SW5e - Player's Handbook

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PLAYER'S HANDBOOK

TABLE OF CONTENTS
Credits 5 Consular 59
Preface 6 Way of Balance 63
Introduction 7 Way of Lightning 64
Using This Book 8 Way of the Sage 65
How to Play 8 Way of Suggestion 66
Speci c Beats General 9 Engineer 67
The Three Pillars of Adventuring 10 Armormech Engineering 70
Chapter 1: Step-By-Step Characters 9 Armstech Engineering 73
Chapter 2: Species 17 Gadgeteer Engineering 76
Bith 18 Unstable Engineering 79
Bothan 19 Fighter 81
Cathar 20 Assault Specialist 85
Cerean 21 Heavy Weapons Specialist 86
Chiss 22 Shield Specialist 87
Devaronian 23 Tactical Specialist 88
Droid, Class I 24 Guardian 89
Droid, Class II 25 Makashi Form 93
Droid, Class III 26 Niman Form 94
Droid, Class IV 27 Shien/Djem So Form 95
Droid, Class V 28 Soresu Form 97
Duros 29 Monk 98
Ewok 30 Crimson Order 103
Gamorrean 31 Echani Order 104
Gungan 32 Matukai Order 105
Human 33 Nightsister Order 106
Ithorian 34 Operative 107
Jawa 35 Acquisitions Practice 112
Kel Dor 36 Beguiler Practice 113
Mon Calamari 37 Gunslinger Practice 115
Nautolan 38 Sharpshooter Practice 116
Rodian 39 Scholar 117
Sith Pureblood 40 Doctor Pursuit 122
Togruta 41 Gambler Pursuit 125
Trandoshan 42 Politician Pursuit 127
Tusken 43 Tactician Pursuit 129
Twi'lek 44 Scout 131
Weequay 45 Bulwark Technique 135
Wookiee 46 Hunter Technique 136
Zabrak 47 Slayer Technique 137
Chapter 3: Classes 49 Stalker Technique 138
Berserker 50 Sentinel 139
Ballistic Approach 54 Path of Aggression 143
Marauder Approach 55 Path of Focus 144
Precision Approach 57 Path of the Forceblade 145
Warchief Approach 58 Path of Shadows 146

3 TABLE OF CONTENTS
TABLE OF CONTENTS (CONTINUED)
Chapter 4: Backgrounds 147 Chapter 6: Customization Options 191
Inspiration 149 Multiclassing 191
Backgrounds 149 Feats 193
Agent 150 Fighting Styles 200
Bounty Hunter 151 Fighting Masteries 203
Criminal 152 Lightsaber Forms 208
Entertainer 153 Chapter 7: Using Ability Scores 209
Force Adept 154 Advantage and Disadvantage 209
Gambler 155 Pro ciency Bonus 210
Investigator 156 Ability Checks 210
Jedi 157 Using Each Ability 212
Mandalorian 158 Saving Throws 216
Mercenary 159 Chapter 8: Adventuring 217
Noble 160 Time 217
Nomad 161 Movement 217
Outlaw 162 The Environment 219
Pirate 163 Social Interaction 220
Scientist 164 Resting 221
Scoundrel 165 Between Adventures 221
Sith 166 Chapter 9: Combat 223
Smuggler 167 The Order of Combat 223
Soldier 168 Movement and Position 224
Spacer 169 Actions in Combat 225
Chapter 5: Equipment 171 Making an Attack 227
Armor and Shields 172 Attack Rolls 227
Weapons 175 Melee Attacks 227
Adventuring Gear 179 Ranged Attacks 228
Equipment Packs 179 Double- and Two-Weapon Fighting 228
Ammunition 179 Cover 228
Communications 180 Damage and Healing 228
Data Recording and Storage 180 Hit Points 229
Explosives 181 Damage Rolls 229
Life Support 182 Damage Resistance and Vulnerability 229
Medical Supplies 182 Healing 229
Storage 182 Dropping to 0 Hit Points 230
Utilities 183 Knocking a Creature Out 230
Weapon and Armor Accessories 184 Temporary Hit, Force, and Tech Points 231
Tools 186 Mounted Combat 231
Trade Goods 187 Underwater Combat 231
Droids 188 Chapter 10: Force- and Tech-casting 233
Mounts 188 Chapter 11: Force Powers 237
Vehicles 188 Chapter 12: Tech Powers 271
Lifestyle Expenses 189 Appendix A: Conditions 305
Food, Drink, and Lodging 190 Appendix B: Recommended Variant Rules 307
Services 190 Index 309

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 uno cial
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
THE SW5E JEDI COUNCIL: CloneCommanderNeyo Solo: A Star Wars Story The
Karbacca for the epic cover and SW5e logo O cial Guide
LordAelfric for the awesome theme Cristi Balanescu
Somarinoa
Stormchaser6 for his help with the Starships book Dangerous Covenants
DarkMesa for writing almost as many archetypes as I Dark Arcanine
Sperasoft
have at this point Star Wars Battlefront
Speedreeder for the epic new website Dark Dream
Star Wars Character
Grelite for all his help with editing and creation Darren Tan
Encyclopedia
Tomato-andrew for his immense help with the Dave Seeley
enhanced items Star Wars Encyclopedia of
Fynikz for his help overhauling and implementing new David Kegg Star ghters and Other
powers David Nash Vehicles
Playking57 for his help with the artwork Diogo Saito Stu Cunningham
DrakeRyzer for his work on polishing factions and ships Terryl Whitlatch
Toddmoonbounce for his help getting the book ready echostain
for printing Eiluvision The New Essential Guide to
Legobis for creating a whole bunch of monsters Droids
Entar0178
Tyrzaphir for the epic new character creator The New Essential Guide to
Zheadings for his help with content review and Fantasy Flight Games Vehicles and Vessels
subreddit moderation Gregory Vlasenko Weasyl
Aeryn for the awesome new podcast (with Hui Zou Whitelight369
toddmoonbounce, of course)
Hugehuman for his awesome help with archetypes and Jacob Blackmon William O'Connor
content Jake Murray
Mishy for his excellent work on the Dawn of De ance
conversion
Heresy for his excellent work with species
Bob the Builder for his work on strongholds and feats
Vesh for making monsters and answering questions

THE WEBSITE TEAM:


Speedreeder, Tyrzaphir, November, and Tyr's friend
James who is not in this server but wanted to help

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.

And, of course:
Lucas lm 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 edgling GM, I undertook the New multiclassing requirements/pro ciencies
foolish e ort of attempting the rst version of this Spell point variant with di erent multiclassing
overhaul, which was comically terrible. It featured four Fighting styles have been completely changed, with
classes, which were just severely bastardized versions paired ghting masteries
of their traditional 5e counterparts. Lots more feats
This version of the Player's Handbook, which is now
o cially complete, took me about two years and 2,000 CHAPTER 7: USING ABILITY SCORES
or so hours. I've had some help from various sources Generally the same, with the exception of skills;
(who have beeen credited accordingly), but for the Arcana, History, and Religion have been collapsed into
most part this has come from mine own brain. Lore, with Piloting and Technology being new skills.
This book is designed to parallel the o cial D&D 5e
Player's Handbook. It includes all the relevant chapters, CHAPTER 8: ADVENTURING
reskinned to t a Star Wars setting. The signi cant Minor changes to better t the galaxy at large.
deviations are featured here.
CHAPTER 9: COMBAT
WHAT'S DIFFERENT? Lots of changes here: Two-Weapon Fighting with guns,
While this expansion utilizes the base rules of 5th Double-Weapon Fighting, damage type changes, and
Edition, there are signi cant di erences that will be more.
illustrated here, broken down by chapter. There is
more information in each chapter, as per the SRD. CHAPTER 10:
FORCE- AND TECH-CASTING
CHAPTER 1: STEP-BY-STEP CHARACTERS
There are several changes in this section:
This chapter explains step-by-step character building,
as exempli ed by Han Solo. Spells are now called powers.
Cantrips are now called at-will powers.
CHAPTER 2: SPECIES My own interpretation and simpli cation of the spell
Races relabeled to species, all of which are brand new. point variant from the DMG. Basically, casting a power
at a given level costs that level + 1 points.
CHAPTER 3: CLASSES Spellcasting has been separated into force- and tech-
There are ten classes. Berserker, ghter, monk, and casting.
operative are similar to their 5e counterparts. Scout is Forcecasting uses Wisdom/Charisma and Force
a heavily modi ed ranger. Engineer is based o Points, which regenerate on a long rest.
arti cer, but extrapolated to be a full caster. Guardian Techcasting uses Intelligence and Tech Points, which
is based o of paladin, and consular is based o of regenerate on a short rest.
sorcerer, with changes to better t a force-wielder. While a character can have both force- and tech-
Sentinel is a reimagining of a bard, but as a 2/3 caster. casting, they are kept completely separate.
Scholar is a brand new class.
CHAPTERS 11 AND 12:
CHAPTER 4: BACKGROUNDS FORCE AND TECH POWERS
Backgrounds feature one major di erence; each Chapter 11 has been broken down into two chapters to
background also o ers a choice of feat. This helps keep force and tech powers separate.
players realize their characters in a more personal
fashion.
APPENDIX A: CONDITIONS
This appendix features most (all?) of the traditional 5e
CHAPTER 5: EQUIPMENT conditions, as well as a new one of my own making.
Currency has been changed to credits, with roughly 1
gp = 10 cr. Magic items are reskinned as enhanced
APPENDIX B:
items, with rarities designed to mimic those of Star RECOMMENDED VARIANT RULES
Wars: the Old Republic. Equipment functions This appendix features a number of variant rules I
similarly, with the exception of the breakdown of recommend.
weapons; rather than simply simple and martial, they
are broken down into blasters, lightsabers, and INDEX
vibroweapons. This also utilizes a few houserules: light, It's an index.
medium, and heavy shields with pro ciencies collapsed
into the appropriate armor, new weapon features, etc.

PREFACE 6
INTRODUCTION
         HE DUNGEONS AND DRAGONS ROLEPLAYING GAME IS ABOUT of a Force-wielder's shock, or pull o some other
         storytelling in worlds of swords and sorcery. It dangerous task. Anything is possible, but the dice
shares elements with childhood games of make- make some outcomes more probable than others.
believe. Like those games, D&D is driven by In the Star Wars DUNGEONS AND DRAGONS game, each
imagination. It's about picturing the towering castle player creates an adventurer (also called a character)
beneath the stormy night sky and imagining how a and teams up with other adventurers (played by
fantasy adventurer might react to the challenges that friends). Working together, the group might explore a
scene presents. planet-encompassing city like Coruscant, the wilds of
This overhaul is designed as a Star Wars reskinning Kashyyyk, or the war-torn expanse of Oricon. The
of the core DUNGEONS AND DRAGONS experience. The rules adventurers can solve puzzles, talk with other
are generally the same, and so an experienced player characters, battle the legendary Jedi or Sith, and
of 5th Edition should have no trouble jumping right in discover special modi ed items and other treasure.
to a Star Wars themed campaign. For the less One player, however, takes on the role of the Game
experienced player, this Introduction will cover the Master (GM), the game's lead storyteller and referee.
basics of the 5th Edition of DUNGEONS AND DRAGONS, The GM creates adventures for the characters, who
appropriately reskinned for the setting. navigate its hazards and decide which paths to explore.
The GM might describe the entrance to a Black Sun
commpound, and the players decide what they want
Game Master (GM): After traveling the streets of their adventurers to do. Will they charge in, guns
Nar Shaddaa, you nd yourself at the blazing? Convince the guardsmen they belong there?
entrance to the Black Sun compound. Security Or use other means to nd an entrance?
cameras scan the surrounding area, and a
Then the GM determines the results of the
cadre of bored looking guardsmen wait
impatiently by the door. Two twi'lek urchins
adventurers' actions and narrates what they
plead for handouts from the Black Sun experience. Because the GM can improvise to react to
mercenaries, only to be yelled at and pushed anything the players attempt, D&D is in nitely exible,
away. A shimmering barrier covers the and each adventure can be exciting and unexpected.
entrance to the compound, with a manned The game has no real end; when one story or quest
security console on its left side. wraps up, another one can begin, creating an ongoing
Rickey (playing Vinto): I want to talk my way into story called a campaign. Many people who play the
the compound. I approach the guards. game keep their campaigns going for months or years,
meeting with their friends every week or so to pick up
Drew (playing Dash): I want to throw a grenade
the story where they left o . The adventurers grow in
and then shoot them all.
might as the campaign continues. Each force defeated,
Erik (playing Kodo): ... each adventure completed, and each relic recovered
not only adds to the continuing story, but also earns
the adventurers new capabilities. This increase in
Unlike a game of make-believe, D&D gives structure to power is re ected by an adventurer's level.
the stories, a way of determining the consequences of There's no winning and losing in any DUNGEONS AND
the adventurers' action. Players roll dice to resolve DRAGONS game—at least, not the way those terms are
whether their attacks hit or miss or whether their usually understood. Together, the GM and the players
adventurers can scale a cli , roll away from the strike create an exciting story of bold adventurers who
confront deadly perils. Sometimes an adventurer might
come to a grisly end, torn apart by ferocious monsters
Game Master (GM): OK, one at a time. Rickey,
you're approaching the guardsmen?
or done in by a nefarious villain. Even so, the other
adventurers can beseech a powerful Jedi to revive their
Rickey: Yeah. Do they seem to be doing fallen comrade, or the player might choose to create a
anything?
new character to carry on. The group might fail to
GM: Make a Wisdom check. complete an adventure successfully, but if everyone
Rickey: Does my Perception skill apply? had a good time and created a memorable story, they
all win.
GM: Sure!
Rickey (rolling a d20): Ugh. Seven. WORLDS OF ADVENTURE
GM: You can see a couple of them crouching The many worlds of the Star Wars DUNGEONS AND
over the ground but you can't make out what DRAGONS game are places of mysticism and monsters, of
they're doing. And Drew, Dash is prepping a brave warriors and spectacular adventures. They begin
grenade? with a foundation of science ction and fantasy and
Drew: Yup! then add the creatures, places, and mystery that make
GM: Okay. Eric, what's Kodo doing? these worlds unique.
Eric: ...

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 oor
games and The Old Republic MMORPG. Utilizing this might hide a deadly trap, or some other circumstance
timeframe allows greater justi cation 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 ow 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 a ect your play of the game. Ultimately, the time, play is uid and exible, 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 e ects 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 di erent 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 gures 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 di erent numbers
game, beyond the basics described in this introduction. of sides. You can nd 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 di erent 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 di erently. 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. di erent 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,
modi ers 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, di erent adventurers do di erent 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 o its leathery hide? Will the guard believe that govern how the game plays. That said, many
an outrageous blu ? 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 speci c rule contradicts a general rule, the speci c 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 pro ciency with sniper
capabilities de ned by six ability scores. The abilities ri es, 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 modi er. This is typically the modi er fraction is one-half or greater, unless the feature says
derived from one of the six ability scores, and it otherwise.
sometimes includes a pro ciency bonus to re ect 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
modi er.) 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 e ect 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 di erent, 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 o the
number for an attack roll is called an Armor Class (AC). shelf, tweaked and modi ed 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 modi ed by special situations called advantage and the table, as well as nonplayer characters (NPCs).
disadvantage. Advantage re ects the positive Those characters might be patrons, allies, enemies,
circumstances surrounding a d20 roll, while hirelings, or just background extras in an adventure.
disadvantage re ects 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, nd 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 ipping 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 nish. 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, 11, and 12. 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. e ort 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 sur ng down
versatility of a consular, every threat would be a ight of stairs on a shield, to examine the
magni ed tenfold. environment (perhaps by ipping 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 ghter, 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 o 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 ghter 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 re ect 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, ghting
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 bene ts from
your choice of class. Many of these bene ts 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 o cial D&D
tools. Your pro ciencies de ne many of the things your
character sheet is a ne 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 o 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 o ering 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, pro ciency with certain weapons or
tools, pro ciency in one tools, pro ciency 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 pro ciency bonus might be modi ed (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 pro ciency 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 de ne how tough your Han Solo is best depicted as an operative, so we make
a note of the operative's pro ciencies 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 modi er. Make a note of this; we will record the nal
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 pro ciency bonus
for a 1st-level character, which is +2.
in your class description. (You also add your
Constitution modi er, 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 modi er 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 pro ciency bonus, which is +2 for a 1st-level species increases which abilities, and what classes
character. Your pro ciency 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 pro cient with this ve 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 pro cient in randomly determining ability scores, you can use the
Ability checks using tools you're pro cient with following scores instead: 15, 14, 13, 12, 10, 8.
Saving throws you're pro cient 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 pro ciencies, to your ability scores as a result of your species choice.
your saving throw pro ciencies, and some of your skill After assigning your ability scores, determine your
and tool pro ciencies. (Skills are described in "Using ability modifiers using the Ability Scores and Modi ers
Ability Scores", tools in "Equipment.") Your background table. To determine an ability modi er without
gives you additional skill and tool pro ciencies, and consulting the table, subtract 10 from the ability score
some species give you more pro ciencies. Be sure to and then divide the result by 2 (round down). Write the
note all of these pro ciencies, as well as your modi er next to each of your scores.
pro ciency bonus, on your character sheet.
Your pro ciency 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 bene ts (increasing Han's Dexterity by 2, and
his Intelligence and Charisma by 1), Han's ability
scores and modi ers look like this: Strength 8 (-1),
Dexterity 17 (+3), Constitution 12 (+1), Intelligence 14
(+2), Wisdom 10 (+0), Charisma 15 (+2).
We then ll in Han's nal hit points: 8 + his
Constitution modi er 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 Modi er
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 esh 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 esh 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
o er 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 t for your character
concept.
A background gives your character a background
feature (a general bene t) and pro ciency in two skills,
and it might also give you additional languages or
pro ciency 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 ll 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
pro ciencies 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 modi er. Not all
bring the total to 16, and the modi er 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 modi er. 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 ight from Jabba the Hutt, so we section. Record your AC on your character sheet.
choose the rst option. His aw is that he often Your character needs to be pro cient with armor
chooses himself and his ship over others, so we and shields to wear and use them e ectively, and your
choose the sixth option.
armor and shield pro ciencies are determined by your
class. There are drawbacks to wearing armor or
YOUR CHARACTER'S ABILITIES carrying a shield if you lack the required pro ciency, as
Take your character's ability scores and species into explained in the Equipment section.
account as you esh out his or her appearance and Some powers and class features give you a di erent
personality. A very strong character with low way to calculate your AC. If you have multiple features
Intelligence might think and behave very di erently that give you di erent 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 modi er 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
ngered. d20 and add your pro ciency bonus (but only if you are
A character with high Constitution usually looks pro cient with the weapon) and the appropriate ability
healthy, with bright eyes and abundant energy. A modi er.
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
modi er for attack and damage rolls. A weapon that
inquisitive and studious, while a character with low
has the nesse property, such as a vibrorapier, can use
Intelligence might speak simply or easily forget details.
your Dexterity modi er 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.
modi er 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 modi er instead.
A character with high Charisma exudes con dence,
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 nesse property, so Han uses his
character sheet. All such items are detailed in the Dexterity modi er for his attacks and damage. His
attack bonus is his Dexterity modi er (+3) plus his
Equipment section. Instead of taking the gear given to
pro ciency 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 modi er 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 modi er 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 modi er 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 pro ciency 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 speci ed 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 pro ciency bonus increases at certain
levels.
Each time you gain a level, you gain 1 additional Hit
Die. Roll that Hit Die, add your Constitution modi er to
the roll, and add the total to your hit point maximum.
Alternatively, you can use the xed value shown in
your class entry, which is the average result of the die
roll (rounded up).

Character Advancement
Experience Points Level Pro ciency 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


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 di erent languages. The smells of cooking The description of each species includes special traits
in dozens of di erent 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 di erent 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 de ance of the Sith Empire can help you better de ne
Star Wars, but they live and work alongside ithorians, your character.
ki ar, mirialan, and countless other fantastic species.
Your character belongs to one of these peoples. SIZE
Your choice of species a ects many di erent 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 a ect them di erently. 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 a ects 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 ghting (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 di erent, 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 ngers. Their thumb and small nger were both
fully opposable. The bith's internal systems are
di erent 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- aps 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.
e ect of their incredible sensors is the e ect 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.
ne 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 pro cient in one musical
Bith names are quite diverse. Some names look instrument of your choice.
complicated and di cult 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 in uence 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 t 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 t Versatile Expertise. You gain pro ciency 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 pro cient.

NAMES Shrewd. You are pro cient 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 in uence 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
CATHAR
VISUAL CHARACTERISTICS
Skin Color    Gold to yellow-brown with dark stripes
Hair Color    Brown, black, or grey
Eye Color    Yellow or brown
Distinctions    Lion-like features

PHYSICAL CHARACTERISTICS
Height    4'9" +2d12"
Weight    130 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Cathar
Language    Catharese

BIOLOGY AND APPEARANCE


The Cathar have fur-covered bodies with thick manes
as well as prominent, retractable claws that can deliver
powerful killing attacks on foes and prey. Their bodies
also possess rapid healing abilities. These traits make
them the perfect hand-to-hand specialists. CATHAR TRAITS
The Cathar species also has two subspecies, known As a cathar, you have the following special traits.
as the Juhani and the Myr Rho. Both of these are Ability Score Increase. Your Dexterity score
notably less catlike than mainline Cathar. Cathar are increases by 2, and your Charisma score increases by
born into a litter. The Cathar species is biologically 1.
similar to the Bothan species. Age. Cathar reach adulthood in their late teens and
live less than a century.
SOCIETY AND CULTURE Alignment. Cathar tend toward no particular
On their homeworld, Cathar live in cities built into giant alignment. The best and worst are found among them.
trees, and are organized into clans governed by elders. Size. Cathar range from 5 to 7 feet tall, and can
Stories of their great heroes were often carved into the weigh up to 300 lbs. Regardless of your position in that
trunks of these tree-homes for following generations range, your size is Medium.
to see. The Cathar mate for life, to the extent that Speed. Your base walking speed is 30 feet.
when one mate dies, the survivor never has a Cat's Claws. You have a climbing speed of 20 feet.
relationship with another. Cathar clan society includes Additionally, your unarmed strikes deal 1d4 kinetic
great pageants and celebrations, especially for their damage. You can use your choice of your Strength or
heroes. Their religion includes a ritual known as the Dexterity modi er for the attack and damage rolls. You
"Blood Hunt," in which Cathar warriors individually must use the same modi er for both rolls.
engaged in combat against entire nests of Kiltik in Cat's Talent. You have pro ciency in the Perception
order to gain honor and purge themselves of inner and Stealth skills.
darkness. The native language of the Cathar is Darkvision. You have a cat's keen senses, especially
Catharese, which included the emphasis of some in the dark. You can see in dim light within 60 feet of
spoken words with a growl. you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness,
NAMES only shades of gray.
Cathar names can sound both melodic and fairly Leonine Agility. Your re exes and agility allow you
gutteral, but they almost always sound strong and to move with a burst of speed. When you move on
erce. Female names are typically longer than male your turn in combat, you can double your speed until
names. Surnames are usually one syllable. the end of the turn. Once you use this trait, you can't
Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr use it again until you move 0 feet on one of your turns.
Female Names. Cuwin, Jyvohr, Mulahr, Solyri, Languages. You can speak, read, and write Galactic
Surnames. Jin, Ki, Mak, Rhir, Ta Basic and Catharese.

EXPANDED CONTENT | SPECIES 20


CEREAN
VISUAL CHARACTERISTICS
Skin Color    Light tones
Hair Color    Blond, brown, or white (usually with age)
Eye Color    Yellow
Distinctions    Cone-like skull, binary brain

PHYSICAL CHARACTERISTICS
Height    5'8" +2d8"
Weight    120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Cerea
Language    Cerean

BIOLOGY AND APPEARANCE


The Cereans' enlarged skulls, extending above their
foreheads, house complex binary brains, provided with
su cient blood by an extra heart in their heads. The
binary structure of Cerean thinking helps them to CEREAN TRAITS
ponder two sides of an issue at once. It also enables As a Cerean, you have the following special traits.
them to process information and solve problems Ability Score Increase. Your Intelligence score
rapidly and provides a highly advanced capacity for increases by 2, and your Wisdom score increases by 1.
concentration and meditation. Because of their Age. Cereans reach adulthood in their late teens and
thoughtful nature, they tend to be calm, rational and live less than a century.
analytical, preferring peaceful philosophies and a Alignment. Cereans' altruistic nature causes them to
lifestyle which works in harmony with nature. Though tend toward the light side, though there are
the quick-thinking Cereans have equally quick re exes, exceptions.
they are commonly not as well coordinated as Size. Cereans typically stand between 6 and 7 feet
humans. tall and weigh about 150 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Cereans developed a low-tech society on their Intuitive Initiative. You can choose to reroll Initiative
homeworld and prefer to live in isolation from the checks, but you must use the new roll.
wider galaxy. Preserving the natural beauty of Cerea, Closed Mind. Cereans have a natural attunement for
the planet is home to many Outsider Citadels where it the Force, which makes them resistant to its powers.
is permissible to use o world technology, though it You have advantage on Wisdom and Charisma saving
could not be removed from the Citadel. Meditation is a throws against force powers.
core part of a Cerean's daily rituals, with many Perceptive. You have pro ciency in Perception.
employing specially-forged kasha crystals as a focusing
Strong-Legged. When you make a long jump, you
tool. By focusing one's thoughts while in contact with
can cover a number of feet up to twice your Strength
such crystals, distractions are eliminated, creating an
score. When you make a high jump, you can leap a
exceptional meditation environment. Cerean Jedi
number of feet up into the air equal to 3 + twice your
sometimes incorporate these crystals into their
Strength modi er.
lightsabers, providing great focus, even during intense
Trance. Cereans don't need to sleep. Instead, they
physical combat.
meditate deeply, remaining semiconscious, for 4 hours
NAMES a day. While meditating, you can dream after a fashion;
such dreams are actually mental exercises that have
Cerean male rst names are often hyphenated, while become re exive through years of practice. After
females are not. Surnames are familial. resting in this way, you gain the same bene t that a
Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz human does from 8 hours of sleep.
Female Names. Dreash, Kilniavy, Melm, Rharoth, Languages. You can speak, read, and write Galactic
Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi Basic and Cerean.

21 EXPANDED CONTENT | 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 o shoot 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 CHISS TRAITS
and instantly recognizable. As a chiss, you have the following special traits.
Ability Score Increase. Your Intelligence score
SOCIETY AND CULTURE increases by 2, and your Charisma score increases by
Chiss society is highly structured and ordered with the 1.
rule of law being enforced by a group of four Age. Chiss reach adulthood in their late teens and
a liations known as the Ruling Families: the Csapla, live less than a century.
Nuruodo, Inrokini and Sabosen. These are not Alignment. Chiss' tactical and sel sh nature cause
biological family groupings but instead di erent them to tend toward lawful dark side, though there are
branches of their government. Every chiss claims exceptions.
a liation to one of the four families, as determined by Size. Chiss typically stand between 5 and 6 feet tall
both tradition and place of birth. The family names are and weigh about 160 lbs. Regardless of your position in
more of a cultural holdover; the bloodlines had grown that range, your size is Medium.
so co-meddled that any chiss could claim a liation to Speed. Your base walking speed is 30 feet.
any of the ruling families. In spite of the outward Tech Resistance. Growing up around technology
impression of calm and order that the chiss like to leaves an impact on chiss. You have advantage on
project to outsiders, there were evidently tensions Dexterity and Intelligence saving throws against tech
within the Families; political assassinations are a real 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 rst part is their family name, the shades of gray.
second part is their root name, and the third part is Martial Proficiency. You have pro ciency 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 ri e.
and female names do not signi cantly 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 di cult for non-chiss to learn. Chiss take pride in this
Pommo'icuote'nlerme, Vornu'wuzi'lerdim di culty.

CHAPTER 2 | SPECIES 22
DEVARONIAN
VISUAL CHARACTERISTICS
Skin Color    Red, pink, brown, or white
Hair Color    Brown, black, or white
Eye Color    Black
Distinctions    Horns or horn spots, long pointed ears

PHYSICAL CHARACTERISTICS
Height    4'10" +2d8"
Weight    120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Devaron
Language    Devaronese

BIOLOGY AND APPEARANCE


A bipedal mammalian species, Devaronians evolved in
the dense jungles of Devaron as a hunter-gather
species. Their bodies are denser than most humanoids'
and as a result they were heavier than their
appearance would tend to indicate. Devaronians have
silver-based blood, which appears thick and black DEVARONIAN TRAITS
when exposed. They possess a unique blood ltration As a devaronian, you have the following special traits.
and cleansing system which processes through two Ability Score Increase. Your Constitution score
livers. Because their bodies are constantly cleansed of increases by 2, and your Charisma score increases by
toxins and carcinogens, the species is highly resistant 1.
to poison. To this end, sulfur is used as a stimulant on Age. Devaronians reach adulthood in their late teens
Devaron to enhance speed and strength, because and live less than a century.
inhaling it causes the substance to enter the Alignment. Devaronians' greediness causes them to
bloodstream rapidly. Their livers struggle to eliminate tend toward chaotic balanced, though there are
sulfur from their system, meaning that long-term use exceptions.
can be dangerous. Size. Devaronians typically stand between 5 and 6
feet tall and weigh about 160 lbs. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Devaronian males are driven by an urge to wander, Speed. Your base walking speed is 30 feet.
usually taking the rst opportunity to move on from Jungle Dweller. Growing up in the jungles of
one place to another; they are often found traveling Devaron has left an impact. You are pro cient in
the galaxy as tramp freighter captains and scouts. Survival. Additionally, you don't treat jungle terrain as
Female Devaronians, on the other hand, are content to di cult terrain.
remain in a single location, raising the young and Tech Resistance. Growing up around technology
running the government of Devaron. The males send leaves an impact on devaronians. You have advantage
money back to their homeworld to support their on Dexterity and Intelligence saving throws against
families, but otherwise hardly ever return. The females tech powers.
are content with this arrangement, as they tend to view Two Livered. Devaronians have two livers, which
the restless males as disruptive to home life. makes them adept at ltering toxins. You have
advantage on saving throws against poison, and you
NAMES have resistance against poison damage (explained in
Devaronian names are dark, complex and often chapter 9).
guttural, with some harsher tones mixed in here and Languages. You can speak, read, and write Galactic
there. Basic and Devaronese. Devaronese is characterized by
Male Names. Cir, Gremegris, Keirtihk, Kucx, Niruhk grunts and grumbles. It is rare to hear a Devaronian
Female Names. Crilnuy, Ghal, Milma, Nola, Taoluel speak it any where other than their homeworld of
Surnames. Breiz, Droddost, G'vaulnel, Raokt Devaron.

23 EXPANDED CONTENT | SPECIES


DROID, CLASS I
VISUAL CHARACTERISTICS
Color
Typically metallic
Scheme
Human-like size, slow speed, specialized
Distinctions
knowledge

PHYSICAL CHARACTERISTICS
Height 4'5 +2d10"
Weight 115 lb. x(2d4) lb.

CREATION CHARACTERISTICS
CLASS I DROID TRAITS
Cybot Galactica
Manufacturer As a class I droid, you have the following special traits.
Industrial Automaton
Ability Score Increase. Your Intelligence score
Primary Language Varies based on location
increases by 2, and your Wisdom or Charisma score
increases by 1.
Age. Droids don't age, though they require
maintenance to retain functionality.
PLAYERS AS DROIDS Alignment. Droids tend toward no particular
Work with your GM to determine if playing as a droid
is appropriate for your campaign. Droids are
alignment. The best and worst are found among them.
impervious to many e ects and vulnerable to others. Size. Class I droids stand between 5 and 6 feet tall
If your GM approves this choice of species, Work with and weigh about 170 lbs. Regardless of your position in
them to determine your droids designation, name, that range, your size is Medium.
and appearance. If you want to play a di erent type of Speed. Your base walking speed is 25 feet.
droid, work with your GM to nd suitable traits to Type. Your creature type is droid.
realize your character.
Armor Integration. You can not wear armor, but you
can have the armor professionally integrated into your
chassis over the course of a long rest. This work must
be done by someone pro cient with astrotech's
implements. You must be pro cient in armor in order
to have it integrated.
Droid Resistances. You are resistant to necrotic,
APPEARANCE poison, and psychic damage, and are immune to
Class I droids are typically vaguely human-like in both poison and disease.
shape and size, standing at around 6 feet, although Droid Systems. You do not need to eat or drink.
some are smaller. They are usually a polished metallic Additionally, you no longer require a tech focus to cast
color, though this can vary based on tasks for which tech powers.
they are created, their a liation, or quirks of their Droid Vulnerabilities. You are vulnerable to ion
owner. damage. Additionally, you have disadvantage on saving
throws against e ects that would deal ion or lightning
UTILITY damage.
Class I droids are programmed for the mathematical, Force Insensitive. While droids can be manipulated
medical, or physical sciences. Subcategories of the rst by many force powers, they can not sense the Force.
degree are medical droids, biological science droids, You can not use force powers or take levels in
physical science droids, and mathematics droids. forcecasting classes.
Medical droids, also known as meddroids, med Knowledge Protocol. You have pro ciency in two
droids, medical units or surgical droids are a type of Intelligence, Wisdom, or Charisma skills of your choice.
droid designed to heal living beings, and are the most Maintenance Mode. Rather than sleep, you enter an
commonly found Class I droids. inactive state to perform routine maintenance for 4
hours each day. You have disadvantage on Wisdom
NAMES (Perception) checks while performing maintenance.
Droids are typically called by their designation, given to Rapid Reconstruction. You are built with internal
them when they are created, or some a ectation given repair mechanisms. As a bonus action, you can choose
to them by their owner. Often this a ectation is a play to spend one of your Hit Dice to recover hit points.
on their designation. Occasionally, noteworthy droids Languages. You can speak, read, and write Galactic
will earn monikers based on their accomplishments. Basic and one language of your choice. You can
Designations (Names). 2MED2 (Toomedtoo), GH-7 understand spoken and written Binary, but you can not
(Geeaych-Seven), TX-20 (Tee-Ex Twenty) speak it.

