knock the target prone.
FIRING COMMAND
FIRE AS ONE Prerequisite: Tactician Pursuit
Beginning at 6th level, you can focus your target down As a bonus action, you can take the Help action.
with the help with an ally. Once per round, whenever Additionally, when you take the Help action, it has a
the creature that is the target of your Critical Analysis range of 30 feet.
feature is attacked by someone other than you, you
can use your reaction to make one weapon attack OBSERVANT LEADER
against them. Prerequisite: Tactician Pursuit
You can add your Intelligence modifier to any Wisdom
BATTLEFIELD SURVEY (Perception) skill checks you make.
Starting at 9th level, you become a master at leading STUDIED COMMANDER
your allies around in a battlefield you have studied. Prerequisite: Tactician Pursuit
When you spend 10 minutes observing an area that is When you make an Intelligence (Lore) or Intelligence
within 120 feet from you, or by using a detailed map, (Technology) check related to battles, tactics, or
select a number of creatures up to your Intelligence weaponry, you may expend a superiority die and add it
modifier. You and those selected allies ignore to the roll.
unenhanced difficult terrain, and have advantage on
Dexterity (Stealth) checks in that area. TACTICAL RETREAT
Prerequisite: Tactician Pursuit
ALL-OUT ATTACK When you take the Dash action, opportunity attacks
Once you've reached 17th level, you can use your made against you are made at disadvantage.
action to initiate an all-out attack. Choose a number of UNBOUND COMMANDER
allies up to your Intelligence modifier within 60 feet Prerequisite: 12th level, Tactician Pursuit
who can see or hear you. The chosen allies may then You learn to command your allies
immediately use their reaction to make one weapon to victory from afar. Your Critical
attack against a target of your choice. You may choose Analysis range is increased to
the target for each attack separately. 120 feet.
Once you use this feature, you cannot use it again
until you finish a short or long rest.

101 CHAPTER 3 | CLASSES


SCOUT
ROUGH AND GRIZZLED LOOKING, A HUMAN STALKS ALONE THROUGH
the shadows of trees, hunting the quarry he knows is
planning a raid on a nearby settlement. Clutching a
techblade in each hand, he becomes a whirlwind of
steel, cutting down one enemy after another.
After tumbling away from the shrapnel of a missile's
explosion, a bothan finds her feet and quick-fires two
shots from her carbine at the oncoming tank.
Shrugging off the wave of fear that threatens to
permeate her entire being, she strafes around her foe,
firing shot after shot to try to penetrate the tank's thick
armor.
Glancing at his wristpad, a sullustan looks through
the eyes of his tracker droid. Transmitting instructions,
he sends his droid to distract the houk he's been
tracking while he readies his sniper rifle for the shot.
Scouts are the first on the trail and the last to lose it,
tracking their quarry for miles unimpeded. They are
adaptable, wielding both tech powers and their
weaponry to overcome their foes.

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.

CHAPTER 3 | CLASSES 102


THE SCOUT
Proficiency Ranger's Quarry Tech Powers Tech Max Power
Level Bonus Features Damage Die Known Points Level
1st +2 Swift Response, Ranger's Quarry d4 — — —
2nd +2 Fighting Style, Techcasting d4 4 2 1st
3rd +2 Pathfinder, Scout Technique d4 5 3 1st
4th +2 Ability Score Improvement d4 6 4 1st
5th +3 Extra Attack d6 7 5 2nd
6th +3 Expertise d6 8 6 2nd
7th +3 Technique feature d6 9 7 2nd
8th +3 Ability Score Improvement d6 10 8 2nd
9th +4 — d8 11 9 3rd
10th +4 Commando d8 12 10 3rd
11th +4 Technique feature d8 13 11 3rd
12th +4 Ability Score Improvement d8 14 12 3rd
13th +5 — d10 15 13 4th
14th +5 Combat Tech d10 16 14 4th
15th +5 Technique feature d10 16 15 4th
16th +5 Ability Score Improvement d10 16 16 4th
17th +6 — d12 17 17 5th
18th +6 Supreme Awareness d12 17 18 5th
19th +6 Ability Score Improvement d12 17 19 5th
20th +6 Foe Slayer d12 18 20 5th

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

103 CHAPTER 3 | CLASSES


SWIFT RESPONSE
Beginning at 1st level, you learn to react with swift and MAX POWER LEVEL
decisive action in combat. You gain the following Many tech powers can be overcharged, consuming
benefits: more tech points to create a greater effect. You can
overcharge these powers to a maximum level, which
You ignore difficult terrain. increases at higher levels, as shown in the Max Power
You add your proficiency bonus to initiative rolls. Level column of the scout class table.
On your first turn during combat, you have advantage You may only cast tech powers at 4th and 5th-level
on attack rolls against creatures that have not yet once. You regain the ability to do so after a long rest.
acted.
TECHCASTING ABILITY
RANGER'S QUARRY Intelligence is your techcasting ability for your tech
Also 1st level, you learn how to effectively read and powers. You use your Intelligence whenever a power
track your prey. On your turn, you can choose a refers to your techcasting ability. In addition, you use
creature you can see within 90 feet and mark it as your your Intelligence modifier when setting the saving
quarry (no action required). For the next 10 minutes, throw DC for a tech power you cast and when making
you gain the following benefits: an attack roll with one.

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.

CHAPTER 3 | CLASSES 104


EXPERTISE COMBAT TECH
At 6th level, choose two of your skill proficiencies, or At 14th level, when you use your action to cast a tech
one of skill proficiencies and one of your tool power, you can make one weapon attack as a bonus
proficiencies, or two of your tool proficiencies. You gain action.
expertise in those skills or tools.
At 14th level, you can choose another two SUPREME AWARENESS
proficiencies (in skills or tools) to gain this benefit. At 18th level, you gain preternatural senses that help
you fight creatures you can't see. When you attack a
COMMANDO creature you can't see, your inability to see it doesn't
Starting at 10th level, you can take the Dash and Hide impose disadvantage on your attack rolls against it.
actions as a bonus action on each of your turns. You are also aware of the location of any invisible
Additionally, you can remain perfectly still for long creature within 30 feet of you, provided that the
periods of time to set up ambushes. creature isn't hidden from you and you aren't blinded
When you attempt to hide on your turn, you can opt or deafened.
to not move on that turn. If you avoid moving,
creatures that attempt to detect you take a -10 penalty FOE SLAYER
to their Wisdom (Perception) checks until the start of At 20th level, you become an unparalleled hunter. Your
your next turn. You lose this benefit if you move or fall Strength or Dexterity score increases by 2, and your
prone, either voluntarily or because of some external Intelligence score increases by 2. Your maximum for
effect. You are still automatically detected if any effect those scores increases by 2.
or action causes you to no longer be hidden. Additionally, once on each of your turns, you can add
If you are still hidden on your next turn, you can your Intelligence modifier to the attack roll or the
  continue to remain motionless and gain this damage roll of an attack you make. You can choose to
  benefit until you are detected. use this feature before or after the roll, but before any
  Additionally, you can no longer be tracked by effects of the roll are applied.
   unenhanced means, unless you choose to leave
   a trail. SCOUT TECHNIQUES
Scouts tend to share knowledge amongst them selves,
focusing on specific techniques and honing them to
perfection. Those scouts who adopt the same
    technique tend to share a camaraderie with
       each other.

105 CHAPTER 3 | CLASSES


DEADEYE TECHNIQUE
Some scouts becomes legends written in blaster burns. FOCUSED SUPERIORITY
Followers of the Deadeye Technique the art of the When you choose this technique at 3rd level, you learn
blaster shot and utilize their incredible focus to make maneuvers that are fueled by special dice called
shots that most would deem impossible. When superiority dice.
everything depends on one shot, you want a Deadeye
pulling the trigger. MANEUVERS
Due to their uncanny focus, Deadeyes can make You know two maneuvers of your choice, which are
shots that other marksmen would never dare to detailed under "Maneuvers" below, and you earn more
attempt. Deadeyes know how to make the most of at higher levels, as shown in the Maneuvers Known
ranged weapons and can use them to greater effect column of the Deadeye Technique Focused Superiority
than other Scouts. table. Many maneuvers enhance an attack in some
way. You can use only one maneuver per attack, and
you may only use each maneuver once per turn.
Each time you learn new maneuvers, you can also
replace one maneuver you know with a different one.
SUPERIORITY DICE
You have two superiority dice, which are d6s, and you
earn more at higher levels, as shown in the Superiority
Dice column of the Deadeye Technique Focused
Superiority table. A superiority die is expended when
you use it. You regain all of your expended superiority
dice when you finish a short or long rest.
SAVING THROWS
Some of your maneuvers require your target to make a
saving throw to resist the maneuver's effects. The
saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus +


your Dexterity modifier

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.

CHAPTER 3 | CLASSES 106


DISARMING SHOT
When you hit a creature with a ranged weapon attack,
you can expend one superiority die to attempt to
disarm the target, forcing it to drop one item of your
DEADEYE TECHNIQUE FOCUSED
choice that it's holding. Add the superiority die to the
attack's damage roll, and the target must make a
SUPERIORITY
Strength saving throw. On a failed save, it drops the Focused Superiority Maneuvers
object you choose. The object lands at its feet. Level Superiority Dice Known
DISTRACTING SHOT 3rd d6 2 2
When you hit a creature with a ranged weapon attack, 4th d6 2 2
you can expend one superiority die to distract the 5th d6 2 2
creature, giving your allies an opening. You add the
superiority die to the attack's damage roll. The next 6th d6 2 2
attack roll against the target by an attacker other than 7th d8 3 3
you has advantage if the attack is made before the 8th d8 3 3
start of your next turn.
9th d8 3 3
EXPLOIT WEAKNESS
10th d8 3 3
When you hit a creature with a weapon attack, you can
expend a superiority die and deal additional damage 11th d10 3 4
equal to the number rolled. This damage cannot be 12th d10 3 4
reduced in any way.
13th d10 3 4
PENETRATING SHOT 14th d10 3 4
When you hit a creature with a ranged weapon attack,
15th d12 4 5
you can expend one superiority die to attempt to
damage another creature with the same attack. 16th d12 4 5
Choose up to two creatures within 15 feet of and 17th d12 4 5
directly behind your initial target. If the original attack
18th d12 4 5
roll would hit the second creature, it takes damage
equal to the number you roll on your superiority die. 19th d12 4 5
The damage is of the same type dealt by the original 20th d12 4 5
attack.
PRECISION ATTACK
When you make a weapon attack roll against a
creature, you can expend one superiority die to add it
to the roll. You can use this maneuver before or after
SHOOT FIRST
making the attack roll, but before any effects of the
attack are applied. Starting at 11th level, you have learned that the person
who shoots first is often the one who walks out alive.
RETURN FIRE When you make a ranged weapon attack against a
When a creature misses you with a ranged attack, you creature that has not yet acted during your first turn in
can use your reaction and expend one superiority die combat and you have advantage on the roll, you can
to make a ranged weapon attack against the creature. reroll one of the dice once.
If you hit, you add the superiority die to the attack's Additionally, on a hit, you deal an extra 1d6 damage
damage roll. of the same type as the weapon.
MARK OF THE DEADEYE OVERWATCH
Also at 3rd level, the range of your Ranger's Quarry At 15th level, you have become a master at protecting
feature doubles. Additionally, when making ranged your allies from afar. When a creature attempts to
weapon attacks against the target of your Ranger's make an opportunity attack against an allied creature,
Quarry, the normal and long range of your ranged or forces your ally to make a saving throw, you can use
weapons double. your reaction to make an attack roll against the enemy
creature.
COVER TO COVER If your attack hits, either impose disadvantage on the
Beginning at 7th level, attack rolls made against you on enemy creature's opportunity attack roll or grant
your turn are made with disadvantage. advantage to any allies making the saving throw.

107 CHAPTER 3 | CLASSES


HUNTER TECHNIQUE
Some scouts seek to master weapons to better protect VOLLEY
civilization from the terrors of their enemies. Followers You can use your action to make a ranged attack
of the Hunter Technique learn specialized fighting against any number of creatures within 10 feet of a
techniques for use against the most dire threats, from point you can see within your weapon's range. You
an onslaught of soldiers to towering walkers. must have ammunition for each target, as normal, and
you make a separate attack roll for each target.
HUNTER'S PREY
WHIRLWIND ATTACK
When you choose this technique at 3rd level, you gain You can use your action to make melee attacks against
one of the following features of your choice. any number of creatures within 5 feet of you, with a
COLOSSUS SLAYER separate attack roll for each target.
Your tenacity can wear down the most potent foes.
When you hit a creature with a weapon attack, the SUPERIOR HUNTER'S DEFENSE
creature takes an extra 1d8 damage if it's below its hit At 15th level, you gain one of the following features of
point maximum. You can deal this extra damage only your choice.
once per turn, and this damage is the same type as the
EVASION
weapon's damage.
When you are subjected to an effect, such as a
GIANT KILLER consular's force storm or an engineer's explosion, that
When a Large or larger creature within 5 feet of you allows you to make a Dexterity saving throw to take
hits or misses you with an attack, you can use your only half damage, you instead take no damage if you
reaction to attack that creature immediately after its succeed on a saving throw, and only half damage if you
attack, provided that you can see the creature. fail.

HORDE BREAKER STAND AGAINST THE TIDE


Once on each of your turns when you make a weapon When a hostile creature misses you with a melee
attack, you can make another attack with the same attack, you can use your reaction to force
weapon against a different creature that is within 5 that creature to repeat the same
feet of the original target and within range of your attac against another creature
weapon, no action required. (other than itself) of your choice.

MARK OF THE HUNTER UNCANNY DODGE


When an attacker that you can see
Also at 3rd level, when you use your Ranger's Quarry hits you with an attack, you can
feature, the first time you make a tech or weapon use your reaction to halve the
attack against the target of your Ranger's Quarry each attack's damage against you.
round, roll your Ranger's Quarry Damage Die and add
it to the roll.

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.

CHAPTER 3 | CLASSES 108


STALKER TECHNIQUE
Some Scouts become consumed by the thrill of the STALKER'S DODGE
hunt. Only heard and never seen they revel in the At 15th level, whenever a creature attacks you and
violence of battle. Followers of the Stalker Technique does not have advantage, you can use your reaction to
hone their abilities to track others utilizing a variety of impose disadvantage on the creature's attack roll
techniques: camouflage, infiltration, surveillance, and against you. You can use this feature before or after
target acquisition. the attack roll is made, but it must be used before the
ACCOMPLISHED AMBUSHER outcome of the roll is determined.

When you choose this technique at 3rd level, when you


take the Attack action against a creature that is
surprised, you can make one additional attack against
that creature as a part of that action.

MARK OF THE STALKER


Also at 3rd level, while you are hidden from the target
of your Ranger's Quarry feature, the first attack roll you
make each round against that creature does not
automatically reveal your presence to that creature.
Make a Dexterity (Stealth) check contested by your
target's Wisdom (Perception) check. On a success, you
remain hidden. If you are less than 30 feet from your
target, the Dexterity (Stealth) check is made with
disadvantage.

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.

109 CHAPTER 3 | CLASSES


SENTINEL
CLAD IN BLACK ROBES, THE RATTATAKI PULLS HIS HOOD FORWARD AND
steps into the shadowy alcove, only to reappear further
down the hall. As his quarry walks past, he presses the
hilt of his lightsaber to the back of their head, quickly
toggling it on-and-off. He is gone before the corpse hits
the ground.
The togruta dashes across the battlefield,
doublesaber deflecting blaster shots to the ground.
She pulls her wounded padawan to her feet, and
guides her away from the warzone.
Green-bladed lightsaber a blur, the cathar
ferociously presses the attack. With each strike, she
guides her opponent closer to the ravine's edge. A
flurry of blows followed by a quick force push and her
foe tumbles over the edge.
Sentinels are the masters of blending force powers
with weapon attacks. They weave the two together so
expertly that their foes have trouble predicting them.

THE MIDDLE OF THE ROAD


The sentinel uses stealth and subterfuge to accomplish
the will of the Force. Where the consular focuses on
mastery of the Force and the guardian focuses on the
mastery of the lightsaber, the sentinel focuses on
merging the two.

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.

CHAPTER 3 | CLASSES 110


THE SENTINEL
Proficiency Kinetic Combat Force Powers Force Max Power
Level Bonus Features Damage Die Known Points Level
1st +2 Forcecasting, Kinetic Combat d4 6 3 1st
2nd +2 Force-Empowered Self, Sentinel Ideals d4 7 6 1st
3rd +2 Sentinel Calling d4 9 9 2nd
4th +2 Ability Score Improvement d4 10 12 2nd
5th +3 Extra Attack d6 11 15 2nd
6th +3 — d6 13 18 3rd
7th +3 Calling feature d6 14 21 3rd
8th +3 Ability Score Improvement d6 15 24 3rd
9th +4 — d6 17 27 4th
10th +4 Battle Readiness d6 18 30 4th
11th +4 — d8 20 33 5th
12th +4 Ability Score Improvement d8 21 36 5th
13th +5 Calling feature d8 22 39 5th
14th +5 — d8 24 42 6th
15th +5 Enlightened Evasion d8 25 45 6th
16th +5 Ability Score Improvement d8 26 48 6th
17th +6 — d10 28 51 7th
18th +6 Calling feature d10 29 54 7th
19th +6 Ability Score Improvement d10 30 57 7th
20th +6 Center of the Force d10 30 60 7th

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

111 CHAPTER 3 | CLASSES


FORCECASTING FORCE-EMPOWERED SELF
In your meditations on the force, you have learned Starting at 2nd level, your training allows you to
powers, fragments of knowledge that imbue you with harness the mystical energy of the Force throughout
an abiding force ability. See chapter 10 for the general your body. When you hit a target with your Kinetic
rules of forcecasting and chapter 11 for the force Combat attack, you can spend 1 force point to use a
powers list. Force-Empowered Self effect. You start with three such
effects: Deflection, Double Strike, and Slow Time. You
FORCE POWERS KNOWN can only use one effect per turn.
You learn 6 force powers of your choice, and you learn
more at higher levels, as shown in the Force Powers DEFLECTION
Known column of the sentinel class table. You may not You can roll a Kinetic Combat die and add it to your AC
learn a force power of a level higher than your Max against one attack before the start of your next turn.
Power Level, and you may learn a force power at the
same time you learn its prerequisite. DOUBLE STRIKE
You can roll a Kinetic Combat die and deal additional
FORCE POINTS damage equal to the amount rolled.
You have a number of force points equal to your
sentinel level x 3, as shown in the Force Points column SLOW TIME
of the sentinel class table, + your Wisdom or Charisma You can roll a Kinetic Combat die to increase your
modifier (your choice). You use these force points to speed by 5 x the amount rolled until the end of your
cast force powers. You regain all expended force points turn.
when you finish a long rest. SENTINEL IDEALS
MAX POWER LEVEL Also at 2nd level, you adopt an ideal that exemplifies
Many force powers can be overpowered, consuming your bond with the Force. You adopt one ideal of your
more force points to create a greater effect. You can choice, as detailed at the end of the class description.
overpower these abilities to a maximum level, which You adopt an additional ideal at 6th and 11th level.
increases at higher levels, as shown in the Max Power When you manifest your Sentinel Ideals, you choose
Level column of the sentinel class table. which effect to create.
You may only cast force powers at 5th, 6th, and 7th- You can manifest your ideals twice. You gain an
level once. You regain the ability to do so after a long additional use at 11th level. You regain all expended
rest. uses when you finish a long rest.
FORCECASTING ABILITY SENTINEL CALLING
Your forcecasting ability varies based on the alignment
of the powers you cast. You use your Wisdom for light When you reach 3rd level, you choose a sentinel
side powers, Charisma for dark side powers, and calling, which is detailed at the end of the class
Wisdom or Charisma for universal powers (your description. Your calling grants you features at 3rd
choice). You use this ability score modifier whenever a level and again at 7th, 13th, and 18th level.
power refers to your forcecasting ability. In addition, ABILITY SCORE IMPROVEMENT
you use this ability score modifier when setting the
saving throw DC for a force power you cast and when When you reach 4th level, and again at 8th, 12th, 16th,
making an attack roll with one. and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
Force save DC = 8 + your proficiency bonus + of your choice by 1. As normal, you can't increase an
your forcecasting ability modifier ability score above 20 using this feature. Alternatively,
you can choose a feat (see Chapter 6 for a list of feats).
Force attack modifier = your proficiency bonus +
your forcecasting ability modifier EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of
KINETIC COMBAT once, whenever you take the Attack action on your
At 1st level, you are an unrelenting flurry of strikes. turn.
When you take the Attack action on your turn, you can
make one unarmed strike or melee weapon attack as a BATTLE READINESS
bonus action. This attack uses your Kinetic Combat die Starting at 10th level, you have fully learned how to
instead of the weapon's damage die. This die changes meld your physical self with the Force. When you take
as you gain sentinel levels, as shown in the Kinetic the Dodge or Disengage actions, or use your action to
Combat column of the sentinel class table. cast a force power, you can use your Kinetic Combat
Additionally, when you make this bonus action feature.
attack, your movement speed increases by 10 feet until
the end of your turn.

CHAPTER 3 | CLASSES 112


ENLIGHTENED EVASION
When you reach 15th level, when you are subjected to IDEAL OF THE HUNTER
a damage-dealing effect that forces you to make a You gain darkvision out to a range of 60 feet. If you
saving throw, you can spend 2 force points to add your already have darkvision, this ideal increases its range
Wisdom or Charisma modifier (your choice, minimum by 30 feet.
of one) to the saving throw if doesn't already include Additionally, as a bonus action, you can manifest this
that modifier. If you do so, you instead take no damage ideal in a brief surge of energy. For the next minute,
if you succeed on the saving throw, and only half you can see normally in enhanced darkness, and you
damage if you fail. You can wait until after you roll the gain blindsight to 10 feet.
d20 to use this feature, but you must decide before the
IDEAL OF THE STEADFAST
GM says whether the roll succeeds or fails.
When you would make a melee weapon attack roll, you
CENTER OF THE FORCE can instead force the target to make a Dexterity saving
throw (DC = 8 + your proficiency bonus + your Strength
At 20th level, you are perfectly centered with the Force.
or Dexterity modifier + any bonuses to melee weapon
Your Dexterity and Wisdom or Charisma scores (your
attack rolls). If you would have advantage on your
choice) increase by 2. Your maximum for those scores
attack roll, the creature instead has disadvantage on
increases by 2.
their saving throw. On a failed save, the target takes
Additionally, once per turn, when you would roll a normal weapon damage and is subjected to any
Kinetic Combat die, you can instead choose the additional effects that would occur on a hit.
maximum. Additionally, as a bonus action, you can manifest this
SENTINEL IDEALS ideal in a brief surge of energy. For the next minute,
when a creature succeeds on the saving throw, they
The ideals are presented in alphabetical order. You take half of the normal weapon damage, and when a
can't benefit from a Sentinel Ideal option more than creature rolls a 1 on the saving throw, they take
once, even if you later get to choose again. damage as if suffering a critical hit.
IDEAL OF THE AGILE IDEAL OF THE TITAN
You gain a swimming speed and a climbing speed You gain proficiency in medium armor.
equal to your walking speed. When you make a long Additionally, as a bonus action, you can manifest this
jump, you can cover a number of feet up to twice your ideal in a brief surge of energy. For the next minute,
Wisdom or Charisma score (your choice). When you you have advantage on ability checks and attack rolls
make a high jump, you can leap a number of feet up that would forcefully move another creature, and the
into the air equal to 3 + twice your Wisdom or distance they would be moved increases by 5 feet.
Charisma modifier (your choice).
Additionally, as a bonus action, you can manifest this IDEAL OF THE TRANQUIL
ideal in a brief surge of energy. For the next minute, When you finish a short or long rest, you gain a
opportunity attacks against you are made with number of temporary force points equal to your
disadvantage. Wisdom or Charisma modifier (your choice, minimum
of one). When you would spend a force point while you
IDEAL OF THE ARTISAN have temporary force points, the temporary force
Choose one of your skill or tool proficiencies. When points are spent first. All temporary force points are
you make an ability check with the chosen skill or tool, lost at the end of your next short or long rest.
you can add half your Wisdom or Charisma modifier Additionally, as an action, you can manifest this ideal
(your choice, minimum of one) to any check you make in a brief surge of energy. You regain a number of
that doesn't already include that modifier. force points equal to your Wisdom or Charisma
Additionally, as an action, you can manifest this ideal modifier (your choice, minimum of one).
in a brief surge of energy. For the next 10 minutes, the
bonus increases to your Wisdom or Charisma modifier, IDEAL OF THE VIGOROUS
and you can choose a second skill or tool to extend this When you roll a Hit Die to regain hit points, you may
feature to. use your Wisdom or Charisma modifier in place of your
Constitution modifier when determining the number of
IDEAL OF THE CONTENDER hit points you regain.
You can use Dexterity instead of Strength for the attack Additionally, as an action, you can manifest this ideal
and damage rolls of your unarmed strikes, and your in a brief surge of energy. You gain a number of
unarmed strikes deal damage equal to your Kinetic temporary hit points equal to half your sentinel level
Combat die. (rounded down) + your Wisdom or Charisma modifier
Additionally, as a bonus action, you can manifest this (your choice, minimum of one).
ideal in a brief surge of energy. For the next minute,
your unarmed strikes count as enhanced for the SENTINEL CALLINGS
purpose of overcoming resistance and immunity to
unenhanced attacks and damage, and you can use Different sentinels select different callings, called
your Wisdom or Charisma modifier (your choice) Paths, to follow as they hone their powers.
instead of Strength for checks made to grapple a target
or escape a grapple.

113 CHAPTER 3 | CLASSES


PATH OF AGGRESSION
From the murky depths of the dark side comes ENTROPIC RUSH
seething fury. Those sentinels who follow the Path of At 7th level, you've learned to move with speed and
Aggression charge their weapon with lightning, precision, discharging your lightning in a massive burst.
culminating in a massive discharge that can ravage When you move at least half your speed before casting
their opponents. lightning charge, you make the attack roll with
VOLTAIC SLASH advantage. Additionally, on a hit, the lightning can leap
a second time, to a third creature within range or back
Starting when you choose this calling at 3rd level, you to the first creature.
learn the lightning charge force power, which does not
count against your total powers known. Additionally, LIVING CURRENT
you can use Wisdom or Charisma as your forcecasting By 13th level, you've learned to channel the damage
ability for it, and you can use your Kinetic Combat done to you to enhance your strikes. The first time you
feature when you cast it as your action. Finally, when deal damage on your turn, if you took damage since
you deal lightning damage with the lightning charge the start of your last turn, you can deal additional
force power, you deal additional lightning damage lightning damage equal to your Kinetic Combat die +
equal to half your Wisdom or Charisma modifier (your half the amount of damage taken (rounded down).
choice, minimum of one) if it doesn't already include You can use this feature a number of times equal to
that modifier. your Wisdom or Charisma modifier (your choice, a
THUNDEROUS MOMENTUM minimum of once). You regain all expended uses when
you finish a short or long rest.
Also at 3rd level, your stride becomes nigh
unbreakable. You are immune to the shocked RETALIATORY STRIKE
condition, and other effects that would reduce your At 18th level, when a creature hits you with an attack
speed only reduce it by 5 feet. while within 5 feet of you, you can use your reaction to
cast the lightning charge force power, targeting them.

CHAPTER 3 | CLASSES 114


PATH OF FOCUS
The ways of the Force can reveal themselves to a
sentinel through intense concentration and, most
importantly, focus. Those sentinels who follow the Path
of Focus use debilitating bursts of lightsaber strikes
and force powers to exhaust their foes, crushing any
hopes they had of mounting an effective defense.

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.

115 CHAPTER 3 | CLASSES


PATH OF SHADOWS
In darkness, there is protection. Those
sentinels who follow the Path of Shadows
utilize a calculated plan, becoming masters
of stealth and ambush who forgo the head-on
attack for the vulnerable flank.

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.

CHAPTER 3 | CLASSES 116


CHAPTER 4: PERSONALITY AND BACKGROUNDS
         HARACTERS ARE DEFINED BY MUCH MORE THAN THEIR SPECIES
         and class. They're individuals with their own
stories, interests, connections, and capabilities beyond
those that class and species define. This section
HUMAN
expounds on the details that distinguish characters PHYSICAL CHARACTERISTICS
from one another, including the basics of name and
physical description, the rules of backgrounds and Height    4'8" +2d10"
languages, and the finer points of personality and Weight    110 lb. x(2d4) lb.
alignment.

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.

117 CHAPTER 4 | PERSONALITY AND BACKGROUND


LANGUAGES
Your species indicates the languages your character A useful place to start thinking about personality traits
can speak by default, and your background might give is to look at your highest and lowest ability scores and
you access to one or more additional languages of define one trait related to each. Either one could be
your choice. Note these languages on your character positive or negative: you might work hard to overcome
sheet. a low score, for example, or be cocky about your high
Choose your languages based on the species you score.
commonly interact with. If you have a wookiee sidekick,
IDEALS
you might understand-if not speak-Shyriiwook.
Describe one ideal that drives your character. Your
Alternatively, if you commonly trade with Jawas, you
ideals are the things that you believe in most strongly,
might speak Jawaese.
the fundamental moral and ethical principles that
A list of the most commonly spoken languages of
compel you to act as you do. Ideals encompass
Star Wars can be found below in the Common
everything from your life goals to your core belief
Languages table.
system.
Common Languages Ideals might answer any of these questions: What
are the principles that you will never betray? What
Bith Mon Cal would prompt you to make sacrifices? What drives you
Bothese Rodese to act and guides your goals and ambitions? What is
Cheunh Sith
the single most important thing you strive for?
You can choose any ideals you like, but your
Durese Togruti character's alignment is a good place to start defining
Galactic Basic Dosh them. Each background in this chapter includes six
Huttese Twi'leki
suggested ideals. Five of them are linked to aspects of
alignment: dark, light, or neutral. The last one has
Jawaese Shyriiwook more to do with the particular background than with
Kel Dor Zabraki moral or ethical perspectives.
BONDS
PERSONAL CHARACTERISTICS Create one bond for your character. Bonds represent a
Fleshing out your character's personality—the array of character's connections to people, places, and events
traits, mannerisms, habits, beliefs, and flaws that give a in the world. They tie you to things from your
person a unique identity—will help you bring him or background. They might inspire you to heights of
her to life as you play the game. Four categories of heroism, or lead you to act against your own best
characteristics are presented here: personality traits, interests if they are threatened. They can work very
ideals, bonds, and flaws. Beyond those categories, much like ideals, driving a character's motivations and
think about your character's favorite words or phrases, goals.
tics and habitual gestures, vices and pet peeves, and Bonds might answer any of these questions: Whom
whatever else you can imagine. do you care most about? To what place do you feel a
Each background presented later in this chapter special connection? What is your most treasured
includes suggested characteristics that you can use to possession?
spark your imagination. You're not bound to those Your bonds might be tied to your class, your
options, but they're a good starting point. background, your species, or some other aspect of
your character's history or personality. You might also
PERSONALITY TRAITS gain new bonds over the course of your adventures.
Give your character two personality traits. Personality
traits are small, simple ways to help you set your FLAWS
character apart from every other character. Your Finally, choose a flaw for your character. Your
personality traits should tell you something interesting character's flaw represents some vice, compulsion,
and fun about your character. They should be self- fear, or weakness—in particular, anything that
descriptions that are specific about what makes your someone else could exploit to bring you to ruin or
character stand out. "I'm smart" is not a good trait, cause you to act against your best interests. More
because it describes a lot of characters. "I've read every significant than negative personality traits, a flaw might
book I can get my hands on" tells you something answer any of these questions: What enrages you?
specific about your character's interests and What's the one person, concept, or event that you are
disposition. terrified of? What are your vices?
Personality traits might describe the things your
character likes, his or her past accomplishments, things
your character dislikes or fears, your character's self-
attitude or mannerisms, or the influence of his or her
ability scores.

CHAPTER 4 | PERSONALITY AND BACKGROUND 118


INSPIRATION
Inspiration is a rule the game master can use to reward PROFICIENCIES
you for playing your character in a way that's true to Each background gives a character proficiency in two
his or her personality traits, ideal, bond, and flaw. By skills. Skills are described in chapter 7.
using inspiration, you can draw on your personality In addition, most backgrounds give a character
trait of compassion for the downtrodden to give you an proficiency with one or more tools. Tools and tool
edge in negotiating with the Beggar Prince. Or proficiencies are detailed in chapter 5.
inspiration can let you call on your bond to the defense If a character would gain the same proficiency from
of your home village to push past the effect of a power two different sources, he or she can choose a different
that has been laid on you. proficiency of the same kind (skill or tool) instead.

GAINING INSPIRATION LANGUAGES


Some backgrounds also allow characters to learn
Your GM can choose to give you inspiration for a
additional languages beyond those given by species.
variety of reasons. Typically, GMs award it when you
See "Languages" earlier in this chapter.
play out your personality traits, give in to the
drawbacks presented by a flaw or bond, and otherwise EQUIPMENT
portray your character in a compelling way. Your GM Each background provides a package of starting
will tell you how you can earn inspiration in the game. equipment. If you use the optional rule from chapter 5
You either have inspiration or you don't - you can't to spend coin on gear, you do not receive the starting
stockpile multiple "inspirations" for later use. equipment from your background.
USING INSPIRATION BACKGROUND FEAT
If you have inspiration, you can expend it when you Each background gives a character a starting feat.
make an attack roll, saving throw, or ability check. Feats are described in chapter 6.
Spending your inspiration gives you advantage on that SUGGESTED CHARACTERISTICS
roll. A background contains suggested personal
Additionally, if you have inspiration, you can reward characteristics based on your background. You can
another player for good roleplaying, clever thinking, or pick characteristics, roll dice to determine them
simply doing something exciting in the game. When randomly, or use the suggestions as inspiration for
another player character does something that really characteristics of your own creation.
contributes to the story in a fun and interesting way,
you can give up your inspiration to give that character CUSTOMIZING A BACKGROUND
inspiration. You might want to tweak some of the features of a
background so it better fits your character or the
BACKGROUNDS campaign setting. To customize a background, you can
Every story has a beginning. Your character's replace one feature with any other one, choose any
background reveals where you came from, how you two skills, and choose a total of two tool proficiencies
became an adventurer, and your place in the world. or languages from the sample backgrounds. You can
Your fighter might have been a pit fighter or a grizzled either use the equipment package from your
soldier. Your consular could have been a student or an background or spend coin on gear as described in
envoy. Your operative might have gotten by as a chapter 5. (If you spend credits, you can't also take the
government agent or commanded audiences as an equipment package suggested for your class.) Finally,
entertainer. choose two personality traits,        one ideal, one bond,
Choosing a background provides you with important and one flaw. If you can't find a    feature that matches
story cues about your character's identity. The most your desired background, work   with your GM to
important question to ask about your background is create
what changed? Why did you stop doing whatever your one.
background describes and start adventuring? Where
did you get the money to purchase your starting gear,
or, if you come from a wealthy background, why don't
you have more money? How did you learn the skills of
your class? What sets you apart from ordinary people
who share your background?
The sample backgrounds in this chapter provide
both concrete benefits (features, proficiencies, and
languages) and roleplaying suggestions.
AGENT
Many organizations active in the galaxy aren't bound d8 Personality Trait
by strictures of geography. These factions pursue their I idolize a particular hero of my faction, and constantly
agendas without regard for political boundaries, and 1
refer to that person's deeds and example.
their members operate anywhere the organization
I can find common ground between the fiercest
deems necessary. These groups employ listeners, 2 enemies, empathizing with them and always working
rumormongers, smugglers, mercenaries, cache-holders towards peace.
(people who guard caches of wealth or items for use by
the faction's operatives), haven keepers, and message 3 I see omens in every event and action.
drop minders, to name a few. At the core of every 4 Nothing can shake my optimistic attitude.
faction are those who don't merely fulfill a small I quote (or misquote) sacred texts and proverbs in
function for that organization, but who serve as its 5
almost every situation.
hands, head, and heart. As a prelude to your
I am tolerant (or intolerant) of other factions and
adventuring career (and in preparation for it), you 6
respect (or condemn) them.
served as an agent of a particular faction. You might
have operated openly or secretly, depending on the I've enjoyed fine food, drink, and high society among my
7
faction and its goals, as well as how those goals mesh faction's elite. Rough living grates on me.
with your own. Becoming an adventurer doesn't I have little practical experience dealing with people in
8
necessarily require you to relinquish membership in the world.
your faction (though you can choose to do so), and it
might enhance your status in the faction. d6 Ideal

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.

SUGGESTED CHARACTERISTICS d6 Flaw


Agents are shaped by their experience in their faction's 1 I judge others harshly, and myself even more severely.
communities. Their study of the history and tenets of I put too much trust in those who wield power within
their faction and their relationships to it affect their 2
my faction's hierarchy.
mannerisms and ideals. Their flaws might be some
My piety sometimes leads me to blindly trust those that
hidden hypocrisy or heretical idea, or an ideal or bond 3
profess faith in my faction.
taken to an extreme.
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.

CHAPTER 4 | PERSONALITY AND BACKGROUND 120


BOUNTY HUNTER
Before you became an adventurer, your life was d8 Personality Trait
already full of conflict and excitement, because you I always have a plan for what to do when things go
made a living tracking down people for pay. Unlike 1
wrong.
some people who collect bounties, though, you aren't a
I am always calm, no matter what the situation. I never
savage who follows quarry into or through the 2
raise my voice or let my emotions control me.
wilderness. You're involved in a lucrative trade, in the
place where you live, that routinely tests your skills and The first thing I do in a new place is note the locations of
survival instincts. What's more, you aren't alone, as a 3 everything valuable – or where such things could be
hidden.
bounty hunter in the wild would be: you routinely
interact with both the criminal subculture and other 4 I would rather make a new friend than a new enemy.
bounty hunters, maintaining contacts in both areas to I am incredibly slow to trust. Those who seem the
help you succeed. 5
fairest often have the most to hide.
You might be a cunning thief-catcher, prowling the
I don't pay attention to the risks in a situation. Never tell
rooftops to catch one of the myriad burglars of the city. 6
me the odds.
Perhaps you are someone who has your ear to the
street, aware of the doings of street gangs. You might The best way to get me to do something is to tell me I
7
be a "velvet mask" bounty hunter, one who blends in can't do it.
with high society and noble circles in order to catch the 8 I blow up at the slightest insult.
criminals that prey on the rich, whether pickpockets or
con artists. As a member of an adventuring party, you d6 Ideal
might find it more difficult to pursue a personal 1 Honor. I don't steal from others in the trade. (Lawful)
agenda that doesn't fit with the group's objectives - but
on the other hand, you can take down much more Freedom. Chains are meant to be broken, as are those
2
formidable targets with the help of your companions. who would forge them. (Chaotic)
Charity. I steal from the wealthy so that I can help
Skill Proficiencies: Choose two from Deception, Insight, 3
people in need. (Light)
Persuasion, and Stealth
Greed. I will do whatever it takes to become wealthy.
Tool Proficiencies: Your choice of demolitions kit, security 4
(Dark)
kit, or slicer's kit
Languages: One of your choice People. I'm loyal to my friends, not to any ideals, and
Equipment: A set of clothes appropriate to your duties, a 5 everyone else can take a trip down the Styx for all I care.
set of binders, and a pouch containing 200 cr (Neutral)
6 Redemption. There's a spark of good in everyone. (Light)
FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment d6 Bond
of society that your chosen quarries move through.
I'm trying to pay off an old debt I owe to a generous
These people might be associated with the criminal 1
benefactor.
underworld, the rough-and-tumble folk of the streets,
or members of high society. This connection comes in 2 My ill-gotten gains go to support my family.
the form of a contact in any city you visit, a person who Something important was taken from me, and I aim to
provides information about the people and places of 3
steal it back.
the local area.
4 I will become the greatest thief that ever lived.
BACKGROUND FEAT 5
I'm guilty of a terrible crime. I hope I can redeem myself
for it.
As a further embodiment of the experience and
training of your background, you can choose from the 6
Someone I loved died because of a mistake I made. That
following feats: will never happen again.

d8 Feat d8 Feat d6 Flaw


1 Silver-Tongued 5 Demolitionist When I see something valuable, I can't think about
1
2 Empathic 6 Bypasser anything but how to steal it.
3 Charmer 7 Slicer When faced with a choice between money and my
2
friends, I usually choose the money.
4 Stealthy 8 Linguist
If there's a plan, I'll forget it. If I don't forget it, I'll ignore
3
it.
SUGGESTED CHARACTERISTICS
Your bond might involve other bounty hunters or the 4 I have a “tell” that reveals when I'm lying.
organizations or individuals that employ you. Your 5 I turn tail and run when things look bad.
ideal could be associated with your determination
An innocent person is in prison for a crime that I
always to catch your quarry or your desire to maintain 6
committed. I'm okay with that.
your reputation for being dependable.

121 CHAPTER 4 | PERSONALITY AND BACKGROUND


CRIMINAL
You are an experienced criminal with a history of d8 Personality Trait
breaking the law. You have spent a lot of time among I always have a plan for what to do when things go
other criminals and still have contacts within the 1
wrong.
criminal underworld. You're far closer than most
I am always calm, no matter what the situation. I never
people to the world of murder, theft, and violence that 2
raise my voice or let me emotions control me.
pervades the underbelly of civilization, and you have
survived up to this point by flouting the rules and The first thing I do in a new place is note the locations of
regulations of society. 3 everything valuable – or where such things could be
hidden.
Skill Proficiencies: Choose two from Deception, 4 I would rather make a new friend than a new enemy.
Intimidation, Sleight of Hand, and Stealth
I am incredibly slow to trust. Those who seem the
Tool Proficiencies: One type of gaming set, your choice of 5
fairest often have the most to hide.
demolitions kit, security kit, or slicer's kit
Equipment: A set of common clothes with a hood, a I don't pay attention to the risks in a situation. Never tell
6
gaming set (one of your choice), and a belt pouch me the odds.
containing 150 cr The best way to get me to do something is to tell me I
7
can't do it.
CRIMINAL SPECIALTY
Individual criminals often have particular specialties, 8 I blow up at the slightest insult.
whether a part of an organization or a solo endeavor.
Choose the role you played in your criminal life, or roll d6 Ideal
on the table below. 1 Honor. I don't steal from others in the trade. (Lawful)
d8 Specialty d8 Specialty Freedom. Chains are meant to be broken, as are those
2
1 Blackmailer 5 Highway robber who would forge them. (Chaotic)

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.

CHAPTER 4 | PERSONALITY AND BACKGROUND 122


ENTERTAINER
You thrive in front of an audience, knowing how to d8 Personality Trait
entrance them, entertain them, and even inspire them. 1 I know a story relevant to almost every situation.
Your poetics can stir the hearts of those who hear you,
Whenever I come to a new place, I collect local rumors
awakening grief or joy, laughter or anger. Your music 2
and spread gossip.
raises their spirits or captures their sorrow. Your dance
steps captivate, your humor cuts to the quick. I'm a hopeless romantic, always searching for that
3
Whatever techniques you use, your art is your life. “special someone.”
Nobody stays angry at me or around me for long, since I
Skill Proficiencies: Choose two from Acrobatics, Insight, 4
can defuse any amount of tension.
Performance, and Sleight of Hand
5 I love a good insult, even one directed at me.
Tool Proficiencies: Disguise kit, one type of musical
instrument 6 I get bitter if I'm not the center of attention.
Equipment: A musical instrument (one of your choice), 7 I'll settle for nothing less than perfection.
the favor of an admirer (love letter, lock of hair, or
I change my mood or my mind as quickly as I change
trinket), a costume, and a belt pouch containing 150 cr 8
key in a song.
ENTERTAINER ROUTINES
A good entertainer is versatile, spicing up every d6 Ideal
performance with a variety of different routines.
Beauty. When I perform, I make the world better than it
Choose one to three routines or roll on the table below 1
was. (Light)
to define your expertise as an entertainer.
Tradition. The stories, legends, and songs of the past
d10 Entertainer Routine d10 Entertainer Routine 2 must never be forgotten, for they teach us who we are.
1 Actor 6 Instrumentalist (Lawful)

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.

123 CHAPTER 4 | PERSONALITY AND BACKGROUND


GAMBLER
You are a skilled gambler who spends most of your d8 Personality Trait
time in casinos, bar rooms, and gambling dens. Are I like to impress everyone I meet with a simple trick or a
your activities legal, or do you break the law? Have you 1
quick joke.
ever cheated in a game, or do you play by the rules? No
I constantly make side bets on everything that happens
matter what, your life has been one of excitement, 2
around me.
chance, and danger.
3 No matter how high the stakes, I always appear calm.
Skill Proficiencies: Choose two from Deception, Insight, I try to be unpredictable, so no one will know when I'm
Intimidation, and Sleight of Hand 4
bluffing.
Tool Proficiencies: Two types of gaming sets
5 I never back down from a challenge.
Equipment: A set of common clothes, a set of dice, a deck
of playing cards, a lucky charm, and a belt pouch I can't get satisfaction out of something if the stakes are
6
containing 100 cr. too low.

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.

CHAPTER 4 | PERSONALITY AND BACKGROUND 124


JEDI
You are a devout follower of the Jedi Order: an ancient, d8 Personality Trait
monastic peacekeeping organization united in its I idolize a particular Jedi, and constantly refer to that
observance of the light side of the Force. A noble order 1
person's deeds and example.
of protectors noted for their ability to tap into the
I can find common ground between the fiercest
power of the Force, the Jedi serve as guardians of 2 enemies, empathizing with them and always working
peace and justice in the Galactic Republic. You follow towards peace.
the Jedi Code:
I see omens in every event and action. The Force tries to
3
"There is no emotion, there is peace. speak to us, we just need to listen
There is no ignorance, there is knowledge. 4 Nothing can shake my optimistic attitude.
There is no passion, there is serenity.
I quote (or misquote) sacred Jedi texts and proverbs in
There is no chaos, there is harmony. 5
almost every situation.
There is no death, there is the Force."
I am tolerant (or intolerant) of those who don't support
6
Skill Proficiencies: Choose two from Insight, Investigation, the Jedi.
Lore, and Persuasion I've enjoyed fine food, drink, and high society. Rough
Tool Proficiencies: Artificer's tools 7
living grates on me.
Languages: One of your choice
I've spent so long in the Jedi temple that I have little
Equipment: A copy of the Jedi code, a set of common 8
practical experience dealing with people in the world.
clothes including a robe, and a belt pouch containing
150 cr
d6 Ideal
FEATURE: SHELTER OF THE FAITHFUL Tradition. The ancient traditions of worship and sacrifice
1
As a Jedi, you command the respect of those who are must be preserved and upheld. (Lawful)
loyal to the Jedi Order. You and your adventuring Charity. I always try to help those in need, no matter
companions can expect to receive free healing and 2
what the personal cost. (Light)
care at any Jedi temple, and those who support your
religion will support you (but only you) at a modest Change. We must help bring about the changes the
3
Force is constantly working in the world. (Chaotic)
lifestyle.
You might also have ties to a specific Jedi temple and Power. I hope to one day rise to the rank of Jedi Master.
4
have a residence there. This could be the temple where (Lawful)
you trained, or a temple where you have found a new Faith. I trust that the Force will guide my actions; I have
5
home. While near your temple, you can call upon the faith that if I work hard, things will go well. (Lawful)
Jedi for assistance, provided the assistance you ask for Aspiration. I seek to prove myself worthy of the Force by
is not hazardous and you remain in good standing with 6
matching my actions against the Jedi teachings. (Any)
your temple.

BACKGROUND FEAT d6 Bond

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.

125 CHAPTER 4 | PERSONALITY AND BACKGROUND


MANDALORIAN
You are a child of Mandalore. As a member of the most d8 Personality Trait
renowned warrior culture in history, your people are 1 I try and bring my culture to outsiders.
known for being strong and hardy. Mandalorian
2 I always put my clan first.
culture is built around the honor and glory that come
from victory in battle. 3 I follow the Resol'nare to the letter.
4 I love a good spar.
Skill Proficiencies: Choose two from Athletics,
Intimidation, Piloting, and Survival 5 I enjoy traveling the galaxy.
Tool Proficiencies: One set of artisan's tools I keep a small trophy on me to remind me of a past
6
Languages: Mando'a victory.
Equipment: A set of traveler's clothes, a trophy from a 7 I view the force as dishonorable in combat.
previous victory, and a pouch containing 200 cr
8 I've seen the horrors of battle and try to prevent it.
MANDALORIAN CLAN
Mandalorian culture is built on the backbone of various d6 Ideal
clans. The clan you are a part of has it's own history,
allegiances, and fueds which shape your persepctive. Tradition I live by my clan's ways, and will continue to do
1
Choose an option or roll on the table below to so. (Lawful)
determine your clan. Power I strive to be the best warrior, no matter who
2
stands in my way. (Dark)
d8 Clan d8 Clan
Respect I have earned the respect of many, and I intend
1 Vizsla 5 Wren 3
to keep it. (Light)
2 Fett 6 Lok Freedom I enjoy having the ability to do whatever I want.
4
3 Kryze 7 Cadera (Chaotic)
4 Ordo 8 Clanless Comradery I'll put everything on the line for those dear
5
to me. (Any)

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

1 Brawny 5 Crafter 1 I look down on outsiders.

2 Threatening 6 Durable I have no respect for anyone who flees. Cowardice is


2
unacceptable.
3 Ace Pilot 7 Weapon Expert
I don't see much use in talking, a blaster is all I need to
4 Survivalist 8 Athlete 3
make my point.
I stick to my traditions no matter what, even at the cost
SUGGESTED CHARACTERISTICS 4
of others.
Mandalorians are a meritocracy where birthplace,
5 I retreated once, and I've regretted it ever since.
rank, status, and citizenship mean nothing. You are
what you do. Mandalorians live by the Resol'nare (the I value a victory regardless of the ethics behind the
6
"Six Actions"). As a true Mandalorian you should strive victory.
to live by this code as much as possible by remaining
honorable. Your flaw(s) might consist of any dishonor
you've committed, or even being too honorable.

CHAPTER 4 | PERSONALITY AND BACKGROUND 126


MERCENARY
As a sell-sword who fought battles for coin, you're well d8 Personality Trait
acquainted with risking life and limb for a chance at a 1 I do not fear death, but accept it as part of life.
share of treasure. Now, you look forward to fighting
2 I have a crude sense of humor.
foes and reaping even greater rewards as an
adventurer. Your experience makes you familiar with I face problems head-on. A simple, direct solution is the
3
the ins and outs of mercenary life, and you likely have best path to success.
harrowing stories of events on the battlefield. You I find it good luck to have a flask of ale on me even
4
might have served with a large outfit or a smaller band when the most of my other belongings are gone.
of sell-swords, maybe even more than one. 5 I ask a lot of questions.
Now you're looking for something else, perhaps
greater reward for the risks you take, or the freedom 6 I never pass up a friendly wager.
to choose your own activities. For whatever reason, I am always polite and respectful when speaking to
7
you're leaving behind the life of a soldier for hire, but those above my station.
your skills are undeniably suited for battle, so now you I like a job well done, especially if I'm not the one doing
fight on in a different way. 8
it.

Skill Proficiencies: Choose two from Athletics,


d6 Ideal
Investigation, Persuasion, and Piloting
Tool Proficiencies: One type of gaming set 1 Greed. I'm only doing it for the money. (Dark)
Languages: One of your choice Fairness. We all did the work. it is only right that
Equipment: A uniform of your company (traveler's clothes 2
everyone gets a share of the reward. (Lawful)
in quality), an insignia of your rank, a gaming set (one of
Live and Let Live. You may not have a family left, but
your choice), and a pouch containing the remainder of
3 your enemy may. A little compassion goes a long way.
your last wages (100 cr) (Light)
FEATURE: MERCENARY LIFE Measure of Last Resort. Sometimes we have to do things
You know the mercenary life as only someone who has that we REALLY don't want to do, but we must
4
experienced it can. You are able to identify mercenary remember that we only do them because we have to.
companies by their emblems, and you know a little (Chaotic)
about any such company, including the names and Debts. I never leave a favor left undone and nor will I
5
reputations of its commanders and leaders, and who leave those whom owe me favors on the hook. (Neutral)
has hired them recently. You can find the cantinas and Aspiration. I have heard a tale of a legendary person of
feasthalls where mercenaries abide in any area, as long 6
my class. I strive to be more like them. (Any)
as you speak the language, and if you spend at least an
hour in such a location you can come across one of the d6 Bond
following bits of information: a job offer, significant
1 I have a personal debt that must be paid.
rumor, referal to a skilled merchant, blacksmith, etc.,
or a hint towards the pursuit of your current quest. 2
I am with friends whom I trust with my life as they
Additionally, you can find mercenary work between should trust me with theirs.
adventures sufficient to maintain a comfortable I come from a family that dislikes weaknesses, so I push
lifestyle (see "Practicing a Profession" under 3
myself to know my weaknesses.
"Downtime Activities" in chapter 8 of the Player's
My life is my honor. I shall, until death, shape my life to
Handbook). 4
what I want it to be.
BACKGROUND FEAT 5
Without a purpose in the world, I find myself to be
broken which I do not like.
As a further embodiment of the experience and
training of your background, you can choose from the I secretly pursue a love interest that is forbidden by a
6
following feats: family whether it is my own or my love's family.

d8 Feat d8 Feat d6 Flaw


1 Brawny 5 Entertainer 1 I am always looking for the bigger pay.
2 Investigator 6 Linguist 2 I can't tell a lie for the life of me.
3 Charmer 7 Weapon Expert 3 I judge too easily by special appearance and pride.
4 Ace Pilot 8 Durable 4 I am almost always carrying some ale in with my gear.
I believe that I am the only skilled person of the group
SUGGESTED CHARACTERISTICS 5
and am even open about it.
Mercenaries are shaped by their lively nature, for the
I will never let a comrade stand alone, even if it gets me
better and the worse. They tend to be driven by either 6
killed.
their commitment to money or something more
valuable.

127 CHAPTER 4 | PERSONALITY AND BACKGROUND


NOBLE
You understand wealth, power, and privilege. You carry d8 Personality Trait
a noble title, and your family owns land, collects taxes, My eloquent flattery makes everyone I talk to feel like
and wields significant political influence. You might be 1
the most wonderful and important person in the world.
a pampered aristocrat unfamiliar with manual labor, a
The common folk love me for my kindness and
former merchant just elevated to the nobility, or an 2
generosity.
honest, hard-working landowner who cares deeply
about the people who live and work on your land. No one could doubt by looking at my regal bearing that
3
I am a cut above the unwashed masses.
Work with your GM to come up with an appropriate
title and determine how much authority that title 4
I take great pains to always look my best and follow the
carries, as well as your family and their influence on latest fashions.
you. Is your family old and established, or was your I don't like to get my hands dirty, and I won't be caught
title only recently bestowed? How much influence do 5
dead in unsuitable accommodations.
they wield, how do people regard them?
Despite my noble birth, I do not place myself above
What's your position in the family? Are you the heir 6
other folk. We all have the same blood.
to the head of the family or the head itself? Are you far
down the line of succession? How does the head of 7 My favor, once lost, is lost forever.
your family feel about your adventuring career? Are If you do me an injury, I will crush you, ruin your name,
8
you in your family's good graces? and salt your fields.
Does your family have a coat of arms you might
wear, a signet ring, or particular colors? d6 Ideal
These details help establish your family and your title Respect. Respect is due to me because of my position,
as features of the world of the campaign. 1 but all people regardless of station deserve to be
treated with dignity. (Light)
Skill Proficiencies: Choose two from Deception, Insight,
Lore, and Persuasion Responsibility. It is my duty to respect the authority of
Tool Proficiencies: One type of gaming set 2 those above me, just as those below me must respect
Languages: One of your choice mine. (Lawful)
Equipment: A set of fine clothes, a signet ring, a letter of Independence. I must prove that I can handle myself
3
pedigree, and a purse containing 250 cr without the coddling of my family. (Chaotic)

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.

CHAPTER 4 | PERSONALITY AND BACKGROUND 128


SCIENTIST
Nothing excites you more than pushing the boundaries d8 Personality Trait
of scientific knowledge. Most of your time is spent in a I look up to a renowned scientist in my field, and often
lab performing experiments to further your interests. 1
talk about their work.
Few people understand the work you do. You can solve
I constantly compare my current situation to my past
complex problems most people can't begin to wrap 2
experiments, many of which went terrifyingly wrong.
their heads around, and can solve simple problems in
unexpected ways that surprise most people. 3 I believe scientific results always comes first.
What is your scientific field of interest? Is it your I only speak in short incomplete and concise sentences,
4
insatiable curiousity, or a personal goal that drives as they are optimized for efficient communication.
you? Did you leave your lab voluntarily, or were you I often get lost in my own thoughts and contemplation,
kicked out? One thing is for sure - there are too many 5
becoming oblivious to my surroundings.
interesting research ideas, and too little time.
I am unable to think logically under great stress, and
6
Skill Proficiencies: Choose two from Lore, Medicine, begin to shout random scientific words.
Nature, and Technology I do not believe in etiquette and disregard social
7
Tool Proficiencies: One of your choice expectations.
Languages: One of your choice 8 I was, in fact, grown and raised in a laboratory.
Equipment: A set of common clothes, a datapad, a book
on your field of research, a pouch containing 100 cr
d6 Ideal
FIELD OF RESEARCH Transparency. All discoveries should be open to
While scientist's are widely knowledgeable, they also 1
everyone. (Light)
choose a focus for their studies. Choose an option or
roll on the table below to define your field of research. Logic. Emotions must not cloud our sense of what is
2
right and true, or our logical thinking. (Lawful)
d10 Field of Research d10 Field of Research 3 Greed. I'm only in it for the money and fame. (Dark)
1 Biology 5 Physics Free Thinking. Inquiry and curiosity are the pillars of
4
2 Artificial Intelligence 6 the Force progress. (Chaotic)
3 Chemistry 7 Astrogation Live and Let Live. Meddling in the affairs of others only
5
causes trouble. (Balanced)
4 Geology 8 Medicine
Aspiration. I work hard to be the best there is at my
6
craft. (Any)
FEATURE: SCIENTIFIC METHOD
You are well acquainted with your field of research d6 Bond
from having read numerous journals or having 1 My research is also my best companion.
attended scientific conferences. Concepts that are
complicated, involving technical jargon that usually I will get revenge on the criminals that stole my
2
goes over most people's heads, are simple to you. You research.
fully understand concepts, can recall key information, The school I studied at is the most important place in
3
and know how to use equipment related to your field, the world to me.
unless the research was hidden from the public, in One day I will return to my home planet and prove that I
which you may only partially understand. You also 4
am the greatest scientist of them all.
recognize well-known figures in your field.
I believe my research will be the key to saving the life of
5
BACKGROUND FEAT a loved one.

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.

129 CHAPTER 4 | PERSONALITY AND BACKGROUND


SCOUNDREL
You have always had a way with people. You can tease d8 Personality Trait
out their heart's desires after a few minutes of I fall in and out of love easily, and am always pursuing
conversation, and with a few leading questions you can 1
someone.
read them like they were children's books. It's a useful
I have a joke for every occasion, especially occasions
talent, and one that you're perfectly willing to use for 2
where humor is inappropriate.
your advantage. You know what people want and you
promise to deliver, coaxing people into otherwise 3 Flattery is my preferred trick for getting what I want.
foolish decisions. You make the improbable sound I'm a born gambler who can't resist taking a risk for a
4
plausible, and come ahead on every deal. potential payoff.
I lie about almost everything, even when there's no
Skill Proficiencies: Choose two from Deception, Insight, 5
good reason to.
Performance, and Sleight of Hand
Tool Proficiencies: Disguise Kit, Forgery Kit 6 Sarcasm and insults are my weapons of choice.
Equipment: A set of fine clothes, a disguise kit, a I keep multiple symbols on me and invoke whatever
7
memento of a former con, and a belt pouch containing power might come in useful at any given moment.
150 cr
8 I pocket anything I see that might have some value.
FAVORITE SCHEMES
Every scoundrel has an angle they use in preference to d6 Ideal
other schemes. Choose a favorite scam or roll on the
Independence. I am a free spirit— no one tells me what
table below. 1
to do. (Chaotic)
d6 Scam Fairness. I never target people who can't afford to lose a
2
1 I cheat at games involving chance. few creds. (Lawful)

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.

CHAPTER 4 | PERSONALITY AND BACKGROUND 130


SITH
You are an acolyte of the Sith Order: an ancient order d8 Personality Trait
of Force-wielders devoted to the dark side of the Force. I idolize a particular Sith, and constantly refer to that
Emerging as a divergent faction to the Jedi Order, the 1
person's deeds and example.
Sith are mortal enemies of the Jedi and fight against
I can find common ground between the fiercest
them. Driven by emotions such as hate, anger, and 2 enemies, empathizing with them and always working
greed, the Sith are deceptive and ultimately obsessed towards peace.
with amassing power no matter the cost. You follow
the Sith Code: I see omens in every event and action. The Force tries to
3
speak to us, we just need to listen
"Peace is a lie. There is only passion. 4 Nothing can shake my optimistic attitude.
Through passion I gain strength.
I quote (or misquote) sacred Sith texts and proverbs in
Through strength I gain power. 5
almost every situation.
Through power I gain victory.
Through victory my chains are broken. I am tolerant (or intolerant) of those who don't support
6
The Force shall free me." the Sith.
I've enjoyed fine food, drink, and high society. Rough
Skill Proficiencies: Choose two from Deception, Insight, 7
living grates on me.
Intimidation, and Lore
I've spent so long in the Sith temple that I have little
Tool Proficiencies: Artificer's tools 8
practical experience dealing with people in the world.
Languages: One of your choice
Equipment: A copy of the Sith code, a set of common
clothes including a robe, and a belt pouch containing
d6 Ideal
150 cr Tradition. The ancient traditions of worship and sacrifice
1
must be preserved and upheld. (Any)
FEATURE: ASYLUM BY THE FEARFUL
Disdain. I never try to help those in need, regardless of
As a Sith, you instill fear in those who are aware of your 2
how simple it would be. (Dark)
standing. You and your adventuring companions can
expect to receive free healing and care at any Sith Change. We must help bring about the changes the
3
Force is constantly working in the world. (Any)
temple, and those who are aware of your nature will
support you (but only you) at a modest lifestyle. 4
Power. I hope to one day rise to the rank of Dark Lord of
You might also have ties to a specific Sith temple and the Sith. (Any)
have a residence there. This could be the temple where Faith. I trust that the Force will guide my actions; I have
5
you trained, or a temple where you have found a new faith that if I work hard, things will go well. (Any)
home. While near your temple, you can call upon the Aspiration. I seek to prove myself worthy of the Force by
Sith for assistance, provided the assistance you ask for 6
matching my actions against the Sith teachings. (Any)
benefits them and you remain in good standing with
your temple. d6 Bond
BACKGROUND FEAT 1
I would die to recover an ancient Sith relic that was lost
long ago.
As a further embodiment of the experience and
training of your background, you can choose from the 2
I will someday get revenge on those who razed my
following feats: temple.
I owe my life to the Sith who took me in when my
d8 Feat d8 Feat 3
parents died.
1 Silver-Tongued 5 Linguist
4 Everything I do is for the common people.
2 Empathic 6 Crafter
5 I will do anything to protect the temple where I served.
3 Threatening 7 Force of Personality
I seek to preserve a sacred text that my enemies seek to
6
4 Loremaster 8 Force Sensitive destroy.