EXPANDED CONTENT | SPECIES 24


DROID, CLASS II
CLASS II DROID TRAITS
VISUAL CHARACTERISTICS As a class II droid, you have the following special traits.
Color
   Varies
Ability Score Increase. Your Intelligence score
Scheme increases by 2, and your Dexterity or Wisdom score
Retractible arms, integrated tools, increases by 1.
Distinctions      
diminutive size Age. Droids don't age, though they require
maintenance to retain functionality.
Alignment. Droids tend toward no particular
PHYSICAL CHARACTERISTICS alignment. The best and worst are found among them.
Height    2'5" +2d8" Size. Class II droids stand 2 to 4 feet tall and weigh
Weight    60 lb. x1 lb.
about 70 lbs. Regardless of your position in that range,
your size is Small.
Speed. Your base walking speed is 25 feet.
CREATION CHARACTERISTICS Type. Your creature type is droid.
Aratech Repulsor Company Armor Integration. You can not wear armor, but you
Manufacturer can have the armor professionally integrated into your
Industrial Automaton
chassis over the course of a long rest. This work must
Primary Language Binary
be done by someone pro cient with astrotech's
implements. You must be pro cient in armor in order
to have it integrated.
Droid Resistances. You are resistant to necrotic,
PLAYERS AS DROIDS poison, and psychic damage, and are immune to
Work with your GM to determine if playing as a droid
is appropriate for your campaign. Droids are
poison and disease.
impervious to many e ects and vulnerable to others. Droid Systems. You do not need to eat or drink.
If your GM approves this choice of species, Work with Additionally, you no longer require a tech focus to cast
them to determine your droids designation, name, tech powers.
and appearance. If you want to play a di erent type of Droid Vulnerabilities. You are vulnerable to ion
droid, work with your GM to nd suitable traits to damage. Additionally, you have disadvantage on saving
realize your character.
throws against e ects that would deal ion or lightning
damage.
Force Insensitive. While droids can be manipulated
by many force powers, they can not sense the Force.
You can not use force powers or take levels in
forcecasting classes.
Integrated Engineering. You have pro ciency in one
APPEARANCE specialist's kit of your choice. The chosen kit is
Class II droids are typically small, standing between integrated into your chassis, and can not be removed
two and four feet. Their form and color scheme vary while you are conscious.
based on tasks for which they are created, their Maintenance Mode. Rather than sleep, you enter an
a liation, or quirks of their owner. inactive state to perform routine maintenance for 4
They are noteworthy for their distinct, function- hours each day. You have disadvantage on Wisdom
oriented form. (Perception) checks while performing maintenance.
Rapid Reconstruction. You are built with internal
UTILITY repair mechanisms. As a bonus action, you can choose
Class II droids are programmed for engineering and to spend one of your Hit Dice to recover hit points.
other technical sciences. They di er from class one Retractable Arms. You have two retractable arms:
droids because they apply the science to real-life one grasper and one manipulator. The manipulator
situations. Class II droids are rarely equipped with arm can only wield light shield generators and
Basic vocabulators, instead communicating through weapons with the light property.
Binary. There are ve subcategories of class II droids. Skill Protocol. You have pro ciency in two skills of
Astromech, exploration, environmental, engineering, your choice.
and maintenance droids are all class II droids. Undersized. Your small stature makes it hard for
you to wield bigger weapons. You can't use heavy
NAMES shields. Additionally, you can't use martial weapons
Droids are typically called by their designation, given to with the two-handed property unless it also has the
them when they are created, or some a ectation given light property, and if a martial weapon has the versatile
to them by their owner. Often this a ectation is a play property, you can only wield it in two hands.
on their designation. Occasionally, noteworthy droids Languages. You can speak, read, and write Binary.
will earn monikers based on their accomplishments. You can understand spoken and written Galactic Basic
Designations (Names). BB-5 (Beebees), CH-33P and one language of your choice, but you can not
(Cheep), OC-JK14 (Seejay), PT-7 (Poot), RG-G1 (G-G) speak it.

25 EXPANDED CONTENT | SPECIES


DROID, CLASS III
VISUAL CHARACTERISTICS
Color
   Typically metallic
Scheme
Human-like size, shu ing gait, typically
Distinctions      
talkative

PHYSICAL CHARACTERISTICS
Height    5'6" +2d4"
Weight    120 lb. x(2d6) lb.

CREATION CHARACTERISTICS
Cybot Galactica
Manufacturer
Industrial Automaton
CLASS III DROID TRAITS
Primary Language Varies based on location
As a class III droid, you have the following special traits.
Ability Score Increase. Your Charisma score
increases by 2, and your Intelligence or Wisdom score
increases by 1.
PLAYERS AS DROIDS Age. Droids don't age, though they require
Work with your GM to determine if playing as a droid
is appropriate for your campaign. Droids are
maintenance to retain functionality.
impervious to many e ects and vulnerable to others. Alignment. Droids tend toward no particular
If your GM approves this choice of species, Work with alignment. The best and worst are found among them.
them to determine your droids designation, name, Size. Class III droids stand around the height of
and appearance. If you want to play a di erent type of humans and weigh about 150 lbs. Regardless of your
droid, work with your GM to nd suitable traits to position in that range, your size is Medium.
realize your character.
Speed. Your base walking speed is 25 feet.
Type. Your creature type is droid.
Armor Integration. You can not wear armor, but you
can have the armor professionally integrated into your
chassis over the course of a long rest. This work must
be done by someone pro cient with astrotech's
implements. You must be pro cient in armor in order
to have it integrated.
APPEARANCE Droid Resistances. You are resistant to necrotic,
Class III droids are typically human-like in both shape poison, and psychic damage, and are immune to
and size, standing at around 6 feet. They are usually a poison and disease.
polished metallic color, though this can vary based on Droid Systems. You do not need to eat or drink.
tasks for which they are created, their a liation, or Additionally, you no longer require a tech focus to cast
quirks of their owner. tech powers.
They are noteworthy for their slow, shu ing gait and Droid Vulnerabilities. You are vulnerable to ion
typically overly talkative nature. damage. Additionally, you have disadvantage on saving
throws against e ects that would deal ion or lightning
UTILITY damage.
Class III droids are programmed to interact with Force Insensitive. While droids can be manipulated
humans. They are said to be the most advanced droids by many force powers, they can not sense the Force.
ever invented. Protocol, servant, tutor, and child care You can not use force powers or take levels in
droids are all class III droids. forcecasting classes.
They are usually equipped with protocol chips which Knowledge Protocol. You have pro ciency in the
give them the cognitive functionality to engage socially. Lore skill.
Maintenance Mode. Rather than sleep, you enter an
NAMES inactive state to perform routine maintenance for 4
Droids are typically called by their designation, given to hours each day. You have disadvantage on Wisdom
them when they are created, or some a ectation given (Perception) checks while performing maintenance.
to them by their owner. Often this a ectation is a play Rapid Reconstruction. You are built with internal
on their designation. Occasionally, noteworthy droids repair mechanisms. As a bonus action, you can choose
will earn monikers based on their accomplishments. to spend one of your Hit Dice to recover hit points.
Designations (Names). K-OHN (Kone), I-5YQ (I-Five), Languages. You can speak, read, and write all
O-MR1 (Omri), TC-14 (Teesee Fourteen) registered languages.

EXPANDED CONTENT | SPECIES 26


DROID, CLASS IV
VISUAL CHARACTERISTICS
Color
   Varies
Scheme
Variable size, combat-designed nature,
Distinctions      
often humanoid

PHYSICAL CHARACTERISTICS
Height    5'2" +2d8"
Weight    110 lb. x(2d4) lb.

CREATION CHARACTERISTICS CLASS IV DROID TRAITS


Holowan Mechanicals As a class IV droid, you have the following special traits.
Manufacturer Ability Score Increase. Your Constitution score
Uxiol Droid Manufacturing
increases by 2, and your Strength or Dexterity score
Primary Language Galactic Basic
increases by 1.
Age. Droids don't age, though they require
maintenance to retain functionality.
Alignment. Droids tend toward no particular
PLAYERS AS DROIDS alignment. The best and worst are found among them.
Work with your GM to determine if playing as a droid
is appropriate for your campaign. Droids are
Size. Class IV droids typically stand between 5 and 7
impervious to many e ects and vulnerable to others. feet and weigh about 150 lbs. Regardless of your
If your GM approves this choice of species, Work with position in that range, your size is Medium.
them to determine your droids designation, name, Speed. Your base walking speed is 30 feet.
and appearance. If you want to play a di erent type of Type. Your creature type is droid.
droid, work with your GM to nd suitable traits to
Armor Integration. You can not wear armor, but you
realize your character.
can have the armor professionally integrated into your
chassis over the course of a long rest. This work must
be done by someone pro cient with astrotech's
implements. You must be pro cient in armor in order
to have it integrated.
Droid Resistances. You are resistant to necrotic,
APPEARANCE poison, and psychic damage, and are immune to
Class IV droids are typically human-like in both shape poison and disease.
and size, though there are many advanced models Droid Systems. You do not need to eat or drink.
(such as droidekas) that forgo this standardization. Additionally, you no longer require a tech focus to cast
They are usually colored to match their a liation, tech powers.
though personally owned class IV droids might not be. Droid Vulnerabilities. You are vulnerable to ion
Certain models of class IV droids, such as the HK- damage. Additionally, you have disadvantage on saving
series, are made to look like class III droids to disguise throws against e ects that would deal ion or lightning
their martial nature. damage.
Force Insensitive. While droids can be manipulated
UTILITY by many force powers, they can not sense the Force.
Class IV droids are programmed for military and You can not use force powers or take levels in
security purposes. Such droids tend to perform tasks forcecasting classes.
of violence or combat might be expected. Almost all Maintenance Mode. Rather than sleep, you enter an
class IV droids carry weapons. Armed combat droids inactive state to perform routine maintenance for 4
are among the rst droids ever created. Security, hours each day. You have disadvantage on Wisdom
gladiator, battle, and assassin droids are all class IV (Perception) checks while performing maintenance.
droids. Martial Protocol. You have pro ciency with light and
medium armor as well as two simple or martial
NAMES blasters or vibroweapons of your choice.
Droids are typically called by their designation, given to Rapid Reconstruction. You are built with internal
them when they are created, or some a ectation given repair mechanisms. As a bonus action, you can choose
to them by their owner. Often this a ectation is a play to spend one of your Hit Dice to recover hit points.
on their designation. Occasionally, noteworthy droids Languages. You can speak, read, and write Galactic
will earn monikers based on their accomplishments. Basic and one language of your choice. You can
Designations (Names). K-2SO (Kay-Tuesso), PZ-99 understand spoken and written Binary, but you can not
(Peezee-Ninety-Nine), VL-44 (Vee-El Forty-Four) speak it.

27 EXPANDED CONTENT | SPECIES


DROID, CLASS V
VISUAL CHARACTERISTICS
Color
Typically metallic
Scheme
Vaguely human-like size and shape,
Distinctions
typically quiet

PHYSICAL CHARACTERISTICS
Height 5'2" +2d12"
Weight 140 lb. x(2d8) lb. CLASS V DROID TRAITS
As a class V droid, you have the following special traits.
CREATION CHARACTERISTICS Ability Score Increase. Your Strength score
Cybot Galactica
increases by 2, and your Dexterity or Constitution
Manufacturer score increases by 1.
Industrial Automaton
Age. Droids don't age, though they require
Primary Language Binary
maintenance to retain functionality.
Alignment. Droids tend toward no particular
alignment. The best and worst are found among them.
Size. Class V droids typically stand between 5 and 7
PLAYERS AS DROIDS feet and weigh around 260 lbs. Regardless of your
Work with your GM to determine if playing as a droid
position in that range, your size is Medium.
is appropriate for your campaign. Droids are
impervious to many e ects and vulnerable to others. Speed. Your base walking speed is 30 feet.
If your GM approves this choice of species, Work with Type. Your creature type is droid.
them to determine your droids designation, name, Armor Integration. You can not wear armor, but you
and appearance. If you want to play a di erent type of can have the armor professionally integrated into your
droid, work with your GM to nd suitable traits to chassis over the course of a long rest. This work must
realize your character.
be done by someone pro cient with astrotech's
implements. You must be pro cient in armor in order
to have it integrated.
Droid Resistances. You are resistant to necrotic,
poison, and psychic damage, and are immune to
poison and disease.
Droid Systems. You do not need to eat or drink.
Additionally, you no longer require a tech focus to cast
APPEARANCE tech powers.
Class V droids are typically vaguely human-like in both Droid Vulnerabilities. You are vulnerable to ion
shape and size, standing at around 6 feet, although damage. Additionally, you have disadvantage on saving
many can be larger. They are usually a polished throws against e ects that would deal ion or lightning
metallic color, though this can vary based on tasks for damage.
which they are created, their a liation, or quirks of Force Insensitive. While droids can be manipulated
their owner. by many force powers, they can not sense the Force.
They are noteworthy for their simple programming You can not use force powers or take levels in
and quiet, focused work habits. forcecasting classes.
Maintenance Mode. Rather than sleep, you enter an
UTILITY inactive state to perform routine maintenance for 4
Class V droids are programmed for menial and low-skill hours each day. You have disadvantage on Wisdom
tasks. Such droids tend to perform basic tasks such as (Perception) checks while performing maintenance.
construction, lifting, maintenance, mining, sanitation, Manual Laborer. You have pro ciency in Athletics
and transportation. Labor droids are fth-degree and one set of artisan's implements of your choice.
droids. Powerful Build. Your carrying capacity and the
weight you can push, drag, or lift doubles. If it would
NAMES already double, it instead triples.
Droids are typically called by their designation, given to Rapid Reconstruction. You are built with internal
them when they are created, or some a ectation given repair mechanisms. As a bonus action, you can choose
to them by their owner. Often this a ectation is a play to spend one of your Hit Dice to recover hit points.
on their designation. Occasionally, noteworthy droids Languages. You can speak, read, and write Binary.
will earn monikers based on their accomplishments. You can understand spoken and written Galactic Basic
Designations (Names). CO-34 (See-Oh Three Four), and one language of your choice, but you can not
FX-9 (E ex), PK-4 (Pook), SAE-B13 (Sable) speak it.

EXPANDED CONTENT | SPECIES 28


DUROS
VISUAL CHARACTERISTICS
Skin Color    Blue, green
Hair Color    None
Eye Color    Red
Noseless, large red eyes, a nity 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 o spring 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 pro ciency in Lore.
Pilot. You have pro ciency in Piloting.
NAMES Tech Resistance. Growing up around technology
Duros names are generally melodic, with female leaves an impact on duros. You have advantage on
names having softer intonations. Surnames are Dexterity and Intelligence saving throws against tech
familial. 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.

29 CHAPTER 2 | SPECIES
EWOK
VISUAL CHARACTERISTICS
Skin Color    Brown
Hair Color    Shades of white, brown, red, and black
Eye Color    Black
Distinctions    Furry, short stature, acute sense of smell

PHYSICAL CHARACTERISTICS
Height    2'9" +2d6"
Weight    40 lb. x1 lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Forest Moon of Endor
Language    Ewokese

EWOK TRAITS
As an Ewok, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Constitution score increases
BIOLOGY AND APPEARANCE by 1.
Ewoks are sentient humanoid mammals, averaging Age. Ewoks reach adulthood in their early teens and
about one meter in height, which can provide an live about 50 years.
advantage when trying to hide. They are covered in fur Alignment. Ewoks are inherently accepting, albeit
from head to toe, with brown and black the most naive, and tend toward the light side, though there are
common colors. Other Ewoks have near-white or exceptions.
reddish fur, but red fur is supposedly the rarest shade Size. Ewoks stand between 3 and 4 feet tall and
an Ewok can get. Most Ewoks have solid-colored fur, weigh about 50 lbs. Regardless of your position in that
though a few sport stripes. Ewoks have large, bright range, your size is Small.
eyes, small humanoid noses, and hands that possess Speed. Your base walking speed is 25 feet.
two ngers and an opposable thumb. Despite their Crude Weapon Specialists. Ewoks are used to
small size, Ewoks are physically strong enough to making do with less. You can spend 1 hour, which you
overpower combat-trained Humans. Their appearance can do over the course of a short rest, crafting a
has been likened to "little bears," though they are weapon out of loose materials. You can craft any
sometimes referred to as "mini Wookiees." simple kinetic weapon, but the weapon's damage
su ers a -1 penalty.
SOCIETY AND CULTURE Keen Smell. You have advantage on Wisdom
Most Ewoks live high among the trees of the forest (Perception) checks that rely on smell.
moon, in villages built between the closely spaced Musical Culture. Ewoks incorporate music in their
trees. The basic design of a tree village has a "Central celebrations and rituals. You have pro ciency in an
Village" of thatched-roof huts on the primary limbs. instrument of your choice.
These huts are high enough above the ground to be Natural Survivalist. You have pro ciency in Nature
out of reach of predators. Suspended bridges connect and Survival.
the gaps between trees, adjoining distant huts. Knotted Mask of the Wild. You can attempt to hide even
rope ladders allow access up or down. when you are only lightly obscured by foliage, heavy
Ewoks enjoy singing and playing music during rain, falling snow, mist, and other natural phenomena.
celebrations and rituals. They are resourceful and tend Treeclimber. You have a climbing speed of 25 feet.
to make use of everything they get their hands on; they You have advantage on Strength saving throws and
use a variety of crude drums, horns, utes, and other Strength (Athletics) checks that involve climbing.
instruments in their music. Undersized. Your small stature makes it hard for
you to wield bigger weapons. You can't use heavy
NAMES shields. Additionally, you can't use martial weapons
Ewok names are comprised of growled consonants. with the two-handed property unless it also has the
Female names always end in a vowel. Surnames are light property, and if a martial weapon has the versatile
clan-based. property, you can only wield it in two hands.
Male Names. Coostick, Erphek, Grarphil, Moodoo Languages. You can speak, read, and write Ewokese.
Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi You can understand spoken and written Galactic Basic,
Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa but your vocal cords do not allow you to speak it.

EXPANDED CONTENT | SPECIES 30


GAMORREAN
VISUAL CHARACTERISTICS
Skin Color    Black, brown, green, pink, or yellow
Hair Color    None
Eye Color    Blue, black, brown, or gold
Porcine humanoids with tusks and
Distinctions   
horns

PHYSICAL CHARACTERISTICS
Height    4'10" +2d8"
Weight    150 lb. x(2d6) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Gamorr
Language    Gamorrese

BIOLOGY AND APPEARANCE


Although a typical Gamorrean is squat, green, and
heavily built not all shared these characteristics. Most
Gamorreans have a dark greenish coloration over a
large portion of their bodies; however skin coloration
does vary, particularly among females, with light
skinned and two-toned pigmentation not uncommon.
Black, brown, pinkish yellow, and even a rare white
pigmentation are possible. Males tended to have less
skin variation and had a greater tendency towards dark GAMORREAN TRAITS
green skin perhaps because of their higher exposure to As a Gamorrean, you have the following special traits.
the radiation of the Gamorr Star. Eye coloration varied Ability Score Increase. Your Strength score
evenly between gold-yellow, blue, black and brown. increases by 2, and your Constitution score increases
The Gamorreans generally put no importance on skin by 1.
or eye coloration although there were some Age. Gamorreans reach adulthood in their early
superstitions linked to certain markings. teens and live no more than 70 years.
Alignment. Gamorrean culture causes them to tend
SOCIETY AND CULTURE toward chaos, though there are exceptions.
Gamorreans are organized into clans ruled by a male Size. Gamorreans typically stand between 5 and 6
warlord and his wife, who was the most powerful of feet tall and weigh up to 200 lbs. Regardless of your
the clan matrons. While the warlord and his boars are position in that range, your size is Medium.
solely concerned with preparing and participating in Speed. Your base walking speed is 30 feet.
battle with rival clans, the matrons of the clan Gamorrean Toughness. Your hit point maximum
performed all the productive work including farming, increases by 1, and it increases by 1 every time you
hunting, manufacturing, and running businesses. Since gain a level. Additionally, you have advantage on
the amount of available arable land on Gamorr is Constitution saving throws.
scarce, clans often lay claim to the same piece of land, Gamorrean Weaponry. You have pro ciency with
and they spend their time ghting over possession. the vibroaxe, vibromace, and vibrosword.
Savage Attacks. When you score a critical hit with a
NAMES melee weapon attack, you can roll one of the weapon's
Gamorrean names are very gutteral and rough. Male damage dice one additional time and add it to the
names are typically one syllable while females are two. extra damage of the critical hit.
Surnames are based on clan a liation rather than Languages. You can speak, read, and write
family. Gamorrese. You can understand spoken and written
Male Names. Ark, Blarrp, Blubrak, Cuab, Shos Galactic Basic, but your vocal cords do not allow you to
Female Names. Dabrisz, Mernoos, Ogreb, Tagorq speak it. Gamorrese is characterized by its grunts and
Surnames. Doofnarq, Griks, Lurc, Poogmokk squeals, and its writing is a crude, pictographic style.

31 EXPANDED CONTENT | SPECIES


GUNGAN
VISUAL CHARACTERISTICS
Skin Color    Blue, brown, or green
Hair Color    None
Eye Color    Light colors
Extendable tongues, long ears, eye
Distinctions   
stalks, three toes, aquatic species

PHYSICAL CHARACTERISTICS
Height    5'5" +2d10"
Weight    115 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Naboo
Language    Gungan

BIOLOGY AND APPEARANCE


Starting life as tadpoles, Gungans develop into tall
beings with extremely exible cartilaginous skeletons.
Strong leg muscles allow for powerful and quick frog-
kick style swimming through water as well as a
remarkable jumping ability while on land. Fin-like ears
(called haillu) also aid them in swimming, as well as
expressing emotions like aggression, friendship, and GUNGAN TRAITS
fear. They have partially retractable eyestalks with As a Gungan, you have the following special traits.
nictitating membranes when underwater. Green eyes Ability Score Increase. Your Dexterity score
are unusual amongst Gungans. increases by 2, and your Strength score increases by 1.
Age. Gungans reach adulthood in their early teens
SOCIETY AND CULTURE and live about 70 years.
Gungans are generally a generous and peaceful Alignment. Gungans tend toward the light side,
species. They truly love to have visitors and warmly though there are exceptions.
welcome them; however, they would remain Size. Gungans typically stand 6 to 7 feet tall and
suspicious until the visitors have earned their respect. weigh about 170 lbs. Regardless of your position in
Gungans are not tolerant of anyone who threatens that range, your size is Medium.
their peaceful culture. They have very strict laws, and Speed. Your base walking speed is 30 feet.
will go to the extremes to punish anyone who has Amphibious. You can breathe air and water.
committed a minor crime. Vandals, for example, can be Martial Proficiency. You have pro ciency with light
given a sentence of exile, caning, or even stoning. and medium armor as well as the vibrospear and
If a Gungan is cast out of society, it is very di cult for vibropike.
them to return. If they do manage to return legally, Darkvision. Accustomed to life underwater, you
they are often subjected to heavy discrimination. This have superior vision in low light conditions. You can
can make life very di cult for them and can go on for see in dim light within 60 feet of you as if it were bright
months or years, until their past o enses disappear light, and in darkness as if it were dim light. You can't
from memory. Returning back to the settlement they discern color in darkness, only shades of gray.
were exiled from illegally will sometimes result in the Strong-Legged. When you make a long jump, you
death penalty, especially if they brought along can cover a number of feet up to twice your Strength
outsiders. score. When you make a high jump, you can leap a
number of feet up into the air equal to 3 + twice your
NAMES Strength modi er.
Gungan names are often repeated syllables Swim. You have a swimming speed of 30 feet.
hyphenated. Languages. You can speak, read, and write Galactic
Male Names. Crinn-Crinn, Gic, Noc-Noc, Wal Basic and Gungan. When speaking Galactic Basic, you
Female Names. Hew, Khi, La-La, Phro-Phro, Yuss often have trouble with word tenses and in nitives;
Surnames. Baud, Gos, Jalles, Mag, Wub this usually has a comical e ect.

EXPANDED CONTENT | SPECIES 32


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 other ability scores 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 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 ve ngers each; the lower ones, called legs,
alignment. The best and worst are found among them.
end in feet. The human ngers 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 ne 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 pro ciency 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.

33 CHAPTER 2 | SPECIES
ITHORIAN
VISUAL CHARACTERISTICS
Skin Color    Brown, dark red or green
Hair Color    Brown, gray, or white
Eye Color    Black or blue
Curved neck, two mouths, aural aps,
Distinctions   
locomotion tubes, throat sack

PHYSICAL CHARACTERISTICS
Height    5'9" +2d12"
Weight    135 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Ithor
Language    Ithorese

BIOLOGY AND APPEARANCE


Ithorians have two mouths and four throats, allowing
them to speak in stereo. Female Ithorians have two
humps on the back of their head, while males have
only one. They have glossy, usually brown esh. Their
re exes and coordination are somewhat slower than ITHORIAN TRAITS
that of average humanoids. As an Ithorian, you have the following special traits.
In addition to allowing them to speak their unique Ability Score Increase. Your Charisma score
stereophonic language, the Ithorians' four throats also increases by 2, and your Wisdom score increases by 1.
have the ability to violently expel air, resulting in a Age. Ithorians reach adulthood in their late teens
deafening and potentially concussive scream. Despite and live an average of 85 years.
this fact, most Ithorians go their entire lives without Alignment. Ithorians tend toward the light side,
ever resorting to violence, and so the ability remained though there are exceptions.
relatively ambiguous. Size. Shorter Ithorians stand around 6 feet while
taller reach over 7 and a half. Regardless of your
SOCIETY AND CULTURE position in that range, your size is Medium.
Ithorians worship the "Mother Jungle," a spiritual entity Speed. Your base walking speed is 30 feet.
embodying the lush, tropical ecology of their world, Hold Breath. Ithorians have a great lung capacity
Ithor. They are generally devoted environmentalists, and can hold their breath for up to 15 minutes at a
staunch herbivores, and complete paci sts, devoting time.
much time to contemplating their ecology, studying Sonic Resistance. Ithorians have resistance to sonic
plants and their uses and the overall respecting of all damage.
living things. Most Ithorians never set foot on their own Sonic Scream. As an action, you can violently expel
planet, instead living in oating cities above their world air in a 15-foot cone. When you do so, each creature in
called herdships. Only three of their continents have the area of the exhalation must make a Wisdom saving
been explored and harvested, the other two never throw (DC = 8 + your pro ciency bonus + your
having been touched by Ithorian hands. They Constitution modi er). A creature takes 2d6 sonic
demonstrate extreme belief in the protection and damage on a failed save, and half as much damage on
sustaining of their environment as dictated by their a successful one. The damage increases to 4d6 at 5th
"Law of Life." level, 6d6 at 11th level, and 8d6 at 17th level. This
ability has no e ect on constructs. You can use this
NAMES feature a number of times equal to your Constitution
Ithorian names are quite varied in length but most modi er (a minimum of once). You regain one use of
names are soft and melodic. They are often di cult to this feature when you nish a long rest.
prounounce by other species, so many Ithorians adopt Languages. You can speak, read, and Ithorese . You
nicknames. can understand spoken and written Galactic Basic, but
Male Names. Del, Gizorthej, Pexxocl, Steorthibs your vocal cords do not allow you to speak it.
Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo
Surnames. A eehl, Crukid, Tondand, Wamunn

EXPANDED CONTENT | SPECIES 34


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 rst 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 identi able 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 nish 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 learn and can
rodent-like creatures, with shrunken faces and yellow cast the repair droid tech power once per long rest.
eyes. When you reach 5th level, you learn and can cast the
hold droid tech power once per long rest. Your
SOCIETY AND CULTURE techcasting ability is Intelligence. You do not require
Jawas are a communal, compulsive scavenger species use of a wristpad for these powers.
who spend most of their life devoted to scavenging the Thieves. You have pro ciency in Sleight of Hand.
deserts of Tatooine in search of any scrap metal, droid Tinker. You have pro ciency with tinker's
or mechanical part left behind from millennia of star implements. You can use these and spend 1 hour and
travel and technological advancement. Most non-jawas 100 cr worth of materials to construct a Tiny Device (AC
regard the jawas as scavengers and thieves, a 5, 1 hp). You can take the Use an Object action to have
description that most jawas actually nd pleasing. your device cause one of the following e ects: create a
The jawa's uno cial motto is not to look for uses in a small explosion, create a repeating loud noise for 1
salvaged item, but rather to imagine someone else minute, create smoke for 1 minute, cause a small
who might nd a use for it. This is evidenced in their electrical re. You can maintain a number of these
endless search for wares with which to trade with devices up to your pro ciency bonus at once, and a
almost any being jawas encounter. They have a kind of device stops functioning after 24 hours away from you.
instinctive feel for machinery and electronics, You can dismantle the device to reclaim the materials
notorious for knowing how to get a piece of equipment used to 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. Additionally, you can't use martial weapons
Jawa names are quickly spoken, complex, and often with the two-handed property unless it also has the
misunderstood. Jawas who spend the majority of their light property, and if a martial weapon has the versatile
time around other species respond well to nicknames. property, you can only wield it in two hands.
Male and female names do not signi cantly 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.

35 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
di erent composition. Without their protective goggles, As a kel dor, you have the following special traits.
kel dors were considered e ectively 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 re exes, 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 e ects 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 36
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 ve claw-tipped ngers: one MON CALAMARI TRAITS
opposable thumb, two long middle ngers, and two As a mon calamari, you have the following special
very short outer ngers. Although they are shaped like traits.
ippers, their feet can nevertheless t 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 xate saving throws against e ects that grant the slowed
themselves on "lost causes." condition and you have resistance against cold damage
(explained in chapter 9).
NAMES Musical. You have pro ciency 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.

37 CHAPTER 2 | SPECIES
NAUTOLAN
VISUAL CHARACTERISTICS
Skin Color    Blue, brown, green, purple, or grey
Hair Color    None
Eye Color    Black, brown, or red
Extrasensory head tentacles capable of
Distinctions   
detecting chemicals

PHYSICAL CHARACTERISTICS
Height    5'1" +2d8"
Weight    120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Glee Anselm
Language    Nautila

BIOLOGY AND APPEARANCE


Nautolans possess physiology common to amphibious
species, including low light vision and excellent
swimming skills. Their bony endoskeleton and dense
cartilage make them tough and resistant to glancing
blows. An egg-laying species, Nautolans emerge from
their egg as a tadpole that develops arms, legs, and
head-tails during their second year of life. Roughly the
same size as a Human infant during this time, their NAUTOLAN TRAITS
limbs are weak and unable to support their weight, As a Nautolan, you have the following special traits.
forcing youthful Nautolans to remain in aquatic Ability Score Increase. Your Dexterity score
environments for much of their childhood. increases by 2, and your Wisdom score increases by 1.
Age. Nautolans reach adulthood in their early teens
SOCIETY AND CULTURE and live about 70 years on average.
The society developed by the Nautolans on Glee Alignment. Nautolans' benevolence cause them to
Anselm is centralized around local families and tend toward the light side, though there are
governments. The centralized government of Glee exceptions.
Anselm is comprised of representatives from the Size. Nautolans typically stand 5 to 6 feet tall and
Council of Elders that govern each settlement. Elders rarely weigh more than 160 lbs. Regardless of your
are elected on merit, and can be made up of youthful position in that range, your size is Medium.
politicians as well as the most aged members of the Speed. Your base walking speed is 35 feet.
society. A culture that promotes life-long mates, Amphibious. You can breathe air and water.
Nautolan families are characterized by their loyalty Darkvision. Accustomed to life underwater, you
between spouses and the equality of the sexes in the have superior vision in low light conditions. You can
household. Arranged marriages are not uncommon. see in dim light within 60 feet of you as if it were bright
No cultural a nity for the Force ever developed on light, and in darkness as if it were dim light. You can't
Glee Anselm, though members of the Nautolan species discern color in darkness, only shades of gray.
recognize its importance and respected those among Insightful. Nautolan head tentacles are adept at
them that were Forceful. determining moods. You have advantage on Wisdom
(Insight) checks to determine emotions.
NAMES Swim. You have a swimming speed of 30 feet.
Nautolan names are generally short and melodic. Languages. You can speak, read, and write Galactic
Female names usually end in a vowel. Surnames are Basic and Nautila. Nautila is unique in that it can only
familial. be properly pronounced underwater due to its use of
Male Names. Brod, Knirkoc, Peng, Tikuwik, Zesufreat pheromones in addition to spoken sounds. In any
Female Names. Doli, Hahi, Thamlymyo, Usha, Zezu other environment, the language loses a great amount
Surnames. Iarre, Rirrall, Sompanong, Uzumdall of detail; that Nautolans nd this annoying.

EXPANDED CONTENT | SPECIES 38


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 exible snouts
augmented the rodians' nely tuned olfactory senses, RODIAN TRAITS
collecting and ltering 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 ghting 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 pro cient 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.

39 CHAPTER 2 | SPECIES
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 strati ed 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 learn and
NAMES can cast the curse force power once per long rest.
Sith pureblood names are not conventional. They are When you reach 5th level, you learn and can cast the
often named for virtues in the Sith tongue. Sith rarely darkness force power once per long rest. Your
share surnames, since they do not value family ties. forcecasting ability is Charisma for these powers.
When a sith pureblood achieves a success or victory, Menacing. You gain pro ciency in the Intimidation
they often change their name to match their perceived skill.
newfound status. Since Force-sensitivity is common in Sadistic. You have pro ciency 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.

CHAPTER 2 | SPECIES 40
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 camou age 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 nal 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 speci c 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 ying or incorporeal creatures
most of Shili is covered in the scrublands where the Wild Hunters. You have pro ciency 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 modi ed by subtle tremors in the togruta's head-tails.
familial. This language is heavily in uenced 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.

41 CHAPTER 2 | SPECIES
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 nger 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-e ectively 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. Di erences 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 nish 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.

CHAPTER 2 | SPECIES 42
TUSKEN
VISUAL CHARACTERISTICS
Skin Color    Brown, gray, or tan
Hair Color    Black
Eye Color    Pale gray or black
Full-body wrappings, goggles, mouth
Distinctions   
lter

PHYSICAL CHARACTERISTICS
Height    4'9" +2d8"
Weight    110 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Tatooine
Language    Tusken

TUSKEN TRAITS
As a Tusken, you have the following special traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Strength or Charisma score
BIOLOGY AND APPEARANCE increases by 1.
While Tuskens, also known as Tusken Raiders or Sand Age. Tuskens are considered adults when they turn
People, are easily recognizable by their full-body 15. Because of the harsh and unforgiving climate of
clothing, goggles, and mouth lters, little of their true their home world, they rarely live longer than half a
physical appearance can be discerned. From birth, century.
Tuskens are covered in wraps, and, barring very rare Alignment. Tusken culture's violent focus and
occasions, will not bare any part of their skin in sight of disregard of those outside the tribe causes them to
another person. This, combined with their hostility to tend towards chaotic dark side, though there are
outsiders and Tatooine's remote and arid nature, exceptions.
makes even study of Tusken corpses di cult. Size. Tusken stand between 5 and 6 feet tall and
weigh around 155 lbs. Regardless of your position in
SOCIETY AND CULTURE that range, your size is Medium.
Tuskens are a primative, tribal race, mostly living in Speed. Your base walking speed is 30 feet.
small clans scattered throughout Tatooine's deserts. Aggressive. As a bonus action, you can move up to
Due to the harsh and unforgiving desert environment, your speed toward an enemy of your choice that you
Tusken clans are often xenophobic and territorial, but can see or hear. You must end this move closer to the
it is not unknown for them to adopt members of other enemy than you started.
species into the clan. They believe that all water is Animal Handler. You are pro cient in Animal
sacred and promised to them alone, and are infamous Handling.
among the other residents of Tatooine for raiding and Intimidating Roar. Once per day, you can cast the
pillaging settlements and farms. fear force power. Charisma is your forcecasting ability
Tusken clans are usually very strati ed, with males as for this power.
hunters and warriors, while females and children Survivors of the Sands. You are pro cient in
maintain the camp. Tusken warriors hold their bond Survival. Additionally, you don't treat desert terrain as
with their gader i weapons and Bantha mounts as di cult terrain. Lastly, you are naturally adapted to hot
sacred, and will choose death before relinquishing climates, as described in chapter 5 of the Dungeon
either. Master's Guide.
Tusken Weaponry. You have pro ciency with the
NAMES slugthrower and vibromace.
Tusken naming traditions vary between clans, but most Languages. You can speak, read, and write Galactic
are made up of harsh, guttural sounds. Tuskens do not Basic and Tusken. Tusken is a guttural language
use surnames. characterized by its barks, growls, and roars. While
Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr Tuskens typically understand Galactic Basic, it is rare to
Female Names. K'Yark, Reirin, K'Orou, Ursarr'u hear them speak anything but Tusken.

43 EXPANDED CONTENT | 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   
le 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 o their homeworld, twi'leks rarely refuse 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 considers obesity as a Alignment. Twi'leks harsh upbringing cause them to
sign of in uence 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 e cient way to proliferate their species shades of gray.
and preserve their culture, as the twi'leks lack their Elegant Dancers. You have pro ciency 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 modi er for the attack and
NAMES damage rolls. You must use the same modi er for both
Twi'lek names combine their rst 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 44
WEEQUAY
VISUAL CHARACTERISTICS
Skin Color    Brown, gray, red, or yellow
Hair Color    Black or blond
Eye Color    Black, gold, or gray
Tough, leathery skin that provided
Distinctions   
resistance to blaster re

PHYSICAL CHARACTERISTICS
Height    5'5" +2d8"
Weight    120 lb. x(2d4) lb.