SUGGESTED CHARACTERISTICS d6 Flaw


Sith are shaped by their training. They study the Sith 1 I judge others harshly, and myself even more severely.
code and use it to oppress the weak and quell
I put too much trust in those who wield power within
resistance. Their study of the Sith code affects their 2
my temple's hierarchy.
mannerisms and ideals. Their flaws might be some
hidden hypocrisy or heretical idea, or an ideal or bond My piety sometimes leads me to blindly trust those that
3
taken to an extreme. 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.

131 CHAPTER 4 | PERSONALITY AND BACKGROUND


SMUGGLER
You have spent your life hiding in the darkness, making d8 Personality Trait
shady deals behind closed doors. What led you to 1 I am extremely sociable, especially over a mug of ale.
engage in a life of crime? Do you crave the thrill of
I always keep my wares close to me, you never know
lawbreaking, or did you enter the profession to pay off 2
who might stumble across them otherwise.
a debt, risking your hide on behalf of a less than
honorable noble? A smuggler is an individual trained in 3 The best way to hide is out in the open.
the art of acquisition, a professional thug who can 4 I'm a terrible gossip.
deliver anything... for a price. Smugglers tend to be
Being seen with any unsavory figures is a sure way to
more bolder criminals than most, preferring bribery or 5
undermine my work, which is why I work out of sight.
distraction over subterfuge and stealth.
Deflecting questions has become second nature to me,
6
Skill Proficiencies: Choose two from Deception, Piloting, so I rarely answer straight.
Sleight of Hand, and Stealth I have dozens of identities and live in constant fear of
Tool Proficiencies: One type of gaming set and your 7
answering to the wrong name.
choice of demolitions kit, security kit, or slicer's kit
I act irrationally confident in the face of danger, nobody
Equipment: A fusion cutter, a set of dark common clothes 8
suspects anything when you seem like you're in charge.
including a hood, and a belt pouch containing 150 cr
FEATURE: CAREFUL SELECTION d6 Ideal
Some close brushes with the law have taught you that Morals. I only smuggle things to improve the lives of the
1
not every city guard can be bribed, and some people common folk. (Light)
are simply too keen to miss minute discrepancies. This Ruthless. I will rise to the top of the heap by any means
feature allows you to study a person and gain insight 2
necessary. (Dark)
into whether or not they would accept a bribe, or to
Friendship. My associates are dear to me, and I want
pick up on whether they are exceptionally more 3
them to rise with me when I hit it big. (Lawful)
perceptive than you. It does not reveal how expensive
a bribe may be for a given situation, however. Dauntless. No border crossing or bribe is too difficult-
4
that's just the coward's way of saying exciting! (Chaotic)
BACKGROUND FEAT Greater. Good I work for a greater cause, and ply my
5
As a further embodiment of the experience and trade only in service to it. (Any)
training of your background, you can choose from the Unperturbed. I only want to make a living for myself, and
following feats: 6
smuggling is just an edge I can use to do so. (Neutral)
d8 Feat d8 Feat
d6 Bond
1 Silver-Tongued 5 Entertainer
A corrupt official shut me down back in my honest days.
2 Ace Pilot 6 Demolitionist 1
I aim to show him a thing or two about recovery.
3 Quick-Fingered 7 Bypasser 2 I never wanted to be a criminal, but it pays the bills.
4 Stealthy 8 Slicer A bloodthirsty pirate stole a shipment from me and
3
killed a dear friend of mine. I will have my vengeance.
SUGGESTED CHARACTERISTICS Someone I cared about discovered my profession and
Smugglers might seem like villains on the surface, and 4 has publicly denounced me, and I am caught between
many of them are nefarious to the core. But some have protecting my reputation and restoring our relationship.
an abundance of endearing, if not redeeming,
My love interest is someone who once stole from right
characteristics. There might be honor among thieves, 5 under my nose- but they have no idea who I am or how
but spies rarely show any respect for law or authority. much I admire them for their accomplishment.
6 My business partners are closer to me than my family.

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.

CHAPTER 4 | PERSONALITY AND BACKGROUND 132


SOLDIER
War has been your life for as long as you care to d8 Personality Trait
remember. You trained as a youth, studied the use of 1 I'm always polite and respectful.
weapons and armor, learned basic survival techniques,
I'm haunted by memories of war. I can't get the images
including how to stay alive on the battlefield. You might 2
of violence out of my mind.
have been part of a standing national army, a
mercenary company, or perhaps a member of a local I've lost too many friends, and I'm slow to make new
3
militia who rose to prominence during a recent war. ones.
When you choose this background, work with your I'm full of inspiring and cautionary tales from my
GM to determine which military organization you were 4 military experience relevant to almost every combat
a part of, how far through its ranks you progressed, situation.
and what kind of experiences you had during your 5 I can stare down a hell hound without flinching.
military career. Was it a standing army, a town guard, a
6 I enjoy being strong and like breaking things.
village militia, or perhaps a private company.
7 I have a crude sense of humor.
Skill Proficiencies: Choose two from Athletics,
I face problems head-on. A simple, direct solution is the
Intimidation, Persuasion, and Piloting 8
best path to success.
Tool Proficiencies: One type of gaming set
Languages: One of your choice
d6 Ideal
Equipment: An insignia of rank, a trophy taken from a
fallen enemy, a gaming set (one of your choice), a set of Greater Good. Our lot is to lay down our lives in defense
1
common clothes, and a belt pouch containing 100 cr of others. (Light)

SPECIALTY Responsibility. I do what I must and obey just authority.


2
During your time as a soldier, you had a specific role to (Lawful)
play in your unit or army. Roll a d8 or choose from the Independence. When people follow orders blindly, they
3
options in the table below to determine your role: embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Dark)
d8 Specialty d8 Specialty
Live and Let Live. Ideals aren't worth killing over or going
1 Officer 5 Quartermaster 5
to war for. (Neutral)
2 Scout 6 Pilot
Nation. My city, nation, or people are all that matter.
3 Infantry 7 Artisan 6
(Any)
4 Medic 8 Support Staff
d6 Bond
FEATURE: MILITARY RANK I would still lay down my life for the people I served
1
with.
You have a military rank from your career as a soldier.
Soldiers loyal to your former military organization still Someone saved my life on the battlefield. To this day, I
2
recognize your authority and influence, and they defer will never leave a friend behind.
to you if they are of a lower rank. You can invoke your 3 My honor is my life.
rank to exert influence over other soldiers and I'll never forget the crushing defeat my company
requisition simple equipment for temporary use. You 4
suffered or the enemies who dealt it.
can also usually gain access to friendly military
5 Those who fight beside me are those worth dying for.
encampments where your rank is recognized.
6 I fight for those who cannot fight for themselves.
BACKGROUND FEAT
As a further embodiment of the experience and d6 Flaw
training of your background, you can choose from the The monstrous enemy we faced in battle still leaves me
following feats: 1
quivering with fear.
d8 Feat d8 Feat I have little respect for anyone who is not a proven
2
warrior.
1 Brawny 5 Entertainer
I made a terrible mistake in battle cost many lives— and
2 Threatening 6 Linguist 3
I would do anything to keep that mistake secret.
3 Charmer 7 Weapon Expert
4 My hatred of my enemies is blind and unreasoning.
4 Ace Pilot 8 Healer
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.
SUGGESTED CHARACTERISTICS
The horrors of war combined with the rigid discipline
of military service leave their mark on all soldiers,
shaping their ideals, creating strong bonds, and often
leaving them scarred and mentally vulnerable.

133 CHAPTER 4 | PERSONALITY AND BACKGROUND


SPACER
Aboard a star ship in the cold vacuum of space is d8 Personality Trait
where you feel most at home. You've spent the My crewmates know they can rely on me, no matter
majority of your life travelling the stars. Life aboard 1
what.
ships has given you a good understanding of their
I work hard so that I can play hard when the work is
inner workings. You might be especially skilled as a 2
done.
ship mechanic, a pilot, or support staff.
I enjoy traveling into new systems and making new
3
Skill Proficiencies: Choose two from Insight, Investigation, friends over a drink.
Piloting, and Technology 4 I stretch the truth for the sake of a good story.
Tool Proficiencies: Your choice of chef's kit, mechanic's
To me, a bar brawl is a nice way to get to know a new
kit, or one type of gaming set 5
city.
Languages: One of your choice
Equipment: A set of tools or a gaming set (one of your 6 I never pass up a friendly wager.
choice), a set of common clothes, a small souvenir from The best way to get me to do something is to tell me I
7
your travels, and a belt pouch containing 100 cr can't do it.
SPECIALTY I like a job well done, especially if I can convince
8
During your time as a spacer, you had a specific role to someone else to do it.
play aboard the ship. Roll a d8 or choose from the
options in the table below to determine your role: d6 Ideal
d8 Specialty d8 Specialty Respect. The thing that keeps a ship together is mutual
1
respect between captain and crew. (Light)
1 Pilot 5 Ship Medic
Fairness. We all do the work, so we all share in the
2 Mechanic 6 Captain 2
rewards. (Lawful)
3 Support Staff Communications Freedom. Space is freedom — the freedom to go
7 3
Officer anywhere and do anything. (Chaotic)
4 Guard
8 Ship Cook Mastery. I'm a predator, and the other ships we come
4
across are my prey. (Dark)
FEATURE: WELL-TRAVELED People. I'm committed to my crewmates, not to ideals.
5
As a spacer, you've been from one end of the galaxy to (Neutral)
the other. You've traveled along many of the trade Aspiration. Someday, I'll own my own ship and chart my
6
routes, and know the safest routes. You have expert own destiny. (Any)
knowledge of the various hyperlanes. In addition to
this, you know a large number of the models and d6 Bond
designs of common space ships that are found in the
1 I'm loyal to my captain first, everything else second.
galaxy.
The ship is most important—crewmates and captains
2
BACKGROUND FEAT come and go.
As a further embodiment of the experience and 3 I'll always remember my first ship.
training of your background, you can choose from the 4 I will become the greatest captain that ever lived.
following feats:
I was cheated out of my fair share of the profits, and I
5
d8 Feat d8 Feat want to get my due.
1 Empathic 5 Gourmand Ruthless space pirates murdered my captain and
6 crewmates, stole all we owned, and left me lo die.
2 Investigator 6 Genius Mechanic
Vengeance will be mine.
3 Ace Pilot 7 Entertainer
4 Techie 8 Inspiring Leader d6 Flaw
1 I follow orders, even if I think they're wrong.
SUGGESTED CHARACTERISTICS 2 I'll say anything to avoid having to do extra work.
Spacers come from all walks of life, and the
Once someone questions my courage, I never back
responsibilities of life aboard a ship make them 3
down no matter how dangerous the situation.
generally reliable as well. Spending so much time on
their ship shapes their outlook and forms their most 4 Once I start drinking, it's hard for me to stop.
important attachments. I can't help but pocket loose coins and other trinkets I
5
come across.
6 My pride will probably lead to my destruction.

CHAPTER 4 | PERSONALITY AND BACKGROUND 134


CHAPTER 5: EQUIPMENT
         HE MARKETPLACE OF A LARGE CITY TEEMS WITH BUYERS AND With ten credits, a character can buy a power cell, a
         sellers of many sorts: Jawas peddling refurbished stylus, or a glowrod. A skilled (but not exceptional)
wares (or trying to steal from careless travelers), artisan can earn ten credits a day. The credit is the
Ugnauts selling various technology scrap, Twi'lek standard unit of measure for wealth, even if the chit
armstechs and Mirialan synthweavers. In the largest itself is not commonly used. When merchants discuss
cities, almost anything imaginable is offered for sale, deals that involve goods or services worth hundreds or
from exotic spices and luxurious clothing to speeders thousands of credits, the transactions don't usually
and spaceships. involve the exchange of individual chits. Rather, the
For an adventurer, the availability of armor, credit is a standard measure of value, and the actual
weapons, backpacks, rope, and similar goods is of exchange is in credit cards, letters of credit, or valuable
paramount importance, since proper equipment can goods.
mean the difference between life and death in a A standard chit weighs about a third of an ounce, so
stronghold or the untamed wilds. This chapter details fifty chits weigh a pound.
the mundane and exotic merchandise that adventurers
commonly find useful in the face of the threats that the The listed cost of lightweapons is equal to twice their
worlds of D&D present. vibroweapon counterpart. If you use the Variant: Starting
Wealth rule, you should consider letting players use the
Variant: Starting Wealth by Class value of the vibroweapon counterpart as their
Class Funds purchase price.
Additionally, lightweapons are a scarce and
Berserker 1,000 + 2d4 x 100 cr restricted resource. Finding a buyer for a salvaged
Consular 1,000 + 2d4 x 100 cr lightweapon is often difficult due to their clandestine
nature.
Engineer 1,000 + 3d4 x 100 cr
Fighter 1,000 + 5d4 x 100 cr SELLING TREASURE
Guardian 1,000 + 5d4 x 100 cr Opportunities abound to find treasure, equipment,
Monk 1,000 + 1d4 x 100 cr weapons, armor, and more in the dungeons you
Operative 1,000 + 4d4 x 100 cr
explore. Normally, you can sell your treasures and
trinkets when you return to a town or other
Scholar 1,000 + 3d4 x 100 cr settlement, provided that you can find buyers and
Scout 1,000 + 5d4 x 100 cr merchants interested in your loot.
Sentinel 1,000 + 3d4 x 100 cr ARMS, ARMOR, AND OTHER EQUIPMENT
As a general rule, undamaged weapons, armor, and
WEALTH other equipment fetch half their cost when sold in a
market. Used weapons and armor aren't always in
Wealth generally appears in the form of credits. The
good enough condition to sell.
Galactic Republic and Sith Empire have their own
mints, but in most worlds, the chits are ENHANCED ITEMS
interchangeable. Other trade goods, gemstones, Selling enhanced items can be problematic. Finding
artifacts, and property can reflect your character's someone to find an overtuned blaster isn't hard, but
financial well-being. Members of the lower class trade the most unique of items are beyond all but the
in goods, bartering for what they need and paying wealthiest denizens. Likewise, aside from a few
taxes in raw materials. Members of the nobility trade common enhanced items, you won't normally come
either in legal rights, such as the rights to a mine, a across enhanced items to purchase. The value of
port, or a company, or in high denomination credits. special equipment is far beyond simple credits and
Only merchants, adventurers, and those offering should always be treated as such.
professional services for hire commonly deal in credits.
GEMS, JEWELRY, AND ART OBJECTS
CURRENCY These items retain their full value in the marketplace,
Credits come in a variety of denominations: from a and you can either trade them in for credits or use
single chit to cards loaded with them as currency for other transactions. For
incredible value. While the exceptionally valuable treasures, the GM might require
Republic and Empire have you to find a buyer in a large city or even another
their own currencies, in planet.
most worlds they can be TRADE GOODS
used interchangeably. In the Outer Rim, many people conduct transactions
through barter. Like gems and art objects, trade goods
—raw materials like bags of salt, livestock, and so on—
retain their full value in the market and can be used as
currency.

135 CHAPTER 5 | EQUIPMENT


ARMOR AND SHIELDS
The different worlds of Star Wars are a vast tapestry STRENGTH
made up of many different cultures, each with its own While wearing armor or wielding a shield with the
technology level. For this reason, adventurers have strength property, your speed is reduced by 10 unless
access to a variety of armor types, ranging from basic you meet the strength requirement.
combat suits to heavy battle armor, with several other
kinds of armor in between. The Armor table collects
the most commonly available types of armor found in
the game and separates them into three categories:
light armor, medium armor, and heavy armor. Many
warriors supplement their armor with a shield.
The Armor table shows the cost, weight, and other
properties of the common types of armor worn in the
worlds of Star Wars.

Variant: Equipment Sizes


In most campaigns, you can use or wear any
equipment that you find on your adventures, within
the bounds of common sense. For example, a burly
wookiee won't fit in a jawa's combat suit, and an
ugnaught would be swallowed up in a gamorrean's
hooded cloak.
The GM can impose more realism. For example, a
suit of armor made for one human might not fit
another one without significant alterations, and a
guard's uniform might be visibly ill-fitting when an
adventurer tries to wear it as a disguise.
Using this variant, when adventurers find armor,
clothing, and similar items that are made to be worn,
they might need to visit an armormech, synthweaver,
or similar expert to make the item wearable. The cost
for such work varies from 10 to 40 percent of the
market price of the item. The GM can either roll
1d4x100 or determine the increase in cost based on
the extent of the alterations required.

ARMOR AND SHIELD PROFICIENCY


Anyone can put on a suit of armor or wield a shield.
Only those proficient in the armor's use know how to
wear it effectively, however. Your class gives you
proficiency with certain types of armor. If you wear
armor that you lack proficiency with, you have
disadvantage on any ability check, saving throw, or
attack roll that involves Strength or Dexterity, and you
can't force- or tech-cast.
If you have proficiency in armor, you have
proficiency in the appropriate shield as well.

ARMOR CLASS (AC)


Armor protects its wearer from attacks. The armor
(and shield) you wear determines your Armor Class.

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.

CHAPTER 5 | EQUIPMENT 136


LIGHT ARMOR HEAVY ARMOR
Made from supple and thin materials, light armor Of all the armor categories, heavy armor offers the
favors agile adventurers since it offers some protection best protection. These suits of armor cover the entire
without sacrificing mobility. If you wear light armor, body and are designed to stop a wide range of attacks.
you add your Dexterity modifier to the base number Only proficient warriors can manage their weight and
from your armor type to determine your Armor Class. bulk. Heavy armor doesn't let you add your Dexterity
modifier to your Armor Class, but it also doesn't
COMBAT SUIT penalize you if your Dexterity modifier is negative.
Combat suits are seen all over the galaxy, and can be
found for sale by almost any merchant who dealt in BATTLE ARMOR
weapons and armor. Many such suits are used by Battle armor is an armor that reduced weight, but
military organizations, such as the Galactic Republic's restricts movement. The armor is commonly used by
military, as well as by mercenaries, criminals, bounty mercenaries, bounty hunters, soldiers, and civilians
hunters and even some Jedi. that live in dangerous areas.
The suit itself offers decent protection from most
types of attacks while maintaining maximum flexibility ASSAULT ARMOR
and minimum weight. However this armor is only Assault armor improved on battle armor, with the
recommended for light skirmishes. benefit of micro-hydraulics that boost the efficacy of
the operator. It offers better protection, but increased
FIBER ARMOR weight.
Fiber armor is a type of armor that offers more
protection than the lighter combat suit. Fiber armor is HEAVY EXOSKELETON
heavier overall than combat suits, and not quite as Heavy exoskeletons are virtually the heaviest armor
flexible, but many consider the trade-offs worthwhile. acquirable during the Galactic War. It is ideal for
It is a good source of defense from physical attacks extreme combat situations that involved direct damage
and light blaster fire. and also offers a very good level of protection in
sacrifice of dexterity. Some consider it claustrophobic
MEDIUM ARMOR but that was the trade-off for safety.
Medium armor offers more protection than light SHIELDS
armor, but it also impairs movement more. If you wear
medium armor, you add your Dexterity modifier, to a Shields come in varying weights, sizes, and materials.
maximum of +2, to the base number from your armor Light shields are smaller and mounted to the forearm,
type to determine your Armor Class. while medium and large shields are held in hand.
Physical Shields. Physical shields are made entirely
MESH ARMOR of physical materials. They are cheaper than their
Providing solid protection for a minimal cost, mesh generator counterparts, but heavier. Physical shields
armor is considered excellent protection for have varying functionality depending on the material
entrenched troops or guards. However, this protection from which they are made.
comes at a cost of mobility, limiting its uses by rapidly Shield Generators. Shield generators are made
advancing infantry. Still, it provides more mobility than almost entirely of energy barriers. Medium and large
battle armor. shield generators have a physical handheld component
from which the barrier emanates; medium shield
WEAVE ARMOR generators are orbs that are slightly larger than a fist,
Weave armor was constructed while large shield generators project from a large
from a mesh of metal or cross.
composite plates and a
padded jumpsuit. Variants LIGHT SHIELDS
of the armor included less A light shield is generally affixed to the forearm. While
plates and more padding for a light shield does not fill the hand slot, you gain no
a lighter, though less protect- benefit from it while the hand is full. You gain no
ive armor, and heavier plating benefit from a light shield while wielding a weapon
with molded pieces to fit the with the heavy property.
wearer. Though the armor was
available unmodified, most users MEDIUM SHIELDS
personalized their armor. A medium shield was a common defensive technology
that protect the user from blaster fire, the elements, or
COMPOSITE ARMOR other hazards. Medium shields are used in conjunction
Composite armor is a type of armored suit that offers a with any one-handed weapon.
good balance of mobility and protection against most
types of weapons. The micro-hydraulics of this type of HEAVY SHIELDS
powered armor provide the operator with protection, Heavy shields are much larger and more cumbersome,
but are more bulky than mesh or weave armors. This but they offer more protection than their smaller
type of armor is rarely seen outside of professional counterparts. Their obtrusive size, however, makes
mercenaries' and soldiers' use. them unwieldy, requiring the use of a one-handed
weapon with the light property in the other hand.

137 CHAPTER 5 | EQUIPMENT


ARMOR AND SHIELDS
Name       Cost   Armor Weight   Properties                
Light Armor
 Combat suit 100 cr   11 + Dex modifier 10 lb   —
 Fiber armor 450 cr   12 + Dex modifier 13 lb   —
Medium Armor
 Mesh armor 500 cr   13 + Dex modifier (max 2) 20 lb   —
 Weave armor 1,000 cr   14 + Dex modifier (max 2) 25 lb   —
 Composite armor 2,500 cr   15 + Dex modifier (max 2) 45 lb   Bulky
Heavy Armor
 Battle armor 750 cr   16 55 lb   Bulky, strength 13
 Assault armor 2,000 cr   17 60 lb   Bulky, strength 15
 Heavy exoskeleton 9,000 cr   18 65 lb   Bulky, strength 17
Shield
 Light physical shield 50 cr   +1 6 lb   —
 Light shield generator 125 cr   +1 2 lb   —
 Medium physical shield 150 cr   +2 18 lb   Strength 13
 Medium shield generator 375 cr   +2 6 lb   —
 Heavy physical shield 500 cr   +3 36 lb   Obtrusive, strength 15
 Heavy shield generator 1,250 cr   +3 12 lb   —

GETTING INTO AND OUT OF ARMOR DONNING AND DOFFING ARMOR


The time it takes to don or doff armor depends on the Category Don Doff
armor's category. If you have help, you can reduce the Light armor 1 minute 1 minute
time it takes to don or doff armor by half.
Medium armor 5 minutes 1 minute
Don. This is the time it takes to
put on armor or wield your shield. Heavy armor 10 minutes 5 minutes
You benefit from the armor only Light shield 1 reaction 1 reaction
if you take the full time to don
Medium shield 1 bonus action 1 bonus action
the suit of armor.
Doff. This is the time it Heavy shield 1 action 1 action
takes to remove armor or
store your shield.

CHAPTER 5 | EQUIPMENT 138


WEAPONS
Your class grants proficiency in certain weapons, BURST
reflecting both the class's focus and the tools you are A weapon that has the burst property can make a
most likely to use. Whether you favor a vibroweapon or normal single-target attack, or it can spray a 10-foot-
a blaster, your weapon and your ability to wield it cube area within range with shots. Each creature in the
effectively can mean the difference between life and area must make a Dexterity saving throw (DC = 8 +
death while adventuring. The Weapons tables show the your bonus to ranged weapon attacks) or take the
most common weapons used in the worlds of Star weapon's normal damage. This consumes an amount
Wars, their price and weight, the damage they deal of ammunition indicated by the burst number. If the
when they hit, and any special properties they possess. ranged weapon attack would have disadvantage,
Every weapon is classified as a blaster, lightweapon, or affected targets instead have advantage.
vibroweapon. A vibroweapon or lightweapon is used to
attack a target within 5 feet of you, whereas a blaster is DEXTERITY
used to attack a target at a distance. Lightweapons are A weapon with this special property requires more skill
generally used in melee, but due to their nature to control. While wielding it, you have disadvantage on
require separate proficiency. attack rolls unless you meet the Dexterity requirement.
DOUBLE
WEAPON PROFICIENCY A weapon with the double property functions as if you
Your species, class, and feats can grant you proficiency are wielding two separate weapons. A damage value in
with certain weapons or categories of weapons. The parentheses appears with the property—the damage
two categories are simple and martial. Most people can when the weapon is used with two-weapon fighting.
use simple weapons, which are commonly seen in the See the rules for two-weapon fighting in chapter 9.
hands of the unspecialized, with proficiency. Martial
weapons, such as vibroswords or sniper rifles, require FINESSE
more specialized training to use effectively. Most When making an attack with a finesse weapon, you use
warriors use martial weapons because these weapons your choice of your Strength or Dexterity modifier for
put their fighting style and training to best use. the attack and damage rolls. You must use the same
Proficiency with a weapon allows you to add your modifier for both rolls.
proficiency bonus to the attack roll for any attack you FIXED
make with that weapon. If you make an attack roll A weapon with the fixed property does not fill the hand
using a weapon with which you lack proficiency, you do slot, but you can't use the weapon while the hand is
not add your proficiency bonus to the attack roll. full. Additionally, you have advantage on Strength
IMPROVISED WEAPONS ability checks and saving throws to avoid being
disarmed of this weapon.
Sometimes characters don't have their weapons and
have to attack with whatever is close at hand. An HEAVY
improvised weapon includes any object you can wield When you hit with an attack roll using Strength with
in one or two hands, such as broken glass, a table leg, a this weapon, you deal additional damage equal to half
frying pan, a wagon wheel, or a dead jawa. your Strength modifier (rounded up, minimum of +1).
In many cases, an improvised weapon is similar to an
HIDDEN
actual weapon and can be treated as such. At the GM's
You have advantage on Dexterity (Sleight of Hand)
discretion, a character proficient with a weapon can
checks made to conceal a hidden weapon.
use a similar object as if it were that weapon and use
his or her proficiency bonus. LIGHT
An object that bears no resemblance to a weapon A light weapon is small and easy to handle, making it
deals 1d4 kinetic damage. If a character uses a ranged ideal for use when fighting with two weapons. See the
weapon to make a melee attack, or throws a melee rules for two-weapon fighting in chapter 9.
weapon that does not have the thrown property, it also
deals 1d4 damage. An improvised thrown weapon has LUMINOUS
a normal range of 20 feet and a long range of 60 feet. A weapon with the luminous property sheds dim light
in a 5-foot radius while activated. Additionally,
WEAPON PROPERTIES Dexterity (Stealth) checks made while the weapon is
Many weapons have special properties related to their activated have disadvantage.
use, as shown in the Weapons table. RANGE
AMMUNITION A weapon that can be used to make a ranged attack
You can use a weapon that has the ammunition has a range shown in parentheses after the
property to make a ranged attack only if you have ammunition or thrown property. The range lists two
ammunition to fire from the weapon. Each time you numbers. The first is the weapon's normal range in
attack with the weapon, you expend one piece of feet, and the second indicates the weapon's maximum
ammunition. If you use a weapon that has the range. When attacking a target beyond normal range,
ammunition property to make a melee attack, you you have disadvantage on the attack roll. You can't
treat the weapon as an improvised weapon. attack a target beyond the weapon's long range.

139 CHAPTER 5 | EQUIPMENT


REACH VERSATILE
This weapon adds 5 feet to your reach with it. This weapon can be used with one or two hands. A
damage value in parentheses appears with the
RELOAD property—the damage when the weapon is used with
A limited number of shots can be made with a weapon two hands to make a melee attack.
that has the reload property. A character must then
reload it using an action or a bonus action (the SPECIAL WEAPONS
character's choice). You must have one free hand to
Weapons with special rules are described below.
reload.
NET
RETURNING
A Large or smaller creature hit by a net is restrained
When you throw a weapon with the returning property,
until it is freed. A net has no effect on formless or Huge
it automatically returns to your hand after the attack is
or larger creatures. A creature can use its action to
complete, whether you hit or miss.
make a DC 13 Strength check, freeing itself or another
SPECIAL creature within its reach on a success. The net has an
A weapon with the special property has unusual rules AC of 10, 5 hit points, and immunity to all damage not
governing its use, explained in the weapon's dealt by melee weapons. Destroying the net frees the
description (see "Special Weapons" later in this creature without harming it and immediately ends the
section). net's effects. While a creature is restrained by a net,
you can make no further attacks with it.
STRENGTH
A weapon with this special property has a heavy VIBRODART
kickback. While wielding it, you have disadvantage on Due to their diminutive size, vibrodarts make
attack rolls unless you meet the Strength requirement. ineffective melee weapons. Melee attack rolls made
If the weapon has the burst property, you must meet with them are made at disadvantage.
the Strength requirement to use this feature.
VIBROLANCE
THROWN You have disadvantage when you use a vibrolance to
If a weapon has the thrown property, you can throw attack a target within 5 feet of you. Also, a lance
the weapon to make a ranged attack. If the weapon is a requires two hands to wield when you aren't mounted.
melee weapon, you use the same ability modifier for
WRIST LAUNCHER
that attack roll and damage roll that you would use for
Rather than traditional power cells, the wrist launcher
a melee attack with the weapon.
fires specialized projectiles in the form of darts, small
TWO-HANDED missiles, or specialized canisters.
This weapon requires two hands to use.

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

141 CHAPTER 5 | EQUIPMENT


LIGHTWEAPONS
Name       Cost   Damage    Weight   Properties                         
Simple Lightweapons
 Lightclub 150 cr   1d10 energy 5 lb   Luminous, two-handed
 Lightdagger 100 cr   1d4 energy 1 lb   Finesse, hidden, light, luminous, thrown (20/60)
 Lightsaber 200 cr   1d6 energy 4 lb   Hidden, luminous, versatile (1d8)
 Shotosaber 500 cr   1d6 energy 2 lb   Finesse, hidden, light, luminous
Martial Lightweapons
 Doublesaber 1,400 cr   1d8 energy 4 lb   Double (1d8 energy), finesse, luminous, two-handed
 Doubleshoto 1,250 cr   1d6 energy 4 lb   Double (1d6 energy), finesse, light, luminous, two-handed
 Greatsaber 1,000 cr   2d6 energy 3 lb   Dexterity 11, luminous, two-handed
 Lightsaber pike 400 cr   1d10 energy 3 lb   Dexterity 11, luminous, reach, two-handed
 Lightfoil 500 cr   1d8 energy 2 lb   Finesse, hidden, luminous
 Light ring 500 cr   1d6 energy 3 lb   Finesse, hidden, luminous, returning, thrown (range 30/90)
 Martial lightsaber 300 cr   1d8 energy 2 lb   Hidden, luminous, versatile (1d10)
 Saberspear 450 cr   2d4 energy 2 lb   Luminous
 Saberwhip 300 cr   1d4 energy 2 lb   Finesse, hidden, luminous, reach

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

CHAPTER 5 | EQUIPMENT 142


ADVENTURING GEAR
This section describes items that have special rules or
require further explanation. Item Cost Weight
Ammunition
EQUIPMENT PACKS
 Dart 5 cr —
The starting equipment you get from your class
includes a collection of useful adventuring gear, put  Missile, fragmentation 100 cr 1/2 lb
together in a pack. The contents of these packs are  Power cell 10 cr 1 lb
listed here. If you are buying your starting equipment,
 Projector canister, carbonite 150 cr 2 lb
you can purchase a pack for the price shown, which
might be cheaper than buying the items individually.  Projector canister, flame 350 cr 2 lb
 Slug cartridge 2 cr —
BURGLAR'S PACK
Costs 290 credits. Includes a backpack, two glow rods,
a hydrospanner, a fusion cutter, a chronometer, a
grappling hook, 5 days of field rations, and a canteen.
DIPLOMAT'S PACK
Costs 330 credits. Includes a chest, a set of fine clothes, MISSILE, FRAGMENTATION
a datapad, 5 datacards, a stylus, 5 days of field rations, This wrist launcher ammunition deals 1d6 kinetic
and a canteen. damage on a hit. Additionally, hit or miss, the missile
then explodes. The target and each creature within 5
DUNGEONEER'S PACK feet must make a DC 13 Dexterity saving throw, taking
Costs 320 credits. Includes a backpack, five glow rods, a 1d6 kinetic damage on a failed save or half as much on
fusion cutter, a grappling hook, a chronometer, 10 days a successful one.
of field rations, a canteen, and 50 feet of fibercord
cable strapped to the side of it. POWER CELL
Power cells fuel blaster weapons that deal energy or
ENTERTAINER'S PACK ion damage. Additionally, power cells are used to
Costs 420 credits. Includes a backpack, a bedroll, two energize certain tools.
costumes, two glowrods, 5 days of field rations, a
canteen, and a disguise kit. PROJECTOR CANISTER, CARBONITE
When triggered, this wrist launcher ammunition
EXPLORER'S PACK produces a beam of carbonite energy in a line 15 feet
Costs 250 credits. Includes a backpack, a bedroll, a long and 5 feet wide or a 15-foot cone. A single fuel
blanket, a mess kit, two glowrods, a commlink, 10 days canister holds enough fuel for three attacks in a line or
of field rations, a canteen, and 50 feet of fibercord a single attack in a cone. Each creature must make a
cable strapped to the side of it. DC 13 Constitution saving throw. On a failed save, a
creature takes 1d4 cold damage and has its speed
PRIEST'S PACK reduced by half until the end of your next turn. On a
Costs 275 credits. Includes a successful save, a creature takes half damage and isn't
backpack, a blanket, two glowrods, slowed. If this damage reduces a creature to 0 hit
a datapad, a traumakit, 5 days of points, that creature is frozen in carbonite for 1 hour.
field rations, and a canteen.
PROJECTOR CANISTER, FLAME
SCHOLAR'S PACK
When triggered, this wrist launcher ammunition
Costs 290 credits. Includes a
produces a burst of flame in a line 15 feet long and 5
backpack, a datapad, 5 datacards,
feet wide or a 15-foot cone. A single fuel canister holds
a stylus, a holorecorder, 5 days
enough fuel for three attacks in a line or a single attack
of field rations, and a canteen.
in a cone. Each creature must make a DC 13 Dexterity
TECHNOLOGIST'S PACK saving throw, taking 1d8 fire damage or half as much
Costs 670 credits. Includes a on a successful one. The fire spreads around corners. It
backpack, chronometer, respirator, ignites flammable objects in the area that aren't being
datapad, holocomm, commlink, bedroll, canteen, and 5 worn or carried.
days of field rations. SLUG CARTRIDGE
AMMUNITION Slug cartridges are ammunition for blaster weapons
that deal kinetic damage. When you reload a weapon
DART that uses cartridges, you can reload any number of
This wrist launcher ammunition deals 1d6 kinetic cartridges up to the weapon's reload number as a part
damage on a hit. of the same action.

143 CHAPTER 5 | EQUIPMENT


COMMUNICATIONS
COMMLINK
Commlinks are standard handheld communication Item Cost Weight
devices, fitted with microphones and receivers. A
Communications
standard, personal commlinks have a range of up to 30
miles, but are reduced in dense, urban areas or areas  Commlink 50 cr 1/2 lb
of high level interference.  Comm jammer 450 cr 3 lb
COMM JAMMER  Headcomm 50 cr 1 lb
A comm jammer is a device used to scramble  Holocomm 300 cr 2 lb
communications. A comm jammer can block
 Holotrace device 1,000 cr 5 lb
transmissions from unenhanced communications
devices in a 100 foot radius.  Pocket scrambler 800 cr 1 lb
Data Recording and Storage
HEADCOMM
A headcomm can be installed in a helmet or worn  Code cylinder 500 cr 1/2 lb
independently. It functions as a hands-free commlink.  Datacard 5 cr —
HOLOCOMM  Datacron 1,000 cr 2 lb
A holocomm is a communications unit that utilizes  Datapad 100 cr 1/2 lb
the HoloNet. It enables users to send and receive
messages through holographic-based transmission  Holocron 1,000 cr 2 lb
networks.  Holorecorder 100 cr 1 lb

HOLOTRACE DEVICE  Stylus pen 10 cr 1/2 lb


A holotrace device is a wrist-worn gadget that can be  Wristpad 600 cr 2 lb
used to trace a holographic transmission back to its
source.
POCKET SCRAMBLER
A pocket scrambler is a simple add-on to any commlink
that automatically encodes any messages sent out. The HOLOCRON
transmitted message can only be read by a device Holocrons are information-storage devices used by
equipped with a matched scrambler. force wielders that contain ancient lessons or valuable
information in holographic form. They appear as palm-
DATA RECORDING AND STORAGE sized, glowing polyhedrons of crystalline material and
CODE CYLINDER hardware, and can only be activated and used through
Code cylinders are security devices in the shape of the power of the Force.
short cylinders that contain coded information about
their bearers and grant them access to secure areas.
DATACARD
A datacard or data disk is a flat, hand-held device used
in conjunction with a datapad to store information.
DATACRON
A datacron is a type of holocron that can be accessed
by non-Force-sensitives and are mainly used to store
encrypted data. They are complete with an interactive
projection
to access
the infor-
mation.
DATAPAD HOLORECORDER
A datapad is a A holorecorder is a device used to record and project
small electronic holograms. Some droid models are equipped with
device used for the internal holorecorders.
input, storage and
displaying of inform- STYLUS PEN
ation. It features a A stylus pen is designed to write on both solid surfaces
holoprojective surface and touch screen interfaces.
for 3D viewing. WRISTPAD
A wristpad is a harness with an integrated datapad and
holoprojector interface that fits on the forearm and
includes self-charging battery packs.

CHAPTER 5 | EQUIPMENT 144


EXPLOSIVES
BREACHING CHARGE
A device used to blow holes in larger constructs, a Item Cost Weight
breaching charge creates a devastating explosion.
Explosives
Installing a breaching charge takes 1 minute. The
charge can be set with a 6-second timer, or detonated  Breaching charge 750 cr 4 lb
remotely using a remote detonator.  Grenade, electrostun 250 cr 1 lb
Once detonated, the breaching charge destroys an
 Grenade, fragmentation 100 cr 1 lb
unenhanced section of wall up to 10 feet wide, 10 feet
tall, and 5 feet deep. Additionally, each creature within  Grenade, gas 300 cr 1 lb
20 feet of the charge must make a DC 13 Dexterity  Grenade, ion 250 cr 1 lb
saving throw. A creature takes 3d6 fire damage and
 Mine, fragmentation 500 cr 2 lb
3d6 kinetic damage on a failed save, or half as much on
a successful one. A construct makes this save with  Mine, plasma 550 cr 2 lb
disadvantage. If the breaching charge is installed on  Thermal detonator 750 cr 1 lb
the construct, it automatically fails the saving throw.
GRENADE, ELECTROSTUN
Electrostun grenades are usually used when the object
of a mission is to detain, capture, or subdue rather
than kill. Grenades have a range equal to 30 feet + your
GRENADE, ION
Strength modifier x 5. As an action, you can throw a
Ion grenades are hand-held explosive devices that
grenade at a point you can see within range. Each
release a blast of ion energy. Grenades have a range
creature within 10 feet must make a DC 13 Dexterity
equal to 30 feet + your Strength modifier x 5. As an
saving throw. A creature takes 1d6 lightning damage
action, you can throw a grenade at a point you can see
on a failed save, or half as much as on a successful
within range. Each creature within 10 feet must make a
one. Additionally, on a failed save, the creature is
DC 13 Dexterity saving throw. A creature takes 2d4 ion
stunned until the end of its next turn.
damage on a failed save, or half as much as on a
GRENADE, FRAGMENTATION successful one. Any electronics within the blast radius
Frag grenades are cheap, low-damage grenades used are disabled until rebooted.
mainly by military personnel, mercenaries, bounty
MINE, FRAGMENTATION
hunters, and adventurers. Grenades can be set to
When you use your action to set it, this mine sets an
detonate on impact or set with a timer that lasts
imperceptible laser line extending up to 15 feet. When
several seconds before detonating. Grenades have a
the laser is tripped, the mine explodes, and each
range equal to 30 feet + your Strength modifier x 5. As
creature within 15 feet of it must make a DC 13
an action, you can throw a grenade at a point you can
Dexterity saving throw. On a failed save, a creature
see within range. Each creature within 10 feet must
takes 3d6 kinetic damage, or half as much on a
make a DC 13 Dexterity saving throw. A creature takes
successful one.
2d6 kinetic damage on a failed save, or
half as much as on a successful one. MINE, PLASMA
When you use your action to set it, this mine sets an
GRENADE, GAS
imperceptible laser line extending up to 15 feet. When
Gas grenades are primarily used
the laser is tripped, the mine explodes, coating the
to flush enemies out of cover and
area in a 15-foot radius around it in fire that burns for
other protected areas, though
1 minute. When a creature enters the fire or starts its
there are of course other uses.
turn there it must make a DC 13 Dexterity saving
Grenades have a range equal to
throw. On a failed save, the creature takes 2d6 fire
30 feet + your Strength modifier x 5.
damage, or half as much on a successful one. A
As an action, you can throw a grenade at
construct makes this save with disadvantage.
a point you can see within range. The grenade
explodes in a 15-foot-radius sphere of yellow-green fog THERMAL DETONATOR
centered on a point you choose within range. The Thermal detonators are palm-sized, spherical, and
sphere spreads around corners, and its area is heavily extremely deadly explosive weapons. In addition to
obscured. It lasts for 1 minute or until a wind of at least being surprisingly powerful for their size, they can only
10 miles per hour disperses it. be turned off by whoever turned them on. Thermal
When a creature enters the fog's area for the first detonators have a range equal to 30 feet + your
time on a turn or starts its turn there, that creature Strength modifier x 5. As an action, you can throw a
must make a DC 13 Constitution saving throw. The grenade at a point you can see within range. Each
creature takes 1d8 poison damage on a failed save, or creature within 10 feet must make a DC 13 Dexterity
half as much damage on a successful one. Additionally, saving throw. A creature takes 2d6 fire and 2d6 kinetic
on a failed save, the creature is poisoned while it is in damage on a failed save, or half as much as on a
the cloud. Droids, constructs and humanoids wearing successful one. Additionally, on a failed save, the
appropriate protective equipment are unaffected. creature is knocked prone.

145 CHAPTER 5 | EQUIPMENT


LIFE SUPPORT
AQUATIC REBREATHER
Aquatic breathers are breath masks designed to Item Cost Weight
operate underwater. While worn, the wearer can
Life Support
breathe both air and water.
 Aquatic rebreather 100 cr 2 lb
ENVIRO-SUIT
 Enviro-suit 2,000 cr 15 lb
Environment suits, atmospheric suits, or EVA suits, are
pressure suits that enabled wearers to survive and  Flight suit 1,000 cr 5 lb
operate in zero gravity space and other dangerous  Respirator 200 cr 1 lb
conditions.
Medical
FLIGHT SUIT  Antitoxkit 600 cr 4 lb
Flight suits, or jumpsuits, are a type of outfit worn by
 Basic poison 125 cr 1 lb
pilots. They are worn in conjunction with flight helmets.
They come in a variety of different colors and provide  Emergency battery 70 cr 5 lb
life support, and protect from hostile environments.  Traumakit 50 cr 3 lb
RESPIRATOR  Medpac 300 cr 1/2 lb
A respirator, or breath mask, is a portable device that  Repair kit 750 cr 3 lb
allowed an oxygen-breather to survive in low-oxygen
atmospheres. Although not suitable for use in outer- Storage
space, these hands-free masks were essential  Backpack 50 cr 5 lb
equipment for deep-space travel that might require  Crate 20 cr 70 lb
activity outside of a starship.
 Chest 50 cr 25 lb
MEDICAL SUPPLIES  Pouch 5 cr 1 lb
ANTITOXKIT
An antitoxkit contained a variety of wide-spectrum
antidote hypospray injectors that were designed to
neutralize all known poisons. A kit has five charges. As
an action, you can administer a charge of the kit to
cure a target of one poison affecting them or to give
them advantage on saving throws against poison for 1
hour. It confers no benefit to droids or constructs.
BASIC POISON
As an action, you can use the poison in this vial to coat
one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon REPAIR KIT
must make a DC 13 Constitution saving throw or take A repair kit included the basic tools needed to repair a
1d4 poison damage. Once applied, the poison retains droid after being damaged in combat. The kit has three
potency for 1 minute before drying. uses. As an action, you can expend one use of the kit to
restore 2d4+2 hit points to a droid or construct within
EMERGENCY BATTERY 5 feet.
All non-expendable droids need recharging as they are
used. The battery has ten uses. As an action, you can STORAGE CONTAINER CAPACITY
expend one use of the kit to stabilize a droid that has 0 Container Capacity
hit points, without needing to make an Intelligence Backpack 1 cubic foot, 30 pounds of gear
(Technology) check. Basket 2 cubic feet/40 pounds of gear
TRAUMAKIT Bottle 1 1/2 pints liquid
A common traumakit can be stocked with bacta packs,
Bucket 3 gallons lliquid, 1/2 cubic foot solid
and contains spray-bandages, bone stabilizers,
antiseptics, and other essentials for the treatment of Canteen 4 pints liquid
wounds. As an action, you can expend a use of the kit Crate 40 gallons liquid, 4 cubic feet solid
to stabilize a creature that has 0 hit points, without
Chest 12 cubic feet/300 pounds of gear
needing to make a Wisdom (Medicine) check. A
traumakit can be used to stabilize 5 times before it Flask or tankard 1 pint liquid
must be restocked at its original cost. Jug or pitcher 1 gallon liquid

MEDPAC Pot 1 gallon liquid


A medpac is a quick-acting syringe filled with a Pouch 1/5 cubic foot/6 pounds of good
concentrated dose of kolto. As an action, you can use
Sack 1 cubic foot/30 pounds of gear
this medpac to restore 2d4+2 hit points to a creature
within 5 feet. Vial 4 ounces liquid

CHAPTER 5 | EQUIPMENT 146


UTILITIES
BINDERS
These durasteel restraints can bind a Small or Medium Item Cost Weight
creature. Escaping the binders requires a successful DC
Utilities
20 Dexterity check. Breaking them requires a
successful DC 20 Strength check. Each set of binders  Bedroll 10 cr 7 lb
comes with one key. Without the key, a creature  Blanket 50 cr 3 lb
proficient with security kits can pick the binders' lock
 Binders 50 cr 6 lb
with a successful DC 15 Dexterity check. Binders have
15 hit points.  Chronometer 100 cr 1 lb
 Fibercord cable, 50 ft (rolled) 20 cr 2 lb
CHRONOMETER
A chronometer is a device that measures and keeps  Field rations (one day's) 5 cr 1 lb
linear time.  Fusion cutter 25 cr 2 lb
FIELD RATIONS (ONE DAY'S)  Glowrod 10 cr 2 lb
Ration packs consist of dry foods suitable for extended  Grappling hook 50 cr 4 lb
travel, and are used when other food is scarce. Each
 Heat generator 400 cr 4 lb
pack is divided into portions and can provide enough
food for one person per day.  Homing beacon 450 cr 1 lb

FUSION CUTTER  Hydrospanner 10 cr 2 lb


A fusion cutter is a handheld cutting tool popular  Macrobinoculars 750 cr 1 lb
among technicians. It cut through almost any  Mess kit 20 cr 1 lb
reinforced material, given enough time. The internal
power cell supplies an hour's worth of continuous  Mirror 50 cr 1/2 lb
operation.  Ram, portable 40 cr 35 lb

GLOWROD  Restraining bolt 350 cr 1 lb


Glowrods create a beam of light illuminating the area  Shovel 7 cr 5 lb
around you in bright light for a 20-foot radius and dim  Tent, two-person 20 cr 5 lb
light for an additional 20 feet. The glowrod lasts for 10
hours and can be recharged by connecting to a power
source or by replacing the power cell.
GRAPPLING HOOK
A grappling hook allows
a user to climb or ascend
large objects. It can be
mounted to a blaster, MESS KIT
belt, or elsewhere. It has This box contains a cup and simple cutlery. The box
a 50-foot length. clamps together, and one side can be used as a
cooking pan and the other as a plate or shallow bowl.
HEAT GENERATOR
Heat generators are special devices typically worn on RAM, PORTABLE
belts that function as a portable, personal heat supply. You can use a portable ram to break down doors.
Activating or deactivating the generator requires a When doing so, you gain a +4 bonus on the Strength
bonus action and, while active, you are adapted to cold check. One other character can help you use the ram,
climates, as described in chapter 5 of the Dungeon giving you advantage on this check.
Master's Guide. The generator lasts for 10 minutes and RESTRAINING BOLT
can be recharged by a power source or replacing the Restraining bolts are small, cylindrical devices that can
power cell. be affixed to a droid in order to limit its functions and
HOMING BEACON enforce its obedience. When inserted, a restraining
A homing beacon is a device used to track starships or bolt restricts the droid from any movement its master
any other entity being transported. Homing beacons does not desire, and also forced it to respond to
transmit using non-mass HoloNet transceivers able to signals produced by a hand-held control unit.
be tracked through hyperspace. Homing beacons are Installing a restraining bolt takes 1 minute. The droid
small enough that they can easily be hidden inside a must make a DC 13 Constitution saving throw. A hostile
ship, or tucked into some crevice on its exterior. droid makes this save with advantage. On a successful
save, the restraining bolt overloads and is rendered
MACROBINOCULARS useless. On a failed save, the restraining bolt is
Macrobinoculars are handheld viewing devices that correctly installed, and the control unit can be used to
allow users to observe distant objects. Some models actively control the droid. While the control unit is
are able to see into space from the surface of a planet. inactive, the droid can act freely but it can not attempt
to remove the restraining bolt.

147 CHAPTER 5 | EQUIPMENT


WEAPON AND ARMOR ACCESSORIES
BANDOLIER
A bandolier is worn across the chest. It has 12 slots Item Cost Weight
that can each hold a single item that weighs less than 2
Weapon and Armor Accessories
lb, such as a vibrodagger, a fragmentation grenade, or
a power cell.  Bandolier 100 cr 2 lb
 Bipod 200 cr 2 lb
BIPOD
A bipod is a device mounted to a two-handed blaster  Friction-grip gear 2,000 cr 12 lb
weapon to offer increased stability while prone. As an  Jetpack 4,500 cr 20 lb
action, you can deploy or collapse the bipod. While
 Remote detonator 150 cr 1 lb
deployed, you ignore the Strength requirement on
ranged weapons with the strength property while you  Rocket boots 2,500 cr 3 lb
are prone, and your speed is reduced to 0.  Stealth field generator 8,000 cr 3 lb
FRICTION-GRIP GEAR  Tracker utility vest 150 cr 3 lb
A special set of gloves and boots that allow the wearer  Tripod 450 cr 16 lb
to stick to and climb surfaces. While wearing these
items, you gain the ability to move along vertical
surfaces and ceilings while leaving your hands free.
You also gain a climbing speed equal your walking
speed.
ROCKET BOOTS
Rocket boots are a form of rocket propulsion system
affixed to a pair of boots instead of being worn on the
back like a standard jetpack. Activating or deactivating
the boots requires a bonus action and, while active,
you have a flying speed of 20 feet. The rocket boots
last for 1 minute and can be recharged by a power
source or replacing the power cell.
STEALTH FIELD GENERATOR
Stealth field generators are special devices typically
worn on belts that function as a portable, personal
cloaking device. Activating or deactivating the
generator requires a bonus action and, while active,
you have advantage on Dexterity (Stealth) ability
checks that rely on sight. The generator lasts for 1
minute and can be recharged by a power source or
JETPACK replacing the power cell. This effect ends early if you
Jetpacks are personal aerial transportation devices that make an attack or cast a force- or tech- power.
allow the operator to fly into and through the air with
great mobility. Activating or deactivating the jetpack TRACKER UTILITY VEST
requires a bonus action and, while active, you have a A utility vest is a sleeveless item of clothing that
flying speed of 30 feet. The jetpack last for 1 minute includes several evenly-distributed pockets, popular
per power cell (to a maximum among hunters, smugglers, and adventurers. The vest
of 10 minutes) and can be is made of leathery, hide material to resist rips,
recharged by a power corrosion and water. The wearer can carry up to 10
source or replacing the light items (up to 1 lb each) without increasing
power cells. their total encumbrance.

REMOTE DETONATOR TRIPOD


A small handhold device A tripod is a device used
with a single button, used to mount a two-handed
to activate explosives. Over blaster weapon to offer
the course of 1 minute, you increased stability. Over the course of 1
can synchronize the deton- minute, you can deploy or collapse
ator with a single explosive the tripod. While deployed, you
device, such as a breaching ignore the Strength requirement on
charge, grenade, or mine. As an ranged weapons with the strength
action, you can remotely detonate property, and your speed is
the paired explosive. reduced to 0.

CHAPTER 5 | EQUIPMENT 148


ADVENTURING GEAR
Item Cost Weight Item Cost Weight
Ammunition Medical
 Dart 5 cr —  Antitoxkit 600 cr 4 lb
 Missile, fragmentation 100 cr 1/2 lb  Basic poison 125 cr 1 lb
 Power cell 10 cr 1 lb  Emergency battery 70 cr 5 lb
 Projector canister, carbonite 150 cr 2 lb  Traumakit 50 cr 3 lb
 Projector canister, flame 350 cr 2 lb  Medpac 300 cr 1/2 lb
 Slug cartridge 2 cr —  Repair kit 750 cr 3 lb
Clothing Storage
 Clothes, common 5 cr 3 lb  Backpack 50 cr 5 lb
 Clothes, costume 50 cr 4 lb  Chest 50 cr 25 lb
 Clothes, dress uniform 100 cr 8 lb  Crate 20 cr 70 lb
 Clothes, fine 150 cr 6 lb  Pouch 5 cr 1 lb
 Clothes, traveler's 20 cr 4 lb Utilities
Communications  Bedroll 10 cr 7 lb
 Commlink 50 cr 1/2 lb  Blanket 50 cr 3 lb
 Comm jammer 450 cr 3 lb  Binders 50 cr 6 lb
 Headcomm 50 cr 1 lb  Canteen 10 cr 3 lb
 Holocomm 300 cr 2 lb  Chronometer 100 cr 1 lb
 Holotrace device 1,000 cr 5 lb  Fibercord cable, 50 ft (rolled) 20 cr 2 lb
 Pocket scrambler 800 cr 1 lb  Field rations (one day's) 5 cr 1 lb
Data Recording and Storage  Fusion cutter 25 cr 2 lb
 Code cylinder 500 cr 1/2 lb  Glowrod 10 cr 2 lb
 Datacard 5 cr —  Grappling hook 50 cr 4 lb
 Datacron 1,000 cr 2 lb  Heat generator 400 cr 4 lb
 Datapad 100 cr 1/2 lb  Homing beacon 450 cr 1 lb
 Holocron 1,000 cr 2 lb  Hydrospanner 10 cr 2 lb
 Holorecorder 100 cr 1 lb  Macrobinoculars 750 cr 1 lb
 Stylus pen 10 cr 1/2 lb  Mess kit 20 cr 1 lb
 Wristpad 600 cr 2 lb  Mirror 50 cr 1/2 lb
Explosives  Ram, portable 40 cr 35 lb
 Breaching charge 750 cr 4 lb  Restraining bolt 350 cr 1 lb
 Grenade, electrostun 250 cr 1 lb  Shovel 7 cr 5 lb
 Grenade, fragmentation 100 cr 1 lb  Tent, two-person 20 cr 5 lb
 Grenade, gas 300 cr 1 lb Weapon and Armor Accessories
 Grenade, ion 250 cr 1 lb  Bandolier 100 cr 2 lb
 Mine, fragmentation 500 cr 2 lb  Bipod 200 cr 2 lb
 Mine, plasma 550 cr 2 lb  Friction-grip gear 2,000 cr 12 lb
 Thermal detonator 750 cr 1 lb  Jetpack 4,500 cr 20 lb
Life Support  Remote detonator 150 cr 1 lb
 Aquatic rebreather 100 cr 2 lb  Rocket boots 2,500 cr 3 lb
 Enviro-suit 2,000 cr 15 lb  Stealth field generator 8,000 cr 3 lb
 Flight suit 1,000 cr 5 lb  Tracker utility vest 150 cr 3 lb
 Respirator 200 cr 1 lb  Tripod 450 cr 16 lb

149 CHAPTER 5 | EQUIPMENT


TOOLS
A tool helps you to do something you couldn't GAMING SET
otherwise do, such as craft or repair an item, pick a This item encompasses a wide range of game pieces,
lock, or slice into a computer. Your species, class, including dice and/or decks of cards. A few common
background, or feats give you proficiency with certain examples appear on the Tools table, but other kinds of
tools, which lets you add your proficiency bonus to any gaming sets exist. If you are proficient with a gaming
ability check you make using that tool. Tool use is not set, you can add your proficiency bonus to ability
tied to a single ability, since proficiency with a tool checks you make to play a game with that set. Each
represents broader knowledge of its use. type of gaming set requires a separate proficiency.

ARTISAN'S TOOLS MECHANIC'S KIT


These special tools include the items needed to pursue This kit contains all of the commonly required tools to
a craft or trade. The table shows examples of the most make repairs on constructs, such as ships, speeders,
common types of tools, each providing items related to and turrets. Proficiency with this kit lets you add your
a single craft. Proficiency with a set of artisan's tools proficiency bonus to any ability checks you make to
lets you add your proficiency bonus to any ability perform repairs or install ship upgrades.
checks you make using the tools in your craft. Each
MUSICAL INSTRUMENT
type of artisan's tools requires a separate proficiency.
Several of the most common types of musical
BIOCHEMIST'S KIT instruments are shown on the table as examples. If
This kit includes all of the necessary components to you have proficiency with a given musical instrument,
create and house standard adrenals, medpacs, and you can add your proficiency bonus to any ability
stimpacs. Proficiency with this kit lets you add your checks you make to play music with the instrument.
proficiency bonus to any ability checks you make to Each type of musical instrument requires a separate
identify adrenals, medpacs, and stimpacs. Also, proficiency.
proficiency with this kit is required to create adrenals,
POISONER'S KIT
medpacs, and stimpacs.
A poisoner's kit includes the vials, chemicals, and other
CHEF'S KIT equipment necessary for the creation of poisons.
This kit includes all of the necessary implements to Proficiency with this kit lets you add your proficiency
prepare and serve food to up to six people. Proficiency bonus to any ability checks you make to craft or use
with this kit lets you add your proficiency bonus to any poisons.
ability checks you make to identify food. Also,
SECURITY KIT
proficiency with this kit is required to create field
A security kit includes the tools and electronic
rations.
components necessary to bypass electronic and
DEMOLITIONS KIT mechanical locks. It includes sensor devices, a
This kit contains the appropriate equipment for specialized commlink designed to detect silent alarms,
disarming and setting explosives. It contains a plastic a small file, a set of lockpicks, a small mirror mounted
face guard and heavy duty gloves, as well as precision to an elongated handle, a set of narrow-bladed
cutting and gripping tools, and various common scissors, and a pair of pliers. Proficiency with these
components of grenades and mines. Proficiency with tools lets you add your proficiency bonus to any ability
this kit lets you add your proficiency bonus to any checks you make to disarm traps or open locks.
ability checks you make to disarm or set an explosive.
SLICER'S KIT
DISGUISE KIT Slicers used specialized computers and scramble keys,
This pouch of cosmetics, hair dye, and small props lets many built by the slicers themselves, to eke out a living
you create disguises that change your physical in the digital world. These computers were carefully
appearance, in addition to a tool that lets them guarded and constantly modified and upgraded by the
holographically mimic clothing. Proficiency with this kit slicer, who rarely discussed its specs except with like-
lets you add your proficiency bonus to any ability minded individuals. Complex access codes and even
checks you make to create a visual disguise. self-destruct mechanisms were often used to prevent a
slicer's computer from falling into the wrong hands.
FORGERY KIT Proficiency with this kit lets you add your proficiency
This small box contains a variety of papers and bonus to any ability checks you make to hack into
parchments, pens and inks, seals and sealing wax, gold computers or bypass security.
and silver leaf, and other supplies necessary to create
convincing forgeries of physical documents. Proficiency
with this kit lets you add your proficiency bonus to any
ability checks you make to create a physical forgery of
a document.

CHAPTER 5 | EQUIPMENT 150


TRADE GOODS
Tools Trade is an essential part of the galactic economy.
Item Cost Weight Many spacers make their living buying and selling
goods along hyperspace routes that connect the
Artisan's tools
galaxy's major worlds.
 Armormech's tools 200 cr 8 lb A merchant may be chartered by an individual or a
 Armstech's tools 250 cr 9 lb corporation to deliver goods to a certain port, or move
 Artificer's tools 300 cr 5 lb
goods along a specified route. During times of war,
opportunities abound in the shipping of ammunition
 Artist's tools 100 cr 5 lb and medical supplies. Some traders, seeking to earn a
 Astrotech's tools 400 cr 12 lb quick profit, may resort to smuggling illegal or
 Biotech's tools 450 cr 6 lb
restricted cargo on behalf of one of the galaxy's many
crime syndicates. The Trade Goods table shows the
 Constructor's tools 100 cr 7 lb value of commonly exchanged goods.
 Cybertech's tools 500 cr 10 lb
Trade Goods
 Jeweler's tools 250 cr 2 lb
Cost   Goods
 Surveyor's tools 500 cr 6 lb
100 cr Animal, common
 Synthweaver's tools 250 cr 2 lb
500 cr Animal, livestock
 Tinker's tools 500 cr 10 lb
2,000 cr Animal, uncommon
Gaming set
100 cr Art. common
 Chance cubes 1 cr —
1,000 cr Art. quality
 Holochess set 300 cr 8 lb
10,000 cr Art, precious
 Pazaak deck 100 cr —
400 cr Bacta, 1 gal
 Sabacc deck 150 cr —
10 cr Food, common (5 lbs)
Musical instrument
20 cr Food. quality (5 lbs)
 Bagpipes 300 cr 6 lb
50 cr Food. exotic (5 lbs)
 Bandfill 300 cr 2 lb
10,000 cr Gems, exotic (1 carat)
 Drum 60 cr 3 lb
100 cr Gems, semiprecious (1 carat)
 Flute 20 cr 1 lb
1,000 cr Gems, precious (1 carat)
 Lute 350 cr 2 lb
10 cr Holovid
 Horn 30 cr 2 lb
2,500 cr Metal, common (1 ton)
 Ommni box 250 cr 10 lb
100 cr Metal, semi-precious (1 lb)
 Pan flute 120 cr 2 lb
5,000 cr Metal, precious (1 lb)
 Shawm 20 cr 1 lb
1,500 cr Ore. common (1 ton)
 Viol 300 cr 1 lb
2,000 cr Spice, common (1 lb)
Specialist's kit
5,000 cr Spice precious (1 lb)
 Biochemist's kit 500 cr 8 lb
10,000 cr Spice, illicit (1 lb)
 Chef's kit 70 cr 8 lb
 Demolitions kit 400 cr 4 lb
 Disguise kit 250 cr 3 lb
 Forgery kit 150 cr 5 lb
 Mechanic's kit 650 cr 25 lb
 Poisoner's kit 500 cr 2 lb
 Security kit 650 cr 3 lb
 Slicer's kit 800 cr 6 lb

151 CHAPTER 5 | EQUIPMENT


DROIDS
One common way to spend wealth is to purchase Mounts and Other Animals
droids. Some droids are built for scouting, while others Item Cost    Speed Carrying Capacity
offer advanced skillsets. Protocol droids help
Tauntaun 500 cr 50 ft. 480 lb
communicate with foreign bodies, and combat droids
can help supplement a budding force. The Droids table Kaadu 450 cr 40 ft. 620 lb
offers some choices for purchase. Rancor 2,000 cr 40 ft. 3,320 lb
Droid Designation Cost Sleen 500 cr 40 ft. 740 lb
3PO Series Protocol Droid 5,500 cr Varactyl 750 cr 60 ft. 2,200 lb
B1 Battle Droid 1,300 cr Bantha 1,200 cr 40 ft. 8,000 lb
B1-X Battle Droid 2,600 cr Dewback 900 cr 50 ft. 1,140 lb
Destroyer Droid 84,000 cr
Tack, Harness, and Drawn Vehicles
DUM Series Pit Droid 650 cr
Item Cost Weight
ID9 Seeker Droid 150 cr
Barding x4 x2
IG-86 Assassin Droid 22,400 cr
Bit and bridle 20 cr 1 lb
HK Series Assassin Droid 212,000 cr
Cart 150 cr 200 lb
R2 Series Astromech Droid 2,800 cr
Feed (per day) 1 cr 10 lb
Saddle
MOUNTS AND VEHICLES
  Exotic 600 cr 40 lb
Mounts and vehicles are the two most common types
of on-planet transport.   Military 200 cr 30 lb
  Pack 50 cr 15 lb
MOUNTS
  Riding 100 cr 25 lb
A good mount can help you move more quickly
through the wilderness, but its primary purpose is to Saddlebags 40 cr 8 lb
carry the gear that would otherwise slow you down. Stabling (per day) 5 cr —
The Mounts and Other Animals table shows each
Wagon 350 cr 400 lb
animal's speed and base carrying capacity.
An animal pulling a cart or wagon can move weight
up to five times its base carrying capacity, including the VEHICLES
weight of the vehicle. If multiple animals pull the same Vehicles are more common on civilized planets than
vehicle, they can add their carrying capacity together. animal mounts. Vehicles do not have access to barding
Mounts other than those listed here are available in and do not require saddles. Vehicles vary greatly based
the worlds of Star Wars, but they are rare and not on price, speed, carrying capacity, personnel capacity,
normally available for purchase, like aiwhas from and armaments (if any). Below are some base costs for
Kamino. Acquiring such a mount is often an adventure standard types of speeders.
in-and-of itself.
Mounts are governed by Animal Handling Vehicles
proficiency. Item Cost Speed
Airspeeder 14,500 cr 750 mph
BARDING
Barding is armor designed to protect an animal's head, Landspeeder 10,000 cr 220 mph
neck, chest, and body. Any type of armor shown on the Speederbike 6,000 cr 300 mph
Armor table in this chapter can be purchased as
barding. The cost is four times the equivalent armor
made for humanoids, and it weighs twice as much.
SADDLES
A military saddle braces the rider,
helping you keep your seat on an
active mount in battle. It gives you
advantage on any check you make
to remain mounted. An exotic sad-
dle is required for riding an exotic
mount.

CHAPTER 5 | EQUIPMENT 152


EXPENSES
When not descending into the depths of the earth, misfortune. You are beneath the notice of most
exploring ruins for lost treasures, or waging war people, and you have few legal protections. Most
against the encroaching darkness, adventurers face people at this lifestyle level have suffered some terrible
more mundane realities. Even in a fantastical world, setback. They might be disturbed diseased.
people require basic necessities such as shelter,
POOR
sustenance, and clothing. These things cost money,
A poor lifestyle means going without the comforts
although some lifestyles cost more than others.
available in a stable community. Simple food and
LIFESTYLE EXPENSES lodgings, threadbare clothing, and unpredictable
conditions result in a sufficient, though probably
Lifestyle expenses provide you with a simple way to unpleasant, experience. Your accommodations might
account for the cost of living in a fantasy world. They be a room in a flophouse or in the common room
cover your accommodations, food and drink, and all above a cantina. You benefit from some legal
your other necessities. Furthermore, expenses cover protections, but you still have to contend with violence,
the cost of maintaining your equipment so you can be crime, and disease. People at this lifestyle level tend to
ready when adventure next calls. be unskilled laborers, peddlers, thieves, mercenaries,
At the start of each week or month (your choice), and other disreputable types.
choose a lifestyle from the Expenses table and pay the
price to sustain that lifestyle. The prices listed are per MODEST
day, so if you wish to calculate the cost of your chosen A modest lifestyle keeps you out of the slums and
lifestyle over a thirty-day period, multiply the listed ensures that you can maintain your equipment. You
price by 30. Your lifestyle might change from one live in an older part of town, renting a room in a
period to the next, based on the funds you have at boarding house, inn, or temple. You don't go hungry or
your disposal, or you might maintain the same lifestyle thirsty, and your living conditions are clean, if simple.
throughout your character's career. Ordinary people living modest lifestyles include
Your lifestyle choice can have consequences. soldiers with families, laborers, students, and the like.
Maintaining a wealthy lifestyle might help you make
contacts with the rich and powerful, though you run COMFORTABLE
the risk of attracting thieves. Likewise, living frugally Choosing a comfortable lifestyle means that you can
might help you avoid criminals, but you are unlikely to afford nicer clothing and can easily maintain your
make powerful connections. equipment. You live in a small domicile in a middle-
class neighborhood or in a private room at a fine
Lifestyle Expenses establishment. You associate with merchants, skilled
Lifestyle Price/Day tradespeople, and military officers.
Wretched — WEALTHY
Squalid 1 cr Choosing a wealthy lifestyle means living a life of
luxury, though you might not have achieved the social
Poor 2 cr
status associated with the old money of nobility or
Modest 10 cr royalty. You live a lifestyle comparable to that of a
Comfortable 20 cr highly successful merchant, a favored servant of the
royalty, or the owner of a few small businesses. You
Wealthy 40 cr
have respectable lodgings, usually a spacious home in
Aristocratic at least 100 cr a good part of town or a comfortable suite at a fine inn.
You likely have a small staff of servants.
WRETCHED
You live in inhumane conditions. With no place to call ARISTOCRATIC
home, you shelter wherever you can, sneaking into You live a life of plenty and comfort. You move in
barns, huddling in old crates, and relying on the good circles populated by the most powerful people in the
graces of people better off than you. A wretched community. You have excellent lodgings, perhaps a
lifestyle presents abundant dangers. Violence, disease, townhouse in the nicest part of town or rooms in the
and hunger follow you wherever you go. Other finest inn. You dine at the best restaurants, retain the
wretched people covet your armor, weapons, and most skilled and fashionable tailor, and have servants
adventuring gear, which represent a fortune by their attending to your every need. You receive invitations to
standards. You are beneath the notice of most people. the social gatherings of the rich and powerful, and
spend evenings in the company of the affluent. You
SQUALID must also contend with the highest levels of deceit and
You live in a leaky stable, a mud-floored hut just treachery. The wealthier you are, the greater the
outside town, or a vermin-infested boarding house in chance you will be drawn into political intrigue as a
the worst part of town. You have shelter from the pawn or participant.
elements, but you live in a desperate and often violent
environment, in places rife with disease, hunger, and

153 CHAPTER 5 | EQUIPMENT


FOOD, DRINK, AND LODGING SERVICES
The Food, Drink, and Lodging table gives prices for Adventurers can pay nonplayer characters to assist
individual food items and a single night's lodging. them or act on their behalf in a variety of
These prices are included in your total lifestyle circumstances. Most such hirelings have fairly ordinary
expenses. skills, while others are masters of a craft or art, and a
few are experts with specialized adventuring skills.
Food, Drink, and Lodging Some of the most basic types of hirelings appear on
Item Cost the Services table. Other common hirelings include any
Ale of the wide variety of people who inhabit a typical town
or city, when the adventurers pay them to perform a
  Gallon 2 cr
specific task. For example, a fighter might commission
  Mug 1 cr an armstech to craft a special vibroblade, while a
Banquet (per person) 100 cr scholar might pay a tailor to make exquisite clothing
for an upcoming meeting with a senator.
Bread, loaf 1 cr
Other hirelings provide more expert or dangerous
Caf services. Mercenary soldiers paid to help the
  Cup 2 cr adventurers take on a trandoshan army are hirelings,
as are sages hired to research ancient or esoteric lore.
  Pitcher 8 cr
If a high-level adventurer establishes a stronghold of
Cheese, hunk 1 cr some kind, he or she might hire a whole staff of
Inn stay (per day) servants and agents to run the place, from a castellan
or steward to menial laborers to keep the facilities
  Squalid 2 cr
clean. These hirelings often enjoy a long-term contract
  Poor 4 cr that includes a place to live within the stronghold as
  Modest 7 cr part of the offered compensation.
  Comfortable 15 cr Services
  Wealthy 30 cr Service Cost
  Aristocratic 80 cr Speeder
Meals (per day)   Between towns 3 cr per mile
  Squalid 1 cr   Within a city 2 cr
  Poor 2 cr Hireling
  Modest 3 cr   Skilled 20 cr per day
  Comfortable 7 cr   Untrained 2 cr per day
  Wealthy 15 cr Messenger 1 cr per mile
  Aristocratic 30 cr Tolls 1 cr
Meat, chunk 3 cr Interplanetary Travel 100 cr per day per person
Wine
  Common (pitcher) 2 cr
  Fine (bottle) 100 cr

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.

CHAPTER 5 | EQUIPMENT 154


CHAPTER 6: CUSTOMIZATION OPTIONS
         HE COMBINATION OF ABILITY SCORES, SPECIES, CLASS, AND PREREQUISITES
         background defines your character's capabilities
in the game, and the personal details you create set To qualify for a new class, you must meet the ability
your character apart from every other character. Even score prerequisites for both your current class and
within your class and species, you have options to fine- your new one, as shown in the Multiclassing
tune what your character can do. But this chapter is for Prerequisites table. For example, a fighter who decides
players who—with the GM's permission—want to go a to multiclass into the consular class must have either
step further. Strength or Dexterity and Wisdom scores of 13 or
higher. Without the full training that a beginning
This chapter defines two optional sets of rules for
character receives, you must be a quick study in your
customizing your character: multiclassing and feats.
new class, having a natural aptitude that is reflected by
Multiclassing lets you combine classes together, and
higher-than-average ability scores.
feats are special options you can choose instead of
increasing your ability s cores as you gain levels. Your Multiclassing Prerequisites
GM decides whether these options are available in a
Class    Ability Score Minimum
campaign.
Berserker Strength 13
MULTICLASSING Consular Wisdom or Charisma 13
Multiclassing allows you to gain levels in multiple Engineer Intelligence 13
classes. Doing so lets you mix the abilities of those
Fighter Strength or Dexterity 13
classes to realize a character concept that might not be
reflected in one of the standard class options. Guardian Constitution 13, Wisdom or Charisma 13
With this rule, you have the option of gaining a level Operative Dexterity 13
in a new class whenever you advance in level, instead
Monk Dexterity 13, Wisdom or Charisma 13
of gaining a level in your current class. Your levels in all
your classes are added together to determine your Scholar Intelligence 13
character level. For example, if you have three levels in Sentinel Dexterity 13, Wisdom or Charisma 13
consular and two in fighter, you're a 5th-level
Scout Strength or Dexterity 13, Intelligence 13
character.
As you advance in levels, you might primarily remain
a member of your original class with just a few levels in EXPERIENCE POINTS
another class, or you might change course entirely, The experience point cost to gain a level is always
never looking back at the class you left behind. You based on your total character level, as shown in the
might even start progressing in a third or fourth class. Character Advancement table in chapter 1, not your
Compared to a single-class character of the same level, level in a particular class. So, if you are a consular
you'll sacrifice some focus in exchange for versatility. 6/fighter 1, you must gain enough XP to reach 8th level
before you can take your second level as a fighter or
your seventh level as a consular.
MULTICLASSING EXAMPLE
Drew is playing a 4th-level fighter. When his character HIT POINTS AND HIT DICE
earns enough experience points to reach 5th level, You gain the hit points from your new class as
Drew decides that his character will multiclass instead described for levels after 1st. You gain the 1st-level hit
of continuing to progress as a fighter. Drew's fighter
points for a class only when you are a 1st-level
has been spending a lot of time with Rickey's scout,
and has even been doing some jobs on the side for character.
the Bounty Broker's Association as a bounty hunter. You add together the Hit Dice granted by all your
Drew decides that his character will multiclass into the classes to form your pool of Hit Dice. If the Hit Dice are
operative class, and thus his character becomes a 4th- the same die type, you can simply pool them together.
level fighter and 1st-level operative (written as fighter For example, both the fighter and the guardian have a
4/operative 1).
d10, so if you are a fighter 5/guardian 5, you have ten
When Drew's character earns enough experience to
reach 6th level, he can decide whether to add another
d10 Hit Dice. If your classes give you Hit Dice of
fighter level (becoming a fighter 5/operative 1), different types, keep track of them separately. If you
another operative level (becoming a fighter are a fighter 5/operative 5, for example, you have five
4/operative 2), or a level in a third class, perhaps d10 Hit Dice and five d8 Hit Dice.
dabbling in the Force thanks to a Sith holocron he
acquired (becoming a fighter 4/operative 1/consular PROFICIENCY BONUS
1).
Your proficiency bonus is always based on your total
character level, as shown in the Character
Advancement table in chapter 1, not your level in a
particular class. For example, if you are a fighter
3/operative 2, you have the proficiency bonus of a 5th-
level character, which is +3.

155 CHAPTER 6 | CUSTOMIZATION OPTIONS


If a class feature or feat allows you to forgo your POWERS KNOWN
proficiency bonus, you may only do so once. You determine what powers you know and can
prepare for each class individually, as if you were a
PROFICIENCIES single-classed member of that class. If you are a scout
When you gain a level in a class other than your first, 4/consular 3, for example, you know 6 tech powers of
you gain only some of that class's starting proficiencies, no higher than 1st-level. As a 3rd-level consular, you
as shown in the Multiclassing Proficiencies table. know 11 force powers of no higher than 2nd-level.
Each power you know is associated with one of your
Multiclassing Proficiencies classes, and you use the force- or tech-casting ability of
Class    Proficiencies Gained that class when you cast the power.
Berserker Light armor, all vibroweapons
FORCE AND TECH POINTS
Consular Simple lightweapons You determine your available force or tech points by
Light armor, medium armor, all blasters, all adding together the amount given by each class, but
Fighter you only add your casting modifier once.
vibroweapons
If you have both force and tech points, you keep
Light armor, one skill from the class's skill list,
Engineer
one tool from the class's tool list
your pools separate, and they can only be used to fuel
force or tech powers, respectively.
Light armor, medium armor, all lightweapons,
Guardian
all vibroweapons MAX POWER LEVEL
Light armor, one skill from the class's skill list,
You determine your max power level by adding
Operative together all your levels in consular or engineer, two-
one tool from the class's tool list
thirds of your levels (rounded up) in the sentinel class,
Monk Simple vibroweapons, techblades half your levels (rounded down) in the scout or
Light armor, medium armor, all blasters, all guardian class, and a third of your berserker, fighter, or
Scout vibroweapons, one skill from the class's skill operative levels (rounded down) if you have the
list Marauder Approach, Shield Specialist, or Saboteur
Scholar Light armor, one skill from the class's skill list Practice feature. Use this total to determine your max
power level by consulting the Multiclass Max Power
Light armor, simple lightweapons, simple
Sentinel Level table.
vibroweapons
If you have more than one force- or tech-casting
class, this table might give you a higher max power
CLASS FEATURES level than the powers you know. You can cast powers
When you gain a new level in a class, you get its at that level if they have an enhanced effect when cast
features for that level. A few features, however, have at a higher level.
additional rules when you're multiclassing: Extra For example, if you are the aforementioned consular
Attack, Superiority Die, Unarmored Defense, and Force- 5/sentinel 3, you count as a 7th-level character when
or Tech-casting. determining your max power level, which is 4. While
you don't know any 4th-level force powers, you can
EXTRA ATTACK cast powers at that level if they have an enhanced
If you gain the Extra Attack class feature from more effect at a higher level.
than one class, the features don't add together. You If you have both force- and tech-casting, you
can't make more than two attacks with this feature determine your max power levels separately, and they
unless it says you do (as the fighter's version of Extra can only be used to cast force or tech powers,
Attack does). respectively.

SUPERIORITY DIE Multiclass Max Power Level


If you gain superiority dice from another class, you Slot Slot
Level Level Level Level
instead gain one additional die to your existing pool of
dice. 1st 1st 11th 6th
2nd 1st 12th 6th
UNARMORED DEFENSE
3rd 2nd 13th 7th
If you already have the Unarmored Defense feature,
you can't gain it again from another class. 4th 2nd 14th 7th
5th 3rd 15th 8th
FORCE- AND TECH-CASTING
6th 3rd 16th 8th
Your capacity for force- and tech-casting depends
partly on your combined levels in all your force- or 7th 4th 17th 9th
tech-casting classes and partly on your individual levels 8th 4th 18th 9th
in those classes. Once you have the force- or tech- 9th 5th 19th 9th
casting feature from more than one class, use the rules
below. If you multiclass but have the force- or tech- 10th 5th 20th 9th
casting feature from only one class, you follow the
rules as described in that class.

CHAPTER 6 | CUSTOMIZATION OPTIONS 156


FIGHTING STYLES
Certain class features or feats offer your choice of SENTINEL
Fighting Style. Choose from the following. You can't You are skilled at techniques that take advantage of
take a Fighting Style option more than once, even if every drop in any enemy's guard. While you are
you later get to choose again. wielding a melee weapon with which you are
proficient, you can use a bonus action to enter a
BRAWLING defensive stance that lasts until the start of your next
You are skilled at using your weight to your advantage. turn. While in your defensive stance, you can make a
As long as you are not wielding a medium or heavy number of opportunity attacks equal to your
shield, you gain the following benefits: proficiency bonus without using your reaction, and you
You are proficient with improvised weapons.
can use your reaction to make a melee attack against a
Your unarmed strikes use a d4 for damage.
creature that moves more than 5 feet while within your
When you hit a creature with an unarmed strike or an
reach.
improvised weapon on your turn, you can use a bonus SHARPSHOOTING
action to attempt to grapple the target. You are skilled with blaster weapons and can make
CLOSE QUARTERS SHOOTING shots that others find difficult. While you are wielding a
You are skilled at getting up close and personal with blaster weapon with which you are proficient, gain a +2
blaster weapons. While you are wielding a blaster bonus to ranged weapon attacks.
weapon with which you are proficient, you gain the SHIELDING
following benefits: You are skilled at using your shield to defend your
When making a ranged weapon attack while you are
allies as well as yourself. While you are wielding a
within 5 feet of a hostile creature, you do not have
shield with which you are proficient, you gain the
disadvantage on the attack roll.
following benefits:
Your ranged weapon attacks ignore half cover against When a creature you can see attacks a target other
targets within 15 feet of you. than you that is within 5 feet of you, you can use your
You gain a +1 bonus to attack rolls you make with reaction to impose disadvantage on the attack roll.
blaster weapons. If you are wielding a heavy shield, you are no longer
DEFENSE required to wield a weapon with the light property in
You are skilled at the art of defending yourself. While the other hand.
you are wearing armor with which you are proficient, THROWING
you gain the following benefits: You are skilled with the techniques of throwing
You gain a +1 bonus to AC.
weapons. While you are wielding a weapon with the
You have advantage on ability checks and saving
thrown property with which you are proficient, you
throws to avoid being moved.
gain the following benefits:

DUELING You gain a +1 bonus to ranged attack and damage rolls.


You are skilled in the art of fighting with a single melee Whenever you make a ranged attack with a thrown
weapon. While you are wielding a melee weapon in weapon, you can immediately draw another weapon as
one hand with which you are proficient and no other part of the attack.
weapons, you gain a +2 bonus to damage rolls. TWO-WEAPON FIGHTING
GREAT WEAPON FIGHTING You are skilled at fighting with two weapons. While you
You are skilled at putting the weight of a weapon to are wielding separate weapons in each hand, or a
your advantage. While you are wielding a melee weapon with the double property, with which you are
weapon in two hands with which you are proficient, proficient, you gain the following benefits:
when you roll a 1 or 2 on a damage die for an attack, When you engage in Two-Weapon Fighting, you can
you can reroll the die and must use the new roll, even add your ability modifier to the damage of your Two-
if the new roll is a 1 or a 2. Weapon Fighting attack.
EQUILIBRIUM When you make an opportunity attack, you can attack
You are skilled at fighting while minimally armored. with both of your weapons.
While you are wearing no armor and not wielding a VERSATILE FIGHTING
medium or heavy shield, you gain the following You are skilled at using weapons in different ways.
benefits: While you are wielding a melee weapon with the
You gain a +1 bonus to AC.
versatile property with which you are proficient and no
You gain a +1 bonus to attack rolls you make with
other weapons, you gain the following benefits:
unarmed strikes and weapon attacks. You gain a +1 bonus to attack rolls while wielding a
weapon in one hand.
You gain a +1 bonus to damage rolls while wielding a
weapon in two hands.

157 CHAPTER 6 | CUSTOMIZATION OPTIONS


FEATS
A feat represents a talent or an area of expertise that ALERT
gives character special capabilities. It embodies Always on the lookout for danger, you gain the
training, experience, and abilities beyond what a class following benefits:
provides. At certain levels, your class gives you the
Ability Score Improvement feature. Using the optional You gain a +5 bonus to initiative.
feats rule, you can forgo taking that feature to take a You can't be surprised while you are conscious.
feat of your choice instead. You can take each feat only Other creatures don't gain advantage on attack rolls
once, unless the feat's description says otherwise. against you as a result of being hidden from you.
You must meet any prerequisite specified in a feat to
take that feat. If you ever lose a feat's prerequisite, you ANIMAL HANDLER
can't use that feat until you regain the prerequisite. For You master the techniques needed to train and handle
example, the Inspiring Leader feat requires you to have animals. You gain the following benefits:
a Charisma of 13 or higher. If your Charisma is reduced
below 13 somehow—perhaps by a withering curse— Increase your Wisdom score by 1, to a maximum of 20.
you can't benefit from the Inspiring Leader feat until You gain proficiency in the Animal Handling skill. If you
your Charisma is restored. are already proficient in it, you instead gain expertise in
it.
ACE PILOT You can use a bonus action on your turn to command
You're quite experienced both on land and in the air, one friendly beast within 60 feet of you that can hear
be it from time in a navy, as a mercenary, or perhaps you and that isn't currently following the command of
even piracy. You gain the following benefits: someone else. You decide now what action the beast
will take and where it will move during its next turn, or
Increase your Intelligence score by 1, to a maximum of you issue a general command that lasts for 1 minute,
20. such as to guard a particular area.
You gain proficiency in the Piloting skill. If you are
already proficient in it, you instead gain expertise in it. ASHLA MASTERY
Whenever you make an Intelligence (Investigation) or Prerequisite: The ability to cast force powers
Wisdom (Perception) check related to vehicles or ships, Your calmness in the face of adversity allow you to
you are considered to have expertise in the more adeptly channel the light side of the Force. You
Investigation or Perception skill. gain the following benefits:
ACROBAT You gain a +1 bonus to your force save DC and force
You become more nimble, gaining the following attack modifier of your light side force powers.
benefits: You can add one light side power of your max power
level or below to the list of powers you can cast. This
Increase your Dexterity score by 1, to a maximum of does not count against your powers known.
20. When you successfully cast a light side power, either
You gain proficiency in the Acrobatics skill. If you are your or the target's (your choice) hit point maximum
already proficient in it, you instead gain expertise in it. and current hit points increase by an amount equal to
As a bonus action, you can make a DC 15 Dexterity the power's level. This effect lasts for 1 minute. You can
(Acrobatics) check. If you succeed, difficult terrain only have one instance of this effect active at a time.
doesn't cost you extra movement until the end of the
current turn. ATHLETE
You have undergone extensive physical training to gain
ACTOR the following benefits:
Skilled at mimicry and dramatics, you gain the
following benefits: Increase your Strength or Dexterity score by 1, to a
maximum of 20.
Increase your Charisma score by 1, to a maximum of When you are prone, standing up uses only 5 feet of
20. your movement.
You have advantage on Charisma (Deception) and Climbing doesn't halve your speed.
Charisma (Performance) checks when trying to pass You can make a running long jump or a running high
yourself off as a different person. jump after moving only 5 feet on foot, rather than 10
You can mimic the speech of another person or the feet.
sounds made by other creatures. You must have heard
the person speaking, or heard the creature make the
sound, for at least 1 minute. A successful Wisdom
(Insight) check contested by your Charisma (Deception)
check allows a listener to determine that the effect is
faked.

CHAPTER 6 | CUSTOMIZATION OPTIONS 158


BATTLE SCARRED BLOODTHIRSTY
You've spent a lifetime fighting, with the scars to prove You fight with reckless abandon, caring not of your
it. You gain the following benefits: own safety. You use your pain to fuel your attacks,
causing your enemies even greater pain. You may die
Increase your Constitution score by 1, to a maximum of one day - but that day will come earlier for your
20. enemies. You gain the following benefits:
When you roll a 19 or a 20 on the d20 for a death
saving throw, you regain 1 hit point. When a creature within 5 feet of you misses you with a
When you are reduced to 0 hit points but not killed melee attack, you can use your reaction to cause the
outright, you can drop to 1 hit point instead. Once attack to hit you. If the attack hits and deals damage,
you've used this ability, you must complete a long rest you can immediately make a melee weapon attack with
before you can use it again. advantage against that creature.
When a creature scores a critical hit against you, you
BENDU MASTERY have advantage on the next attack you make against
Prerequisite: The ability to cast force powers that creature, until the end of your next turn.
You stride the line between the light side and the dark,
lending a strength to your universal powers. You gain BOGAN MASTERY
the following benefits: Prerequisite: The ability to cast force powers
Your use of intense, raw emotion has improved your
You gain a +1 bonus to your force save DC and force ability to harness the dark side of the Force. You gain
attack modifier of your universal force powers. the following benefits:
You can add one universal power of your max power
level or below to the list of powers you can cast. This You gain a +1 bonus to your force save DC and force
does not count against your powers known. attack modifier of your dark side force powers.
A creature affected by a universal power you cast gains You can add one dark side power of your max power
disadvantage on the next saving throw or ability check level or below to the list of powers you can cast. This
made to resist a power you cast. does not count against your powers known.
When you roll a 1 or 2 on a damage die for a dark side
BIOCHEMIST power, you can reroll the die and must use the new
You have studied the secrets of chemistry and are an roll, even if the new roll is a 1 or a 2.
expert in its practice, gaining the following benefits:
BOUNTIFUL LUCK
Increase an ability score of your choice by 1, to a Prerequisite: Lucky feat
maximum of 20. Your people have extraordinary luck, which you have
You gain proficiency with the biochemist's kit. If you are learned to lend to your companions when you see
already proficient with it, you instead gain expertise them falter. You're not sure how you do it; you just
with it. wish it, and it happens. Surely a sign of fortune's favor!
As an action, you can identify one medpac, stimpac, or When an ally you can see within 30 feet of you rolls a
adrenal within 5 feet of you, as if you had tasted it. You 1 on the d20 for an attack roll, an ability check, or a
must see the liquid for this benefit to work. saving throw, you can use your reaction and expend 1
Over the course of a short or long rest, you can luck point to let the ally reroll the die. The ally must use
temporarily improve the potency of one medpac. To the new roll.
use this benefit, you must have a biochemist's kit with
When you use this ability, you can't use luck points
you, and the medpac must be within reach. If the
before the end of your next turn.
medpac is consumed before the end of your next short
or long rest, when a creature uses this medpac, they BRAWLING MASTERY
take the maximum instead of rolling.
You've mastered using your weight to your advantage,
BLADE MASTERY easily wrangling targets around. As long as you are not
wielding a medium or heavy shield, you gain the
You master the doubleblade, doublesaber, following benefits:
doubleshoto, doublesword, hidden blade, lightdagger,
lightfoil, lightsaber, martial lightsaber, shotosaber, Your unarmed strikes use a d6 for damage.
techblade, vibroblade, vibrodagger, and vibrorapier. Your improvised weapons use a d6 for damage and
You gain the following benefits while wielding any of gain the versatile (1d8) property.
these weapons, if you are proficient with it: Your speed isn't halved by carrying a grappled creature
who is the same size category as you or smaller.
You gain a +1 bonus to the weapon's attack rolls.
When you take the Attack action and make an attack
As a bonus action, you can take a parrying stance. Until
against a creature grappled by you, you can use a
the start of your next turn, you have a +1 bonus to AC
bonus action to make another attack against that
unless you are disarmed.
creature.
When you make an opportunity attack with the
weapon, you have advantage on the attack roll.

159 CHAPTER 6 | CUSTOMIZATION OPTIONS


BRAWNY
You become stronger, gaining the following benefits: You can spend 5 minutes instructing, pointing out
handholds, and guiding other creatures before making
Increase your Strength score by 1, to a maximum of 20. a climb. When you do so, choose up to six friendly
You gain proficiency in the Athletics skill. If you are creatures (which can include yourself) within 30 feet of
already proficient in it, you instead gain expertise in it. you. Each creature can add a 1d6 to any ability check or
You count as if you were one size larger for the saving throw they make for that climb.
purpose of determining your carrying capacity.
CLOSE QUARTERS CASTER
BYPASSER
Prerequisite: The ability to cast force or tech powers
You pride yourself on your quickness and your close You've practiced utilizing powers in close quarters,
study of certain clandestine activities. You gain the learning techniques that grant you the following
following benefits: benefits:
Increase an ability score of your choice by 1, to a When making a ranged force or tech attack while you
maximum of 20. are within 5 feet of a hostile creature, you do not have
You gain proficiency with the security kit. If you are disadvantage on the attack roll.
already proficient with it, you instead gain expertise Your ranged force and tech attacks ignore half cover
with it. and three-quarters cover against targets within 30 feet
Whenever you make an Intelligence (Investigation) or of you.
Wisdom (Perception) check to detect the nature of a You learn one at-will power that requires an attack roll.
lock, you are considered to have expertise in the Your casting ability for this at-will power depends on
Investigation or Perception skill. the power list you chose from: Wisdom or Charisma
(depending on power alignment) for force powers or
CHARGER
Intelligence for tech powers.
You can take the Dash action as a bonus action.
If you move at least 10 feet in a straight line CLOSE QUARTERS SHOOTING MASTERY
immediately after taking this bonus action, you either You've mastered getting up close and personal with
gain a +5 bonus to your next melee attack's damage blaster weapons, maintain both rate of fire and
roll (if you chose to make a melee attack and hit) or accuracy. While you are wielding a blaster weapon with
push the target up to 10 feet away from you (if you which you are proficient, you gain the following
chose to shove and you succeed). benefits:
CHARMER When you take the Attack action, you can choose to fire
You've master the art of charming those around you, rapidly at the expense of accuracy. Your ranged
gaining the following benefits: weapon attacks are made without the aid of your
proficiency bonus, but you use your bonus action to
Increase your Charisma score by 1, to a maximum of make an additional ranged weapon attack, also without
20. your proficiency bonus.
You gain proficiency in the Persuasion skill. If you are Your ranged weapon attacks ignore half cover against
already proficient in it, you instead gain expertise in it. targets within 30 feet of you.
If you spend 1 minute talking to someone who can Other creatures provoke an opportunity attack from
understand what you say, you can make a Charisma you when they move to within 15 feet of you, and you
(Persuasion) check contested by the creature's Wisdom can used blaster weapons when making opportunity
(Insight) check. If you or your companions are fighting attacks.
the creature, your check automatically fails. If your
check succeeds, the target is charmed by you as long as COMBAT CASTER
it remains within 60 feet of you and for 1 minute Prerequisite: The ability to cast force or tech powers
thereafter. You've practiced making your powers more difficult to
avoid, learning techniques that grant you the following
CLIMBER benefits:
You excel at scaling cliffsides, hills, trees, and general
climbing. You gain the following benefits: When a creature rolls a 1 on the d20 roll of a saving
throw against a power you cast that deals damage,
Increase your Strength score by 1, to a maximum of 20. they instead take the highest number possible for the
You gain a climbing speed equal to your movement damage die.
speed. You learn one at-will power that requires a saving
You have advantage on ability checks and saving throw. Your casting ability for this at-will power
throws to avoid falling off or down while climbing. depends on the power list you chose from: Wisdom or
Charisma (depending on power alignment) for force
powers or Intelligence for tech powers.

CHAPTER 6 | CUSTOMIZATION OPTIONS 160


CRAFTER
You have a knack for crafting; you work with greater You gain proficiency with the demolitions kit. If you are
efficiency and produce goods of higher quality. Select already proficient with it, you instead gain expertise
one type of artisan's tools. You gain the following with it.
benefits: Whenever you make an Intelligence (Demolitions Kit)
check to disarm an explosive, you can treat a d20 roll of
Increase an ability score of your choice by 1, to a 9 or lower as a 10, as long as you spend at least one
maximum of 20. minute disarming it.
You gain proficiency with the chosen tool. If you are Over the course of a short rest, you can temporarily
already proficient with it, you instead gain expertise improve the potency of one grenade or mine. To use
with it. this benefit, you must have a demolitions kit, and the
When you craft something with the tool you've explosive must be within reach. If the explosive is
selected, the total market value you can craft increases detonated before the end of your next short or long
50 cr per day. If you have expertise with it, the market rest, its DC becomes 8 + your proficiency bonus + your
value instead increases by 100 cr per day. Intelligence modifier, and it deals extra damage equal
If you use the tool you've selected to practice a to your Intelligence modifier of the same type it would
profession during downtime, you can support a normally deal.
lifestyle one higher than you would normally be able to.
DUAL FOCUSED CASTER
You can select this feat multiple times. Each time you
do so, you must choose a different set of artisan's Prerequisite: The ability to cast force or tech powers
tools. You have learned to bifurcate your attention while
concentrating on powers, learning techniques that
CRUSHING WEAPON MASTERY grant you the following benefits:
You master the greatsaber, techaxe, techstaff, If you attempt to cast a power that requires
vibroaxe, vibroknuckler, vibromace, and vibrosword. concentration while already concentrating on an
You gain the following benefits while wielding any of existing power, you can maintain concentration on
these weapons, if you are proficient with it: both powers simultaneously. You must spend your
action each subsequent round on maintaining this
You gain a +1 bonus to the weapon's attack rolls.
concentration, or lose concentration for both powers.
Whenever you have advantage on an attack roll and hit,
At the end of each of your turns where you have two
and the lower of the two d20 rolls would also hit, you
powers you are concentrating on, you must make a
can attempt to knock the target prone. If the target is
Constitution saving throw (DC equals 10 + the number
no more than one size larger than you (your size or
of complete rounds you've been concentrating on two
smaller if your weapon has the light property), make a
powers). On a failure, you lose concentration for both
Strength (Athletics) check contested by the target's
powers. You can drop concentration on one of your
Strength (Athletics) or Dexterity (Acrobatics) check (the
powers during your turn as a free action to avoid this
target chooses the ability). If you win the contest, the
saving throw.
target is knocked prone.
Any time you would be forced to make a Constitution
You can ready your weapon to deliver a punishing blow
saving throw to maintain concentration due to taking
against a foe that tries to advance on you. When you
damage, the DC equals 10 + both powers' levels
take the Ready action on your turn and make a melee
combined, or half the damage you take, whichever
attack as your reaction, you have advantage on your
number is higher. On a failure, you lose concentration
attack roll.
on both powers.
DEFENSE MASTERY
DUELING MASTERY
You've mastered the art of defending yourself, treating
Your mastery of fighting with a single melee weapon is
your armor as a second skin. While you are wearing
unsurpassed; you make one weapon feel like many.
armor with which you are proficient, you gain the
While you are wielding a melee weapon in one hand
following benefits:
with which you are proficient and no other weapons,
Critical hits made against you are treated as normal you gain the following benefits:
hits.
When you take the Attack action, you can decide to
When a creature makes a melee attack against you and
attack with haste at the expense of accuracy. Your
misses, you can use your reaction to attempt to shove
melee weapon attacks are made without the aid of
that creature up to 10 feet directly away from you.
your proficiency bonus, but you use your reaction to
DEMOLITIONIST make an additional melee weapon attack, also without
your proficiency bonus.
You have extensive experience with explosives, gaining
When a creature hits you with a melee attack, you can
the following benefits:
use your reaction to add your proficiency bonus to
Increase an ability score of your choice by 1, to a your AC for that attack, potentially causing the attack to
maximum of 20. miss you.

161 CHAPTER 6 | CUSTOMIZATION OPTIONS


DUNGEON DELVER
Alert to the hidden traps and secret doors found in You can select this feat multiple times. Each time you
many dungeons, you gain the following benefits: do so, you must choose a different gaming set or
musical instrument.
Increase your Intelligence or Wisdom score by 1, to a
maximum of 20. EQUILIBRIUM MASTERY
You have advantage on Wisdom (Perception) and You've mastered the art of fighting while minimally
Intelligence (Investigation) checks made to detect the armored, treating combat as an elegant dance. While
presence of secret doors. you are wearing no armor and not wielding a medium
You have advantage on saving throws made to avoid or or heavy shield, you gain the following benefits:
resist traps.
You have resistance to the damage dealt by traps. You gain a +1 bonus to damage rolls you make with
You can search for traps while traveling at a normal unarmed strikes and weapon attacks.
pace, instead of only at a slow pace. When a creature makes an attack roll against you, you
can use your reaction to impose disadvantage on the
DURABLE roll. You can choose to use this feature after the
Hardy and resilient, you gain the following benefits: creature makes its attack roll, but before the GM
determines whether the attack hits.
Increase your Constitution score by 1, to a maximum of
20. FANATIC
When you roll a Hit Die to regain hit points, the Every blow that hits your enemies make you feel closer
minimum number of hit points you can regain from the to victory, making you shake in excitement. You gain
roll equals twice your Constitution modifier (minimum the following benefits:
of 2).
Your hit point maximum increases by an amount equal When you score a critical hit with an attack roll or
to twice your level when you gain this feat. Whenever reduce a creature to 0 hit points, you can make one
you gain a level thereafter, your hit point maximum weapon attack as a bonus action.
increases by an additional 2 hit points. Whenever a creature you can see within 30 feet is
reduce to 0 hit points, you go into a fervor gaining
EMPATHIC temporary hit points equal to 1d4 + your Constitution
You possess keen insight into how other people think modifier.
and feel. You gain the following benefits:
FEIGNED CONFIDENCE
Increase your Wisdom score by 1, to a maximum of 20. You've spent years pretending you know what you're
You gain proficiency in the Insight skill. If you are doing, gaining the following benefits:
already proficient in it, you instead gain expertise in it.
You can use your action to try to get uncanny insight Increase your Charisma score by 1, to a maximum of
about one humanoid you can see within 30 feet of you. 20.
Make a Wisdom (Insight) check contested by the When you would make an ability check that doesn't
target's Charisma (Deception) check. On a success, you add your proficiency bonus, you can first make a DC 15
have advantage on attack rolls and ability checks (Charisma) Deception check. On a success, you can add
against the target until the end of your next turn. your proficiency bonus to the check. You can use this
feature a number of times equal to your Charisma
ENTERTAINER modifier (a minimum of once). You regain all expended
You have a natural gift for performing and competing. uses when you finish a short or long rest.
Select one gaming set or musical instrument. You gain
the following benefits: FIGHTING STYLIST
You adopt a particular style of fighting as your
Increase an ability score of your choice by 1, to a specialty, gaining the following benefits:
maximum of 20.
You gain proficiency in the chosen gaming set or Increase your Strength, Dexterity, or Constitution score
musical instrument. If you are already proficient with it, by 1, to a maximum of 20.
you instead gain expertise with it. Choose one of the Fighting Style options, detailed
While playing your chosen instrument or game, you can above.
always readily read the emotions of those paying
attention to you. During this time, and for up to one You can select this feat multiple times. You can't take
minute after completing, you have advantage on a Fighting Style option more than once, even if you
Wisdom (Insight) checks to read the emotions of those later get to choose again.
you performed for or competed against.

CHAPTER 6 | CUSTOMIZATION OPTIONS 162


FORCE OF PERSONALITY
Rooms never go unalerted to your presence, and the Whenever you make an Intelligence (Investigation) or
strength of your personality make others lose focus on Wisdom (Perception) check to find a construct's
their own social game. Powers and other effects weakness, you are considered to have expertise in the
infrequently override your force of will. Investigation or Perception skill.

Your Charisma score increase by 1, to a maximum of GOURMAND


20. You have mastered a variety of special recipes,
You can use your Charisma modifier instead of your allowing you to prepare exotic dishes with useful
Wisdom modifier when making Insight checks. effects. You gain the following benefits:
When you would make a Wisdom saving throw, you can
instead make a Charisma saving throw. You can use Increase an ability score of your choice by 1, to a
this feature a number of times equal to your Charisma maximum of 20.
modifier. You regain all expended uses of this feature You gain proficiency with the chef's kit. If you are
when you complete a long rest. already proficient with it, you instead gain expertise
with it.
FORCE SENSITIVE As an action, you can inspect a drink or plate of food
You learn two at-will force powers, and one 1st-level within 5 feet of you and determine whether it is
force power, which you cast it at its lowest level. Once poisoned, provided that you can see and smell it.
you cast it, you must finish a long rest before you can During a long rest, you can prepare and serve a meal
cast it again. Your forcecasting ability is Wisdom or that helps you and your allies recover from the rigors
Charisma (depending on power alignment). of adventuring, provided you have suitable food, chef's
kit, and other supplies on hand. The meal serves up to
FORGER six people, and each person who eats it regains two
You've learned to identify and create peerless physical additional Hit Dice at the end of the long rest. In
forgeries, granting the following benefits: addition, those who partake of the meal have
advantage on Constitution saving throws against
Increase an ability score of your choice by 1, to a disease for the next 24 hours.
maximum of 20.
You gain proficiency with the forgery kit. If you are GREAT WEAPON MASTERY
already proficient with it, you instead gain expertise You've mastered putting the weight of a weapon to
with it. your advantage, letting its momentum empower your
Whenever you make an Intelligence (Investigation) or strikes. While you are wielding a melee weapon in two
Wisdom (Perception) check to determine the nature of hands with which you are proficient, you gain the
a forgery, you are considered to have expertise in the following benefits:
Investigation or Perception skill.
On your turn, when you score a critical hit with a melee
GALVANIZING PRESENCE weapon or reduce a creature to 0 hit points with one,
Your presence on the battlefield is a source of you can make one melee weapon attack as a bonus
inspiration. You gain the following benefits: action.
Before you make a melee attack with a weapon that
Increase your Charisma score by 1, to a maximum of you are wielding in two-hands with which you are
20. proficient with, you can choose to forgo your
As a bonus action, you let out a rallying war cry, ending proficiency bonus. If the attack hits, you add double
the frightened or charmed condition on yourself and a your proficiency bonus to the attack's damage.
number of allies that can hear you equal to your
Charisma modifier (minimum of one). Once you've HAGGLER
used this ability, you must complete a short or long rest Your skills at bartering have granted you the following
before you can use it again. benefits:
GENIUS MECHANIC Increase your Charisma score by 1 up to a maximum of
You have spent prolonged use with a mechanic's kit, 20.
gaining the following benefits: You have advantage on Charisma (Persuasion) and
Charisma (Deception) checks when attempting to
Increase an ability score of your choice by 1, to a barter or trade.
maximum of 20. You are always aware of the current monetary value for
You gain proficiency with the mechanic's kit. If you are any unenhanced or common enhanced item.
already proficient with it, you instead gain expertise Whenever you identify an item, you gain a rough
with it. estimate of its current monetary value.
Whenever you make an Intelligence (Mechanic's Kit)
check to make a repair, you can treat a d20 roll of 9 or
lower as a 10, as long as you spend at least ten minutes
repairing it.

163 CHAPTER 6 | CUSTOMIZATION OPTIONS


HEALER INVESTIGATOR
You are an able medic, allowing you to mend wounds You have an eye for detail and can pick out the
quickly and get your allies back in the fight. You gain smallest clues. You gain the following benefits:
the following benefits:
Increase your Intelligence score by 1, to a maximum of
Increase your Intelligence or Wisdom score by 1, to a 20.
maximum of 20. You gain proficiency in the Investigation skill. If you are
When you use a medkit to stabilize a dying creature, already proficient in it, you instead gain expertise in it.
that creature also regains 1 hit point. You can take the Search action as a bonus action.
As an action, you can spend one use of a medkit to
tend to a creature and restore 1d6 + 4 hit points to it, JEDI SLAYER
plus additional hit points equal to the creature's You have practiced techniques useful in melee combat
maximum number of Hit Dice. The creature can't against forcewielders, gaining the following benefits:
regain hit points again in this way until it finishes a
short or long rest. When a creature within 5 feet of you casts a force
power, you can use your reaction to make a melee
HEAVILY ARMORED weapon attack against that creature.
Prerequisite: Proficiency with medium armor When you damage a creature that is concentrating on a
You have trained to master the use of heavy armor, power, that creature has disadvantage on the saving
gaining the following benefits: throw it makes to maintain its concentration.
You have advantage on saving throws against force
You gain proficiency with heavy armor. If you are powers cast by creatures within 5 feet of you.
already proficient with heavy armor, instead increase
your Strength score by 1, to a maximum of 20. KEEN MIND
While you are wearing heavy armor, kinetic and energy You have a mind that can track time, direction, and
damage that you take from unenhanced weapons is detail with uncanny precision. You gain the following
reduced by an amount equal to your proficiency bonus. benefits.
HEAVY WEAPONS MASTERY Increase your Intelligence score by 1, to a maximum of
You master the assault cannon, bowcaster, scattergun, 20.
and shotgun. You gain the following benefits while You always know which way is north.
wielding any of these weapons, if you are proficient You always know the number of hours left before the
with it: next sunrise or sunset.
You can accurately recall anything you have seen or
You gain a +1 bonus to the weapon's attack rolls. heard within the past month.
When a creature rolls a 1 on the saving throw against
one of these weapons, it takes damage as if suffering a LIGHTLY ARMORED
critical hit. You have trained to master the use of light armor,
Whenever you score a critical hit against a creature that gaining the following benefits:
is holding an object, you can attempt to disarm the
target. If the target is no more than one size larger than You gain proficiency with light armor. If you are already
you (your size or smaller if your weapon has the light proficient with light armor, instead increase your
property), it must succeed on a Strength saving throw Strength or Dexterity score by 1, to a maximum of 20.
(DC = 8 + your proficiency bonus + your Dexterity While you are wearing light armor, your speed
modifier) or it drops an object of your choice at its feet. increases by 5 feet.

INSPIRING LEADER LINGUIST


Prerequisite: Charisma 13 You have studied languages and codes, gaining the
You can spend 10 minutes inspiring your companions, following benefits:
shoring up their resolve to fight. When you do so, Increase your Intelligence score by 1, to a maximum of
choose up to six friendly creatures (which can include 20.
yourself) within 30 feet of you who can see or hear you You learn three languages of your choice.
and who can understand you. Each creature can gain You can ably create written ciphers. Others can't
temporary hit points equal to your level + your decipher a code you create unless you teach them, they
Charisma modifier. A creature can't gain temporary hit succeed on an Intelligence check (DC equal to your
points from this feat again until it has finished a short Intelligence score + your proficiency bonus), or they use
or long rest. a power to decipher it.

CHAPTER 6 | CUSTOMIZATION OPTIONS 164


LOREMASTER MARTIAL ADEPT
Your study of history rewards you with the following You have martial training that allows you to perform
benefits: special combat maneuvers. You gain the following
benefits:
Increase your Intelligence score by 1, to a maximum of
20. You learn two maneuvers of your choice from among
You gain proficiency in the Lore skill. If you are already those available to the fighter class. If a maneuver you
proficient in it, you instead gain expertise in it. use requires your target to make a saving throw to
When you take the Help action to aid another resist the maneuver's effects, the saving throw DC
creature's ability check, you can make a DC 15 equals 8 + your proficiency bonus + your Strength or
Intelligence (Lore) check. On a success, that creature's Dexterity modifier (your choice).
check gains a bonus equal to your proficiency bonus, as If you already have superiority dice, you gain one more;
you share pertinent advice and historical examples. To otherwise, you have two superiority dice, which are
receive this bonus, the creature must be able to d4s. These dice are used to fuel your maneuvers. A
understand what you're saying. superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a
LUCKY short or long rest.
You have inexplicable luck that seems to kick in at just
the right moment. MASTER OF DISGUISE
You have 3 luck points. Whenever you make an You have honed your ability to shape your personality
attack roll, an ability check, or a saving throw, you can and to read the personalities of others. You gain the
spend one luck point to roll an additional d20. You can following benefits:
choose to spend one of your luck points after you roll
the die, but before the outcome is determined. You Increase your Charisma score by 1, to a maximum of
choose which of the d20s is used for the attack roll, 20.
ability check, or saving throw. You gain proficiency with the disguise kit. If you are
already proficient with it, you instead gain expertise
You can also spend one luck point when an attack
with it.
roll is made against you. Roll a d20, and then choose
If you spend 1 hour observing a creature, you can then
whether the attack uses the attacker's roll or yours. If
spend 8 hours crafting a disguise you can quickly don
more than one creature spends a luck point to
to mimic that creature. Making the disguise requires a
influence the outcome o f a roll, the points cancel each
disguise kit. You must make checks as normal to
other out; no additional dice are rolled.
disguise yourself, but you can assume the disguise as
You regain your expended luck points when you
an action.
finish a long rest.

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.

165 CHAPTER 6 | CUSTOMIZATION OPTIONS


MODERATELY ARMORED OBSERVANT
Prerequisite: Proficiency with light armor Quick to notice details of your environment, you gain
You have trained to master the use of medium armor, the following benefits:
gaining the following benefits:
Increase your Intelligence or Wisdom score by 1, to a
You gain proficiency with medium armor. If you are maximum of 20.
already proficient with medium armor, instead increase If you can see a creature's mouth while it is speaking a
your Strength or Dexterity score by 1, to a maximum of language you understand, you can interpret what it's
20. saying by reading its lips.
While you are wearing medium armor, you can add 3, You are considered to have advantage when
rather than 2, to your AC if you have a Dexterity of 16 determining your passive Wisdom (Perception) and
or higher. passive Intelligence (Investigation) scores.
Wearing medium armor doesn't impose disadvantage
on your Dexterity (Stealth) checks. PERCEPTIVE
You hone your senses until they become razor sharp.
MOUNTED CASTER You gain the following benefits:
Prerequisite: The ability to cast force or tech powers
You are trained in the use of powers while mounted. Increase your Wisdom score by 1, to a maximum of 20.
While you are mounted and aren't incapacitated, you You gain proficiency in the Perception skill. If you are
gain the following benefits: already proficient in it, you instead gain expertise in it.
Being in a lightly obscured area doesn't impose
When you cast a power targeting yourself, you can also disadvantage on your Wisdom (Perception) checks if
affect your mount with the power. you can both see and hear.
You have advantage on melee force or tech attack rolls
against any unmounted creature that is smaller than PERFORMER
your mount. You master performance so that you can command
If your mount is subjected to an effect that allows it to any stage. You gain the following benefits:
make a Dexterity saving throw to take only half
damage, it instead takes no damage if it succeeds on Increase your Charisma score by 1, to a maximum of
the saving throw, and only half damage if it fails. 20.
You gain proficiency in the Performance skill. If you are
MOUNTED COMBATANT already proficient in it, you instead gain expertise in it.
You are a dangerous foe to face while mounted. While While performing, you can try to distract one humanoid
you are mounted and aren't incapacitated, you gain you can see who can see and hear you. Make a
the following benefits: Charisma (Performance) check contested by the
humanoid's Wisdom (Insight) check. If your check
You have advantage on melee attack rolls against any succeeds, you grab the humanoid's attention enough
unmounted creature that is smaller than your mount. that it makes Wisdom (Perception) and Intelligence
You can force an attack targeted at your mount to (Investigation) checks with disadvantage until you stop
target you instead. performing.
If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half POISONER
damage, it instead takes no damage if it succeeds on You have studied the secrets of poisons and toxins,
the saving throw, and only half damage if it fails. gaining the following benefits:
NATURALIST Increase an ability score of your choice by 1, to a
Your extensive study of nature rewards you with the maximum of 20.
following benefits: You gain proficiency with the poisoner's kit. If you are
already proficient with it, you instead gain expertise
Increase your Intelligence score by 1, to a maximum of with it.
20. As an action, you can identify one poison within 5 feet
You gain proficiency in the Nature skill. If you are of you. You must see the poison for this benefit to
already proficient in it, you instead gain expertise in it. work.
You learn the toxin scan tech power. You can cast it Over the course of a short rest, you can temporarily
once, using supplies scavenged around you, without improve the potency of one dose of poison. To use this
the use of a wristpad and without spending tech points, benefit, you must have a poisoner's kit, and the poison
and you regain the ability to do so when you finish a must be within reach. If the poison is applied before
long rest. the end of your next short or long rest, its DC becomes
8 + your proficiency bonus + your Intelligence modifier,
and it deals extra poison damage equal to your
Intelligence modifier.

CHAPTER 6 | CUSTOMIZATION OPTIONS 166


POLEARM MASTERY
You master the lightsaber pike, saberspear, vibrolance, When you attempt to hide on your turn while prone,
vibropike, and vibrospear. You gain the following you can opt to not move on that turn. If you avoid
benefits while wielding any of these weapons, if you moving, you are considered lightly obscured. You lose
are proficient with it: this benefit if you move or stand up, either voluntarily
or because of some external effect. You are still
You gain a +1 bonus to the weapon's attack rolls. automatically detected if any effect or action causes
When you take the Attack action, you can use a bonus you to no longer be hidden. If you are still hidden on
action to make a melee attack with the opposite end of your next turn, you can continue to remain motionless
the weapon. The weapon's damage die for this attack is and gain this benefit until you are detected.
a d4, and the attack deals kinetic damage. If the
weapon has the reach property, the bonus action QUICK-FINGERED
attack does not benefit from this property. Your nimble fingers and agility let you perform sleight
Other creatures provoke an opportunity attack from of hand. You gain the following benefits:
you when they enter your reach.
Increase your Dexterity score by 1, to a maximum of
POWER ADEPT 20.
Prerequisite: The ability to cast force or tech powers You gain proficiency in the Sleight of Hand skill. If you
When you gain this feat, choose one of the following are already proficient in it, you instead gain expertise in
damage types: acid, cold, fire, force, lightning, or it.
necrotic. Powers you cast ignore resistance to damage As a bonus action, you can make a Dexterity (Sleight of
of the chosen type. In addition, when you roll damage Hand) check to plant something on someone else,
for a power you cast that deals damage of that type, conceal an object on a creature, lift a purse, or take
you can treat any 1 on a damage die as a 2. something from a pocket.
You can select this feat multiple times. Each time you
do so, you must choose a different damage type. QUICK-WITTED
Great ideas come to you naturally, often when your life
PRACTICED depends on it. You always have a plan, or at least parts
You have acquired skills over your career, gaining the of it. You gain the following benefits:
following benefits:
Increase your Intelligence score by 1, to a maximum of
Increase an ability score of your choice by 1, to a 20.
maximum of 20. You can use your Intelligence modifier instead of your
You gain proficiency in any combination of two skills or Dexterity modifier when making initiative checks.
tools of your choice. When you would make a Dexterity saving throw, you
can instead make an Intelligence saving throw. You can
PROMISING COMMANDER use this feature a number of times equal to your
You've trained relentless to lead your allies on the field Intelligence modifier. You regain all expended uses of
of battle, gaining the following benefits: this feature when you complete a long rest.

Increase your Charisma score by 1, to a maximum of QUICK CASTER


20. Prerequisite: The ability to cast force or tech powers
As an action, you can gain tactical insight. For one You've practiced casting powers in quick succession,
minute, once per turn you can can utter a special learning techniques that grant you the following
command or warning whenever an ally you can see benefits:
within 30 feet makes an attack roll or saving throw. This
creature can add a d4 to the roll provided it can hear When you cast a power with a casting time of a bonus
and understand you. A creature can only benefit from action, you may use your action to cast a power with a
one such die at a time. Once you've used this feature, power level no higher than half your proficiency bonus
you must complete a short or long rest before you can (rounded down).
use it again. When you cast a power with a casting time of a bonus
action, you can cast it without expending force or tech
PRONE COMBATANT points as long as it is no higher level than your
You've practiced fighting while prone, gaining the proficiency bonus. Once you've used this feature, you
following benefits: must complete a long rest before you can use it again.

Increase your Dexterity score by 1, to a maximum of RESILIENT


20. Choose one ability score. You gain the following
You gain a crawling speed equal to your movement benefits:
speed.
You no longer have disadvantage on ranged attack rolls Increase the chosen ability score by 1, to a maximum of
against targets within 30 feet. 20.
You gain proficiency in saving throws using the chosen
ability.

167 CHAPTER 6 | CUSTOMIZATION OPTIONS


RIFLE MASTERY
You master the use of blaster carbine, blaster rifle, ion If you are subjected to an effect that allows you to
rifle, sniper rifle, and slugthrower. You gain the make a Dexterity saving throw to take only half
following benefits while wielding any of these damage, you can use your reaction to take no damage
weapons, if you are proficient with it: if you succeed on the saving throw, interposing your
shield between yourself and the source of the effect.
You gain a +1 bonus to the weapon's attack rolls.
Whenever you have advantage on an attack roll and hit, SIDEARM MASTERY
and the lower of the two d20 rolls would also hit, you You master the blaster pistol, heavy pistol, hold out,
can attempt to snare the target. If the target is no more ion blaster, light pistol, and wrist launcher. You gain the
than one size larger than you (your size or smaller if following benefits while wielding any of these
your weapon has the light property), it must succeed weapons, if you are proficient with it:
on a Dexterity saving throw (DC = 8 + your proficiency
bonus + your Dexterity modifier) or its movement You gain a +1 bonus to the weapon's attack rolls.
speed is halved until the end of your next turn. You learn to load and fire your weapon more
When a creature you can see misses you with an attack efficiently. You can now reload these weapons using
roll, you can use your reaction to Disengage and move your reaction. You must have one free hand to reload.
up to half your speed. You must end this movement Whenever you score a critical hit against a living
further away from the creature than you started. creature that has a head, you can attempt to daze the
target. If the target is no more than one size larger than
SENTINEL MASTERY you (your size or smaller if your weapon has the light
You've mastered techniques to take advantage of every property), it must succeed on a Constitution saving
drop in any enemy's guard; in tight spaces you are throw (DC = 8 + your proficiency bonus + your Dexterity
indomitable. While you are wielding a melee weapon modifier) or be stunned until the end of its next turn.
with which you are proficient, you gain the following
benefits: SILVER-TONGUED
You develop your conversational skill to better deceive
When you hit a creature with an opportunity attack, the others. You gain the following benefits:
creature's speed becomes 0 for the rest of the turn.
Creatures within 5 feet of you provoke opportunity Increase your Charisma score by 1, to a maximum of
attacks from you even if they take the Disengage action 20.
before leaving your reach. You gain proficiency in the Deception skill. If you are
already proficient in it, you instead gain expertise in it.
SHARPSHOOTING MASTERY When you take the Attack action, you can replace one
You have mastered blaster weapons and can easily attack with an attempt to deceive one humanoid you
make shots that others find impossible. While you are can see within 30 feet of you that can see and hear you.
wielding a blaster weapon with which you are Make a Charisma (Deception) check contested by the
proficient, you gain the following benefits: target's Wisdom (Insight) check. If your check succeeds,
your movement doesn't provoke opportunity attacks
Attacking at long range doesn't impose disadvantage from the target and your attack rolls against it have
on your ranged weapon attack rolls. advantage; both benefits last until the end of your next
Your ranged weapon attacks ignore half cover and turn or until you use this ability on a different target. If
three-quarters cover. your check fails, the target can't be deceived by you in
Before you make an attack with a blaster weapon that this way for 1 hour.
you are proficient with, you can choose to forgo your
proficiency bonus. If the attack hits, you add double SKULKER
your proficiency bonus to the attack's damage. Prerequisite: Dexterity 13
You are expert at slinking through shadows. You gain
SHIELDING MASTERY
the following benefits:
You've mastered using a shield to defend your allies as
well as yourself, and you understand that shields are You can try to hide when you are lightly obscured from
not just for protection but also for offense. While you the creature from which you are hiding.
are wielding a shield with which you are proficient, you When you are hidden from a creature and miss it with
gain the following benefits: a ranged weapon attack, making the attack doesn't
reveal your position.
If you take the Attack action on your turn, you can use a Dim light doesn't impose disadvantage on your
bonus action to try to shove a creature within 5 feet of Wisdom (Perception) checks relying on sight.
you with your shield.
If you aren't incapacitated, you can add your shield's AC
bonus to any Dexterity saving throw you make against
a power or other harmful effect.