SOCIOCULTURAL CHARACTERISTICS
Homeworld    Sriluur
Language    Sriluurian

BIOLOGY AND APPEARANCE


Weequays are humanoids with thick, leathery skin that
ranges in color from tan to dark brown. Their faces are
lipless, with a frill along each of their jowls.
WEEQUAY TRAITS
SOCIETY AND CULTURE As a weequay, you have the following special traits.
Weequays have the ability to communicate with Ability Score Increase. Your Charisma score
members of their own clan through smell by exuding increases by 2, and your Constitution score increases
complex pheromones. This pheromonal language can by 1.
not be understood by any other species, or even by Age. Weequay reach adulthood in their late teens
Weequays of another clan. Only Jedi senses can even and live less than a century.
tell that two Weequay are communicating. Since each Alignment. Weequay ruthlessness and greed cause
Weequay's pheromones are unique, Weequay have no them to tend toward chaotic dark side, though there
need for a name within their clan. As a result, speech is are exceptions.
only a secondary form of communication for Weequay, Size. Weequay typically stand about 6 feet tall and
and they seldom speak a whole sentence, resulting in weigh 150 lbs. Regardless of your position in that
Humans mistakenly believing the species to be range, your size is Medium.
unintelligent. Speed. Your base walking speed is 30 feet.
Male Weequay often tie their hair into a long braid Charming. You have pro ciency in Deception or
each year spent away from their homeworld as a Persuasion.
tribute to their home. When they returned, they Darkvision. Your vision can easily cut through
shaved their braids. Weequays serving the Hutts were darkness. You can see in dim light within 60 feet of you
often very close to their homeworld, and would only as if it were bright light, and in darkness as if it were
have one or two braids. Female Weequay were usually dim light. You can't discern color in darkness, only
bald, and did not follow this tradition. shades of gray.
Keen Smell. You have advantage on Wisdom
NAMES (Perception) checks that rely on smell.
Only Weequay who have to live among other clans, or Tanned. You have tough, leathery skin. While you
among non-Weequay, take a personal name. Even are unarmored or wearing light armor, your AC is 13 +
then, some are simply referred to as "Weequay". In your Dexterity modi er. Additionally, your thick hide is
Weequay culture, individual identity is much less naturally adapted to hot climates, as described in
important than the clan. As long as the clan survives, a chapter 5 of the Dungeon Master's Guide.
single Weequay is expendable. This results in a Languages. You can speak, read, and write Galactic
sometimes brutal culture. Basic and Sriluurian. You can communicate with other
Male Names. Chublu, Fah, Kreakk, Og-Rollo, Yurrenn Weequay within 30 feet without speaking through use
Female Names. Gila, Qommi, Palsa, Sex, Xelror of pheromones. Force attuned individuals can detect
Surnames. Britreg, Dlur, Klanz, Maub, Semu the communication but can't understand it.

45 EXPANDED CONTENT | SPECIES


WOOKIEE
VISUAL CHARACTERISTICS
Skin Color    Gray
Di erent 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
increases by 2, and your Constitution score increases
Wookiees are a tall species of furry giants from the by 1.
planet Kashyyyk, who can grow to a height of over Age. Wookiees reach adulthood at about 40 and can
eight feet. They are covered from head to toe in a thick, live to be 400.
shaggy coat of hair with water-shedding properties Alignment. Wookiees tend toward the light side,
that notably came in shades of brown, black, gray, and though there are exceptions.
white. The species has two sexes, female and male. Size. Wookiees tend to tower over other species,
The latter grows long beards in adult life. Wookiee eye reaching heights over 8 feet and weighing 300 pounds.
colors are usually blue, green, yellow, golden, brown, Regardless of your position in that range, your size is
or red. Medium.
SOCIETY AND CULTURE Speed. Your base walking speed is 30 feet.
Claws. Your claws are a natural weapon, which you
Wookiees greatly value honor and loyalty. Therefore, can use to make unarmed strikes. If you hit with them,
their notion of "family" encompassed much more than you deal kinetic damage equal to 1d4 + your Strength
just blood ties. A part of that most sacred tradition was modi er.
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. While you are
companions and true friends, forming a "honor unarmored or wearing light armor, your AC is 13 + your
family." Dexterity modi er. Additionally, your thick hide is
NAMES naturally adapted to cold climates, as described in
chapter 5 of the Dungeon Master's Guide.
Wookiee names are diverse; some names are simple Powerful Build. Your carrying capacity and the
and short while others are long and complicated. The weight you can push, drag, or lift doubles. If it would
majority of names often have softer big sounds and already double, it instead triples.
more melodic tones to them. Since o worlders 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
Lavgae oak, Snrowbishutchuh, Zu aarkaykkk 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.

CHAPTER 2 | SPECIES 46
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
signi cant 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 signi ed 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 re ected 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 pro ciency 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 pro ciency with with one set of
incorrect. This single-minded determination comes artisan's implements 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, con dent 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 di erent instead. You can't use this feature again until you nish
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 modi er for the attack and
Zabrak names are usually derived from the animals damage rolls. You must use the same modi er 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.

47 CHAPTER 2 | SPECIES
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 de nition 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 ghters 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 ghter, for
example, might view the world in pragmatic terms of Many classes and archetypes 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 ghter has contacts in a mercenary company often nd 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 ghter'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 pro ciency 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 bene ts 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 Pro ciencies
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 bene t 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 battle eld 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, di erent as they might be, are
de ned 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 re exes,
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
su cient 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 ghter 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 nd 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 50
THE BERSERKER
Pro ciency Rage Berserker
Level Bonus Features Rages Damage Instincts
1st +2 Rage, Unarmored Defense 2 +2 —
2nd +2 Reckless Attack, Berserker Instincts 2 +2 2
3rd +2 Danger Sense, Berserker Approach 3 +2 2
4th +2 Ability Score Improvement 3 +2 2
5th +3 Extra Attack 3 +2 2
6th +3 Path feature 4 +2 2
7th +3 Feral Impulse 4 +2 3
8th +3 Ability Score Improvement 4 +2 3
9th +4 Brutal Critical (one die) 4 +3 3
10th +4 Path Feature 4 +3 3
11th +4 Relentless Rage 4 +3 3
12th +4 Ability Score Improvement 5 +3 3
13th +5 Brutal Critical (two dice) 5 +3 4
14th +5 Path Feature 5 +3 4
15th +5 Persistent Rage 5 +3 4
16th +5 Ability Score Improvement 5 +4 4
17th +6 Brutal Critical (three dice) 6 +4 5
18th +6 Indomitable Might 6 +4 5
19th +6 Ability Score Improvement 6 +4 5
20th +6 Primal Champion Unlimited +4 5

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 modi er the equipment granted by your background:
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modi er 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 5d4 x 100 cr

51 CHAPTER 3 | CLASSES
RAGE ABILITY SCORE IMPROVEMENT
Beginning at 1st level, in battle, you ght with primal When you reach 4th level, and again at 8th, 12th, 16th,
ferocity. On your turn, you can enter a rage as a bonus and 19th level, you can increase one ability score of
action if you aren't wearing heavy armor. your choice by 2, or you can increase two ability scores
While raging, you gain the following bene ts: of your choice by 1. As normal, you can't increase an
ability score above 20 using this feature. Alternatively,
You have advantage on Strength checks and Strength you can choose a feat (see Chapter 6 for a list of feats).
saving throws.
When you make a melee weapon attack using Strength, EXTRA ATTACK
you gain a bonus to the damage roll that increases as Beginning at 5th level, you can attack twice, instead of
you gain levels as a berserker, as shown in the Rage once, whenever you take the Attack action on your
Damage column of the berserker table. turn.
You have resistance to kinetic and energy damage.

If you are able to cast powers, you can't cast them or


FERAL IMPULSE
concentrate on them while raging. By 7th level, your instincts are so honed that you have
Your rage lasts for 1 minute. It ends early if you are advantage on initiative rolls.
knocked unconscious, you don heavy armor, or if your Additionally, if you are surprised at the start of
turn ends and you haven't attacked a hostile creature combat and aren't incapacitated, you can act normally
or taken damage since your last turn. You can also end on your rst turn, but only if you enter your rage
your rage on your turn as a bonus action. before doing anything else on that turn.
Once you have raged the number of times shown for
your berserker level in the Rages column of the BRUTAL CRITICAL
berserker table, you must nish a long rest before you Beginning at 9th level, you can roll one additional
can rage again. weapon damage die when determining the extra
damage for a critical hit with a melee attack.
UNARMORED DEFENSE This increases to two additional dice at 13th level
Also at 1st level, while you are not wearing any armor, and three additional dice at 17th level.
your Armor Class equals 10 + your Dexterity modi er +
your Constitution modi er. You can use a shield and RELENTLESS RAGE
still gain this bene t. Starting at 11th level, your rage can keep you ghting
despite grievous wounds. If you drop to 0 hit points
RECKLESS ATTACK while you're raging and don't die outright, you can
Starting at 2nd level, you can throw aside all concern make a DC 10 Constitution saving throw. If you
for defense to attack with erce desperation. When succeed, you drop to 1 hit point instead.
you make your rst attack on your turn, you can decide Each time you use this feature after the rst, the DC
to attack recklessly. Doing so gives you advantage on increases by 5. When you nish a short or long rest,
melee weapon attack rolls using Strength during this the DC resets to 10.
turn, but attack rolls against you have advantage until
your next turn. PERSISTENT RAGE
Beginning at 15th level, your rage is so erce that it
BERSERKER INSTINCTS ends early only if you fall unconscious or if you choose
Also at 2nd level, you've honed two instincts, as to end it.
detailed at the end of the class description. You hone
an additional instinct at 7th, 13th, and 17th level. INDOMITABLE MIGHT
Beginning at 18th level, if your total for a Strength
DANGER SENSE check is less than your Strength score, you can use that
At 3rd level, you gain an uncanny sense of when things score in place of the total.
nearby aren't as they should be, giving you an edge
when you dodge away from danger. PRIMAL CHAMPION
You have advantage on Dexterity saving throws At 20th level, you embody the power of the wilds. Your
against e ects that you can see, such as traps and Strength or Dexterity score increases by 2, and your
powers. To gain this bene t, you can't be blinded, Constitution score increases by 2. Your maximum for
deafened, or incapacitated. those scores increases by 2.
Additionally, you can enter rage an unlimited
BERSERKER APPROACH number of times, and entering rage no longer requires
Also at 3rd level, you choose an approach that shapes your bonus action.
the nature of your rage which is detailed at the end of
the class description. Your choice grants you features
at 3rd level and again at 6th, 10th, and 14th levels.

CHAPTER 3 | CLASSES 52
BERSERKER INSTINCTS
The instincts are presented in alphabetical order. If an KATARN'S INSTINCT
instinct has prerequisites, you must meet them to You gain a climbing speed equal to your movement
learn it. You can learn an instinct at the same time you speed.
meet its prerequisites.
LOTH-CAT'S INSTINCT
ACKLAY'S INSTINCT While you're raging, other creatures have disadvantage
While raging, you have advantage on Constitution on opportunity attack rolls against you, and you can
saving throws. take the Dash action as a bonus action on your turn.
BANTHA'S INSTINCT PREDATOR'S INSTINCT
Prerequisite: 7th level Your speed increases by 10 feet.
Your carrying capacity and the weight you can push,
drag, or lift doubles. If it would already double, it RANCOR'S INSTINCT
instead triples. Additionally, you have advantage on Prerequisite: 13th level
Strength checks made to push, pull, lift, or break While you're raging any creature within 5 feet of you
objects. that's hostile to you has disadvantage on attack rolls
against targets other than you or another character
BLURRG'S INSTINCT with this feature. An enemy is immune to this e ect if it
Whether mounted or on foot, your travel pace is can't see or hear you or if it can't be frightened.
doubled, as is the travel pace of up to ten companions
while they're within 60 feet of you and you're not TACTICIAN'S INSTINCT
incapacitated. When you use your Reckless Attack feature, you can
choose to not have advantage on your attack rolls this
BOGGDO'S INSTINCT turn. If you do so, friendly creatures within 5 feet of a
Prerequisite: 13th level hostile creature that is within 5 feet of you have
While raging you have a ying speed equal to your advantage on attack rolls against that creature.
current walking speed, though you fall if you end your
turn in the air and nothing else is holding you aloft. TRACKER'S INSTINCT
Prerequisite: 7th level
CHIRODACTYL'S INSTINCT You can track other creatures while traveling at a fast
Prerequisite: 7th level pace, and you can move stealthily while traveling at a
While raging, you have blindsight to a range of 30 feet, normal pace.
and you have advantage on Wisdom (Perception)
checks that rely on sound, as long as you aren't TERENTATEK'S INSTINCT
deafened. Prerequisite: 13th level
When you are forced to make a saving throw against a
DEWBACK'S INSTINCT force power, you can immediately use your reaction to
Choose three damage types. While raging, you have move up to half your speed towards the source
resistance to the chosen damage types. power's caster. If you end this movement within 5 feet
FIGHTER'S INSTINCT of the target, you can immediately make one melee
You adopt a particular style of ghting as your weapon attack against the target as a part of that
specialty. Choose one of the Fighting Style options, reaction.
detailed in Chapter 6. You can't take a Fighting Style VARACTYL'S INSTINCT
option more than once, even if you later get to choose Prerequisite: 13th level
again. While raging, you have advantage Dexterity checks,
your attack rolls can't su er from disadvantage, and
FYRNOCK'S INSTINCT
each slowed level only reduces your speed by 5 feet,
While raging, you can use your bonus action to leap up
unless it would reduce your speed to 0.
to 30 feet to an empty space you can see. When you
land you deal kinetic damage equal to your Strength
modi er to each creature within 5 feet of where you
BERSERKER APPROACHES
land. You can use this feature a number of times equal For berserkers, rage is an internal
to your Constitution modi er (a minimum of once). You reservoir where pain, grief, and
regain all expended uses when you complete a long anger are forged into a fury hard
rest. as steel. Your approach grants you
features at 3rd, 6th, 10th, and 14th
HAWK'S INSTINCT level.
Prerequisite: 7th level
You can see up to 1 mile away with no di culty. You
are able to discern even ne details as though looking
at something no more than 100 feet away from you.
Additionally, dim light doesn't impose disadvantage on
your Wisdom (Perception) checks.

53 CHAPTER 3 | CLASSES
BALLISTIC APPROACH
For many, rushing an opponent with guns blazing is a FIRESTORM
last resort. For Berserkers of the Ballistic Approach,
When you choose this approach at 3rd level, you gain
this isn't a last resort; it's the primary plan. Leading
pro ciency in martial blasters with the burst or rapid
with a blaster and pure, unbridled rage, the berserker
property. Additionally, you've learned to use ranged
never lets an empty gun diminish their fury.
weapons with untold fury. While wielding a blaster with
which you are pro cient, you gain the following
bene ts:
When making a ranged weapon attack while within 30
feet of your target, you use your choice of Strength or
Dexterity modi er for the attack and damage rolls. You
must use the same modi er for both rolls.
When you use a blaster as an improvised weapon, you
are considered pro cient with it.

EXPLOSIVE
Also at 3rd level, while raging, you gain the
 following bene ts:
When you roll a 1 or 2 on a damage die for an attack
made with a blaster weapon, you can reroll the die
and must use the new roll, even if the new roll is a 1
or a 2.
You add your rage damage to damage rolls from
ranged weapon attacks using Strength.
You may only apply your rage damage to one
target when you use the burst property.

RAMPAGE
At 6th level, while raging, when you deal
  damage with a blaster with which you
  are pro cient, and you added your
Strength modi er to the damage roll,
you can use a bonus action to move up
to half your speed towards your target.
You must end this movement
closer to your target than you started. If
you end this movement within 5 feet of your target,
you can make one melee weapon attack with your
blaster as a part of this bonus action.

DOWN, NOT OUT


Starting at 10th level, when you are hit with an
attack by a creature within 30 feet of you, you can
use your reaction to make a single attack against
that creature with a blaster with which you are
pro cient.

BRAWN
At 14th level, when you use the burst property
of a blaster with which are you pro cient, you
 can apply your rage damage bonus to every
 target that takes damage, instead of just one.
Additionally, when a creature fails the saving throw
against your burst or rapid property, it is knocked
prone.

CHAPTER 3 | CLASSES 54
MARAUDER APPROACH
Few things are more terrifying than being in the path of FURIOUS FORCE
a Berserker who has learned the ways of the Force. Also at 3rd level, you can cast force powers while
Those who follow this path unlock something deep raging as long as the power's casting time is no more
within them, a well of untamed power from the depths than 1 action, the power does not require
of their fury. When a marauder unleashes their rage, concentration, and you are not wearing heavy armor or
they channel their brute strength into primal might, wielding a medium or heavy shield. While raging, you
and uses it to devastate his foes in a hail of re, blades, add your rage damage to damage rolls from force
and blood. Due to the uncontrolled nature of their powers you cast. If a force power damages more than
powers, marauders have a dangerous predilection for one target, you may only apply your rage damage to
the strength and raw power o ered by the dark side, one of the targets.
and many fall into it's clutches. Even those who do not Casting force powers during rage counts as attacking
are always temped by the voices of fury barely for the purposes of maintaining rage, and you can use
contained within. your Reckless Attack feature to gain advantage when
FORCECASTING casting a force power that requires an attack roll.

When you choose this approach at 3rd level, you have


derived powers from your primal connection to the
Force. See chapter 10 for the general rules of
forcecasting and chapter 11 for the force powers list.
FORCE POWERS KNOWN
You learn 4 force powers of your choice, and you learn
more at higher levels, as shown in the Force Powers
Known column of the Marauder Approach Forcecasting
table. You may not learn a force power of a level higher
than your Max Power Level, and you may learn a force
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 modi er (your choice). You use
these force points to cast force powers. You regain all
expended force points when you nish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming
more force points to create a greater e ect. 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
Wisdom for light side powers, Charisma
for dark side powers, and Wisdom or Charisma for
universal powers (your choice). You use this ability
score modi er whenever a power refers to your
forcecasting ability. Additionally, you use this ability
score modi er 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 pro ciency bonus +


your forcecasting ability modi er

Force attack modifier = your pro ciency bonus +


your forcecasting ability modi er

55 CHAPTER 3 | CLASSES
MARAUDER APPROACH
FORCECASTING
Force Powers Force Max Power
Level Known Points Level
3rd 4 3 1st
4th 6 4 1st
5th 7 5 1st
6th 8 6 1st
7th 10 7 2nd
8th 11 8 2nd
9th 12 9 2nd
10th 13 10 2nd
11th 14 11 2nd
12th 15 12 2nd
13th 17 13 3rd
14th 18 14 3rd
15th 19 15 3rd
16th 20 16 3rd
17th 22 17 4th
18th 23 18 4th
19th 24 19 4th
20th 25 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 nish 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.

CHAPTER 3 | CLASSES 56
PRECISION APPROACH
Some berserkers have learned to channel their rage
into a method of increasing their focus and precision
to supernatural levels. Those berserkers who choose
the Precision Approach hone their rage to a ne point,
becoming agile warriors who ruthlessly dispatch their
foes.

CAREFUL STEPS
When you choose this approach at 3rd level, you gain
skills that represent your precise movement. You gain
pro ciency your choice of Acrobatics or Stealth. While
raging, you have advantage on checks you make with
the chosen skill.

FOCUSED RAGE
Also at 3rd level, you hone your rage to a razor sharp
focus. While raging, when you make a melee weapon
attack using Dexterity, you add your rage damage to
the damage roll. Additionally, you can use your
Reckless Attack feature to give you advantage on
melee weapon attacks using Dexterity during your
turn.

BATTLE ANTICIPATION
At 6th level, while raging, your critical hit range with
melee weapon attacks using Dexterity increases by 1.

IMPROVED DANGER SENSE


Starting at 10th level, while raging, when you are
subjected to an e ect that allows you to make a
Dexterity saving throw to take only half damage
against e ects that you can see, such as traps and
powers, you are treated as pro cient in the save, and
you instead take no damage if you succeed on a saving
throw, and only half damage if you fail.

CALM WITHIN THE STORM


At 14th level, the precision with which you act during
your rage causes you to become a storm of reactive
lethality. When you use your Reckless Attack feature,
you can make a number of opportunity attacks equal
to your pro ciency bonus without using your reaction,
and when a creature within 5 feet of you misses you
with an attack, you can use your reaction to make a
melee weapon attack using Dexterity against that
creature. You can only take one reaction per turn.

57 CHAPTER 3 | CLASSES
WARCHIEF APPROACH
For some berserkers, it is their duty or birthright to SAVAGE DIPLOMAT
lead their tribe and kin to battle and victory. The Your path necessitates that you build relationships
Warchief Approach is one forged from alliances, bonds, with others, for the betterment of your tribe or
and strategy. In combat, your rages are less mindless, yourself.
and more focused. Ignoring the distractions of When you choose this approach at 3rd level, you
unimportant events, your attention hones in on the gain pro ciency in one of the following skills of your
battle eld and how best to direct and control it. You choice: Persuasion or Intimidation. You can choose to
guide your allies' strikes, and your presence is enough learn one language in place of the skill pro ciency.
to wash away their fatigue.
COMMANDING RAGE
Also at 3rd level, when in your rage, you become more
aware of your allies, and their intent when ghting 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
battle eld 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 modi er (minimum of one).

RAID PLANNING
Starting at 10th level, you learn to are 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 modi er (minimum of one) to their next
initiative roll, and a 10 foot bonus to their speed on
their rst turn of combat.

WAR CHANT
By 14th level you have memorized the litanies, songs,
and chants of your people and their dedication to war.
When you enter a rage you can take a commanding
stance. If you do so, for the duration of your rage you
have a special reaction you can take on a number of
allies' turns equal to your Charisma modi er (minimum
of one). You can only use this special reaction to use
your Commanding Rage feature.
Additionally, during this rage, when an enemy within
10 feet of you makes an attack roll against an ally, you
can use your reaction to reduce that roll by an amount
equal to your Charisma modi er.
Once you've used this feature, you must complete a
long rest before you can use it again.

CHAPTER 3 | CLASSES 58
CONSULAR
A TWI'LEK IN BLACK ROBES STEPS ON A TERRIFIED RODIAN, WHO
scampers away on the ground. Lightning sparks from
his ngers, 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 ick of his wrist, he clears the air, sending his
projectiles to pound on the approaching tank.
Consulars are the supreme wielders of the Force,
de ned 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 e ect. 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 di erent
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.

59 CHAPTER 3 | CLASSES
THE CONSULAR
Pro ciency Force Powers Force Max Power
Level Bonus Features Known Points Level
1st +2 Forcecasting, Force Recovery 9 4 1st
2nd +2 Force-Empowered Casting, Force Shield 11 8 1st
3rd +2 Force A nity, Consular Tradition 13 12 2nd
4th +2 Ability Score Improvement 15 16 2nd
5th +3 — 17 20 3rd
6th +3 Tradition feature 19 24 3rd
7th +3 — 21 28 4th
8th +3 Ability Score Improvement 23 32 4th
9th +4 — 25 36 5th
10th +4 Tradition feature 26 40 5th
11th +4 — 28 44 6th
12th +4 Ability Score Improvement 29 48 6th
13th +5 — 31 52 7th
14th +5 Tradition feature 32 56 7th
15th +5 — 34 60 8th
16th +5 Ability Score Improvement 35 64 8th
17th +6 — 37 68 9th
18th +6 Tradition feature 38 72 9th
19th +6 Ability Score Improvement 39 76 9th
20th +6 One with the Force 40 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 modi er the equipment granted by your background:
Hit Points at Higher Level: 1d6 (or 4) + your Constitution
modi er 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 5d4 x 100 cr

CHAPTER 3 | CLASSES 60
FORCECASTING FORCE-EMPOWERED CASTING
Beginning at 1st level, in your meditations on the force, At 2nd level, you gain the ability to twist your powers to
you have learned powers, fragments of knowledge that suit your needs. When you cast a force power, you can
imbue you with an abiding force ability. See chapter 10 expend additional force points to modify the power.
for the general rules of forcecasting and chapter 11 for You gain two of the following Empowerment options of
the force 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 9 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 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 modi er (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 table, + your Wisdom or Charisma against the power.
modi er (your choice). You use these force points to
cast force powers. You regain all expended force points DISTANT POWER
when you nish 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 e ect. 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 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 Wisdom for light side When you cast a power that forces a creature to make
powers, Charisma for dark side powers, and Wisdom a saving throw to resist its e ects, you can spend 3
or Charisma for universal powers (your choice). You additional force points to give one target of the power
use this ability score modi er whenever a power refers disadvantage on its rst saving throw made against the
to your forcecasting ability. Additionally, you use this power.
ability score modi er when setting the saving throw DC
for a force power you cast and when making an attack IMPROVED POWER
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 pro ciency bonus + damage dice up to your Wisdom or Charisma modi er
your forcecasting ability modi er (your choice, minimum of one). You must use the new
rolls.
Force attack modifier = your pro ciency bonus + You can use Improved Power even if you have
your forcecasting ability modi er already used a di erent 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 brie y meditating. When you nish 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 modi er (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 su ers the e ects as though
they failed their saving throw.

61 CHAPTER 3 | CLASSES
FORCE AFFINITY
QUICKENED POWER When you reach 3rd level, you've developed an a nity
When you cast a power that has a casting time of 1 for one of the three aspects of the Force: the Ashla, the
action, you can spend 2 additional force points to Bendu, or the Bogan. Choose one from the following:
change the casting time to 1 bonus action for this
casting. ASHLA
When you successfully cast a light side power, either
REFOCUSED POWER your or the target's (your choice) hit point maximum
When you are forced to make a Constitution saving and current hit points increase by an amount equal to
throw to maintain concentration on a power you can the power's level. This e ect lasts for 1 minute. You can
use your reaction and spend 2 force points to only have one instance of this e ect active at a time.
automatically succeed on the saving throw. You can
use this option even if you have already used a BENDU
di erent Empowerment option during the casting of You can add both your Wisdom and Charisma modi er
the power. to your maximum number of force points, instead of
just one.
TWINNED POWER
When you cast a power that targets only one creature BOGAN
and doesn't have a range of self, you can spend a When you roll a 1 on a damage die for a dark side
number of additional force points equal to the power's power, you can reroll the die and must use the new
level to target a second creature in range with the roll, even if the new roll is a 1.
same power (1 force point if the power is at-will).
CONSULAR TRADITION
FORCE SHIELD Also at 3rd level, you choose a consular tradition, which
Also at 2nd level, you learn how to defend yourself is detailed at the end of the class description. Your
purely through your strength with the Force. When you choice grants you features at 3rd level and again at 6th,
are hit by an attack, you can use your reaction to 10th, 14th, and 18th level.
shroud yourself in Force energy. Until the start of your
next turn, you have a bonus to AC equal to your
ABILITY SCORE IMPROVEMENT
Wisdom or Charisma modi er (your choice, a minimum When you reach 4th level, and again at 8th, 12th, 16th,
of +1). This includes the triggering attack. and 19th level, you can increase one ability score of
You can use this feature twice. You gain an additional your choice by 2, or you can increase two ability scores
use at 5th, 11th, and 17th level in this class. You regain of your choice by 1. As normal, you can't increase an
all expended uses when you nish a long rest. ability score above 20 using this feature. Alternatively,
you can choose a feat (see Chapter 6 for a list of feats).

ONE WITH THE FORCE


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 e ort. 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 nish a short or long rest.
If you want to cast it at a higher level, you must
expend force points as normal.

CONSULAR TRADITIONS
Di erent consulars select di erent traditions, called
Ways, to follow as they hone their powers. Your
tradition grants you features at 3rd, 6th, 10th, 14th,
and 18th level.

CHAPTER 3 | CLASSES 62
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 battle eld. 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 nish a long rest.
The barrier has hit points equal to twice your consular
level + your Wisdom or Charisma modi er (your
choice). Your barrier can never have hit points
greater than twice your consular level +
your Wisdom or Charisma modi er
(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 nish 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, such as sever force or force
suppression, you add your pro ciency bonus to that
ability check.

63 CHAPTER 3 | CLASSES
WAY OF LIGHTNING
Of all of the dark arts of the Force, little can match the you hit with the power, or the target fails the power's
spectacle and devastation of Force lightning. Those saving throw, a ected creatures become shocked until
consulars who follow the Way of Lightning summon the start of your next turn. You can use this feature a
intense discharges of pure Force energy, overwhelming number of times equal to your Wisdom or Charisma
enemies with punishing damage from a distance, modi er (your choice, a minimum of once). You regain
leaving them shaken and vulnerable -- if not dead. all expended uses when you nish a short or long rest.

SHOCKING AFFINITY POTENT LIGHTNING


When you choose this tradition at 3rd level, when you At 6th level you add your Wisdom or Charisma
cast a force power that deals lightning damage, you modi er (your choice, a minimum of +1) to any
can use Wisdom or Charisma as your forcecasting damage you deal with force powers that deal lightning
ability for it. damage that don't already include that modi er.
Additionally, when you cast a damage dealing force
power that requires an attack roll or saving throw, you BLISTERING REBUKE
can cause that power to instead deal lightning damage. Beginning at 10th level, when a creature within 5 feet
If the power would call for a saving throw other than of you that you can see hits you with an attack, you can
Dexterity, it instead calls for a Dexterity saving throw. If 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 modi er (your choice, a
minimum of once). You regain all expended uses when
you nish a long rest.

ELECTRIC ATTUNEMENT
At 14th level, you gain resistance to lightning damage.
Additionally, force powers you cast ignore resistance to
lightning damage.

UNLIMITED POWER
Starting at 18th level, you can increase the power of
your simpler lightning force powers. When you cast a
force power of 6th-level or lower that deals
lightning damage, you can deal maximum damage
with that power.
You can use this feature with no adverse
e ects a number of times equal to
your Wisdom or Charisma modi er (your
choice, a minimum of once). If you use
this feature beyond this before you nish a long
rest, you take 2d12 necrotic damage for each
level of the power, immediately after you cast
it. Each time you use this feature again
before nishing a long rest, the necrotic
damage per power level increases by
1d12. This damage can not
be reduced in any way.

CHAPTER 3 | CLASSES 64
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 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 nish 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 ve 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 its hit point maximum.
This feature has no e ect on droids or constructs.
You can use this feature a number of times equal to
your Wisdom or Charisma modi er
(your choice, a minimum of
once). You regain all
expended uses when you
nish 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.

65 CHAPTER 3 | CLASSES
WAY OF SUGGESTION
There is power in a light touch, and no one knows this DELICATE POTENCY
better than the consular. Those consulars who follow
Beginning at 10th level, your mind-a ecting powers are
the Way of Suggestion have honed their attunement to
particularly potent. When you cast one of cloud mind,
the Force, allowing them to disappear, despite being in
dominate mind, mass coerce mind, and dominate
plain sight.
monster, you can choose to treat the power as if cast
SUBTLE CONTROL at your Max Power Level.
You can use this feature a number of times equal to
At 3rd level, you can befuddle a creature's mind with your Wisdom or Charisma modi er (your choice, a
nothing but a gesture. As an action, you can cause a minimum of once). You regain all expended uses when
creature you can see within 30 feet to make a Wisdom you nish a long rest.
saving throw against your universal force save DC. On
a failed save, you can force the creature to believe or DELAYED EFFECT
forget a single aspect of a conversation, observation or
At 14th level, when you cast a force power, you can
encounter it had that you were present for in the past
delay the e ects of the force power for up to a number
10 minutes. Whether the creature succeeds or fails
of rounds equal to half your consular level. If you do
their saving throw, you can't use this feature on them
so, the power immediately takes e ect at the start of
again until you nish a long rest.
your turn, after the speci ed number of rounds have
 Additionally, creatures who attempt to
passed.
detect your use of the Force have
Once you've used this feature, you can't use it again
 disadvantage on ability checks to do so,
until you complete a long rest.
  and if a creature has the sense force or
 force sight power active, they must SUBTLE PRESENCE
succeed on a universal forcecasting
  ability check against your universal force At 18th level, you've learned how to weave the Force
save DC in order to notice your usage of around you in a cloak of your choice. As an action, you
  the Force, your alignment within the can focus the Force for 10 minutes. For the duration,
 Force, or how strong your connection you gain your choice of one of the following e ects.
 to the Force is. You can use each feature once. You regain all
expended uses when you complete a long rest.
OUT OF MIND CLOAK OF FRIGHT
   At 6th level, you can erase yourself Each creature of your choice that is within 60 feet must
from a single creature's sight succeed on a Wisdom saving throw against your
  momentarily. As a bonus action, universal force save DC or become frightened for 1
choose a creature within 60 feet minute. A creature can repeat the saving throw at the
of you that you are aware of. That end of each of its turns, ending the e ect on itself on a
creature must make a Wisdom success.
saving throw against your
universal force save DC. CLOAK OF INVISIBILITY
On a failed save, you You and everything you are wearing or carrying
become invisible to become invisible to creatures of your choice. If you
that creature for 1 damage a creature or a ect it with a force power, it can
 minute, or until you make a Wisdom saving throw against your universal
deal damage to force save DC. On a success, you are no longer invisible
 it. to that creature.
Once you've used this CLOAK OF MEMORY
  feature, you can't use it Creatures that see you or any allies within 30 feet of
again until you nish a you during this time cannot recall your physical
  short or long rest. appearances, your mannerisms, or any other
identifying features.
Creatures that interact with you must make a
Wisdom saving throw against your universal force save
DC once the interaction ends. You can choose to
exclude a creature from this e ect. On a failed save,
the creature forgets all details of the interaction,
rationalizing any of its outcomes.

CHAPTER 3 | CLASSES 66
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 nally takes o .
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 Star ghters scream in from the
clouds. The pilot rolls the ship, nimbly evading
incoming re. 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 ash, they
warp to safety.
A Cerean o cer surveys the battle eld, looking for
weaknesses. When he identi es 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 o cer leaps
into the air, ying overhead and raining destruction on
the opposition.
Every machine needs an engineer to run it, and a
living crew is no di erent. 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 ghters, 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 x swoop bikes as a teenager. Perhaps you are the
recent graduate of an esteemed medical college, or a
rookie pilot in the edgling 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 battle eld. 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 con ict.