CHAPTER 6 | CUSTOMIZATION OPTIONS 168


SLICER
You are an expert at finding things in computers you Increase your Dexterity, Intelligence, Wisdom, or
shouldn't. You gain the following benefits: Charisma score by 1, to a maximum of 20.
Whenever you have advantage on an attack roll using
Increase an ability score of your choice by 1, to a Dexterity, Intelligence, Wisdom, or Charisma you can
maximum of 20. reroll one of the dice once.
You gain proficiency with the slicer's kit. If you are
already proficient with it, you instead gain expertise SURVIVALIST
with it. You master wilderness lore, gaining the following
Whenever you make an Intelligence (Investigation) or benefits:
Wisdom (Perception) check to detect the nature of
computer software, you are considered to have Increase your Wisdom score by 1, to a maximum of 20.
expertise in the Investigation or Perception skill. You gain proficiency in the Survival skill. If you are
already proficient in it, you instead gain expertise in it.
SNAPPY INTERJECTION You learn the alarm tech power. You can cast it once,
You've mastered a quick tongue to aid your allies. You using supplies scavenged around you, without the use
gain the following benefits: of a wristpad and without spending tech points, and
you regain the ability to do so when you finish a long
Increase your Charisma score by 1, to a maximum of rest.
20.
When an ally makes an attack roll, an ability check or a TECHIE
saving throw, you may spend your reaction to give You master the theory and practice of technology,
them advantage on the roll. Once you use this ability, gaining the following benefits:
you can't use it again until you finish a short or long
rest. Increase your Intelligence score by 1, to a maximum of
20.
SNIPING CASTER You gain proficiency in the Technology skill. If you are
Prerequisite: The ability to cast force or tech powers already proficient in it, you instead gain expertise in it.
You've practiced casting powers more accurately from You learn the repair droid tech power. You can cast it
long range, learning techniques that give you the once, using supplies scavenged around you, without
following benefits: the use of a wristpad and without spending tech points,
and you regain the ability to do so when you finish a
When you cast a power that requires you to make an long rest.
attack roll, the power's range is doubled.
Your ranged force and tech attacks ignore half cover TECH DABBLER
and three-quarters cover. You learn two at-will tech powers, and one 1st-level
You learn one at-will power that requires an attack roll. tech power, which you cast it at its lowest level. Once
Your casting ability for this at-will power depends on you cast it, you must finish a long rest before you can
the power list you chose from: Wisdom or Charisma cast it again. Intelligence is your techcasting ability for
(depending on power alignment) for force powers or these powers. You do not require use of a wristpad for
Intelligence for tech powers. these powers.
STEALTHY THREATENING
You know how best to hide. You gain the following You become fearsome to others, gaining the following
benefits: benefits:
Increase your Dexterity score by 1, to a maximum of Increase your Charisma score by 1, to a maximum of
20. 20.
You gain proficiency in the Stealth skill. If you are You gain proficiency in the Intimidation skill. If you are
already proficient in it, you instead gain expertise in it. already proficient in it, you instead gain expertise in it.
If you are hidden, you can move up to 10 feet in the When you take the Attack action, you can replace one
open without revealing yourself if you end the move in attack with an attempt to demoralize one humanoid
a position where you're not clearly visible. you can see within 30 feet of you that can see and hear
you. Make a Charisma (Intimidation) check contested
SUPREME ACCURACY
by the target's Wisdom (Insight) check. If your check
Prerequisite: Dexterity, Intelligence, Wisdom, or succeeds, the target is frightened until the end of your
Charisma 13 next turn. If your check fails, the target can't be
You have uncanny aim with attacks that rely on frightened by you in this way for 1 hour.
precision rather than brute force. You gain the
following benefits:

169 CHAPTER 6 | CUSTOMIZATION OPTIONS


THROWING MASTERY
You've mastered the techniques of throwing weapons, You can draw or stow two weapons when you would
readily blending the weapons with your movements. normally be able to draw or stow only one.
While you are wielding a weapon with the thrown When you engage in Two-Weapon Fighting, you can
property with which you are proficient, you gain the choose to forgo your proficiency bonus. If you do so,
following benefits: you can make an additional Two-Weapon Fighting
attack, also without your proficiency bonus.
You gain a +1 bonus to ranged attack rolls you make
with thrown weapons. VERSATILE MASTERY
Attacking at long range doesn't impose disadvantage You've mastered the art of using weapons in different
on your ranged weapon attack rolls with thrown ways, altering your attack patterns mid-swing. While
weapons. you are wielding a melee weapon with the versatile
When you hit a creature with a ranged weapon attack property with which you are proficient and no other
with a thrown weapon, you have advantage on your weapons, you gain the following benefits:
next melee weapon attack against that creature before
the end of your next turn. When you are the target of a melee weapon attack, you
You can use Two-Weapon Fighting even when the can immediately use your reaction to make a melee
melee weapons you are wielding in one hand aren't weapon attack against the target without your
light, if at least one of them has the thrown property. proficiency bonus. On a hit, you impose disadvantage
on the attack roll made against you.
TOUGH If you miss an attack while wielding a weapon in two
Prerequisite: Durable feat hands, you can immediately make an attack roll against
You have the blood of heroes flowing through your the same target using one hand. You can only make
veins. You gain the following benefits: this attack once per turn. If the two-handed attack was
made with disadvantage or without your proficiency
Increase your Constitution score by 1, to a maximum of bonus, this attack is made the same way.
20. If you miss an attack while wielding a weapon in one
Whenever you take the Dodge action in combat, you hand, you can immediately attempt to shove that
can spend one Hit Die to heal yourself. Roll the die, add creature up to 5 feet directly away from you. You can
your Constitution modifier, and regain a number of hit only make this attempt once per turn. If the one-
points equal to the total (minimum of one). handed attack was made with disadvantage or without
your proficiency bonus, this ability check is made the
TRIP WEAPON MASTERY
same way.
You master the chakram, light ring, net, saberwhip,
vibrobaton, vibrostaff, and vibrowhip. You gain the WAR CASTER
following benefits while wielding any of these Prerequisite: The ability to cast force or tech powers
weapons, if you are proficient with it: You've practiced casting powers in the midst of
combat, learning techniques that grant you the
You gain a +1 bonus to the weapon's attack rolls.
following benefits:
As a bonus action on your turn, you can extend your
weapon to sweep around and pull down an opponent's You have advantage on Constitution saving throws that
shield. Until the end of that creature's next turn, it you make to maintain your concentration on a power
gains no benefit to armor class from its shield. when you take damage.
When you score a critical hit with the weapon or hit When a hostile creature's movement provokes an
with an opportunity attack using the weapon, you can opportunity attack from you, you can use your reaction
attempt to trip the opponent as well. If the target is no to cast a power at the creature, rather than making an
more than one size larger (your size or smaller if your opportunity attack. The power must have a casting
weapon has the light property), it must succeed on a time of 1 action and must target only that creature.
Strength saving throw (DC = 8 + your proficiency bonus
+ your choice of either your Strength or Dexterity WEAPON EXPERT
modifier) or be knocked prone. You have practiced extensively with a variety of
weapons, gaining the following benefits:
TWO-WEAPON MASTERY
You've mastered fighting with two weapons, becoming You gain proficiency with all blasters, lightweapons,
a flurry of motion. While you are wielding separate and vibroweapons. If you are already proficient with
weapons in each hand, or a weapon with the double them, instead increase your Strength or Dexterity score
property, with which you are proficient, you gain the by 1, to a maximum of 20.
following benefits: Once per turn when you roll damage for a weapon
attack using a weapon with which you are proficient,
You gain a +1 bonus to AC while you are wielding a you can reroll the weapon's damage dice and use
separate weapon in each hand. either total.
You can engage in Two-Weapon Fighting even when
the weapons you are wielding lack the light property.

CHAPTER 6 | CUSTOMIZATION OPTIONS 170


CHAPTER 7: USING ABILITY SCORES
            IX ABILITIES PROVIDE A QUICK DESCRIPTION OF
            every creature's physical and mental Ability Scores and Modifiers
characteristics: Score Modifier Score Modifier
1 -5 16-17 +3
Strength, measuring physical power
Dexterity, measuring agility 2-3 -4 18-19 +4
Constitution, measuring endurance 4-5 -3 20-21 +5
Intelligence, measuring reasoning and memory
6-7 -2 22-23 +6
Wisdom, measuring awareness and intuition
Charisma, measuring force of personality 8-9 -1 24-25 +7

Is a character muscle-bound and insightful? Brilliant 10-11 +0 26-27 +8


and charming? Nimble and hardy? Ability scores define 12-13 +1 28-29 +9
these qualities—a creature's assets as well as 14-15 +2 30 +10
weaknesses.
The three main rolls of the game—the ability check,
the saving throw, and the attack roll—rely on the six ADVANTAGE AND DISADVANTAGE
ability scores. The book's introduction describes the Sometimes a special ability or power tells you that you
basic rule behind these rolls: roll a d20, add an ability have advantage or disadvantage on an ability check, a
modifier derived from one of the six ability scores, and saving throw, or an attack roll. When that happens, you
compare the total to a target number. roll a second d20 when you make the roll. Use the
This chapter focuses on how to use ability checks higher of the two rolls if you have advantage, and use
and saving throws, covering the fundamental activities the lower roll if you have disadvantage. For example, if
that creatures attempt in the game. Rules for attack you have disadvantage and roll a 17 and a 5, you use
rolls appear in chapter 9. the 5. If you instead have advantage and roll those
numbers, you use the 17.
ABILITY SCORES AND MODIFIERS If multiple situations affect a roll and each one grants
Each of a creature's abilities has a score, a number that advantage or imposes disadvantage on it, you don't roll
defines the magnitude of that ability. An ability score is more than one additional d20. If two favorable
not just a measure of innate capabilities, but also situations grant advantage, for example, you still roll
encompasses a creature's training and competence in only one additional d20.
activities related to that ability. If circumstances cause a roll to have both advantage
A score of 10 or 11 is the normal human average, but and disadvantage, you are considered to have neither
adventurers and many monsters are a cut above of them, and you roll one d20. This is true even if
average in most abilities. A score of 18 is the highest multiple circumstances impose disadvantage and only
that a person usually reaches. Adventurers can have one grants advantage or vice versa. In such a situation,
scores as high as 20, and monsters and villains can you have neither advantage nor disadvantage.
have scores as high as 30. When you have advantage or disadvantage and
Each ability also has a modifier, derived from the something in the game, such as the iktotchi's
score and ranging from -5 (for an ability score of 1) to Precognition trait, lets you reroll the d20, you can reroll
+10 (for a score of 30). The Ability Scores and Modifiers only one of the dice. You choose which one. For
table notes the ability modifiers for the range of example, if an iktotchi has advantage on an ability
possible ability scores, from 1 to 30. check and rolls a 1 and a 13, the iktotchi could use the
To determine an ability modifier without consulting Precognition trait to reroll the 1.
the table, subtract 10 from the ability score and then You usually gain advantage or disadvantage through
divide the total by 2 (round down). the use of special abilities, actions, or powers.
Because ability modifiers affect almost every attack Inspiration (see chapter 4) can also give a character
roll, ability check, and saving throw, ability modifiers advantage on checks related to the character's
come up in play more often than their associated personality, ideals, or bonds. The GM can also decide
scores. that circumstances influence a roll in one direction or
the other and grant advantage or impose disadvantage
as a result.

171 CHAPTER 7 | USING ABILITY SCORES


PROFICIENCY BONUS
Characters have a proficiency bonus determined by CONTESTS
level, as detailed in chapter 1. Monsters also have this Sometimes one character's or monster's efforts are
bonus, which is incorporated in their stat blocks. The directly opposed to another's. This can occur when
bonus is used in the rules on ability checks, saving both of them are trying to do the same thing and only
throws, and attack rolls. one can succeed, such as attempting to snatch up a
Your proficiency bonus can't be added to a single die ring that has fallen on the floor. This situation also
roll or other number more than once. For example, if applies when one of them is trying to prevent the other
two different rules say you can add your proficiency one from accomplishing a goal—for example, when a
bonus to a Wisdom saving throw, you nevertheless add monster tries to force open a door that an adventurer
the bonus only once when you make the save. is holding closed. In situations like these, the outcome
Occasionally, your proficiency bonus might be is determined by a special form of ability check, called
multiplied or divided (doubled or halved. for example) a contest.
before you apply it. If a circumstance suggests that Both participants in a contest make ability checks
your proficiency bonus applies more than once to the appropriate to their efforts. They apply all appropriate
same roll, you still add it only once and multiply or bonuses and penalties, but instead of comparing the
divide it only once. total to a DC, they compare the totals of their two
By the same token, if a feature or effect allows you to checks. The participant with the higher check total wins
multiply your proficiency bonus when making an ability the contest. That character or monster either succeeds
check that wouldn't normally benefit from your at the action or prevents the other one from
proficiency bonus, you still don't add the bonus to the succeeding.
check. For that check your proficiency bonus is 0, given If the contest results in a tie, the situation remains
the fact that multiplying 0 by any number is still 0. For the same as it was before the contest. Thus, one
instance, if you lack proficiency in the Lore skill, you contestant might win the contest by default. If two
gain no benefit from a feature that lets you double characters tie in a contest to snatch a ring off the floor,
your proficiency bonus when you make Intelligence neither character grabs it. In a contest between a
(Lore) checks. monster trying to open a door and an adventurer
In general, you don't multiply your proficiency bonus trying to keep the door closed, a tie means that the
for attack rolls or saving throws. If a feature or effect door remains shut.
allows you to do so, these same rules apply.
Ability Check DCs
EXPERTISE Task Difficulty DC
Certain features, such as the Expertise class feature or Very easy 5
Ace Pilot feat, let you double your proficiency bonus
with a given skill or tool proficiency, granting expertise Easy 10
in that skill or tool. As usual, you can only gain Medium 15
expertise in a skill or tool once. Hard 20

ABILITY CHECKS Very hard 25

An ability check tests a character's or monster's innate Nearly impossible 30


talent and training in an effort to overcome a
challenge. The GM calls for an ability check when a
character or monster attempts an action (other than
an attack) that has a chance of failure. When the
outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the
4 abilities is relevant to the task at hand and the
difficulty of the task, represented by Difficulty Class.
The more difficult a task, the higher its DC. The Typical
Difficulty Classes table shows common DCs.
To make an ability check, roll a d20 and add the
relevant ability modifier. As with other d20 rolls, apply
bonuses and penalties, and compare the
total to the DC. If the total equals or
exceeds the DC, the ability check is a
success-the creature overcomes
the challenge at hand. Otherwise,
it's a failure, which means the char-
acter or monster makes no progress
toward the objective or makes progr-
ess combined with a setback
determined by the GM.

CHAPTER 7 | USING ABILITY SCORES 172


SKILLS
Each ability covers a broad range of capabilities, VARIANT: SKILLS WITH OTHER ABILITIES
including skills that a character or a monster can be Normally, your proficiency in a skill applies only to a
proficient in. A skill represents a specific aspect of an specific kind of ability check. Proficiency in Athletics, for
ability score, and an individual's proficiency in a skill example, usually applies to Strength checks. In some
demonstrates a focus on that aspect. (A character's situations, though, your proficiency might reasonably
starting skill proficiencies are determined at character apply to a different kind of check. In such cases, the
~ creation, and a monster's skill proficiencies appear in GM might ask for a check using an unusual
the monster's stat block.) combination of ability and skill, or you might ask your
For example, a Dexterity check might reflect a GM if you can apply a proficiency to a different check.
character's attempt to pull off an acrobatic stunt, to For example, if you have to swim from an offshore
palm an object, or to stay hidden. Each of these island to the mainland, your GM might call for a
aspects of Dexterity has an associated skill: Acrobatics, Constitution check to see if you have the stamina to
Sleight of Hand, and Stealth, respectively. So a make it that far. In this case, your GM might allow you
character who has proficiency in the Stealth skill is to apply your proficiency in Athletics and ask for a
particularly good at Dexterity checks related to Constitution (Athletics) check.
sneaking and hiding. So if you're proficient in Athletics, you apply your
The skills related to each ability score are shown in proficiency bonus to the Constitution check just as you
the following list. (No skills are related to Constitution.) would normally do for a Strength (Athletics) check.
See an ability's description in the later sections of this Similarly, when your trandoshan berserker uses a
chapter for examples of how to use a skill associated display of raw strength to intimidate an enemy, your
with an ability. GM might ask for a Strength (Intimidation) check, even
though Intimidation is normally associated with
Strength: Athletics Charisma.
Dexterity: Acrobatics, Sleight of Hand, Stealth
Intelligence: Investigation, Lore, Nature, Piloting, PASSIVE CHECKS
Technology A passive check is a special kind of ability check that
Wisdom: Animal handling, Insight, Medicine, doesn't involve any die rolls. Such a check can
Perception, Survival represent the average result for a task done
Charisma: Deception, Intimidation, Performance, repeatedly, such as searching for secret doors over and
Persuasion over again, or can be used when the GM wants to
Sometimes, the GM might ask for an ability check secretly determine whether the characters succeed at
using a specific skill—for example, "Make a Wisdom something without rolling dice, such as noticing a
(Perception) check." At other times, a player might ask hidden monster.
the GM if proficiency in a particular skill applies to a Here's how to determine a character's total for a
check. In either case, proficiency in a skill means an passive check:
individual can add his or her proficiency bonus to 10 + all modifiers that normally apply to the check. If
ability checks that involve that skill. Without proficiency the character has advantage on the check, add 5. For
in the skill, the individual makes a normal ability check. disadvantage, subtract 5. The game refers to a passive
For example, if a character attempts to climb up a check total as a score.
dangerous cliff. the Dungeon Master might ask for a For example. if a 1st-level character has a Wisdom of
Strength (Athletics) check. If the character is proficient 15 and proficiency in Perception, he or she has a
in Athletics, the character's proficiency bonus is added passive Wisdom (Perception) score of 14.
to the Strength check. If the character lacks that The rules on hiding in the "Dexterity" section below
proficiency, he or she just makes a rely on passive checks, as do the exploration rules in
Strength check. chapter 8.

173 CHAPTER 7 | USING ABILITY SCORES


WORKING TOGETHER
Sometimes two or more characters team up to attempt You struggle to swim or stay afloat in treacherous
a task. The character who's leading the effort, or the currents, storm-tossed waves, or areas of thick
one with the highest ability modifier, can make an seaweed. Or another creature tries to push or pull you
ability check with advantage, reflecting the help underwater or otherwise interfere with your swimming.
provided by the other characters. In combat, this
Other Strength Checks. The GM might also call for a
requires the Help action (see chapter 9).
Strength check when you try to accomplish tasks like
A character can only provide help if the task is one
the following:
that he or she could attempt alone. For example, trying
to open a lock requires proficiency with security kits, so Force open a stuck, locked, or barred door
a character who lacks that proficiency can't help Break free of bonds
another character in that task. Moreover. a character Push through a tunnel that is too small
can help only when two or more individuals working Hang on to a wagon while being dragged behind it
together would actually be productive. Some tasks, Tip over a statue
such as threading a needle, are no easier with help. Keep a boulder from rolling
GROUP CHECKS ATTACK ROLLS AND DAMAGE
When a number of individuals are trying to accomplish You add your Strength modifier to your attack roll and
something as a group, the GM might ask for a group your damage roll when attacking with a melee weapon
ability check. In such a situation, the characters who such as a vibrosword or doublesword. You use melee
are skilled at a particular task help cover those who weapons to make melee attacks in hand—to—hand
aren't. combat, and some of them can be thrown to make a
To make a group ability check, everyone in the group ranged attack.
makes the ability check. If at least half the group
succeeds, the whole group succeeds. Otherwise, the LIFTING AND CARRYING
group fails. Your Strength score determines the amount of weight
Group checks don't come up very often, and they're you can bear. The following terms define what you can
most useful when all the characters succeed or fail as a lift or carry.
group. For example, when adventurers are navigating a Carrying Capacity. Your carrying capacity is your
swamp, the GM might call for a group Wisdom Strength score multiplied by 15. This is the weight (in
(Survival) check to see if the characters can avoid the pounds) that you can carry, which is high enough that
quicksand, sinkholes, and other natural hazards of the most characters don't usually have to worry about it.
environment. If at least half the group succeeds, the Push, Drag, or Lift. You can push, drag, or lift a
successful characters are able to guide their weight in pounds up to twice your carrying capacity (or
companions out of danger. Otherwise, the group 30 times your Strength score). While pushing or
stumbles into one of these hazards. dragging weight in excess of your carrying capacity,
your speed drops to 5 feet.
USING EACH ABILITY Size and Strength. Larger creatures can bear more
weight, whereas Tiny creatures can carry less. For each
Every task that a character or monster might attempt
size category above Medium, double the creature'
in the game is covered by one of the six abilities. This
carrying capacity and the amount it can push. drag, or
section explains in more detail what those abilities
lift. For a Tiny creature, halve these weights.
mean and the ways they are used in the game.
VARIANT: ENCUMBERANCE
STRENGTH The rules for lifting and carrying are intentionally
Strength measures bodily power, athletic training, and simple. Here is a variant if you are looking for more
the extent to which you can exert raw physical force. detailed rules for determining how a character is
hindered by the weight of equipment. When you use
STRENGTH CHECKS
this variant, ignore the Strength column of the Armor
A Strength check can model any attempt to lift, push,
table in chapter 5.
pull, or break something, to force your body through a
If you carry weight in excess of 5 times your Strength
space, or to otherwise apply brute force to a situation.
score, you are encumbered, which means your speed
The Athletics skill reflects aptitude in certain kinds of
drops by 10 feet.
Strength checks.
If you carry weight in excess of 10 times your
Athletics. Your Strength (Athletics) check covers
Strength score, up to your maximum carrying capacity,
difficult situations you encounter while climbing,
you are instead heavily encumbered, which means
jumping, or swimming. Examples include the following
your speed drops by 20 feet and you have
activities:
disadvantage on ability checks, attack rolls, and saving
You attempt to climb a sheer or slippery cliff, avoid throws that use Strength, Dexterity, or Constitution.
hazards while scaling a wall, or cling to a surface while
something is trying to knock you off.
You try to jump an unusually long distance or pull off a
stunt midjump.

CHAPTER 7 | USING ABILITY SCORES 174


DEXTERITY
Dexterity measures agility, reflexes, and balance. Hiding
DEXTERITY CHECKS When you try to hide, make a Dexterity (Stealth) check.
A Dexterity check can model any attempt to move Until you are discovered or you stop hiding, that
nimbly, quickly, or quietly, or to keep from falling on checks total is contested by the Wisdom (Perception)
check of any creature that actively searches for signs
tricky footing. The Acrobatics, Sleight of Hand, and of your presence.
Stealth skills reflect aptitude in certain kinds of You can't hide from a creature that can see you, and
Dexterity checks. if you make noise (such as shouting a warning or
Acrobatics. Your Dexterity (Acrobatics) check covers knocking over a vase), you give away your position. An
your attempt to stay on your feet in a tricky situation, invisible creature can't be seen, so it can always try to
such as when you're trying to run across a sheet of ice, hide. Signs of its passage might still be noticed,
however, and it still has to stay quiet.
balance on a tightrope, or stay upright on a rocking
In combat, most creatures stay alert for signs of
spaceship's deck. The GM might also call for a Dexterity danger all around, so if you come out of hiding and
(Acrobatics) check to see if you can perform acrobatic approach a creature, it usually sees you. However,
stunts, including dives, rolls, somersaults, and flips. under certain circumstances, the Dungeon Master
Sleight of Hand. Whenever you attempt an act of might allow you to stay hidden as you approach a
legerdemain or manual trickery, such as planting creature that is distracted, allowing you to gain
something on someone else or concealing an object on advantage on an attack before you are seen.
your person, make a Dexterity (Sleight of Hand) check. Passive Perception. When you hide, there's a chance
someone will notice you even if they aren't searching.
The GM might also call for a Dexterity (Sleight of Hand)
To determine whether such a creature notices you,
check to determine whether you can lift a wallet off the GM compares your Dexterity (Stealth) check with
another person or slip something out of another that creature's passive Wisdom (Perception) score,
person's pocket. which equals 10 + the creature's Wisdom modifier, as
Stealth. Make a Dexterity (Stealth) check when you well as any other bonuses or penalties. If the creature
attempt to conceal yourself from enemies, slink past has advantage, add 5. For disadvantage, subtract 5.
guards, slip away without being noticed, or sneak up For example, if a lst-level character (with a
proficiency bonus of +2) has a Wisdom of 15 (a +2
on someone without being seen or heard. modifier) and proficiency in Perception, he or she has
Other Dexterity Checks. The GM might call for a a passive Wisdom (Perception) of 14.
Dexterity check when you try to accomplish tasks like What Can You See? One of the main factors in
the following: determining whether you can find a hidden creature
or object is how well you can see in an area, which
Control a heavily laden cart on a steep descent might be lightly or heavily obscured, as explained in
Steer a chariot around a tight turn chapter 8.
Pick a lock
Disable a trap
Securely tie up a prisoner
Wriggle free of bonds
Play a stringed instrument
Craft a small or detailed object

ATTACK ROLLS AND DAMAGE


You add your Dexterity modifier to your attack roll and
your damage roll when attacking with a ranged
weapon. such as a blaster rifle or bowcaster. You can
also add your Dexterity modifier to your attack roll and
your damage roll when attacking with a melee weapon
that has the finesse property, such as a vibrodagger or
techblade.
ARMOR CLASS
Depending on the armor you wear, you might add
some or all of your Dexterity modifier to your Armor
Class, as described in chapter 5.
INITIATIVE
At the beginning of every combat, you roll initiative by
making a Dexterity check. Initiative determines the
order of creatures' turns in combat, as described in
 chapter 9.

175 CHAPTER 7 | USING ABILITY SCORES


CONSTITUTION INTELLIGENCE
Constitution measures health, stamina, and vital force. Intelligence measures mental acuity, accuracy of recall,
and the ability to reason.
CONSTITUTION CHECKS
Constitution checks are uncommon, and no skills apply INTELLIGENCE CHECKS
to Constitution checks. because the endurance this An Intelligence check comes into play when you need
ability represents is largely passive rather than to draw on logic, education, memory, or deductive
involving a specific effort on the part of a character or reasoning. The Investigation, Lore, Nature, Piloting, and
monster. A Constitution check can model your attempt Technology skills reflect aptitude in certain kinds of
to push beyond normal limits, however. Intelligence checks.
The GM might call for a Constitution check when you Investigation. When you look around for clues and
try to accomplish tasks like the following: make deductions based on those clues, you make an
Intelligence (Investigation) check. You might deduce
Hold your breath the location of a hidden object, discern from the
March or labor for hours without rest appearance of a wound what kind of weapon dealt it,
Go without sleep or determine the weakest point in a tunnel that could
Survive without food or water cause it to collapse. Poring through ancient materials
Quaff an entire stein of ale in one go in search of a hidden fragment of knowledge might
HIT POINTS also call for an Intelligence (Investigation) check.
Your Constitution modifier contributes to your hit Lore. Your Intelligence (Lore) check measures your
points. Typically, you add your Constitution modifier to ability to recall information about the Force, artifacts,
each Hit Die you roll for your hit points. histories, and religions.
If your Constitution modifier changes, your hit point Nature. Your Intelligence (Nature) check measures
maximum changes as well, as though you had the new your ability to recall lore about terrain, plants and
modifier from 1st level. For example, if you raise your animals, the weather, and natural cycles.
Constitution score when you reach 4th level and your Piloting. Your Intelligence (Piloting) check measures
Constitution modifier increases from +1 tO +2, you your ability to control vehicles, aircraft, and spaceships.
adjust your hit point maximum as though the modifier Piloting governs your ability to maneuver through tight
had always been +2. So you add 3 hit points for your spaces and debris fields or dogfight with enemy craft.
first three levels, and then roll your hit points for 4th Technology. Your Intelligence (Technology) checks
level using your new modifier. Or if you're 7th level and measure your ability to recall information about droids,
some effect lowers your Constitution score so as to vehicles, spaceships, aircraft, and computers, as well as
reduce your Constitution modifier by 1, your hit point your ability to interface with them.
maximum is reduced by 7. Other Intelligence Checks. The GM might call for an
Intelligence check when you try to accomplish tasks
like the following:
Communicate with a creature without using words
Estimate the value of a precious item
Pull together a disguise to pass as a city guard
Forge a document
Recall lore about a craft or trade
Win a game of skill

TECHCASTING ABILITY
Techcasters use Intelligence as their techcasting ability,
which helps determine the saving throw DCs of power
they cast.

CHAPTER 7 | USING ABILITY SCORES 176


WISDOM
Wisdom reflects how attuned you are to the world Finding a Hidden Object
around you and represents perceptiveness and
When your character searches for a hidden object
intuition. such as a secret door or a trap, the GM typically asks
WISDOM CHECKS you to make a Wisdom (Perception) check. Such a
check can be used to find hidden details or other
A Wisdom check might reflect an effort to read body information and clues that you might otherwise
language, understand someone's feelings, notice overlook.
things about the environment, or care for an injured In most cases, you need to describe where you are
person. The Animal Handling, Insight, Medicine, looking in order for the GM to determine your chance
Perception, and Survival skills reflect aptitude in certain of success. For example, a key is hidden beneath a set
kinds of Wisdom checks. of folded clothes in the top drawer ofa bureau. If you
tell the GM that you pace around the room, looking at
Animal Handling. When there is any question
the walls and furniture for clues, you have no chance
whether you can calm down a domesticated animal, of finding the key, regardless of your Wisdom
keep a mount from getting spooked, or intuit an (Perception) check result. You would have to specify
animal's intentions, the GM might call for a Wisdom that you were opening the drawers or searching the
(Animal Handling) check. You also make a Wisdom bureau in order to have any chance of success.
(Animal Handling) check to control your mount when
you attempt a risky maneuver.
Insight. Your Wisdom (Insight) check decides
whether you can determine the true intentions of a
creature, such as when searching out a lie or predicting
someone's next move. Doing so involves gleaning clues
from body language, speech habits, and changes in
mannerisms.
Medicine. A Wisdom (Medicine) check lets you try to
stabilize a dying companion or diagnose an illness.
Perception. Your Wisdom (Perception) check lets
you spot, hear, or otherwise detect the presence of
something. It measures your general awareness of
your surroundings and the keenness of your senses.
For example, you might try to hear a conversation
through a closed door, eavesdrop under an open
window, or hear monsters moving stealthily in the
forest. Or you might try to spot things that are
obscured or easy to miss, whether they are orcs lying
in ambush on a road, thugs hiding in the shadows of
an alley, or candlelight under a closed secret door.
Survival. The GM might ask you to make a Wisdom
(Survival) check to follow tracks, hunt wild game, guide
your group through frozen wastelands, identify signs
that rancors live nearby, predict the weather, or avoid
quicksand and other natural hazards.
Other Wisdom Checks. The GM might call for a
Wisdom check when you try to accomplish tasks like
the following:
Get a gut feeling about what course of action to follow
Discern Whether a seemingly dead or living creature is
undead

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.

177 CHAPTER 7 | USING ABILITY SCORES


SAVING THROWS
CHARISMA A saving throw-also called a save-represents an
Charisma measures your ability to interact effectively attempt to resist a power, a trap, a poison, a disease,
with others. It includes such factors as confidence and or a similar threat. You don't normally decide to make
eloquence, and it can represent a charming or a saving throw; you are forced to make one because
commanding personality. your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the
CHARISMA CHECKS appropriate ability modifier. For example, you use your
A Charisma check might arise when you try to Dexterity modifier for a Dexterity saving throw.
influence or entertain others, when you try to make an A saving throw can be modified by a situational
impression or tell a convincing lie, or when you are bonus or penalty and can be affected by advantage
navigating a tricky social situation. The Deception, and disadvantage, as determined by the GM.
Intimidation, Performance, and Persuasion skills reflect Each class gives proficiency in at least two saving
aptitude in certain kinds of Charisma checks. throws. The operative, for example, is proficient in
Deception. Your Charisma (Deception) check Intelligence saves. As with skill proficiencies,
determines whether you can convincingly hide the proficiency in a saving throw lets a character add his or
truth, either verbally or through your actions. This her proficiency bonus to saving throws made using a
deception can encompass everything from misleading particular ability score. Some monsters have saving
others through ambiguity to telling outright lies. Typical throw proficiencies as well.
situations include trying to fast-talk a guard, con a The Difficulty Class for a saving throw is determined
merchant, earn money through gambling, pass by the effect that causes it. For example, the DC for a
yourself off in a disguise, dull someone's suspicions saving throw allowed by a power is determined by the
with false assurances, or maintain a straight face while caster's force- or tech-casting ability and proficiency
telling a blatant lie. bonus.
Intimidation. When you attempt to influence The result of a successful or failed saving throw is
someon through overt threats, hostile actions, and also detailed in the effect that allows the save. Usually,
physical violence, the GM might ask you to make a a successful save means that a creature suffers no
Charisma (Intimidation) check. Examples include trying harm, or reduced harm, from an effect.
to pry information out of a prisoner, convincing street
thugs to back down from a confrontation, or using the
edge of a broken bottle to convince a sneering vizier to
reconsider a decision.
Performance. Your Charisma (Performance) check
determines how well you can delight an audience with
music, dance. acting, storytelling, or some other form
of entertainment.
Persuasion. When you attempt to influence
someone or a group of people with tact, social graces,
or good nature, the GM might ask you to make a
Charisma (Persuasion) check. Typically, you use
persuasion when acting in good faith, to foster
friendships, make cordial requests, or exhibit proper
etiquette. Examples of persuading others include
convincing a Chamberlain to let your party see the
king, negotiating peace between warring tribes, or
inspiring a crowd of townsfolk.
Other Charisma Checks. The GM might call for a
Charisma check when you try to accomplish tasks like
the following:

Find the best person to talk to for news, rumors, and


gossip
Blend into a crowd to get the sense of key topics of
conversation
FORCECASTING ABILITY
Forcecasters use Charisma as their forcecasting ability
for their dark side and universal powers, which helps
determine the saving throw DCs of powers they cast.

CHAPTER 7 | USING ABILITY SCORES 178


CHAPTER 8: ADVENTURING
           ELVING INTO AN ANCIENT SITH TOMB, SLIPPING THROUGH
           the Black Sun territory of Coruscant, hacking a
MOVEMENT
fresh trail through the thick jungles on the forest moon Swimming across a rushing river, sneaking down a
of Endor—these are the things that Star Wars building corridor, scaling a treacherous mountain
adventures are made of. Your character in the game slope- all sorts of movement play a key role in D&D
might explore forgotten ruins and uncharted lands, adventures.
uncover dark secrets and sinister plots, and slay foul The GM can summarize the adventurers' movement
monsters. And if all goes well, your character will without calculating exact distances or travel times:
survive to claim rich rewards before embarking on a "You travel through the forest and find the ruin
new adventure. entrance late in the evening of the third day." Even in a
This chapter covers the basics of the adventuring life, dungeon, particularly a large dungeon or a cave
from the mechanics of movement to the complexities network, the GM can summarize movement between
of social interaction. The rules for resting are also in encounters: "After killing the guardian at the entrance
this chapter, along with a discussion of the activities to the ancient Jedi stronghold. you consult your map,
your character might pursue between adventures. which leads you through miles of echoing corridors to
Whether adventurers are exploring a dusty dungeon a chasm bridged by a narrow stone arch."
or the complex relationships of a noble court, the Sometimes it's important, though, to know how long
game follows a natural rhythm, as outlined in the it takes to get from one spot to another, whether the
book's introduction: answer is in days, hours, or minutes. The rules for
determining travel time depend on two factors: the
 1. The GM describes the environment. speed and travel pace of the creatures moving and the
2. The players describe what they want to do. terrain they're moving over.
3. The GM narrates the results of their actions.
SPEED
Typically, the GM uses a map as an outline of the Every character and monster has a speed, which is the
adventure, tracking the characters' progress as they distance in feet that the character or monster can walk
explore enclave corridors or wilderness regions. in 1 round. This number assumes short bursts of
The GM's notes, including a key to the map, describe energetic movement in the midst of a life-threatening
what the adventurers find as they enter each new area. situation.
Sometimes, the passage of time and the adventurers' The following rules determine how far a character or
actions determine what happens, so the GM might use monster can move in a minute, an hour, or a day.
a timeline or a flowchart to track their progress instead
of a map. TRAVEL PACE
While traveling, a group of adventurers can move at a
TIME normal, fast, or slow pace, as shown on the Travel Pace
In situations where keeping track of the passage of table. The table states how far the party can move in a
time is important, the GM determines the time a task period of time and whether the pace has any effect. A
requires. The GM might use a different time scale fast pace makes characters less perceptive, while a
depending on the context of the situation at hand. In slow pace makes it possible to sneak around and to
an enclosed environment, the adventurers' movement search an area more carefully (see the "Activity While
happens on a scale of minutes. It takes them about a Traveling" section later in this chapter for more
minute to creep down a long hallway, another minute information).
to check for traps on the door at the end of the hall, Forced March. The Travel Pace table assumes that
and a good ten minutes to search the chamber beyond characters travel for 8 hours in day. They can push on
for anything interesting or valuable. beyond that limit, at the risk of exhaustion.
In a city or wilderness, a scale of hours is often more For each additional hour of travel beyond 8 hours,
appropriate. Adventurers eager to reach the lonely the characters cover the distance shown in the Hour
tower at the heart of the forest hurry across those column for their pace, and each character must make a
fifteen miles in just under four hours time. Constitution saving throw at the end of the hour. The
For long journeys, a scale of days works best. DC is 10 + 1 for each hour past 8 hours. On a failed
Following the road from Tatooine to Kashyyk, the saving throw, a character suffers one level of
adventurers spend four uneventful days before a exhaustion (see appendix A).
pirate ambush interrupts their journey. Mounts, Speeders, and Vehicles. For short spans of
In combat and other fast-paced situations, the game time (up to an hour), many animals move much faster
relies on rounds, a 6-second span of time described in than humanoids. A mounted character can ride at a
chapter 9. gallop for about an hour, covering twice the usual
distance for a fast pace. If fresh mounts are available
every 8 to 10 miles, characters can cover larger
distances at this pace, but this is very rare except in
densely populated areas.

179 CHAPTER 8 | ADVENTURING


Characters in shuttles, speeders, or other vehicles High Jump. When you make a high jump, you leap into
choose a pace as normal. Depending on the vessel and the air a number of feet equal to 3 + your Strength
the size of the crew, ships might be able to travel for modifier if you move at least 10 feet on foot
up to 24 hours per day. immediately before the jump. When you make a
standing high jump, you can jump only half that
Travel Pace distance. Either way, each foot you clear on the jump
Distance Distance Distance costs a foot of movement. In some circumstances, your
per per per GM might allow you to make a Strength (Athletics)
Pace Minute Hour Day Effect check to jump higher than you normally can.
-5 penalty to passive You can extend your arms half your height above
Fast 400 feet 4 miles 30 miles Wisdom (Perception) yourself during the jump. Thus, you can reach above
scores you a distance equal to the height of the jump plus 1
Normal 300 feet 3 miles 24 miles 1/2 times your height.
Slow 200 feet 2 miles 18 miles Able to use stealth ACTIVITY WHILE TRAVELING
As adventurers travel through a dungeon or the
DIFFICULT TERRAIN wilderness, they need to remain alert for danger, and
The travel speeds given in the Travel Pace table some characters might perform other tasks to help the
assume relatively simple terrain: roads, open plains, or group's journey.
clear enclosed corridors. But adventurers often face
dense forests, deep swamps, rubble-filled ruins, steep MARCHING ORDER
mountains, and ice-covered ground—all considered The adventurers should establish a marching order.
difficult terrain. A marching order makes it easier to determine which
You move at half speed in difficult terrain—moving 1 characters are affected by traps, which ones can spot
foot in difficult terrain costs 2 feet of speed—so you hidden enemies, and which ones are the closest to
can cover only half the normal distance in a minute, an those enemies when a fight breaks out.
hour, or a day. A character might occupy the front rank, one or
more middle ranks, or the back rank. Characters in the
SPECIAL TYPES OF MOVEMENT front and back ranks need enough room to travel side
by side with others in their rank. When space is too
Movement through dangerous dungeons or wilderness
tight, the marching order must change, usually by
areas often involves more than simply walking.
moving characters to a middle rank.
Adventurers might have to climb, crawl, swim, or jump
Fewer Than Three Ranks. If an adventuring party
to get where they need to go.
arranges its marching order with only two ranks, they
CLIMBING, SWIMMING AND CRAWLING are a front rank and a back rank. If there's only one
While climbing, swimming, or crawling, each foot of rank, it's considered a front rank.
movement costs 1 extra foot (2 extra feet in difficult
STEALTH
terrain), unless a creature has a climbing or swimming
While traveling at a slow pace, the characters can move
speed. At the GM's option, climbing a slippery vertical
stealthily. As long as they're not in the open, they can
surface or one with few handholds requires a
try to surprise or sneak by other creatures they
successful Strength (Athletics) check. Similarly, gaining
encounter. See the rules for hiding in chapter 7.
any distance in rough water might require a successful
Strength (Athletics) check. NOTICING THREATS
Use the passive Wisdom (Perception) scores of the
JUMPING
characters to determine whether anyone in the group
Your Strength determines how far you can jump.
notices a hidden threat. The GM might decide that a
Long Jump. When you make a long jump, you cover
threat can be noticed only by characters in a particular
a number of feet up to your Strength score if you move
rank. For example, as the characters are exploring a
at least 10 feet on foot immediately before the jump.
maze of tunnels, the GM might decide that only those
When you make a standing long jump, you can leap
characters in the back rank have a chance to hear or
only half that distance. Either way, each foot you clear
spot a stealthy creature following the group, while
on the jump costs a foot of movement.
characters in the front and middle ranks cannot. While
This rule assumes that the height of your jump
traveling at a fast pace, characters take a -5 penalty to
doesn't matter, such as a jump across a stream or
their passive Wisdom (Perception) scores to notice
chasm. At your GM's option, you must succeed on a DC
hidden threats.
10 Strength (Athletics) check to clear a low obstacle (no
Encountering Creatures. If the GM determines that
taller than a quarter of the jump's distance), such as a
the adventurers encounter other creatures while
hedge or low wall. Otherwise, you hit it.
they're traveling, it's up to both groups to decide what
When you land in difficult terrain, you must succeed
happens next. Either group might decide to attack,
on a DC 10 Dexterity (Acrobatics) check to land on your
initiate a conversation, run away, or wait to see what
feet. Otherwise, you land prone.
the other group does.

CHAPTER 8 | ADVENTURING 180


SUFFOCATING
Surprising Foes. If the adventurers encounter a hostile A creature can hold its breath for a number of minutes
creature or group, the GM determines whether the equal to 1 + its Constitution modifier (minimum of 30
adventurers or their foes might be surprised when seconds).
combat erupts. See chapter 9 for more about surprise. When a creature runs out of breath, it can survive for
a number of rounds equal to its Constitution modifier
OTHER ACTIVITIES
(minimum 1 round). At the start of its next turn, it
Characters who turn their attention to other tasks as
drops to 0 hit points and is dying.
the group travels are not focused on watching for
For example, a creature with a Constitution of 14 can
danger. These characters don't contribute their passive
hold its breath for 3 minutes. If it starts suffocating, it
Wisdom (Perception) scores to the group's chance of
has 2 rounds to reach air before it drops to 0 hit
noticing hidden threats. However, a character not
points.
watching for danger can do one of the following
activities instead, or some other activity with the GM's VISION AND LIGHT
permission.
The most fundamental tasks of adventuring—noticing
Navigate. The character can try to prevent the group
danger, finding hidden objects, hitting an enemy in
from becoming lost, making a Wisdom (Survival) check
combat, and targeting a power, to name just a few—
when the GM calls for it. (The Dungeon Master's Guide
rely heavily on a character's ability to see. Darkness
has rules to determine whether the group gets lost.)
and other effects that obscure vision can prove a
Draw a Map. The character can draw a map that
significant hindrance.
records the group's progress and helps the characters
get back on course if they get lost. No ability check is A given area might be lightly or heavily obscured. In a
required. lightly obscured area, such as dim light, patchy fog, or
Track. A character can follow the tracks of another moderate foliage, creatures have disadvantage on
creature, making a Wisdom (Survival) check when the Wisdom (Perception) checks that rely on sight.
GM calls for it. (The Dungeon Master's Guide has rules A heavily obscured area-such as darkness, opaque
for tracking.) fog, or dense foliage-blocks vision entirely. A creature
in a heavily obscured area effectively suffers from the
Forage. The character can keep an eye out for ready
blinded condition (see appendix A).
sources of food and water, making a Wisdom (Survival)
The presence or absence of light in an environment
check when the GM calls for it. (The Dungeon Master's
creates three categories of illumination: bright light,
Guide has rules for foraging.)
dim light, and darkness.
Bright light lets most creatures see normally. Even
Splitting Up the Party
gloomy days provide bright light, as do torches,
Sometimes, it makes sense to split an adventuring lanterns, fires, and other sources of illumination within
party, especially if you want one or more characters to
scout ahead. You can form multiple parties, each
a specific radius.
moving at a different speed. Each group has its own Dim light, also called shadows, creates a lightly
front, middle, and back ranks. obscured area. An area of dim light is usually a
The drawback to this approach is that the party will boundary between a source of bright light, such as a
be split into several smaller groups in the event of an torch, and surrounding darkness. The soft light of
attack. The advantage is that a small group of stealthy twilight and dawn also counts as dim light. A
characters moving slowly might be able to sneak past particularly brilliant full moon might bathe the land in
enemies that clumsier characters would alert. An
operative and a monk moving at a slow pace are much
dim light.
harder to detect when they leave their guardian friend Darkness creates a heavily obscured area.
behind. Characters face darkness outdoors at night (even most
moonlit nights), or within the confines of an unlit
dungeon or a subterranean vault.
THE ENVIRONMENT
By its nature, adventuring involves delving into places BLINDSIGHT
that are dark, dangerous, and full of mysteries to be A creature with blindsight can perceive its
explored. The rules in this section cover some of the surroundings without relying on sight, within a specific
most important ways in which adventurers interact radius. Creatures without eyes, such as Miraluka, and
with the environment in such places. The Dungeon creatures with echolocation or heightened senses,
Master's Guide has rules covering more unusual such as Togruta or Verpine, have this sense.
situations. DARKVISION
Many creatures in the worlds of Star Wars, especially
FALLING
those that dwell underground, have darkvision. Within
A fall from a great height is one of the most common a specified range, a creature with darkvision can see in
hazards facing an adventurer. darkness as if the darkness were dim light, so areas of
At the end of a fall, a creature takes 1d6 kinetic darkness are only lightly obscured as far as that
damage for every 10 feet it fell, to a maximum of 20d6. creature is concerned. However, the creature can't
The creature lands prone, unless it avoids taking discern color in darkness, only shades of gray.
damage from the fall.

181 CHAPTER 8 | ADVENTURING


SOCIAL INTERACTION
TRUESIGHT Exploring dungeons, overcoming obstacles, and slaying
A creature with truesight can, out to a specific range, monsters are key parts of D&D adventures. No less
see in normal and enhanced darkness, see invisible important, though, are the social interactions that
creatures and objects, automatically detect visual adventurers have with other inhabitants of the world.
illusions and succeed on saving throws against them, Interaction takes on many forms. You might need to
and perceives the original form of a shapechanger or a convince an unscrupulous thief to confess to some
creature that is transformed by a power. malfeasance, or you might try to flatter a Hutt so that
he will spare your life. The GM assumes the roles of
FOOD AND WATER any characters who are participating in the interaction
Characters who don't eat or drink suffer the effects of that don"t belong to another player at the table. Any
exhaustion (see appendix A). Exhaustion caused by such character is called a nonplayer character (NPC).
lack of food or water can't be removed until the In general terms, an NPC's attitude toward you is
character eats and drinks the full required amount. described as friendly, indifferent, or hostile. Friendly
NPCs are predisposed to help you, and hostile ones are
FOOD
inclined to get in your way. It's easier to get what you
A character needs one pound of food per day and can
want from a friendly NPC, of course.
make food last longer by subsisting on half rations.
Social interactions have two primary aspects:
Eating half a pound of food in a day counts as half a
roleplaying and ability checks.
day without food. A character can go without food for a
number of days equal to 3 + his or her Constitution ROLEPLAYING
modifier (minimum 1). At the end of each day beyond
that limit, a character automatically suffers one level of Roleplaying is, literally, the act of playing out a role. In
exhaustion. A normal day of eating resets the count of this case, it's you as a player determining how your
days without food to zero. character thinks, acts, and talks.
Roleplaying is a part of every aspect of the game,
WATER and it comes to the fore during social interactions.
A character needs one gallon of water per day, or two Your character's quirks, mannerisms, and personality
gallons per day if the weather is hot. A character who influence how interactions resolve.
drinks only half that much water must succeed on a DC There are two styles you can use when roleplaying
15 Constitution saving throw or suffer one level of your character: the descriptive approach and the active
exhaustion at the end of the day. A character with approach. Most players use a combination of the two
access to less water automatically suffers one level of styles. Use whichever mix of the two works best for
exhaustion at the end of the day. If the character you.
already has one or more levels of exhaustion, the
character takes two levels in either case. DESCRIPTIVE APPROACH TO ROLEPLAYING
With this approach. you describe your character's
INTERACTING WITH OBJECTS words and actions to the GM and the other players.
Drawing on your mental image of your character, you
A character's interaction with objects in an
tell everyone what your character does and how he or
environment is often simple to resolve in the game.
she does it.
The player tells the GM that his or her character is
doing something, such a moving a lever, and the GM For instance, Chris plays Tordek the Nikto. Tordek
describes what, if anything happens. For example, a has a quick temper and blames the Black Sun for his
character might decide to pull a lever, which might, in family's misfortune. At a bar, an obnoxious Twi'lek
turn, open a door, cause a room to flood with water, or operative sits at Tordek's table and tries to strike up a
open a secret door in a nearby wall. If the lever is conversation with the Nikto.
rusted in position, though, a character might need to Chris says, "Tordek spits on the floor, growls an
force it. In such a situation, the GM might call for a insult at the Twi'lek, and stomps over to the bar. He sits
Strength check to see whether the character can on a stool and glares at the operative before ordering
wrench the lever into place. The GM sets the DC for another drink."
any such check based on the difficulty of the task. In this example, Chris has conveyed Tordek's mood
Characters can also damage objects with their and given the GM a clear idea of his characters attitude
weapons and powers. Objects are immune to poison and actions.
and sonic damage, but otherwise they can be affected When using descriptive roleplaying, keep the
by physical attacks and powers much like creatures following things in mind:
can. The GM determines an object's Armor Class and Describe your character's emotions and attitude.
hit points, and might decide that certain objects have Focus on your character's intent and how others might
resistance or immunity to certain kinds of attacks. (It's perceive it.
hard to cut a rope with a club, for example.) Objects Provide as much embellishment as you feel
always fail Strength and Dexterity saving throws, and comfortable with.
they are immune to effects that require other saves.
When an object drops to 0 hit points, it breaks. A
character can also attempt a Strength check to break
an object. The GM sets the DC for any such check.

CHAPTER 8 | ADVENTURING 182


RESTING
Don't worry about getting things exactly right. Just Heroic though they might be, adventurers can't spend
focus on thinking about what your character would do every hour of the day in the thick of exploration, social
and describing what you see in your mind. interaction, and combat. They need rest time to sleep
and eat, tend their wounds, refresh their batteries and
ACTIVE APPROACH TO ROLEPLAYING spirits for force- and tech-casting, and brace
If descriptive roleplaying tells your GM and your fellow themselves for further adventure.
players what your character thinks and does, active
Adventurers can take short rests in the midst of an
roleplaying shows them.
adventuring day and a long rest to end the day.
When you use active roleplaying, you speak with
your character's voice, like an actor taking on a role. SHORT REST
You might even echo your character's movements and
A short rest is a period of downtime, at least 1 hour
body language. This approach is more immersive than
long, during which a character does nothing more
descriptive roleplaying, though you still need to
strenuous than eating, drinking, reading, and tending
describe things that can't be reasonably acted out.
to wounds.
Going back to the example of Chris roleplaying
A character can spend one or more Hit Dice at the
Tordek above, here's how the scene might play out if
end of a short rest, up to the character's maximum
Chris used active roleplaying:
number of Hit Dice, which is equal to the character's
Speaking as Tordek, Chris says in a gruff, deep voice,
level. Whenever a character spends a Hit Die to regain
"I was wondering why it suddenly smelled awful in
hit points, the player rolls the die and adds the
here. If I wanted to hear anything out of you, I'd snap
character's Constitution modifier to it. The character
your arm and enjoy your screams." In his normal voice.
regains hit points equal to the total. The player can
Chris then adds, "I get up, glare at the Twi'lek, and head
decide to spend an additional Hit Die after each roll. A
to the bar."
character regains some spent Hit Dice upon finishing a
RESULTS OF ROLEPLAYING long rest, as explained below.
The GM uses your character's actions and attitudes to
determine how an NPC reacts. A cowardly NPC buckles LONG REST
under threats of violence. A stubborn Jawa refuses to A long rest is a period of extended downtime, at least 8
let anyone badger her. A vain Hutt laps up flattery. hours long, during which a character sleeps or
When interacting with an NPC, pay close attention to performs light activity: reading, talking, eating, or
the GM's portrayal ofthe NPC's mood, dialogue, and standing watch for no more than 2 hours. If the rest is
personality. You might be able to determine an NPC's interrupted by a period of strenuous activity—at least 1
personality traits, ideals, flaws, and bonds, then play on hour of walking, fighting, casting powers, or similar
them to influence the NPC's attitude. adventuring activity—the characters must begin the
Interactions in D&D are much like interactions in real rest again to gain any benefit from it.
life. If you can offer NPCS something they want, At the end of a long rest, a character regains all lost
threaten them with something they fear, or play on hit points. The character also regains spent Hit Dice, up
their sympathies and goals, you can use words to get to a number of dice equal to half of the character's
almost anything you want. On the other hand, if you total number of them. For example, if a character has
insult a proud warrior or speak ill of a senator's allies, eight Hit Dice, he or she can regain four spent Hit Dice
your efforts to convince or deceive will fall short. upon finishing a long rest.
A character can't benefit from more than one long
ABILITY CHECKS rest in a 24-hour period, and a character must have at
In addition to roleplaying, ability checks are key in least 1 hit point at the start of the rest to gain its
determining the outcome of an interaction. benefits.
Your roleplaying efforts can alter an NPC's attitude,
but there might still be an element of chance in the BETWEEN ADVENTURES
situation. For example, your GM can call for a Charisma Between trips to dungeons and battles against ancient
check at any point during an interaction if he or she evils, adventurers need time to rest, recuperate, and
wants the dice to play a role in determining an NPC's prepare for their next adventure. Many adventurers
reactions. Other checks might be appropriate in certain also use this time to perform other tasks, such as
situations, at your GM's discretion. crafting arms and armor, performing research, or
Pay attention to your skill proficiencies when spending their hard—earned credits.
thinking of how you want to interact with an NPC, and In some cases, the passage of time is something that
stack the deck in your favor by using an approach that occurs with little fanfare or description. When starting
relies on your best bonuses and skills. If the group a new adventure, the GM might simply declare that a
needs to trick a guard into letting them into a pavilion, certain amount of time has passed and allow you to
the scoundrel who is proficient in Deception is the best describe in general terms what your character has
bet to lead the discussion. When negotiating for a been doing. At other times, the GM might want to keep
hostage's release, the force initiate with Persuasion track of just how much time is passing as events
should do most of the talking. beyond your perception stay in motion.

183 CHAPTER 8 | ADVENTURING


LIFESTYLE EXPENSES
Between adventures, you choose a particular quality of PRACTICING A PROFESSION
life and pay the cost of maintaining that lifestyle, as You can work between adventures, allowing you to
described in chapter 5. maintain a modest lifestyle without having to pay 10 cr
Living a particular lifestyle doesn't have a huge effect per day (see chapter 5 for more information on
on your character, but your lifestyle can affect the way lifestyle expenses). This benefit lasts as long you
other individuals and groups react to you. For example, continue to practice your profession.
when you lead an aristocratic lifestyle, it might be If you are a member of an organization that can
easier for you to influence the nobles of the city than if provide gainful employment, such as a syndicate or
you live in poverty. guild, you earn enough to support a comfortable
lifestyle instead.
DOWNTIME ACTIVITIES If you have proficiency in the Performance skill and
Between adventures, the GM might ask you what your put your performance skill to use during your
character is doing during his or her downtime. Periods downtime, you earn enough to support a wealthy
of downtime can vary in duration, but each downtime lifestyle instead.
activity requires a certain number of days to complete RECUPERATING
before you gain any benefit, and at least 8 hours of You can use downtime between adventures to recover
each day must be spent on the downtime activity for from a debilitating injury, disease, or poison.
the day to count. The days do not need to be After three days of downtime spent recuperating,
consecutive. If you have more than the minimum you can make a DC 15 Constitution saving throw. On a
amount of days to spend, you can keep doing the same successful save, you can choose one of the following
thing for a longer period of time, or switch to a new results:
downtime activity.
Downtime activities other than the ones presented End one effect on you that prevents you from regaining
below are possible. If you want your character to hit points.
spend his or her downtime performing an activity not For the next 24 hours, gain advantage on saving throws
covered here, discuss it with your GM. against one disease or poison currently affecting you.
CRAFTING RESEARCHING
You can craft unenhanced objects, including The time between adventures is a great chance to
adventuring equipment and works of art. You must be perform research, gaining insight into mysteries that
proficient with tools related to the object you are trying have unfurled over the course of the campaign.
to create (typically artisan's tools). You might also need Research can include poring over dusty tomes and
access to special materials or locations necessary to ancient datacrons in a library or buying drinks for the
create it. For example, someone proficient with smith's locals to pry rumors and gossip from their lips.
tools needs a forge in order to craft a sword or suit of When you begin your research, the GM determines
armor. whether the information is available, how many days
For every day of downtime you spend crafting, you of downtime it will take to find it, and whether there
can craft one or more items with a total market value are any restrictions on your research (such as needing
not exceeding 250 cr, and you must expend raw to seek out a specific individual, tome, or location). The
materials worth half the total market value. If GM might also require you to make one or more ability
something you want to craft has a market value checks, such as an Intelligence (Investigation) check to
greater than 250 cr, you make progress every day in find clues pointing toward the information you seek, or
250-cr increments until you reach the market value of a Charisma (Persuasion) check to secure someone's
the item. For example, a suit of heavy durasteel armor aid. Once those conditions are met, you learn the
(market value 15,000 cr) takes 60 days to craft by information if it is available.
yourself. For each day of research, you must spend 10 cr to
Multiple characters can combine their efforts toward cover your expenses. This cost is in addition to your
the crafting of a single item, provided that the normal lifestyle expenses (as discussed in chapter 5).
characters all have proficiency with the requisite tools
and are working together in the same place. Each TRAINING
character contributes 250 cr worth of effort for every You can spend time between adventures learning a
day spent helping to craft the item. For example, three new language or training with a set of tools. Your GM
characters with the requisite tool proficiency and the might allow additional training options.
proper facilities can craft a suit of heavy durasteel First, you must find an instructor willing to teach you.
armor in 20 days, at a total cost of 7,500 cr. The GM determines how long it takes, and whether
While crafting, you can maintain a modest lifestyle one or more ability checks are required.
without having to pay 10 cr per day. If you have The training lasts for 250 days and costs 10 cr per
expertise in your chosen tool, you can instead maintain day. After you spend the requisite amount of time and
a comfortable lifestyle without having to pay 20 cr per money, you learn the new language or gain proficiency
day (see chapter 5 for more information on lifestyle with the new tool.
expenses).

CHAPTER 8 | ADVENTURING 184


CHAPTER 9: COMBAT
         HE SHRIEK OF BLASTER FIRE FLYING OVERHEAD. THE CLASH
         of a gamorrean's axe striking against a composite
shield. The crackle of lightning emenating from a Sith Combat Step By Step
lord's hands. The sharp tang of blood in the air, cutting 1. Determine surprise. The GM determines whether
through the stench of vile monsters. Roars of fury, anyone involved in the combat encounter is surprised.
shouts of triumph, cries of pain. Combat in D&D can be 2. Establish positions. The GM decides where all the
chaotic, deadly, and thrilling. characters and monsters are located. Given the
This chapter provides the rules you need for your adventurers' marching order or their stated positions
in the room or other location, the GM figures out
characters and monsters to engage in combat,
where the adversaries are—how far away and in what
whether it is a brief skirmish or an extended conflict in direction.
a dungeon or on a field of battle. Throughout this 3. Roll initiative. Everyone involved in the combat
chapter, the rules address you, the player or Game encounter rolls initiative, determining the order of
Master. The Game Master controls all the monsters combatants' turns.
and nonplayer characters involved in combat, and each 4. Take turns. Each participant in the battle takes a
other player controls an adventurer. "You" can also turn in initiative order.
mean the character or monster that you control. 5. Begin the next round. When everyone involved in the
combat has had a turn, the round ends. Repeat step 4
THE ORDER OF COMBAT until the fighting stops.

A typical combat encounter is a clash between two


sides, a flurry of weapon swings, feints, parries, The "Movement and Position" section later in this
footwork, and force- or tech-casting. The game chapter gives the rules for your move.
organizes the chaos of combat into a cycle of rounds You can forgo moving, taking an action, or doing
and turns. A round represents about 6 seconds in the anything at all on your turn. If you can't decide what to
game world. During a round, each participant in a do on your turn, consider taking the Dodge or Ready
battle takes a turn. The order of turns is determined at action, as described in "Actions in Combat."
the beginning of a combat encounter, when everyone BONUS ACTIONS
rolls initiative. Once everyone has taken a turn, the Various class features, powers, and other abilities let
fight continues to the next round if neither side has you take an additional action on your turn called a
defeated the other. bonus action. The Cunning Action feature, for example,
SURPRISE allows an operative to take a bonus action. You can
take a bonus action only when a special ability, power,
A band of adventurers sneaks up on a Mandalorian or other feature of the game states that you can do
camp, springing from cover to attack them. Kath something as a bonus action. You otherwise don't have
hounds patrol down a hallway, leasher to their handler, a bonus action to take.
unnoticed by the adventurers until the hound smells You can take only one bonus action on your turn, so
one of them. In these situations, one side of the battle you must choose which bonus action to use when you
gains surprise over the other. have more than one available.
The GM determines who might be surprised. If You choose when to take a bonus action during your
neither side tries to be stealthy, they automatically turn, unless the bonus action's timing is specified, and
notice each other. Otherwise, the GM compares the anything that deprives you of your ability to take
Dexterity (Stealth) checks of anyone hiding with the actions also prevents you from taking a bonus action.
passive Wisdom (Perception) score of each creature on
the opposing side. Any character or monster that OBJECT INTERACTION
doesn't notice a threat is surprised at the start of the You can also interact with one object or feature of the
encounter. environment for free, during either your move or your
If you're surprised, you can't move or take an action action. For example, you could open a door during
on your first turn of the combat, and you can't take a your move as you stride toward a foe, or you could
reaction until that turn ends. A member of a group can draw your weapon as part of the same action you use
be surprised even if the other members aren't. to attack.
If you want to interact with a second object, you
YOUR TURN need to use your action. Some enhanced items and
On your turn, you can move a distance up to your other special objects always require an action to use,
speed and take one action. You decide whether to as stated in their descriptions.
move first or take your action first. Your speed— The GM might require you to use an action for any of
sometimes called your walking speed—is noted on these activities when it needs special care or when it
your character sheet. presents an unusual obstacle. For instance, the GM
The most common actions you can take are could reasonably expect you to use an action to open a
described in the "Actions in Combat" section later in stuck door or turn a crank to lower a drawbridge.
this chapter. Many class features and other abilities
provide additional options for your action.

185 CHAPTER 9 | COMBAT


BREAKING UP YOUR MOVE
OTHER ACTIVITY ON YOUR TURN You can break up your movement on your turn, using
Lastly, your turn can include a variety of flourishes that some of your speed before and after your action. For
require neither your action nor your move. example, if you have a speed of 30 feet, you can move
You can communicate however you are able, 10 feet, take your action, and then move 20 feet.
through brief utterances and gestures, as you take
your turn. MOVING BETWEEN ATTACKS
If you take an action that includes more than one
Interacting with Objects Around You weapon attack, you can break up your movement even
further by moving between those attacks. For example,
Here are a few examples of the sorts of thing you can
a fighter who can make two attacks with the Extra
do in tandem with your movement and action:
Attack feature and who has a speed of 25 feet could
draw or stow a weapon move 10 feet, make an attack, move 15 feet, and then
open or close a door attack again.
withdraw a stim from your pack
pick up a dropped weapon USING DIFFERENT SPEEDS
take an item from a table If you have more than one speed, such as your walking
remove a ring from your finger speed and a flying speed, you can switch back and
stuff some food into your mouth
plant a banner in the ground
forth between your speeds during your move.
fish a few chits from your belt pouch Whenever you switch, subtract the distance you've
drink all the beer in a glass already moved from the new speed. The result
throw a lever or a switch determines how much farther you can move. If the
pull a glowstick from a sconce result is 0 or less, you can't use the new speed during
take a book from a shelf you can reach the current move.
extinguish a small flame
For example, if you have a flying speed of 30 and a
don a mask
pull the hood of your cloak up and over your head walking speed of 40 because a Jedi cast the burst of
put your ear to a door speed power on you, you could walk 20 feet, then fly
kick a small stone 10 feet, and then land to walk 10 feet more.
turn a key in a lock
tap the floor with a 10-foot pole DIFFICULT TERRAIN
hand an item to another character
Combat rarely takes place in bare rooms or on
featureless plains. Boulder-strewn caverns, briar-
REACTIONS choked forests, treacherous staircases—the setting of
Certain special abilities, powers, and situations allow a typical fight contains difficult terrain.
you to take a special action called a reaction. A reaction Every foot of movement in difficult terrain costs 1
is an instant response to a trigger of some kind, which extra foot. This rule is true even if multiple things in a
can occur on your turn or on someone else's. The space count as difficult terrain.
opportunity attack, described later in this chapter, is Low furniture, rubble, undergrowth, steep stairs,
the most common type of reaction. snow, and shallow bogs are examples of difficult
When you take a reaction, you can't take another terrain. The space of another creature, whether hostile
one until the start of your next turn. If the reaction or not, also counts as difficult terrain.
interrupts another creature's turn, that creature can
continue its turn right after the reaction.
BEING PRONE
Combatants often find themselves lying on the ground,
MOVEMENT AND POSITION either because they are knocked down or because they
In combat, characters and monsters are in constant throw themselves down. In the game, they are prone, a
motion, often using movement and position to gain the condition described in appendix A.
upper hand. You can drop prone without using any of your
On your turn, you can move a distance up to your speed. Standing up takes more effort; doing so costs
speed. You can use as much or as little of your speed an amount of movement equal to half your speed. For
as you like on your turn, following the rules here. example, if your speed is 30 feet, you must spend 15
feet of movement to stand up. You can't stand up if
Your movement can include jumping, climbing, and
you don't have enough movement left or if your speed
swimming. These different modes of movement can be
is 0.
combined with walking, or they can constitute your
entire move. However you're moving, you deduct the To move while prone, you must crawl or use powers
distance of each part of your move from your speed that teleport. Every foot of movement while crawling
until it is used up or until you are done moving. costs 1 extra foot. Crawling 1 foot in difficult terrain,
The "Special Types of Movement'' section in Chapter therefore, costs 3 feet of movement.
8 gives the particulars for jumping, climbing, and
swimming.

CHAPTER 9 | COMBAT 186


MOVING AROUND OTHER CREATURES
You can move through a nonhostile creature's space. SQUEEZING INTO A SMALLER SPACE
In contrast, you can move through a hostile creature's A creature can squeeze through a space that is large
space only if the creature is at least two sizes larger or enough for a creature one size smaller than it. Thus, a
smaller than you. Remember that another creature's Large creature can squeeze through a passage that's
space is difficult terrain for you. only 5 feet wide. While squeezing through a space, a
Whether a creature is a friend or an enemy, you can't creature must spend 1 extra foot for every foot it
willingly end your move in its space. moves there, and it has disadvantage on attack rolls
If you leave a hostile creature's reach during your and Dexterity saving throws. Attack rolls against the
move, you provoke an opportunity attack, as explained creature have advantage while it's in the smaller space.
later in the chapter.
VARIANT: PLAYING ON A GRID
FLYING MOVEMENT If you play out a combat using a square grid and
Flying creatures enjoy many benefits of mobility, but miniatures or other tokens, follow these rules.
they must also deal with the danger of falling. If a flying Squares. Each square on the grid represents 5 feet.
creature is knocked prone, has its speed reduced to 0, Speed. Rather than moving foot by foot, move square
by square on the grid. This means you use your speed
or is otherwise deprived of the ability to move, the
in 5-foot segments. This is particularly easy if you
creature falls, unless it has the ability to hover. translate your speed into squares by dividing the
speed by 5. For example, a speed of 30 feet translates
CREATURE SIZE into a speed of 6 squares.
Each creature takes up a different amount of space. If you use a grid often, consider writing your speed
The Size Categories table shows how much space a in squares on your character sheet.
creature of a particular size controls in combat. Objects Entering a Square. To enter a square, you must have at
least 1 square of movement left, unless the square is
sometimes use the same size categories.
diagonally adjacent to the square you're in (discussed
Size Categories below).
Corners. Diagonal movement can't cross the corner of
Size Space a wall, large tree, or other terrain feature that fills its
Tiny 2 1/2 by 2 1/2 ft. space.
Ranges. To determine the range on a grid between
Small 5 by 5 ft.
two things—whether creatures or objects—start
Medium 5 by 5 ft. counting squares from a square adjacent to one of
them and stop counting in the space of the other one.
Large 10 by 10 ft. Count by the shortest route.
Huge 15 by 15 ft. Diagonals. When measuring range or moving
diagonally, the first diagonal square counts as 5 feet,
Gargantuan 20 by 20 ft. or larger
but the second diagonal square counts as 10 feet. This
pattern of 5 feet and then 10 feet continues whenever
SPACE you're counting diagonally, even if you move
A creature's space is the area in feet that it effectively horizontally or vertically between different bits of
controls in combat, not an expression of its physical diagonal movement. For instance, a character might
dimensions. A typical Medium creature isn't 5 feet move one square diagonally (5 feet), then three
squares straight (15 feet), and then another square
wide, for example, but it does control a space that diagonally (10 feet) for a total movement of 30 feet.
wide. If a Medium gamorrean stands in a 5-foot-wide
doorway, other creatures can't get through unless the
gamorrean lets them. ACTIONS IN COMBAT
A creature's space also reflects the area it needs to When you take your action on your turn, you can take
fight effectively. For that reason, there's a limit to the one of the actions presented here, an action you
number of creatures that can surround another gained from your class or a special feature, or an
creature in combat. Assuming Medium combatants, action that you improvise. Many creatures have action
eight creatures can fit in a 5-foot radius around options of their own in their stat blocks.
another one. When you describe an action not detailed elsewhere
Because larger creatures take up more space, fewer in the rules, the GM tells you whether that action is
of them can surround a creature. If five Large creatures possible and what kind of roll you need to make, if any,
crowd around a Medium or smaller one, there's little to determine success or failure.
room for anyone else. In contrast, as many as twenty
Medium creatures can surround a Gargantuan one. ATTACK
If a square costs extra movement, as a square of The most common action to take in combat is the
difficult terrain does, you must have enough Attack action, whether you are swinging a vibrosword,
movement left to pay for entering it. For example, you firing a blaster rifle, or brawling with your fists.
must have at least 2 squares of movement left to enter With this action, you make one melee or ranged
a square of difficult terrain. attack. See the "Making an Attack" section for the rules
that govern attacks.

187 CHAPTER 9 | COMBAT


 Certain features, such as the Extra Attack feature of
the fighter, allow you to make more than one attack
with this action. IMPROVISING AN ACTION
Your character can do things not covered by the
CAST A POWER actions in this chapter, such as breaking down doors,
intimidating enemies, sensing weaknesses in
Force- and tech-casters such as consulars and
defenses, or calling for a parley with a foe. The only
engineers, as well as many creatures, have access to limits to the actions you can attempt are your
powers and can use them to great effect in combat. imagination and your character's ability scores. See
Each power has a casting time, which specifies whether the descriptions of the ability scores in chapter 7 for
the caster must use an action, a reaction, minutes, or inspiration as you improvise.
even hours to cast the power. Casting a power is, When you describe an action not detailed elsewhere
therefore, not necessarily an action. Most powers do in the rules, the GM tells you whether that action is
possible and what kind of roll you need to make, if
have a casting time of 1 action, so a force- or tech-
any, to determine success or failure.
caster often uses his or her action in combat to cast
such a power. See chapter 10 for the rules on force-
and tech-casting. READY
Sometimes you want to get the jump on a foe or wait
DASH for a particular circumstance before you act. To do so,
When you take the Dash action, you gain extra you can take the Ready action on your turn so that you
movement for the current turn. The increase equals can act later in the round using your reaction.
your speed, after applying any modifiers. With a speed First, you decide what perceivable circumstance will
of 30 feet, for example, you can move up to 60 feet on trigger your reaction. Then, you choose the action you
your turn if you dash. will take in response to that trigger, or you choose to
Any increase or decrease to your speed changes this move up to your speed in response to it. Examples
additional movement by the same amount. If your include "If the soldier steps on the trapdoor, I'll pull the
speed of 30 feet is reduced to 15 feet, for instance, you lever that opens it," and "If the gamorrean steps next
can move up to 30 feet this turn if you dash. to me, I move away."
When the trigger occurs, you can either take your
DISENGAGE reaction right after the trigger finishes or ignore the
If you take the Disengage action, your movement trigger. Remember that you can take only one reaction
doesn't provoke opportunity attacks for the rest of the per round.
turn. When you ready a power, you cast it as normal but
hold its energy, which you release with your reaction
DODGE when the trigger occurs. To be readied, a power must
When you take the Dodge action, you focus entirely on have a casting time of 1 action, and holding onto the
avoiding attacks. Until the start of your next turn, any power's effect requires concentration (explained in
attack roll made against you has disadvantage if you chapter 10). If your concentration is broken, the power
can see the attacker, and you make Dexterity saving dissipates without taking effect. For example, if you are
throws with advantage. You lose this benefit if you are concentrating on the knight speed power and ready
incapacitated (as explained in appendix A) or if your shock, your knight speed power ends, and if you take
speed drops to 0. damage before you release shock with your reaction,
your concentration might be broken.
HELP
You can lend your aid to another creature in the
SEARCH
completion of a task. When you take the Help action, When you take the Search action, you devote your
the creature you aid gains advantage on the next attention to finding something. Depending on the
ability check it makes to perform the task you are nature of your search, the GM might have you make a
helping with, provided that it makes the check before Wisdom (Perception) check or an Intelligence
the start of your next turn. (Investigation) check.
Alternatively, you can aid a friendly creature in
attacking a creature within 5 feet of you. You feint, USE AN OBJECT
distract the target, or in some other way team up to You normally interact with an object while doing
make your ally's attack more effective. If your ally something else, such as when you draw a vibrosword
attacks the target before your next turn, the first attack as part of an attack. When an object requires your
roll is made with advantage. action for its use, you take the Use an Object action.
This action is also useful when you want to interact
HIDE with more than one object on your turn.
When you take the Hide action, you make a Dexterity
(Stealth) check in an attempt to hide, following the
rules in chapter 7 for hiding. If you succeed, you gain
certain benefits, as described in the "Unseen Attackers
and Targets" section later in this chapter.

CHAPTER 9 | COMBAT 188


MAKING AN ATTACK
Whether you're striking with a melee weapon, firing a When you attack a target that you can't see, you have
weapon at range, or making an attack roll as part of a disadvantage on the attack roll. This is true whether
power, an attack has a simple structure. you're guessing the target's location or you're targeting
1. Choose a target. Pick a target within your attack's a creature you can hear but not see. If the target isn't
range: a creature, an object, or a location. in the location you targeted, you automatically miss,
2. Determine modifiers. The GM determines but the GM typically just says that the attack missed,
whether the target has cover and whether you have not whether you guessed the target's location
advantage or disadvantage against the target. In correctly.
addition, powers, special abilities, and other effects can When a creature can't see you, you have advantage
apply penalties or bonuses to your attack roll. on attack rolls against it.
3. Resolve the attack. You make the attack roll. On a If you are hidden—both unseen and unheard—when
hit, you roll damage, unless the particular attack has you make an attack, you give away your location when
rules that specify otherwise. Some attacks cause the attack hits or misses.
special effects in addition to or instead of damage. If
there's ever any question whether something you're MELEE ATTACKS
doing counts as an attack, the rule is simple: if you're Used in hand-to-hand combat, a melee attack allows
making an attack roll, you're making an attack. you to attack a foe within your reach. A melee attack
typically uses a handheld weapon such as a
ATTACK ROLLS vibrosword, a lightsaber, or a vibrowhip. A typical
When you make an attack, your attack roll determines monster makes a melee attack when it strikes with its
whether the attack hits or misses. To make an attack claws, horns, teeth, tentacles, or other body part. A few
roll, roll a d20 and add the appropriate modifiers. If the powers also involve making a melee attack.
total of the roll plus modifiers equals or exceeds the Most creatures have a 5-foot reach and can thus
target's Armor Class (AC), the attack hits. The AC of a attack targets within 5 feet of them when making a
character is determined at character creation, whereas melee attack. Certain creatures (typically those larger
the AC of a creature is in its stat block. than Medium) have melee attacks with a greater reach
than 5 feet, as noted in their descriptions.
MODIFIERS TO THE ROLL When you are unarmed, you can fight in melee by
When a character makes an attack roll, the two most making an unarmed strike. You are proficient in your
common modifiers to the roll are an ability modifier unarmed strikes and, unless otherwise indicated, they
and the character's proficiency bonus. When a creature do 1 + your Strength modifier kinetic damage.
makes an attack roll, it uses whatever modifier is
provided in its stat block. OPPORTUNITY ATTACKS
Ability Modifier. The ability modifier used for a In a fight, everyone is constantly watching for enemies
melee weapon attack is Strength, and the ability to drop their guard. You can rarely move heedlessly
modifier used for a ranged weapon attack is Dexterity. past your foes without putting yourself in danger;
Weapons that have the finesse or thrown property doing so provokes an opportunity attack.
break this rule. You can make an opportunity attack when a hostile
Some powers also require an attack roll. The ability creature that you can see moves out of your reach. To
modifier used for a power attack depends on the force- make the opportunity attack, you use your reaction to
or tech-casting ability of the force- or tech-caster, as make one melee attack against the provoking creature.
explained in chapter 10. The attack interrupts the provoking creature's
Proficiency Bonus. You add your proficiency bonus movement, occurring right before the creature leaves
to your attack roll when you attack using a weapon your reach.
with which you have proficiency, as well as when you You can avoid provoking an opportunity attack by
attack with a power. taking the Disengage action. You also don't provoke an
opportunity attack when you teleport or when
ROLLING 1 OR 20 someone or something moves you without using your
Sometimes fate blesses or curses a combatant, causing movement, action, or reaction. For example, you don't
the novice to hit and the veteran to miss. provoke an opportunity attack if an explosion hurls you
If the d20 roll for an attack is a 20, the attack hits out of a foe's reach or if gravity causes you to fall past
regardless of any modifiers or the target's AC. In an enemy.
addition, the attack is a critical hit, as explained later in
this chapter.
CONTESTS IN COMBAT
If the d20 roll for an attack is a 1, the attack misses Battle often involves pitting your prowess against that
regardless of any modifiers or the target's AC. of your foe. Such a challenge is represented by a
contest. This section includes the most common
UNSEEN ATTACKERS AND TARGETS contests that require an action in combat: grappling
Combatants often try to escape their foes' notice by and shoving a creature. The GM can use these
contests as models for improvising others.
hiding, casting the force camouflage power, or lurking
in darkness.

189 CHAPTER 9 | COMBAT


GRAPPLING TWO-WEAPON FIGHTING
When you want to grab a creature or wrestle with it,
When you take the Attack action and attack with a light
you can use the Attack action to make a special melee
weapon that you're holding in one hand (or a double
attack, a grapple. If you're able to make multiple
weapon), you can use a bonus action to attack with a
attacks with the Attack action, this attack replaces one
different light weapon that you're holding in the other
of them.
hand. You don't add your ability modifier to the
The target of your grapple must be no more than
damage of the bonus attack, unless that modifier is
one size larger than you, and it must be within your
negative.
reach. Using at least one free hand, you try to seize the
If a weapon has the thrown property, you can throw
target by making a grapple check, a Strength (Athletics)
the weapon, instead of making a melee attack with it.
check contested by the target's Strength (Athletics) or
Dexterity (Acrobatics) check (the target chooses the
ability to use). If you succeed, you subject the target to
COVER
the grappled condition (see appendix A). The condition Walls, trees, creatures, and other obstacles can provide
specifies the things that end it, and you can release the cover during combat, making a target more difficult to
target whenever you like (no action required). harm. A target can benefit from cover only when an
Escaping a Grapple. A grappled creature can use its attack or other effect originates on the opposite side of
action to escape. To do so, it must succeed on a the cover.
Strength (Athletics) or Dexterity (Acrobatics) check There are three degrees of cover. If a target is behind
contested by your Strength (Athletics) check. multiple sources of cover, only the most protective
Moving a Grappled Creature. When you move, you degree of cover applies; the degrees aren't added
can drag or carry the grappled creature with you, but together. For example, if a target is behind a creature
your speed is halved, unless the creature is two or that gives half cover and a tree trunk that gives three-
more sizes smaller than you. quarters cover, the target has three-quarters cover.
A target with one-quarter cover has a +1 bonus to
SHOVING AC and Dexterity saving throws. A target has one-
Using the Attack action, you can make a special melee quarter cover if an obstacle blocks at least one-fourth
attack to shove a creature, either to knock it prone or of its body, such as a thin pillar.
push it away from you. If you're able to make multiple A target with half cover has a +2 bonus to AC and
attacks with the Attack action, this attack replaces one Dexterity saving throws. A target has half cover if an
of them. obstacle blocks at least half of its body, such as a low
The target of your shove must be no more than one wall, a large piece of furniture, or another creature.
size larger than you, and it must be within your reach. A target with three-quarters cover has a +5 bonus
You make a Strength (Athletics) check contested by the to AC and Dexterity saving throws. A target has three-
target's Strength (Athletics) or Dexterity (Acrobatics) quarter cover if about three-quarters of it is covered by
check (the target chooses the ability to use). If you win an obstacle. The obstacle might be a portcullis, an
the contest, you either knock the target prone or push arrow slit, or a thick tree trunk.
it 5 feet away from you. A target with total cover can't be targeted directly by
an attack or a power, although some powers can reach
RANGED ATTACKS such a target by including it in an area of effect. A
When you make a ranged attack, you fire a blaster rifle target has total cover if it is completely concealed by an
or pistol, hurl a vibrodagger, or otherwise send obstacle.
projectiles to strike a foe at a distance. A creature
might have a natural ranged weapon. Many powers DAMAGE AND HEALING
also involve making a ranged attack. Injury and the risk of death are constant companions
RANGE of those who explore the worlds of D&D. The thrust of
You can make ranged attacks only against targets a vibrosword, a well-placed blaster shot, or a shock of
within a specified range. If a ranged attack, such as one lightning from a shock power all have the potential to
made with a power, has a single range, you can't attack damage, or even kill, the hardiest of creatures.
a target beyond this range. Some ranged attacks, such
HIT POINTS
as those made with a blaster rifle or assault cannon,
have two ranges. The smaller number is the normal Hit points represent a combination of physical and
range, and the larger number is the long range. Your mental durability, the will to live, and luck. Creatures
attack roll has disadvantage when your target is with more hit points are more difficult to kill. Those
beyond normal range, and you can't attack a target with fewer hit points are more fragile.
beyond the long range. A creature's current hit points (usually just called hit
points) can be any number from the creature's hit
RANGED ATTACKS IN CLOSE COMBAT point maximum down to 0. This number changes as a
Aiming a ranged attack is more difficult when a foe is creature takes damage or receives healing.
next to you. When you make a ranged attack with a Whenever a creature takes damage, that damage is
weapon, a power, or some other means, you have subtracted from its hit points. The loss of hit points has
disadvantage on the attack roll if you are within 5 feet no effect on a creature's capabilities until the creature
of a hostile creature who can see you and who isn't drops to 0 hit points.
incapacitated.

CHAPTER 9 | COMBAT 190


DAMAGE RESISTANCE AND
DAMAGE ROLLS VULNERABILITY
Each weapon, power, and harmful monster ability Some creatures and objects are exceedingly difficult or
specifies the damage it deals. You roll the damage die unusually easy to hurt with certain types of damage. If
or dice, add any modifiers, and apply the damage to a creature or an object has resistance to a damage
your target. Modified weapons, special abilities, and type, damage of that type is halved against it. If a
other factors can grant a bonus to damage. creature or an object has vulnerability to a damage
When attacking with a weapon, you add your ability type, damage of that type is doubled against it.
modifier—the same modifier used for the attack roll— Resistance and then vulnerability are applied after all
to the damage. A power tells you which dice to roll for other modifiers to damage. For example, a creature
damage and whether to add any modifiers. has resistance to kinetic damage and is hit by an attack
If a power or other effect deals damage to more that deals 25 kinetic damage. The creature is also
than one target at the same time, roll the damage within an aura that reduces all damage by 5. The 25
once for all of them. For example, when a consular damage is first reduced by 5 and then halved, so the
casts lightning or an engineer casts explosion, the creature takes 10 damage.
power's damage is rolled once for all creatures caught Multiple instances of resistance or vulnerability that
in the blast. affect the same damage type count as only one
instance. For example, if a creature has resistance to
CRITICAL HITS lightning damage as well as resistance to all nonforce-
When you score a critical hit, you get to roll extra dice power damage, the damage of a nonforce-power
for the attack's damage against the target. Roll all of lightning is reduced by half against the creature, not
the attack's damage dice twice and add them together. reduced by three-quarters.
Then add any relevant modifiers as normal. To speed
up play, you can roll all the damage dice at once. HEALING
For example, if you score a critical hit with a Unless it results in death, damage isn't permanent.
vibrodagger, roll 2d4 for the damage, rather than 1d4, Even death is reversible through certain powers. Rest
and then add your relevant ability modifier. If the can restore a creature's hit points (as explained in
attack involves other damage dice, such as from the chapter 8), and special methods such as a benevolence
operative's Sneak Attack feature, you roll those dice force power or a stimpack can remove damage in an
twice as well. instant.
DAMAGE TYPES When a creature receives healing of any kind, hit
Different attacks, damaging powers, and other harmful points regained are added to its current hit points. A
effects deal different types of damage. Damage types creature's hit points can't exceed its hit point
have no rules of their own, but other rules, such as maximum, so any hit points regained in excess of this
damage resistance, rely on the types. number are lost. For example, a consular grants an
The damage types follow, with examples to help a operative 8 hit points of healing. If the operative has 14
GM assign a damage type to a new effect. current hit points and has a hit point maximum of 20,
Acid. Viles of corrosive liquid or the acid splash tech the operative regains 6 hit points from the consular,
power deal acid damage. not 8.
Cold. The chill energy of carbonite and cryogenesis A creature that has died can't regain hit points until a
deal cold damage. power such as revitalize has restored it to life.
Energy. Energy damage is the damage dealt by HIT DICE
blaster weapons, lightweapons, and other powers or Resting (explained in chapter 8), as well as certain
abilities. special traits such as the trandoshan's Regenerative,
Fire. The concussive damage of an explosion or an consume Hit Dice to restore hit points. Whenever a
open flame deal fire damage. creature rolls a Hit Die to restore hit points, they add
Force. Certain force powers that channel the pure their Constitution modifier to the roll.
energy of the Force deal force damage.
Ion. Ion damage is a special damage type that is DROPPING TO 0 HIT POINTS
most effective against droids and constructs. When you drop to 0 hit points, you either die outright
Kinetic. Kinetic damage encompasses all physical or fall unconscious, as explained in the following
damage commonly dealt by vibroweapons. sections.
Lightning. The electrifying energy of the force
lightning or electroshock powers deal lightning Describing the Effects of Damage
damage.
Game Masters describe hit point loss in different
Necrotic. Necrotic damage, dealt by powers like ways. When your current hit point total is half or more
death field, withers matter and even the soul. of your hit point maximum, you typically show no
Poison. Venomous stings and the toxic poison spray signs of injury. When you drop below half your hit
power deal poison damage. point maximum, you show signs of wear, such as cuts
Psychic. The crippling agony causes by powers like and bruises. An attack that reduces you to 0 hit points
feedback deal psychic damage. strikes you directly, leaving a bleeding injury or other
trauma, or it simply knocks you unconscious.
Sonic. Debilitating noises cause sonic damage.

191 CHAPTER 9 | COMBAT


INSTANT DEATH STABILIZING A CREATURE
Massive damage can kill you instantly. When damage The best way to save a creature with 0 hit points is to
reduces you to 0 hit points and there is damage heal it. If healing is unavailable, the creature can at
remaining, you die if the remaining damage equals or least be stabilized so that it isn't killed by a failed death
exceeds your hit point maximum. saving throw.
For example, a consular with a maximum of 12 hit You can use your action to administer first aid to an
points currently has 6 hit points. If she takes 18 unconscious creature and attempt to stabilize it, which
damage from an attack, she is reduced to 0 hit points, requires a successful DC 10 Wisdom (Medicine) check.
but 12 damage remains. Because the remaining A stable creature doesn't make death saving throws,
damage equals her hit point maximum, the consular even though it has 0 hit points, but it does remain
dies. unconscious. The creature stops being stable, and
must start making death saving throws again, if it takes
FALLING UNCONSCIOUS any damage. A stable creature that isn't healed regains
If damage reduces you to 0 hit points and fails to kill 1 hit point after 1d4 hours.
you, you fall unconscious (see appendix A). This
unconsciousness ends if you regain any hit points. MONSTERS AND DEATH
Most GMs have a monster die the instant it drops to 0
DEATH SAVING THROWS hit points, rather than having it fall unconscious and
Whenever you start your turn with 0 hit points, you make death saving throws.
must make a special saving throw, called a death Mighty villains and special nonplayer characters are
saving throw, to determine whether you creep closer common exceptions; the GM might have them fall
to death or hang onto life. Unlike other saving throws, unconscious and follow the same rules as player
this one isn't tied to any ability score. You are in the characters.
hands of fate now, aided only by powers and features
that improve your chances of succeeding on a saving KNOCKING A CREATURE OUT
throw. Roll a d20. If the roll is 10 or higher, you
Sometimes an attacker wants to incapacitate a foe,
succeed. Otherwise, you fail. A success or failure has
rather than deal a killing blow. When an attacker
no effect by itself. On your third success, you become
reduces a creature to 0 hit points with a melee weapon
stable (see below). On your third failure, you die. The
attack or blaster weapon that deals ion or energy
successes and failures don't need to be consecutive;
damage, the attacker can knock the creature out.
keep track of both until you collect three of a kind. The
The attacker can make this choice the instant
number of both is reset to zero when you regain any
the damage is dealt. The creature falls
hit points or become stable.
unconscious and is
Rolling 1 or 20. When you make a death saving
stable.
throw and roll a 1 on the d20, it counts as two failures.
If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage
while you have 0 hit points (for example, by catching
fire because your limbs were all chopped off next to a
pit of lava), you suffer a death saving throw failure. If
the damage is from a critical hit, you suffer two failures
instead. If the damage equals or exceeds your hit point
maximum, you suffer instant death.

CHAPTER 9 | COMBAT 192


TEMPORARY HIT POINTS
Some powers and special abilities confer temporary hit You can control a mount only if it has been trained to
points to a creature. Temporary hit points aren't actual accept a rider. Domesticated animals, such as
hit points; they are a buffer against damage, a pool of dewbacks or kaadu, and similar creatures are assumed
hit points that protect you from injury. to have such training. The initiative of a controlled
When you have temporary hit points and take mount changes to match yours when you mount it. It
damage, the temporary hit points are lost first, and any moves as you direct it, and it has only three action
leftover damage carries over to your normal hit points. options: Dash, Disengage, and Dodge. A controlled
For example, if you have 5 temporary hit points and mount can move and act even on the turn that you
take 7 damage, you lose the temporary hit points and mount it.
then take 2 damage. An independent mount retains its place in the
Because temporary hit points are separate from initiative order. Bearing a rider puts no restrictions on
your actual hit points, they can exceed your hit point the actions the mount can take, and it moves and acts
maximum. A character can, therefore, be at full hit as it wishes. It might flee from combat, rush to attack
points and receive temporary hit points. and devour a badly injured foe, or otherwise act
Healing can't restore temporary hit points, and they against your wishes.
can't be added together. If you have temporary hit In either case, if the mount provokes an opportunity
points and receive more of them, you decide whether attack while you're on it, the attacker can target you or
to keep the ones you have or to gain the new ones. For the mount.
example, if a power grants you 12 temporary hit points
when you already have 10, you can have 12 or 10, not UNDERWATER COMBAT
22. When adventurers pursue karkarodons back to their
If you have 0 hit points, receiving temporary hit undersea domain, fight off gungans in an ancient
points doesn't restore you to consciousness or stabilize shipwreck, or find themselves in a flooded dungeon
you. They can still absorb damage directed at you while room, they must fight in a challenging environment.
you're in that state, but only true healing can save you. Underwater the following rules apply.
Unless a feature that grants you temporary hit points When making a melee weapon attack, a creature
has a duration, they last until they're depleted or you that doesn't have a swimming speed (either natural or
finish a long rest. granted by a power) has disadvantage on the attack
roll unless the weapon is a vibrodagger or vibrospear.
MOUNTED COMBAT A ranged weapon attack automatically misses a
A trooper charging into battle on a dewback, an target beyond the weapon's normal range, but
engineer casting powers from the seat of a speeder, or functions normally against a target within normal
a consular soaring through the sky on shuttle all enjoy range.
the benefits of speed and mobility that a mount can Creatures and objects that are fully immersed in
provide. water have resistance to fire damage.
An appropriately sized vehicle or a willing creature
that is at least one size larger than you and that has an
appropriate anatomy can serve as a mount, using the
following rules.

MOUNTING AND DISMOUNTING


Once during your move, you can mount or dismount a
vehicle creature that is within 5 feet of you. Doing so
costs an amount of movement equal to half your
speed. For example, if your speed is 30 feet, you must
spend 15 feet of movement to mount a dewback.
Therefore, you can't mount it if you don't have 15 feet
of movement left or if your speed is 0.
If an effect moves your mount against its will while
you're on it, you must succeed on a DC 10 Dexterity
saving throw or fall off the mount, landing prone in a
space within 5 feet of it. If you're knocked prone while
mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your
reaction to dismount it as it falls and land on your feet.
Otherwise, you are dismounted and fall prone in a
space within 5 feet it.
CONTROLLING A MOUNT
While you're mounted , you have two options. You can
either control the mount or allow it to act
independently. Intelligent creatures act independently.

193 CHAPTER 9 | COMBAT


194
CHAPTER 10: FORCE- AND TECH-CASTING
           AGIC EXISTS IN THE WORLDS OF STAR WARS IN THE FORM OF FORCE AND TECH POINTS
           powers. This chapter provides the rules for
casting these powers. There are two major sources of Regardless of how many powers a caster knows or
these power: the Force and technology. While multiple prepares, he or she can cast only a limited number of
classes use the Force or technology to fuel their powers before resting. Manipulating the Force and
powers, there are only the two sources. Regardless, channeling its energy into even a simple power is
powers follow the rules here. physically and mentally taxing, and higher-level powers
are even more so. Thus, each casting class's
WHAT IS A POWER? description includes a table showing how many force
or tech points a character can use at each character
A power is a discrete effect, a single shaping of the level. For example, the 3rd-level consular Umara has 12
energies of the Force or a result of a technological force points.
formula, that creates a desired effect. In casting a When a character casts a power, he or she expends a
power, a character carefully constructs the desired number of points based on the level of the power to
effect using the source of their power, and then create the slot to cast it. At-will powers always cost 0
releases it, all in the span of seconds. points, while casting a power at any other level costs
Powers can be versatile tools, weapons, or protective the power level + 1 points, as shown in the Power Level
wards. They can deal damage or undo it, impose or Point Cost table below. When Umara casts project, a
remove conditions (see appendix A), drain life energy 1st-level power, she spends two of her 12 force points,
away, and restore life to the dead. leaving 10 remaining.
A great number of powers exist, and over time many Finishing a long rest restores any expended force
have been created and forgotten. An ancient force points, and finishing a short or long rest restores any
technique may exist in a long-lost holocron, or a piece expended tech points (see chapter 8 for the rules on
of Rakatan schemata may contain revolutionary tech. resting).
POWER LEVEL
Casting in Armor
Every power has a level from 0 to 9. A power's level is a
Because of the mental focus and precise gestures
general indicator of how powerful it is, with the lowly required for force- and tech-casting, you must be
burst of speed at 1st level and the powerful explosion proficient with the armor you are wearing to cast a
at 9th. At-will powers—simple but effective powers that power. You are otherwise too distracted and
characters can cast almost by rote—are level 0. The physically hampered by your armor for force- or tech-
higher a power's level, the higher level a force- or tech- casting.
caster must be to use that power.
Power level and character level don't correspond CASTING A POWER AT A HIGHER LEVEL
directly. Typically, a character has to be at least 17th When a caster casts a power using at a higher level
level, not 9th level, to cast a 9th-level power. than the power's normal level, the power assumes the
higher level for that casting. For instance, if Umara
KNOWN POWERS casts project at 2nd-level, she uses three force points
Before a force- or tech-caster can use a power, he or and that project is 2nd level.
she must have the power learned, or must have access Many powers have more powerful effects when cast
to the power in an enhanced item. Once a power is at a higher level, as indicated in the Force Potency and
learned, it is always prepared. The number of powers a Overcharge Tech sections of the power's description
caster can have at any given time depends on the
character's level. Power Level Point Cost
When you learn a power, either an at-will, 1st-level, Power Point Power Point
or higher, you choose from the list of powers provided Level Cost Level Cost
in Chapters 11 and 12. You can learn powers from any 0 0 5 6
level up to your Max Power Level, including at-will
1 2 6 7
powers. The total number of powers you learn in this
way can't exceed your Force or Tech Powers Known for 2 3 7 8
your class. 3 4 8 9
If a power is granted to you by a class feature, that 4 5 9 10
power does not count against your powers known and
you can't voluntarily unlearn it. If you already know
that power, you may learn an additional power that is AT-WILL POWERS
available to you. An at-will power is one that can be cast without
Additionally, every time you learn a new power as a expending force or tech points. Repeated practice has
result of gaining a level, you can choose one of the fixed the power in the caster's mind. An at-will power's
powers you know and replace it with another power of level is 0.
the same type, as long as that power is not of a higher
level than your Max Power Level.

195 CHAPTER 10 | FORCE- AND TECH-CASTING


CASTING A POWER
When a character casts any power, the same basic RANGE
rules are followed, regardless of the character's class The target of a power must be within the power's
or the power's effects. range. For a power like shock, the target is a creature.
Each power description in chapters 11 and 12 begins For a power like explosion, the target is the point in
with a block of information, including the power's space where the explosion occurs.
name, level, alignment (for Force powers), Most powers have ranges expressed in feet. Some
prerequisites (if it has any), casting time, range, and power can target only a creature (including you) that
duration. The rest of a power entry describes the you touch. Other powers, such as the shield power,
power's effect. affect only you. These powers have a range of self.
POWER ALIGNMENTS Powers that create cones or lines of effect that
originate from you also have a range of self, indicating
Most force powers are aligned with one of the that the origin point of the power's effect must be you
opposing sides of the Force—light and dark—while (see "Areas of Effect" later in the this chapter).
many fall somewhere in the middle—universal. You Once a power is cast, its effects aren't limited by its
use your Wisdom for light side powers, Charisma for range, unless the power's description says otherwise.
dark side powers, and Wisdom or Charisma for
universal powers (your choice). Additionally, certain DURATION
archetypes and feats offer benefits to using powers of
A power's duration is the length of time the power
a specific alignment.
persists. A duration can be expressed in rounds,
PREREQUISITES minutes, hours, or even years. Some powers specify
that their effects last until the powers are dispelled or
Certain force powers are built as more powerful destroyed.
version of previous powers. They require that you
know the previous power before you can learn the new INSTANTANEOUS
one, and you must retain knowledge of the previous Many powers are instantaneous. The power harms,
power to be able to cast the new one. If you are heals, creates, or alters a creature or an object in a way
learning two or more powers at the same time, you can that can't be dispelled, because its effect exists only for
learn a power at the same time that you learn its an instant.
prerequisites.
For instance, to learn the knight speed force power CONCENTRATION
you would first need to learn the burst of speed power, Some powers require you to maintain concentration in
as indicated by its prerequisites. order to keep their effect active. If you lose
concentration, such a power ends.
CASTING TIME If a power must be maintained with concentration,
that fact appears in its Duration entry, and the power
Most powers require a single action to cast, but some
specifies how long you can concentrate on it. You can
powers require a bonus action, a reaction, or much
end concentration at any time (no action required).
more time to cast.
Normal activity, such as moving and attacking,
BONUS ACTION doesn't interfere with concentration. The following
A power cast with a bonus action is especially swift. factors can break concentration:
You must use a bonus action on your turn to cast the
Casting another power that requires concentration.
power, provided that you haven't already taken a
You lose concentration on a power if you cast another
bonus action this turn. You can't cast another power
power that requires concentration. You can't
during the same turn, except for an at-will with a
concentrate on two powers at once.
casting time of 1 action.
Taking damage. Whenever you take damage while you
REACTIONS are concentrating on a power, you must make a
Some powers can be cast as reactions. These powers Constitution saving throw to maintain your
take a fraction of a second to bring about and are cast concentration. The DC equals 10 or half the damage
in response to some event. If a power can be cast as a you take, whichever number is higher. If you take
reaction, the power's description tells you exactly when damage from multiple sources, such as a blaster shot
you can do so. and a force power, you make a separate saving throw
for each source of damage.
LONGER CASTING TIMES Being incapacitated or killed. You lose concentration
Certain powers require more time to cast: minutes or on a power if you are incapacitated or if you die. The
even hours. When you cast a power with a casting time GM might also decide that certain environmental
longer than a single action or reaction, you must spend phenomena, such as turbulence on a ship or rocky
your action each turn casting the power, and you must terrain on a speeder, require you to succeed on a DC
maintain your concentration while you do so (see 10 Constitution saving throw to maintain concentration
"Concentration" below). If your concentration is on a power.
broken, the power fails, but you don't expend force or
tech points. If you want to try casting the power again,
you must start over.

CHAPTER 10 | FORCE- AND TECH-CASTING 196


TARGETS
A typical power requires you to pick one or more CYLINDER
targets to be affected by the power's effect. A power's A cylinder's point of origin is the center of a circle of a
description tells you whether the power targets particular radius, as given in the power description.
creatures, objects, or a point of origin for an area of The circle must either be on the ground or at the
effect (described below). Unless a power has a height of the power effect. The energy in a cylinder
perceptible effect, a creature might not know it was expands in straight lines from the point of origin to the
targeted by a power at all. An effect like crackling perimeter of the circle, forming the base of the
lightning is obvious, but a more subtle effect, such as cylinder. The power's effect then shoots up from the
an attempt to read a creature's thoughts, typically goes base or down from the top, to a distance equal to the
unnoticed, unless a power says otherwise. height of the cylinder.
A cylinder's point of origin is included in the
A CLEAR PATH TO THE TARGET cylinder's area of effect.
To target something, you must have a clear path to it,
so it can't be behind total cover. LINE
If you place an area of effect at a point that you can't A line extends from its point of origin in a straight path
see and an obstruction, such as a wall, is between you up to its length and covers an area defined by its width.
and that point, the point of origin comes into being on A line's point of origin is not included in the lines are of
the near side of that obstruction. effect, unless you decide otherwise.

TARGETING YOURSELF SPHERE


If a power targets a creature of your choice, you can You select a sphere's point of origin, and the sphere
choose yourself, unless the creature must be hostile or extends outward from that point. The sphere's size is
specifically a creature other than you. If you are in the expressed as a radius in feet that extends from the
area of effect of a power you cast, you can target point.
yourself. A sphere's point of origin is included in the sphere's
area of effect.
AREAS OF EFFECT
Powers such as force storm and explosion cover an
SAVING THROWS
area, allowing them to affect multiple creatures at Many powers specify that a target can make a saving
once. throw to avoid some or all of a power's effects. The
A power's description specifies its area of effect, power specifies the ability that the target uses for the
which typically has one of five different shapes: cone, save and what happens on a success or failure.
cube, cylinder, line, or sphere. Every area of effect has The DC to resist one of your powers equals 8 + your
a point of origin, a location from which the power's force- or tech-casting ability modifier + your proficiency
effect erupts. The rules for each shape specify how you bonus + any special modifiers.
position its point of origin. Typically, a point of origin is
a point in space, but some powers have an area whose ATTACK ROLLS
origin is a creature or an object. Some powers require the caster to make an attack roll
A power's effect expands in straight lines from the to determine whether the power effect hits the
point of origin. If no unblocked straight line extends intended target. Your attack bonus with a power attack
from the point of origin to a location within the area of equals your force- or tech-casting ability modifier +
effect, that location isn't included in the power's area. your proficiency bonus. Most powers that require
To block one of these imaginary lines, an obstruction attack rolls involve ranged attacks. Remember that you
must provide total cover, as explained in chapter 9. have disadvantage on a ranged attack roll if you are
within 5 feet of a hostile creature that can see you and
CONE that isn't incapacitated (see chapter 9).
A cone extends in a direction you choose from its point
of origin. A cone's width at a given point along its COMBINING EFFECTS
length is equal to that points distance from the point of
The effects of different powers add together while the
origin. A cone's area of effect specifies its maximum
durations of those powers overlap. The effects of the
length.
same power cast multiple times don't combine,
A cone's point of origin is not included in the cones
however. Instead, the most potent effect~such as the
area of effect, unless you decide otherwise.
highest bonus—from those castings applies while their
CUBE durations overlap.
You select a cube's point of origin, which lies anywhere For example, if two consulars cast guidance on the
on a face of the cubic effect. The cube's size is same target, that character gains the power's benefit
expressed as the length of each side. only once; he or she doesn't get to roll two bonus dice.
A cube's point of origin is not included in the cube's
area of effect, unless you decide otherwise.

197 CHAPTER 10 | FORCE- AND TECH-CASTING


CHAPTER 11: FORCE POWERS
AT-WILL Sense Emotion Knight Speed Skill Empowerment
Affect Mind Sense Force Plague Stasis
Burst Slow Descent Plant Surge Telekinesis
Denounce Tremor Remove Curse 6TH-LEVEL
Enfeeble Valor Sever Force
Crush
Feedback Wound Share Life
Eruption
Force Disarm 2ND-LEVEL Telekinetic Storm
Force Chain Lightning
Force Push/Pull Affliction 4TH-LEVEL Greater Heal
Force Technique Animate Weapon Aura of Purity Improved Force Immunity
Give Life Battle Meditation Disable Droid Mass Coerce Mind
Guidance Calm Emotions Dominate Beast Rage
Lightning Charge Coerce Mind Drain Life Scourge
Mind Trick Danger Sense Force Immunity Telekinetic Burst
Necrotic Charge Dark Shear Freedom of Movement True Sight
Psychic Charge Darkness Grasping Vine Wall of Light
Resistance Drain Vitality Hysteria Wrack
Saber Reflect Force Barrier Improved Force Camouflage
Saber Throw
7TH-LEVEL
Force Blind/Deafen Locate Creature
Saber Ward Destroy Droid
Force Camouflage Mind Trap
Shock Force Lightning Cone
Force Confusion Shocking Shield
Slow Force Mend
Force Enlightenment Shroud of Darkness
Sonic Charge Force Project
Force Throw 5TH-LEVEL
Spare the Dying Improved Revitalize
Force Sight
Turbulence Dominate Mind Master Speed
Hallucination
Force Breach Ruin
1ST-LEVEL Locate Object
Greater Feedback Whirlwind
Battle Precognition Mind Spike
Improved Battle Meditation 8TH-LEVEL
Beast Trick Phasewalk
Improved Force Barrier
Breath Control Rescue Death Field
Improved Force Scream
Burst of Speed Restoration Dominate Monster
Improved Heal
Cloud Mind Stun Earthquake
Improved Phasestrike
Curse Stun Droid Force Link
Improved Phasewalk
Dark Side Tendrils Maddening Darkness
3RD-LEVEL Improved Restoration
Disperse Force Master Force Immunity
Aura of Vigor Insanity
Fear Master Force Barrier
Beacon of Hope Mass Animation
Force Body Master Force Scream
Bestow Curse Revitalize
Force Jump Mind Blank
Choke Siphon Life
Force Mask Stasis Field
Convulsion
Heal Telekinetic Wave
Force Lightning
Heroism Force Repulse 9TH-LEVEL
Hex Force Scream Force Storm
Improved Feedback Force Suppression Kill
Phasestrike Force Trance Master Battle Meditation
Project Horror Master Heal
Sanctuary Improved Dark Side Tendrils Mass Hysteria
Sap Vitality Master Revitalize
Precognition
Master Feedback

199 CHAPTER 11 | FORCE POWERS


AFFECT MIND
At-will universal power An enemy can attempt to gain control of the weapon
Casting Time: 1 action
by making a Strength (Athletics) check against your
Range: 30 feet
force save DC. On a success, the creature gains control
Duration: Concentration, up to 1 minute
of the weapon and the power ends.
Force Potency. When you cast this power using a
Choose a target within range that isn't hostile toward force slot of 3rd level or higher, the weapon's damage
you. The target must make a Wisdom saving throw. On increases by 1d8 for every two slot levels above 2nd.
a failed save, you have advantage on all Charisma
checks directed at that target. AURA OF PURITY
On a successful save, the creature does not realize 4th-level light side power
that you tried to use the Force to influence its mood, Prerequisite: Restoration
but it becomes immune to this power for one day. This Casting Time: 1 action
power has no effect on droids or constructs. Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes
AFFLICTION
2nd-level dark side power Purifying energy radiates from you in a 30-foot
Prerequisite: Slow
radius. Until the power ends, the aura moves with you,
Casting Time: 1 action
centered on you. Each nonhostile creature in the aura
Range: 30 feet
(including you) can't become diseased, has resistance
Duration: Concentration, up to 1 minute
to poison damage, and has advantage on saving
throws against effects that cause any of the following
Choose a creature that you can see within range. conditions: blinded, charmed, deafened, frightened,
That creature must make a Constitution saving throw. paralyzed, poisoned, and stunned.
On a failed save, the target's speed is halved, it takes a
-2 penalty to AC and Dexterity saving throws, and it AURA OF VIGOR
can't use reactions. On its turn, it can use either an 3rd-level light side power
action or a bonus action, not both. Regardless of the Prerequisite: Valor
creature's abilities or items, it can't make more than Casting Time: 1 action
one melee or ranged attack during its turn. Range: Self (30-foot radius)
If the creature attempts to cast a power with a Duration: Concentration, up to 1 minute
casting time of 1 action, roll a d20. On an 11 or higher,
Envigorating energy radiates from you in a 30-foot
the power doesn't take effect until the creature's next
radius. Until the power ends, the aura moves with you,
turn, and the creature must use its action on that turn
centered on you. Each nonhostile creature in the aura
to complete the power. If it can't, the power is wasted.
(including you) deals an extra 1d4 damage with
The creatures makes another Constitution saving
weapon attacks.
throw at the end of its turn. On a successful save, the
effect ends. BATTLE MEDITATION
2nd-level universal power
ANIMATE WEAPON
2nd-level universal power Casting Time: 1 action
Range: Self (5-foot radius)
Prerequisite: Force Disarm
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Range: 60 feet You exude an aura out to 5 feet that boosts the
Duration: 1 minute morale and overall battle prowess you and your allies
while simultaneously reducing the opposition's
You select a melee weapon you wield, or one melee
combat-effectiveness by eroding their will to fight.
weapon within range that is not worn or carried by a
conscious creature, and use the Force to cause it to Whenever you or a friendly creature within your
levitate, acting as an extension of your will for the meditation makes an attack roll or a saving throw, they
duration or until you cast this power again. When you can roll a d4 and add the number rolled to the attack
use this power, you can cause the weapon to move up roll or saving throw.
to 20 feet and make a melee force attack against a Whenever a hostile creature starts enters your
creature within 5 feet of it. On a hit, the target takes meditation or starts its turn there, it must make a
1d8 + your forcecasting ability modifier damage. The Charisma saving throw. On a failed save, it must roll a
type is of the normal damage dealt by the weapon. d4 and subtract the number rolled from each attack
roll or saving throw it makes before the end of your
While the weapon is animated, on each of your turns
next turn. On a successful save, it is immune to this
you can use a bonus action to move the weapon up to
power for 1 day.
20 feet and repeat the attack against a creature within
5 feet of it. At any time, you can end this force power to
return the animated weapon to your hand.

CHAPTER 11 | FORCE POWERS 200


BATTLE PRECOGNITION
1st-level universal power A remove curse power ends this effect. At the GM's
Casting Time: 1 action
discretion, you may choose an alternative curse effect,
Range: Self
but it should be no more powerful than those
Duration: 8 hours
described above. The GM has final say on such a
curse's effect.
Your attunement to the Force warns you when you
are about to enter danger. Until the power ends, your BREATH CONTROL
base AC becomes 13 + your Dexterity modifier. This 1st-level universal power
power has no effect if you are wearing armor. Casting Time: 1 action
Range: Self
BEACON OF HOPE
Duration: 10 minutes
3rd-level light side power
Prerequisite: Heroism
You are able to slow your metabolism in such a way
Casting Time: 1 action
that you can stop breathing and resist the effect of
Range: 30 feet
toxins in your body. If you are poisoned, you neutralize
Duration: Concentration, up to 1 minute
the poison. If more than one poison afflicts you, you
neutralize one poison that you know is present, or you
This power bestows hope and vitality. Choose any neutralize one at random.
number of creatures within range. For the duration, For the duration, you have advantage on saving
each target has advantage on Wisdom saving throws throws against being poisoned, resistance to poison
and death saving throws, and regains the maximum damage, and you no longer need to breathe.
number of hit points possible from any healing.
BURST
BEAST TRICK At-will universal power
1st-level light side power
Casting Time: 1 action
Casting Time: 1 action Range: Self (5-foot sphere)
Range: 30 feet Duration: Instantaneous
Duration: 24 hours
You cause the earth to burst from beneath your feet.
This power lets you distract a beast. Choose a beast Each creature within range, other than you, must
that you can see within range. If the beast's Intelligence succeed on a Dexterity saving throw or take 1d6 kinetic
is 4 or higher, the power fails. Otherwise, the beast damage.
must succeed on a Wisdom saving throw or be This power's damage increases by 1d6 when you
charmed by you for the power's duration. If you or one reach 5th level (2d6), 11th level (3d6), and 17th level
of your companions harms the target, the power ends. (4d6).
Force Potency. When you cast this power using a
force slot of 2nd level or higher, you can affect one BURST OF SPEED
additional beast for each slot level above 1st. 1st-level universal power
Casting Time: 1 action
BESTOW CURSE
Range: Touch
3rd-level dark side power
Duration: 1 hour
Prerequisite: Curse
Casting Time: 1 action You touch a creature. The target's speed increases
Range: Touch by 10 feet until the power ends.
Duration: Concentration, up to 1 minute Force Potency. When you cast this power using a
force slot of 2nd level or higher, you can target one
You touch a creature, and that creature must additional creature for each slot level above 1st.
succeed on a Wisdom saving throw or become cursed
for the duration of the power. When you cast this
power, choose the nature of the curse from the
following options:

Choose one ability score. While cursed, the target has


disadvantage on ability checks and saving throws made
with that ability score.
While cursed, the target has disadvantage on attack
rolls against you.
While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. lf it fails, it wastes
its action that turn doing nothing.
While the target is cursed, your attacks and powers
deal an extra 1d8 necrotic damage to the target.

201 CHAPTER 11 | FORCE POWERS


CALM EMOTIONS
2nd-level light side power Force Potency. When you cast this power using a
Casting Time: 1 action
force slot of 2nd level or higher, you can roll an
Range: 60 feet
additional 2d8 for each slot level above 1st.
Duration: Concentration, up to 1 minute COERCE MIND
You attempt to suppress strong emotions in a group 2nd-level universal power
of people. Each humanoid in a 20-foot-radius sphere Prerequisite: Affect Mind
centered on a point you choose within range must Casting Time: 1 action
make a Charisma saving throw a creature can choose Range: 30 feet
to fail this saving throw if it wishes. If a creature fails its Duration: Concentration, up to 8 hours
saving throw, choose one of the following two effects.
You suggest a course of activity (limited to a
You can suppress any effect causing a target to be sentence or two) and influence with the Force a
charmed or frightened. When this power ends, any creature you can see within range that can hear and
suppressed effect resumes, provided that its duration understand you. Creatures that can't be charmed are
has not expired in the meantime. immune to this effect. The suggestion must be worded
You can make a target indifferent about creatures of in such a manner as to make the course of action
your choice that it is hostile toward. This indifference sound reasonable. Asking the creature to harm itself
ends if the target is attacked or harmed by a power or automatically negates the effect of the power.
if it witnesses any of its friends being harmed. The target must make a Wisdom saving throw. On a
failed save, it pursues the course of action you
When the power ends, the creature becomes hostile described to the best of its ability. The suggested
again, unless the GM rules otherwise. course of action can continue for the entire duration. If
CHOKE the suggested activity can be completed in a shorter
3rd-level dark side power time, the power ends when the subject finishes what it
was asked to do.
Casting Time: 1 action You can also specify conditions that will trigger a
Range: 60 feet special activity during the duration. For example, you
Duration: Instantaneous might suggest that a soldier give her speeder to the
You make a constricting gesture at a creature within first vagrant she meets. If the condition isn't met
range. The target must make a Constitution saving before the power expires, the activity isn't performed.
throw. On a failed save target takes 5d8 force damage If you or any of your companions damage the target,
and is restrained until the end of your next turn. On a the power ends. This power has no effect on droids or
successful save, the target takes half as much damage constructs.
and is not restrained.
CONVULSION
You can use a bonus action while the target is
3rd-level universal power
restrained to move the target up to 5 feet in any
direction. Prerequisite: Tremor
Force Potency. When you cast this power using a Casting Time: 1 action
force slot of 4th level or higher, the damage increases Range: 120 feet
by 1d8 for each slot level above 3rd. Duration: Instantaneous

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.

CHAPTER 11 | FORCE POWERS 202


CRUSH DARK SHEAR
6th-level dark side power 2nd-level dark side power
Prerequisite: Choke Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Instantaneous
You create a weapon of imperceptible Force energy
You make a crushing gesture at a creature within that lasts until the power ends. It counts as a simple
range. The target must make a Constitution saving lightweapon with which you are proficient. It deals 2d6
throw. On a failed save target takes 10d8 force damage psychic damage, and has the finesse, light, and thrown
and is paralyzed until the end of your next turn. On a properties (range 20/60). When you attack while within
successful save, the target takes half as much damage dim light or darkness, you have advantage.
and is not paralyzed. If you drop the weapon or throw it, it disappears at
You can use a bonus action while the target is the end of the turn. While the power lasts, you can use
paralyzed to move the target up to 10 feet in any a bonus action to make the weapon reappear in your
direction. hand.
Force Potency. When you cast this power using a Force Potency. When you cast this power using a
force slot of 7th level or higher, the damage increases 3rd or 4th level force slot, the damage increases by 1d6
by 1d8 for each slot level above 6th. (3d6). At 5th or 6th level, the damage increases by 2d6
(4d6). At 7th level or higher, the damage increases by
CURSE 3d6 (5d6).
1st-level dark side power
Prerequisite: Denounce
DARK SIDE TENDRILS
Casting Time: 1 action
1st-level dark side power
Range: 30 feet Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self (10-foot radius)
Duration: Instantaneous
Up to three creatures of your choice that you can see
within range must make Charisma saving throws. Tendrils of dark energy erupt from you and batter all
Whenever a target that fails this saving throw makes creatures within 10 feet of you. Each creature in that
an attack roll or a saving throw before the power ends, area must make a Strength saving throw. On a failed
the target must roll a d4 and subtract the number save, a target takes 2d6 necrotic damage and can't take
rolled from the attack roll or saving throw. reactions until its next turn. On a successful save, the
Force Potency. When you cast this power using a creature takes half damage, but suffers no other effect.
force slot of 2nd level or higher, you can target one Force Potency. When you cast this power using a
additional creature for each slot level above 1st. power slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
DANGER SENSE
2nd-level universal power DARKNESS
Casting Time: 1 bonus action 2nd-level dark side power
Range: Self Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Duration: Concentration, up to 10 minutes
You put your faith in the Force, feeling out the future
and seeing whether your actions will lead to fortune or Darkness spreads from a point you choose within
ruin. The GM chooses from the following possible range to fill a 15-foot-radius sphere until the power
omens: ends. The darkness spreads around corners. A
creature with darkvision can't see through this
Peace, for results which are not dangerous darkness, and unenhanced light can't illuminate it.
Danger, for results which are dangerous but perhaps If the point you choose is on an object you are
still worth the danger holding or one that isn't being worn or carried, the
Ruin, for results which are certain to end in death or darkness comes from the object and moves with it.
tragedy Completely covering the source of the darkness with
The power doesn't take into account any possible an opaque object blocks the darkness.
circumstances that might change the outcome, such as If this power's area overlaps with light created by a
the use of additional powers or the loss or gain of a 2nd-level power or lower, this power and the light are
companion. dispelled.
If you use this power two or more times before
completing your next long rest, there is a cumulative
25 percent chance for each casting after the first that
you get a neutral result regardless of the actual
outcome.