67 CHAPTER 3 | CLASSES
THE ENGINEER
Pro ciency Tech Powers Tech Max Power Potent Modi cation
Level Bonus Features Known Points Level Aptitude Slots
1 +2 Techcasting, Potent Aptitude 6 2 1st d4 —
2 +2 Infuse Item (+1), Tool Expertise 7 4 1st d4 —
3 +2 Engineering Discipline 9 6 2nd d4 4
4 +2 Ability Score Improvement 10 8 2nd d4 4
5 +3 Quick Thinking 12 10 3rd d6 5
6 +3 Engineering Discipline feature 13 12 3rd d6 5
7 +3 — 15 14 4th d6 5
8 +3 Ability Score Improvement 16 16 4th d6 5
9 +4 — 18 18 5th d8 6
10 +4 Infuse Item (+2) 19 20 5th d8 6
11 +4 — 21 22 6th d8 7
12 +4 Ability Score Improvement 22 24 6th d8 7
13 +5 — 23 26 7th d10 8
14 +5 Engineering Discipline feature 24 28 7th d10 8
15 +5 Infuse Item (+3) 25 30 8th d10 8
16 +5 Ability Score Improvement 26 32 8th d10 8
17 +6 — 27 34 9th d12 9
18 +6 Engineering Discipline feature 28 36 9th d12 9
19 +6 Ability Score Improvement 29 38 9th d12 9
20 +6 Tech Mastery 30 40 9th d12 9

CLASS FEATURES
As an 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 modi er the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modi er 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 implements, a
Weapons: Simple blasters, simple vibroweapons vibrodagger, and a wristpad
Tools: Tinker's implements 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 6d4 x 100 cr

CHAPTER 3 | CLASSES 68
TECHCASTING
Beginning at 1st level, during your training you have deciding to use the Potent Aptitude die, but must
derived powers from schematics with the aid of your decide before the GM says whether the roll succeeds
wristpad. See chapter 10 for the general rules of or fails. Once the Potent Aptitude die is rolled, it is lost.
techcasting and chapter 12 for the tech powers list. A creature can have only one Potent Aptitude die at a
time.
TECH POWERS KNOWN You can use this feature a number of times equal to
You learn 6 tech powers of your choice, and you learn your Intelligence modi er (a minimum of once). You
more at higher levels, as shown in the Tech Powers regain any expended uses when you nish a long rest.
Known column of the engineer 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, a shield, or a simple or martial weapon. Until
of the engineer table, + your Intelligence modi er. You the end of your next long rest or until you die, the
use these tech points to cast tech powers. You regain object becomes an enhanced item, granting a +1
all expended tech points when you nish a short or bonus to AC if it's armor or a shield or a +1 bonus to
long rest. attack and damage rolls if it's a weapon.
Once you've used this feature, you can't use it again
MAX POWER LEVEL until you nish a long rest.
Many tech powers can be overcharged, consuming This bonus increases to +2 at 10th level and +3 at
more tech points to create a greater e ect. You can 15th level.
overcharge these powers to a maximum level, which
increases at higher levels, as shown in the Max Power TOOL EXPERTISE
Level column of the engineer table. Also at 2nd level, you gain expertise in any tool
You may only cast tech powers at 6th, 7th, 8th, and pro ciencies you gain from this class.
9th-level once. You regain the ability to do so after a
long rest. ENGINEERING DISCIPLINE
TECHCASTING ABILITY Starting at 3rd level, you begin to focus on a speci c
Intelligence is your techcasting ability for your tech engineering discipline, which is detailed at the end of
powers. You use your Intelligence whenever a power the class description. Your discipline grants you
refers to your techcasting ability. Additionally, you use features at 3rd level and again at 6th, 14th, and 18th
your Intelligence modi er when setting the saving level.
throw DC for a tech power you cast and when making
an attack roll with one.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th,
Tech save DC = 8 + your pro ciency bonus + and 19th level, you can increase one ability score of
your Intelligence modi er your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can't increase an
Tech attack modifier = your pro ciency bonus + ability score above 20 using this feature. Alternatively,
your Intelligence modi er you can choose a feat (see Chapter 6 for a list of feats).
TECHCASTING FOCUS QUICK THINKING
You use a wristpad (found in chapter 5) or your tool
pro ciencies granted by this class as a techcasting Beginning when you reach 5th level, you regain all of
focus for your tech powers. your expended uses of Potent Aptitude when you
nish a short or long rest.
POTENT APTITUDE
TECH MASTERY
Also at 1st level, your technological experience lends
you an uncommon insight that you can use to bolster At 20th level, your mastery of technology is unrivaled.
your allies. To do so, you use a bonus action on your Your Constitution and Intelligence scores increase by 2.
turn to choose one creature other than yourself within Your maximum for those scores increases by 2.
60 feet of you who can hear you. That creature gains Additionally, when you roll initiative and have no
one Potent Aptitude die, a d4. This die changes as you uses of Potent Aptitude left, you regain one use.
gain engineer levels, as shown in the Potent Aptitude
column of the engineer table.
ENGINEERING DISCIPLINES
Once within the next 10 minutes, the creature can The wide range of tool applications gives birth to well
roll the die and add the number rolled to one ability de ned distinctions between di erent engineering
check, attack roll, or saving throw it makes. The disciplines. Each discipline focuses on maximizing the
creature can wait until after it rolls the d20 before personal use of a certain tool. Your discipline grants
you features at 3rd, 6th, 14th, and 18th level.

69 CHAPTER 3 | CLASSES
ARMORMECH ENGINEERING
Those engineers who choose the Armormech MODIFIED ARMOR
Engineering discipline focus on the ability to work with Also at 3rd level, you learn to modify one unenhanced
hard metals and electronic shielding to construct and suit of armor or shield utilizing your armormech
enhance all types of personal armor. knowledge. Over the course of a long rest, you can
BONUS PROFICIENCIES modify one suit of armor or a shield. You must have
the armor or shield and armormech's implements in
When you choose this discipline at 3rd level, you gain order to perform this modi cation.
pro ciency in armormech's implements, medium Your modi ed armor or shield is enhanced, requires
armor, and heavy armor. Additionally, when you attunement, can only be used by you, and counts as a
engage in crafting with armormech's implements, the tech focus for your tech powers while you are attuned
rate at which you craft doubles. to it. Your modi ed armor has 4 modi cation slots, and
it gains more at higher levels, as shown in the
Modi cation Slots column of the engineer table. For
each modi cation installed in excess of your
pro ciency bonus, your tech point maximum is
reduced by 1. Over the course of a long rest, you can
replace or remove a number of modi cations up to
your Intelligence modi er (minimum of one).
Some modi cation e ects require saving throws.
When you use such an e ect from this class, the DC
equals your tech save DC.
At 9th level, you can maintain both a modi ed suit of
armor and shield. Each modi ed item has modi cation
slots as shown in the Modi cation Slots column of the
engineer 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
modi er (minimum of one).

EXTRA ATTACK
Beginning at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your
turn. You must be wearing your modi ed armor or
wielding your modi ed shield to gain this bene t.

ARMORMECH'S CELERITY
At 14th level, when you take the Attack action or use
your action to a cast a tech power of 1st-level or
higher, you can make one weapon attack as a bonus
action.
You can use this feature a number of times equal to
your Intelligence modi er (a minimum of once). You
regain all expended uses when you complete a long
rest.

SUIT RELIABILITY
Starting at 18th level, your suit is like a second
  skin. Whenever you make an ability check or
saving throw that uses Strength, Dexterity,
  or Constitution, you can treat a d20 roll
of 9 or lower as a 10. You must be
wearing your modi ed armor or
wielding your modi ed shield to gain
this bene t.

CHAPTER 3 | CLASSES 70
ARMORMECH MODIFICATIONS
If a modi cation has prerequisites, you must meet its normal weight. As an action you can don or do the
them to install it. You can install the modi cation 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 modi ed 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 modi cation increases its range by 30
and gain temporary hit points equal to 1d4 + feet.
Intelligence modi er, which last for one hour.
ENHANCED ENDURANCE
You can use this feature a number of times equal to
Prerequisite: Armor
your Intelligence modi er (a minimum of once). You
When you are reduced to 0 hit points while wearing
regain any expended uses when you nish a long rest.
your modi ed 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 nish a long rest.
You reduce the weight of your modi ed 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 modi ed
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 modi ed 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
modi er lightning damage to the attacker.
wearing your armor.
FLIGHT
ADAPTABLE ARMOR
Prerequisite: 9th level, Armor
Prerequisite: Armor
You integrate a propulsion system into your modi ed
You integrate deployable hooks and ns into your
armor. While wearing your modi ed armor you have
armor, augmenting its mobility. While wearing your
an enhanced ying speed of 30 feet.
modi ed 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 modi ed 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 modi ed 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
modi ed armor's unarmed strike deals 1d8 kinetic remove the harpoon. Removing the harpoon requires
damage. Additionally, your critical hit range with your a Strength check. While the harpoon is stuck in the
unarmed strikes increases by 1. target, you are connected to the target by a 60 foot
cable.
ARTIFICIALLY INTELLIGENT While the harpoon is deployed, you can use your
Prerequisite: 9th level, Armor bonus action to activate the reel, pulling yourself to the
You install an arti cial intelligence into your modi ed location if the target is larger than you. A creature or
armor. While wearing your modi ed armor, when you object your size or smaller is pulled to you.
make an ability check, your armor's arti cial 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 modi er (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 di cult 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 your carrying capacity and the weight you can push,
Prerequisite: 5th level, Armor drag, or lift doubles. If it would already double, it
Your modi ed armor can collapse into a case for easy instead triples.
storage. When transformed this way the armor is
indistinguishable from a normal case and weighs 1/3

71 CHAPTER 3 | CLASSES
INFILTRATION SUIT SEALED SUIT
Prerequisite: Armor Prerequisite: 5th level, Armor
You install a cloaking device in your modi ed armor. As a bonus action you can hermetically seal your
This device has 2 charges. As an action you can use 1 modi ed armor, giving you an air supply for up to 1
charge to cast in ltrate 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 modi ed
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: Arti cially Intelligent
can repeat this check. On a success, the weapon is Your arti cial 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 nish 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 modi er (a minimum of once). You As a bonus action you can amplify your shield until the
regain any expended uses when you nish 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 modi er (a minimum of once). You
You modify your modi ed armor gauntlet with regain any expended uses when you nish a long rest.
increased reinforcement and weight. Your modi ed
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 bene t from a
PROTOTYPE POWER FIST shield, and it does not require the use of a hand.
Prerequisite: 5th 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 modi ed armor gauntlet with and a large shield provides three-quarters cover.
increased reinforcement and weight. Your modi ed
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 modi ed armor gauntlet with a
straight line immediately before making an unarmed blaster weapon with which you are pro cient. The
attack, the rst unarmed attack you make deals weapon uses your Intelligence modi er for its attack
additional damage equal to your Intelligence modi er. and damage rolls, and deals 1d8 energy damage on a
hit. It has a normal range of 30 feet and a long range of
REINFORCED UNDERLAY 120 feet.
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 modi ed armor against certain forms of have advantage on Strength saving throws to avoid
damage. Choose acid, cold, re, ion, lightning, or sonic being disarmed.
damage. While wearing your modi ed armor you have
resistance to that type of damage.
You can select this modi cation multiple times. Each
time you do so, you must choose a di erent damage
type.

CHAPTER 3 | CLASSES 72
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 modi ed weapon against a single target that would be
in the range of the power. On a hit, the target su ers
When you choose this discipline at 3rd level, you gain the e ects as though they failed their saving throw. If
pro ciency in armstech's implements, medium armor, the power would a ect more than one creature, it
martial blasters, and martial vibroweapons. instead a ects only one.
Additionally, when you engage in crafting with You can use this feature a number of times equal to
armstech's implements, the rate at which you craft your Intelligence modi er (a minimum of once). You
doubles. regain any expended uses when you nish a long rest.
MODIFIED WEAPONRY ARMSTECH'S SALVO
Also at 3rd level, you learn to modify one unenhanced Starting at 18th level, when you use your Targeting
weapon with which you are pro cient utilizing your Matrix feature, and the tech power would a ect more
armstech experience. Over the course of a long rest, than one creature, you can instead attack each
you can modify the weapon. You must have the a ected creature that would be in the range of the
weapon and armstech's implements in order to power. Make a separate attack roll for each target. On
perform this modi cation. a hit, each target su ers the e ects as though they
Your modi ed 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 modi ed weapon has 4 modi cation slots,
and it gains more at higher levels, as shown in the
Modi cation Slots column of the engineer table. For
each modi cation installed in excess of your
pro ciency bonus, your tech point maximum is
reduced by 1. Over the course of a long rest, you
can replace or remove a number of modi cations
up to your Intelligence modi er (minimum of one).
Some modi cation e ects require saving throws.
When you use such an e ect from this class, the
DC equals your tech save DC.
At 9th level, you can maintain two modi ed
weapons. Each modi ed weapon has modi cation
slots as shown in the Modi cation Slots column of
the engineer table.

CLOSE CALL
Lastly at 3rd level, when you make an attack roll with
your modi ed 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 modi ed 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.

73 CHAPTER 3 | CLASSES
ARMSTECH MODIFICATIONS
If a modi cation has prerequisites, you must meet FLASHLIGHT
them to install it. You can install the modi cation at the You a x a targeted light to your weapon. As a bonus
same time that you meet its prerequisites. action, you can toggle the light on or o . 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 remode 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 a x a short blade to the barrel of your modi ed 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
nesse property that you are pro cient 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: 5th level course of a short rest, you can cast an at-will tech
You pack extra power into your modi ed 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 su ers the
that rely on sound have advantage. power's normal e ects.
CELERITY OSCILLATOR IMPROVED BURST CORE
Once per turn, when you deal damage with your Prerequisite: 9th level
modi ed 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 modi ed weapon can be more e ciently
You install an expandable hilt on your modi ed reloaded. You can reload your modi ed weapon twice
weapon. Your modi ed 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 modi ed weapon can be more e ciently Your weapon's critical hit range increases by 1.
reloaded. You can reload your modi ed weapon once
without using an action. You can't use this feature
again until you reload the weapon with an action.

CHAPTER 3 | CLASSES 74
NEUTRONIUM EDGE
Prerequisite: 5th level, Vibroweapon requires an attack roll, you have advantage. If the
You gain a +1 bonus to damage rolls made with this target requires a saving throw, the target has
weapon. This bonus increases to +2 at 9th level and +3 disadvantage.
at 13th level. Once you've used this feature, you can't use it again
until you recover the harpoon.
OVERCHARGE WEAPON
Prerequisite: 11th level SHOCKING OSCILLATOR
Prerequisite: Booming Strikes Prerequisite: 9th level, Vibroweapon
You gain the ability to channel your tech power to When you hit with the weapon, you can create an
enhance your weapon's damage. You can expend one electronic burst. Each creature in a 15-foot cone
tech slot to deal additional damage to the target. The centered on the creature you hit must make a
extra damage is 1d6 for a 1st-level tech slot, plus 1d6 Dexterity saving throw against your tech save DC,
for each slot level higher than 1st, to a maximum of taking 1d8 lightning damage on a failed save or half as
5d6. The damage is the same type as the weapon much on a successful one.
damage. If you also use your Booming Strikes with an Once you've used this feature, you must complete a
attack, you add this damage to the extra damage of long rest before you can use it again.
your Booming Strikes.
SNAP FIRE
POWER LOOP Prerequisite: 9th level, Blaster
Prerequisite: 9th level You modify your modi ed blaster weapon for quick
When you hit with the weapon, you can choose shots. You can use your reaction to take a opportunity
channel the energy generated, gaining temporary hit attack with your modi ed weapon if an enemy comes
points equal to half the damage dealt. within 10 feet of you. You have disadvantage on this
Once you've used this feature, you must complete a attack.
long rest before you can use it again.
STABILIZER CELL
RECOIL DAMPENER Prerequisite: Vibroweapon with the dexterity property
Prerequisite: Blaster with the strength property You install a stabilizer cell in your modi ed
You install a recoil dampener in your modi ed blaster, vibroweapon, removing the dexterity property from it.
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 modi ed 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
short or long rest before you can use it again.
SCREENING WEAPON
You modify your modi ed 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 modi ed
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
can use 2 charges to cast detect invisibility.
SHOCK ABSORBER The tracker regains all expended charges after a long
You add a reclamation device to your modi ed weapon rest.
to gather energy from the surroundings when it is
present. While wielding your modi ed weapon, you can TRUELIGHT
cast the absorb energy tech power and the power's Prerequisite: 11th level
extra damage applies to both melee and ranged Prerequisite: Flashlight
weapon attacks. When toggled on, your ashlight now automatically
dispels illusions and can detect invisibility, as with
SIEGE WEAPON truesight.
You modify your weapon to be more e ective against
barriers. Your weapon deals double damage against VENOMOUS OSCILLATOR
structures. Prerequisite: 9th level, Vibroweapon
As a bonus action, you can coat your weapon in a thin
SHOCKING HARPOON layer of poison for 1 minute. The next time you hit with
Prerequisite: 9th level the weapon, the creature must make a Constitution
Prerequisite: Harpoon Reel saving throw against your tech save DC. On a failed
After hitting a creature with the harpoon re mode, save, a creature takes 1d10 poison damage and
you can use the connection to deliver an at-will tech becomes poisoned for 1 minute.
power. As a bonus action, you can cast an at-will tech Once you've used this feature, you must complete a
power at the target with a range of touch. If the power long rest before you can use it again.

75 CHAPTER 3 | CLASSES
GADGETEER ENGINEERING
Those engineers who choose the Gadgeteer discipline Some modi cation e ects require saving throws.
focus on the ability to craft reusable consumables and When you use such an e ect from this class, the DC
items that augment and complement their techcasting equals your tech save DC.
abilities.
PROJECTED BARRIER
BONUS PROFICIENCIES Lastly at 3rd level, as a bonus action while wearing
When you choose this discipline at 3rd level, you gain your gadgeteer harness, you can expend a use of your
pro ciency in gadgeteer's implements. Additionally, Potent Aptitude to project a barrier on a friendly
when you engage in crafting with gadgeteer's creature you can see within 30 feet. A creature can only
implements, the rate at which you craft doubles. have one barrier active at a time.

GADGETEER HARNESS ENVIRONMENTAL BARRIER


Also at 3rd level, you learn to create and modify You project an environmental barrier that lasts until
adventuring gear utilizing your gadgeteer experience. the end of your next short or long rest. The barrier has
Over the course of a long rest, you can create your a number of hit points equal to the amount rolled on
modi ed gadgeteer harness. You must have your Potent Aptitude die + your engineer level.
gadgeteer's implements in order to perform this Whenever a creature with this barrier takes damage
modi cation. (one of acid, cold, re, force, lightning, necrotic, poison,
psychic, or sonic, chosen by you when you activate the
Your gadgeteer harness is enhanced, requires
e ect), the barrier takes the damage instead. If this
attunement, can only be used by you, and counts as a
damage reduces the barrier to 0 hit points, the
tech focus for your tech powers while you are attuned
creature take any remaining damage.
to it. Your gadgeteer harness has 4 modi cation slots
to which you can a x gadgets, and it gains more at PHYSICAL BARRIER
higher levels, as shown in the Modi cation Slots You project a physical barrier that lasts until the end of
column of the engineer class table. For each your next short or long rest. The barrier has a number
modi cation installed in excess of your pro ciency of hit points equal to the amount rolled on your Potent
bonus, your tech point maximum is reduced by 1. Over Aptitude die + half your engineer level (rounded down).
the course of a long rest, you can replace or remove a Whenever a creature with this barrier takes damage
number of modi cations up to your Intelligence (one of energy, ion, or kinetic, chosen by you when you
modi er (minimum of one). activate the e ect), the barrier takes the damage
instead. If this damage reduces the barrier to 0 hit
points, the creature take any remaining damage.

VERSATILE DIRECTION
Beginning at 6th level, you can take a second bonus
action on each of your turns.
You can use this feature a number of times equal to
your Intelligence modi er (a minimum of once). You
regain all expended uses when you nish a long rest.

REINFORCED BARRIERS
At 14th level, when you cast a tech power while you
have a barrier active, you can restore hit points to the
barrier, provided it is within 30 feet of you. You restore
a number of hit points equal to twice the power's level,
or 1 hit point for an at-will power. This can't increase a
barrier's hit points above its initial hit points. If you
have multiple barriers active, you can divide these hit
points between them as you see t.

ADAPTIVE BARRIER
Starting at 18th level, when a creature who has one of
your barriers within 30 feet of you that you can see
takes damage, and that damage is of a type that could
be a ected by that barrier, you can use your reaction
to grant them resistance to the triggering damage. If
that damage is the same type as the barrier's chosen
damage, you instead grant them immunity. Whether
resistance or immunity, the barrier immediately drops
to 0 hit points.

CHAPTER 3 | CLASSES 76
GADGETEER CONTRAPTIONS
If a modi cation has prerequisites, you must meet INTEGRATED TARGETER
them to install it. You can install the modi cation at the Prerequisite: 5th level
same time that you meet its prerequisites. While using your harness as a tech focus, you gain a +1
bonus to tech attack rolls. This bonus increases to +2 at
ADVANCED GROUNDING SYSTEM 9th level and +3 at 13th level.
Prerequisite: 13th level
Prerequisite: Prototype Grounding System INTELLIGENCE CORE OVERRIDE
While wearing your gadgeteer harness you have Prerequisite: 9th level
immunity to lightning damage. You can cast the override interface tech power at 5th
level without spending tech points.
AUTO-INJECTION REGENERATOR Once you've used this feature, you must complete a
Prerequisite: 5th level long rest before you can use it again.
You install a special kolto injector into your gadgeteer
harness that can inject you with kolto in response to JET PACK
pain. When you take damage, you can use your You add integrate a jet pack into your gadgeteer
reaction and expend a Hit Die to regain health as long harness to grant you temporary, limited ight.
as the damage would not reduce your hit points to 0. Activating or deactivating the jets requires a bonus
action and, while active, you have a ying speed of 30
AUTOTHRUSTERS feet.
Prerequisite: Jet Pack The jet pack last for 1 minute before deactivating.
You can take the Dash and Disengage actions as a Once the jets have been activated, they can't be
bonus action while your jet pack is active. activated again until you nish a short or long rest.
CLIMBING GLOVES Your jet pack's speed increases to 40 feet at 5th level,
You craft a set of gloves with a powerful assisted grip. 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th
While wearing these gloves, you have a climbing speed level, and 80 feet at 20th level.
of 20 feet, and you have advantage on Strength saving MECHANICAL ARM
throws and Strength (Athletics) checks that involve You create a mechanical arm which mounts to your
climbing. shoulder, which you can use independently. You can
DARKVISION GOGGLES only gain the bene t of items held by two of your arms
You craft a pair of sight-enhancing goggles. While at any given time.
wearing these goggles, you have darkvision to a range You can choose this modi cation twice.
of 60 feet. If you already have darkvision, this MIMICKER
modi cation increases its range by 30 feet. Prerequisite: 9th level
EXTENDED TANK You create a device that attaches to your gadgeteer
Prerequisite: 5th level harness. Your mimicker casts a shadow that makes you
Prerequisite: Jet Pack appear to be standing in a place near your actual
Your jet pack now lasts up to 10 minutes when location, causing any creature to have disadvantage on
activated. attack rolls against you. If you take damage, the
property ceases to function for 1 minute. Your
FLAME VENTS mimicker is suppressed while you are incapacitated,
Prerequisite: 9th level restrained, or otherwise unable to move.
Prerequisite: Jet Pack
You learn the ame sweep tech power and can cast it MINIATURIZED HYDRAULICS
at rst level without using tech points. Once you have Your gadgeteer harness can store 20 pounds of
used this ability, you cannot use it again until you nish equipment without adding to your encumbrance.
a short or long rest. OIL SPILL
Additionally, while your jet pack is active, you can As an action, you can cast the oil slick tech power
cast ame sweep using your bonus action instead of without expending tech points. Casting the power in
your action. this way does not require concentration, and the oil
GROUNDING SYSTEM will remain in place for the full duration of the power.
While wearing your gadgeteer harness you are Once you've used this feature, you must complete a
immune to the shocked condition. short or long rest before you can use it again.

INTEGRATED INHIBITOR POWERED GRAPPLING HOOK


Prerequisite: 5th level Prerequisite: 9th level
While using your harness as a tech focus, you gain a +1 Prerequisite: Wrist-Mounted Grappling Hook
bonus to your tech save DC. This bonus increases to +2 While your wrist-mounted grappling hook is deployed,
at 9th level and +3 at 13th level. when you cast a tech power with a range of touch, your
hook can deliver the power as if it had cast it.

77 CHAPTER 3 | CLASSES
PROTOTYPE GROUNDING SYSTEM STEALTH FIELD GENERATOR
Prerequisite: 9th level Prerequisite: 9th level
Prerequisite: Grounding System You create an augmented belt that functions as a
While wearing your gadgeteer harness you have portable, personal cloaking device. Activating or
resistance to lightning damage. deactivating the generator requires a bonus action
and, while active, you have advantage on Dexterity
QUICK START ENGINE (Stealth) ability checks that rely on sight. The generator
Prerequisite: 5th level lasts for 1 minute. This e ect ends early if you make an
Prerequisite: Jet Pack attack or cast a force- or tech- power.
You can now activate your Jet Pack as an object Once the belt has been activated, it can't be activated
interaction rather than as a bonus action. again until you nish a short or long rest.
RECYCLED ADRENALS SHOCKING BARRIER
You can augment a single adrenal to regain its charge. Prerequisite: 5th level
This adrenal can only be used by you, and it can only You enhanced your barriers. Whenever a creature with
a ect you. Once you've used this adrenal, you can't use one of your barriers active takes damage from a
it again until you nish a short or long rest. creature within 5 feet of it, the damaged creature can
RECYCLED EXPLOSIVES roll your Potent Aptitude die, dealing the result of the
You can augment a single explosive to regain its die as lightning damage to the creature that damaged
charge. This explosive can only be used by you, and it it.
uses your tech save DC instead of its own, unless its TRUESIGHT GOGGLES
own DC would be higher. Once you've used this Prerequisite: 11th level
explosive, you can't use it again until you nish a short Prerequisite: Darkvision Goggles
or long rest. You modify your goggles with a toggle allowing you to
RECYCLED STIMPACS brie y gain enhanced sight. As a bonus action, you can
You can augment a single stimpac to regain its charge. activate the truesight feature of your goggles. When
This stimpac can only be used by you, and it can only toggled on, for the next minute your goggles now
a ect you. Once you've used this stimpac, you can't automatically dispel illusions and can detect invisibility,
use it again until you nish a short or long rest. as with truesight.
Once you've used this feature, you must complete a
SENTRY TURRET short or long rest before you can use it again.
You learn how to craft small sentry turrets shaped like
globes that can adhere to any surface. As an action or WEAPON INTEGRATION
bonus action (your choice), you can throw a sentry to a You can integrate a single weapon that weighs no more
point you can see within range (30 feet + your Strength than 8 lb. into your gadgeteer harness. While
modi er x 5). At the end of each of your turns, a integrated, that weapon gains the hidden and xed
deployed sentry automatically targets a hostile properties.
creature within 10 feet of it. If multiple targets are WRIST-MOUNTED GRAPPLING HOOK
available, one is chosen at random. The target must You craft a wrist-mounted grappling hook weapon
make a Dexterity saving throw. On a failed save, it attached to a tightly coiled cord. With this contraption,
takes 1d4 energy damage and gains 1 slowed level you can make a ranged weapon attack with a range of
until the end of your next turn. If a creature would be 30/60. On a hit, it deals 1d4 kinetic damage. This attack
targeted by more than one of these sentries, it only can target a surface, object, or creature.
makes this saving throw once, taking an additional d4
A creature struck by this attack is impaled by the
damage for each sentry beyond the rst.
hook. As an action, a creature can attempt to remove
The sentries have 1 hit point, an armor class of 10,
the hook. Removing the hook requires a Strength
and can be repaired over the course of a long rest.
check. While the hook is stuck in the target, you are
Each sentry lasts for 1 minute before deactivating. You
connected to the target by a 60 foot cable.
can maintain a number of sentries equal to your
While the hook is deployed, you can use your bonus
Intelligence modi er. Once a sentry has been activated,
action to activate the reel, pulling yourself to the
it can't be activated again until you nish a short or
location if the target is your size or larger. A creature or
long rest.
object smaller than you is pulled to you. Alternatively,
SHOCKING HOOK you can opt to release the cable (no action required).
Prerequisite: 9th level Once you've used this feature, you can't use it again
Prerequisite: Wrist-Mounted Grappling Hook until you recover and reinsert the hook as an action.
After hitting a creature with your grappling hook, you
can use the connection to deliver an at-will tech power.
As a bonus action, you can cast an at-will tech power at
the target with a range of touch. If the power requires
an attack roll, you have advantage. If the target
requires a saving throw, the target has disadvantage.
Once you've used this feature, you can't use it again
until you recover the harpoon.

CHAPTER 3 | CLASSES 78
UNSTABLE ENGINEERING
Those engineers who choose the Unstable Engineering This damage increases when you reach certain levels
discipline create and use untested combinations, in this class, increasing to 2d6 at 5th level, 3d6 at 11th
resulting in powerful—and often unpredictable— level, and 4d6 at 17th level.
e ects.
CREATIVE DESTRUCTION
BONUS PROFICIENCIES Beginning at 6th level, you can add your Intelligence
When you choose this discipline at 3rd level, you gain modi er (a minimum of +1) to any damage you deal
pro ciency in a set of implements of your choice. with tech powers and class features. If the tech power
Additionally, when you engage in crafting with tinker's or class feature would damage multiple creatures, you
implements, the rate at which you craft doubles. can only deal this additional damage to one of them.
If you choose to deal this additional damage, your
MODIFIED TINKERCANNON GM can have you roll on the Unstable Engineering
Also at 3rd level, you learn to enhance your tinker's Surge table.
implements with unstable science, modifying them into
a harness with a cannon. Over the course of a long EXPERIMENTAL OVERRIDES
rest, you can modify your tinker's implements to create At 14th level, you gain a modicum of control over your
a tinkercannon. You must have tinker's implements in surges. Whenever you roll on the Unstable Engineering
order to perform this modi cation. Surge table and use one of your overrides, you can
Whenever you cast a tech power of 1st level or choose either total.
higher while wielding your tinkercannon, you risk
unexpected complications. Your GM can have you roll a ENGINEERING BOMBARDMENT
d20. If you roll a 1, roll on the Unstable Engineering Starting at 18th level, the harmful energies of your tech
Surge table to create a random e ect. powers and class features intensify. When you roll
Additionally, your tinkercannon come equipped with damage for a tech power or class feature and roll the
4 overrides, and they gain more at higher levels, as highest number possible on any of the dice, you can
shown in the Modi cation Slots column of the engineer roll it again and use both results. You can only use this
table. Each time you trigger an Unstable Engineering ability once per tech power or class feature.
Surge, you can use an override to reroll the percentile
dice. You must use the new result, you can only do this
once per surge, and each time you do so in
excess of your pro ciency bonus (resetting
on a long rest) your maximum tech points
is reduced by 1 until you complete a long
rest. You regain all expended overrides
when you complete a long rest.

UNSTABLE VOLLEY
Lastly at 3rd level, while
wielding your tinkercannon,
as a bonus action you can
expend one use of your Potent
Aptitude to launch a volley of
unstable energy at a surface
located within 30 feet of you
that you can see. This energy
adheres to the surface for 1
minute, after which it erupts.
As a part of this bonus
action, or as a bonus
action on a following
turn, you can cause the
energy to erupt early.
Each creature within
5 feet of it must make a
Dexterity saving throw
against your tech save DC.
A creature takes 1d6 lightning damage on a
failed save, or half as much on a successful
one.
The range at which you can launch
your volley increases to 60 feet at 9th
level, and 120 feet at 17th level.

79 CHAPTER 3 | CLASSES
UNSTABLE ENGINEERING SURGE
d100 Result d100 Result
 01- Roll on this table at the start of each of your turns for 1  51- A shimmering energy barrier grants you a +2 bonus to
 02 minute, ignoring this result on subsequent rolls.  52 AC for 1 minute.
 03- For the next minute, you can see any invisible creature  53- You are immune to being intoxicated by alcohol for the
 04 if you have line of sight to it.  54 next 5d6 days.
 05- A DRK-1 tracker droid appears with 5 feet of you, then  55- Your hair falls out but grows back within 24 hours. If
 06 disappears 1 minute later.  56 you don't have hair, you instead grow it for 24 hours.
 07- You cast explosion at 3rd-level centered on yourself  57- For 1 minute, any ammable object not worn or
 08 without expending tech points.  58 carried you touch bursts into ame.
 09- You cast homing rockets at 5th-level without  59- You regain tech points equal to your Intelligence
 10 expending tech points.  60 modi er (minimum of one).
 11- Roll a d10. Your height changes by a number of inches  61-
For the next minute, you shout whenever you speak.
 12 equal to the roll: if odd, you shrink; if even, you grow.  62
 13- You fall asleep standing for 1 minute or until you take  63- You cast smoke cloud centered on yourself without
 14 damage.  64 expending tech points.
 15- For the next minute, you regain 5 hit points at the start  65- Up to three creatures you choose within 30 feet of you
 16 of each of your turns  66 take 4d10 lightning damage.
 17- You grow a long beard made of feathers that remains  67- You are frightened by the nearest creature until the
 18 until you sneeze.  68 end of your next turn.
 19- You cast oil slick centered on yourself without  69- Each creature within 30 feet of you becomes invisible
 20 expending tech points.  70 for 1 minute, or until it attacks or casts a power.
 21- Creatures have disadvantage on the rst saving throw  71-
You gain resistance to all damage for the next minute.
 22 they make against you in the next minute.  72
 23- Your skin turns a vibrant shade of blue. Any e ect that  73- A random creature within 60 feet of you becomes
 24 ends a curse ends this.  74 poisoned for 1d4 hours.
 25- You grow an extra eye, granting advantage on Wisdom  75-
You emit bright light in a 30-foot radius for 1 minute.
 26 (Perception) checks that rely on sight for 1 minute.  76
 27- For the next minute, all your tech powers with a casting  77- Each creature within 30 feet of you except you gains
 28 time of 1 action have a casting time of 1 bonus action.  78 the bene ts of mirror image for 1 minute.
 29- You teleport up to 60 feet to an unoccupied space of  79- Illusory butter ies and ower petals utter in the air
 30 your choice that you can see.  80 within 10 feet of you for the next minute.
 31- You take 2d10 lightning damage and are shocked for 1  81-
You can take one additional action immediately.
 32 minute.  82
 33- Maximize the damage of the next damaging tech  83- Each creature within 30 feet of you takes 1d10 necrotic
 34 power you cast within the next minute.  84 damage and you gain hit points equal to the damage.
 35- Roll a d10. Your age changes by a number of years  85-
You cast mirror image without expending tech points.
 36 equal to the roll: if odd, younger; if even, older.  86
 37- You start running uncontrollably for 1 minute, moving  87- You are frozen in carbonite and paralyzed for 1 minute
 38 your entire speed each turn.  88 or until you take damage.
 39-  89- You turn invisible and can't make sound for 1 minute,
You regain 2d10 hit points.
 40  90 or until you attack or cast a power.
 41- Each creature within 30 feet of you is subjected to the  91- If you die within the next minute, you immediately
 42 gleaming outline tech power for 1 minute.  92 come back to life as if by the de brillate power.
 43- For the next minute, you can teleport up to 20 feet as a  93- Your size increases by one size category for the next
 44 bonus action on each of your turns.  94 minute.
 45-  95- You and all creatures within 30 feet of you gain
You are blinded and deafened for 1 minute.
 46  96 vulnerability to energy damage for the next minute.
 47- You have disadvantage on the rst ability check, attack  97- You are surrounded by faint, ethereal music for the
 48 roll, or saving throw you make each turn for 1 minute.  98 next minute.
 49- You can't speak for the next minute. Whenever you try,  99-
You regain half your expended tech points.
 50 pink bubbles oat out of your mouth.  100

CHAPTER 3 | CLASSES 80
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 gure 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
ghter 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 ri e tightly
then, with a nod to the dozen squad-
mates beside him, he charges onto
the battle eld.
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 ght 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 ghters 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 ghter 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 ghting 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
ghters, or simply armed explorers. and specialize in? Who or what do you ght for? Do you
have aspirations of a life beyond the battle eld, or
CODE RED have you been at war so long you know of nothing
Most ghters 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 ghter quickly by following these
are self-taught and well tested. A ghter may have
suggestions. First, make Strength or Dexterity your
taken up his weapon to escape a mundane life while
highest ability modi er, 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 ghters share an
(or nesse 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.