203 CHAPTER 11 | FORCE POWERS


DENOUNCE DISPERSE FORCE
At-will dark side power 1st-level universal power
Casting Time: 1 action Prerequisite: Saber Ward
Range: 30 feet Casting Time: 1 reaction, which you take when you take
Duration: Concentration, up to 1 minute cold, energy, fire, ion, lightning, or sonic damage
Range: Self
A target of your choice within range must make a
Duration: 1 round
Charisma saving throw. On a failed save, when the
target makes their next attack roll or saving throw they This power absorbs damage from incoming energy
must roll a d4 and subtract the number from it. The attacks, lessening its effect on you and distributing it
power then ends. throughout your body. You have resistance to the
triggering damage type until the start of your next turn.
DEATH FIELD Also, you gain 5 temporary hit points to potentially
8th-level dark side power absorb the attack. These temporary hit points last until
Prerequisite: Siphon Life the start of your next turn.
Casting Time: 1 action Force Potency. When you cast this power using a
Range: 90 feet (30-foot cube) force slot of 2nd level or higher, the temporary hit
Duration: Instantaneous points increases by 5 for each slot level above 1st.
You draw the life force from every creature in a 30- DOMINATE BEAST
foot cube centered on a point you choose within range. 4th-level dark side power
Each creature in that area must make a Constitution
Casting Time: 1 action
saving throw. A creature takes 10d8 necrotic damage
Range: 60 feet
on a failed save, or half as much damage on a
Duration: Concentration, up to 1 minute
successful one. If you reduce a hostile creature to 0,
you gain temporary hit points equal to half the damage A beast you can see must succeed on a Wisdom save
dealt. This power has no effect on droids or constructs. or be charmed. If you or your companions are fighting
it, it has advantage on this saving throw.
DESTROY DROID
While it's charmed, you have a telepathic link to it if
7th-level light side power
you're on the same planet. You can use this link to
Prerequisite: Disable Droid issue commands while you are conscious, no action
Casting Time: 1 action required, which it does its best to obey. You can specify
Range: 120 feet (30-foot cube) a simple and general course of action. If it completes
Duration: Concentration, up to 1 minute the order and doesn't receive further orders, it focuses
Choose a point that you can see within range. Each on defending itself.
droid must succeed on a Constitution saving throw or You can use your action to take total control of the
be paralyzed for the duration. At the beginning of each target. Until the end of your next turn, the beast takes
of its turns, the droid takes energy damage equal to only the actions you decide and nothing you don't
twice your forcecasting ability modifier and then allow it to. You can also have the beast use a reaction,
repeats this saving throw. On a success, the power but this takes your reaction as well.
ends on the target. If the beast takes damage, it makes another Wisdom
save. On a success, the power ends.
DISABLE DROID Force Potency. When you cast this power using a
4th-level light side power 5th-level force slot, the duration is up to 10 minutes. At
Prerequisite: Stun Droid a 6th-level slot, the duration is up to 1 hour. At a slot of
Casting Time: 1 action 7th or higher, the duration is up to 8 hours.
Range: 90 feet (15-foot cube)
Duration: Concentration, up to 1 minute
Choose a point that you can see within range. Each
droid must succeed on a Constitution saving throw or
be paralyzed for the duration. At the beginning of each
of its turns, the droid takes energy damage equal to
your forcecasting ability modifier and then repeats this
saving throw. On a success, the power ends on the
target.

CHAPTER 11 | FORCE POWERS 204


DOMINATE MIND
5th-level dark side power You can use your action to take total and precise
Prerequisite: Dominate Beast
control of the target. Until the end of your next turn,
Casting Time: 1 action
the creature takes only the actions you choose, and
Range: 60 feet
doesn't do anything that you don't allow it to do.
Duration: Concentration, up to 1 minute
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own
You attempt to beguile a humanoid that you can see reaction as well.
within range. It must succeed on a Wisdom saving Each time the target takes damage, it makes a new
throw or be charmed by you for the duration. If you or Wisdom saving throw against the power. If the saving
creatures that are friendly to you are fighting it, it has throw succeeds, the power ends.
advantage on the saving throw. Force Potency. When you cast this power with a 9th-
While the target is charmed, you have a telepathic level force slot, the duration is concentration, up to 8
link with it as long as you are within 1 mile of it. You hours.
can use this telepathic link to issue commands to the
creature while you are conscious (no action required), DRAIN LIFE
which it does its best to obey. You can specify a simple 4th-level dark side power
and general course of action, such as "Attack that Prerequisite: Drain Vitality
creature," "Run over there," or "Fetch that object." If Casting Time: 1 action
the creature completes the order and doesn't receive Range: 60 feet
further direction from you, it defends and preserves Duration: Instantaneous
itself to the best of its ability.
You can use your action to take total and precise You draw the life force from a creature you can see
control of the target. Until the end of your next turn, within range. The target must make a Constitution
the creature takes only the actions you choose, and saving throw. The target takes 8d8 necrotic damage on
doesn't do anything that you don't allow it to do. a failed save, or half as much damage on a successful
During this time you can also cause the creature to use one. If you reduce a hostile creature to 0, you gain
a reaction, but this requires you to use your own temporary hit points equal to half the damage dealt.
reaction as well. This power has no effect on droids or constructs.
Each time the target takes damage, it makes a new Force Potency. When you cast this power using a
Wisdom saving throw against the power. If the saving force slot of 5th level or higher, the damage increases
throw succeeds, the power ends. This power has no by 1d8 for each slot level above 4th.
effect on droids or constructs. DRAIN VITALITY
Force Potency. When you cast this power using a 2nd-level dark side power
6th-level force slot, the duration is 10 minutes. When
Prerequisite: Sap Vitality
you use a 7th-level force slot, the duration is 1 hour.
Casting Time: 1 action
When you use a force slot of 8th level or higher, the
Range: 60 feet
duration is 8 hours.
Duration: Concentration, up to 1 minute
DOMINATE MONSTER You draw the willpower from a creature you can see
8th-level dark side power within range. Make a ranged force attack against the
Prerequisite: Dominate Mind target. On a hit, the target takes 2d6 necrotic damage
Casting Time: 1 action and it deals only half damage with weapon attacks that
Range: 60 feet use Strength until the power ends.
Duration: Concentration, up to 1 hour At the end of each of the target's turns, it can make a
Constitution saving throw against the power. On a
You attempt to beguile a creature that you can see
success, the power ends.
within range. It must succeed on a Wisdom saving
throw or be charmed by you for the duration. If you or Force Potency. When you cast this power using a
creatures that are friendly to you are fighting it, it has force slot of 3rd level or higher, the damage increases
advantage on the saving throw. by 1d6 for each slot level above 2nd.
While the creature is charmed, you have a telepathic
link with it as long as you are within 1 mile of it. You
can use this telepathic link to issue commands to the
creature while you are conscious (no action required),
which it does its best to obey. You can specify a simple
and general course of action, such as "Attack that
creature," "Run over there," or "Fetch that object." If
the creature completes the order and doesn't receive
further direction from you, it defends and preserves
itself to the best of its ability.

205 CHAPTER 11 | FORCE POWERS


EARTHQUAKE ERUPTION
8th-level universal power 6th-level universal power
Prerequisite: Eruption Prerequisite: Convulsion
Casting Time: 1 action Casting Time: 1 action
Range: 500 feet Range: 120 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You create a seismic disturbance at a point on the You cause up to six pillars of stone to burst from
ground that you can see within range. For the duration, places on the ground that you can see within range.
an intense tremor rips through the ground in a 100- Each pillar is a cylinder that has a diameter of 5 feet
foot-radius circle centered on that point and shakes and a height of up to 30 feet. The ground where a pillar
creatures and structures in contact with the ground in appears must be wide enough for its diameter, and
that area. you can target the ground under a creature if that
The ground in the area becomes difficult terrain. creature is Medium or smaller. Each pillar has AC 5 and
Each creature on the ground that is concentrating must 30 hit points. When reduced to 0 hit points, a pillar
make a Constitution saving throw. On a failed save, the crumbles into rubble, which creates an area of difficult
creature's concentration is broken. terrain with a 10 - foot radius that lasts until the rubble
When you cast this power and at the end of each is cleared. Each 5-foot-diameter portion of the area
turn you spend concentrating on it, each creature on requires at least 1 minute to clear by hand.
the ground in the area must make a Dexterity saving If a pillar is created under a creature, that creature
throw. On a failed save, the creature is knocked prone. must succeed on a Dexterity saving throw or be lifted
This power can have additional effects depending on by the pillar. A creature can choose to fail the save.
the terrain in the area, as determined by the GM. If a pillar is prevented from reaching its full height
Fissures. Fissures open throughout the power's area because of a ceiling or other obstacle, a creature on
at the start of your next turn after you cast the power. the pillar takes 6d6 kinetic damage and is restrained,
A total of 1d6 such fissures open in locations chosen by pinched between the pillar and the obstacle. The
the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and restrained creature can use an action to make a
extends from one edge of the power's area to the Strength or Dexterity check (the creature's choice)
opposite side. A creature standing on a spot where a against the power's save DC. On a success, the
fissure opens must succeed on a Dexterity saving creature is no longer restrained and must either move
throw or fall in. A creature that successfully saves off the pillar or fall off it.
moves with the fissure's edge as it opens. Force Potency. When you cast this power using a
A fissure that opens beneath a structure causes it to force slot of 7th level or higher, you can create two
automatically collapse (see below). additional pillars for each slot level above 6th.
Structures. The tremor deals 50 kinetic damage to
any structure in contact with the ground in the area FEAR
when you cast the power and at the start of each of 1st-level dark side power
your turns until the power ends. If a structure drops to Casting Time: 1 action
0 hit points, it collapses and potentially damages Range: 60 feet
nearby creatures. A creature within half the distance of Duration: Concentration, up to 1 minute
a structure's height must make a Dexterity saving You awaken the sense of mortality in one creature
throw. On a failed save, the creature takes 5d6 kinetic you can see within range. The target must succeed on
damage, is knocked prone, and is buried in the rubble, a Wisdom saving throw or become frightened for the
requiring a DC 20 Strength (Athletics) check as an duration. A target with 25 hit points or fewer makes
action to escape. The GM can adjust the DC higher or the saving throw with disadvantage. This power has no
lower, depending on the nature of the rubble. On a effect on constructs or droids.
successful save, the creature takes half as much
damage and doesn't fall prone or become buried. FEEDBACK
At-will dark side power
ENFEEBLE
At-will dark side power Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet
Duration: Instantaneous You unleash a burst of psychic energy at a target
within range. If the target can hear you (though it need
Dark energy courses from your hand at a creature not understand you), it must succeed on an
within range. The target must succeed on a Wisdom Intelligence saving throw or take 1d4 psychic damage
saving throw. If it's is missing any hit points, it takes and have disadvantage on the next attack roll it makes
1d12 necrotic damage. Otherwise, it takes 1d8. before the end of its next turn.
The power's damage increases by one die when you This power's damage increases by 1d4 when you
reach 5th, 11th, and 17th level. reach 5th level (2d4), 11th level (3d4), and 17th level
(4d4).

CHAPTER 11 | FORCE POWERS 206


FORCE BARRIER FORCE CAMOUFLAGE
2nd-level light side power 2nd-level universal power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Duration: 8 hours Duration: Concentration, up to 1 minute
This power bolsters your allies with toughness and You become invisible until the power ends. Anything
resolve. Choose up to three creatures within range. you are wearing or carrying is invisible as long as it is
Each target's hit point maximum and current hit points on your person. The power ends if you attack or cast a
increase by 5 for the duration. power.
Force Potency. When you cast this power using a
force slot of 3rd level or higher, a target's hit points FORCE CHAIN LIGHTNING
increase by an additional 5 for each slot level above 6th-level dark side power
2nd. Prerequisite: Force Lightning
Casting Time: 1 action
FORCE BLIND/DEAFEN Range: 150 feet
2nd-level light side power Duration: Instantaneous
Casting Time: 1 action
You create a bolt of lightning that arcs toward a
Range: 30 feet
target of your choice that you can see within range.
Duration: 1 minute
Three bolts then leap from that target to as many as
You can blind or deafen a foe. Choose one creature three other targets, each of which must be within 30
that you can see within range to make a Constitution feet of the first target. A target can be a creature or an
saving throw. If it fails, the target is either blinded or object and can be targeted by only one of the bolts.
deafened (your choice) for the duration. At the end of A target must make a Dexterity saving throw. The
each of its turns, the target can make a Constitution target takes 10d8 lightning damage on a failed save, or
saving throw. On a success, the power ends. half as much damage on a successful one.
Force Potency. When you cast this power using a Force Potency. When you cast this power using a
force slot of 3rd level or higher, you can target one force slot of 7th level or higher, one additional bolt
additional creature for each slot level above 2nd. leaps from the first target to another target for each
slot level above 6th.
FORCE BODY
1st-level universal power FORCE CONFUSION
Casting Time: 1 action
2nd-level universal power
Range: Self Preqrequisite: Mind Trick
Duration: 1 hour Casting Time: 1 action
Range: 120 feet
This power enables you to use your health to fuel
Duration: Concentration, up to 1 minute
your force powers. For the duration, when you cast a
force power, half the cost is paid by your force points One humanoid of your choice that you can see
(rounded up) and half the cost is paid by your hit within range must succeed on a Wisdom saving throw
points (rounded down). Additionally, your maximum or become charmed by you for the duration. The
hit points are decreased by this amount while the charmed target must use its action before moving on
power is active. each of its turns to make a melee attack against a
You may end this effect at any time. If you cast a creature other than itself that you mentally choose.
force power that would reduce your hit points to 0, the The target can act normally on its turn if you choose
power automatically fails and this effect ends. no creature or if none are within its reach.
On your subsequent turns, you must use your action
FORCE BREACH to maintain control over the target, or the power ends.
5th-level universal power Also, the target can make a Wisdom saving throw at
Casting Time: 1 action the end of each of its turns. On a success, the power
Range: 120 feet (20-foot cube) ends.
Duration: Instantaneous
Choose a spot within range. All force powers of 5th
level or lower in the area end. For each force power of
6th level or higher in the area, make an ability check
using your forcecasting ability. The DC equals 10 + the
power's level. On a successful check, the force power
ends.
Force Potency. When you cast this power using a
force slot of 6th level or higher, you automatically end
the effects of a force power on the target if the power's
level is equal to or less than the level of the force slot
you used.

207 CHAPTER 11 | FORCE POWERS


FORCE DISARM FORCE JUMP
At-will universal power 1st-level universal power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Duration: Instantaneous Duration: Instantaneous
You select a weapon or object being worn or carried Using the Force to augment the strength in your legs,
by a Large or smaller creature within range. The you leap up to 30 feet to an unoccupied space you can
creature must make a Strength or Dexterity saving see.
throw (the creature chooses the ability to use). If the Force Potency. When you cast this power using a
item is being worn, this save is made with force slot of 2nd level or higher, your jump distance
disadvantage. On a failed save, the creature takes 1d4 increases by 5 feet for each slot level above 1st.
force damage and the item is pulled directly to you. If
you have a free hand, you catch the weapon. FORCE LIGHTNING
Otherwise, it lands at your feet. 3rd-level dark side power
This power's damage increases by 1d4 when you Prerequisite: Shock
reach 5th level (2d4), 11th level (3d4), and 17th level Casting Time: 1 action
(4d4). Range: Self (100-foot line)
Duration: Instantaneous
FORCE ENLIGHTENMENT
2nd-level light side power A stroke of lightning forming a line 100 feet long and
5 feet wide blasts out from you in a direction you
Prerequisite: Guidance
choose. Each creature in the line must make a
Casting Time: 1 action
Dexterity saving throw. A creature takes 8d6 lightning
Range: Touch
damage on a failed save, or half as much damage on a
Duration: Concentration, up to 1 hour
successful one.
You touch a creature and enhance it with the Force. The lightning ignites flammable objects in the area
Choose one of the following effects; the target gains that aren't being worn or carried.
that effect until the power ends. Force Potency. When you cast this power using a
force slot of 4th level or higher, the damage increases
Endurance. The target has advantage on Constitution by 1d6 for each slot level above 3rd.
checks. It also gains 2d6 temporary hit points, which
are lost when the power ends. FORCE LIGHTNING CONE
Strength. The target has advantage on Strength 7th-level dark side power
checks, and his or her carrying capacity doubles. Prerequisite: Force Chain Lightning
Dexterity. The target has advantage on Dexterity Casting Time: 1 action
checks. It also doesn't take damage from falling 20 feet Range: Self (60-foot cone)
or less if it isn't incapacitated. Duration: Instantaneous
Splendor. The target has advantage on Charisma
checks. Lightning arcs from your hands. Each creature in a
Cunning. The target has advantage on Intelligence 60-foot cone must make a Dexterity saving throw. A
checks. creatures takes 12d6 lightning damage on a failed
Wisdom. The target has advantage on Wisdom checks. save, or half as much on a successful one.
Force Potency. When you cast this power using a
Force Potency. When you cast this power using a force slot of 8th level or higher, the damage increases
force slot of 3rd level or higher, you can target one by 2d6 for each slot level above 7th.
additional creature for each slot level above 2nd.
FORCE LINK
FORCE IMMUNITY 8th-level universal power
4th-level universal power
Casting Time: 1 action
Casting Time: 1 action Range: Unlimited
Range: Self Duration: 24 hours
Duration: Concentration, up to 1 minute
You create a telepathic link between yourself and a
An immobile, faintly shimmering barrier springs into willing creature with which you are familiar. Until the
existence around you and remains for the duration. power ends, you and the target can instantaneously
The barrier moves with you. Any force power of 3rd share words, images, sounds, and other sensory
level or lower cast from outside the barrier can't affect messages with one another through the link, and the
you, even if the power is cast using a higher level force target recognizes you as the creature it is
slot. Such a power can target you, but the power has communicating with. The power enables a creature
no effect on you. Similarly, the area within the barrier with an Intelligence score of at least 1 to understand
is excluded from the areas affected by such powers. the meaning of your words and take in the scope of
Force Potency. When you cast this power using a any sensory messages you send to it.
force slot of 5th level or higher, the barrier blocks
powers of one level higher for each slot level above
4th.

CHAPTER 11 | FORCE POWERS 208


FORCE MASK
1st-level universal power Physical interaction with the image reveals it to be an
Prerequisite: Mind Trick
illusion, because things can pass through it. A creature
Casting Time: 1 action
that uses its action to examine the image can
Range: Self
determine that it is an illusion with a successful
Duration: 1 hour
Intelligence (Investigation) check against your force
save DC. If a creature discerns the illusion for what it is,
Until the power ends or you use an action to dismiss the creature can see through the image, and any noise
it, you can disguise yourself through use of the Force in it makes sounds hollow to the creature.
many ways. You can appear to be shorter or taller by
about a foot and change the appearance of your body FORCE PUSH/PULL
and weight, but you cannot change the basic structure At-will universal power
of your body. This effect can include your clothes, Casting Time: 1 action
weapons, and other belongings on your person. Range: 60 feet
This effect is only visual, so any sort of physical Duration: Instantaneous
contact will only interact with the real size and shape of
you. A creature that uses its action to examine you can You gain the minor ability to move or manipulate
identify this effect with a successful Intelligence creatures and objects with the Force. You can exert
(Investigation) check against your force save DC. This fine control on objects with your telekinetic grip, such
power has no effect on droids or constructs. as manipulating a simple tool, opening a door or a
container, stowing or retrieving an item from an open
FORCE MEND container, or pouring the contents from a vial.
7th-level light side power Alternatively, you can push or pull a creature or object
Casting time: 1 minute
you can see.
Range: Touch
You use the Force to move a Medium or smaller
Duration: 1 hour
creature or object not being worn or carried within
range. The target must make a Strength saving throw.
You touch a creature and stimulate its natural An object automatically fails this saving throw. On a
healing ability. The target regains 4d8+15 hit points. failed save, the creature or object moves a number of
For the duration of the power, the target regains 1 hit feet in a direction of your choice based on its size. A
point at the start of each of its turns (10 hit points each Tiny creature or object can be moved up to 20 feet, a
minute). Small creature or object can be moved up to 10 feet,
If the creature has a severed part you hold it to the and a Medium creature or object can be moved up to 5
stump, the power instantaneously causes the limb to feet. If at the end of this movement the creature or
knit to the stump. object strikes another creature or object, they both
This power has no effect on droids or constructs. take 1d4 kinetic damage.
This power improves when you reach higher levels.
FORCE PROJECT
At 5th level, you can move a Tiny creature or object up
7th-level universal power
to 30 feet, a Small creature or object up to 20 feet, a
Casting Time: 1 action Medium creature or object up to 10 feet, and the
Range: Self power's damage increases to 2d4 kinetic damage. At
Duration: Concentration, up to 1 day 11th level, you can move a Small creature or object up
You create an illusory copy of yourself that lasts for to 30 feet, a Medium creature up to 20 feet, and the
the duration. The copy can appear at any location that power's damage increases to 3d4 kinetic damage. At
you have seen before, regardless of intervening 17th level, you can move a Medium creature to up 30
obstacles. The illusion looks and sounds like you but is feet, and the power's damage increases to 4d4 kinetic
intangible. If the illusion takes any damage, it damage.
disappears, and the power ends. FORCE REPULSE
You can use your action to move this illusion up to 3rd-level universal power
twice your speed, and make it gesture, speak, and
behave in whatever way you choose. It mimics your Casting Time: 1 action
mannerisms perfectly. Range: Self (20-foot radius)
You can see through its eyes and hear through its Duration: Instantaneous
ears as if you were in its space. On your turn as a You release an omnidirectional telekinetic burst.
bonus action, you can switch from using its senses to Each creature within 20 feet must make a Dexterity
using your own, or back again. While you are using its saving throw. On a failed save, a creature takes 8d6
senses, you are blinded and deafened in regard to your force damage and is pushed back 5 feet. On a
own surroundings. successful save, a creature takes half damage and isn't
pushed.
All small objects that are not worn or carried are also
pushed 5 feet back.
Force Potency. When you cast this power using a
force slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.

209 CHAPTER 11 | FORCE POWERS


FORCE SCREAM FORCE SUPPRESSION
3rd-level dark side power 3rd-level universal power
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot radius) Range: 120 feet
Duration: Instantaneous Duration: Instantaneous
You emit a scream imbued with the power of the Choose one creature, object, or force effect within
Force. Each creature you choose within 15 feet of you range. Any force power of 3rd level or lower on the
must succeed on a Constitution saving throw. On a target ends. For each force power of 4th level or higher
failed save, a creature take 4d6 psychic damage, 4d6 on the target, make an ability check using your
sonic damage, and is deafened until the end of its next forcecasting ability. The DC equals 10 + the power's
turn. On a successful save, it takes half as much level. On a success, the power ends.
damage and isn't deafened. Force Potency. When you cast this power using a
force slot of 4th level or higher, you automatically end
FORCE SIGHT the effects of a force power on the target if the power's
2nd-level universal power level is equal to or less than the level of the force slot
Prerequisite: Sense Force you used.
Casting Time: 1 action
Range: Self FORCE TECHNIQUE
Duration: Concentration, up to 10 minutes At-will light side power
Casting Time: 1 action
You shift your vision to see through use of the Force;
Range: Varies
colors fade and inanimate objects appear as shades of
Duration: 1 round
gray. You gain the following benefits.
You imbue your weapon with the purifying light of
Living things glow with the power of the Force. Those the Force. As part of the action used to cast this power,
with an affinity for the light side glow blue, those with you must make a melee attack with a weapon against
an affinity for the dark side glow red, and those with no one creature within your weapon's reach, otherwise
attunement to either side of the Force glow yellow. the power fails. On a hit, the target suffers the attack's
How bright they glow is determined by how strong normal effects, and it becomes wreathed in a glowing
their connection to the Force is. barrier of force energy until the start of your next turn.
You gain blindsight to 30 feet. If the target willingly moves before then, it immediately
You have advantage on Wisdom (Perception) checks takes 1d8 force damage, and the power ends.
that rely on sight against living targets within 30 feet.
This power's damage increases when you reach
FORCE STORM higher levels. At 5th level, the melee attack deals an
9th-level dark side power extra 1d8 force damage to the target, and the damage
the target takes for moving increases to 2d8. Both
Prerequisite: Force Lightning Cone
damage rolls increase by 1d8 at 11th level and 17th
Casting Time: 1 action
level.
Range: 150 feet (60-foot cylinder)
Duration: Concentration, up to 1 minute FORCE THROW
A crackling storm of lightning appears in a location 2nd-level universal power
you choose within range. Whenever a creature enters Prerequisite: Force Push/Pull
the storm or starts its turn there, it must make a Casting Time: 1 action
Dexterity saving throw. On a failed save, it takes 30d6 Range: 90 feet
lightning damage or half as much as a successful one. Duration: Instantaneous
The power damages objects in the area and ignites You use the Force to move a Large or smaller
flammable objects that aren't being worn or carried. creature or object not being worn or carried within
range. The target must make a Strength saving throw.
An object automatically fails this saving throw. On a
failed save, the creature or object moves a number of
feet in a direction of your choice based on its size. A
Tiny creature or object can be moved up to 90 feet, a
Small creature or object can be moved up to 60 feet, a
Medium creature or object can be moved up to 30 feet,
and a Large creature or object can be moved up to 10
feet. If at the end of this movement the creature or
object strikes another creature or object, they both
take 2d8 force damage.
Force Potency. When you cast this power using a
force slot of 3rd level or higher, the range you can
throw a creature or object increases by 10 feet, to a
maximum of 90 feet, and the power's damage
increases by 1d8.

CHAPTER 11 | FORCE POWERS 210


FORCE TRANCE GREATER FEEDBACK
3rd-level light side power 5th-level dark side power
Casting Time: 1 action Prerequisite: Improved Feedback
Range: 30 feet Casting Time: 1 action
Duration: 10 minutes Range: 120 feet
Duration: Instantaneous
You make a calming gesture, and up to three willing
creatures of your choice that you can see within range You choose a point within range and cause psychic
fall unconscious for the power's duration. The power energy to explode there. Each creature in a 20-foot-
ends on a target early if it takes damage or someone radius sphere centered on that point must make an
uses an action to shake or slap it awake. If a target Intelligence saving throw. A creature with an
remains unconscious for the full duration, that target Intelligence score of 2 or lower can't be affected by this
gains the benefit of a short rest, and it can't be affected power. A target takes 8d6 psychic damage on a failed
by this power again until it finishes a long rest. save, or half as much damage on a successful one.
Force Potency. When you cast this power using a After a failed save, a target has muddled thoughts
force slot of 4th level or higher, you can target one for 1 minute. During that time, it rolls a d6 and
additional willing creature for each slot level above 3rd. subtracts the number rolled from all its attack rolls and
ability checks, as well as its Constitution saving throws
FREEDOM OF MOVEMENT to maintain concentration. The target can make a
4th-level universal power Wisdom saving throw at the end of each of its turns,
Casting Time: 1 action ending the effect on itself on a success.
Range: Touch
Duration: 1 hour GREATER HEAL
6th-level light side power
You touch a willing creature. Its movement is
Prerequisite: Improved Heal
unaffected by difficult terrain, and powers and
Casting Time: 1 action
enhanced effects can't reduce its speed or cause it to
Range: 60 feet
be paralyzed or restrained.
Duration: Instantaneous
The target can spend 5 feet of movement to
automatically escape from unenhanced restraints. Choose a creature that you can see within range. A
Additionally, being underwater imposes no penalties surge of positive energy washes through the creature,
on its movement or attacks. causing it to regain 70 hit points. This power also ends
blindness, deafness, and any diseases affecting the
GIVE LIFE target. This power has no effect on droids or
At-will light side power constructs.
Casting Time: 1 action Force Potency. When you cast this power using a
Range: Touch force slot of 7th level or higher, the healing increases
Duration: Instantaneous by 10 for each slot level above 6th.
Placing your hand on another creature you can GUIDANCE
transfer your own life force to them. You spend and At-will light side power
roll one of your hit dice and the creature regains that
Casting Time: 1 action
many hit points. This power has no effect on droids or
Range: Touch
constructs.
Duration: Concentration, up to 1 minute
GRASPING VINE You touch one willing creature. Once before the
4th-level light side power power ends, the target can roll a d4 and add the
Prerequisite: Plant Surge number rolled to one ability check of its choice. It can
Casting Time: 1 bonus action roll the die before or after making the ability check. The
Range: 30 feet power then ends.
Duration: Concentration, up to 1 minute
You make a vine sprout from the ground in an
unoccupied space you can see. When you cast this
power, you can make the vine whip a creature up to 30
feet from it, if you can see the target. The creature
must pass a Dexterity save or be pulled 20 feet directly
toward the vine.
Until the power ends, you can use your bonus action
to have the vine lash out again.

211 CHAPTER 11 | FORCE POWERS


HALLUCINATION HEROISM
2nd-level dark side power 1st-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You craft a dangerous illusion in the mind of a A willing creature you touch is imbued with bravery.
creature that you can see within range. The target Until the power ends, the creature is immune to being
must make a Wisdom saving throw. On a failed save, frightened and gains temporary hit points equal to
you create a phantasmal object, creature, or other your forcecasting ability modifier at the start of each of
visible phenomenon of your choice that is no larger its turns. When the power ends, the target loses any
than a 10-foot cube and that is perceivable only to the remaining temporary hit points from this power.
target for the duration. This power has no effect on Force Potency. When you cast this power using a
droids or constructs. force slot of 2nd level or higher, you can target one
The hallucination includes sound, temperature, and additional creature for each slot level above 1st.
other stimuli, also evident only to the creature.
The target can use its action to examine the HEX
hallucination with an Intelligence (Investigation) check 1st-level dark side power
against your force power save DC. If the check Casting Time: 1 bonus action
succeeds, the target realizes that the hallucination is an Range: 90 feet
illusion, and the power ends. Duration: Concentration, up to 1 hour
While a target is affected by the power, the target You curse an opponent within range. Until the power
treats the hallucination as if it were real. The target ends, you deal an extra 1d6 necrotic damage to the
rationalizes any illogical outcomes from interacting target whenever you hit it with an attack. Also, choose
with the hallucination. For example, a target one ability when you cast the power. The target has
attempting to walk across a phantasmal bridge that disadvantage on ability checks made with the chosen
spans a chasm falls once it steps onto the bridge. If the ability.
target survives the fall, it still believes that the bridge If the target drops to 0 hit points before this power
exists and comes up with some other explanation for ends, you can use a bonus action on a subsequent turn
its fall - it was pushed, it slipped, or a strong wind of yours to curse a new creature.
might have knocked it off. Force Potency. When you cast this power using a
An affected target is so convinced of the force slot of 3rd or 4th level, you can maintain your
hallucination's reality that it can even take damage concentration on the power for up to 8 hours. When
from the illusion. A hallucination created to appear as a you use a force slot of 5th level or higher, you can
creature can attack the target. Similarly, a hallucination maintain your concentration on the power for up to 24
created to appear as fire, a pool of acid, or lava can hours.
burn the target. Each round on your turn, the
hallucination can deal 1d6 psychic damage to the HORROR
target if it is in the hallucination's area or within 5 feet 3rd-level dark side power
of the hallucination, provided that the illusion is of a Prerequisite: Fear
creature or hazard that could logically deal damage, Casting Time: 1 action
such as by attacking. The target perceives the damage Range: Self (30-foot cone)
as a type appropriate to the illusion. Duration: Concentration, up to 1 minute
Force Potency. When you cast this power using a
force power slot of 3rd level or higher, the range You project a phantasmal image of a creature's
increases by 20 feet, the image dimensions increase by worst fears. Each creature in a 30-foot cone must
5 feet, and you can target one additional creature for succeed on a Wisdom saving throw or drop whatever it
every two slot levels above 2nd. is holding and become frightened for the duration. This
power has no effect on constructs or droids.
HEAL While frightened by this power, a creature must take
1st-level light side power the Dash action and move away from you by the safest
Casting Time: 1 action available route on each of its turns, unless there is
Range: Touch nowhere to move. If the creature ends its turn in a
Duration: Instantaneous location where it doesn't have line of sight to you, the
creature can make a Wisdom saving throw. On a
A creature you touch regains a number of hit points successful save, the power ends for that creature.
equal to 1d8 + your forcecasting ability modifier. This
power has no effect on droids or constructs.
Force Potency. When you cast this power using a
force slot of 2nd level or higher, the healing increases
by 1d8 for each slot level above 1st.

CHAPTER 11 | FORCE POWERS 212


HYSTERIA IMPROVED FEEDBACK
4th-level dark side power 1st-level dark side power
Prerequisite: Hallucination Prerequisite: Feedback
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You tap into the nightmares of a creature you can You unleash a blast of psychic energy at a target
see within range and create an illusory manifestation within range. If the target can hear you (though it need
of its deepest fears, visible only to that creature. The not understand you), it must succeed on an
target becomes frightened for the duration. At the end Intelligence saving throw. On a failed save, it takes 3d6
of each of the target's turns before the power ends, the psychic damage and must immediately use its reaction,
target must succeed on a Wisdom saving throw or take if available, to move as far as its speed allows away
4d10 psychic damage. On a successful save, the power from you. The creature doesn't move into obviously
ends. This power has no effect on droids or constructs. dangerous ground, such as a fire or a pit. On a
Force Potency. When you cast this power using a successful save, the target takes half as much damage
force power slot of 5th level or higher, the damage and doesn't have to move away. A deafened creature
increases by 1d10 for each slot level above 4th. automatically succeeds on the save.
Force Potency. When you cast this power using a
IMPROVED BATTLE MEDITATION force slot of 2nd level or higher, the damage increases
5th-level universal power by 1d6 for each slot level above 1st.
Prerequisite: Battle Meditation
Casting Time: 1 action IMPROVED FORCE BARRIER
Range: Self (15-foot radius) 5th-level light side power
Duration: Concentration, up to 1 minute Prerequisite: Force Barrier
Casting Time: 10 minutes
You exude an aura out to 15 feet that boosts the
Range: 30 feet
morale and overall battle prowess you and your allies
Duration: Instantaneous
while simultaneously reducing the opposition's
combat-effectiveness by eroding their will to fight. This power further bolsters your allies with
Whenever you or a friendly creature within your toughness and resolve. Choose up to twelve creatures
meditation makes an attack roll or a saving throw, they within range. Each target gains the following benefits:
can roll a d6 and add the number rolled to the attack
roll or saving throw. The becomes immune to poison and disease. Any
Whenever a hostile creature starts enters your currently existing poison or diseases still exist.
meditation or starts its turn there, it must make a The creature becomes immune to being frightened by
Charisma saving throw. On a failed save, it must roll a powers.
d6 and subtract the number rolled from each attack The creature's hit point maximum and current hit
roll or saving throw it makes before the end of your points increase by 2d10 for the duration.
next turn. On a successful save, it is immune to this These benefits last for 24 hours or until the end of
power for 1 day. your next long rest, whichever happens first.
IMPROVED DARK SIDE TENDRILS IMPROVED FORCE CAMOUFLAGE
3rd-level dark side power 4th-level universal power
Prerequisite: Dark Side Tendrils Prerequisite: Force Camouflage
Casting time: 1 action Casting Time: 1 action
Range: 150 feet Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You summon a 20-foot-radius sphere of inky A willing creature you touch becomes invisible until
blackness at a point within range. No light, enhanced the power ends. Anything the target is wearing or
or otherwise, can illuminate the area, creatures fully carrying is invisible as long as it is on the target's
within the area are blinded, and the area is difficult person.
terrain. Any creature that starts its turn in the area
takes 2d6 necrotic damage. Any creature that ends its
turn in the area must succeed on a Strength saving
throw or take 2d6 poison damage as tendrils of dark
energy caress it.

213 CHAPTER 11 | FORCE POWERS


IMPROVED FORCE IMMUNITY IMPROVED PHASESTRIKE
6th-level universal power 5th-level universal power
Prerequisite: Force Immunity Prerequisite: Phasestrike
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot radius) Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
An immobile, faintly shimmering barrier springs into Choose up to five creatures you can see within
existence in a 15-foot radius around you and remains range. Make a melee force attack against each one. On
for the duration. The barrier moves with you. hit, a target takes 6d10 force damage. You can then
Any force power of 5th level or lower cast from teleport to an unoccupied space you can see within 5
outside the barrier can't affect creatures or objects feet of one of the creatures you chose.
within it, even if the power is cast using a higher level
force slot. Such a power can target creatures and IMPROVED PHASEWALK
objects within the barrier, but the power has no effect 5th-level universal power
on them. Similarly, the area within the barrier is Prerequisite: Phasewalk
excluded from the areas affected by such powers. Casting Time: 1 bonus action
Force Potency. When you cast this power using a Range: Self
force slot of 7th level or higher, the barrier blocks Duration: Concentration, up to 1 minute
powers of one level higher for each slot level above You teleport up to 60 feet to an unoccupied space
6th. you can see. On each of your turns before the power
IMPROVED FORCE SCREAM ends, you can use a bonus action to teleport in this way
5th-level dark side power again.
Prerequisite: Force Scream IMPROVED RESTORATION
Casting Time: 1 action 5th-level light side power
Range: Self (30-foot radius) Prerequisite: Restoration
Duration: Instantaneous Casting Time: 1 action
You emit a violent scream imbued with the power of Range: Touch
the Force. Each creature you choose within 30 feet of Duration: Instantaneous
you must succeed on a Constitution saving throw. On a You imbue a creature you touch with positive energy
failed save, a creature take 5d6 psychic damage, 5d6 to undo a debilitating effect. You can reduce the
sonic damage, is deafened, and is knocked prone. On a target's exhaustion level by one, or end one of the
successful save, it takes half as much damage and isn't following effects on the target:
deafened or knocked prone.
One effect that charmed the target.
IMPROVED HEAL One curse, including the target's attunement to a
5th-level light side power cursed item.
Prerequisite: Heal Any reduction to one of the target's ability scores.
Casting Time: 1 action One effect reducing the target's hit point maximum.
Range: 60 feet
Duration: Instantaneous
IMPROVED REVITALIZE
7th-level light side power
A wave of healing energy washes out from a point of
Prerequisite: Revitalize
your choice within range. Choose up to six creatures in
Casting Time: 10 minutes
a 30-foot-radius sphere centered on that point. Each
Range: Touch
target regains hit points equal to 3d8 + your
Duration: Instantaneous
forcecasting ability modifier. This power has no effect
on droids or constructs. You return a dead creature you touch to life,
Force Potency. When you cast this power using a provided that it has been dead no longer than 1 hour.
force slot of 6th level or higher, the healing increases If the creature's soul is both willing and at liberty to
by 1d8 for each slot level above 5th. rejoin the body, the creature returns to life with all its
hit points.
This power also neutralizes any poisons and cures
diseases that affected the creature at the time it died.
This power closes all mortal wounds and restores
any missing body parts.
Coming back from the dead is an ordeal. The target
takes a -4 penalty to all attack rolls, saving throws, and
ability checks. Every time the target finishes a long rest,
the penalty is reduced by 1 until it disappears.

CHAPTER 11 | FORCE POWERS 214


INSANITY
5th-level dark side power When the power ends, the target can't move or take
Prerequisite: Horror
actions until after its next turn, as a wave of lethargy
Casting Time: 1 action
sweeps over it.
Range: Self (30-foot sphere) LIGHTNING CHARGE
Duration: Concentration, up to 1 minute At-will dark side power
This power assaults and twists creatures' minds, Casting Time: 1 action
spawning delusions and provoking uncontrolled action. Range: Varies
Each creature in a 30-foot-radius sphere centered on Duration: 1 round
you must succeed on a Wisdom saving throw when you
cast this power or be affected by it. You imbue your weapon with debilitating force
An affected target can't take reactions and must roll lightning. As part of the action used to cast this power,
a d8 at the start of each of its turns to determine its you must make a melee attack with a weapon against
behavior for that turn. This power has no effect on one creature within your weapon's reach, otherwise
constructs or droids. the power fails. On a hit, the target suffers the attack's
normal effects, and the lightning leaps from the target
d8   Behavior to a different creature of your choice that you can see
The creature uses all its movement to move in a
within 5 feet of it. The second creature takes lightning
random direction. To determine the direction, roll a d8 damage equal to your forcecasting ability modifier.
1 This power's damage increases when you reach
and assign a direction to each die face. The creature
doesn't take an action this turn. higher levels. At 5th level, the melee attack deals an
extra 1d8 lightning damage to the target, and the
2-6 The creature doesn't move or take actions this turn.
lightning damage to the second creature increases to
The creature uses its action to make a melee attack 1d8 + your forcecasting ability modifier. Both damage
against a randomly determined creature within its rolls increase by 1d8 at 11th level and 17th level.
7-8
reach. If there is no creature within its reach, the
creature does nothing this turn. LOCATE CREATURE
4nd-level universal power
At the end of each of its turns, an affected target can Prerequisite: Locate Object
make a Wisdom saving throw. If it succeeds, this effect Casting Time: 1 action
ends for that target. Range: Self
Force Potency. When you cast this power using a Duration: Concentration, up to 1 minute
power slot of 6th level or higher, the radius of the
sphere increases by 5 feet for each force slot level Describe or name a creature familiar to you. You
above 5th. sense the direction to the creature's location, as long
as its within 1000 feet of you. If the creature is in
KILL motion, you know the direction of its movement. The
9th-level dark side power power can locate a specific creature known to you or
Prerequisite: Ruin
the nearest of a specific kind, as long as you have seen
Casting Time: 1 action
it while within 30 feet of it. If the creature is in a
Range: 60 feet
different form, the power doesn't work. This power
Duration: Instantaneous
can't locate a creature if running water at least 10 feet
wide blocks a direct path between you and the
You compel one creature you can see within range to creature.
die instantly. If the creature you choose has 100 hit
points or fewer, it dies. Otherwise, the power has no LOCATE OBJECT
effect. 2nd-level universal power
Casting Time: 1 action
KNIGHT SPEED
Range: Self
3rd-level universal power
Duration: Concentration, up to 1 minute
Prerequisite: Burst of Speed
Casting Time: 1 action
Describe or name an object. You sense the direction
Range: 30 feet
to the object's location, as long as its within 1000 feet
Duration: Concentration, up to 1 minute
of you. If the object is in motion, you know the
direction of its movement. The power can locate a
Choose a willing creature that you can see within specific object known to you, as long as you have seen
range. Until the power ends, the target's speed is it while within 30 feet of it. Alternatively, the power can
doubled, it gains a +2 bonus to AC, it has advantage on locate the nearest object of a particular kind. This
Dexterity saving throws, and it gains an additional power can't locate an object if any thickness of lead
action on each of its turns. That action can be used blocks a direct path between you and the object.
only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.

215 CHAPTER 11 | FORCE POWERS


MADDENING DARKNESS MASS COERCE MIND
8th-level dark side power 6th-level universal power
Prerequisite: Shroud of Darkness Prerequisite: Coerce Mind
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 60 feet
Duration: Concentration, up to 10 minutes Duration: 24 hours
Terrifying darkness spreads from a point you choose You suggest a course of activity (limited to a
within range to fill a 60-foot-radius sphere until the sentence or two) and influence with the Force up to
power ends. The darkness spreads around corners. A twelve creatures of your choice that you can see within
creature with darkvision can't see through this range and that can hear and understand you.
darkness. Unenhanced light, as well as light created by Creatures that can't be charmed are immune to this
powers of 8th level or lower, can't illuminate the area. effect. The suggestion must be worded in such a
Shrieks, gibbering, and mad laughter can be heard manner as to make the course of action sound
within the sphere. Whenever a creature starts its turn reasonable. Asking the creature to harm itself
in the sphere, it must make a Wisdom saving throw, automatically negates the effect of the power.
taking 8d8 psychic damage on a failed save, or half as Each target must make a Wisdom saving throw. On a
much damage on a successful one. failed save, it pursues the course of action you
described to the best of its ability. The suggested
MASS ANIMATION course of action can continue for the entire duration. If
5th-level universal power the suggested activity can be completed in a shorter
Prerequisite: Animate Weapon time, the power ends when the subject finishes what it
Casting Time: 1 action was asked to do.
Range: 120 feet You can also specify conditions that will trigger a
Duration: Concentration, up to 1 minute special activity during the duration. For example, you
You snag several objects using the Force and whip might suggest that a group of soldiers give all their
them into the air around you, controlling them to money to the first beggar they meet. If the condition
attack at your command. Choose up to ten isn't met before the power ends, the activity isn't
unenhanced objects within range that are not being performed. If you or any of your companions damage
worn or carried. Medium targets count as two objects, a creature affected by this power, the power ends for
Large targets count as four objects, Huge targets count that creature. This power has no effect on droids or
as eight objects. You can't control any object larger constructs.
than Huge. Each object animates and hovers near you, Force Potency. When you cast this power using a
remaining within 100 feet of you for the duration. An 7th-level force slot, the duration is 10 days. When you
animated object behaves as though it is was a use an 8th-level force slot, the duration is 30 days.
construct, with AC, hit points, and attacks determined When you use a 9th-level force slot, the duration is a
by its size, and a flying speed of 30 feet. year and a day.
As a bonus action, you can mentally direct any object MASS HYSTERIA
controlled by this power. If you control multiple 9th-level dark side power
objects, you can command any or all of them at the
Prerequisite: Hysteria
same time. You decide what action the object will take
Casting Time: 1 action
and where it will move. The objects act at the end of
Range: 120 feet
your turn. If you command an object to attack, it can
Duration: Concentration, up to 1 minute
make a single melee attack against a creature within 5
feet of it. It makes a slam attack with an attack bonus Drawing on the deepest fears of a group of
and kinetic damage determined by its size. creatures, you create illusory creatures in their minds,
manifesting their worst nightmares as an implacable
Size HP AC Attack threat visible only to them. Each creature in a 30-foot-
Tiny 20 16 +6 to hit, 1d4 + 3 damage radius sphere is frightened for the duration of the
Small 25 15 +6 to hit, 1d8 + 2 damage power. At the end of each of the frightened creature's
turns, it must succeed on a Wisdom saving throw or
Medium 40 13 +5 to hit, 2d6 + 1 damage
take 5d10 psychic damage. On a successful save, the
Large 50 10 +6 to hit, 2d10 + 2 damage power ends for that creature. This power has no effect
Huge 80 10 +8 to hit, 2d12 + 4 damage on droids or constructs.

Force Potency. If you cast this power using a force


slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.

CHAPTER 11 | FORCE POWERS 216


MASTER BATTLE MEDITATION MASTER FORCE IMMUNITY
9th-level universal power 8th-level universal power
Prerequisite: Improved Battle Meditation Prerequisite: Improved Force Immunity
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
You exude an aura out to 30 feet that boosts the A 10-foot-radius faintly shimmering barrier
morale and overall battle prowess you and your allies surrounds you. Within the sphere, powers can't be cast
while simultaneously reducing the opposition's and enhanced items become mundane. Until the
combat-effectiveness by eroding their will to fight. power ends, the sphere moves with you, centered on
Whenever you or a friendly creature within your you.
meditation makes an attack roll or a saving throw, they Powers and other enhanced effects are suppressed
can roll a d8 and add the number rolled to the attack in the sphere and can't protrude into it. A slot
roll or saving throw. expended to cast a suppressed power is consumed.
Whenever a hostile creature starts enters your While an effect is suppressed, it doesn't function, but
meditation or starts its turn there, it must make a the time it spends suppressed counts against its
Charisma saving throw. On a failed save, it must roll a duration.
d8 and subtract the number rolled from each attack Targeted Effects. Powers and other enhanced
roll or saving throw it makes before the end of your effects that target a creature or an object in the sphere
next turn. On a successful save, it is immune to this have no effect on that target.
power for 1 day. Enhanced Areas. The area of another power or
enhanced effect, such as force storm, can't extend into
MASTER FEEDBACK the sphere. If the sphere overlaps an enhanced area,
9th-level dark side power the part of the area that is covered by the sphere is
Prerequisite: Greater Feedback suppressed.
Casting Time: 1 action Powers. Any active power or other enhanced effect
Range: 90 feet on a creature or an object in the sphere is suppressed
Duration: Instantaneous while the creature or object is in it.
You unleash the power of your mind to blast the Enhanced Items. The properties and powers of
intellect of up to ten creatures of your choice that you enhanced items are suppressed in the sphere. For
can see within range. Creatures that have an example, a +1 vibrosword in the sphere functions as an
Intelligence score of 2 or lower are unaffected. unenhanced vibrosword.
Each target must make an Intelligence saving throw. An enhanced weapon's properties and powers are
On a failed save, a target takes 14d6 psychic damage suppressed if it is used against a target in the sphere
and is stunned. On a successful save, a target takes or wielded by an attacker in the sphere. If an enhanced
half as much damage and isn't stunned. weapon or a piece of enhanced ammunition fully
A stunned target can make a Wisdom saving throw at leaves the sphere (for example, if you fire an enhanced
the end of each of its turns. On a successful save, the shot or throw an enhanced saberspear at a target
stunning effect ends. outside the sphere), the enhancement of the item
ceases to be suppressed as soon as it exits.
MASTER FORCE BARRIER Enhanced Travel. Teleportation fails to work in the
8th-level light side power sphere, whether the sphere is the destination or the
Prerequisite: Improved Force Barrier departure point for such enhanced travel. A portal to
Casting Time: 1 action another location temporarily closes while in the
Range: Self sphere.
Duration: Concentration, up to 1 minute Creatures and Objects. A creature or object
summoned or created by powers temporarily winks
This power massively bolsters your allies with out of existence in the sphere. Such a creature
toughness and resolve. Creatures of your choice in a instantly reappears once the space the creature
30-foot radius around you when you cast this power occupied is no longer within the sphere.
gain the following benefits: Tech Override/Sever Force. Powers and enhanced
The creature sheds dim light in a 5-foot radius. effects such as sever force have no effect on the
The creature has advantage on all saving throws sphere. Likewise, the spheres created by different
Other creatures have disadvantage on attack rolls scrambling field powers don't nullify each other.
against them.
When a dark side creature hits them with a melee
attack, that creature must make a Constitution saving
throw or be blinded until the power ends.

217 CHAPTER 11 | FORCE POWERS


MASTER FORCE SCREAM
8th-level dark side power When the power ends, each target can't move or
Prerequisite: Improved Force Scream
take actions until after its next turn, as a wave of
Casting Time: 1 action
lethargy sweeps over it.
Range: Self (60-foot radius)
Force Potency. When you cast this power using a
Duration: Instantaneous
force slot of 8th-level or higher, you can target one
additional creature for each slot level above 7th.
You emit a cacophonous scream imbued with the
power of the Force. Each creature you choose within MIND BLANK
60 feet of you must succeed on a Constitution saving 8th-level universal power
throw. On a failed save, a creature takes 6d6 psychic Prerequisite: Mind Trap
damage, 6d6 sonic damage, is deafened, knocked Casting Time: 1 action
prone, and blinded for 1 minute. On a successful save, Range: Touch
it takes half as much damage and isn't deafened, Duration: 24 hours
knocked prone, or blinded by this power.
A creature blinded by this power makes another Until the power ends, one willing creature you touch
Constitution saving throw at the end of each of its is immune to psychic and sonic damage, any effect that
turns. On a successful save, it is no longer blinded. would sense its emotions or read its thoughts, and the
charmed condition. The power foils powers or effects
MASTER HEAL of similar power used to affect the target's mind or to
9th-level light side power gain information about the target.
Prerequisite: Greater Heal MIND SPIKE
Casting Time: 1 action 2nd-level dark side power
Range: Touch
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet
A wave of healing energy washes over the creature Duration: Concentration, up to 1 hour
you touch. The target regains all its hit points. If the
creature is charmed, frightened, paralyzed, or stunned, Choose one creature you can see. The target must
the condition ends. If the creature is prone, it can use make a Wisdom saving throw. A creature takes 3d8
its reaction to stand up. This power has no effect on psychic damage on a failed save, or half as much
droids or constructs. damage on a successful one. Additionally, on a failed
save, you always know the target's location, but only
MASTER REVITALIZE while the two of you are on the same planet. The target
9th-level light side power can't become hidden from you, and if it's invisible, it
Prerequisite: Improved Revitalize
gains no benefits from this condition against you. This
Casting Time: 1 hour
power has no effect on droids or constructs.
Range: Touch MIND TRAP
Duration: Instantaneous 4th-level universal power
You return a dead creature you touch to life, Prerequisite: Force Confusion
provided that it has been dead no longer than 1 day. If Casting Time: 1 action
the creature's soul is both willing and at liberty to Range: 60 feet
rejoin the body, the creature returns to life with all its Duration: Concentration, up to 1 minute
hit points.
You attempt to trap the mind of your target in a
This power closes all wounds, neutralizes any poison,
psychic cage. The target must make a Charisma saving
cures all diseases, and lifts any curses affecting the
throw. On a failed save, the creature's mind is trapped.
creature when it died. The power replaces damaged or
It can think, but it can't have any contact with or
missing organs and limbs.
perceive the outside world. If the creature takes
MASTER SPEED damage, it makes another Charisma save. On a
7th-level universal power success, the power ends. This power has no effect on
droids or constructs.
Prerequisite: Knight Speed
Casting Time: 1 action
Force Potency. When you cast this power using a
Range: 30 feet
force slot of 6th level or higher, after 1 minute of
Duration: Concentration, up to 1 minute
concentration the power's duration becomes 24 hours
and it no longer requires your concentration.
Choose up to two willing creatures that you can see
within range. Until the power ends, each targets' speed
is doubled, they gain a +2 bonus to AC, they have
advantage on Dexterity saving throws, and they gain an
additional action on each of their turns. That action can
be used only to take the Attack (one weapon attack
only), Dash, Disengage, Hide, or the Use an Object
Action.

CHAPTER 11 | FORCE POWERS 218


MIND TRICK PLAGUE
At-will universal power 3rd-level dark side power
Casting Time: 1 action Prerequisite: Affliction
Range: 30 feet Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 30 feet
Duration: Concentration, up to 1 minute
Choose a target within range that isn't hostile toward
you. The target must make a Wisdom saving throw. On Choose up to six creatures of your choice in a 40-foot
a failed save, the target has disadvantage on Wisdom cube within range. Each target must succeed on a
(Perception) and Intelligence (Investigation) checks. Constitution saving throw or be affected by this power
On a successful save, the creature realizes that you for the duration.
tried to use the Force to influence its awareness and An affected target's speed is halved, it takes a -2
becomes hostile toward you. A creature prone to penalty to AC and Dexterity saving throws, and it can't
violence might attack you. Another creature might seek use reactions. On its turn, it can use either an action or
retribution in other ways (at the GM's discretion), a bonus action, not both. Regardless of the creature's
depending on the nature of your interaction with it. abilities or items, it can't make more than one melee or
This power has no effect on droids or constructs. ranged attack during its turn.
If the creature attempts to cast a power with a
NECROTIC CHARGE casting time of 1 action, roll a d20. On an 11 or higher,
At-will dark side power the power doesn't take effect until the creature's next
Casting Time: 1 action turn, and the creature must use its action on that turn
Range: Varies to complete the power. If it can't, the power is wasted.
Duration: 1 round A creature affected by this power makes another
As part of the action used to cast this power, you Constitution saving throw at the end of its turn. On a
must make a melee attack with a weapon against one successful save, the effect ends for it.
creature within your weapon's reach, otherwise the PLANT SURGE
power fails. On a hit, the target suffers the attack's 3rd-level light side power
normal effects, and you can choose to deal up to 1d8
of necrotic damage, which you suffer as well. This Casting Time: 1 action or 8 hours
damage can't be reduced or negated in any way. Range: 150 feet
Duration: Instantaneous
This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an If you cast this power using 1 action, all normal
extra 1d8 necrotic damage to the target, and you can plants in a 100-foot radius centered on a point become
increase the secondary damage to 2d8. Both damage overgrown. Moving through the area spends 4 feet of
rolls increase by 1d8 at 11th level and 17th level. movement for every 1 foot moved. You can exclude
areas of any size within the power's area from being
PHASESTRIKE affected.
1st-level universal power
If you cast this power over 8 hours, all plants in a
Casting Time: 1 bonus action half-mile radius centered on a point yield twice the
Range: Self normal amount of food when harvested for 1 year.
Duration: Concentration, up to 1 minute
PRECOGNITION
Until the power ends, your movement doesn't 9th-level universal power
provoke opportunity attacks.
Once before the power ends, you can give yourself Prerequisite: Danger Sense
advantage on one weapon attack roll on your turn. Casting Time: 1 minute
That attack deals an extra 1d8 force damage on a hit. Range: Self
Whether you hit or miss, your walking speed increases Duration: 8 hours
by 30 feet until the end of that turn. Your mastery of the Force gives you a limited ability
to see into the immediate future. For the duration, you
PHASEWALK can't be surprised and you have advantage on attack
2nd-level universal power rolls, ability checks, and saving throws. Additionally,
Casting Time: 1 bonus action other creatures have disadvantage on attack rolls
Range: Self against you for the duration.
Duration: Instantaneous
You teleport up to 30 feet to an unoccupied space
that you can see.

219 CHAPTER 11 | FORCE POWERS


PROJECT REMOVE CURSE
1st-level light side power 3rd-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Duration: Instantaneous Duration: Instantaneous
You lift three piles of debris or small objects from the At your touch, all curses affecting one creature or
ground and hurl them. Each pile hits a creature of your object end. If the object is a cursed enhanced item, its
choice that you can see within range. The pile deals curse remains, but the power breaks its owner's
1d4+1 force damage to its target. The piles all strike attunement to the object so it can be removed or
simultaneously and you can direct them to hit one discarded.
creature or several.
Force Potency. When you cast this power using a RESCUE
force slot of 2nd level or higher, you lift and throw an 2nd-level universal power
additional pile of debris for each slot level above 1st. Casting Time: 1 bonus action
Range: 30 feet
PSYCHIC CHARGE Duration: Instantaneous
At-will dark side power
You pull one willing ally you can see within 30 feet of
Casting Time: 1 action
you to an unoccupied space within 5 feet of you. The
Range: Varies
target must use their reaction to accept the pull.
Duration: 1 round
As part of the action used to cast this power, you RESISTANCE
must make a melee attack with a weapon against one At-will universal power
creature within your weapon's reach, otherwise the Casting Time: 1 action
power fails. On a hit, the target suffers the attack's Range: Touch
normal effects, and its mouth is covered by a violet veil Duration: Concentration, up to 1 minute
until the start of your next turn. If the target willingly You touch one willing creature. Once before the
speaks before then, it immediately takes 1d8 psychic power ends, the target can roll a d4 and add the
damage, and the power ends. number rolled to one saving throw of its choice. It can
This power's damage increases when you reach roll the die before or after the saving throw. The power
higher levels. At 5th level, the melee attack deals an then ends.
extra 1d8 psychic damage to the target, and the
damage the target takes for speaking increases to 2d8. RESTORATION
Both damage rolls increase by 1d8 at 11th level and 2nd-level light side power
17th level. Casting Time: 1 action
RAGE Range: Touch
6th-level dark side power Duration: Instantaneous

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.

CHAPTER 11 | FORCE POWERS 220


RUIN SABER WARD
7th-level dark side power At-will universal power
Prerequisite: Wound Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 60 feet Duration: Instantaneous
Duration: Instantaneous
You take a defensive stance. Until the end of your
You channel the dark side of the Force to desecrate a next turn, you have resistance against kinetic and
creature you can see within range, causing waves of energy damage dealt by weapons.
intense pain to assail it. If the target has 100 hit points
or fewer, it is subject to crippling pain. Otherwise, the SANCTUARY
power has no effect on it. 1st-level light side power
While the target is affected by crippling pain, any Casting Time: 1 bonus action
speed it has can be no higher than 10 feet. The target Range: 30 feet
also has disadvantage on attack rolls, ability checks, Duration: 1 minute
and saving throws, other than Constitution saving Until the power ends, any creature who targets the
throws. Finally, if the target tries to cast a power, it warded creature with an attack, a harmful power, or a
must first succeed on a Constitution saving throw, or hostile action must first make a Wisdom saving throw.
the casting fails and the power is wasted. On a failed save, the creature must choose a new
A target suffering this pain can make a Constitution target or lose the attack or power. This power doesn't
saving throw at the end of each of its turns. On a protect the warded creature from area effects.
successful save, the pain ends. If the warded creature makes an attack, casts a
SABER REFLECT power that affects an enemy creature, or takes a
At-will universal power hostile action this power ends.
Casting Time: 1 reaction, which you take in response to SAP VITALITY
being hit by a ranged attack 1st-level dark side power
Range: Self Casting Time: 1 action
Duration: Instantaneous Range: Touch
In response to being attacked, you raise your Duration: Instantaneous
weapon to attempt to deflect. When you you use this Make a melee force attack against a creature you can
power, the damage you take from the attack is reduced reach. On a hit, the target takes 3d10 necrotic damage.
by 1d6. If you reduce the damage to 0, you're wielding Force Potency. When you cast this power using a
a lightweapon or vibroweapon, and the damage is force slot of 2nd level or higher, the damage increases
energy or ion, you can reflect the attack at a target by 1d10 for each slot level above 1st.
within range as part of the same reaction. Make a
ranged force attack at a target you can see. The attack
has a normal range of 20 feet and a long range of 60
feet. On a hit, the target takes the triggering attack's
normal damage.
The power's damage reduction increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6).
SABER THROW
At-will universal power
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
As a part of the action used to cast this power, you
must make a ranged force attack with a lightweapon or
vibroweapon against one target within the power's
range, otherwise the power fails. On a hit, the target
takes 1d8 damage of the same type as the weapon's
damage. The weapon then immediately returns to your
hand.
This power can hit multiple targets when you reach
higher levels: two targets at 5th level, three targets at
11th level, and four targets at 17th level. Each target
must be within 30 feet of the previous target, you must
make a separate attack roll for each target, and the last
target must be no further than 30 feet away from you.
You can not hit the same target twice in succession.

221 CHAPTER 11 | FORCE POWERS


SCOURGE
6th-level dark side power Force Potency. When you cast this power using a
Prerequisite: Plague
3rd-level force slot, the range increases to 60 feet.
Casting Time: 1 action
When you use a 5th-level force slot, the range
Range: Self
increases to 500 feet. When you use a 7th-level force
Duration: Concentration, up to 1 minute
slot, the range increases to 1 mile. When you use a 9th-
level force slot, the range increases to 10 miles.
For the power's duration, your eyes become an inky
void imbued with dread power. One creature of your SEVER FORCE
choice within 60 feet of you that you can see must 3rd-level universal power
succeed on a Constitution saving throw or be affected Casting Time: 1 reaction
by one of the following effects of your choice for the Range: 60 feet
duration. On each of your turns until the power ends, Duration: Instantaneous
you can use your action to target another creature but
can't target a creature again if it has succeeded on a You attempt to interrupt a creature in the process of
saving throw against this casting of scourge. casting a force power. If the creature is casting a power
Asleep. The target falls unconscious. It wakes up if it of 3rd level or lower, its power fails and has no effect. If
takes any damage or if another creature uses its action it is casting a power of 4th level or higher, make an
to shake the sleeper awake. ability check using your forcecasting ability. The DC
equals 10 + the power's level. On a success, the
Panicked. The target is frightened of you. On each of
creature's power fails and has no effect.
its turns, the frightened creature must take the Dash
Force Potency. When you cast this power using a
action and move away from you by the safest and
force slot of 4th level or higher, the interrupted power
shortest available route, unless there is nowhere to
has no effect if its level is less than or equal to the level
move. If the target moves to a place at least 60 feet
of the force slot you used.
away from you where it can no longer see you, this
effect ends. SHARE LIFE
Sickened. The target has disadvantage on attack 3rd-level light side power
rolls and ability checks. At the end of each of its turns,
Prerequisite: Give Life
it can make another Wisdom saving throw. If it
Casting Time: 1 action
succeeds, the effect ends.
Range: 30 feet
SENSE EMOTION Duration: Instantaneous
1st-level universal power You sacrifice some of your health to mend another
Casting Time: 1 action creature's injuries. You take 4d8 necrotic damage, and
Range: Self one creature of your choice that you can see within
Duration: Concentration, up to 10 minutes range regains a number of hit points equal to twice the
necrotic damage you take. This power has no effect on
You attune your senses to pick up the emotions of
droids or constructs.
others for the duration. When you cast the power, and
as your action on each turn until the power ends, you Force Potency. When you cast this power using a
can focus your senses on one humanoid you can see force slot of 4th level or higher, the damage increases
within 30 feet of you. You instantly learn the target's by 1d8 for each slot level above 3rd.
prevailing emotion, whether it's love, anger, pain, fear, SHOCK
calm, or something else. If the target isn't actually At-will dark side power
humanoid or it is immune to being charmed, you sense
Casting Time: 1 action
that it is calm.
Range: 120 feet
SENSE FORCE Duration: Instantaneous
1st-level universal power You hurl a bolt of lightning at a target within range,
Casting Time: 1 action making a ranged power attack. On a hit, the target
Range: Self takes 1d10 lightning damage. The lightning ignites
Duration: Concentration, up to 10 minutes flammable objects in the area that aren't being worn or
For the duration, you sense the use of the Force, or carried.
its presence in an inanimate object within 30 feet of This power's damage increases by 1d10 when you
you. If you sense the Force in this way, you can use reach 5th level (2d10), 11th level (3d10), and 17th level
your action to determine the direction from which it (4d10).
originates and, if it's in line of sight, you see a faint aura
around the person or object from which the Force
emanates.

CHAPTER 11 | FORCE POWERS 222


SHOCKING SHIELD SKILL EMPOWERMENT
4th-level dark side power 5th-level light side power
Prerequisite: Shock Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Self Duration: Concentration, up to 1 hour
Duration: 10 minutes
Your power with the Force deepens a creature's
Lightning courses in a sphere surrounding your understanding of its own talent. You touch one willing
body, shedding bright light in a 10-foot radius and dim creature and give it expertise in one skill of your
light for an additional 10 feet. You can use your action choice; until the power ends, the creature doubles its
to end the power early. proficiency bonus for ability checks it makes that use
Whenever a creature within 5 feet of you hits you the chosen skill.
with a melee attack, it takes 2d8 lightning damage. You must choose a skill in which the target is
proficient and that isn't already benefiting from an
SHROUD OF DARKNESS effect, such as Expertise, that doubles its proficiency
4th-level dark side power bonus.
Prerequisite: Darkness
Casting Time: 1 action SLOW
Range: Self At-will dark side power
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 15 feet
You become heavily obscured to others. Dim light
Duration: 1 hour
within 10 feet of you becomes darkness, and bright
light becomes dim light. A hostile creature of your choice must make a
Until the power ends, you have resistance to force Constitution saving throw. On a failed save, the target's
damage. In addition, whenever a creature within 10 speed decreases by 10 feet until the power ends.
feet of you hits you with an attack, it takes 2d8 necrotic The target's speed decreases by 5 more feet when
damage. you reach 5th level (15 feet), 11th level (20 feet), and
17th level (25 feet).
SIPHON LIFE
5th-level dark side power SLOW DESCENT
Prerequisite: Drain Life
1st-level universal power
Casting Time: 1 action Casting Time: 1 reaction, which you take when you or a
Range: 60 feet creature within 60 feet of you falls
Duration: Concentration, up to 1 minute Range: 60 feet
Duration: 1 minute
A tendril of inky darkness reaches out from you,
touching a creature you can see within range to drain Choose up to five falling creatures within range. A
life from it. The target must make a Dexterity saving falling creature's rate of descent slows to 60 feet per
throw. On a successful save, the target takes 2d8 round until the power ends. If the creature lands
necrotic damage, and the power ends. On a failed save, before the power ends, it takes no falling damage and
the target takes 4d8 necrotic damage, and until the can land on its feet, and the power ends for that
power ends, you can use your action on each of your creature.
turns to automatically deal 4d8 necrotic damage to the
target. The power ends if you use your action to do SONIC CHARGE
anything else, if the target is ever outside the power's At-will universal power
range, or if the target has total cover from you. Casting Time: 1 action
Whenever the power deals damage to a target, you Range: Varies
regain hit points equal to half the amount of necrotic Duration: 1 round
damage the target takes. As part of the action used to cast this power, you
Force Potency. When you cast this power using a must make a melee attack with a weapon against one
force slot of 6th level or higher, the damage increases creature within your weapon's reach, otherwise the
by 1d8 for each slot level above 5th. power fails. On a hit, the target suffers the attack's
normal effects, and you begin to emanate a disturbing
hum until the start of your next turn. If a hostile
creature ends its turn within 5 feet of you, it takes 1d4
sonic damage.
This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
extra 1d8 sonic damage to the target, and the
secondary damage increases by 1d4. Both damage
rolls increase by 1d8 and 1d4, respectively, at 11th
level and 17th level.

223 CHAPTER 11 | FORCE POWERS


SPARE THE DYING STUN DROID
At-will light side power 2nd-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Duration: Instantaneous Duration: Concentration, up to 1 minute
You touch a living creature that has 0 hit points. The Choose a droid that you can see within range. The
creature becomes stable. This power has no effect on target must succeed on a Constitution saving throw or
droids or constructs. be paralyzed for the duration. At the beginning of each
of its turns, the droid takes energy damage equal to
STASIS your forcecasting ability modifier. At the end of each of
5th-level light side power its turns, the target can make another Constitution
Prerequisite: Stun saving throw. On a success, the power ends on the
Casting Time: 1 action target.
Range: 90 feet
Duration: Concentration, up to 1 minute
TELEKINESIS
5th-level universal power
Choose up to 3 creatures that you can see within
Prerequisite: Force Throw
range. Each target must succeed on a Wisdom saving
Casting Time: 1 action
throw or be paralyzed for the duration. This power has
Range: 90 feet
no effect on droids or constructs. At the end of each of
Duration: Concentration, up to 10 minutes
its turns, a target can make another Wisdom saving
throw. On a success, the power ends on the target. You gain the ability to move or manipulate creatures
Force Potency. When you cast this power using a and objects with the Force. When you cast this power,
force slot of 6th level or higher, you can target an and as your action each round for the duration, you
additional creature for each slot level above 5th. can exert your will on one creature or object that you
can see within range, causing the appropriate effect
STASIS FIELD below. You can affect the same target round after
8th-level light side power round, or choose a new one at any time. If you switch
Prerequisite: Stasis targets, the prior target is no longer affected by the
Casting Time: 1 action power.
Range: 120 feet (30-foot cube) Creature. You can try to move a Huge or smaller
Duration: Concentration, up to 1 minute creature. The target must make a Strength saving
Choose a target that you can see within range. Each throw. On a failed save, you move the creature up to
creature must succeed on a Wisdom saving throw or 30 feet in any direction, including upward but not
be paralyzed for the duration. This power has no effect beyond the range of this power. Until the end of your
on droids or constructs. At the end of each of a target's next turn, the creature is restrained in your telekinetic
turns, it can make another Wisdom saving throw. On a grip. A creature lifted upward is suspended in mid-air.
success, the power ends on the target. On subsequent rounds, you can use your action to
Force Potency. When you cast this power using a attempt to maintain your telekinetic grip on the
force slot of 9th level, the size of the cube increases to creature by repeating the contest.
40 feet. Object. You move an object that isn't being worn or
carried and weighs up to 2,500 lbs up to 30 feet in any
STUN direction, but not beyond the range of this power.
2nd-level light side power You can exert fine control on objects with your
Casting Time: 1 action telekinetic grip, such as manipulating a simple tool,
Range: 60 feet opening a door or a container, stowing or retrieving an
Duration: Concentration, up to 1 minute item from an open container, or pouring the contents
from a vial.
Choose a creature that you can see within range. The Force Potency. When you cast this power using a
target must succeed on a Wisdom saving throw or be force slot of 6th level or higher, the maximum object
paralyzed for the duration. At the end of each of its weight increases by 2,500 lbs for every slot level above
turns, the target can make another Wisdom saving 5th.
throw. On a success, the power ends on the target.

CHAPTER 11 | FORCE POWERS 224


TELEKINETIC BURST TREMOR
6th-level light side power 1st-level universal power
Prerequisite: Telekinetic Storm Prerequisite: Burst
Casting Time: 1 action Casting Time: 1 action
Range: Self (60-foot line) Range: 10 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
A beam of Force energy flashes out from your hand You cause a tremor in the ground within range. Each
in a 5-foot-wide, 60-foot-long line. Each creature in the creature other than you in a 5-foot-radius sphere
line must make a Constitution saving throw. On a failed centered on that point must make a Dexterity saving
save, a creature takes 8d6 force damage and is throw. On a failed save, a creature takes 1d6 kinetic
knocked prone. On a successful save, it takes half as damage and is knocked prone. On a successful save,
much damage and isn't knocked prone. the creature takes half as much damage and isn't
You can create a new telekinetic gust as your action knocked prone. If the ground in that area is loose earth
on your turn until the power ends. or stone, it becomes difficult terrain until cleared, with
Force Potency. When you cast this power using a each 5-foot-diameter portion requiring at least 1
force slot of 7th level or higher, the damage increases minute to clear by hand.
by 2d6 for each slot level above 6th. Force Potency. When you cast this power using a
force slot of 2nd level or higher, the damage increases
TELEKINETIC STORM by 1d6 for each slot level above 1st.
3rd-level light side power
Prerequisite: Turbulence
TRUE SIGHT
Casting Time: 1 action
6th-level universal power
Range: Self (15-foot radius) Prerequisite: Force Sight
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Self
You stir the Force around you, creating a turbulent
Duration: 1 hour
field of telekinetic energy that buffets enemies around
you. The field extends out to a distance of 15 feet You shift your vision to see through use of the Force,
around you for the duration. giving you the ability to see things as they actually are.
When you cast this power, you can designate any For the duration, you have truesight and notice secret
number of creatures you can see to be unaffected by doors hidden by powers, all out to a range of 120 feet.
it. An affected creature's speed is halved in the area,
and when the creature enters the area for the first TURBULENCE
time on a turn or starts its turn there, it must make a At-will light side power
Constitution saving throw. On a failed save, the Casting Time: 1 action
creature takes 3d8 force damage. On a successful save, Range: 120 feet
the creature takes half as much damage. Duration: Instantaneous
Force Potency. When you cast this power using a Choose one creature, or choose two creatures that
force power slot of 4th level or higher, the damage are within 5 feet of each other, within range. A target
increases by 1d8 for each slot level above 3rd. must succeed on a Dexterity saving throw or take 1d6
TELEKINETIC WAVE force damage.
8th-level light side power This power's damage increases by 1d6 when you
reach 5th, 11th, and 17th level.
Prerequisite: Telekinetic Burst
Casting Time: 1 action VALOR
Range: 150 feet 1st-level light side power
Duration: Instantaneous Prerequisite: Guidance
You manipulate the Force in a 60-foot radius Casting Time: 1 action
centered on a point you choose within range. Each Range: 30 feet
creature in that area must make a Constitution saving Duration: Concentration, up to 1 minute
throw. On a failed save, a creature takes 12d6 force You bless up to three creatures of your choice within
damage, is knocked prone, and moved 5 feet in a range. Whenever a target makes an attack roll or a
direction of your choice. On a successful save, it takes saving throw before the power ends, the target can roll
half as much damage and isn't knocked prone or a d4 and add the number rolled to the attack roll or
moved. saving throw.
Force Potency. When you cast this power using a Force Potency. When you cast this power using a
force slot of 9th level, the damage increases by 2d6. force slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.

225 CHAPTER 11 | FORCE POWERS


WALL OF LIGHT WOUND
6th-level light side power 1st-level dark side power
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 60 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You conjure an immense manifestation of You make a piercing gesture at a creature within
destructive light side Force energy. The wall appears range. Make a ranged force attack against the target.
within range and lasts for the duration. You can make a On a hit, the target takes 2d8 necrotic damage and
straight wall up to 100 feet long, 20 feet high, and 5 must make a Constitution saving throw. On a failed
feet thick, or a ringed wall up to 60 feet in diameter, 20 save, it is also poisoned until the end of your next turn.
feet high, and 5 feet thick. The wall provides three- Force Potency. When you cast this power using a
quarters cover and its space is difficult terrain. force slot of 2nd level or higher, the damage increases
When a creature enters the wall's area for the first by 1d8 for each slot level above 1st.
time on a turn or starts its turn there, it must make a
Dexterity saving throw. On a failed save, the creature WRACK
takes 6d10 force damage, or half as much on a 6th-level dark side power
success. Prerequisite: Plague
Casting Time: 1 action
WHIRLWIND Range: 60 feet
7th-level universal power Duration: Instantaneous
Casting Time: 1 action
You wrack the body of a creature that you can see
Range: 300 feet
with a virulent, disease-like condition. The target must
Duration: Concentration, up to 1 minute
make a Constitution saving throw. On a failed save, it
A whirlwind howls down to a point that you can see takes 14d6 necrotic damage, or half as much damage
on the ground within range. The whirlwind is a 10-foot- on a successful save. The damage can't reduce the
radius, 30-foot-high cylinder centered on that point. target's hit points below 1. If the target fails the saving
Until the power ends, you can use your action to move throw, its hit point maximum is reduced for 1 hour by
the whirlwind up to 30 feet in any direction along the an amount equal to the necrotic damage it took. Any
ground. The whirlwind sucks up any Medium or effect that removes a disease allows a creature's hit
smaller objects that aren't secured to anything and point maximum to return to normal before that time
that aren't worn or carried by anyone. passes.
A creature must make a Dexterity saving throw the Force Potency. If you cast this power using a force
first time on a turn that it enters the whirlwind or that slot of 7th level or higher, the power deals an extra 2d6
the whirlwind enters its space, including when the damage for each slot level above 6th.
whirlwind first appears. A creature takes 10d6 kinetic
damage on a failed save, or half as much damage on a
successful one. In addition, a Large or smaller creature
that fails the save must succeed on a Strength saving
throw or become restrained in the whirlwind until the
power ends. When a creature starts its turn restrained
by the whirlwind, the creature is pulled 5 feet higher
inside it, unless the creature is at the top. A restrained
creature moves with the whirlwind and falls when the
power ends, unless the creature has some means to
stay aloft.
A restrained creature can use an action to make a
Strength or Dexterity check against your force save DC.
If successful, the creature is no longer restrained by
the whirlwind and is hurled 3d6x10 feet away from it in
a random direction.

CHAPTER 11 | FORCE POWERS 226


CHAPTER 12: TECH POWERS
AT-WILL Gleaming Outline 3RD-LEVEL 6TH-LEVEL
Acid Splash Hologram Cryogenic Suspension Carbon Fog
Acidic Strike Holographic Disguise Debilitating Gas Carbonite
Assess the Situation Homing Rockets Diminish Tech Contingency
Combustive Shot Ionic Bond Enhance Weapon Disperse Energy
Cryogenic Burst Kolto Pack Explosion Disintegrate
Electrical Burst Oil Slick Fabricate Trap Find the Path
Electroshock Overload Flaming Shots Firestorm
Encrypted Message Poison Dart Greater Hologram Kolto Infusion
Illusory Strike Repair Droid Greater Light Programmed Illusion
Ion Blast Ring of Fire Invisibility to Cameras Scrambling Shield
Ionic Strike Smoke Cloud Kolto Cloud Security Protocols
Jet of Flame Spot the Weakness Protection from Energy 7TH-LEVEL
Light Stack the Deck Scramble Interface
Cage
Mending Tactical Barrier Sabotage Charges
Delayed Explosion
Minor Hologram Target Lock Sending
Greater Sabotage Charges
Mobile Lights Toxin Scan Slow-release Medpac
Neurotoxin
On/Off Tracer Bolt Tactical Advantage
Project Hologram
Poison Spray Tracker Droid Interface Tech Override
Tactical Superiority
Rime Shot Tranquilizer
4TH-LEVEL 8TH-LEVEL
Rime Strike Translation Program
Ballistic Shield
Sonic Shot Antipathy/Sympathy
2ND-LEVEL Cloaking Screen
Sonic Strike Energizing Aura
Acid Dart Corrosive Sphere
Storming Shot Incendiary Cloud
Capacity Boost Cryogenic Storm
Targeting Shot Scrambling Field
Cryogenic Volley Defibrillate
Temporary Boost Stun
Concealed Caltrops Elemental Accelerant
Venomous Strike Darkvision 9TH-LEVEL
Holding Cell
Vortex Shot Detect Invisibility Carbonite Explosion
Illusory Terrain
Ward Detect Traps Greater Explosion
Kolto Reserve
Warding Shot Electromesh Greater Salvo
Salvo
1ST-LEVEL Hold Droid Scan Area Invulnerability
Absorb Energy Implant Message Sensor Probe Kolto Waves
Alarm Infiltrate Synchronicity Predictive AI
Analyze Lock
5TH-LEVEL
Condense/Vaporize Magnetic Hold
Cryogenic Spray
Cryogenic Blast Magnetic Field
Friendly Fire
Decryption Program Mirror Image
Greater Analyze
Detect Enhancement Motivator Boost
Group Hologram
Element of Surprise Overheat
Immolate
Energy Shield Paralyze Humanoid
Mass Repair Droid
Expeditious Retreat Pyrotechnics
Mislead
Flame Sweep Release
Override Interface
Flash Scorching Ray
Paralyze Creature
Shared Shielding
Greater Translocate
Shatter
Shutdown
Smuggle
Toxic Cloud
Toxin Purge
Translocate
Truth Serum

227 CHAPTER 12 | TECH POWERS


ABSORB ENERGY ACIDIC STRIKE
1st-level tech power At-will tech power
Casting Time: 1 reaction, which you take when you take Casting Time: 1 action
acid, cold, energy, fire, ion, kinetic, lightning, or sonic Range: Varies
damage Duration: 1 round
Range: Self
As part of the action used to cast this power, you
Duration: 1 round
must make a melee attack with a weapon against one
The power captures some of the incoming energy, creature within your weapon's reach, otherwise the
lessening its effect on you and storing it for your next power fails. On a hit, the target suffers the attack's
melee attack. You have resistance to the triggering normal effects, and it becomes sheathed in a thick
damage type until the start of your next turn. Also, the acidic slime until the start of your next turn. Until the
first time you hit with a melee attack on your next turn, start of your next turn, if the target succeeds in
the target takes an extra 1d6 damage of the triggering grappling or maintaining a grapple, the slime is
type, and the power ends. pressed into its body, causing it to immediately take
Overcharge Tech. When you cast this power using a 1d8 acid damage.
power slot of 2nd level or higher, the extra damage This power's damage increases when you reach
increases by 1d6 for each slot level above 1st. higher levels. At 5th level, the melee attack deals an
extra 1d8 acid damage to the target, and the damage
ACID DART the target takes for taking grappling or maintaining a
2nd-level tech power grapple increases to 2d8. Both damage rolls increase
Casting Time: 1 action by 1d8 at 11th level and 17th level.
Range: 90 feet
Duration: Instantaneous ALARM
1st-level tech power
A shimmering green dart streaks toward a target
Casting Time: 1 minute
within range and bursts in a spray of acid. Make a
Range: 30 feet
ranged tech attack against the target. On a hit, the
Duration: 8 hours
target takes 4d4 acid damage immediately and 2d4
acid damage at the end of its next turn. On a miss, the You set an alarm against unwanted intrusion.
dart splashes the target with acid for half as much of Choose a door, a window, or an area within range that
the initial damage and no damage at the end of its next is no larger than a 20-foot cube. Until the power ends,
turn. an alarm alerts you whenever a Tiny or larger creature
Overcharge Tech. When you cast this power using a touches or enters the warded area. When you cast the
tech slot of 3rd level or higher, the damage (both initial power, you can designate creatures that won't set off
and later) increases by 1d4 for each slot level above the alarm. You also choose whether the alarm is
2nd. mental or audible.
A silent alarm alerts you with a ping in your mind if
ACID SPLASH you are within 1 mile of the warded area. This ping
At-will tech power awakens you if you are sleeping.
Casting Time: 1 action An audible alarm produces the sound of a hand bell
Range: 60 feet for 10 seconds within 60 feet.
Duration: Instantaneous
ANALYZE
You emit a burst of acid. Choose one creature within 1st-level tech power
range, or choose two creatures within range that are
Casting Time: 1 minute
within 5 feet of each other. A target must succeed on a
Range: Touch
Dexterity saving throw or take 1d6 acid damage.
Duration: Instantaneous
This power's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level You choose one object that you must touch
(4d6). throughout the casting of the power. If it is an
enhanced or modified item, you learn its properties
and how to use them, whether it requires attunement
to use, and how many charges it has, if any. You learn
whether any powers are affecting the item and what
they are. If the item was created by a power, you learn
which power created it.
If you instead touch a creature throughout the
casting, you learn what tech powers, if any, are
currently affecting it.

CHAPTER 12 | TECH POWERS 228


ANTIPATHY/SYMPATHY ASSESS THE SITUATION
8th-level tech power At-will tech power
Casting Time: 1 hour Casting Time: 1 action
Range: 60 feet Range: 30 feet
Duration: 10 days Duration: Instantaneous
This power attracts or repels creatures of your You take a sensory snapshot of a target within range.
choice. You target something within range, either a Your tech grants you a brief insight into the target's
Huge or smaller object or creature or an area that is no defenses. You have advantage on the next attack roll
larger than a 200-foot cube. Then specify a kind of you make against the target before the end of your
intelligent creature, such as rancors, kath hounds, or next turn.
twi'leks. You invest the target with an aura that either
attracts or repels the specified creatures for the BALLISTIC SHIELD
duration. Choose antipathy or sympathy as the aura's 4th-level tech power
effect. Casting Time: 1 action
Antipathy. The power causes creatures of the kind Range: Self
you designated to feel an intense urge to leave the Duration: Concentration, up to 1 hour
area and avoid the target. When such a creature can A flickering blue shield surrounds your body. Until
see the target or comes within 60 feet of it, the the power ends, you have resistance to kinetic and
creature must succeed on a Wisdom saving throw or energy damage.
become frightened. The creature remains frightened
while it can see the target or is within 60 feet of it. CAGE
While frightened by the target, the creature must use 7th-level tech power
its movement to move to the nearest safe spot from Casting Time: 1 action
which it can't see the target. If the creature moves Range: 100 feet
more than 60 feet from the target and can't see it, the Duration: 1 hour
creature is no longer frightened, but the creature
becomes frightened again if it regains sight of the An immobile, Invisible, cube-shaped prison
target or moves within 60 feet of it. composed of energy springs into existence around an
Sympathy. The power causes the specified creatures area you choose within range. The prison can be a cage
to feel an intense urge to approach the target while or a solid box as you choose.
within 60 feet of it or able to see it. When such a A prison in the shape of a cage can be up to 20 feet
creature can see the target or comes within 60 feet of on a side and is made from 1/2-inch diameter bars
it, the creature must succeed on a Wisdom saving spaced 1/2 inch apart.
throw or use its movement on each of its turns to enter A prison in the shape of a box can be up to 10 feet
the area or move within reach of the target. When the on a side, creating a solid barrier that prevents any
creature has done so, it can't willingly move away from matter from passing through it and blocking any
the target. powers cast into or out of the area.
If the target damages or otherwise harms an When you cast the power, any creature that is
affected creature, the affected creature can make a completely inside the cage's area is trapped. Creatures
Wisdom saving throw to end the effect, as described only partially within the area, or those too large to fit
below. inside the area, are pushed away from the center of
Ending the Effect. If an affected creature ends its the area until they are completely outside the area.
turn while not within 60 feet of the target or able to see A creature inside the cage can't leave it by
it, the creature makes a Wisdom saving throw. On a unenhanced means. If the creature tries to teleport to
successful save, the creature is no longer affected by leave the cage, it must first make a Charisma saving
the target and recognizes the feeling of repugnance or throw. On a success, the creature can use that power
attraction as unnatural. In addition, a creature affected to exit the cage. On a failure, the creature can't exit the
by the power is allowed another Wisdom saving throw cage and wastes the use of the power or effect.
every 24 hours while the power persists. This power can't be dispelled.
A creature that successfully saves against this effect
is immune to it for 1 minute, after which time it can be
affected again.

229 CHAPTER 12 | TECH POWERS


CAPACITY BOOST CARBONITE EXPLOSION
2nd-level tech power 9th-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 250 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You empower a blaster weapon you are holding. For You generate an explosion of cryogenic energy in a
the duration, you can reload the weapon once per turn 60-foot-radius sphere centered on a point you can see
without using an action, and as a bonus action on each within range. Each creature in the affected area must
of your turns you can make one attack with the make a Constitution saving throw. On a failed save, the
weapon loaded with the power cell. creature takes 8d6 + 20 cold damage and is restrained
Overcharge Tech. When you cast this power using a for 1 minute as it is encased in carbonite. On a
tech slot of 5th level or higher, you can make two successful save, the creature takes half damage and is
attacks with your bonus action, instead of one. restrained until the end of its next turn.
As an action, a restrained creature can make a
CARBON FOG Strength check against your tech save DC, ending this
6th-level tech power effect on itself on a success.
Casting Time: 1 action A creature reduced to 0 hit points by this power dies
Range: 120 feet instantly, as its body shatters into frozen chunks.
Duration: Concentration, up to 1 minute
CLOAKING SCREEN
You create a cloud of icy fog in a 20-foot-radius 4th-level tech power
sphere centered on a point you can see. The sphere
extends around corners, and its area is heavily Casting Time: 1 action
obscured. The fog is semi-solid, and its area is Range: Touch
considered difficult terrain. Each creature that enters Duration: Concentration, up to 1 minute
the power's area for the first time on a turn or starts its You or a creature you touch becomes invisible until
turn there takes 4d6 cold damage and has its speed the power ends. Anything the target is wearing or
reduced by 10 feet until the end of its turn. The fog carrying is invisible as long as it is on the target's
lasts for the duration of the power or until it's person.
dispersed by a wind of moderate or greater speed (at
least 10 mph). COMBUSTIVE SHOT
At-will tech power
CARBONITE Casting Time: 1 action
6th-level tech power Range: Varies
Casting Time: 1 action Duration: 1 round
Range: 60 feet
As part of the action used to cast this power, you
Duration: Concentration, up to 1 minute
must make a ranged attack with a weapon against one
You attempt to freeze one creature that you can see creature within your weapon's range, otherwise the
within range into carbonite. The creature must make a power fails. On a hit, the target suffers the attack's
Constitution saving throw. On a failed save, it is normal effects, and it ignites in flame. At the start of
restrained as its flesh begins to harden. On a your next turn, the creature takes fire damage equal to
successful save, the creature isn't affected. your techcasting ability modifier. If the target or a
A creature restrained by this power must make creature within 5 feet of it uses an action to put out the
another Constitution saving throw at the end of each flames, or if some other effect douses the flames, the
of its turns. If it successfully saves against this power effect ends.
three times, the power ends. If it fails its saves three This power's damage increases when you reach
times, it is turned to stone and subjected to the higher levels. At 5th level, the ranged attack deals an
petrified condition for the duration. The successes and extra 1d6 fire damage to the target, and the damage at
failures don't need to be consecutive; keep track of the start of your next turn increases to 1d4 + your tech
both until the target collects three of a kind. casting ability modifier. Both damage rolls increase by
If the creature is physically broken while frozen in 1d6 and 1d4, respectively, at 11th level and 17th level.
carbonite, it suffers from similar deformities if it
reverts to its original state.
If you maintain your concentration on this power for
the entire possible duration, the creature is frozen in
carbonite until the effect is removed.

CHAPTER 12 | TECH POWERS 230


CONCEALED CALTROPS CORROSIVE SPHERE
2nd-level tech power 4th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 150 feet
Duration: Concentration, up to 1 hour Duration: Instantaneous
You scatter a large number of caltrops across ground You create a globule of acid and hurl it at a point
in a 20-foot radius centered on a point within range. within range, where it explodes in a 20-foot-radius
These caltrops pierce deep into the feet and boots of sphere. Each creature in that area must make a
anyone who walks upon them. The area becomes Dexterity saving throw. On a failed save, a creature
difficult terrain for the duration. When a creature takes 10d4 acid damage and another 5d4 acid damage
moves into or within the area, it takes 2d4 kinetic at the end of its next turn. On a successful save, a
damage for every 5 feet it travels. creature takes half the initial damage and no damage
The caltrops are nearly invisible to the naked eye. at the end of its next turn.
Any creature that can't see the area at the time the
power is cast must make a Wisdom (Perception) check CRYOGENIC BLAST
against your tech save DC to notice the caltrops before 1st-level tech power
entering the area. Casting Time: 1 action
Range: 60 feet
CONDENSE/VAPORIZE Duration: Instantaneous
1st-level tech power
You release a shard of cryogenic energy at one
Casting Time: 1 action
creature within range. Make a ranged tech attack
Range: 30 feet
against the target. On a hit, the target takes 1d10
Duration: Instantaneous
kinetic damage. Hit or miss, the shard then explodes.
In an open container, you can create up to 10 gallons The target and each creature within 5 feet of it must
of drinkable water. You may also produce a rain that succeed on a Dexterity saving throw or take 2d6 cold
falls within a 30-foot cube and extinguishes open-air damage.
flames. You can destroy the same amount of water in Overcharge Tech. When you cast this power using a
an open container, or destroy a 30-foot cube of fog. tech slot of 2nd level or higher, the cold damage
Overcharge Tech. When you cast this power using a increases by 1d6 for each slot level above 1st.
tech slot of 2nd level or higher, the amount of water
you can create increases by 10 gallons, or the size of CRYOGENIC BURST
the cube increases by 5 feet, for each slot level above At-will tech power
1st. Casting Time: 1 action
Range: 60 feet
CONTINGENCY Duration: Instantaneous
6th-level tech power
A emit a burst of cold energy at a creature within
Casting Time: 10 minutes range. Make a ranged tech attack against the target.
Range: Self On a hit, it takes 1d8 cold damage, and its speed is
Duration: 10 days reduced by 10 feet until the start of your next turn.
Choose a tech power of 5th-level or lower that you The power's damage increases by 1d8 when you
can cast, that has a casting time of 1 action, and that reach 5th level (2d8), 11th level (3d8), and 17th level
can target you. You cast that power, called the (4d8).
contingent power, as part of casting contingency,
expending tech points for both, but the contingent CRYOGENIC SPRAY
power doesn't come into effect. Instead, it takes effect 5th-level tech power
when a certain circumstance occurs. You describe that Casting Time: 1 action
circumstance when you cast the two powers. Range: Self
The contingent power takes effect immediately after Duration: Instantaneous
the circumstance is met for the first time, whether or A blast of cold air erupts from you. Each creature in a
not you want it to, and then contingency ends. 60-foot cone must make a Constitution saving throw.
The contingent power takes effect only on you, even On a failed save, a creature takes 8d8 cold damage,
if it can normally target others. You can use only one and its speed is reduced by 10 feet until the start of
contingency power at a time. If you cast this power your next turn. On a successful save, a creature takes
again, the effect of another contingency power on you half as much damage and isn't slowed.
ends. Also, contingency ends on you if your tech focus A creature killed by this power becomes frozen in
is ever not on your person. carbonite.
Overcharge Tech. When you cast this power using a
tech slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th.

231 CHAPTER 12 | TECH POWERS


CRYOGENIC STORM DARKVISION
4th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Duration: Instantaneous Duration: 8 hours
A storm of cryogenic energy encompasses the You touch a willing creature to grant it the ability to
ground in a 20-foot-radius, 40-foot-high cylinder see in the dark. For the duration, that creature has
centered on a point within range. Each creature in the darkvision out to a range of 60 feet.
cylinder must make a Dexterity saving throw. A
creature takes 2d8 kinetic damage and 4d6 cold DEBILITATING GAS
damage on a failed save, or half as much damage on a 3rd-level tech power
successful one. Casting Time: 1 action
The storm's area of effect becomes difficult terrain Range: 90 feet
until the end of your next turn. Duration: Concentration, up to 1 minute
Overcharge Tech. When you cast this power using a You create a 20-foot-radius sphere of gas centered
tech slot of 5th level or higher, the kinetic damage on a point. The cloud spreads around corners and its
increases by 1d8 for each slot level above 4th. area is heavily obscured. It lingers in the air for the
CRYOGENIC SUSPENSION duration.
3rd-level tech power Each creature completely in the cloud at the start of
its turn must make a Constitution save against poison.
Casting Time: 1 action On a failure, the creature does nothing that turn.
Range: 30 feet Creatures that don't need to breathe or are immune to
Duration: Concentration, up to 1 minute poison automatically succeed.
Choose up to six creatures of your choice in a 40-foot A wind of 10mph disperses the cloud after 4 rounds.
cube within range. Each target must succeed on a A wind of 20mph disperses it after 1 round.
Dexterity saving throw or be affected by this power for
the duration. DECRYPTION PROGRAM
An affected target's speed is halved, it takes a -2 1st-level tech power
penalty to AC and Dexterity saving throws, and it can't Casting Time: 1 action
use reactions. On its turn, it can use either an action or Range: 30 feet
a bonus action, not both. Regardless of the creature's Duration: Concentration, up to 1 hour
abilities or items, it can't make more than one melee or You gain insight into an encrypted message you are
ranged attack during its turn. holding when you cast this power, granting you
If the creature attempts to cast a power with a advantage on ability checks you make to decipher the
casting time of 1 action, roll a d20. On an 11 or higher, document.
the power doesn't take effect until the creature's next
turn, and the creature must use its action on that turn DEFIBRILLATE
to complete the power. If it can't, the power is wasted. 4th-level tech power
A creature affected by this power makes another Casting Time: 1 action
Dexterity saving throw at the end of its turn. On a Range: Touch
successful save, the effect ends for it. Duration: Instantaneous
CRYOGENIC VOLLEY You touch a creature that has died within the last
2nd-level tech power minute and administer a shock to restore it to life. That
Casting Time: 1 action creature returns to life with 1 hit point. This power
Range: 90 feet can't return to life a creature that has died of old age,
Duration: Instantaneous nor can it restore any missing body parts. If the
creature is lacking body parts or organs integral for its
An explosion of cold energy erupts from a point you survival—its head, for instance—the power
choose within range. Each creature in a 5-foot-radius automatically fails. Once this power has restored a
sphere centered on that point must make a Dexterity creature to life, it cannot benefit from this power again
saving throw. On a failed save, a creature takes 3d6 until it finishes a short or long rest.
cold damage, and its speed is reduced by 10 feet until
the start of your next turn. On a successful save, a
creature takes half as much damage and isn't slowed.
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.

CHAPTER 12 | TECH POWERS 232


DELAYED EXPLOSION DETECT TRAPS
7th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You create a delayed explosion at a point within You sense the presence, general location, and nature
range. When the power ends, either because your of any trap within 120 feet of you that is within line of
concentration is broken or because you decide to end sight. A trap, for this power, includes anything that
it, the explosion occurs. Each creature in a 20-foot- would inflict a sudden or unexpected effect you
radius sphere centered on that point must make a consider harmful or undesirable, which was specifically
Dexterity saving throw. A creature takes fire damage intended by its creator.
equal to the total accumulated damage on a failed While the power is active, you have advantage on
save, or half as much damage on a successful one. Wisdom (Perception) and Intelligence (Investigation)
The power's base damage is 12d6. If at the end of checks to find any traps that are within line of sight.
your turn the explosion has not yet occurred, the
damage increases by 1d6. DIMINISH TECH
If the explosion is touched before the interval has 3rd-level tech power
expired, the creature touching it must make a Dexterity Casting Time: 1 action
saving throw. On a failed save, the power ends Range: 120 feet
immediately, causing the explosion. Duration: Instantaneous
The fire spreads around corners. It ignites flammable Choose one creature, object, or tech effect within
objects in the area that aren't being worn or carried. range. Any tech power of 3rd level or lower on the
Overcharge Tech. When you cast this power using a target ends. For each tech power of 4th level or higher
tech slot of 8th level or higher, the base damage on the target, make an ability check using your
increases by 1d6 for each slot level above 7th. techcasting ability. The DC equals 10 + the power's
DETECT ENHANCEMENT level. On a success, the power ends.
1st-level tech power Overcharge Tech. When you cast this power using a
tech slot of 4th level or higher, you automatically end
Casting Time: 1 action the effects of a tech power on the target if the power's
Range: Self level is equal to or less than the level of the tech slot
Duration: Concentration, up to 10 minutes you used.
For the duration, you sense the presence of any
DISINTEGRATE
enhancements within 30 feet of you. If you sense an
6th-level tech power
enhancement in this way, you can use your action to
see a faint aura around any visible creature or object in Casting Time: 1 action
the area that bears an enhancement. Range: 60 feet
The power is blocked by 1 foot of stone, 1 inch of Duration: Instantaneous
common metal, a thin sheet of lead, or 3 feet of wood A blast of corrosive energy emits from you. Choose a
or dirt. target within range.
DETECT INVISIBILITY A creature targeted by this power must make a
2nd-level tech power Dexterity saving throw. On a failed save, the target
takes 10d6 + 40 acid damage. If this damage reduces
Casting Time: 1 action the target to 0 hit points, it is disintegrated.
Range: Self
A disintegrated creature and everything it is wearing
Duration: 1 hour
and carrying are reduced to a pile of fine gray dust. A
For the duration, you see invisible creatures and creature destroyed in this way can not be revitalized.
objects as if they were visible. This power automatically disintegrates a Large or
smaller object. If the target is a Huge or larger object,
this power disintegrates a 10-foot-cube portion of it.
Overcharge Tech. When you cast this power using a
tech slot of 7th level or higher, the damage increases
by 3d6 for each slot level above 6th.

233 CHAPTER 12 | TECH POWERS


DISPERSE ENERGY ELECTROSHOCK
6th-Ievel tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Duration: Concentration, up to 1 minute Duration: Instantaneous
You have resistance to acid, cold, fire, lightning, and Lightning springs from you to deliver a shock to a
sonic damage for the power's duration. creature you try to touch. Make a melee tech attack
When you take damage of one of those types, you against the target. You have advantage on the attack
can use your reaction to gain immunity to that type of roll if the target is wearing armor made of metal. On a
damage, including against the triggering damage. If hit, the target takes 1d8 lightning damage, and it can't
you do so, the resistances end, and you have the take reactions until the start of its next turn.
immunity until the end of your next turn, at which time This power's damage increases by 1d8 when you
the power ends. reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
ELECTRICAL BURST
At-will tech power ELEMENT OF SURPRISE
Casting Time: 1 action 1st-level tech power
Range: Self (5-foot sphere) Casting Time: 1 reaction, which you take in response to
Duration: Instantaneous being damaged by a creature within 60 feet of you that
you can see
You emit a burst of electricity. Each creature within
Range: 60 feet
range, other than you, must succeed on a Constitution
Duration: Instantaneous
saving throw or take 1d6 lightning damage.
This power's damage increases by 1d6 when you You expel a sabotage charge at the creature that
reach 5th level (2d6), 11th level (3d6), and 17th level attacked you. The creature must make a Dexterity
(4d6). saving throw. It takes 2d10 fire damage on a failed
save, or half as much damage on a successful one.
ELECTROMESH Overcharge Tech. When you cast this power using a
2nd-level tech power tech slot of 2nd level or higher, the damage increases
Casting Time: 1 action by 1d10 for each slot level above 1st.
Range: 60 feet
Duration: Concentration, up to 1 hour
ELEMENTAL ACCELERANT
4th-level tech power
You expel a mass of thick, adhesive mesh at a point
Casting Time: 1 action
of your choice within range. The mesh fill a 20-foot
Range: 90 feet
cube from that point for the duration. The mesh is
Duration: Concentration, up to 1 minute
difficult terrain and lightly obscures their area.
If the mesh isn't anchored between two solid masses Choose one creature you can see and one damage
(such as walls) or layered across a floor, wall, or ceiling, type: acid, cold, fire, lightning, or sonic. The target must
the electromesh collapses on itself, and the power make a Constitution saving throw. If it fails, the first
ends at the start of your next turn. Mesh layered over a time on each turn when it takes damage of the chosen
flat surface has a depth of 5 feet. type, it takes an extra 2d6 damage of it. The target also
Each creature that starts its turn in the mesh or that loses resistance to the type until the power ends.
enters it during its turn must make a Dexterity saving Overcharge Tech. You can target one additional
throw. On a failed save, the creature is restrained as creature for each slot level above 4th. The creatures
long as it remains in the mesh or until it breaks free. must be within 30 feet of each other when you target
A creature restrained by the mesh can use its action them.
to make a Strength check against your tech save DC. If
it succeeds, it is no longer restrained.
The mesh is flammable. Any 5-foot cube of
electromesh exposed to fire burns away in 1 round,
dealing 2d4 fire damage to any creature that starts its
turn in the fire.

CHAPTER 12 | TECH POWERS 234


ENCRYPTED MESSAGE EXPEDITIOUS RETREAT
At-will tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 bonus action
Range: 120 feet Range: Self
Duration: 1 round Duration: Concentration, up to 10 minutes
You point your finger toward a creature within range This power gives you a burst of adrenaline that
that possesses a commlink and whisper a message. allows you to move at an incredible pace. When you
The target (and only the target) hears the message and cast this power, and then as a bonus action on each of
can send an encrypted reply that only you can hear. your turns until the power ends, you can take the Dash
These messages cannot be intercepted or decrypted by action.
unenhanced means.
You can cast this power through solid objects if you EXPLOSION
are familiar with the target and know it is beyond the 3rd-level tech power
barrier. 1 foot of stone, 1 inch of common metal, a thin Casting Time: 1 action
sheet of lead, or 3 feet of wood blocks the power. The Range: 150 feet
power doesn't have to follow a straight line and can Duration: Instantaneous
travel freely around corners or through openings. You create an explosion at a point within range. Each
ENERGIZING AURA creature in a 20-foot-radius sphere centered on that
8th-level tech power point must make a Dexterity saving throw. A target
takes 8d6 fire damage on a failed save, or half as much
Casting Time: 1 action
damage on a successful one.
Range: Self
The fire spreads around corners. It ignites flammable
Duration: Concentration, up to 1 minute
objects in the area that aren't being worn or carried.
Energizing light radiates out from you in a 30-foot Overcharge Tech. When you cast this power using a
radius. Creatures of your choice in that radius when tech slot of 4th level or higher, the damage increases
you cast this power have advantage on all saving by 1d6 for each slot level above 3rd.
throws, and other creatures have disadvantage on
attack rolls against them until the power ends.
ENERGY SHIELD
1st-level tech power
Casting Time: 1 reaction, which you take when you are hit
by an attack
Range: Self
Duration: 1 round
You quickly create an energy shield. Until the start of
your next turn, you have a +5 bonus to AC. This
includes the triggering attack.
ENHANCE WEAPON
3rd-level tech power
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
An unenhanced weapon you touch becomes an
enhanced weapon. Choose one of these damage types:
acid, cold, energy, fire, ion, kinetic, or lightning. For the
duration, an unenhanced weapon you touch has a +1
to attack rolls and deals an extra 1d4 damage of the
chosen type.
Overcharge Tech. When you cast this power using a
5th or 6th level tech slot, the bonus to attack rolls
increases to +2 and the extra damage increases to 2d4.
When you use a slot of 7th level or higher, the bonus
increases to +3 and the extra damage increases to 3d4.

235 CHAPTER 12 | TECH POWERS


FABRICATE TRAP FIND THE PATH
3rd-level tech power 6th-level tech power
Casting Time: 1 hour Casting Time: 1 minute
Range: Touch Range: Self
Duration: Until dispelled or triggered Duration: Concentration, up to 1 day
When you cast this power, you create a trap that will This power calculates out the shortest, most direct
later trigger in response to a certain condition. You physical route to a specific fixed location that you are
must attach it either to a surface (such as a table or a familiar with on the same planet. If you name a
section of floor or wall) or within an object that can be destination that moves (such as a mobile fortress), or a
closed or turned on (such as a book, door, or computer destination that isn't specific (such as "a Black Sun
terminal) to conceal the trap. The trap can cover an lair"), the power fails.
area no larger than 10 feet in diameter. At the GM's For the duration, as long as you are on the same
discretion, certain actions may cause the trap to break planet as the destination, you know how far it is and in
or be rendered inoperative. what direction it lies. While you are traveling there,
The trap is well disguised, and generally and requires whenever you are presented with a choice of paths
a successful Intelligence (Investigation) check against along the way, you automatically determine which path
your tech save DC to be found. is the shortest and most direct route (but not
You decide what triggers the trap when you cast the necessarily the safest route) to the destination.
power, such as entering a certain area or powering on
the object. You can further refine the trigger so the FIRESTORM
trap activates only under certain circumstances or 6th-level tech power
according to physical characteristics (such as height or Casting Time: 1 action
weight) or creature kind (for example, the trap could be Range: 60 feet
set to go off only droids or gungans). You can also set Duration: Instantaneous
conditions for creatures that don't trigger the glyph, Choose a point on the ground within range,
such as those who say a certain password. incinerating everything in a 15-foot radius. All creatures
You may only have one instance of this trap active at must make a Dexterity saving throw, taking 8d8 fire
a time. If you cast another trap before the previous one damage on a failure or half as much on a success. All
is triggered, the other trap becomes inert. large or smaller creatures are pushed to the edge of
When you create the trap, choose an explosive trap the power's radius. You may choose one creature to be
or a power trap: at the very center of the firestorm, if you do so that
Explosive Trap. When triggered, the trap erupts in a creature has disadvantage on its saving throw and is
20-foot-radius sphere centered on the trap. The knocked prone on a failure.
explosion spreads around corners. Each creature in the Overcharge Tech. When you cast this power using a
area must make a Dexterity saving throw. A creature tech slot of 7th level or higher, the damage increases
takes 5d8 acid, cold, fire, lightning, or sonic damage on by 1d8 and the radius increases by 5 feet for each slot
a failed saving throw (your choice when you create the level above 6th.
trap), or half as much damage on a successful one.
Power Trap. You can store a prepared tech power of FLAME SWEEP
3rd level or lower in the trap by casting it as part of 1st-level tech power
creating the trap. The trap must target a single Casting Time: 1 action
creature or an area. The power being stored has no Range: Self (15-foot cone)
immediate effect when cast in this way. When the trap Duration: Instantaneous
is triggered, the stored power is cast. If the trap has a
target, it targets the creature that triggered the trap. If A thin sheet of flames shoots forth from you. Each
the power affects an area, the area is centered on that creature in a 15-foot cone must make a Dexterity
creature. If the power requires concentration, it lasts saving throw. A creature takes 3d6 fire damage on a
until the end of its full duration. failed save, or half as much damage on a successful
Overcharge Tech. When you cast this power using a one.
tech slot of 4th level or higher, the damage of an The fire ignites any flammable objects in the area
explosive trap increases by 1d8 for each slot level that aren't being worn or carried.
above 3rd. If you create a power trap, you can store Overcharge Tech. When you cast this power using a
any power of up to the same level as the slot you use tech slot of 2nd level or higher, the damage increases
for this power. by 1d6 for each slot level above 1st.

CHAPTER 12 | TECH POWERS 236


FLAMING SHOTS
3rd-level tech power Whenever the affected creature chooses another
Casting Time: 1 action
creature as a target, it must choose the target at
Range: Touch
random from among the creatures it can see within
Duration: Concentration, up to 1 hour
range of the attack, power, or other ability it’s using. If
an enemy provokes an opportunity attack from the
You channel tech power through a blaster weapon affected creature, the creature must make that attack if
you are wielding. When a target takes damage from it is able to.
the chosen weapon, the target takes an extra 1d6 fire
damage. The power ends when twelve shots have been GLEAMING OUTLINE
fired. 1st-level tech power
Overcharge Tech. When you cast this power using a Casting Time: 1 action
tech slot of 4th level or higher, the number of shots Range: 60 feet
you can take with this power increases by two for each Duration: Concentration, up to 1 minute
slot level above 3rd.
Each object in a 20-foot cube within range is outlined
FLASH in blue, green, or violet light (your choice). Any creature
1st-level tech power in the area when the power is cast is also outlined in
Casting Time: 1 action
light if it fails a Dexterity saving throw. For the duration,
Range: 90 feet
objects and affected creatures shed dim light in a 10-
Duration: 1 round
foot radius.
Any attack roll against an affected creature or object
You create a massive flash of light and explosion of has advantage if the attacker can see it, and the
sound at a point within range. Roll 6d10; the total is affected creature or object can't benefit from being
how many hit points of creatures this power can affect. invisible.
Creatures within 20 feet of the point are affected in
ascending order of their current hit points (ignoring GREATER ANALYZE
unconscious creatures). 5th-level tech power
Starting with the creature that has the lowest current Casting Time: 10 minutes
hit points, each creature affected by this power is Range: Self
blinded until the end of your next turn. Subtract each Duration: Instantaneous
creature's hit points from the total before moving on to
Name or describe a person, place, or object. This
the creature with the next lowest hit points. A
power gives you a summary of significant lore about it.
creature's hit points must be equal to or less than the
If the thing you named isn't known outside of one
remaining total for that creature to be affected.
planetary system, you gain no information. The more
Overcharge Tech. When you cast this power using a
information you already have, the more detailed the
tech slot of 2nd level or higher, roll an additional 2d10
information you receive is.
for each slot level above 1st.
GREATER EXPLOSION
FRIENDLY FIRE
9th-level tech power
5th-level tech power
Casting Time: 1 action
Casting Time: 1 action
Range: 150 feet
Range: 120 feet
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You expell a massive explosion at a point within
You scramble the targeting protocols of nearby
range. Each creature in a 40-foot-radius sphere
machines. Each droid or construct in a 30-foot-radius
centered on that point must make a Dexterity saving
sphere centered on a point you choose within range
throw. A target takes 40d6 fire damage and is knocked
must make an Intelligence saving throw. If a construct
prone on a failed save, or half as much damage on a
has the 'Piloted' trait, and has a pilot controlling it that
successful one but remain standing.
is not incapacitated, it gains a bonus to the saving
throw equal to the pilot's Intelligence modifier. On a The fire spreads around corners. It ignites flammable
failed save, the target loses the ability to distinguish objects in the area that aren't being worn or carried.
friend from foe, regarding all creatures it can see as
enemies until the power ends. Each time the target
takes damage, it can repeat the saving throw, ending
the effect on itself on a success.

237 CHAPTER 12 | TECH POWERS


GREATER HOLOGRAM GREATER SALVO
3rd-level tech power 9th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You create an image no larger than a 20 foot cube. It You launch four projectiles at points you can see
appears at a spot you can see and lasts for the within range. Each creature within a 20-foot-radius
duration. It seems completely real, sounds and other sphere of each point must make a Dexterity saving
sensory effects included. You can't create a sensory throw. A creature takes 15d6 fire damage and 15d6
effect strong enough to cause damage or a condition. kinetic damage on a failed save, or half as much
As long as you are within range of the illusion, you damage on a successful one. A creature in the area of
can use your action to make the image to move to any more than one fiery burst is affected only once.
other spot within range. As the image changes location, The power damages objects in the area and ignites
you can alter it so that its movements appear natural flammable objects that aren't being worn or carried.
for the image.
Physical interaction with the image reveals it as an GREATER TRANSLOCATE
illusion. A creature can use its action to determine that 5th-level tech power
it's an illusion with a successful Investigation check. If a Casting Time: 1 bonus action
creature learns it's an illusion, it can see through the Range: Self
image, and the other sensory qualities become faint to Duration: Concentration, up to 1 minute
it. Your form shimmers in a holographic configuration,
Overcharge Tech. The power lasts until dispelled and then collapses. You teleport up to 60 feet to an
without requiring concentration if cast at 6th-level or unoccupied space that you can see. On each of your
higher. turns before the power ends, you can use a bonus
GREATER LIGHT action to teleport in this way again.
3rd-level tech power GROUP HOLOGRAM
Casting Time: 1 action 5th-level tech power
Range: 60 feet Casting Time: 1 action
Duration: 1 hour Range: 30 feet
A 60-foot-radius sphere of light spreads from a point Duration: 8 hours
you choose. The sphere is bright light and sheds dim This power allows you to change the appearance of
light for an additional 60 feet. any number of creatures that you can see within range.
If you chose an object you are holding or one that You give each target you choose a new, illusory
isn't being worn or carried, the light shines from and appearance. An unwilling target can make a Charisma
moves with the object. Completely covering the object saving throw, and if it succeeds, it is unaffected by this
with something opaque blocks the light. power.
If any of this power's area overlaps with enhanced The power disguises physical appearance as well as
darkness made by a power of 3rd level or lower, the clothing, armor, weapons, and equipment. You can
darkness is dispelled. make each creature seem 1 foot shorter or taller and
GREATER SABOTAGE CHARGES appear thin, fat, or in between. You can't change a
7th-level tech power target's body type, so you must choose a form that has
the same basic arrangement of limbs. Otherwise, the
Casting Time: 1 action extent of the illusion is up to you. The power lasts for
Range: Self the duration, unless you use your action to dismiss it
Duration: Concentration, up to 10 minutes sooner.
You create six medium sabotage charges that last for The changes wrought by this power fail to hold up to
the power's duration. When you cast the power, and as physical inspection. For example, if you use this power
a bonus action on subsequent turns, you can hurl up to add a hat to a creature's outfit, objects pass through
to two of the charges to points you choose within 120 the hat, and anyone who touches it would feel nothing
feet. Each charge explodes if it reaches the point or hits or would feel the creature's head and hair. If you use
a solid surface. Each creature within 10 feet of the this power to appear thinner than you are, the hand of
explosion must make a Dexterity save. The explosion someone who reaches out to touch you would bump
deals 4d6 fire damage on a failure, or half damage on a into you while it was seemingly still in midair.
success. A creature can use its action to inspect a target and
Overcharge Tech. The number of charges created make an Intelligence (Investigation) check against your
increases by two for each slot level above 7th. tech save DC. If it succeeds, it becomes aware that the
target is disguised.

CHAPTER 12 | TECH POWERS 238


HOLD DROID HOLOGRAM
2nd-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You emit a paralyzing dart at a droid or construct You create an image that is no larger than a 15-foot
that you can see within range. The target must succeed cube. The image appears at a spot within range and
on a Constitution saving throw or be paralyzed for the lasts for the duration. The image is purely visual. If
duration. At the end of each of its turns, the target can anything passes through it, it is revealed to be an
make another Constitution saving throw. On a success, illusion.
the power ends on the target. You can use your action to cause the image to move
Overcharge Tech. When you cast this power using a to any spot within range. As the image changes
tech slot of 3rd level or higher, you can target one location, you can alter its appearance so that its
additional droid or construct for each slot level above movements appear natural for the image.
2nd. The targets must be within 30 feet of each other A creature that uses its action to examine the image
when you target them. can determine that it is an illusion with a successful
Intelligence (Investigation) check against your tech save
HOLDING CELL DC. If a creature discerns the illusion for what it is, the
4th-level tech power creature can see through the image.
Casting Time: 1 action
Range: 120 feet HOMING ROCKETS
Duration: Concentration, up to 1 minute 1st-level tech power

A sphere of shimmering energy springs into being Casting Time: 1 action


and encloses a creature or object of Large size or Range: 120 feet
smaller within range. An unwilling creature must make Duration: Instantaneous
a Dexterity saving throw. On a failed save, the creature You lock on to a target within range and expel a
is enclosed for the duration. series of three small explosives. Each explosive hits a
Nothing—not physical objects, energy, or other creature of your choice that you can see within range.
power effects—can pass through the barrier, in or out, An explosive deals 1d4 + 1 fire damage to its target.
though a creature in the sphere can breathe. The The explosives all strike simultaneously, and you can
sphere is immune to all damage, and a creature or direct them to hit one creature or several.
object inside can't be damaged by attacks or effects Overcharge Tech. When you cast this power using a
originating from outside, nor can a creature inside the tech slot of 2nd level or higher, the power creates one
sphere damage anything outside it. more explosive for each slot level above 1st.
The sphere is weightless and just large enough to
contain the creature or object inside. An enclosed ILLUSORY STRIKE
creature can use its action to push against the sphere's At-will tech power
walls and thus roll the sphere at up to half the Casting Time: 1 action
creature's speed. Similarly, the globe can be picked up Range: Varies
and moved by other creatures. Duration: 1 round
A disintegrate power targeting the globe destroys it As part of the action used to cast this power, you
without harming anything inside it. must make a melee attack with a weapon against one
HOLOGRAPHIC DISGUISE creature within your weapon's reach, otherwise the
1st-level tech power power fails. On a hit, the target suffers the attack's
normal effects, and you create an illusory duplicate of
Casting Time: 1 action yourself in your space that only the target can see. The
Range: Self target has disadvantage on the next attack roll it makes
Duration: 1 hour against you before the start of your next turn.
Until the power ends or you use an action to dismiss This power creates multiple duplicates when you
it, you can disguise yourself through the use of a reach higher levels. At 5th level, you create a second
hologram emitter. You can appear to be shorter or illusory duplicate, and the target has disadvantage on
taller by about a foot and change the appearance of the next two attacks it makes against you before the
your body weight, but you cannot change the basic start of your next turn. The number of duplicates and
structure of your body. The hologram can include your attacks with disadvantage increases to three at 11th
clothes, armor, weapons, and other belongings on your level and four at 17th level.
person.
The illusion is only visual, so any sort of physical
contact will only interact with the real size and shape of
you. Someone may also use an action to make an
Investigation check against your techcasting save DC,
seeing through the hologram on a success.

239 CHAPTER 12 | TECH POWERS


ILLUSORY TERRAIN
4th-level tech power The triggering circumstance can be as general or as
Casting Time: 10 minutes
detailed as you like, though it must be based on visual
Range: 300 feet
or audible conditions that occur within 30 feet of the
Duration: 24 hours
object. For example, you could instruct the message to
play when any creature moves within 30 feet of the
You make natural terrain in a 150-foot cube in range object or when a bell rings within 30 feet of it.
look, sound, and smell like some other sort of natural
terrain. Manufactured structures, equipment, and INCENDIARY CLOUD
creatures within the area aren't changed in 8th-level tech power
appearance. Casting Time: 1 action
The tactile characteristics of the terrain are Range: 150 feet
unchanged, so creatures entering the area are likely to Duration: Concentration, up to 1 minute
see through the illusion. If the difference isn't obvious
by touch, a creature carefully examining the illusion You create a swirling cloud of smoke shot through
can attempt an Intelligence (Investigation) check with white-hot embers in a 20-foot-radius sphere
against your tech save DC to disbelieve it. A creature centered on a point within range. The cloud spreads
who discerns the illusion for what it is, sees it as a around corners and is heavily obscured. It lasts for the
vague image superimposed on the terrain. duration or until a wind of moderate or greater speed
(at least 10 miles per hour) disperses it.
IMMOLATE When the cloud appears, each creature in it must
5th-level tech power make a Dexterity saving throw. A creature takes 10d8
Casting Time: 1 action
fire damage on a failed save, or half as much damage
Range: 90 feet
on a successful one. A creature must also make this
Duration: Concentration, up to 1 minute
saving throw when it enters the power's area for the
first time on a turn or ends its turn there.
Flames wreathe one creature you can see within The cloud moves 10 feet directly away from you in a
range. The target must make a Dexterity saving throw. direction that you choose at the start of each of your
It takes 8d6 fire damage on a failed save, or half as turns.
much damage on a successful one. On a failed save,
the target also burns for the power's duration. The INFILTRATE
burning target sheds bright light in a 30-foot radius 2nd-level tech power
and dim light for an additional 30 feet. At the end of Casting Time: 1 action
each of its turns, the target repeats the saving throw. It Range: Touch
takes 4d6 fire damage on a failed save, and the power Duration: Concentration, up to 1 hour
ends on a successful one. These enhanced flames can't
be extinguished by unenhanced means. A creature you touch becomes invisible. Anything the
If damage from this power kills a target, the target is target is carrying is invisible as long as it is on the
turned to ash. target. The power ends if the target that attacks or
casts a power.
IMPLANT MESSAGE Overcharge Tech. You can target one additional
2nd-level tech power creature for each slot level above 2nd.
Casting Time: 1 minute INVISIBILITY TO CAMERAS
Range: 30 feet 3rd-level tech power
Duration: Until dispelled
Casting Time: 1 action
You implant a message within an object in range, a Range: 10 feet
message that is uttered when a trigger condition is Duration: Concentration, up to 1 minute
met. Choose an object that you can see and that isn't
being worn or carried by another creature. Then speak Up to four creatures of your choice become
the message, which must be 25 words or less, though it undetectable to electronic sensors and cameras.
can be delivered over as long as 10 minutes. Finally, Anything the target is wearing or carrying is also
determine the circumstance that will trigger the power undetectable, so long as it's on the target's person. The
to deliver your message. target is still visible to regular vision.
When that circumstance occurs, the message is INVULNERABILITY
recited in your voice and at the same volume you 9th-level tech power
spoke. When you cast this power, you can have the
Casting Time: 1 action
power end after it delivers its message, or it can
Range: Self
remain and repeat its message whenever the trigger
Duration: Concentration, up to 10 minutes
occurs.
A flickering blue aura shimmers into being around
you. Until the power ends, you are immune to all
damage.