81 CHAPTER 3 | CLASSES
THE FIGHTER
Martial Superiority Maneuvers
Level Pro ciency Bonus Features Superiority Dice Known
1st +2 Fighting Style, Second Wind — — —
2nd +2 Action Surge (one use), Combat Superiority d4 2 2
3rd +2 Fighting Mastery, Fighter Specialty d4 2 2
4th +2 Ability Score Improvement d4 2 2
5th +3 Extra Attack d6 2 2
6th +3 Ability Score Improvement d6 2 2
7th +3 Fighter Specialty feature d6 3 3
8th +3 Ability Score Improvement d6 3 3
9th +4 Indomitable (one use) d8 3 3
10th +4 Fighter Specialty feature d8 3 3
11th +4 Greater Extra Attack d8 4 4
12th +4 Ability Score Improvement d8 4 4
13th +5 Indomitable (two uses) d10 4 4
14th +5 Ability Score Improvement d10 4 4
15th +5 Fighter Specialty feature d10 5 5
16th +5 Ability Score Improvement d10 5 5
17th +6 Action Surge (two uses), Indomitable (three uses) d12 5 5
18th +6 Fighter Specialty feature d12 5 5
19th +6 Ability Score Improvement d12 5 5
20th +6 Master of Combat d12 5 5

CLASS FEATURES
As a ghter, you gain the following class features.

HIT POINTS EQUIPMENT


Hit Dice: 1d10 per ghter level You start with the following equipment, in addition to
Hit Points at 1st Level: 10 + your Constitution modi er the equipment granted by your background:
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modi er per ghter level after 1st (a) mesh armor or (b) combat suit, blaster ri e, 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 8d4 x 100 cr

CHAPTER 3 | CLASSES 82
FIGHTING STYLE
Beginning at 1st level, you adopt a particular style of COMMANDER'S STRIKE
ghting as your specialty. Choose one of the ghting When you take the Attack action on your turn, you can
style options, detailed in Chapter 6. You can't take a forgo one of your attacks and use a bonus action to
ghting style option more than once, even if you later direct one of your companions to strike. When you do
get to choose again. so, choose a friendly creature who can see or hear you
and expend one superiority die. That creature can
SECOND WIND immediately use its reaction to make one weapon
Also at 1st level, you have a limited well of stamina that attack, adding the superiority die to the attack's
you can draw on to protect yourself from harm. On damage roll.
your turn, you can use a bonus action to regain hit DISARMING ATTACK
points equal to 1d10 + your ghter level. When you hit a creature with a weapon attack, you can
Once you've used this feature, you must nish a expend one superiority die to attempt to disarm the
short or long rest before you can use it again. target, forcing it to drop one item of your choice that
ACTION SURGE it's holding. You add the superiority die to the attack's
damage roll, and the target must make a Strength
Starting at 2nd level, you can push yourself beyond saving throw. On a failed save, it drops the object you
your normal limits for a moment. On your turn, you choose. The object lands at its feet.
can take one additional action on top of your regular
action and a possible bonus action. DISTRACTING STRIKE
Once you've used this feature, you must nish a When you hit a creature with a weapon attack, you can
short or long rest before you can use it again. Starting expend one superiority die to distract the creature,
at 17th level, you can use it twice before a rest, but giving your allies an opening. You add the superiority
only once on the same turn. die to the attack's damage roll. The next attack roll
against the target by an attacker other than you has
COMBAT SUPERIORITY advantage if the attack is made before the start of your
Also at 2nd level, you learn maneuvers that are fueled next turn.
by special dice called superiority dice. EVASIVE FOOTWORK
MANEUVERS When you move, you can expend one superiority die,
You learn two maneuvers of your choice, which are rolling the die and adding the number rolled to your AC
detailed under "Maneuvers" below, and you earn more until you stop moving.
at higher levels, as shown in the Maneuvers Known FEINTING ATTACK
column of the ghter table. Many maneuvers enhance You can expend one superiority die and use a bonus
an attack in some way. You can use only one maneuver action on your turn to feint, choosing one creature
per attack, and you may only use each maneuver once within 5 feet of you as your target. You have advantage
per turn. on your next attack roll against that creature. If that
Each time you learn new maneuvers, you can also attack hits, add the superiority die to the attack's
replace one maneuver you know with a di erent one. damage roll.
SUPERIORITY DICE GOADING ATTACK
You have two superiority dice, which are d4s, and you When you hit a creature with a weapon attack, you can
earn more at higher levels, as shown in the Superiority expend one superiority die to attempt to goad the
Dice column of the ghter table. A superiority die is target into attacking you. You add the superiority die to
expended when you use it. You regain all of your the attack's damage roll, and the target must make a
expended superiority dice when you nish a short or Wisdom saving throw. On a failed save, the target has
long rest. disadvantage on all attack rolls against targets other
SAVING THROWS than you until the end of your next turn.
Some of your maneuvers require your target to make a LUNGING ATTACK
saving throw to resist the maneuver's e ects. The When you make a melee weapon attack on your turn,
saving throw DC is calculated as follows: you can expend one superiority die to increase your
Maneuver save DC = 8 + your pro ciency bonus + reach for that attack by 5 feet. If you hit, you add the
your Strength or Dexterity modi er (your choice) superiority die to the attack's damage roll.
MANEUVERING ATTACK
MANEUVERS When you hit a creature with a weapon attack, you can
The maneuvers are presented in alphabetical order. 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.

83 CHAPTER 3 | CLASSES
FIGHTING MASTERY
MENACING ATTACK At 3rd level, you've mastered a particular style of
When you hit a creature with a weapon attack, you can ghting. Choose one of the Fighting Mastery options,
expend one superiority die to attempt to frighten the detailed in Chapter 6. You can't take a Fighting Mastery
target. You add the superiority die to the attack's option more than once, even if you later get to choose
damage roll, and the target must make a Wisdom again.
saving throw. On a failed save, it is frightened of you
until the end of your next turn. FIGHTER SPECIALTY
PARRY Also at 3rd level, you choose a specialty that you strive
When another creature damages you with a melee to emulate in your combat styles and techniques,
attack, you can use your reaction and expend one which is detailed at the end of the class description.
superiority die to reduce the damage by the number The archetype you choose grants you features at 3rd
you roll on your superiority die + your Dexterity level and again at 7th, 10th, 15th, and 18th level.
modi er. ABILITY SCORE IMPROVEMENT
PRECISION ATTACK When you reach 4th level, and again at 6th, 8th, 12th,
When you make a weapon attack roll against a 14th, 16th, and 19th level, you can increase one ability
creature, you can expend one superiority die to add it score of your choice by 2, or you can increase two
to the roll. You can use this maneuver before or after ability scores of your choice by 1. As normal, you can't
making the attack roll, but before any e ects of the increase an ability score above 20 using this feature.
attack are applied. Alternatively, you can choose a feat (see Chapter 6 for
a list of feats).
PUSHING ATTACK
When you hit a creature with a weapon attack, you can EXTRA ATTACK
expend one superiority die to attempt to drive the
Beginning at 5th level, you can attack twice, instead of
target back. You add the superiority die to the attack's
once, whenever you take the Attack action on your
damage roll, and if the target is Large or smaller, it
turn.
must make a Strength saving throw. On a failed save,
you push the target up to 15 feet away from you. INDOMITABLE
RALLY Beginning at 9th level, you can reroll a saving throw
On your turn, you can use a bonus action and expend that you fail. If you do so, you must use the new roll,
one superiority die to bolster the resolve of one of your and you can't use this feature again until you nish a
companions. When you do so, choose a friendly long rest.
creature who can see or hear you. That creature gains You can use this feature twice between long rests
temporary hit points equal to the superiority die roll + starting at 13th level and three times between long
your Charisma modi er. rests starting at 17th level.
RIPOSTE GREATER EXTRA ATTACK
When a creature misses you with a melee attack, you
Beginning at 11th level, you can attack three times,
can use your reaction and expend one superiority die
instead of once, whenever you take the Attack action
to make a melee weapon attack against the creature. If
on your turn.
you hit, you add the superiority die to the attack's
Additionally, when you use a bonus action to engage
damage roll.
in Double- or Two-Weapon Fighting, you can make two
SWEEPING ATTACK attacks, instead of one.
When you hit a creature with a melee weapon attack,
you can expend one superiority die to attempt to MASTER OF COMBAT
damage another creature with the same attack. At 20th level, you are the master of combat. Your
Choose another creature within 5 feet of the original Strength or Dexterity score increases by 2, and your
target and within your reach. If the original attack roll Constitution score increases by 2. Your maximum for
would hit the second creature, it takes damage equal those scores increases by 2.
to the number you roll on your superiority die. The Additionally, you can attack four times, instead of
damage is of the same type dealt by the original attack. once, whenever you take the Attack action on your
turn.
TRIP ATTACK
When you hit a creature with a weapon attack, you can FIGHTER SPECIALTIES
expend one superiority die to attempt to knock the
target down. You add the superiority die to the attack's Di erent ghters choose di erent approaches to
damage roll, and if the target is Large or smaller, it perfecting their ghting prowess. The ghter specialty
must make a Strength saving throw. On a failed save, you choose to emulate re ects your approach. Your
you knock the target prone. specialty grants you features at 3rd, 7th, 10th, 15th,
and 18th level.

CHAPTER 3 | CLASSES 84
ASSAULT SPECIALIST
Those ghters 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, once per
turn, when you deal damage with a weapon, you can
deal an additional 1d4 damage of the same type as the
weapon's damage. If this damage would a ect multiple
creatures, you can only apply this damage bonus to
one of them.
This damage increases to 1d6 at 5th level, 1d8 at 9th
level, 1d10 and 13th level, and 1d12 at 17th level.

REMARKABLE ATHLETE
Also at 3rd level, you can add half your pro ciency
bonus (rounded up) to any Strength, Dexterity, or
Constitution check you make that doesn't already use
your pro ciency bonus.

BRUTISH DURABILITY
Beginning at 7th level, once per round, 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 bene ts of rolling a 20 on
the d20. You can choose to use this feature before or
after you make a saving throw, but you must decide
before the GM says whether the save succeeds or fails.

ADDITIONAL FIGHTING STYLE


At 10th level, you can choose a second ghting
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 ghter 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 modi er if you
have no more than half your hit points left. You don't
gain this bene t if you have 0 hit points.

85 CHAPTER 3 | CLASSES
HEAVY WEAPONS SPECIALIST
Some manned instruments of war require their user to MY LITTLE FRIEND SAYS HELLO THERE
have superior physical prowess to overcome their
Also at 3rd level, you know how to use the sheer size of
weight and encumbrance. Those ghters who choose
your weapon to strike fear in those around you. You
to become Heavy Weapons Specialists use their
can add your Strength modi er to any Charisma
powerful bodies, and powerful armaments, to
(Intimidation) check you make while wielding a weapon
overwhelm their foes.
with the heavy or strength properties that doesn't
ROCK STEADY already include that modi er.
When you choose this specialty at 3rd level, you have MAXIMUM OUTPUT
learned to use the heft of your weapon to root yourself Beginning at 7th level, when you take the Attack action
in place. At the end of each of your turns, if you move while wielding a weapon with the heavy or strength
less than half your speed while wielding a weapon with properties, you can forgo one or more attacks. If you
the heavy or strength properties, you have advantage do so, you deal additional damage the rst time you hit
on saving throws to avoid being restrained, moved, or with an attack roll before the end of your next turn. For
knocked prone. This advantage lasts until the end of each attack you forgo in this fashion, you deal extra
your next turn. damage equal to 1d12 + half your ghter level
(rounded down). If you miss with the rst attack roll
you make before the end of your next turn, you
instead deal normal weapon damage.

STRAIGHT THROUGH
At 10th level, when you score a critical hit on your turn
while wielding a weapon with the heavy or strength
properties, you can make one weapon attack against a
creature within 5 feet of the target using your reaction.

OVERWHELM
Starting at 15th level, when you use your Second Wind
while wielding a weapon with the heavy or strength
properties, if you hit with the rst attack roll you make
before the end of your next turn, you treat the hit as a
critical hit. If you miss with the rst attack roll you
make before the end of your next turn,
  you instead treat the miss as a hit.

PURE PERFORMANCE
  At 18th level, attack rolls you make
   while wielding a weapon with the
    heavy or strength properties
    can't su er from disadvantage.

CHAPTER 3 | CLASSES 86
SHIELD SPECIALIST
Those ghters 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 3 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 6 3 1st
techcasting and chapter 12 for the tech powers list.
7th 7 4 2nd
TECH POWERS KNOWN
8th 8 4 2nd
You learn 3 tech powers of your choice, and you learn
more at higher levels, as shown in the Tech Powers 9th 9 5 2nd
Known column of the Shield Specialist Techcasting 10th 10 5 2nd
table. You may not learn a tech power of a level higher
11th 11 6 2nd
than your Max Power Level.
12th 12 6 2nd
TECH POINTS
13th 13 7 3rd
You have a number of tech points equal to half your
ghter level (rounded up), as shown in the Tech Points 14th 14 7 3rd
column of the Shield Specialist Techcasting table, + 15th 15 8 3rd
your Intelligence modi er. You use these tech points to
16th 16 8 3rd
cast tech powers. You regain all expended tech points
when you nish a short or long rest. 17th 17 9 4th
18th 18 9 4th
MAX POWER LEVEL
Many tech powers can be overcharged, consuming 19th 19 10 4th
more tech points to create a greater e ect. You can 20th 20 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. Additionally, you use is allied with you. That creature can make one melee or
your Intelligence modi er 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 pro ciency bonus + Starting at 15th level, you can extend the bene t of
your Intelligence modi er your Indomitable feature to an ally. When you decide
to use Indomitable to reroll an Intelligence, a Wisdom,
Tech attack modifier = your pro ciency bonus +
or a Charisma saving throw and you aren't
your Intelligence modi er
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 e ect. 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.

STAY IN FORMATION GREATER INSPIRING SURGE


Also at 3rd level, you can take the Guard action as a At 18th level, you can choose two allies within 60 feet
bonus action on your turn. of you, rather than one, when you using your Inspiring
Surge feature.
RALLYING CRY
Beginning at 7th level, when you use your Second Wind
feature, you can choose up to three creatures within 60
feet of you that are allied with you. Each one regains
hit points equal to your ghter level, provided that the
creature can see or hear you.

87 CHAPTER 3 | CLASSES
TACTICAL SPECIALIST
Those ghters who choose to become Tactical
Specialists employ martial techniques passed down
through generations. To a Tactical Specialist, combat is TACTICAL SPECIALIST
an academic eld, sometimes including subjects COMBAT SUPERIORITY
beyond battle such as armstech or armormech. Not Superiority Maneuvers
every ghter absorbs the lessons of history, theory, Level Dice Known
and artistry that are re ected in the Tactical Specialty,
but those who do are well-rounded ghters of great 3rd 4 4
skill and knowledge. 4th 4 4
5th 4 4
BONUS PROFICIENCIES
6th 4 4
You gain pro ciency with one type of artisan's
implements of your choice. 7th 6 6
8th 6 6
IMPROVED COMBAT SUPERIORITY
9th 6 6
When you choose this specialty at 3rd level, your
tactical skill in combat improves, granting bonuses to 10th 6 6
your Combat Superiority. 11th 8 8

IMPROVED MANEUVERS 12th 8 8


You know four maneuvers of your choice, instead of 13th 8 8
two, and you earn more at higher levels, as shown in
14th 8 8
the Maneuvers Known column of the Tactical Specialist
Combat Superiority table. 15th 10 10
16th 10 10
IMPROVED SUPERIORITY DICE
You have four superiority dice, instead of two, and you 17th 10 10
earn more at higher levels, as shown in the Superiority 18th 10 10
Dice column of the Tactical Specialist Combat
19th 10 10
Superiority table.
20th 10 10
SIGNATURE MANEUVER
Also at 3rd level, you choose a maneuver you know
from this class as your signature maneuver. Whenever
you use that maneuver, you can use it without
expending a Superiority Dice. You may only use this
feature once per round. combat, you can learn certain information about its
capabilities compared to your own. The GM tells you if
KNOW YOUR ENEMY the creature is your equal, superior, or inferior in
Beginning at 7th level, if you spend at least 1 minute regard to two of the following characteristics of your
observing or interacting with another creature outside choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Fighter class levels (if any)

GREATER SIGNATURE MANEUVER


At 10th level, you can choose a second signature
maneuver.

RELENTLESS
Starting at 15th level, when you roll initiative and have
no Superiority Dice remaining, you regain 1 Superiority
Die.

MANEUVER MASTERY
At 18th level, once per round, when you would roll a
Superiority Die, you can instead choose the maximum.

CHAPTER 3 | CLASSES 88
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 de ects o 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 urry 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 owing 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 di erent 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 battle eld. They score, followed by Constitution. Second, choose the
are a symbol of power to their followers. Jedi or Sith background.

89 CHAPTER 3 | CLASSES
THE GUARDIAN
Pro ciency Force Powers Force Max Power Focused
Level Bonus Features Known Points Level Strikes
1st +2 Forcecasting, Channel the Force 5 2 1st —
2nd +2 Force-Empowered Strikes, Fighting Style 7 4 1st 2d8
3rd +2 Guardian Aura, Guardian Focus 9 6 1st 2d8
4th +2 Ability Score Improvement 10 8 1st 2d8
5th +3 Extra Attack 12 10 2nd 3d8
6th +3 Force Purity 13 12 2nd 3d8
7th +3 Focus feature 14 14 2nd 3d8
8th +3 Ability Score Improvement 15 16 2nd 3d8
9th +4 Guardian Aura (15-foot radius) 17 18 3rd 4d8
10th +4 Guardian Aura (two auras) 18 20 3rd 4d8
11th +4 Improved Force-Empowered Strikes 19 22 3rd 4d8
12th +4 Ability Score Improvement 20 24 3rd 4d8
13th +5 — 22 26 4th 5d8
14th +5 Cleansing Touch 23 28 4th 5d8
15th +5 Focus feature 24 30 4th 5d8
16th +5 Ability Score Improvement 25 32 4th 5d8
17th +6 Guardian Aura (30-foot radius) 27 34 5th 6d8
18th +6 Guardian Aura (three auras) 28 36 5th 6d8
19th +6 Ability Score Improvement 29 38 5th 6d8
20th +6 Focus feature 30 40 5th 6d8

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 modi er the equipment granted by your background:
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modi er per guardian level after 1st. (a) a lightweapon or vibroweapon and a light or
medium physical shield or (b) two lightweapons or
PROFICIENCIES vibroweapons
Armor: Light armor, medium armor (a) combat suit and a light physical shield or (b) mesh
Weapons: All lightweapons, all vibroweapons armor
Tools: None (a) a priest's pack or (b) an explorer's pack
Saving Throws: Constitution, Charisma
VARIANT: STARTING WEALTH
Skills: Choose two from Acrobatics, Athletics, Deception,
In lieu of the equipment granted by your class and
Insight, Intimidation, Lore, Perception, Persuasion, and
background, you can elect to purchase your starting
Piloting
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
Guardian 8d4 x 100 cr

CHAPTER 3 | CLASSES 90
FORCECASTING
Beginning at 1st level, in your meditations on the force, CAUSE HARM
you have learned powers, fragments of knowledge that As an action, you can expend a use of your Channel the
imbue you with an abiding force ability. See chapter 10 Force to sap the life from a hostile creature you can
for the general rules of forcecasting and chapter 11 for see within 60 feet. That creature must make a
the force powers list. Constitution saving throw. On a failed save, the
creature takes necrotic damage equal to your guardian
FORCE POWERS KNOWN level + your Charisma modi er (minimum of one), or
You learn 5 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 table. You may not LEND AID
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 beast or humanoid
same time you learn its prerequisite. within 5 feet of you. That creature regains hit points
equal to your guardian level + your Wisdom modi er
FORCE POINTS (minimum of one). Alternatively, if the beast or
You have a number of force points equal to your humanoid is poisoned or diseased, you neutralize the
guardian level x 2, as shown in the Force Points column poison or disease. If more than one poison or disease
of the guardian table, + your Wisdom or Charisma a icts the target, you neutralize one poison or disease
modi er (your choice). You use these force points to that you know is present, or you neutralize one at
cast force powers. You regain all expended force points random.
when you nish a long rest.
FORCE-EMPOWERED STRIKES
MAX POWER LEVEL
Many force powers can be overpowered, consuming Starting at 2nd level, when you hit a creature with a
more force points to create a greater e ect. You can melee weapon attack, you can expend force points to
overpower these abilities to a maximum level, which deal additional damage to the target, which is the same
increases at higher levels, as shown in the Max Power type as the weapon's damage. The additional damage
Level column of the guardian table. is 1d8 for each point spent in this way. You can't deal
You may only cast force powers at 5th-level once. more additional damage than the amount shown in
You regain the ability to do so after a long rest. the Focused Strikes column of the guardian table.

FORCECASTING ABILITY FIGHTING STYLE


Your forcecasting ability varies based on the alignment Also at 2nd level, you adopt a particular style of ghting
of the powers you cast. You use Wisdom for light side as your specialty. Choose one of the ghting style
powers, Charisma for dark side powers, and Wisdom options, detailed in Chapter 6. You can't take a ghting
or Charisma for universal powers (your choice). You style option more than once, even if you later get to
use this ability score modi er whenever a power refers choose again.
to your forcecasting ability. Additionally, you use this
ability score modi er when setting the saving throw DC GUARDIAN AURA
for a force power you cast and when making an attack When you reach 3rd level, you gain an aura of your
roll with one. choice, as detailed at the end of the class description.
You gain an additional aura at 10th and 18th level.
Force save DC = 8 + your pro ciency bonus +
your forcecasting ability modi er GUARDIAN FOCUS
Force attack modifier = your pro ciency bonus + Also at 3rd level, you begin to focus your studies on a
your forcecasting ability modi er speci c lightsaber form, which is detailed at the end of
the class description. Your focus grants you features at
CHANNEL THE FORCE 3rd level and again at 7th, 15th, and 20th level.
Also at 1st level, you know how to channel the Force to ABILITY SCORE IMPROVEMENT
create a unique e ect. You start with your choice of
When you reach 4th level, and again at 8th, 12th, 16th,
one from two such e ects: Cause Harm or Lend Aid. At
and 19th level, you can increase one ability score of
3rd level, your Guardian Focus grants you an additional
your choice by 2, or you can increase two ability scores
e ect. When you use your Channel the Force, you
of your choice by 1. As normal, you can't increase an
choose which e ect to create.
ability score above 20 using this feature. Alternatively,
Some Channel the Force e ects require saving
you can choose a feat (see Chapter 6 for a list of feats).
throws. When you use such an e ect from this class,
the DC equals your universal force save DC. EXTRA ATTACK
You can use this feature a number of times equal to
Beginning at 5th level, you can attack twice, instead of
your Wisdom or Charisma modi er (your choice,
once, whenever you take the Attack action on your
minimum of once). You regain all expended uses when
turn.
you nish a short or long rest.

91 CHAPTER 3 | CLASSES
FORCE PURITY CLEANSING TOUCH
By 6th level, the Force owing through you makes you Beginning at 14th level, you can use your action and
immune to poison and disease. expend a use of your Channel the Force ability to end
one force power on yourself or on one willing creature
IMPROVED FORCE-EMPOWERED STRIKES that you touch.
By 11th level, you are so in tune with the Force that all
your melee weapon strikes carry the power of the GUARDIAN AURAS
Force with them. Whenever you hit a creature with a The auras are presented in alphabetical order. If
melee weapon, the creature takes an extra 1d8 multiple guardians grant the same aura, a ected
damage. If you also use your Force-Empowered Strikes creatures can only bene t from it once. You must be
with an attack, you add this damage to the extra conscious to grant the bene ts of your auras.
damage of your Force-Empowered Strikes. The At 9th level, the range of these auras increases to 15
damage is the same type as the weapon's damage. feet, and at 17th level, the range of these auras
increases to 30 feet.
AURA OF CONQUEST
Whenever a creature who is frightened of you starts its
turn within 5 feet of you, its speed is reduced to 0 and
that creature takes psychic damage equal to half your
guardian level.
AURA OF CONVICTION
You and friendly creatures within 5 feet of you have
advantage on saving throws against e ects that would
cause you to be charmed or frightened.
AURA OF HATRED
You and friendly creatures within 5 feet of you gain a
bonus to the rst melee weapon damage rolls you
make each round equal to your Charisma modi er
(minimum of +1).
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
modi er (minimum of +1).
AURA OF PROTECTION
Whenever a creature within 5 feet of you takes
damage, you can use your reaction to take that
damage instead of that creature taking it. This feature
doesn't transfer any other e ects that might
accompany the damage, and this damage can't be
reduced in any way.
AURA OF VIGOR
Whenever a friendly creature starts its turn within 5
feet of you, that creature gains temporary hit points
equal to your Wisdom or Charisma modi er (your
choice, minimum of one).
AURA OF WARDING
You and friendly creatures within 5 feet of you have
resistance to damage from force powers.

GUARDIAN FOCI
Di erent guardians focus on di erent lightsaber styles,
called Forms, as they hone their powers. Your focus
grants you features at 3rd, 7th, 15th, and 20th level.

CHAPTER 3 | CLASSES 92
MAKASHI FORM
Makashi Form, also known as Contention Form, Strength score
encourages precision and e ciency over power, using Dexterity score
jabs, parries and light cuts over slashes, blocks and Wisdom score
chops. Those guardians who focus on Makashi Form Charisma score
utilize calculated blade manipulation, intense focus, Armor Class
and expert timing to confuse and trap their opponents. Current hit points
Total class levels (if any)
FORM BASICS Total Forcecaster levels (if any)
When you choose this form as your focus at 3rd level,
you learn the basics of the chosen form. You gain the
GLANCING BLOW
Makashi lightsaber form, detailed in Chapter 6. If you By 15th level, when an attacker that you can see hits
already know this form, you can instead choose you with an attack, you can use your reaction to halve
another lightsaber form. You can't take a lightsaber the attack's damage against you.
form option more than once, even if you later get to
choose again. MASTER OF CONTENTION
At 20th level, you are a duelist of the highest caliber.
THE WAY OF THE YSALAMIRI Your Dexterity and Wisdom or Charisma scores (your
Also at 3rd level, as a bonus action, you can enter an choice) increase by 2. Your maximum for those scores
o ensive stance for one minute. While in this stance, increases by 2. Additionally, you can use your action to
you add your Wisdom or Charisma modi er (your gain the following bene ts for 1 minute:
choice) to the rst melee weapon attack and damage
You have resistance to kinetic and energy damage, and
rolls you make each turn.
you ignore resistance to kinetic and energy damage.
This e ect ends early if you are incapacitated or die.
All melee attacks have disadvantage against you.
Once you've used this feature, you can't use it again
Your melee weapon attacks in ict an additional
until you nish a long rest.
damage die.
CHANNEL THE FORCE This e ect ends early if
Lastly at 3rd level, you gain the following Channel the you are incapacitated or die.
Force option. Once you've used this
feature, you can't use it
MAKASHI RIPOSTE
again until you
When another creature damages you with a melee
nish a long rest.
attack, you can expend a use of your Channel the Force
and use your reaction to attempt to de ect the attack.
When you do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity modi er + 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 weaknesses, and learn
certain information
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:

93 CHAPTER 3 | CLASSES
NIMAN FORM
Niman Form, also known as Moderation Form, strikes a of Strength or Dexterity for the attack and damage rolls
balance between bladework and force powers. Those of your melee weapon attacks. You must use the same
guardians who focus on Niman Form weave Force modi er for both rolls.
manipulation with their melee weapon strikes, pushing This e ect ends early if you are incapacitated or die.
their opponents o -balance to create an opening. Once you've used this feature, you can't use it again
until you nish a long rest.
FORM BASICS
When you choose this form as your focus at 3rd level, CHANNEL THE FORCE
you learn the basics of the chosen form. You gain the Lastly at 3rd level, you gain the following Channel the
Niman lightsaber form, detailed in Chapter 6. If you Force option.
already know this form, you can instead choose
another lightsaber form. You can't take a lightsaber TELEKINETIC SLASH
form option more than once, even if you later get to When you deal damage with an at-will force power that
choose again. requires a force attack or a saving throw, you can
expend a use of your Channel the Force and expend
THE WAY OF THE RANCOR force points to deal additional damage to the target,
Also at 3rd level, as a bonus action, you can enter a which is the same type as the power's damage. The
balanced stance for one minute. As a part of this bonus additional damage is 1d8 for each point spent in this
action, and as a bonus action on each of your turns, way. You can't deal more additional damage than the
when you use your action to cast a force power, you amount shown in the Focused Strikes column of the
can make one melee weapon attack. Additionally, for guardian table.
the duration, you can use Wisdom or Charisma instead ENLIGHTENMENT
Starting at 7th level, you can add half your Wisdom or
Charisma modi er (your choice, rounded down,
minimum of one) to any saving throw you make that
doesn't already include that modi er.

REDIRECT
By 15th level, when you would be a ected by a weapon
or force power that requires a Dexterity saving throw
or attack roll and would a ect only you, you can use
your reaction to redirect that power to another target
within 30 feet. If the weapon or power required a
melee or ranged attack, make a melee or ranged force
attack against the new target, as appropriate. If it
required a Dexterity saving throw, the new target must
make a Dexterity saving throw against your universal
force save DC.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

MASTER OF MODERATION
At 20th level, the Force ows in perfect concert with
your weapon attacks. Your Dexterity and Wisdom or
Charisma scores (your choice) increase by 2. Your
maximum for these scores increases by 2. Additionally,
you can use your action to gain the following bene ts
for 1 minute:

You have resistance to kinetic and energy damage from


unenhanced weapons.
You have advantage on saving throws against force
powers. Additionally, you have resistance against the
damage of force powers.
When you use your action to cast an at-will force power
that targets only one creature, you can target an
additional creature within 5 feet of the original target
and within the power's range.

This e ect ends early if you are incapacitated or die.


Once you've used this feature, you can't use it again
until you nish a long rest.

CHAPTER 3 | CLASSES 94
SHIEN/DJEM SO FORM
Shien/Djem So Form, also known as Perseverance
Form, utilizes a force-enhanced strength to overwhelm
opponents. Those guardians who focus on Shien/Djem
So Form actively attempt to force an opening rather
than waiting for the opportunity to present itself.

BONUS PROFICIENCIES
You gain pro ciency in heavy armor.

FORM BASICS
When you choose this form as your focus at 3rd level,
you learn the basics of the chosen form. You gain the
Shien/Djem So lightsaber form, detailed in Chapter 6. If
you already know this form, you can instead choose
another lightsaber form. You can't take a lightsaber
form option more than once, even if you later get to
choose again.

THE WAY OF THE KRAYT DRAGON


Also at 3rd level, as a bonus action, you can take a
threatening stance for one minute. While in this stance,
the rst time you hit with a melee weapon attack using
Strength each turn, you can attempt to damage
another creature with the same attack. Choose
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 modi er. The damage is of the same type
dealt by the original attack.
This e ect ends early if you are incapacitated or die.
Once you've used this feature, you can't use it again
until you nish a long rest.

CHANNEL THE FORCE


Lastly at 3rd level, you gain one of the following
Channel the Force options. Choose Blade Barrier for
Shien or Falling Avalanche for Djem So.
BLADE BARRIER
On your turn, when you deal melee weapon damage
that includes your Strength modi er, you can forgo
your Strength modi er to the damage roll, expend a
use of your Channel the Force (no action required), and
reduce your speed by half. If you do so, energy and
kinetic damage you take from weapons before the end
of your next turn is reduced by an amount equal to
your Strength modi er. You can not use this feature if
you have moved more than half your speed this turn.
FALLING AVALANCHE
On your turn, you can expend a use of your Channel
the Force (no action required) and reduce your speed
by half to gain advantage on the next ability check or
attack roll you make using Strength before the end of
your next turn. You can not use this feature if you have
moved more than half your speed this turn.

95 CHAPTER 3 | CLASSES
DETERMINATION
Starting at 7th level, you gain one of the following
features. Choose Aggressive Negotiations for Shien or
Reliable Vigor for Djem So.
AGGRESSIVE NEGOTIATIONS
When you make a Charisma (Intimidation) or Charisma
(Persuasion) check, you gain a bonus to the check
equal to half your Strength modi er (rounded down) if
it doesn't already include that modi er.
RELIABLE VIGOR
If your total for a Strength check or saving throw is less
than your guardian level, you can use your guardian
level in place of the total.

PRESENCE
By 15th level, you gain one of the following features.
Choose Precise Re ection for Shien or Brutal Strikes
for Djem So.
PRECISE REFLECTION
When you hit with an attack made by the saber re ect
power, you can expend force points to deal additional
damage to the target, which is the same type as the
weapon's damage. The additional damage is 1d8 for
each point spent in this way. You can't deal more
additional damage than the amount shown in the
Focused Strikes column of the guardian table.
BRUTAL STRIKES
The Force owing through you grants you incredible
strength. When you roll a 1 or 2 on a Force-Empowered
Strikes or Improved Force-Empowered Strikes damage
die, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2.
Additionally, when you spend force points to use
your Force-Empowered Strikes feature, you gain
temporary hit points equal to twice the number of
points spent.

MASTER OF PERSEVERANCE
At 20th level, your might overwhelms even the most
implacable of foes. Your Strength and Constitution
scores increase by 2. Your maximum for these scores
increases by 2. Additionally, you can use your action to
gain the following bene ts for 1 minute:

You have resistance to kinetic and energy damage from


unenhanced weapons.
Once per turn, when you hit with a melee weapon
attack using Strength, you can use your Force-
Empowered Strikes feature at 1st-level without
expending force points. You gain temporary hit points
equal to the extra damage dealt.
When a creature within 5 feet of you makes an attack
roll against you, you can use your reaction to make a
single weapon attack with advantage against that
creature. If the attack hits, you impose disadvantage on
the triggering attack roll.

This e ect ends early if you are incapacitated or die.


Once you've used this feature, you can't use it again
until you nish a long rest.

CHAPTER 3 | CLASSES 96
SORESU FORM
Soresu Form, also known as Resilience Form, relies on MASTER OF RESILIENCE
tight bladework and subtle dodges to provide At 20th level, your presence on the eld of battle is an
maximum defensive coverage, minimizing exposure to inspiration to your allies. Your Constitution and
ranged weaponry. Those guardians who focus on Wisdom or Charisma scores (your choice) increase by
Soresu Form use broad footwork to move around the 2. Your maximum for those scores increases by 2.
playing eld, making broad, short sweeping motions Additionally, you can use your action to gain the
that protect the body. following bene ts for 1 minute:
BONUS PROFICIENCIES You have resistance to kinetic and energy damage from
You gain pro ciency in heavy armor. unenhanced weapons.
When you use the saber re ect force power, you can
FORM BASICS 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 learn the basics of the chosen form. You gain the You have advantage on Dexterity saving throws, as do
Soresu lightsaber form, detailed in Chapter 6. If you your allies within 30 feet of you.
already know this form, you can instead choose
This e ect ends early if you are incapacitated or die.
another lightsaber form. You can't take a lightsaber
Once you've used this feature, you can't use it again
form option more than once, even if you later get
until you nish a long rest.
to choose again.

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 pro ciency bonus that you can only use to cast
the saber re ect force power. You can only take
one reaction per turn.
This e ect ends early if you are incapacitated
or die. Once you've used this feature, you can't use
it again until you nish 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 re ect 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
Starting at 7th level, you learn to fend o 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 modi er (a minimum of once), and
you regain all expended uses when you nish a long
rest.

STAND AGAINST THE TIDE


By 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.