CHAPTER 12 | TECH POWERS 240


ION BLAST JET OF FLAME
At-will tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self (30-foot sphere)
Duration: Instantaneous Duration: 10 minutes
You create a blast of ion energy. Choose one A flickering flame appears in your hand. The flame
creature within range, or choose two creatures within remains there for the duration and harms neither you
range that are within 5 feet of each other. A target nor your equipment. The flame sheds bright light in a
must succeed on a Dexterity saving throw or take 1d4 10-foot radius and dim light for an additional 10 feet.
ion damage. Droids and constructs have disadvantage The power ends if you dismiss it as an action or if you
on this saving throw. cast it again.
This power's damage increases by 1d4 when you You can also attack with the flame, although doing so
reach 5th level (2d4), 11th level (3d4), and 17th level ends the power. When you cast this power, or as an
(4d4). action on a later turn, you can hurl the flame at a
creature within 30 feet of you. Make a ranged tech
IONIC BOND attack. On a hit, the target takes 1d8 fire damage.
1st-level tech power This power's damage increases by 1d8 when you
Casting Time: 1 bonus action reach 5th level (2d8), 11th level (3d8), and 17th level
Range: 30 feet (4d8).
Duration: Concentration, up to 1 minute
KOLTO CLOUD
A beam of ion energy lances out toward a creature 3rd-level tech power
within range, forming a sustained line between you
and the target. Make a ranged tech attack against that Casting Time: 1 bonus action
creature. On a hit, the target takes 1d8 ion damage, Range: 60 feet
and on each of your turns for the duration, you can use Duration: Instantaneous
a bonus action to deal 1d8 ion damage to the target As you expel kolto, up to six creatures of your choice
automatically. The power ends if you use your bonus that you can see within range regain hit points equal to
action to do anything else. The power also ends if the 1d4 + your techcasting ability modifier. This power has
target is ever outside the power's range or if it has total no effect on droids or constructs.
cover from you. Overcharge Tech. When you cast this power using a
Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by
tech slot of 2nd level or higher, the initial damage 1d4 for each slot level above 3rd.
increases by 1d8 for each slot level above 1st.
KOLTO INFUSION
IONIC STRIKE 6th-level tech power
At-will tech power Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Varies Duration: Instantaneous
Duration: 1 round
Choose a creature that you can see within range. A
As part of the action used to cast this power, you surge of kolto energy washes over the creature,
must make a melee attack with a weapon against one causing it to regain 70 hit points. This power also ends
creature within your weapon's reach, otherwise the blindness, deafness, and any diseases affecting the
power fails. On a hit, the target suffers the attack's target. This power has no effect on droids or
normal effects, and it becomes wreathed in an ionic constructs.
discharge. If the target willingly takes a reaction before Overcharge Tech. When you cast this power using a
the start of your next turn, it immediately takes 1d6 ion tech slot of 7th level or higher, the amount of healing
damage, and the power ends. increases by 10 for each slot level above 6th.
This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an KOLTO PACK
extra 1d6 ion damage to the target, and the damage 1st-level tech power
the target takes for taking reactions increases to 2d6. Casting Time: 1 bonus action
Both damage rolls increase by 1d6 at 11th level and Range: 60 feet
17th level. Duration: Instantaneous
A creature of your choice that you can see within
range regains hit points equal to 1d4 + your
techcasting ability modifier. This power has no effect
on droids or constructs.
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the healing increases
by 1d4 for each slot level above 1st.

241 CHAPTER 12 | TECH POWERS


KOLTO RESERVE MAGNETIC FIELD
4th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Duration: 8 hours Duration: Concentration, up to 1 hour
You touch a creature and grant it a small reserve of You create a strong magnetic field around you in a
kolto. The first time the target would drop to 0 hit 10-foot radius which moves with you, remaining
points as a result of taking damage, the target instead centered on you. The field lasts for the power's
drops to 1 hit point, and the power ends. If the power duration.
is still in effect when the target is subjected to an effect The field has the following effects:
that would kill it instantaneously without dealing
damage, that effect is instead negated against the The area is difficult terrain for creatures other than
target, and the powers ends. This power has no effect you.
on droids or constructs. The attack rolls of ranged weapon attacks which deal
kinetic, energy, or ion damage have disadvantage if the
KOLTO WAVES attacks pass in or out of the field.
9th-level tech power Communications equipment cannot communicate into
Casting Time: 1 action or out of the field.
Range: 60 feet MAGNETIC HOLD
Duration: Instantaneous 2nd-level tech power
A flood of kolto energy flows from you into injured Casting Time: 1 action
creatures around you. You restore up to 700 hit points, Range: Touch
divided as you choose among any number of creatures Duration: Concentration, up to 1 hour
that you can see within range. Creatures healed by this
power are also cured of all diseases and any effect Until the power ends, one willing creature you touch
making them blinded or deafened. This power has no gains the ability affix itself to and move along any
effect on droids or constructs. metallic surface. It can move up, down, and across
vertical surfaces and upside down along ceilings, all
LIGHT while leaving its hands free, at its normal walking
At-will tech power speed.
Casting Time: 1 action MASS REPAIR DROID
Range: Touch 5th-level tech power
Duration: 1 hour
Casting Time: 1 action
You touch one object that is no larger than 10 feet in Range: 60 feet
any dimension. Until the power ends, the object sheds Duration: Instantaneous
bright light in a 20-foot radius and dim light for an
additional 20 feet. The light can be colored as you like. Choose up to six droids or constructs in a 30-foot-
Completely covering the object with something opaque radius sphere centered on a point. Each target regains
blocks the light. The power ends if you cast it again or hit points equal to 3d8 + your techcasting ability
dismiss it as an action. modifier. This power only effects droids and
If you target an object held or worn by a hostile constructs.
creature, that creature must succeed on a Dexterity Overcharge Tech. When you cast this power using a
saving throw to avoid the power. tech slot of 6th level or higher, the healing increases by
1d8 for each slot level above 5th.
LOCK
2nd-level tech power MENDING
At-will tech power
Casting Time: 1 action
Range: Touch Casting Time: 1 minute
Duration: Until dispelled Range: Touch
Duration: Instantaneous
You touch a closed door, window, gate, chest, or
other entryway, and it becomes locked for the This ability repairs a single break or tear in an object
duration. You and the creatures you designate when you touch, such as broken chain link, two halves of a
you cast this power can open the object normally. You broken key, a torn strap, or a leaking cup. As long as
can also set a password that, when spoken within 5 the break or tear is no larger than 1 foot in any
feet of the object, suppresses this power for 1 minute. dimension, you mend it, leaving no trace of the former
Otherwise, it is impassable until it is broken or the damage.
power is dispelled or suppressed. Casting release on
the object suppresses lock for 10 minutes.
While affected by this power, the object is more
difficult to break or force open; the DC to break it or
pick any locks on it increases by 10.

CHAPTER 12 | TECH POWERS 242


MINOR HOLOGRAM MISLEAD
At-will tech power 5th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Self
Duration: Up to 1 hour Duration: Concentration, up to 1 hour
This ability is a minor tech trick that creates one of You become invisible at the same time that an
the following effects within range. illusory double of you appears where you are standing.
The double lasts for the duration, but the invisibility
You create an instantaneous, harmless sensory effect, ends if you attack or cast a power.
such as a shower of sparks, a puff of wind, faint musical You can use your action to move your illusory double
notes, or an odd odor. up to twice your speed and make it gesture, speak, and
You instantaneously light or snuff out a source of light. behave in whatever way you choose.
You instantaneously clean or soil an object no larger
You can see through its eyes and hear through its
than 1 cubic foot.
ears as if you were located where it is. On each of your
You chill, warm, or flavor up to 1 cubic foot of nonliving
turns as a bonus action, you can switch from using its
material for 1 hour.
senses to using your own, or back again. While you are
You make a color, a small mark, or a symbol appear on
using its senses, you are blinded and deafened in
an object or a surface for 1 hour.
regard to your own surroundings.
You create a trinket or an illusory image that can fit in
your hand and that lasts until the end of your next MOBILE LIGHTS
turn. At-will tech power
If you use this power multiple times, you can have up Casting Time: 1 action
to three of its non-instantaneous effects active at a Range: 120 feet
time, and you can dismiss such an effect as an action. Duration: Concentration, up to 1 minute
You create up to four orbs of light within range that
MIRROR IMAGE
hover in the air for the duration. You can also combine
2nd-level tech power
the four lights into one glowing vaguely humanoid
Casting Time: 1 action form of Medium size. Whichever form you choose,
Range: Self each light sheds dim light in a 10-foot radius.
Duration: 1 minute As a bonus action on your turn, you can move the
Three illusory duplicates of yourself appear in your lights up to 60 feet to a new spot within range. A light
space. Until the power ends, the duplicates move with must be within 20 feet of another light created by this
you and mimic your actions, shifting position so it's power, and a light winks out if it exceeds the power's
impossible to track which image is real. You can use range.
your action to dismiss the illusory duplicates. MOTIVATOR BOOST
Each time a creature targets you with an attack 2nd-level tech power
during the power's duration, roll a d20 to determine
whether the attack instead targets one of your Casting Time: 1 action
duplicates. Range: 30 feet
If you have three duplicates, you must roll a 6 or Duration: Concentration, up to 1 minute
higher to change the attack's target to a duplicate. With You imbue a willing droid or construct with
two duplicates, you must roll an 8 or higher. With one heightened speed and maneuverability. Until the
duplicate, you must roll an 11 or higher. power ends, the target's speed is doubled, it gains a +2
A duplicate's AC equals 10 + your Dexterity modifier. bonus to AC, and it has advantage on Dexterity saving
If an attack hits a duplicate, the duplicate is destroyed. throws.
A duplicate can be destroyed only by an attack that hits Overcharge Tech. When you cast this power using a
it. It ignores all other damage and effects. The power tech slot of 3rd level or higher, you can target one
ends when all three duplicates are destroyed. additional droid or construct for each slot level above
A creature is unaffected by this power if it can't see, 2nd.
if it relies on senses other than sight, such as
blindsight, or if it can perceive illusions as false, as with
truesight.

243 CHAPTER 12 | TECH POWERS


NEUROTOXIN OVERHEAT
7th-level tech power 2nd-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Instantaneous Duration: Concentration, up to 1 minute
You release a series of darts filled with neurotoxin. Choose a manufactured metal object, such as a
Choose any number of creatures you can see within blaster or a suit of heavy or medium metal armor, that
range. Each creature must make a Constitution saving you can see within range. You cause the object to glow
throw. On a failed save, a creature suffers an effect red-hot. Any creature in physical contact with the
based on its current hit points: object takes 2d8 fire damage when you cast the power.
Until the power ends, you can use a bonus action on
60 hit points or fewer: poisoned for 1 minute each of your subsequent turns to cause this damage
50 hit points or fewer: poisoned and deafened for 1 again.
minute If an object is held, worn, or integrated, and a
40 hit points or fewer: poisoned, deafened, and blinded creature takes the damage from it, the creature must
for 10 minutes succeed on a Constitution saving throw or drop the
30 hit points or fewer: poisoned, blinded, deafened, object if it can. If it doesn't—or can't—drop the object,
and stunned for 1 hour it has disadvantage on attack rolls and ability checks
20 hit points or fewer: killed instantly until the start of your next turn.
This power has no effect on droids or constructs. Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the damage increases
OIL SLICK by 1d8 for each slot level above 2nd.
1st-level tech power
OVERLOAD
Casting Time: 1 action 1st-level tech power
Range: 60 feet
Duration: 1 minute Casting Time: 1 action
Range: Self (15-foot cube)
You cover the ground in a 10-foot square within Duration: Instantaneous
range in oil. For the duration, it is difficult terrain.
When the oil appears, each creature standing in its You expel a burst of power. Each creature in a 15-
area must succeed on a Dexterity saving throw or fall foot cube originating from you must make a Dexterity
prone. A creature that enters the area or ends its turn saving throw. On a failed save, a creature takes 2d6 ion
there must also succeed on a Dexterity saving throw. damage and is pushed 10 feet away from you. On a
The oil is flammable. Any 5 foot square of the oil successful save, the creature takes half as much
exposed to fire burns away in one round. Each damage and isn't pushed.
creature who enters the fire or starts it turn there must Overcharge Tech. When you cast this power using a
make a Dexterity saving throw, taking 3d6 fire damage tech slot of 2nd level or higher, the damage increases
on a failed save, or half as much on a successful one. by 1d6 for each slot level above 1st.
The fire ignites any flammable objects in the area that
aren't being worn or carried.
ON/OFF
At-will tech power
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
This power allows you to activate or deactivate any
electronic device within range, as long as the device is
not being wielded by a creature, and has a clearly
defined on or off function that can be easily accessed
from the outside of the device. Any device that
requires a software-based shutdown sequence to
activate or deactivate cannot be affected by on/off.

CHAPTER 12 | TECH POWERS 244


OVERRIDE INTERFACE PARALYZE HUMANOID
5th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You choose one droid or construct you can see You emit a paralyzing dart at a humanoid that you
within range and attempt to remotely override its can see within range. The target must succeed on a
controls. The target must make an Intelligence saving Constitution saving throw or be poisoned for the
throw. If the construct has the 'Piloted' trait, and has a duration. While poisoned in this way, the target is
pilot controlling it that is not incapacitated, it gains a paralyzed. At the end of each of its turns, the target
bonus to the saving throw equal to the pilot's can make another Constitution saving throw. On a
Intelligence modifier. If you or creatures that are success, the power ends on the target.
friendly to you are fighting it, it has advantage on the Overcharge Tech. When you cast this power using a
saving throw. On a failed save, the creature is charmed tech slot of 3rd level or higher, you can target one
by you for the duration. additional humanoid for each slot level above 2nd. The
While the droid is charmed, you have a wireless link humanoids must be within 30 feet of each other when
with it as long as the two of you are on the same you target them.
planet. Via your tech focus, you can use this link to
issue commands to the creature while you are POISON DART
conscious (no action required), which it does its best to 1st-level tech power
obey. You can specify a simple and general course of Casting Time: 1 action
action, such as "Attack that creature," "Move over Range: 60 feet
there," or "Fetch that object." If the droid completes Duration: Instantaneous
the order and doesn't receive further direction from Make a ranged tech attack against a creature within
you, it defends and preserves itself to the best of its range. On hit, the target takes 2d8 poison damage and
ability. must make a Constitution save. On a failed save, it is
You can use your action to take total and precise also poisoned until the end of your next turn.
control of the target. Until the end of your next turn, Overcharge Tech. When you cast this power using a
the droid takes only the actions you choose, and tech slot of 2nd level or higher, the damage increases
doesn't do anything that you don't allow it to do. by 1d8 for each slot level above 1st.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own POISON SPRAY
reaction as well. At-will tech power
Each time the target takes damage, it makes a new Casting Time: 1 action
Intelligence saving throw against the power. If the Range: 10 feet
saving throw succeeds, the power ends. Duration: Instantaneous
Overcharge Tech. When you cast this power using a
6th-level tech slot, the duration is 10 minutes. When You extend your hand toward a creature you can see
you use a 7th-level tech slot, the duration is 1 hour. within range and project a puff of noxious gas. The
When you use a tech slot of 8th level or higher, the creature must succeed on a Constitution saving throw
duration is 8 hours. or take 1d12 poison damage.
This power's damage increases by 1d12 when you
PARALYZE CREATURE reach 5th level (2d12), 11th level (3d12), and 17th level
5th-level tech power (4d12).
Casting Time: 1 action
PREDICTIVE AI
Range: 90 feet
9th-level tech power
Duration: Concentration, up to 1 minute
Casting Time: 1 minute
You emit a paralyzing dart at a creature that you can Range: Touch
see within range. The target must succeed on a Duration: 8 hours
Constitution saving throw or be poisoned for the
duration. While poisoned in this way, the target is You touch a willing creature, granting them a limited
paralyzed. At the end of each of its turns, the target AI companion that can predict the world around them.
can make another Constitution saving throw. On a For the duration, the target can't be surprised and has
success, the power ends on the target. advantage on attack rolls, ability checks, and saving
Overcharge Tech. When you cast this power using a throws. Additionally, other creatures have
tech slot of 6th level or higher, you can target one disadvantage on attack rolls against the target for the
additional creature for each slot level above 5th. The duration.
creatures must be within 30 feet of each other when This power immediately ends if you cast it again
you target them. before its duration ends.

245 CHAPTER 12 | TECH POWERS


PROGRAMMED ILLUSION
6th-level tech power Physical interaction with the image reveals it to be an
Casting Time: 1 action
illusion, because things can pass through it. A creature
Range: 120 feet
that uses its action to examine the image can
Duration: Until dispelled
determine that it is an illusion with a successful
Intelligence (Investigation) check against your tech save
You create an illusion of an object, a creature, or DC. If a creature discerns the illusion for what it is, the
some other visible phenomenon within range that creature can see through the image, and any noise it
activates when a specific condition occurs. The illusion makes sounds hollow to the creature.
is imperceptible until then. It must be no larger than a
30-foot cube, and you decide when you cast the power PROTECTION FROM ENERGY
how the illusion behaves and what sounds it makes. 3rd-level tech power
This scripted performance can last up to 5 minutes. Casting Time: 1 action
When the condition you specify occurs, the illusion Range: Touch
springs into existence and performs in the manner you Duration: Concentration, up to 1 hour
described. Once the illusion finishes performing, it
disappears and remains dormant for 10 minutes. After For the duration, the willing creature you touch has
this time, the illusion can be activated again. resistance to one damage type of your choice: acid,
cold, fire, lightning, or sonic.
The triggering condition can be as general or as
detailed as you like, though it must be based on visual PYROTECHNICS
or audible conditions that occur within 30 feet of the 2nd-level tech power
area. For example, you could create an illusion of
Casting Time: 1 action
yourself to appear and warn off others who attempt to
Range: 60 feet
open a trapped door, or you could set the illusion to
Duration: Instantaneous
trigger only when a creature says the correct word or
phrase. Choose an area of unenhanced flame that you can
Physical interaction with the image reveals it to be an see and that fits within a 5-foot cube within range. You
illusion, because things can pass through it. A creature can extinguish the fire in that area, and you create
that uses its action to examine the image can either fireworks or smoke when you do so.
determine that it is an illusion with a successful Fireworks. The target explodes with a dazzling
Intelligence (Investigation) check against your tech save display of colors. Each creature within 10 feet of the
DC. If a creature discerns the illusion for what it is, the target must succeed on a Constitution saving throw or
creature can see through the image, and any noise it become blinded until the end of your next turn.
makes sounds hollow to the creature. Smoke. Thick black smoke spreads out from the
target in a 20-foot radius, moving around corners. The
PROJECT HOLOGRAM area of the smoke is heavily obscured. The smoke
7th-level tech power persists for 1 minute or until a strong wind disperses it.
Casting Time: 1 action
Range: 500 miles
RELEASE
Duration: Concentration, up to 24 hours
2nd-level tech power
Casting Time: 1 action
You create an illusory copy of yourself that lasts for
Range: 60 feet
the duration. The copy can appear at any location
Duration: Instantaneous
within range that you have seen before, regardless of
intervening obstacles. The illusion looks and sounds Choose an object that you can see within range. The
like you but is intangible. If the illusion takes any object can be a door, a box, a chest, a set of binders, a
damage, it disappears, and the power ends. lock, or another object that contains a mundane or
You can use your action to move this illusion up to enhanced means that prevents access.
twice your speed, and make it gesture, speak, and A target that is held shut by a mundane lock or that
behave in whatever way you choose. It mimics your is stuck or barred becomes unlocked, unstuck, or
mannerisms perfectly. unbarred. If the object has multiple locks, only one of
You can see through its eyes and hear through its them is unlocked.
ears as if you were in its space. On your turn as a If you choose a target that is held shut with lock, that
bonus action, you can switch from using its senses to power is suppressed for 10 minutes, during which time
using your own, or back again. While you are using its the target can be opened and shut normally.
senses, you are blinded and deafened in regard to your
own surroundings.

CHAPTER 12 | TECH POWERS 246


REPAIR DROID RING OF FIRE
1st-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Duration: Instantaneous Duration: Concentration, up to 1 minute
A droid or construct you touch regains a number of A wall of flames erupts out of the ground in a ring
hit points equal to 1d8 + your techcasting ability around you with a radius of 15 feet and a height of 10
modifier. This power only effects droids and feet. Creatures who start their turn in the ring of fire or
constructs. pass through it on their turn take 1d6 fire damage.
Overcharge Tech. When you cast this power using a Creatures within the ring of fire who willingly try to
tech slot of 2nd level or higher, the healing increases move through the fire to escape must succeed on a
by 1d8 for each slot level above 1st. Wisdom saving throw to do so. Creatures who are
immune to fear or fire automatically succeed on this
RIME SHOT saving throw.
At-will tech power Overcharge Tech. When you cast this power using a
Casting Time: 1 action tech slot of 2nd level or higher, the damage of the ring
Range: Varies of fire increases by 1d6 for each slot level above 1st.
Duration: 1 round
SABOTAGE CHARGES
As part of the action used to cast this power, you 3rd-level tech power
must make a ranged attack with a weapon against one
Casting Time: 1 action
creature within your weapon's range, otherwise the
Range: Self
power fails. On a hit, the target suffers the attack's
Duration: Concentration, up to 10 minutes
normal effects, and the creature's movement speed is
halved until the end of its turn as the air around it You create six tiny sabotage charges that last for the
turns frigid. power's duration. When you cast the power, and as a
This power deals additional damage when you reach bonus action on subsequent turns, you can hurl up to
higher levels. At 5th level the ranged attack deals an two of the charges to points you choose within 120
extra 1d6 cold damage. This damage increases by 1d6 feet. Each charge explodes if it reaches the point or hits
again at 11th level and 17th level. a solid surface. Each creature within 5 feet of the
explosion must make a Dexterity save. The explosion
RIME STRIKE deals 2d6 fire damage on a failure, or half damage on a
At-will tech power success.
Casting Time: 1 action Overcharge Tech. The number of charges created
Range: Varies increases by two for each slot level above 3rd.
Duration: 1 round
SALVO
As part of the action used to cast this power, you 4th-level tech power
must make a melee attack with a weapon against one
Casting Time: 1 action
creature within your weapon's reach, otherwise the
Range: 60 feet
power fails. On a hit, the target suffers the attack's
Duration: Instantaneous
normal effects, and its speed is reduced by 10 feet until
the start of your next turn, as the cold energy seeps You launch three projectiles at points you can see
into its being. Additionally, if the target doesn't move at within range. Each creature within a 10-foot radius
least 5 feet before the start of your next turn, it sphere of each point must make a Dexterity saving
immediately takes 1d8 cold damage, and the power throw. A creature takes 3d6 fire and 3d6 kinetic
ends. damage on a failed save, or half as much damage on a
This power's damage increases when you reach successful one. A creature in the area of more than
higher levels. At 5th level, the melee attack deals an one sphere is affected only once.
extra 1d8 cold damage to the target, and the damage The power damages objects in the area and ignites
the target takes for not moving increases to 2d8. Both flammable objects that aren't being worn or carried.
damage rolls increase by 1d8 at 11th level and 17th Overcharge Tech. When you cast this power using a
level. tech slot of 6th level or higher, you create four
projectiles. When you cast this power using a tech slot
of 8th level or higher, you create five projectiles.

247 CHAPTER 12 | TECH POWERS


SCAN AREA SCRAMBLING FIELD
4th-level tech power 8th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 hour
Program a creature or object that you are familiar A 10-foot-radius shimmering sphere of power
with into your tech focus. Using a sonar scan, the tech suppression surrounds you. Within the sphere, powers
focus attempts to find a path to the creature's or can't be cast and enhanced items become mundane.
objects location, as long as that creature or object is Until the power ends, the sphere moves with you,
within 1,000 feet of you. If the creature or object is centered on you.
moving, you know the direction of its movement. Powers and other enhanced effects are suppressed
The power can locate a specific creature or object in the sphere and can't protrude into it. A slot
known to you, or the nearest creature/object of a expended to cast a suppressed power is consumed.
specific kind (such as a droid or a bothan), so long as While an effect is suppressed, it doesn't function, but
you have seen such a creature up close—within 30 feet the time it spends suppressed counts against its
—at least once. duration.
Targeted Effects. Powers and other enhanced
SCORCHING RAY effects that target a creature or an object in the sphere
2nd-level tech power have no effect on that target.
Casting Time: 1 action Enhanced Areas. The area of another power or
Range: 120 feet enhanced effect, such as explosion, can't extend into
Duration: Instantaneous the sphere. If the sphere overlaps an enhanced area,
You create three ionic rays and hurl them at targets the part of the area that is covered by the sphere is
within range. You can hurl them at one target or suppressed.
several. Make a ranged tech attack for each ray. On a Powers. Any active power or other enhanced effect
hit, the target takes 2d6 ion damage. on a creature or an object in the sphere is suppressed
Overcharge Tech. When you cast this power using a while the creature or object is in it.
tech slot of 3rd level or higher, you create one Enhanced Items. The properties and powers of
additional ray for each slot level above 2nd. enhanced items are suppressed in the sphere. For
example, a +1 lightsaber in the sphere functions as an
SCRAMBLE INTERFACE unenhanced lightsaber.
3rd-level tech power An enhanced weapon's properties and powers are
Casting Time: 1 action suppressed if it is used against a target in the sphere
Range: 120 feet or wielded by an attacker in the sphere. If an enhanced
Duration: Concentration, up to 1 minute weapon or a piece of enhanced ammunition fully
leaves the sphere (for example, if you fire an enhanced
You choose one droid or construct you can see shot or throw an enhanced vibrospear at a target
within range and scramble its ability to differentiate outside the sphere), the enhancement of the item
targets. The target must make an Intelligence saving ceases to be suppressed as soon as it exits.
throw. If the construct has the 'Piloted' trait, and has a Enhanced Travel. Teleportation fails to work in the
pilot controlling it that is not incapacitated, it gains a sphere, whether the sphere is the destination or the
bonus to the saving throw equal to the pilot's departure point for such enhanced travel. A portal to
Intelligence modifier. On a failed save, the target loses another location temporarily closes while in the
the ability to distinguish friend from foe, regarding all sphere.
creatures it can see as enemies until the power ends. Creatures and Objects. A creature or object
Each time the target takes damage, it can repeat the summoned or created by powers temporarily winks
saving throw, ending the effect on itself on a success. out of existence in the sphere. Such a creature
Whenever the affected creature chooses another instantly reappears once the space the creature
creature as a target, it must choose the target at occupied is no longer within the sphere.
random from among the creatures it can see within Tech Override/Diminish Tech. Powers and
range of the attack, power, or other ability it's using. If enhanced effects such as tech override have no effect
an enemy provokes an opportunity attack from the on the sphere. Likewise, the spheres created by
affected creature, the creature must make that attack if different scrambling field powers don't nullify each
it is able to. other.

CHAPTER 12 | TECH POWERS 248


SCRAMBLING SHIELD
6th-level tech power Other power effect. You can place your choice of
Casting Time: 1 action
one of the following enhanced effects within the
Range: Self (10-foot radius)
secured area of the stronghold.
Duration: Concentration, up to 1 minute Place mobile lights in four corridors. You can designate
An immobile, faintly shimmering barrier springs into a simple program that the lights repeat as long as
existence in a 10-foot radius around you and remains security protocols lasts.
for the duration. Place implant message in two locations.
Any tech power of 5th level or lower cast from Place debilitating gas in two locations. The vapors
outside the barrier can't affect creatures or objects appear in the places you designate; they return within
within it, even if the power is cast using a higher level 10 minutes if dispersed by wind while security
tech slot. Such a power can target creatures and protocols lasts.
objects within the barrier, but the power has no effect
The whole secured area radiates power. A dimish
on them. Similarly, the area within the barrier is
tech cast on a specific effect, if successful, removes
excluded from the areas affected by such powers.
only that effect.
Overcharge Tech. When you cast this power using a
You can create a permanently guarded and secured
tech slot of 7th level or higher, the barrier blocks
structure by casting this power there every day for one
powers of one level higher for each slot level above
year.
6th.
SENDING
SECURITY PROTOCOLS
3rd-level tech power
6th-level tech power
Casting Time: 1 action
Casting Time: 10 minutes
Range: Unlimited
Range: Touch
Duration: 1 round
Duration: 24 hours
You send a short message of twenty-five words or
You create a ward that protects up to 2,500 square
less to a creature with which you are familiar that
feet of floor space (an area 50 feet square, or one
possesses a commlink. The creature hears the
hundred 5-foot squares or twenty-five 10-foot
message, recognizes you as the sender if it knows you,
squares). The secured area can be up to 20 feet tall,
and can answer in a like manner immediately.
and shaped as you desire. You can ward several stories
You can send the message across any distance and
of a stronghold by dividing the area among them, as
even to other planets, but if the target is on a different
long as you can walk into each contiguous area while
planet than you, there is a 5 percent chance that the
you are casting the power.
message doesn't arrive.
When you cast this power, you can specify
individuals that are unaffected by any or all of the SENSOR PROBE
effects that you choose. You can also specify a 4th-level tech power
password that, when spoken aloud, makes the speaker
Casting Time: 1 action
immune to these effects.
Range: 30 feet
When commanded (no action required), security
Duration: Concentration, up to 1 hour
protocols creates the following effects within the
secured area. You create a small, temporary, invisible probe that
Corridors. Fog fills all the secured corridors, making hovers in the air for the duration. You mentally receive
them heavily obscured. In addition, at each visual information from the probe. It has darkvision out
intersection or branching passage offering a choice of to 30 feet. The eye can look in every direction.
direction, there is a 50 percent chance that a creature As an action, you can move the probe up to 30 feet
other than you will believe it is going in the opposite in any direction. There's no limit on how far away from
direction from the one it chooses. you it can be. A solid barrier blocks the probe's
Doors. All doors in the secured area are locked, as if movement, but it can pass through an opening at least
sealed by the lock power. In addition, you can cover up 1 inch in diameter.
to ten doors with an image (equivalent to the illusory
object function of the minor hologram power) to make
them appear as plain sections of wall.
Stairs. Electromesh fills all stairs in the secured area
from top to bottom, as the electromesh power. This
mesh regrows in 10 minutes if it is burned or torn away
while security protocols lasts.

249 CHAPTER 12 | TECH POWERS


SHARED SHIELDING SMOKE CLOUD
2nd-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Duration: 1 hour Duration: Concentration, up to 1 hour
This power wards a willing creature you touch and You cause thick smoke to erupt from a point within
creates an energy link between you and the target until range, filling a 20-foot-radius sphere. The sphere
the power ends. While the target is within 60 feet of spreads around corners, and its area is heavily
you, it gains a +1 bonus to AC and saving throws, and it obscured. It lasts for the duration or until a wind of
has resistance to all damage. Also, each time it takes moderate or greater speed (at least 10 miles per hour)
damage, you take the same amount of damage. disperses it.
The power ends if you drop to 0 hit points or if you Overcharge Tech. When you cast this power using a
and the target become separated by more than 60 tech slot of 2nd level or higher, the radius of the smoke
feet. It also ends if the power is cast again on either of cloud increases by 20 feet for each slot level above 1st.
the connected creatures. You can also dismiss the
power as an action. SMUGGLE
2nd-level tech power
SHATTER Casting Time: 1 action
2nd-level tech power Range: Self
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 60 feet
You dampen sound and light and dull the scent from
Duration: Instantaneous
creatures in your vicinity. For the duration, each
A sudden loud ringing noise, painfully intense, erupts creature you choose within 30 feet of you has a +10
from a point of your choice within range. Each creature bonus to Dexterity (Stealth) checks and can't be
in a 10-foot-radius sphere centered on that point must tracked except by enhanced means. You can choose
make a Constitution saving throw. A creature takes 3d8 yourself as well. A creature that receives this bonus
sonic damage on a failed save, or half as much damage leaves behind no traces of its passage.
on a successful one. A creature made of inorganic
material such as stone, crystal, or metal has SONIC SHOT
disadvantage on this saving throw. At-will tech power
An unenhanced object that isn't being worn or Casting Time: 1 action
carried also takes the damage if it's in the power's Range: Varies
area. Duration: 1 round
Overcharge Tech. When you cast this power using a As part of the action used to cast this power, you
tech slot of 3rd level or higher, the damage increases must make a ranged attack with a weapon against one
by 1d8 for each slot level above 2nd. creature within your weapon's range, otherwise the
SHUTDOWN power fails. On a hit, the target suffers the attack's
5th-level tech power normal effects, and it becomes wreathed in a sonic
barrier until the start of your next turn. If the target
Casting Time: 1 action willingly moves before then, it immediately takes sonic
Range: 120 feet damage equal to your techcasting modifier, becomes
Duration: Concentration, up to 1 minute deafened until the start of your next turn, and the
You emit an electromagnetic pulse, shutting down all power ends.
electronic devices, with the exception of your tech This power's damage increases when you reach
focus, that are not held by or under the direct control higher levels. At 5th level, the ranged attack deals an
of a creature. If it is, the creature must succeed on an extra 1d6 sonic damage to the target, and the damage
Intelligence saving throw to stop the device from being the target takes for moving increases to 1d6 + your
shut down. While the power is active, no electronic techcasting ability modifier. Both damage rolls increase
device in range can be started or restarted. by an additional 1d6 at 11th and 17th level.
SLOW-RELEASE MEDPAC
3rd-level tech power
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Kolto energy radiates from you in an aura with a 30-
foot radius. Until the power ends, the aura moves with
you, centered on you. You can use a bonus action to
cause one creature in the aura (including you) to regain
2d6 hit points.

CHAPTER 12 | TECH POWERS 250


SONIC STRIKE STORMING SHOT
At-will tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: Varies Range: Varies
Duration: 1 round Duration: 1 round
As part of the action used to cast this power, you As a part of the action used to cast this power, you
must make a melee attack with a weapon against one must make a ranged attack with a weapon against one
creature within your weapon's reach, otherwise the creature within your weapon's range, otherwise the
power fails. On a hit, the target suffers the attack's power fails. On a hit, the target suffers the attack's
normal effects, and you begin to emanate a disturbing normal effects and gains the lightning rod debuff until
hum. If a hostile creature ends its turn within 5 feet of the end of your next turn, as energy begins to course
you before the start of your next turn, it takes 1d4 through them. When this power hits a target, if there is
sonic damage. a creature within 30 feet who has the lightning rod
This power's damage increases when you reach debuff, then the energy discharges, creating an arc of
higher levels. At 5th level, the melee attack deals an lightning between them which removes the debuff and
extra 1d8 sonic damage to the target, and the deals 1d6 lightning damage to each of them.
secondary damage increases by 1d4. Both damage The power's damage increases when you reach
rolls increase by 1d8 and 1d4, respectively, at 11th higher levels. At 5th level, the effects of both the
level and 17th level. ranged weapon attack and discharge deal an extra 1d6
lightning damage. Both damage rolls increase by an
SPOT THE WEAKNESS additional 1d6 at 11th and 17th level.
1st-level tech power
Casting Time: 1 action STUN
Range: 30 feet 8th-level tech power
Duration: Concentration, up 1 minute Casting Time: 1 ation
Range: 60 feet
Up to three creatures of your choice that you can see
Duration: Instantaneous
within range must make Dexterity saving throws.
Whenever a target that fails this saving throw makes You emit a tiny crippling dart at a target within range.
an attack roll or a saving throw before the power ends, If the target has 150 hit points or fewer, it is stunned.
the target must roll a d4 and subtract the number Otherwise, the power has no effect.
rolled from the attack roll or saving throw. The stunned target must make a Constitution saving
Overcharge Tech. When you cast this power using a throw at the end of each of its turns. On a successful
tech slot of 2nd level or higher, you can target one save, this stunning effect ends.
additional creature for each slot level above 1st.
SYNCHRONICITY
STACK THE DECK 4th-level tech power
1st-level tech power Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 30 feet Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 minute
A creature you touch isn't inconvenienced by
You boost up to three creatures of your choice within mundane delays. Traffic lights are always green, there's
range. Whenever a target makes an attack roll or a always a waiting elevator, and a taxi is always around
saving throw before the power ends, the target can roll the corner. The target can run at full speed through
a d4 and add the number rolled to the attack roll or dense crowds and attacks of opportunity provoked by
saving throw. the target's movement are made with disadvantage.
Overcharge Tech. When you cast this power using a The power also grants advantage to stealth checks,
tech slot of 2nd level or higher, you can target one since cover is always available. Additionally, the target
additional creature for each slot level above 1st. has advantage on all ability checks made to drive a
vehicle.
If two or more creatures under the effect of the
power are attempting to avoid being inconvenienced
by each other, the creatures make Charisma checks
each time the effects would oppose each other. The
higher check of the two's power takes effect.

251 CHAPTER 12 | TECH POWERS


TACTICAL ADVANTAGE
3rd-level tech power Overcharge Tech. When you cast this power using a
Casting Time: 1 action
tech slot of 3rd or 4th level, you can maintain your
Range: 30 feet
concentration on the power for up to 8 hours. When
Duration: Concentration, up to 1 minute
you use a tech slot of 5th level or higher, you can
maintain your concentration on the power for up to 24
Choose a willing creature that you can see within hours.
range. Until the power ends, the target's speed is
doubled, it gains a +2 bonus to AC, it has advantage on TARGETING SHOT
Dexterity saving throws, and it gains an additional At-will tech power
action on each of its turns. That action can be used Casting Time: 1 action
only to take the Attack (one weapon attack only), Dash, Range: Varies
Disengage, Hide, or Use an Object action. Duration: 1 round
When the power ends, the target can't move or take
actions until after its next turn, as a wave of lethargy As part of the action used to cast this power, you
sweeps over it. must make a ranged attack with a weapon against one
creature within your weapon's range, otherwise the
TACTICAL BARRIER power fails. On a hit, the target suffers the attack's
1st-level tech power normal effects, and a small target only visible to you
Casting Time: 1 bonus action
marks it. The next attack roll you make against the
Range: 60 feet
creature before the end of your next turn can't suffer
Duration: Concentration, up to 10 minutes
from disadvantage.
This power deals additional damage when you reach
A shimmering field appears and surrounds a higher levels. At 5th level, the ranged attack deals an
creature of your choice within range, granting it a +2 extra 1d6 damage. This damage increases by 1d6 again
bonus to AC for the duration. at 11th level and 17th level. The damage is the same
type as the weapon's damage.
TACTICAL SUPERIORITY
7th-level tech power TECH OVERRIDE
Casting Time: 1 action 3rd-level tech power
Range: 30 feet Casting Time: 1 reaction
Duration: Concentration, up to 1 minute Range: 60 feet
Choose up to two willing creatures that you can see Duration: Instantaneous
within range. Until the power ends, each targets' speed You attempt to interrupt a creature in the process of
is doubled, they gain a +2 bonus to AC, they have casting a tech power. If the creature is casting a power
advantage on Dexterity saving throws, and they gain an of 3rd level or lower, its power fails and has no effect. If
additional action on each of their turns. That action can it is casting a power of 4th level or higher, make an
be used only to take the Attack (one weapon attack ability check using your techcasting ability. The DC
only), Dash, Disengage, Hide, or the Use an Object equals 10 + the power's level. On a success, the
Action. creature's power fails and has no effect.
When the power ends, each target can't move or Overcharge Tech. When you cast this power using a
take actions until after its next turn, as a wave of tech slot of 4th level or higher, the interrupted power
lethargy sweeps over it. has no effect if its level is less than or equal to the level
Overcharge Tech. When you cast this power using a of the force slot you used.
tech slot of 8th-level or higher, you can target one
additional creature for each slot level above 7th. TEMPORARY BOOST
At-will tech power
TARGET LOCK
Casting Time: 1 action
1st-level tech power
Range: Touch
Casting Time: 1 bonus action Duration: Concentration, up to 1 minute
Range: 90 feet
Duration: Concentration, up to 1 hour
You touch one willing creature. Once before the
power ends, the target can roll a d4 and add the
You choose a creature you can see within range and number rolled to one ability check of its choice. It can
mark it as your quarry. Until the power ends, you deal roll the die before or after making the ability check. The
an extra 1d6 damage to the target whenever you hit it power then ends.
with a weapon attack, the target gains no benefit from
half cover and three-quarters cover against you, and if
the target is invisible, you can see it as if it were visible.
If the target drops to 0 hit points before this power
ends, you can use a bonus action on a subsequent turn
of yours to mark a new creature.

CHAPTER 12 | TECH POWERS 252


TOXIC CLOUD
5th-level tech power Overcharge Tech. When you cast this power using a
Casting Time: 1 action
tech slot of 2nd level or higher, the damage increases
Range: 120 feet
by 1d6 for each slot level above 1st.
Duration: Concentration, up to 10 minutes TRACKER DROID INTERFACE
You create a 20-foot-radius sphere of poisonous, 1st-level tech power
yellow-green fog centered on a point you choose Casting Time: 1 hour
within range. The fog spreads around corners. It lasts Range: 10 feet
for the duration or until strong wind disperses the fog, Duration: Instantaneous
ending the power. Its area is heavily obscured.
When a creature enters the power's area for the first You interface a tracker droid with your tech focus,
time on a turn or starts its turn there, that creature creating a permanent link.
must make a Constitution saving throw. The creature Your tracker droid acts independently of you, but it
takes 5d8 poison damage on a failed save, or half as always obeys your commands. In combat, it rolls its
much damage on a successful one. Creatures are own initiative and acts on its own turn. A tracker droid
affected even if they hold their breath or don't need to can't attack, but it can take other actions as normal.
breathe. While your tracker droid is within 100 feet of you,
The fog moves 10 feet away from you at the start of you can communicate with it via your tech focus.
each of your turns, rolling along the surface of the Additionally, as an action, you can see through your
ground. The vapors, being heavier than air, sink to the droid's vision and hear what it hears until the start of
lowest level of the land, even pouring down openings. your next turn, gaining the benefits of any special
Overcharge Tech. When you cast this power using a senses that the droid has. During this time, you are
tech slot of 6th level or higher, the damage increases deaf and blind with regard to your own senses.
by 1d8 for each slot level above 5th. You can't maintain an interface between more than
one tracker droid and your tech focus at a time.
TOXIN PURGE Finally, when you cast a tech power with a range of
2nd-level tech power touch, your tracker can deliver the power as if it had
Casting Time: 1 action
cast it. Your tracker droid must be within 100 feet of
Range: Touch
you, and it must use its reaction to deliver the power
Duration: 1 hour
when you cast it. If the power requires an attack roll,
you use your attack modifier for the roll.
You touch a creature. If it is poisoned or diseased, Overcharge Tech. When you cast this power using a
you neutralize the poison or disease. If more than one tech slot of 3rd level or higher, you can maintain a link
poison or disease afflicts the target, you neutralize one with one more tracker droid for every two slot levels
poison or disease that you know is present, or you above 1st. Multiple tracker droids act on the same
neutralize one at random. initiative. You can only see through one droid's vision
For the duration, the target has advantage on saving at a time, but you can toggle between droids as a
throws against being poisoned or diseased, and it has bonus action. Each droid must still be within 100 feet
resistance to poison damage. of you.
TOXIN SCAN TRANQUILIZER
1st-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 90 feet
Duration: Concentration, up to 10 minutes Duration: 1 minute
For the duration, you can see the presence and You emit a tranquilizing dart that knocks a creature
location of poisons and diseases within 30 feet of you. unconscious. Roll 5d8; if the creature's remaining hit
You also identify the kind of poison or disease in each points are less than the total, the creature falls
case. unconscious until the power ends, the sleeper takes
TRACER BOLT damage, or someone uses an action to shake or slap
1st-level tech power the sleeper awake. This power has no effect on droids
or constructs.
Casting Time: 1 action Overcharge Tech. When you cast this power using a
Range: 120 feet tech slot of 2nd level or higher, you can target an
Duration: 1 round additional creature for each slot level above 1st. For
A flash of light streaks toward a creature of your each target, roll 5d8 separately.
choice within range. Make a ranged tech attack against
the target. On a hit, the target takes 4d6 energy
damage, and the next attack roll made against this
target before the end of your next turn has advantage.

253 CHAPTER 12 | TECH POWERS


TRANSLATION PROGRAM VORTEX SHOT
1st-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Varies
Duration: 1 hour Duration: Instantaneous
For the duration, you understand the literal meaning As part of the action used to cast this power, you
of any spoken registered language that you hear, as must make a ranged attack with a weapon against one
long as you have your tech focus. You also understand creature within your weapon's range, otherwise the
any written language that you see, but you must be power fails. On a hit, the target suffers the attack's
within reach of the surface on which the words are normal effects, and each Large or smaller creature
written. It takes about 1 minute to read one page of within 10 feet of the target must succeed on a Strength
text. saving throw or be pulled to the nearest unoccupied
This power doesn't decode secret messages in a text, space adjacent to the target.
nor does it interpret a glyph, such as an ancient Sith This power deals additional damage when you reach
rune, that isn't part of a written language. higher levels. At 5th level, the ranged attack deals an
extra 1d6 damage. This damage increases by 1d6 again
TRANSLOCATE at 11th level and 17th level. The damage is the same
2nd-level tech power type as the weapon's damage.
Casting Time: 1 bonus action
Range: Self WARD
Duration: Instantaneous At-will tech power
Casting Time: 1 action
Your form shimmers in a holographic configuration,
Range: Self
and then collapses. You teleport up to 30 feet to an
Duration: 1 round
unoccupied space that you can see.
You emit a powerful force field that deflects
TRUTH SERUM incoming attacks. Until the end of your next turn, you
2nd-level tech power have resistance against kinetic and energy damage
Casting Time: 1 action dealt by weapon attacks.
Range: Touch
Duration: 10 minutes WARDING SHOT
At-will tech power
You administer a poison to a creature you touched
Casting Time: 1 action
that prevents it from telling lies. The creature touched
Range: Varies
must make a Constitution saving throw. On a success,
Duration: 1 round
nothing happens. On a failure, the creature can't speak
a deliberate lie until the power ends. As part of the action used to cast this power, you
An affected creature is aware of the power and can must make a ranged attack with a weapon against one
thus avoid answering questions to which it would creature within your weapon's range, otherwise the
normally respond with a lie. Such a creature can be power fails. On a hit, the target suffers the attack's
evasive in its answers as long as it remains within the normal effects, and a dim barrier surrounds it. The first
boundaries of the truth. time it would deal damage before the start of your
next turn, that damage is reduced by 1d6.
VENOMOUS STRIKE This power's damage reduction increases by 1d6
At-will tech power when you reach 5th level (2d6), 11th level (3d6), and
Casting Time: 1 action 17th level (4d6).
Range: Varies
Duration: Instantaneous
As part of the action used to cast this power, you
must make a melee attack with a weapon against one
creature within your weapon's reach, otherwise the
power fails. On a hit, the target suffers the attack's
normal effects, and if you were hidden from it, it takes
an additional 1d4 poison damage.
This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
extra 1d8 poison damage to the target, and the
damage the target takes when you are hidden from it
increases to 2d4. Both damage rolls increase by 1d8
and 1d4, respectively, at 11th level and 17th level.

CHAPTER 12 | TECH POWERS 254


APPENDIX A: CONDITIONS
         ONDITIONS ALTER A CREATURE'S CAPABILITIES IN A VARIETY OF Finishing a long rest reduces a creature's exhaustion
         ways and can arise as a result of a power, a class level by 1, provided that the creature has also ingested
feature, a monster's attack, or other effect. Most some food and drink.
conditions, such as blinded, are impairments, but a
few, such as invisible, can be advantageous. FRIGHTENED
A frightened creature has disadvantage on ability
A condition lasts either until it is countered (the
checks and attack rolls while the source of its fear is
prone condition is countered by standing up, for
within line of sight.
example) or for a duration specified by the effect that
The creature can't willingly move closer to the source of
imposed the condition.
its fear.
If multiple effects impose the same condition on a
creature, each instance of the condition has its own GRAPPLED
duration, but the condition's effects don't get worse. A A grappled creature's speed becomes 0, and it can't
creature either has a condition or doesn't. benefit from any bonus to its speed.
The following definitions specify what happens to a The condition ends if the grappler is incapacitated (see
creature while it is subjected to a condition. the condition).
The condition also ends if an effect removes the
BLINDED
grappled creature from the reach of the grappler or
A blinded creature can't see and automatically fails any
grappling effect.
ability check that requires sight.
Attack rolls against the creature have advantage, and INCAPACITATED
the creature's attack rolls have disadvantage. An incapacitated creature can't take actions or
reactions.
CHARMED
A charmed creature can't attack the charmer or target INVISIBLE
the charmer with harmful abilities or enhanced effects. An invisible creature is impossible to see without the
The charmer has advantage on any ability check to aid of powers or a special sense. For the purpose of
interact socially with the creature. hiding, the creature is heavily obscured. The creature's
location can be detected by any noise it makes or any
DEAFENED
tracks it leaves.
A deafened creature can't hear and automatically fails
Attack rolls against the creature have disadvantage,
any ability check that requires hearing.
and the creature's attack rolls have advantage.
EXHAUSTION
PARALYZED
Some special abilities and environmental hazards, such
A paralyzed creature is incapacitated (see the
as and the long-term effects of freezing or scorching
condition) and can't move or speak.
temperatures, can lead to a special condition called
The creature automatically fails Strength and Dexterity
exhaustion. Exhaustion is measured in six levels. An
saving throws. Attack rolls against the creature have
effect can give a creature one or more levels of
advantage.
exhaustion, as specified in the effect's description.
Any attack that hits the creature is a critical hit if the
Exhaustion Level attacker is within 5 feet of the creature.
Level Effect PETRIFIED
1 Disadvantage on ability checks A petrified creature is transformed, along with any
object it is wearing or carrying, into a solid inanimate
2 Speed halved
substance (usually stone). Its weight increases by a
3 Disadvantage on attack rolls and saving throws factor of ten, and it ceases aging.
4 Hit point maximum halved The creature is incapacitated (see the condition), can't
move or speak, and is unaware of its surroundings.
5 Speed reduced to 0
Attack rolls against the creature have advantage.
6 Death The creature automatically fails Strength and Dexterity
saving throws.
If an already exhausted creature suffers another The creature has resistance to all damage.
effect that causes exhaustion, its current level of The creature is immune to poison and disease,
exhaustion increases by the amount specified in the although a poison or disease already in its system is
effect's description. suspended, not neutralized.
A creature suffers the effect of its current level of
exhaustion as well as all lower levels. For example, a
creature suffering level 2 exhaustion has its speed
halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level
as specified in the effect's description, with all
exhaustion effects ending if a creature's exhaustion
level is reduced below 1.

255 APPENDIX A | CONDITIONS


POISONED UNCONSCIOUS
A poisoned creature has disadvantage on attack rolls An unconscious creature is incapacitated (see the
and ability checks. condition), can't move or speak, and is unaware of its
surroundings
PRONE The creature drops whatever it's holding and falls
A prone creature's only movement option is to crawl,
prone.
unless it stands up and thereby ends the condition.
The creature automatically fails Strength and Dexterity
The creature has disadvantage on melee attack rolls.
saving throws.
The creature has disadvantage on ranged attack rolls
Attack rolls against the creature have advantage.
against targets within 30 feet.
Any attack that hits the creature is a critical hit if the
An attack roll against the creature has advantage if the
attacker is within 5 feet of the creature.
attacker is within 5 feet of the creature. Otherwise, the
attack roll has disadvantage.
RESTRAINED
A restrained creature's speed becomes 0, and it can't
benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and
the creature's attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving
throws.

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.

APPENDIX A | CONDITIONS 256


APPENDIX B: RECOMMENDED VARIANT RULES
         OUSE/VARIANT RULES ARE OPTIONAL ADDITIONS TO GM EACH While I use this rule, and will continue to do so, when
         game that in some way enhance or alter game my players encounter "boss"-type mobs, I roll attack
play. Generally, they are done to alleviate stress from rolls as normal.
the GM, to improve player engagement, or to help a I especially recommend this rule if you utilize the
player realize a character goal. This appendix includes Space Combat optional rule set. Since the pilot on
a number of variant rule options, all of which I offer at many larger ships doesn't operate the weapons, using
my table. this rule keeps them further engaged.
I would encourage you to become familiar with the
core content of this conversion before you decide if SAVING THROW CHECKS
these house rules are right for you. Also published in the Unearthed Arcana: Variant Rules
was a rule for your players to roll when they use
DEFENSE ROLLS powers or abilities that call for a save DC. Instead of
One of the first variant rules I added to my games was the GM making saving throws against the players'
the Defense Rolls, published in the Unearthed Arcana: static save DCs, the players roll a saving throw check
Variant Rules. Essentially, instead of the GM making against the GM's defense save DC.
attack rolls against the players' static AC, the players
make defense rolls against the GM's static attack save CALCULATING SAVING THROW CHECK
DC. Implementing this is easy. If players have their save throw DCs calculated, simply
subtract 8 from that value. If your consular's force save
CALCULATING DEFENSE BONUS (DB) DC is 15, your saving throw check modifier is +7.
Armor class is replaced with Defense Bonus. This
bonus is calculated simply by players taking their AC CALCULATING DEFENSE SAVE DC
and subtracting 10. If a player had an AC of 16, they Monster cards also include potential saving throws,
would have a DB of +6. which can easily be converted to a defense save DC.
Take the appropriate ability score modifier and add 14
CALCULATING ATTACK SAVE DC to it. If the monster is proficient in the saving throw
Attack bonuses you find on monster cards are similar (indicated in the saving throw line on the monster card,
converted to static values, called the attack save DC. To if it exists), instead use that value. For instance, if a B1
calculate this DC, simply take the listed attack bonus battle droid is forced to make a Dexterity saving throw,
and add 12 to it. For instance, a B1 battle droid's its defense save DC would be 16 (14+2).
blaster rifle attacks with a +4 modifier. Instead, that
droid would have an attack save DC of 16. MAKING THE ROLL
Instead of the GM rolling saving throws for the
MAKING THE ROLL monsters, players make saving throw checks by rolling
Instead of the GM making attack rolls, players make a d20 and adding their saving throw check modifier. If
defense rolls by rolling a d20 and adding their Defense the roll meets or exceeds the defense save DC, the
Bonus. If the roll meets or exceeds the attack save DC, creature fails the saving throw. If a character fails the
the player successfully defends. If a character fails the the saving throw check, the creature successfully saves.
the defense roll, the attack hits. If the defender would normally have advantage on
If the attacker would normally have advantage on the saving roll, you instead apply disadvantage to the
the attack roll, you instead apply disadvantage to the saving throw check, and vice versa if the defender
defense roll, and vice versa if the attacker would have would have disadvantage.
disadvantage.
If the defense roll comes up a 1 on the d20, then the WHY I RECOMMEND THIS RULE
attack is a critical hit. If the attacker would normally For all the same reasons as defense rolls. Players enjoy
score a critical hit on a roll of 19 or 20, then the attack it, and it makes it easier for me to GM. Again, I don't
is a critical hit on a 1 or 2, and so forth for broader use this rule when players encounter bosses.
critical ranges.
Similarly, a 20 on the defense roll would
automatically be a successful dodge, regardless of the
attack save DC.

WHY I RECOMMEND THIS RULE


This is the first variant rule I implemented at my table,
and it has thus far been universally loved. Keeping
players engaged is very important at the table.
Additionally, abilities that players have that allow them
to know your attack rolls are simpler since the player
rolls the dice in the open.

257 APPENDIX B | RECOMMENDED VARIANT RULES


SIMPLIFIED FORCECASTING MILESTONE LEVELING
The current version of the SW5e PHB has the player I won't delve too far into this. The simplified version is
using different ability scores depending on the that instead of receiving experience for every
alignment of the powers they are trying to cast: encounter and leveling up at odd times, the GM
Wisdom for light side, Charisma for dark side, player's chooses when they level up. Additionally, there never
choice for universal. has the potential to be an experience, and
For new players, this might be too complicated. consequently level, disparity between players.
Consider letting them instead choose between using
Wisdom and Charisma as their forcecasting ability. WHY I RECOMMEND THIS RULE
Milestone leveling eliminates unnecessary record-
WHY I RECOMMEND THIS RULE keeping, helps maintain narrative significance to
This is a wonderful simplification for new players. I, leveling up, and streamlines the GM controlling the
personally, love the alignment determining the game.
forcecasting ability, and I have relatively experienced Additionally, if you utilize the Space Combat optional
players, so I haven't felt a need to use this. rule set, I urge you to use this. The nature of space
combat is that there is no ship leveling up. Experience
ASI AND A FEAT values relative to the amount required to level up will
This one is simple. At level 4, 8, 12, 16, and 19, when a diminish drastically.
player gets the opportunity to choose between adding
2 to their ability scores or a feat, I'm letting them add 1 BONUS ACTION CONSUMABLES
to an ability score and choose a feat. Most consumables require an action to use, which
Now, this is going to create more powerful players, makes sense when applying them to others. However,
which means you need to pit them against more a common adjustment in 5e (which is even more
powerful monsters. I, personally, love this rule because logical in SW5e), is to allow administering such
I know it helps experienced players realize the exact consumables to yourself as a bonus action, instead.
character they want and helps to differentiate GM This only applies to consumables that confer a positive
different characters of the same class. Then GM again, benefit, such as a repair kit or medpac.
I'm a huge proponent of feats in general.
WHY I RECOMMEND THIS RULE
WHY I RECOMMEND THIS RULE This is a pretty common house rule at most tables, I
I love feats and I love powerful player characters, so as believe. I've always used it since I discovered it years
a GM this rule works well for me. It's not for everyone. ago.

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.

WHY I RECOMMEND THIS RULE


I actually run a campaign in the Old Republic era, so I
don't use this rule. It is great, however, for those who
run in more restricted eras.

APPENDIX B | RECOMMENDED VARIANT RULES 258


Ability checks, 172, 183 Casting a power at a higher Demolition's kit, 150 Fusion cutter, 147
Ability score increase, 17 level, 195 Describe your character, 13 Gaining inspiration, 119
Ability Scores and modifiers, Casting a power, 196 Descriptive approach to Gaming set, 150
171 Casting in armor, 195 roleplaying, 182 Gas grenade, 145
Acquatic rebreather, 146 Casting time, 196 Determine ability scores, 12 Gems, jewelry, and art
Acrobatics, 175 Charisma, 178 Dexterity, 175 objects
Action in combat, 187 Charmed, 255 Difficult terrain, 180, 186 Getting into and out of
Activate approach to Chef's kit, 150 Dim light, 181 armor, 138
roleplaying, 183 Choose a class, 11 Diplomat's pack, 143 Glowrod, 147
Activity while traveling, 180 Choose a species, 11, 17 Disengage action, 188 Grappled, 255
Advantage and disadvantage, Choose equipment, 14 Disguise kit, 150 Grappling hook, 147
9, 171 Chronometer, 147 Dodge action, 188 Grappling, 190
Adventures, 9 Class features and Hit Dice, Donning and doffing armor, Group checks, 174
Adventuring gear, 143 15 138 Half cover, 190
Age, 17 Climbing, 180 Downtime activities, 184 Headcomm, 144
Alignment in the galaxy, 117 Code cylinder, 144 Draw a map, 181 Healing, 191
Alignment, 17, 117 Combat step by step, 185 Droids, 152 Heat generator, 147
Animal handling, 177 Combining effects (powers), Dropping to 0 hit points, Heavily obscured, 181
Antidote kit, 146 197 191 Heavy armor, 137
Areas of effect, 197 Come together, 15 Dungeoneer's pack, 143 Height and weight, 117
Aristocratic, 153 Comfortable, 153 Duration (powers), 196 Help action, 188
Armor and shield Comm jammer, 144 Electrostun grenade, 145 Herbalism kit, 150
proficiency, 136 Commlink, 144 Emergency battery, 146 Hide action 188
Armor and shields, 136 Concentration, 196 Encountering creatures, 180 Hiding, 175
Armor class, 14, 136, 175 Conditions, 255 Encumberance, 174 High jump, 180
Arms, armor, and other Cone 197 Enhanced items, 135 Hit points and Hit Dice, 12,
equipment, 135 Constitution, 176 Entertainer's pack, 143 176, 190-191
Artisan's tools, 150 Contests in combat, 189 Enviro-suit, 146 Holocomm, 144
At-will powers, 195 Contests, 172 Environment, 181 Holocron, 144
Athletics, 174 Controlling a mount, 193 Escaping a grapple, 190 Holorecorder, 144
Attack action, 187 Cover, 190 Exhaustion, 255 Holotrace device, 144
Attack rolls (powers), 197 Crafting, 184 Expenses, 153 Homing beacon, 147
Attack rolls, 174, 175, 189 Crawling, 180 Expertise, 172 How to play, 8
Background feat, 119 Creature size, 187 Explorer's pack, 143 Ideals, 118
Backgrounds, 119 Critical hits, 191 Falling unconscious, 192 Improvised weapons, 141
Bandolier, 148 Cube, 197 Falling, 181 Improvising an action, 188
Barding, 152 Currency, 135 Field rations (one day's), 147 Incapacitated, 255
Basic poison (one dose), Customizing a background, Finding a hidden object, 177 Initiative, 175
146 119 Flame projector canister, Insight, 177
Being prone, 186 Customizing ability scores, 143 Inspiration, 119
Between adventures, 183 13 Flaws, 118 Instant death, 192
Beyond 1st level, 15 Cylinder, 197 Flight suit, 146 Instantaneous, 196
Binders, 147 Damage and healing, 190 Flying movement, 187 Intelligence, 176
Biochemist's kit, 150 Damage resistance and Food, 182 Interacting with objects
Bipod, 148 vulnerability, 191 Food, drink, and lodging, around you, 186
Blinded, 255 Damage rolls, 174, 175, 191 154 Interacting with objects, 182
Blindsight, 181 Damage types, 191 Forage, 181 Intimidation, 178
Bonds, 118 Darkness, 181 Force and tech points, 195 Investigation, 176
Bonus action casting, 196 Darkvision, 181 Force march, 179 Invisible, 255
Bonus actions, 185 Dart, 143 Forcecasting ability, 177, Ion grenade, 145
Breaching charge, 145 Dash action, 188 178 Jetpack, 148
Breaking up your move, 186 Datacards, 144 Forgery kit, 150 Jumping, 180
Bright light, 181 Datacron, 144 Fragmentation grenade, 145 Knocking a creature out, 192
Burglar's pack, 143 Datapad, 144 Fragmentation mine, 145 Known powers, 195
Carbonite canister, 143 Deafened, 255 Fragmentation missile, 143 Language, 118
Carrying capacity, 174 Death saving throws, 192 Friction-grip gear, 148 Languages, 17, 119
Cast a power action, 188 Deception, 178 Frightened, 255 Level, 11

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).

Take to the stars in the Starships of the Galaxy expansion,


and fight vile and malevolent creatures from Scum and Villainy.
Explore robust cities and all they have to offer
utilizing the Wretched Hives expansion,
or build your own using Galactic Strongholds.

Bring your games to life with a suite of enhancements,


using physical and digital tools, or accessories like
miniatures, mats, maps, and more.

Star Wars 5th Edition is also available on roll20.net for those


who can't find a regular gaming group in your city.

In addition to the content presented here,


you can find additional content on sw5e.com,
including advanced character options and GM tools.