97 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 rst charging
mercenaries reach him, he exhales and a blast of
negative energy courses from his hands, engul ng 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 ows 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 su uses the galaxy—
speci cally, the element that ows through living
bodies. Monks harness this energy within themselves
to create powerful e ects and exceed their bodies'
physical capabilities, and some of their special attacks
can hinder the ow 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 98
THE MONK
Pro ciency Martial Focus Monastic Unarmored
Level Bonus Features Arts Points Vows Movement
1st +2 Martial Arts, Unarmored Defense d4 — — —
2nd +2 Focus, Monastic Vows d4 2 2 —
3rd +2 Unarmored Movement, De ect Missiles, Monastic Order d4 3 2 +10 ft.
4th +2 Ability Score Improvement, Slow Fall d4 4 2 +10 ft.
5th +3 Extra Attack, Stunning Strike d6 5 2 +15 ft.
6th +3 Enhanced Strikes, Monastic Order feature d6 6 2 +15 ft.
7th +3 Evasion, Stillness of Mind d6 7 3 +15 ft.
8th +3 Ability Score Improvement d6 8 3 +15 ft.
9th +4 Unarmored Movement Improvement d8 9 3 +20 ft.
10th +4 Ability Score Improvement d8 10 3 +20 ft.
11th +4 Monastic Order feature d8 11 3 +20 ft.
12th +4 Ability Score Improvement d8 12 3 +20 ft.
13th +5 Purity of Body d10 13 4 +25 ft.
14th +5 Diamond Soul d10 14 4 +25 ft.
15th +5 Timeless Vessel d10 15 4 +25 ft.
16th +5 Ability Score Improvement d10 16 4 +25 ft.
17th +6 Monastic Order feature d12 17 5 +30 ft.
18th +6 Empty Body d12 18 5 +30 ft.
19th +6 Ability Score Improvement d12 19 5 +30 ft.
20th +6 Perfect Self d12 20 5 +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 modi er the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modi er 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 4d4 x 100 cr

99 CHAPTER 3 | CLASSES
MARTIAL ARTS
Beginning at 1st level, your practice of martial arts making an attack with a focus feature or setting the
gives you mastery of combat styles that use unarmed saving throw DC for one.
strikes and monk weapons, which are chakrams,
techblades, and any simple vibroweapons that don't Focus save DC = 8 + your pro ciency bonus +
have the two-handed property. your Wisdom or Charisma modi er (your choice)
You gain the following bene ts while you are
Focus attack modifier = your pro ciency bonus +
unarmed or wielding only monk weapons and you
your Wisdom or Charisma modi er (your choice)
aren't wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack


FLURRY OF BLOWS
and damage rolls of your unarmed strikes and monk
When you make your Martial Arts bonus action
weapons. You must use the same modi er for both
unarmed strike, you can spend 1 focus point to make
rolls.
an additional unarmed strike (no action required). At
You can roll a d4 in place of the normal damage of your
11th level, you can instead spend 2 focus points to
unarmed strike or monk weapon. This die changes as
make two additional unarmed strikes.
you gain monk levels, as shown in the Martial Arts PATIENT DEFENSE
column of the monk table. When you use your bonus action to Disengage, you can
You can use Dexterity instead of Strength whenever spend 1 focus point to also Dodge (no action required).
you would make a Strength (Athletics) check to grapple, At 11th level, you can instead spend 2 focus points to
shove, or trip a creature. Dodge and gain an additional reaction until the start of
When you use the Attack action with an unarmed strike your next turn. You can only take one reaction per
or a monk weapon on your turn, you can make one turn.
unarmed strike as a bonus action.
You can take the Dash and Disengage actions as a STEP OF THE WIND
bonus action. When you use your bonus action to Dash, you can
spend 1 focus point to double your jump distance for
Variant: Monks with Lightweapons the turn. At 11th level, you can instead spend 2 focus
If monks gain lightweapon pro ciency, consider letting points to gain a ying speed equal to your walking
them use lightweapons as monk weapons, provided speed until the end of your turn, though you fall if you
the lightweapon has a vibroweapon analogue. For end your speed in the air and nothing else is holding
instance, chakrams count as monk weapons. If a monk you aloft.
gains pro ciency in a light ring, they could also use it
as a monk weapon. MONASTIC VOWS
Also at 2nd level, you've sworn two vows, as detailed at
UNARMORED DEFENSE the end of the class description. You swear an
Also at 1st level, while you are wearing no armor and additional vow at 7th, 13th, and 17th level.
not wielding a shield, your AC equals 10 + your
Dexterity modi er + your Wisdom or Charisma
UNARMORED MOVEMENT
modi er (your choice). Starting at 3rd level, your speed increases by 10 feet
while you are not wearing armor or wielding a shield.
FOCUS This bonus increases when you reach certain monk
Starting at 2nd level, your training allows you to levels, as shown in the Unarmored Movement column
harness the mystic energy of focus. Your access to this of the monk table.
energy is represented by a number of focus points. At 9th level, you gain the ability to move along
Your monk level determines the number of points you vertical surfaces and across liquids on your turn
have, as shown in the Focus Points column of the without falling during the move.
monk table.
You can spend these points to fuel various focus
DEFLECT MISSILES
features. You start knowing three such features: Flurry Also at 3rd level, you can use your reaction to de ect a
of Blows, Patient Defense, and Step of the Wind. You projectile when you are dealt damage by a ranged
learn more focus features as you gain levels in this weapon attack. When you do so, the damage you take
class. from the attack is reduced by 1d10 + your Dexterity
When you spend a focus point, it is unavailable until modi er + your monk level.
you nish a short or long rest, at the end of which you If you reduce the damage to 0, and the damage is
draw all of your expended focus back into yourself. kinetic, energy, or ion, you can redirect it at another
You must spend at least 30 minutes of the rest target if you have a weapon capable of doing so. You
meditating to regain your focus points. can spend 1 focus point to make a ranged attack as
You use your choice of Wisdom or Charisma for your you de ect the projectile, as part of the same reaction.
focus ability. You use the chosen ability modi er You make this attack with pro ciency, regardless of
whenever a feature refers to your focus ability. your weapon pro ciencies, and the projectile counts as
Additionally, you use the chosen ability modi er when a monk weapon for the attack.

CHAPTER 3 | CLASSES 100


MONASTIC ORDER TIMELESS VESSEL
Lastly at 3rd level, you commit yourself to one At 15th level, your focus sustains you so that you su er
monastic order, which is detailed at the end of the none of the frailty of old age, and you can't be aged
class description. Your order grants you features at 3rd abnormally. You can still die of old age, however.
level and again at 6th, 11th, and 17th level. Additionally, when you complete a short rest, you can
expend a Hit Die to remove 1 level of exhaustion or
ABILITY SCORE IMPROVEMENT slowed.
When you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level, you can increase one ability score EMPTY BODY
of your choice by 2, or you can increase two ability Beginning at 18th level, you can use your action to
scores of your choice by 1. As normal, you can't spend 4 focus points to become invisible for 1 minute.
increase an ability score above 20 using this feature. During that time, you also have resistance to all
Alternatively, you can choose a feat (see Chapter 6 for damage but force damage.
a list of feats).
PERFECT SELF
SLOW FALL At 20th level, you've gained perfect control over your
Beginning at 4th level, you can use your reaction when body. Your Dexterity and Wisdom or Charisma scores
you fall to reduce any falling damage you take by an (your choice) increase by 2. Your maximum for those
amount equal to ve times your monk level. scores increases by 2. Additionally, when you roll for
initiative and have fewer than 6 focus points
EXTRA ATTACK remaining, you regain up to 6 focus points.
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your MONASTIC VOWS
turn. The vows are presented in alphabetical order. If a vow
has prerequisites, you must meet them to learn it. You
STUNNING STRIKE can learn a vow at the same time you meet its
Starting at 5th level, you can interfere with an prerequisites.
opponent's body. When you hit another creature with
VOW OF DEFLECTION
a melee weapon attack, you can spend 1 focus point to
You can use your reaction to divert a strike when you
attempt a stunning strike. The target must succeed on
are dealt damage by a melee weapon attack. When you
a Constitution saving throw or be stunned until the end
do so, the damage taken by the attack is reduced by
of your next turn.
1d10 + your Dexterity modi er + your monk level.
ENHANCED STRIKES VOW OF THE DEVOTED
Starting at 6th level, your unarmed strikes count as You gain a limited ability to manipulate the Force. See
enhanced for the purpose of overcoming resistance chapter 10 for the general rules of forcecasting and
and immunity to unenhanced attacks and damage. chapter 11 for the force powers list.
Force Powers Known. You learn 2 force powers of
EVASION your choice. You learn an additional power at 3rd, 5th,
At 7th level, your instinctive agility lets you dodge out 7th, 9th, 11th, 13th, 15th, and 17th level. You may not
of the way of certain area e ects. When you are learn a force power of a level higher than your Max
subjected to an e ect, such as a consular's force storm Power Level, and you may learn a force power at the
or an engineer's explosion, that allows you to make a same time you learn its prerequisite. You may only
Dexterity saving throw to take only half damage, you learn universal powers in this way.
instead take no damage if you succeed on a saving Force Points. Rather than force points, powers you
throw, and only half damage if you fail. learn through this vow are cast using your focus points,
at 1 focus point per power level. You may only cast
STILLNESS OF MIND universal powers in this way.
Starting at 7th level, you can use your action or bonus Max Power Level. Many force powers can be
action to end one e ect on yourself that is causing you overpowered, consuming more focus points to create a
to be charmed or frightened. greater e ect. You can overpower these abilities to a
maximum level, which increases at higher levels. Your
PURITY OF BODY Max Power Level is 1st. It increases to 2nd at 7th level,
Starting at 13th level, your mastery of the focus owing 3rd at 13th level, and 4th at 17th level. You may only
through you makes you immune to disease and poison cast force powers at 4th-level once. You regain the
and resistant to poison damage. ability to do so after a long rest.
Forcecasting Ability. You use your focus ability
DIAMOND SOUL whenever a power refers to your forcecasting ability. If
Beginning at 14th level, your mastery of focus grants a power you cast with focus points calls for a saving
you pro ciency in all saving throws. Additionally, throw, you use your focus save DC. If a power you cast
whenever you fail a saving throw, you can spend 1 with focus points calls for an attack roll, you use your
focus point to reroll it and take the second result. focus attack modi er.

101 CHAPTER 3 | CLASSES


VOW OF FATE VOW OF THE OPEN MIND
Prerequisite: 7th level You gain pro ciency in a skill of your choice.
When you nish a short or long rest, roll a d20 and Additionally, you can spend 1 focus point and 10
record the number rolled. Once before your next short minutes meditating on a skill in which you are
or long rest, you can replace any attack roll, saving pro cient. If you do so, when you make an ability check
throw, or ability check made by you or a creature with the chosen skill, you can add your Wisdom or
within 5 feet of you with this roll. You must choose to Charisma modi er to the check if it doesn't already
do so before the roll. include that modi er. You can only have one instance
of this feature active at a time.
VOW OF THE FIGHTER
You adopt a particular style of ghting as your VOW OF PRECISION
specialty. Choose one of the ghting Style options, Prerequisite: 13th level
detailed in Chapter 6. You can't take a ghting Style Your critical hit range with unarmed strikes increases
option more than once, even if you later get to choose by 1.
again.
VOW OF REQUITAL
VOW OF FORTITUDE Prerequisite: 13th level
Prerequisite: 7th level When you take the Dodge action and an attack made
You can use your action or bonus action to end one by a creature within 5 feet of you misses you before
e ect on yourself that is causing you to be blinded or the start of your next turn, you can use your reaction
deafened. to make one melee weapon attack with a monk
weapon or unarmed strike against that creature.
VOW OF FREEDOM
You ignore unenhanced di cult terrain, and when you VOW OF RESTORATION
would use your action to break free of an e ect that is When you would make an unarmed strike, you can
grappling or restraining you, you can instead use your spend 1 focus point to instead touch a willing creature
bonus action. within your reach. Roll your Martial Arts die. The target
gains hit points equal to the amount rolled + your
VOW OF INTUITION Wisdom or Charisma modi er (your choice, minimum
You can no longer have disadvantage on attack rolls of +1).
against creatures within 10 feet of you due to not being
able to see them. VOW OF THE SENTRY
You gain pro ciency in light and medium armor.
VOW OF THE LIMBER Additionally, you can now gain the bene ts of your
Prerequisite: 7th level Martial Arts and Unarmored Movement features while
When you make your rst unarmed strike on your turn, wearing light or medium armor as long as you are not
you can choose to spend 1 focus point. If you do so, wielding a shield.
your reach with your unarmed strikes increases by 5
feet until the end of your turn. VOW OF SERENITY
Your maximum focus increases by an amount equal to
VOW OF METTLE half your Wisdom or Charisma modi er (your choice,
You can use Strength instead of Wisdom or Charisma rounded up, minimum of +1).
when determining your Unarmored Defense.
VOW OF THE SHREWD
VOW OF THE MORTAL You can use Intelligence instead of Wisdom or
You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.
Charisma when determining your Unarmored Defense.
VOW OF SPIRIT
VOW OF THE NEMESIS You can use your choice of Wisdom or Charisma
Prerequisite: 13th level instead of Strength or Dexterity for the attack and
As a bonus action, you can choose one creature within damage rolls of your unarmed strikes and monk
30 feet that you can see. The creature must make a weapons. You must use the same modi er for both
Wisdom saving throw against your focus save DC. On a rolls.
successful save, the creature becomes immune to this
feature for 24 hours. On a failed save, for the next VOW OF THE VERSATILE
minute, the creature has disadvantage on attack rolls When you would make an unarmed strike as part of
against creatures other than you, and it must make an your Martial Arts bonus action attack or your Flurry of
additional Wisdom saving throw each time it attempts Blows, you can instead make a weapon attack with a
to move to a space that is more than 30 feet away from monk weapon you are wielding.
you; if it succeeds on this saving throw, this feature
doesn't restrict its movement for that turn. MONASTIC ORDERS
This feature ends early if you attack another Orders of monastic pursuit are common in the locales
creature, if you target another hostile creature with a scattered across the galaxy. Each order is based in a
power or class feature, if a friendly creature damages speci c culture and is mutually exclusive, despite
the target, if a friendly creature targets it with a power relying on the same basic techniques. Your order
or class feature, or if you target another creature with grants you features at 3rd, 6th, 11th, and 17th level.
this feature.

CHAPTER 3 | CLASSES 102


CRIMSON ORDER
Monks of the Crimson Order are unyielding in their SOVEREIGN PROTECTOR
resolve. They pledge themselves to a singular entity or
At 17th level, your mastery of focus has allowed you to
belief, and uphold their service with solemnity and
unlock your fullest potential in combat. As a bonus
diligence.
action, you can gain the following e ects for 1 minute.
CRIMSON ARMAMENTS Your speed is doubled.
Beginning when you choose this order at 3rd level, you Your AC increases by 2.
gain pro ciency in light and medium armor. If you are You have advantage on Dexterity saving throws.
already pro cient in light and medium armor, you You gain an additional action of each of your turns. This
instead gain pro ciency in heavy armor. Additionally, action can be used only to take the Attack (one weapon
you can now gain the bene ts of your Martial Arts and attack only), Dash, Disengage, Hide, or Use an Object
Unarmored Movement features while wearing armor action.
as long as you are not wielding a shield.
Additionally, you've learned to adapt to new This e ect ends early if you are incapacitated or die.
weaponry. Over the course of an hour, which can be Once you've used this feature, you can't use it again
performed during a short rest, you can perform a kata until you nish a long rest.
with a weapon of your choice. You gain pro ciency in
that weapon if you do not already have pro ciency,
and it becomes a monk weapon for you. You can only
adapt to one weapon at a time, and if you attempt to
adapt to another weapon you immediately lose your
pro ciency with the chosen weapon.

CRIMSON SQUALL
At 6th level, you've learned to enhance your kata. As a
bonus action while wielding a monk weapon, you can
expend 1 focus point to cause the area within 5 feet of
you to become di cult terrain for 1 minute. This area
travels with you, and creatures within the area can not
make opportunity attacks.
At 11th level, the range of this area increases to 15
feet, and at 17th level, the range of this area
increases to 30 feet.

VIGILANT SENTINEL
Starting at 11th level, when you attempt to
perceive your surroundings on your turn, you
can opt to not move on that turn. If you avoid
moving, you gain a +10 bonus to your Wisdom
(Perception) checks until the start of your
next turn. You lose this bene t if you
move or fall prone, either voluntarily
or because of some external
e ect.

103 CHAPTER 3 | CLASSES


ECHANI ORDER
Monks of the Echani Order train relentlessly both with ECHANI WEAPONS
and without their weapons, to the point where the Choose two types of weapons to be your Echani
weapon becomes an extension of the body. Founded weapons: one vibroweapon and one blaster. Each of
on a mastery of sword ghting, the tradition has these weapons can be any simple or martial weapon
expanded to include many di erent weapons. that lacks the special property. You gain pro ciency
with these weapons if you don't already have it.
PATH OF THE ECHANI Weapons of the chosen types are monk weapons for
Beginning when you choose this order at 3rd level, you. Many of this order's features work only with your
your special martial arts training leads you to master Echani weapons. When you reach 6th, 11th, and 17th
the use of certain weapons. You gain the following level in this class, you can choose another type of
bene ts. 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 an
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 bene t 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 bene ts.
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.

SHARPEN THE BLADE


Starting at 11th level, you gain the ability to augment
your weapons further with your focus. As a bonus
action, you can expend up to 3 focus points to grant
one Echani weapon you touch a bonus to attack and
damage rolls when you attack with it. The bonus
equals the number of points you spent. This bonus
lasts for 1 minute or until you use this feature again.
This feature has no e ect on an enhanced weapon that
already has a bonus to attack and damage rolls.

UNERRING ACCURACY
At 17th level, your mastery of weapons grants you
extraordinary accuracy. If you miss with an attack roll
using a monk weapon on your turn, you can reroll it.
You can use this feature only once on each of your
turns.

CHAPTER 3 | CLASSES 104


MATUKAI ORDER
Monks of the Matukai Order center their philosophy
around a balance and harmony between the spiritual
Force and the physical body, using exercise as a form
of meditation. They channel the Force through their
bodies, turning themselves into exceptional warriors.

FORCE-ENHANCED STRIKES
Beginning when you choose this order at 3rd level, you
learn to channel the Force into your unarmed strikes
and monk weapons, further enhancing your melee
strikes. When you hit a creature with an unarmed
strike or monk weapon, you can spend 1 focus point to
force the creature to make a Strength saving throw. On
a failed save, it takes 2d6 force damage and is pushed
up to 15 feet away from you. On a successful save, the
creature only takes 1d6 force damage and isn't
pushed.

INSTINCTIVE LEAP
At 6th level, when a hostile creatures moves to within 5
feet of you, you can use your reaction to disengage and
leap up to half your speed. If you end this movement in
the air, you immediately fall to the ground.

ABSORB DAMAGE
Starting at 11th level, you learn to channel the Force
into your skin and bones, greatly enhancing your
durability. You can use a bonus action to channel the
Force throughout your body. Until the start of your
next turn, you have resistance to kinetic and energy
damage.
You can use this feature a number of times equal to
your Wisdom or Charisma modi er (your choice, a
minimum of once). You regain all expended uses when
you nish a long rest.

CONTROL THE FIELD


At 17th level, whenever you use your Instinctive
Leap feature, you can leap your entire
movement speed instead of only half.
Additionally, when you land, you can
make an unarmed strike with advantage
against a creature within 5 feet of you as
part of the same reaction. On a hit, this attack
deals an additional 2d6 force damage.

105 CHAPTER 3 | CLASSES


NIGHTSISTER ORDER
Monks of the Nightsister Order utilize an innate Force- When you would make an unarmed strike as part of
sensitivity to commune with death. They learn to your Martial Arts bonus action attack or your Flurry of
channel this power to drain the life of their foes to Blows, you can replace the attack with this one.
prolong their own existence. Males who join this order When you reduce a creature to 0 hit points with this
are called Nightbrothers. attack, you gain temporary hit points equal to your
Wisdom or Charisma modi er + your monk level (your
ICHOR LIGHTNING choice, minimum of one).
Beginning when you choose this order at 3rd level, you
gain a new attack option that you can use with the DARK MAGICK
Attack action. This special attack is a ranged focus At 6th level, you can use your action to force each
attack with a range of 30 feet. You are pro cient with it, creature within 30 feet of you that can see you to make
and you add your focus ability modi er to its attack a Wisdom saving throw against your focus save DC or
and damage rolls. Its damage is necrotic, and it uses be charmed or frightened (your choice) of you until the
your Martial Arts die for its damage die. end of your next turn.

MASTERY OF DEATH
Starting at 11th level, when you are reduced to 0 hit
points, you can expend 1 focus point (no action
required) to have 1 hit point instead.

SPIRIT BLADE ASSAULT


At 17th level, as an action, you conjure a blade of spirit
energy and strike one creature within 5 feet of you with
it, expending 1 to 10 focus points. The target must
make a Constitution saving throw. On a failed save, it
takes 2d10 necrotic damage per focus point spent, or
half as much on a successful one.

CHAPTER 3 | CLASSES 106


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 scru y-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 ips the
table and opens re. 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 speci c 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 o er,
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 rst 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.

107 CHAPTER 3 | CLASSES


THE OPERATIVE
Pro ciency Sneak Operative
Level Bonus Features Attack Exploits
1st +2 Expertise, Sneak Attack 1d6 —
2nd +2 Cunning Action, Operative Exploits 1d6 2
3rd +2 Bad Feeling, Operative Practice 2d6 2
4th +2 Ability Score Improvement 2d6 2
5th +3 Uncanny Dodge 3d6 2
6th +3 Expertise 3d6 2
7th +3 Evasion 4d6 3
8th +3 Ability Score Improvement 4d6 3
9th +4 Practice feature 5d6 3
10th +4 Ability Score Improvement 5d6 3
11th +4 Reliable Talent 6d6 3
12th +4 Ability Score Improvement 6d6 3
13th +5 Practice feature 7d6 4
14th +5 Blindsense 7d6 4
15th +5 Slippery Mind 8d6 4
16th +5 Ability Score Improvement 8d6 4
17th +6 Practice feature 9d6 5
18th +6 Elusive 9d6 5
19th +6 Ability Score Improvement 10d6 5
20th +6 Stroke of Luck 10d6 5

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 modi er the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modi er 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 physical 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: One specialist's kit of your choice A tool with which you are pro cient
Saving Throws: Dexterity, Intelligence Combat suit and a vibrodagger
Skills: Choose any four
VARIANT: STARTING WEALTH
In lieu of the equipment granted by your class and
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
Operative 7d4 x 100 cr

CHAPTER 3 | CLASSES 108


EXPERTISE EVASION
Beginning at 1st level, choose two of your skill Beginning at 7th level, when you are subjected to an
pro ciencies, or one of skill pro ciencies and one of e ect, such as a consular's force storm or an
your tool pro ciencies, or two of your tool engineer's explosion, that allows you to make a
pro ciencies. You gain expertise in those skills or tools. Dexterity saving throw to take only half damage, you
At 6th level, you can choose two more of your instead take no damage if you succeed on a saving
pro ciencies (in skills or tools) to gain this bene t. throw, and only half damage if you fail.

SNEAK ATTACK RELIABLE TALENT


Also at 1st level, you know how to strike subtly and By 11th level, you have re ned your chosen skills until
exploit a foe's distraction. Once per turn, you can deal they approach perfection. Whenever you make an
an extra 1d6 damage to one creature you hit with a ability check that lets you add your pro ciency bonus,
weapon attack if you have advantage on the attack roll. you can treat a d20 roll of 9 or lower as a 10.
This damage is the same as the weapon's damage, and
the attack must use a nesse or a ranged weapon. BLINDSENSE
You don't need advantage on the attack roll if Starting at 14th level, if you are able to hear, you are
another enemy of the target is within 5 feet of it, that aware of the location of any hidden or invisible
enemy isn't incapacitated, and you don't have creature within 10 feet of you.
disadvantage on the attack roll.
The amount of the extra damage increases as you SLIPPERY MIND
gain levels in this class, as shown in the Sneak Attack By 15th level, you have acquired greater mental
column of the operative table. strength. You gain pro ciency in Wisdom saving
throws.
CUNNING ACTION
At 2nd level, your quick thinking and agility allow you to ELUSIVE
move and act quickly. You can take a bonus action on Beginning at 18th level, you are so evasive that
each of your turns in combat. This action can be used attackers rarely gain the upper hand against you. No
only to take the Dash, Disengage, or Hide action. attack roll has advantage against you while you aren't
incapacitated.
OPERATIVE EXPLOITS
Also at 2nd level, you've adopted two exploits, as STROKE OF LUCK
detailed at the end of the class description. You adopt At 20th level, you have an uncanny knack for
an additional exploit at 7th, 13th, and 17th level. succeeding when you need to. Your Dexterity and
Intelligence scores increase by 2. Your maximum for
BAD FEELING those scores increases by 2. Additionally, if your attack
Starting at 3rd level, you have a wary eye, bordering on misses a target within range, you can turn the miss into
paranoia. When you roll for initiative, you can move up a hit. Alternatively, if you fail an ability check, you can
to your speed. This movement happens before the treat the d20 roll as a 20.
initiative order is determined. Once you've used this feature, you can't use it again
Once you've used this feature, you can't use it again until you nish a short or long rest.
until you nish a long rest.
OPERATIVE EXPLOITS
OPERATIVE PRACTICE The exploits are presented in alphabetical order. If an
Also at 3rd level, you choose a practice that you exploit has prerequisites, you must meet them to learn
emulate in the exercise of your operative abilities, it. You can learn an exploit at the same time you meet
which is detailed at the end of the class description. its prerequisites.
Your practice choice grants you features at 3rd level
and then again at 9th, 13th, and 17th level. COMMANDER'S EXPLOIT
You gain pro ciency in medium armor.
ABILITY SCORE IMPROVEMENT EXPLORER'S EXPLOIT
When you reach 4th level, and again at 8th, 10th, 12th, You can hold your breath twice as long as you are
16th, and 19th level, you can increase one ability score normally able to, and take half as much damage from
of your choice by 2, or you can increase two ability fall damage.
scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature. FATE'S EXPLOIT
Alternatively, you can choose a feat (see Chapter 6 for Prerequisite: 7th level
a list of feats). When you nish a short or long rest, roll a d20 and
record the number rolled. Once before your next short
UNCANNY DODGE or long rest, you can replace any attack roll, saving
Starting at 5th level, when an attacker that you can see throw, or ability check made by you or a creature
deals damage to you with an attack, you can use your within 5 feet of you with this roll. You must choose to
reaction to halve the attack's damage against you. do so before the roll.

109 CHAPTER 3 | CLASSES


FIGHTER'S EXPLOIT
You adopt a particular style of ghting as your Battle Cry (Intimidation). You attempt to
specialty. Choose one of the ghting Style options, demoralize one humanoid you can see within 30 feet
detailed in Chapter 6. You can't take a ghting Style of you that can see and hear you. Make a Charisma
option more than once, even if you later get to choose (Intimidation) check contested by the target's Wisdom
again. (Insight) check. If your check succeeds, the target is
frightened until the end of your next turn. If the target
FREEDOM'S EXPLOIT was already frightened of you, it must immediately
You ignore unenhanced di cult terrain, and when you drop whatever it is holding. On its next turn, if it is still
would use your action to break free of an e ect that is frightened of you, it must take the Dash action and
grappling or restraining you, you can instead use your move away from you by the safest available route on
bonus action. its turn, unless there is nowhere to move. If your check
GUERRILLA'S EXPLOIT fails, you can't use this feature on this target again for
You only need 4 hours of sleep to gain the bene t of a 1 hour.
long rest. Charm (Persuasion). You attempt to convince one
Additionally, you have advantage on saving throws humanoid you can see within 30 feet that can hear and
against exhaustion. understand you. Make a Charisma (Persuasion) check
contested by the target's Wisdom (Insight) check. If you
LEARNER'S EXPLOIT have dealt damage to the creature in the last hour, it
You gain pro ciency in a skill and a tool, or two tools. has advantage on the check. If your check succeeds,
You can select this discovery multiple times, each the target is charmed by you until the start of your next
time choosing a new skill and a tool, or two new tools. turn, and it has disadvantage on the rst attack roll it
makes against a creature before the end of its next
MENTOR'S EXPLOIT turn. If your check fails, you can't use this feature on
Prerequisite: 13th level this target again for 1 hour.
Once per turn, whenever both you and a friendly
Confuse Beast (Animal Handling). You attempt to
creature within 60 feet that can see and hear you both
confuse one beast on the battle eld. Make a Wisdom
have to make a saving throw to resist the same e ect,
(Animal Handling) check contested by the target's
you can choose to have disadvantage on the save. If
Wisdom (Insight) check. If your check succeeds, the
you do so, the friendly creature gains advantage on the
beast cannot take actions or reactions until the end of
save. You can use this feature before or after you both
your next turn. If your check fails, you can't use this
make the saving throw, but you must do so before the
feature on this target again for 1 hour.
GM says whether the save succeeds or fails.
Distract (Performance). You attempt to distract one
SKILL'S EXPLOIT beast or humanoid you can see within 30 feet of you
You learn an exploit that enhances your ability to apply that can see and hear you. Make a Charisma
your knowledge to combat situations. You can take this (Performance) check contested by the target's Wisdom
exploit multiple times. (Insight) check. If your check succeeds, the next attack
When you take the Attack action, you can use one of roll made against the target before the start of its next
your skill exploits granted by this feature. You can use turn has advantage. If your check fails, you can't use
these features a combined number of times equal to this feature on this target again for 1 hour.
your Intelligence modi er (a minimum of once). You Emulate Predator (Nature). You attempt to emulate
regain any expended uses when you nish a long rest. the sounds of a natural predator of a beast or plant
Choose from the following. You must be pro cient in you can see within 30 feet. Make an Intelligence
the skill in order to take that skill's exploit. (Nature) check contested by the target's Wisdom
Aim (Stealth). You attempt to line up a strike against (Insight) check. If your check succeeds, the target must
a creature you can see that you are hidden from. Make take the Dash action and move away from you by the
a Dexterity (Stealth) check contested by the target's safest available route on its turn, unless there is
Wisdom (Perception) check. If your check succeeds, nowhere to move. If your check fails, you can't use this
you gain a +10 bonus to the rst attack roll you make feature on this target again for 1 hour.
against the target before the end of your next turn. If Feint (Deception). You attempt to divert the
your check fails, you are no longer hidden from the attention of a target you can see within 30 feet. Make a
target. Charisma (Deception) check contested by the target's
Angle (Perception). You attempt to predict the Wisdom (Insight) check. If your check succeeds, the rst
behavior of a humanoid you can see within 30 feet. attack roll made against the target before the start of
Make a Wisdom (Perception) check contested by the your next turn by someone other than you has
target's Dexterity (Sleight of Hand) check. If your check advantage, and the target has disadvantage on the rst
succeeds, the rst attack roll the target makes before saving throw they make against an e ect caused by a
the start of your next turn has disadvantage, and the creature other than you before the start of your next
rst saving throw the creature makes before the start turn. If your check fails, the target can't be deceived by
of your next turn has disadvantage. If your check fails, you in this way for 1 hour.
you can't use this feature on this target again for 1
hour.

CHAPTER 3 | CLASSES 110


Hacktivate (Technology). You attempt to determine Spin (Piloting). You attempt to confound a piloted
the weaknesses in a droid you can see within 30 feet. construct you can see within 30 feet. Make an
Make an Intelligence (Technology) check contested by Intelligence (Piloting) check contested by the target's
the target's Intelligence (Technology) check. If your Intelligence (Piloting) check. If your check succeeds, the
check succeeds, you have advantage on the next attack target has disadvantage on attack rolls against you,
roll you make against the target before the end of your and you have advantage on Dexterity saving throws
turn, and if you hit, you deal additional damage equal against the target, until the start of your next turn. If
to your Intelligence modi er. If your check fails, you your check fails, the target instead has advantage on
can't use this feature on this target again for 1 hour. attack rolls against you, and you have disadvantage on
Instruct (Investigation). You attempt to nd a Dexterity saving throws against the target, until the
weakness in your target. Make an Intelligence start of your next turn.
(Investigation) check contested by the target's Study (Lore). You attempt to anticipate your target's
Charisma (Deception) check. If your check succeeds, if action. Make an Intelligence (Lore) check contested by
a friendly creature makes an attack roll against the the target's Charisma (Deception) check. If your check
target and they can see and hear you, you can use your succeeds, you have advantage on the rst ability check,
reaction to grant them advantage on the roll. If you do attack roll or saving throw you make against that
so, and they hit, they deal additional damage equal to creature before the end of your next turn.
your bonus to Investigation checks. This damage is the Alternatively, before the end of your next turn, you can
same type as the attack's damage. If your check fails, use your reaction to grant disadvantage on the rst
you can't use this feature on this target again for 1 ability check, attack roll, or saving throw the target
hour. makes against you. If your check fails, you instead have
Intuit (Insight). You attempt to determine the disadvantage on the rst ability check, attack roll or
motivations of one humanoid you can see within 30 saving throw you make against that creature before
feet. Make a Wisdom (Insight) check contested by the the end of your next turn.
target's Charisma (Deception) check. If your check Wrestle (Athletics). You attempt to grab and pin a
succeeds, the target can't have advantage on ability creature within 5 feet of you with at least one free
checks, attack rolls, or saving throws against you until hand. The target must be no more than one size larger
the end of your next turn. If your check fails, the target than you. Make a Strength (Athletics) check contested
instead can't have disadvantage on ability checks, by the target's Strength (Athletics) or Dexterity
attack rolls, or saving throws against you until the end (Acrobatics) check (the target chooses the ability to
of your next turn. use). If your check succeeds, the target is both
Tumble (Acrobatics). You attempt to make a quick grappled and restrained by you. If the target stops
tumble, immediately moving 10 feet. If you begin or being grappled, it also stops being restrained. If your
end this movement within a creature's reach, make a check fails, you can't use this feature on this target
Dexterity (Acrobatics) check contested by it's Strength again for 1 hour.
(Athletics) or Dexterity (Acrobatics) check (the target
chooses the ability to use). If your check succeeds, this TECHNOLOGIST'S EXPLOIT
movement does not provoke opportunity attacks from Choose one 1st-level tech power. You learn that power
it, and you have advantage on the rst attack roll you and can cast it at its lowest level without expending
make against it before the end of your turn. If your tech points and without the use of a wristpad. Once
check fails, you immediately fall prone. you cast it in this way, you must nish a long rest
Pocket Sand (Sleight of Hand). You attempt to blind before you can cast it again. Your techcasting ability for
one beast or humanoid you can see within 15 feet of this power is Intelligence.
you. Make a Dexterity (Sleight of Hand) check You can select this exploit multiple times. Each time
contested by the target's Wisdom (Perception) check. If you do so, you must choose a di erent power.
your check succeeds, the target is blinded until the end WEAPONMASTER'S EXPLOIT
of your turn. If your check fails, you can't use this You gain pro ciency in three blasters or vibroweapons
feature on this target again for 1 hour. that lack the heavy and strength properties.
Precision Strike (Medicine). You attempt to strike a You can select this exploit multiple times. Each time
pressure point in one humanoid within your reach. you do so, you must choose di erent weapons.
Make a Wisdom (Medicine) check contested by the
target's Strength (Athletics) or Dexterity (Acrobatics) OPERATIVE PRACTICES
check (the target chooses the ability to use). If your
Operatives have many features in common, including
check succeeds, they are incapacitated until the end of
their emphasis on perfecting their skills, their precise
their next turn. If your check fails, you can't use this
and deadly approach to combat, and their increasingly
feature on this target again for 1 hour.
quick re exes. But di erent operatives steer those
Snare (Survival). You attempt to cause a creature
talents in varying directions, embodied by the di erent
within 30 feet of you to stumble. Make a Wisdom
operative practices. Your practice grants you features
(Survival) check contested by the target's Wisdom
at 3rd, 9th, 13th, and 17th level.
(Perception) check. If your check succeeds, and the
target moves towards you before the start of your next
turn, it gains 1 slowed level, and you can use your
reaction to cause it to fall prone. If your check fails, you
can't use this feature on this target again for 1 hour.

111 CHAPTER 3 | CLASSES


ACQUISITIONS PRACTICE
Many operatives are hired for the procurement of Some of your aerial maneuvers require your target
valuable artifacts, but only the true masters of the art to make a saving throw to resist the deft hand
can slip through the tightest security and make o with maneuver's e ects. The saving throw DC is as follows:
untold riches, whether they do it for a pro t, or for
sport. Those operatives who choose the Acquisitions Deft Hands save DC = 8 + your pro ciency bonus +
Practice apply a mixture of stealth and impressive your Dexterity modi er
acrobatics to surpass any kind of defenses they are
met with. HINDER
You attempt to distract your target in order to hinder
FAST AND AGILE their movement. The target must make a Constitution
saving throw. On a failed save, it gains 1 slowed level
When you use choose this practice at 3rd level, you can
until the end of its next turn and it makes the rst
use the bonus action granted by your Cunning Action
Dexterity saving throw before the end of its next turn
to make a Dexterity (Sleight of Hand) check, use your
with disadvantage.
demolitions kit or security kit to disarm a trap or open
a lock, or take the Use an Object action. PILFER
Additionally, climbing no longer costs you extra You attempt to pick your target's pockets. The target
movement, and you gain the ability to move in ying must make a Wisdom saving throw. On a failed save,
leaps with incredible speed, precision, and power. you have advantage on the rst Dexterity (Sleight of
When you move, instead of using your walking speed, Hand) check you make against the target before the
you may take two short movements by ying. Each end of your next turn.
movement is at half your speed, and you must end
each one on a solid object, a surface, or on the ground. TUMBLE
If you do not, you fall and your movement ends. If you You attempt to nimbly roll away. You immediately
Dash, your bonus movement is applied to your normal move 10 feet in a direction of your choice, and the
speed, not this movement. target must make a Dexterity saving throw. On a failed
save, this movement does not provoke opportunity
DEFT HANDS attacks from the creature.
Also at 3rd level, you learn a
SUPREME SNEAK
number of techniques to
distract and confuse your Starting at 9th level, you have advantage on a Dexterity
opponents. When you (Stealth) check if you move no more than half your
deal Sneak Attack speed on the same turn. Additionally, as long as you
damage, you may aren't incapacitated, you no longer take damage from
choose to forgo falling less than 100 feet, and have resistance to falling
two of your damage.
Sneak Attack
dice to perform
IMPROVED AERIAL AGILITY
a deft hand Starting at 13th level, your Aerial Agility feature
maneuver. improves and you gain the following bene ts:

When you move, you can instead take 3 short


movements by ying.
Whenever you end your ying movement and you are
within 5 feet of a climbable surface, you can grab onto
that surface as though you were climbing upon it.

THIEF'S REFLEXES
When you reach 17th level, you can take two turns
during the rst round of any combat. You take your
rst turn at your normal initiative and your second turn
at your initiative minus 10. You can't use this feature
when you are surprised.
Additionally, you learn to utilize the momentum of
your fall to make deadly vertical strikes. Whenever you
fall at least 50 feet and land within 5 feet of an enemy
creature you can use your reaction to make one
weapon attack against that creature. If the attack is a
Sneak Attack, you can deal three additional weapon
dice worth of damage and the creature must make a
Dexterity saving throw or be knocked prone.

CHAPTER 3 | CLASSES 112


BEGUILER PRACTICE
Those operatives who choose the Beguiler Practice FORCECASTING ABILITY
augment their natural wiles and charm with subtle Your forcecasting ability varies based on the alignment
utilization of the Force. They tap into these powers to of the powers you cast. You use your Wisdom for light
cloud the minds of their foes, distracting and diverting side powers, Charisma for dark side powers, and
before abruptly dispatching them. Wisdom or Charisma for universal powers (your
choice). You use this ability score modi er whenever a
FORCECASTING power refers to your forcecasting ability. Additionally,
When you choose this practice at 3rd level, you have you use this ability score modi er when setting the
derived powers from your emotional connection to the saving throw DC for a force power you cast and when
Force. See chapter 10 for the general rules of making an attack roll with one.
forcecasting and chapter 11 for the force powers list.
Force save DC = 8 + your pro ciency bonus +
FORCE POWERS KNOWN your forcecasting ability modi er
You learn 4 force powers of your choice, and you learn
more at higher levels, as shown in the Force Powers Force attack modifier = your pro ciency bonus +
Known column of the Beguiler Practice Forcecasting your forcecasting ability modi er
table. You may not learn a force power of a level higher
than your Max Power Level, and you may learn a force
power at the same time you learn its prerequisite.
FORCE POINTS
You have a number of force points equal to your
operative level, as shown in the Force Points column of
the Beguiler Practice Forcecasting table, + your
Wisdom or Charisma modi er (your choice). You use
these force points to cast force powers. You regain all
expended force points when you nish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming
more force points to create a greater e ect. You can
overpower these abilities to a maximum level, which
increases at higher levels, as shown in the Max
Power Level column of the Beguiler Practice
Forcecasting table.
You may only cast force
powers at 4th-level once.
You regain the ability to do so
after a long rest.

113 CHAPTER 3 | CLASSES


FASCINATING DISPLAY
Also at 3rd level, you can spend 1 minute attemping to
distract and enthrall those around you. Choose a
number of humanoids within 60 feet of you who BEGUILER PRACTICE FORCECASTING
watched your display for the duration, up to a number
Force Powers Force Max Power
equal to your Charisma modi er (minimum of one).
Level Known Points Level
Each target must succeed on a Wisdom saving throw
(DC = 8 + your pro ciency bonus + your Charisma 3rd 4 3 1st
modi er) or be charmed by you. While charmed in this 4th 6 4 1st
way, the target idolizes you, speaking glowingly of you
5th 7 5 1st
to anyone who talks to it. Additionally, it hinders
anyone who opposes you, although it avoids violence 6th 8 6 1st
unless it was already inclined to ght on your behalf. 7th 10 7 2nd
This e ect ends on a target after 1 hour, if it takes any
8th 11 8 2nd
damage, if you attack it, or if it witnesses you attacking
or damaging any of its allies. 9th 12 9 2nd
If a target succeeds on this saving throw, the target 10th 13 10 2nd
has no hint you tried to charm it.
11th 14 11 2nd
Once you've used this feature, you must complete a
long rest before you can use it again. 12th 15 12 2nd
13th 17 13 3rd
MESMERIZING PRESENCE
14th 18 14 3rd
Beginning at 9th level, you have advantage on attack
rolls against creatures charmed by you. 15th 19 15 3rd
16th 20 16 3rd
ENTHRALLING VIGOR
17th 22 17 4th
Starting at 13th level, whenever a creature fails a
18th 23 18 4th
Wisdom or Charisma saving throw against a force
power or class feature you use, you can gain 19th 24 19 4th
temporary hit points equal to half your operative level 20th 25 20 4th
(rounded down) + your Charisma modi er (minimum
of one).
You can use this feature a number of times equal to
your Charisma modi er (a minimum of once). You
regain all expended uses when you nish a short or
long rest.

DISTRACTING COUNTENANCE
At 17th level, as a bonus action, you can mask
yourself with the Force for 1 minute or until
you are incapacitated. For the duration,
whenever any creature tries to attack
you for the rst time on a turn, the
attacker must make a Charisma
saving throw (DC = 8 + your prof-
iciency bonus + your Charisma
modi er). On a failed save, it can't
attack you on this turn, and it
must choose a new target for its
attack or the attack is wasted.
On a successful save, it can
attack you on this turn, but it
has disadvantage on any saving
throw it makes against your
powers on your next turn.
Once you've used this
feature, you must com-
plete a short or long
rest before you can
use it again.
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 and miss with a ranged weapon attack, you can repeat
every opportunity. the attack against a di erent 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 re. 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 rst turn in combat, if
you are subjected to an e ect 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 modi er (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 e ects. The saving throw DC is calculated as
follows:

Trick Shot save DC = 8 + your pro ciency bonus +


your Dexterity modi er

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 ourish 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 pro ciency bonus
+ your Dexterity modi er). On a failed save, the target
is charmed or frightened by you (your choice) until the
end of your next turn.

115 CHAPTER 3 | CLASSES


SHARPSHOOTER PRACTICE
Those operatives who choose the Sharpshooter Some of your placed shots require your target to
Practice are bringers of death. Striking from a safe make a saving throw to resist the placed shot's e ects.
distance, the Sharpshooter uses precision shooting to The saving throw DC is calculated as follows:
control the battle eld and bring targets down quickly.
Placed Shot save DC = 8 + your pro ciency bonus +
ASSUME THE POSITION your Dexterity modi er
Beginning at 3rd level, you don't need advantage on
DISARMING SHOT
your attack roll to use your Sneak Attack if your target
You attempt to disarm a creature with your attack. The
is greater than 30 feet from you and no enemies are
target must succeed on a Strength saving throw or be
within 5 feet of you. Additionally, standing up from
forced to drop one item of your choice that it's holding.
prone now only costs 5 feet of movement.
The object lands at its feet.
Additionally, you gain pro ciency with two martial
blasters of your choice. PENETRATING SHOT
You attempt to damage another target with the same
PLACED SHOTS attack. Choose a second target within 15 feet of and
Also at 3rd level, you perfect the art of placing distant directly behind your initial target. If the original attack
shots for maximum e ectiveness in debilitating and roll would hit the second target, it takes two dice worth
controlling your enemies. When you deal Sneak Attack of Sneak Attack damage.
damage to a creature, you may choose to forgo two of The damage is of the same type dealt by the original
your Sneak Attack dice to make the attack a placed attack.
shot.
SUPPRESSIVE SHOT
You attempt to pin the target to its location. The target
must succeed on a Wisdom saving throw or be
frightened of you until the end of its next turn.

HEAD SHOT
At 9th level, you are at your deadliest when your
enemies are unaware of the danger they are in. You
have advantage on attack rolls against any creature
that hasn't taken a turn in combat yet.
Additionally, any hit you score against a creature that
is surprised is a critical hit.

DISTRACTING SHOT
Starting at 13th level, you are able to defend your
compatriots from afar. When a friendly creature you
can see within your weapon's normal range is the
target of a ranged attack, or forced to make a saving
throw, and the source of the e ect is within your
weapon's normal range, you can use your reaction to
make a ranged weapon attack against the source. On a
hit, instead of dealing damage, the target of your attack
has disadvantage on the attack roll against your ally, or
your ally has advantage on the saving throw to resist
the e ect.

DOUBLE TAP
At 17th level, you've learned to capitalize when you
have the advantage. When you take the Attack action
and make an attack with advantage, you can choose to
forgo the advantage. If you do, you can make an
additional attack against the target or another creature
within 5 feet of it (no action required). Both attacks can
bene t from your Sneak Attack damage, instead of
only one.

CHAPTER 3 | CLASSES 116


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 ne 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 satis ed. 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
o cers 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 eld 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 nd something to quench their thirst for ability score. Your next-highest score should be
knowledge. Dexterity. Second, choose the noble background.

117 CHAPTER 3 | CLASSES


THE SCHOLAR
Pro ciency Academic Superiority Maneuvers
Level Bonus Features Superiority Dice Known Discoveries
1st +2 Academic Superiority, Critical Analysis d4 2 2 —
2nd +2 Discovery, Sage Advice (long rest) d4 2 2 2
3rd +2 Expertise, Academic Pursuit d4 4 4 4
4th +2 Ability Score Improvement d4 4 4 4
5th +3 Multitasker d6 4 4 5
6th +3 Pursuit feature d6 4 4 5
7th +3 — d6 6 6 5
8th +3 Ability Score Improvement d6 6 6 5
9th +4 Pursuit feature d8 6 6 6
10th +4 Expertise d8 6 6 6
11th +4 — d8 8 8 7
12th +4 Ability Score Improvement d8 8 8 7
13th +5 Sage Advice (short rest) d10 8 8 8
14th +5 Calm and Collected d10 8 8 8
15th +5 — d10 10 10 8
16th +5 Ability Score Improvement d10 10 10 8
17th +6 Pursuit feature d12 10 10 9
18th +6 Adaptable Intellectual d12 10 10 9
19th +6 Ability Score Improvement d12 10 10 9
20th +6 Knowledge Unbound d12 10 10 9

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 modi er the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modi er 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 6d4 x 100 cr

CHAPTER 3 | CLASSES 118


ACADEMIC SUPERIORITY
Beginning at 1st level, you learn maneuvers that are EXPLOIT WEAKNESS
fueled by special dice called superiority dice. When you hit a creature with a weapon attack, you can
expend a superiority die and deal additional damage
MANEUVERS equal to the number rolled. This damage cannot be
You know two maneuvers of your choice, which are reduced in any way.
detailed under "Maneuvers" below, and you earn more
at higher levels, as shown in the Maneuvers Known GOADING ATTACK
column of the scholar table. Many maneuvers enhance When you hit a creature with a weapon attack, you can
an attack in some way. You can use only one maneuver expend one superiority die to attempt to goad the
per attack, and you may only use each maneuver once target into attacking you. You add the superiority die to
per turn. the attack's damage roll, and the target must make a
Each time you learn new maneuvers, you can also Wisdom saving throw. On a failed save, the target has
replace one maneuver you know with a di erent one. disadvantage on all attack rolls against targets other
than you until the end of your next turn.
SUPERIORITY DICE
You have two superiority dice, which are d4s, and you HEADS UP
earn more at higher levels, as shown in the Superiority When a friendly creature who can see or hear you
Dice column of the scholar table. This die changes as makes a saving throw, you can use your reaction and
you gain scholar levels, as shown in the Academic expend a superiority die, adding the number rolled to
Superiority column of the scholar table. A superiority the result of the saving throw. You can use this
die is expended when you use it. maneuver before or after making the saving throw, but
You regain all of your expended superiority dice before any e ects of the saving throw are determined.
when you nish a short or long rest. MEASURED ACTION
SAVING THROWS As a reaction when you make a roll for a contested skill
Some of your maneuvers require your target to make a check, you can expend a superiority die to add to the
saving throw to resist the maneuver's e ects. The roll. You can use this maneuver before or after making
saving throw DC is calculated as follows: the contested skill check roll, but before any e ects of
the contested skill check are determined.
Maneuver save DC = 8 + your pro ciency bonus +
your Intelligence modi er ONE STEP AHEAD
When you roll initiative and you are not surprised, you
MANEUVERS can expend a superiority die and add the number
rolled to your initiative.
The maneuvers are presented in alphabetical order.
TARGETED STRIKE
ADMINISTER AID When an ally makes an attack against a creature, you
As an action, you can expend a superiority die to tend can use your reaction to expend a superiority die. You
to a creature you can touch. The creature regains a add the superiority die to the attack roll, and the
number of hit points equal to the number rolled + your damage roll if it hits. You can use this maneuver before
Intelligence modi er. or after the attack roll, but before the GM determines
ASSESS THE SITUATION whether or not the attack hits.
You can expend one superiority die to make a Wisdom
CRITICAL ANALYSIS
(Perception) or Intelligence (Investigation) check as a
bonus action, adding the superiority die to the check. Also at 1st level, you are able to analyze a target,
develop a plan on how to best overcome any potential
CRIPPLING STRIKE obstacle, and execute that plan with ruthless e ciency.
When you hit a creature with a weapon attack, you can As a bonus action on your turn, you can analyze a
expend one superiority die to cripple the creature. You target you can see within 60 feet of you. For the next
add the superiority die to the attack's damage roll and minute, or until you analyze another target, you gain
the creature's gains 1 slowed level until the end of their the following bene ts:
next turn.
When you analyze a hostile creature, your attack and
DELIBERATE MOVEMENT damage rolls made with weapons with the nesse
You can expend one superiority die to take the property or blaster weapons against that target may
Disengage action as a bonus action and ignore the use your Intelligence modi er instead of Strength or
e ects of standard di cult terrain until the end of your Dexterity.
turn. When you analyze a friendly creature, the target can
end your Critical Analysis on them (no action required)
to add your Intelligence modi er to one attack roll,
ability check, or saving throw. Once a friendly creature
has bene ted from this ability, they can not do so again
until they complete a short or long rest.

119 CHAPTER 3 | CLASSES


DISCOVERY
As you adventure, your studies have helped you Additionally, when a friendly creature you can see
discover new practices you can apply to your skills. that can hear you is forced to make a saving throw, you
At 2nd level, you master two discoveries of your can use your reaction to target them with your Critical
choice. Your discovery options are detailed at the end Analysis feature.
of the class description. When you gain certain scholar
levels, you gain additional discoveries of your choice, CALM AND COLLECTED
as shown in the Discoveries column of the scholar Beginning at 14th level, when you make a saving throw
table. caused by an e ect you can see, you may gain a bonus
Additionally, when you gain a level in this class, you to the saving throw equal to your Intelligence modi er.
can choose one of the discoveries you know and Once you've used this feature, you must wait until a
replace it with another discovery that you could learn short or long rest before you can use it again.
at that level.
ADAPTABLE INTELLECTUAL
SAGE ADVICE At 18th level, you are able to e ectively prepare for any
When you reach 2nd level, you can spend 1 minute mission on hand. At the end of a long rest, you may
spreading your knowledge and experience, advising choose one of the discoveries you know and replace it
those around you. When you do so, choose a skill or with another discovery that you could learn at that
tool you are pro cient with and a number of friendly level.
creatures up to your Intelligence modi er within 30
feet of you who can hear you and who can understand KNOWLEDGE UNBOUND
you. Once within the next hour, the next time each When you reach 20th level, you are the pinnacle of
creature would make an ability check with the chosen your pursuit. Your Intelligence score increases by 4.
skill or tool, they may add their pro ciency bonus to Your maximum for that score increases by 4.
the roll if they are not already pro cient. A creature Additionally, you can use any maneuver you know
may only bene t from this feature once. If a creature is without expending a superiority die, rolling a d4
targeted by this feature again before using it, they can instead.
choose to retain the rst bene t or replace it with the
new skill or tool instead. DISCOVERIES
Once you've used this feature, you can't use it again The discoveries are presented in alphabetical order. If
until you nish a long rest. Starting at 13th level, you a discovery has prerequisites, you must meet them to
regain the ability to use it after you complete a short or learn it. You can learn the discovery at the same time
long rest. you meet its prerequisites.
EXPERTISE ACADEMIC MEMORY
At 3rd level, choose two of your skill pro ciencies, or You can recall anything you have read in the past
one of skill pro ciencies and one of your tool month that you understand. This includes but is not
pro ciencies, or two of your tool pro ciencies. You gain limited to books, maps, signs, and lists.
expertise in those skills or tools. ADAPTIVE
At 10th level, you can choose another two Prerequisite: 15th level
pro ciencies (in skills or tools) to gain this bene t. When the target of your Critical Analysis feature is
reduced to 0 hit points, you can use your reaction to
ACADEMIC PURSUIT
change the target of your analysis to another creature
Also at 3rd level, you dedicate your studies towards a within range.
pursuit, which is detailed at the end of the class
description. The pursuit you choose grants you AMBASSADOR
features at 3rd level, and again at 6th, 9th, and 17th You learn three additional languages of your choice.
level. You may choose this discovery multiple times.

ABILITY SCORE IMPROVEMENT CLEVER APPLICATIONS


You gain pro ciency with improvised weapons, and
When you reach 4th level, and again at 8th, 12th, 16th, they gain the nesse property for you. Additionally,
and 19th level, you can increase one ability score of when you make an attack with an improvised weapon,
your choice by 2, or you can increase two Ability Scores it deals 1d6 damage.
of your choice by 1. As normal, you can't increase an You can use your Sage Advice feature to give friendly
ability score above 20 using this feature. Alternatively, creatures improvised weapon pro ciency if they don't
you can choose a feat (see Chapter 6 for a list of feats). already have it, following the same rules of that feature
MULTITASKER as if it were a skill or tool. The friendly creatures retain
this pro ciency for the entire duration instead.
Starting at 5th level, you can take a second reaction
each round. You can only take one reaction per turn.

CHAPTER 3 | CLASSES 120


MENTAL PROWESS TECH AMATEUR
When you make a Strength (Athletics) or Dexterity Choose one 1st-level tech power. You learn that power
(Acrobatics) check to grapple a creature or break out of and can cast it at its lowest level without expending
a grapple, net, and other restraining equipment, you tech points and without the use of a wristpad. Once
can use your Intelligence modi er instead of Strength you cast it in this way, you must nish a long rest
or Dexterity. before you can cast it again. Your techcasting ability for
this power is Intelligence.
HARDENED MIND You can select this discovery multiple times. Each
Prerequisite: 9th level time you do so, you must choose a di erent power.
You have advantage on saving throws against illusions
and on Intelligence checks to discern them from reality. UNIVERSAL LANGUAGE
You also gain resistance to psychic damage. You can communicate simple ideas with any creature
with an Intelligence score of 6 or higher through basic
LIFELONG LEARNING expressions and gestures.
You gain pro ciency in a skill and a tool, or two tools.
You can select this discovery multiple times, each ACADEMIC PURSUITS
time choosing a new skill and a tool, or two new tools.
Your pursuit is a representation of which elds you
LINGERING ADVICE have studied or how you practically apply your
Prerequisite: 5th level knowledge. Your pursuit grants you features at 3rd,
When you use your Sage Advice feature, the targeted 6th, 9th, and 17th level.
creatures retain the bene t from your instruction for
the full duration.
MASTER'S ADVICE
When you use your Sage Advice feature, the rst time
each targeted creature makes the chosen skill check,
they gain an additional bonus to the roll equal to your
Intelligence modi er.
PERFECT MANEUVER
Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll
the die and must use the new roll.
QUICK ANALYSIS
Prerequisite: 9th level
When you roll initiative and aren't surprised, you can
use your reaction to use your Critical Analysis feature.
RELIABLE SOURCES
Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence
(Nature) skill check that lets you add your pro ciency
bonus, you can treat a d20 roll of 9 or lower as a 10.
RESOLUTE
When you make a saving throw to resist charm and
fear e ects, you may add your Intelligence modi er to
the roll.
RUNNING ON FUMES
You only need 4 hours of sleep to gain the bene t of a
long rest.
Additionally, you have advantage on saving throws
against exhaustion.
SURVIVAL EXPERT
When you make a Survival skill check, you may use
your Intelligence modi er instead of your Wisdom
modi er.
Additionally, you have advantage on saving throws
against poison.
TARGETED ANALYSIS
Prerequisite: 5th level
Your attack rolls against the target of your Critical
Analysis feature cannot su er from disadvantage.

121 CHAPTER 3 | CLASSES


DOCTOR PURSUIT
Doctors study the medical, anatomical, and biological
sciences. Those scholars who choose the Doctor
Pursuit use their knowledge to mend their allies on the
eld and deal crippling blows with surgical precision.

MEDICAL PRACTITIONER
When you choose this pursuit at 3rd level, you gain
pro ciency 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 modi er.

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 re ect 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 modi er.
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 modi er, and
when that creature makes their rst 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 modi er, 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 modi er.
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.

CHAPTER 3 | CLASSES 122


REASSURE TRANSFUSION
As an action, you can expend a superiority die and call Once per turn when you hit a creature with a nesse
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 a icts 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 to d8 at 9th level, d10 at 13th level, and d12
at 17th 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
nish 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 nish a long rest.

123 CHAPTER 3 | CLASSES


DISCOVERIES (DOCTOR) Side Effects
When you select this pursuit, you gain access to new d20 Side E ects
discoveries which re ect the progress of your studies
The creature turns out to be allergic to this speci c
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
The creature's legs become swollen. The creature gains
The range of your Remote Healer feature increases to 3
1 slowed level.
60 feet.
4 The creature becomes one size larger or smaller.
EXPERIMENTAL TREATMENTS The skin at their joints turns into a wooden material,
Your medication and treatments are known to be 5
giving them a bonus of +2 to AC.
untested and unstable. Immediately after you use a
maneuver that causes a creature to regain hit points or The creature's body starts producing powerful stomach
acid in high amounts. The creature can use an action to
gain temporary hit points, you can choose to roll on
spew stomach acid in a 15 feet cone. The DC for this
the Side E ects table to the right. The condition or
saving throw equals 8 + your pro ciency bonus + your
e ect lasts until the creature completes a long rest, or 6
Constitution modi er. A creature takes 2d6 acid damage
you use this feature again. on a failed save, and half as much damage on a
You can use this feature a number of times equal to successful one. The damage increases to 3d6 at 5th
your Intelligence modi er. You regain all expended level, 4d6 at 11th level, and 5d6 at 17th level.
uses when you nish a short or long rest.
The creature becomes mute and has uncontrollable gas.
FROM THE BRINK 7 They have disadvantage on Dexterity (Stealth) checks
Prerequisite: 7th level that rely on smell.
If the target of your Critical Analysis feature would be The creature's eyes glows bright red. The creature also
reduced to 0 hp, you may use your reaction and end 8 gains darkvision, but if they already have darkvision
your Critical Analysis feature to have them be reduced they get a light headache instead.
to 1 hp instead. Once a creature has bene ted from The creature gains advantage on perception checks
this feature, they must complete a long rest before 9 based on hearing, but everything seems uncomfortably
they can do so again. loud to them. They gain vulnerability to sonic damage.
HEALTH ADVISOR The treatment slows down their brain function,
10
Whenever a creature that is a target of your Critical reducing their Intelligence by 4.
Analysis feature begins their turn, you can use your The creature's skin turns dark purple. If they are already
11
reaction to give them temporary hit points equal to purple, they turn bright pink instead.
one-fourth your scholar level (rounded down) + your The creature becomes covered in sickly, green pustules.
Intelligence modi er (minimum of one) which last until 12 When the creature is hit by a melee attack, the attacker
the start of their next turn. takes 1d4 poison damage.
PATIENT PROTECTOR The creature's skin starts to seriously bloat up from
Prerequisite: 5th level internal pressure build-up, and a strong impact may
When you attack creatures that are within 5 feet of an cause it to explode. Whenever the creature takes
ally that is the target of your Critical Analysis feature, damage, the creature has to pass a concentration check
13
attack rolls and damage rolls made on them with a or the creature takes kinetic damage equal to half their
maximum hit points. Other creatures within 10 feet of
nesse or ranged weapon may use your Intelligence
the explosion also take a fourth of the damage. Once
modi er instead of Strength of Dexterity.
this explosion occurs, their skin becomes very soft.
SURGICAL PRECISION The creature rapidly grows body hair all over, including
Prerequisite: 5th level the face, until they resemble a wookiee. If they are
14
When you hit a creature that is the target of your already a wookiee, the reverse e ect occurs; all hair
Critical Analysis feature with a weapon attack, it takes immediately falls o , leaving the skin bare.
additional damage equal to your Dexterity modi er. The creature's body temperature uctuates to
15
extremes. They gain resistance to cold and re damage.
TEND THE WOUNDED
If you or any friendly creatures you can touch regain hit 16
The creature becomes ravenous. Every hour they
points by spending one or more Hit Dice at the end of haven't eaten a meal they gain a level of exhaustion.
a short rest, each of those creatures regain 1d4 extra 17 The creature believes they are the chosen one.
hit points.
The creature has a di cult time resting. The amount
This die increases when you reach certain levels in 18
they heal from Hit Dice is now halved.
this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at
13th level, and to 1d12 at 17th level. The creature's movement speed is increased by 15 feet,
19
and opportunity attacks on them have disadvantage.
The creature gains 10d10 hit points, and they feel happy
20
and carefree.

CHAPTER 3 | CLASSES 124


GAMBLER PURSUIT
Not all studied men and women use their intelligence BLIND LUCK
and skill for the pursuit of knowledge, but instead turn When you fail an ability check, you can expend a
to the various casinos and betting halls of the galaxy. superiority die. If the result of your ability check plus
Those scholars who choose the Gambler Pursuit use the superiority die is within a range equal to half your
their knowledge of probability and risk to attempt to pro ciency bonus (rounded down) above or below the
master games of chance and build their fortune, or check's DC, you pass the check instead.
lose it all along the way.
DOUBLE BLUFF
GAMBLER'S APTITUDE If on the same round of combat that you have missed a
weapon attack, an enemy also misses you with a
When you choose this pursuit at 3rd level, you gain
weapon attack, you can expend a superiority die and
pro ciency in your choice of the Insight, Deception,
make a single weapon attack, adding the results of
Persuasion, or Sleight of Hand skills. Additionally, you
your superiority die to both the attack and damage
gain pro ciency in three gaming sets of your choice,
rolls.
and you have advantage on any ability check you make
that uses any of these gaming sets. THE IDIOT'S ARRAY
When a creature hits you with a weapon attack roll,
RISK VERSUS REWARD you can expend a superiority die and roll it. On a roll of
Also at 3rd level, when you make your rst attack on 4 or higher, you take minimum damage on the damage
your turn against the target of your Critical Analysis roll and subtract the value of the superiority die. On a
feature, you can decide to gamble by rolling a d6. On a roll of 3 or lower, you instead take the maximum.
roll of 4 or higher, you have advantage on attack rolls
against that creature until the start of your next turn. PLAYED THEIR HAND
On a roll of 3 or lower, that creature instead has When a creature hits you with an opportunity attack
advantage on attack rolls against you until the start of while within 5 feet of you, you can use your reaction
your next turn. and expend a superiority die to impose disadvantage
This die increases to d8 at 9th level, d10 at 13th level, on the attack roll. If the attack misses, you can make a
and d12 at 17th level. Dexterity (Sleight of Hand) check contested by the
attacker's Strength (Athletics) or Dexterity (Acrobatics)
ADDITIONAL MANEUVERS check (their choice) as a part of this reaction.
On a success, the target drops the weapon it
Lastly at 3rd level, you gain access to new maneuvers
made the attack with. If you are within 5 feet
which re ect your deep understanding of chance.
of the target, and you have a free hand, you
Whenever you learn a new maneuver, you can choose
can catch the item. Otherwise, the object
from any of the following as well. The maneuvers are
lands at its feet.
listed in alphabetical order.
ALL IN
When you make an attack roll, and the result is less
than 20, you can expend a superiority die and roll it,
adding it to the roll. If the resulting sum is 20 or 23, the
attack is considered a critical hit.
DISCOVERIES (GAMBLER)
PURE SABACC When you select this pursuit, you gain access to new
When you score a critical hit with a weapon attack, you discoveries which re ect your deep understanding of
can expend a superiority die and roll it. On a roll of 4 or chance. Whenever you learn a new discovery, you can
higher, you deal maximum damage on the weapon's choose from any of the following as well. The
damage roll, including the superiority die. On a roll of 3 discoveries are listed in alphabetical order.
or lower, you instead deal the minimum.
ACE UP YOUR SLEEVE
RAISE THE STAKES Whenever you make a Dexterity (Sleight of Hand) or
When the target of your Critical Analysis feature makes Charisma (Deception) check, you can expend a
an attack roll against you, you can use your reaction to superiority die, adding the result to your total for the
expend a superiority die. Roll the die and subtract the check.
result from the enemy's attack roll, but add the result
to their damage roll on a hit. AGAINST THE HOUSE
Whenever you would make a Charisma (Persuasion)
TAKE A CHANCE check involving haggling, you can instead challenge the
Before making an attack roll, you can expend a target to a game of chance. If they accept your o er,
superiority die. On a miss, you lose that superiority die you can make an ability check with an available gaming
and do not bene t from it in any way. On a hit, you can set. If you win the challenge, you automatically succeed
choose two other maneuvers that you know, and on the Charisma (Persuasion) check.
subject the target to both maneuvers, without
expending additional superiority dice. ANTE UP
When you roll initiative, are not surprised, and end up
TIEBREAKER rst in the initiative order, you can take one additional
When you roll a superiority die as a part of a maneuver action on top of your regular action and a possible
you learned from this class, you can expend another bonus action during your rst turn in combat.
superiority die and use the total of both dice.
CALCULATED BLUFF
LUCKY NUMBER 7 When you make an ability check using your Charisma,
Beginning at 6th level, whenever you roll a 7 on an you can choose to instead make the check using your
attack roll against the target of your Critical Analysis Intelligence.
feature, the attack automatically hits and you regain a COLD READ
superiority die. You can not have more superiority dice Prerequisite: 5th level
than the amount shown in the Superiority Dice column As an action, you may make a Wisdom (Insight) check
of the scholar table. contested by a target's Charisma (Deception) check. On
When attacking with advantage or disadvantage, this a success, you know the next action the target intends
e ect applies if either roll is a 7. If both rolls are a 7, to take, so long as the situation does not change
the attack is a critical hit. dramatically.
TELL ME THE ODDS FEELING THE PRESSURE
Starting at 9th level, if the target of your Critical Prerequisite: 13th level
Analysis hits you with a weapon attack roll, you can use Whenever you roll a 4 or higher on your Risk Versus
your reaction to roll a d8. On a 4 or higher, you impose Reward feature, the target of your Critical Analysis
disadvantage on the roll. If the target already had feature also has disadvantage on attack rolls made
disadvantage, they must instead reroll one of the dice against you until the start of your next turn.
once (your choice). THE MAGIC NUMBER
This die increases to d10 at 13th level and d12 at Prerequisite: 7th level
17th level. Whenever you roll a 7 on an ability check or saving
BORROWED LUCK throw, you can reroll the ability check or saving throw
with advantage.
Once you've reached 17th level, you have gained the
ability to unnaturally alter luck in your favor. Once per
round, after an attack roll, saving throw, or ability
check is rolled by you or a creature that you can see,
you can replace the number on the d20 with a 7. Note
the number on the d20 of the roll that you replaced.
That number becomes your borrowed luck roll.
While you have a borrowed luck roll, you can expend
it and replace any ability check, attack roll, or saving
throw made by you or a creature that you can see with
the value of the borrowed luck roll. You can only have
one borrowed luck roll at a time, and you lose any
unused borrowed luck rolls when you complete a short
or long rest.

CHAPTER 3 | CLASSES 126


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 modi er temporary hit points equal to the
also understand the importance of self-preservation amount rolled on the superiority die + your Intelligence
for a political gure. modi er.

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 modi er to every damage roll they make
modi er. 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 modi er (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 re ect 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 e ect
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 rst 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
rst turn. e ects 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 di cult
terrain.

127 CHAPTER 3 | CLASSES


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 e ects 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 re ect 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 Allies within range of your Motivating Diplomat feature
the command on its next turn. also gain a bonus to their damage roll equal to half
The target automatically succeeds if it is immune to your Intelligence modi er (rounded down).
charm, it doesn't understand your language, or if your
command is directly harmful to it. DEMANDING LEADER
Prerequisite: 5th level
FORCE OF PERSONALITY The range of each of your maneuvers increases by 10
Beginning at 6th level, as an action, you suggest a feet. If the range is touch, it becomes 10 feet.
course of activity (limited to a sentence or two) to DOMINATING PRESENCE
in uence a creature you can see within range that can Prerequisite: 15th level
hear and understand you. Creatures that can't be As a bonus action, you can call out to a humanoid who
charmed are immune to this e ect. The suggestion can understand you that is charmed by you or
must be worded in such a manner as to make the frightened of you to direct their next action. The target
course of action sound reasonable. Asking the creature must succeed a Wisdom saving throw against your
to stab itself, throw itself onto a spear, immolate itself, maneuver save DC. On a failed save, until the end of
or do some other obviously harmful act ends the your next turn, the creature takes only the actions you
e ect. choose, and doesn't do anything that you don't allow it
The target must make a Wisdom saving throw to do.
against your maneuver save DC. On a failed save, the During this time you can use your reaction to force
target is charmed by you, and it pursues the course of the creature to use its reaction.
action you described to the best of its ability. The Once you've used this feature, you must complete a
suggested course of action can continue for up to 24 short or long rest before you can use it again.
hours. If the suggested activity can be completed in a
shorter time, the e ect ends when the subject nishes INFLUENCER
what it was asked to do. Prerequisite: 5th level
You can also specify conditions that will trigger a The range on the your Motivating Diplomat feature is
special activity during the duration. For example, you increased to 15 feet.
might suggest that an o cer givers her gun to the rst
smuggler she meets. If the condition isn't met before RELIABLE WORDS
the e ect ends, the activity isn't performed. Prerequisite: 9th level
If you or any of your companions damage the target, When you make a Deception, Intimidation, or
the e ect ends. Persuasion skill check, you may treat any roll 9 or lower
You can use this feature a number of times equal to as if you had rolled a 10.
your Intelligence modi er (a minimum of once). You SOCIAL OPPORTUNIST
regain all expended uses when you nish a long rest. You can add half your pro ciency bonus (rounded
down) to any Charisma check you make that doesn't
REASSEMBLE already include your pro ciency bonus.
Starting at 9th level, you may use to a bonus action to
call your allies towards you. When you do so, choose a TYRANT'S FEROCITY
number of creatures that you can see within 60 feet of You have advantage on any attack against a creature
you equal to your Intelligence modi er (minimum of that is charmed by you or frightened of you.
one). They can use their reaction to immediately move
directly towards you up to their movement speed. This
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.

CHAPTER 3 | CLASSES 128


TACTICIAN PURSUIT
Tacticians study strategy and the ways of war. Those MANEUVERING ATTACK
scholars who choose the Tactician Pursuit train When you hit a creature with a weapon attack, you can
themselves and their allies in combat maneuvers to expend one superiority die to maneuver one of your
deftly eliminate their foes through clever positioning, allies into a more advantageous position. You add the
and erce, timely attacks. superiority die to the attack's damage roll, and you
choose a friendly creature who can see or hear you.
BATTLE PROFICIENCIES That creature can use its reaction to move up to half
When you choose this pursuit at 3rd level, you gain its speed without provoking opportunity attacks from
pro ciency in martial blasters and martial the target of your attack.
vibroweapons.
PUSHING ATTACK
TACTICAL MASTERY When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to drive the
Also at 3rd level, you learn to better command your target back. You add the superiority die to the attack's
allies to victory from afar. Your Critical Analysis range is damage roll, and if the target is Large or smaller, it
increased to 90 feet. must make a Strength saving throw. On a failed save,
ADDITIONAL MANEUVERS you push the target up to 15 feet away from you.

Lastly at 3rd level, you gain access to new maneuvers


which re ect your mastery in the eld of combat.
Whenever you learn a new maneuver, you can choose
from any of the following as well. The maneuvers are
listed in alphabetical order.
BOLSTER
On your turn, you can use a bonus action and expend
one superiority die to bolster the resolve of one of your
companions. When you do so, choose a friendly
creature who can see or hear you. That creature gains
temporary hit points equal to the superiority die roll +
your Intelligence modi er.
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.

129 CHAPTER 3 | CLASSES


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

CHAPTER 3 | CLASSES 130


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 nds her feet and quick- res two
shots from her carbine at the oncoming tank.
Shrugging o the wave of fear that threatens to
permeate her entire being, she strafes around her foe,
ring 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 ri e for the shot.
Scouts are the rst 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 speci c 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 signi cant change?
rancor or a band of pirates attacks, a scout might be What made you join up with a band of adventurers?
the rst—and possibly the last—line of defense. This Do you nd it challenging to teach new allies the ways
erce 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 o er?
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 modi er, depending on whether you
carry their own weight in a ght against civilization's want to focus on melee combat or on ranged weapons
foes are worth any extra burden. Coddled city folk (or nesse weapons). Your next-highest score should
might not know how to feed themselves or nd fresh be Intelligence. Second, choose the bounty hunter
water in the wild, but they make up for it in other ways. background.

131 CHAPTER 3 | CLASSES


THE SCOUT
Pro ciency Ranger's Tech Powers Tech Max Power
Level Bonus Features Quarry Known Points Level
1st +2 Ranger's Quarry, Path nder d4 — — —
2nd +2 Techcasting, Fighting Style d4 4 2 1st
3rd +2 Scout Routine, 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, Scout Routine (two routines) d6 9 7 2nd
8th +3 Ability Score Improvement d6 10 8 2nd
9th +4 Scout Routine (15-foot radius) d8 12 9 3rd
10th +4 Commando d8 13 10 3rd
11th +4 Technique feature d8 14 11 3rd
12th +4 Ability Score Improvement d8 15 12 3rd
13th +5 — d10 16 13 4th
14th +5 Expertise, Combat Tech d10 17 14 4th
15th +5 Technique feature, Scout Routine (three routines) d10 18 15 4th
16th +5 Ability Score Improvement d10 19 16 4th
17th +6 Scout Routine (30-foot radius) d12 20 17 5th
18th +6 Supreme Awareness d12 21 18 5th
19th +6 Ability Score Improvement d12 22 19 5th
20th +6 Foe Slayer d12 23 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 modi er the equipment granted by your background.
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modi er 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 8d4 x 100 cr

CHAPTER 3 | CLASSES 132


RANGER'S QUARRY
Beginning at 1st level, you learn how to e ectively read more tech points to create a greater e ect. You can
and track your prey. Once on each of your turns, you overcharge these powers to a maximum level, which
can choose a creature you can see within 120 feet and increases at higher levels, as shown in the Max Power
mark it as your quarry (no action required). For the Level column of the scout table.
next hour, you gain the following bene ts: You may only cast tech powers at 4th and 5th-level
once. You regain the ability to do so after a long rest.
Once per turn, when you hit the target with a weapon
attack, you can deal 1d4 additional damage to it of the TECHCASTING ABILITY
same type as the weapon's damage. This die changes Intelligence is your techcasting ability for your tech
as you gain scout levels, as shown in the Ranger's powers. You use your Intelligence whenever a power
Quarry column of the scout table. refers to your techcasting ability. Additionally, you use
You have advantage on any Wisdom (Perception) or your Intelligence modi er when setting the saving
Wisdom (Survival) check you make to nd it while it's throw DC for a tech power you cast and when making
on the same planet as you. an attack roll with one.

You can only have one creature marked in this way Tech save DC = 8 + your pro ciency bonus +
at a time. Beginning at 5th level, you can use your your Intelligence modi er
reaction to mark a creature when it enters your line of
sight, provided it is within range of your Ranger's Tech attack modifier = your pro ciency bonus +
Quarry. your Intelligence modi er
The duration increases to 8 hours at 9th level and 24
hours at 17th level. TECHCASTING FOCUS
You use a wristpad (found in chapter 5) as a
PATHFINDER techcasting focus for your tech powers.
Also at 1st level, you are skilled at navigating the FIGHTING STYLE
untamed wilds. You ignore di cult terrain, and when
traveling for an hour or more, you gain the following Also at 2nd level, you adopt a particular style of ghting
bene ts: as your specialty. Choose one of the ghting style
options, detailed in Chapter 6. You can't take a ghting
Di cult terrain doesn't slow your group, provided they style option more than once, even if you later get to
can see and hear you. choose again.
You can't become lost by unenhanced means.
Even when you are engaged in another activity while SCOUT ROUTINE
traveling (such as foraging, navigating, or tracking), you Beginning at 3rd level, you've developed one routine,
remain alert to danger. as detailed at the end of the class description. You
If you are traveling alone, you can move stealthily at a develop an additional routine at 7th and 15th level.
normal pace.
When you forage, you nd twice as much food as you SCOUT TECHNIQUE
normally would. Also at 3rd level, you choose to focus on a speci c
When you make a Wisdom (Survival) check, you gain a scout technique, which is detailed at the end of the
bonus to the check equal to your Intelligence modi er. class description. Your choice grants you features at
3rd level and again at 7th, 11th, and 15th level.
TECHCASTING
Beginning at 2nd level, you have derived powers from ABILITY SCORE IMPROVEMENT
schematics with the aid of your wristpad. See chapter When you reach 4th level, and again at 8th, 12th, 16th,
10 for the general rules of techcasting and chapter 12 and 19th level, you can increase one ability score of
for the tech powers list. your choice by 2, or you can increase two ability scores
TECH POWERS KNOWN of your choice by 1. As normal, you can't increase an
You learn 4 tech powers of your choice, and you learn ability score above 20 using this feature. Alternatively,
more at higher levels, as shown in the Tech Powers you can choose a feat (see Chapter 6 for a list of feats).
Known column of the scout table. You may not learn a EXTRA ATTACK
tech power of a level higher than your Max Power
Level. Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your
TECH POINTS turn.
You have a number of tech points equal to your scout
level, as shown in the Tech Points column of the scout EXPERTISE
table, + your Intelligence modi er. You use these tech At 6th level, choose two of your skill pro ciencies, or
points to cast tech powers. You regain all expended one of skill pro ciencies and one of your tool
tech points when you nish a short or long rest. pro ciencies, or two of your tool pro ciencies. You gain
expertise in those skills or tools.
MAX POWER LEVEL
At 14th level, you can choose another two
Many tech powers can be overcharged, consuming
pro ciencies (in skills or tools) to gain this bene t.

133 CHAPTER 3 | CLASSES


COMMANDO
Starting at 10th level, you can take the Dash or Hide MAVEN'S ROUTINE
actions as a bonus action on each of your turns. At the start of each of your turns, you can choose to
Additionally, you can remain perfectly still for long gain resistance to damage from tech powers until the
periods of time to set up ambushes. start of your next turn. Alternatively, you can choose to
When you attempt to hide on your turn, you can opt extend this bene t to friendly creatures within 5 feet of
to not move on that turn. If you avoid moving, you, except for you.
creatures that attempt to detect you take a -10 penalty
MESMER'S ROUTINE
to their Wisdom (Perception) checks until the start of
At the start of each of your turns, you can choose to
your next turn. You lose this bene t if you move or fall
have advantage on saving throws against e ects that
prone, either voluntarily or because of some external
would incapacitate you or put you to sleep until the
e ect. You are still automatically detected if any e ect
start of your next turn. Alternatively, you can choose to
or action causes you to no longer be hidden.
extend this bene t to friendly creatures within 5 feet of
If you are still hidden on your next turn, you can you, except for you.
continue to remain motionless and gain this bene t
until you are detected. NOMAD'S ROUTINE
Additionally, you can no longer be tracked by At the start of each of your turns, you can choose to
unenhanced means, unless you choose to leave a trail. gain advantage on Constitution saving throws to avoid
exhaustion from unenhanced sources, as well as being
COMBAT TECH naturally adapted to both hot and cold climates.
At 14th level, when you use your action to cast a tech Alternatively, you can choose to extend this bene t to
power, you can make one weapon attack as a bonus friendly creatures within 5 feet of you, except for you.
action.
RESPONDER'S ROUTINE
SUPREME AWARENESS When you roll initiative, you can choose to add your
pro ciency bonus to the initiative roll and have
At 18th level, you gain preternatural senses that help
advantage on attack rolls against creatures that have
you ght creatures you can't see. When you attack a
not yet acted. Alternatively, you can choose to allow
creature you can't see, your inability to see it doesn't
each creature within 5 feet of you, including you, to
impose disadvantage on your attack rolls against it.
add half your pro ciency bonus to the initiative roll and
You are also aware of the location of any invisible
have advantage on the rst attack roll they make
creature within 30 feet of you, provided that the
against a creature that has not yet acted.
creature isn't hidden from you and you aren't blinded
or deafened. SHARPSHOOTER'S ROUTINE
At the start of each of your turns, you can choose to
FOE SLAYER gain a bonus to the rst weapon attack roll you make
At 20th level, you become an unparalleled hunter. Your before the start of your next turn equal to your
Strength or Dexterity score increases by 2, and your Intelligence modi er. Alternatively, you can choose to
Intelligence score increases by 2. Your maximum for allow each creature within 5 feet of you, including you,
those scores increases by 2. to add half your Intelligence modi er to the rst
Additionally, once on each of your turns, you can add weapon attack roll they make before the start of your
your Intelligence modi er to the attack roll or the next turn.
damage roll of an attack you make. You can choose to
use this feature before or after the roll, but before any STRIDER'S ROUTINE
e ects of the roll are applied. At the start of each of your turns, you can choose to
have each slowed level only reduce your speed by 5
SCOUT ROUTINES feet, unless it would reduce your speed to 0 until the
start of your next turn. Alternatively, you can choose to
The routines are presented in alphabetical order. If
extend this bene t to friendly creatures within 5 feet of
multiple scouts grant the same routine, a ected
you, except for you.
creatures can only bene t from it once. You must be
conscious to grant the bene t of your routines. WARDEN'S ROUTINE
At 9th level, the range of your routines increases to At the start of each of your turns, you can choose to
15 feet, and at 17th level, the range of these routines gain a climbing and swimming speed equal to your
increases to 30 feet. walking speed. Alternatively, you can choose to extend
this bene t to friendly creatures within 5 feet of you,
ADAPTABILITY ROUTINE
except for you.
At the start of each of your turns, you can choose an
ability score with a saving throw in which you are not SCOUT TECHNIQUES
pro cient. Until the start of your next turn, you add
half your pro ciency bonus, rounded down, to saving Scouts tend to share knowledge amongst them selves,
throws you make with the chosen ability. Alternatively, focusing on speci c techniques and honing them to
you can choose to extend this bene t to friendly perfection. Your technique grants you features at 3rd,
creatures within 5 feet of you, except for you. 7th, 11th, and 15th level.

CHAPTER 3 | CLASSES 134


BULWARK TECHNIQUE
Some scouts nd themselves far from civilization not to PROJECTED SPHERE
hunt, gather intelligence, or escape danger, but to You create a protective spherical barrier barrier in a 5-
venture forth simply to defend those unable to defend foot-radius sphere a point you can see within 30 feet
themselves. Followers of the Bulwark Technique make that lasts until the start of your next turn. Creatures
use of advanced technology to contain those that within the barrier have three-quarters cover from
threaten the undeserving. attacks originating from outside the barrier. You can
maintain the barrier by spending an additional barrier
BONUS PROFICIENCIES hit point at the start of each of your turns (no action
You gain pro ciency in heavy armor. required).

PERSONAL BARRIER PROJECTED MAELSTROM


You create an unstable energy maelstrom in a 5-foot
When you choose this technique at 3rd level, you gain cube at a point you can see within 30 feet that lasts
access to a powerful personal barrier. Whenever you until the start of your next turn. A creature takes 4d4
complete a short or long rest, you create a barrier on energy damage when it enters the area for the rst
yourself that lasts until you nish a short or long rest. time on a turn or starts its turn there. You can maintain
That barrier has hit points equal to twice your scout the barrier by spending an additional barrier hit point
level + your Intelligence modi er. Your barrier can at the start of each of your turns (no action required).
never have hit points greater than twice your scout
This feature's damage increases by 1d4 when you
level + your Intelligence modi er.
reach 11th level (5d4) and 17th level (6d4).
Whenever you take damage, the barrier takes the
damage instead. If this damage reduces the barrier to PROJECTED WAVE
0 hit points, you take any remaining damage. You create a wave of barrier energy in a 15-foot cone.
While the barrier has 0 hit points, it can't absorb Each creature within the cone must make a Dexterity
damage, but its power remains. Whenever you cast a saving throw. On a failed save, a creature takes 2d6
tech power of 1st level or higher, your barrier regains energy damage and is pushed back to the edge of the
hit points equal to the number of tech points spent. cone. On a success, they take half damage and
Additionally, for as long as your barrier has hit aren't pushed.
points, you gain the following bene ts: This feature's damage increases by 1d6
when you reach 11th level (3d6) and 17th
You are considered pro cient in Constitution saving level (4d6).
throws for the purpose of maintaining concentration
on tech powers. REGENERATIVE SHIELDING
Hostile creatures that hit you with melee attacks take
Starting at 11th level, when a hostile
energy damage equal to your Intelligence modi er
creature forces you to make a saving
(minimum of 1).
throw and you succeed, your personal
MARK OF THE BULWARK barrier regains hit points equal
to your Intelligence modi er.
Also at 3rd level, when the target of your Ranger's
Quarry feature makes a melee attack against a friendly ADAPTIVE BARRIER
creature within 5 feet of you, you can use your reaction
At 15th level, when your personal
to force the attack to target you instead. If the attack
barrier takes damage, you can have it
hits, and your Personal Barrier has hit points, the
gain resistance to subsequent damage
attacking creature takes bonus damage equal to your
of that type until the start of your
Ranger's Quarry Damage Die.
next turn (no action required).
PROJECTED BARRIER If it takes damage of more
than one type simultaneously,
Beginning at 7th level, you've learned how to you can choose which type it
manipulate your barrier to create new e ects. As an gains resistance to. Your
action, you can spend three of your barrier's hit points barrier can only have
to create a unique e ect. You have three such e ects: resistance to one type of
Projected Sphere, Projected Maelstrom, and Projected damage at a time.
Wave. When you use your Projected Barrier, you
choose which e ect to create.
Some Projected Barrier E ects require saving
throws. When you use such an e ect from this class,
the DC equals your tech save DC.
If your barrier's hit points are reduced to 0, any
Projected Barrier features immediately end.

135 CHAPTER 3 | CLASSES


HUNTER TECHNIQUE
Some scouts seek to master weapons to better protect MARK OF THE HUNTER
civilization from the terrors of their enemies. Followers Also at 3rd level, when you use your Ranger's Quarry
of the Hunter Technique learn specialized ghting feature, the rst time you make a tech or weapon
techniques for use against the most dire threats, from attack against the target of your Ranger's Quarry each
an onslaught of soldiers to towering walkers. turn, roll your Ranger's Quarry die and add it to the
HUNTER'S PREY roll.

When you choose this technique at 3rd level, you gain DEFENSIVE TACTICS
one of the following features of your choice. Beginning at 7th level, you gain one of the following
COLOSSUS SLAYER features of your choice.
Your tenacity can wear down the most potent foes. ESCAPE THE HORDE
When you hit a creature with a weapon attack, the Opportunity attacks against you are made with
creature takes an extra 1d8 damage if it's below its hit disadvantage.
point maximum. You can deal this extra damage only
once per turn, and this damage is the same type as the MULTIATTACK DEFENSE
weapon's damage. When a creature hits you with an attack, you gain a +4
bonus to AC against all subsequent attacks made by
GIANT KILLER that creature for the rest of the turn.
When a Large or larger creature within 5 feet of you
hits or misses you with an attack, you can use your STEEL WILL
reaction to attack that creature immediately after its You have advantage on saving throws against being
attack, provided that you can see the creature. frightened.
HORDE BREAKER MULTIATTACK
Once on each of your turns when you make a weapon
Starting at 11th level, you gain one of the following
attack, you can make another attack with
features of your choice.
the same weapon against a di erent
 creature that is within 5 feet of VOLLEY
the original target and within You can use your action to make a ranged attack
range of your weapon, no action against any number of creatures within 10 feet of a
required. point you can see within your weapon's range. You
must have ammunition for each target, as normal, and
you make a separate attack roll for each target.
WHIRLWIND ATTACK
You can use your action to make melee attacks against
any number of creatures within 5 feet of you, with a
separate attack roll for each target.

SUPERIOR HUNTER'S DEFENSE


At 15th level, you gain one of the following features of
your choice.
EVASION
When you are subjected to an e ect, such as a
consular's force storm or an engineer's explosion, that
allows you to make a Dexterity saving throw to take
only half damage, you instead take no damage if you
succeed on a saving throw, and only half damage if you
fail.
STAND AGAINST THE TIDE
When a hostile creature misses you with a melee
 attack, you can use your reaction to force that
creature to repeat the same attac against another
creature (other than itself) of your choice.
UNCANNY DODGE
When an attacker that you can see hits you with an
attack, you can use your reaction to halve the attack's
damage against you.

CHAPTER 3 | CLASSES 136


SLAYER TECHNIQUE
Some scouts seek to learn the most about their foes
and to capitalize on that knowledge. Follower of the
Slayer Technique focus on identifying the strengths
and weaknesses of their prey, taking advantage of that
knowledge to vanquish their foes.

BONUS PROFICIENCIES
You gain pro ciency in heavy armor.

SLAYER'S PRIDE
When you choose this technique at 3rd level, you have
advantage on saving throws against being frightened.

MARK OF THE SLAYER


Also at 3rd level, you immediately learn if the target of
your Ranger's Quarry feature has any damage
immunities, resistances, or vulnerabilities and what
they are. Additionally, the rst time you hit the target
of your Ranger's Quarry feature with a weapon attack
each turn, it takes extra damage equal to your Ranger's
Quarry Damage Die. The damage is of the same type
as the weapon's damage.

SUPERNATURAL DEFENSE
Beginning at 7th level, whenever the target of your
Ranger's Quarry forces you to make a saving throw, or
whenever you make an ability check to escape that
targets grapple, you can use your reaction and roll
your Ranger's Quarry Damage Die, adding it to the roll.

NEMESIS
Starting at 11th level, when you score a critical hit or
reduce a creature to 0 hit points on your turn, you
can use your bonus action to force one creature
of your choice that you can see within 30 feet
of you to make a Wisdom saving throw
against your tech save DC. On a failed
save, a creature becomes frightened of
you for 1 minute. At the end of each of
the creature's turns it repeats this saving
throw, ending the e ect on a success.

SLAYER'S COUNTER
At 15th level, if the target of your Ranger's
Quarry feature forces you to make a
saving throw, you can use your reaction
to make one weapon attack against it. You make this
attack immediately before making the saving throw. If
your attack hits, you automatically succeed on the
saving throw, in addition to the attack's normal e ects.

137 CHAPTER 3 | CLASSES


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: camou age, in ltration, 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 rst 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 modi er (minimum of one).
You regain all expended uses when you nish 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.

CHAPTER 3 | CLASSES 138


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-o . He is gone before the corpse hits
the ground.
The togruta dashes across the battle eld,
doublesaber de ecting 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
urry 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 di erent
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.

139 CHAPTER 3 | CLASSES


THE SENTINEL
Pro ciency Force Powers Force Max Power Kinetic
Level Bonus Features Known Points Level Combat
1st +2 Forcecasting, Led by the Force 7 3 1st —
2nd +2 Force-Empowered Self, Sentinel Ideals 9 6 1st d4
3rd +2 Sentinel Calling 11 9 2nd d4
4th +2 Ability Score Improvement 13 12 2nd d4
5th +3 Extra Attack 15 15 2nd d6
6th +3 Sentinel Ideals (three ideals) 17 18 3rd d6
7th +3 Calling feature 18 21 3rd d6
8th +3 Ability Score Improvement 19 24 3rd d6
9th +4 Sentinel Ideals (three manifestations) 21 27 4th d8
10th +4 Battle Readiness 22 30 4th d8
11th +4 Sentinel Ideals (four ideals) 24 33 5th d8
12th +4 Ability Score Improvement 25 36 5th d8
13th +5 Calling feature 26 39 5th d10
14th +5 — 28 42 6th d10
15th +5 Enlightened Evasion 29 45 6th d10
16th +5 Ability Score Improvement 30 48 6th d10
17th +6 Sentinel Ideals (four manifestations) 32 51 7th d12
18th +6 Calling feature 33 54 7th d12
19th +6 Ability Score Improvement 34 57 7th d12
20th +6 Center of the Force 35 60 7th d12

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 modi er the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modi er per sentinel level after 1st (a) two simple lightweapons or vibroweapons or (b) one
martial lightweapon or vibroweapon with which you
PROFICIENCIES are pro cient
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: One specialist's kit of your choice In lieu of the equipment granted by your class and
background, you can elect to purchase your starting
Saving Throws: Dexterity, Charisma
gear. If you do so, you receive no equipment from your
Skills: Choose three from Acrobatics, Animal Handling,
class and background, and instead roll for your starting
Insight, Intimidation, Perception, Persuasion, Piloting,
wealth using the criteria below:
Stealth, and Technology
Class Funds
Sentinel 6d4 x 100 cr

CHAPTER 3 | CLASSES 140


FORCECASTING
Beginning at 1st level, in your meditations on the force, Slow Time. You can only use each e ect once per turn,
you have learned powers, fragments of knowledge that and you can only use one e ect per hit.
imbue you with an abiding force ability. See chapter 10
DEFLECTION
for the general rules of forcecasting and chapter 11 for
You can roll a Kinetic Combat die and add it to your AC
the force powers list.
against one attack before the start of your next turn.
FORCE POWERS KNOWN
You learn 7 force powers of your choice, and you learn DOUBLE STRIKE
more at higher levels, as shown in the Force Powers You can roll a Kinetic Combat die and deal additional
Known column of the sentinel table. You may not learn damage equal to the amount rolled.
a force power of a level higher than your Max Power SLOW TIME
Level, and you may learn a force power at the same You can roll a Kinetic Combat die to increase your
time you learn its prerequisite. speed by 5 x the amount rolled until the end of your
turn.
FORCE POINTS
You have a number of force points equal to your SENTINEL IDEALS
sentinel level x 3, as shown in the Force Points column
of the sentinel table, + your Wisdom or Charisma Also at 2nd level, you adopt ideals that exemplify your
modi er (your choice). You use these force points to bond with the Force. You adopt two ideals of your
cast force powers. You regain all expended force points choice, as detailed at the end of the class description.
when you nish a long rest. You adopt an additional ideal at 6th and 11th level.
When you manifest your Sentinel Ideals, you choose
MAX POWER LEVEL which e ect to create.
Many force powers can be overpowered, consuming You can manifest your ideals twice. You gain an
more force points to create a greater e ect. You can additional use at 9th and 17th level. You regain all
overpower these abilities to a maximum level, which expended uses when you nish a long rest.
increases at higher levels, as shown in the Max Power
Level column of the sentinel table. SENTINEL CALLING
You may only cast force powers at 5th, 6th, and 7th- When you reach 3rd level, you choose a sentinel
level once. You regain the ability to do so after a long calling, which is detailed at the end of the class
rest. description. Your calling grants you features at 3rd
level and again at 7th, 13th, and 18th level.
FORCECASTING ABILITY
Your forcecasting ability varies based on the alignment ABILITY SCORE IMPROVEMENT
of the powers you cast. You use Wisdom for light side
powers, Charisma for dark side powers, and Wisdom When you reach 4th level, and again at 8th, 12th, 16th,
or Charisma for universal powers (your choice). You and 19th level, you can increase one ability score of
use this ability score modi er whenever a power refers your choice by 2, or you can increase two ability scores
to your forcecasting ability. Additionally, you use this of your choice by 1. As normal, you can't increase an
ability score modi er when setting the saving throw DC ability score above 20 using this feature. Alternatively,
for a force power you cast and when making an attack you can choose a feat (see Chapter 6 for a list of feats).
roll with one. EXTRA ATTACK
Force save DC = 8 + your pro ciency bonus + At 5th level, you can attack twice, instead of once,
your forcecasting ability modi er whenever you take the Attack action on your turn.

Force attack modifier = your pro ciency bonus + BATTLE READINESS


your forcecasting ability modi er Starting at 10th level, you have fully learned how to
meld your physical self with the Force. When you take
LED BY THE FORCE the Dodge or Disengage actions, or use your action to
Also at 1st level, you can add half your pro ciency cast a force power, you can make one melee weapon
bonus, rounded down, to any ability check you make attack as a bonus action.
that doesn't already include your pro ciency bonus.
ENLIGHTENED EVASION
FORCE-EMPOWERED SELF When you reach 15th level, when you are subjected to
Starting at 2nd level, your training allows you to a damage-dealing e ect that forces you to make a
harness the mystical energy of the Force throughout saving throw, you can spend 2 force points to add your
your body. When you hit a creature with a melee Wisdom or Charisma modi er (your choice, minimum
weapon attack, you can spend 1 force point to use a of one) to the saving throw if doesn't already include
Force-Empowered Self e ect. Each e ect uses a d4, that modi er. If you do so, you instead take no damage
which changes as you gain sentinel levels, as shown in if you succeed on the saving throw, and only half
the Kinetic Combat column of the sentinel table. You damage if you fail. You can wait until after you roll the
have three such e ects: De ection, Double Strike, and d20 to use this feature, but you must decide before the
GM says whether the roll succeeds or fails.

141 CHAPTER 3 | CLASSES


CENTER OF THE FORCE
At 20th level, you are perfectly centered with the Force. IDEAL OF THE HUNTER
Your Dexterity and Wisdom or Charisma scores (your You gain darkvision out to a range of 60 feet. If you
choice) increase by 2. Your maximum for those scores already have darkvision, this ideal increases its range
increases by 2. by 30 feet.
Additionally, once per turn, when you would roll a Additionally, as a bonus action, you can manifest this
Kinetic Combat die, you can instead choose the ideal in a brief surge of energy. For the next minute,
maximum. you can see normally in enhanced darkness, and you
gain blindsight to 10 feet.
SENTINEL IDEALS
IDEAL OF THE STEADFAST
The ideals are presented in alphabetical order. You When you would make a melee weapon attack roll, you
can't bene t from a Sentinel Ideal option more than can instead force the target to make a Dexterity saving
once, even if you later get to choose again. throw (DC = 8 + your pro ciency bonus + your Strength
IDEAL OF THE AGILE or Dexterity modi er + any bonuses to melee weapon
You gain a swimming speed and a climbing speed attack rolls). If you would have advantage on your
equal to your walking speed. When you make a long attack roll, the creature instead has disadvantage on
jump, you can cover a number of feet up to twice your their saving throw. On a failed save, the target takes
Wisdom or Charisma score (your choice). When you normal weapon damage and is subjected to any
make a high jump, you can leap a number of feet up additional e ects that would occur on a hit.
into the air equal to 3 + twice your Wisdom or Additionally, as a bonus action, you can manifest this
Charisma modi er (your choice). ideal in a brief surge of energy. For the next minute,
Additionally, as a bonus action, you can manifest this when a creature succeeds on the saving throw, they
ideal in a brief surge of energy. For the next minute, take half the normal weapon damage, and when a
opportunity attacks against you are made with creature rolls a 1 on the saving throw, they take
disadvantage. damage as if su ering a critical hit.

IDEAL OF THE ARTISAN IDEAL OF THE TITAN


Choose one of your skill or tool pro ciencies. When You gain pro ciency in medium armor.
you make an ability check with the chosen skill or tool, Additionally, as a bonus action, you can manifest this
you can add half your Wisdom or Charisma modi er ideal in a brief surge of energy. For the next minute,
(your choice, minimum of one) to any check you make you have advantage on ability checks and attack rolls
that doesn't already include that modi er. that would forcefully move another creature, and the
Additionally, as an action, you can manifest this ideal distance they would be moved increases by 5 feet.
in a brief surge of energy. For the next 10 minutes, the IDEAL OF THE TRANQUIL
bonus increases to your Wisdom or Charisma modi er, When you nish a short or long rest, you gain a
and you can choose a second skill or tool to extend this number of temporary force points equal to half your
feature to. Wisdom or Charisma modi er (rounded up, your
IDEAL OF THE CONTENDER choice, minimum of one). When you would spend a
You can use Dexterity instead of Strength for the attack force point while you have temporary force points, the
and damage rolls of your unarmed strikes, and your temporary force points are spent rst. All temporary
unarmed strike damage increases by one step (from 1 force points are lost at the end of your next short or
to d4, d4 to d6, or d6 to d8). long rest.
Additionally, as a bonus action, you can manifest this Additionally, as an action, you can manifest this ideal
ideal in a brief surge of energy. For the next minute, in a brief surge of energy. You regain a number of
your unarmed strikes count as enhanced for the force points equal to half your Wisdom or Charisma
purpose of overcoming resistance and immunity to modi er (rounded up, your choice, minimum of one).
unenhanced attacks and damage, and you can use IDEAL OF THE VIGOROUS
your Wisdom or Charisma modi er (your choice) When you roll a Hit Die to regain hit points, you may
instead of Strength for checks made to grapple a target use your Wisdom or Charisma modi er in place of your
or escape a grapple. Constitution modi er when determining the number of
IDEAL OF THE FIGHTER hit points you regain.
You adopt a particular style of ghting as your Additionally, as an action, you can manifest this ideal
specialty. Choose one of the ghting style options, in a brief surge of energy. You gain a number of
detailed in Chapter 6. You can't take a ghting style temporary hit points equal to half your sentinel level
option more than once, even if you later get to choose (rounded down) + your Wisdom or Charisma modi er
again. (your choice, minimum of one).
Additionally, as a bonus action, you can manifest this
ideal in a brief surge of energy. For the next minute, SENTINEL CALLINGS
you know the ghting mastery that corresponds with Di erent sentinels select di erent callings, called
the ghting style you chose with this feature. If you Paths, to follow as they hone their powers. Your calling
already know that ghting mastery, you instead learn grants you features at 3rd, 7th, 13th, and 18th level.
another of your choice for the duration.

CHAPTER 3 | CLASSES 142


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 rst 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 all three Force- done to you to enhance your strikes. The rst time you
Empowered Self options when you cast it as your deal damage on your turn, if you took damage since
action and hit the target. Finally, when you deal the start of your last turn, you can deal additional
lightning damage with the lightning charge force lightning damage equal to your Kinetic Combat die +
power, you deal additional lightning damage equal to half the amount of damage taken (rounded down).
half your Wisdom or Charisma modi er (your choice, You can use this feature a number of times equal to
minimum of one) if it doesn't already include that your Wisdom or Charisma modi er (your choice, a
modi er. minimum of once). You regain all expended uses when
THUNDEROUS MOMENTUM you nish a short or long rest.
Also at 3rd level, your stride becomes nigh RETALIATORY STRIKE
unbreakable. You are immune to the shocked At 18th level, when a creature hits you with an attack
condition, and each slowed level only reduces your while within 5 feet of you, you can use your reaction to
speed by 5 feet, unless it would reduce your speed to cast the lightning charge force power, targeting them.
0.

143 CHAPTER 3 | CLASSES


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 e ective 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 all three Force-Empowered Self options when you
cast it as your action. If more than one creature would
be a ected, and you use your Double Strike feature,
only one creature takes the additional damage. Finally,
you add your Wisdom or Charisma modi er (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 uses your Kinetic Combat
die instead of the weapon's damage 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 ercest 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.

CHAPTER 3 | CLASSES 144


PATH OF THE FORCEBLADE
Some few master their weapon in ways that di er from DISRUPTIVE THROW
their peers. Those sentinels who follow the Path of the
By 13th level, when you are the target of a ranged
Forceblade channel the Force into their weapon,
attack, and the source is within range of your saber
forming a unique connection that grants you greater
throw force power, you can use your reaction to throw
control over the weapon; it becomes an extension of
your forceblade at the source of the attack. Make a
their will.
ranged force attack. On a hit, this attack deals damage
PHASETHROW using your Kinetic Combat die instead of the weapon's
damage die and you impose disadvantage on the
Starting when you choose this calling at 3rd level, you triggering attack roll.
learn the saber throw force power, which does not
count against your total powers known. Additionally, FORCEBLADE MASTERY
you no longer have disadvantage on the attack roll with At 18th level, you've mastered controlling your
it if you are within 5 feet of a hostile creature, and you forceblade with your mind, using it to keep your
can use all three Force-Empowered Self options when enemies at bay. As an action, you can telekinetically
you cast it as your action and hit a target. Finally, when control your forceblade and have it strike any number
you hit a creature within with the saber throw force of creatures within 10 feet of you, spending 1 force
power, you deal additional damage equal to half your point per target. Each target must make a Dexterity
Wisdom or Charisma modi er (your choice, rounded saving throw (DC = 8 + your bonus to weapon attack
up, minimum of +1) if it doesn’t already include that rolls with that weapon). On a failed save, it takes
modi er. damage using your Kinetic Combat die + half your
FORCEBLADE BOND sentinel level (rounded down), is pushed back 10 feet
and knocked prone.
Also at 3rd level, you learn how to bond with a light- or
vibro-weapon through the Force, making it part of you.
You perform the ritual over the course of 1 hour,
which can be done during a short rest. The weapon
must be within your reach throughout the ritual, at the
conclusion of which you touch the weapon and forge
the bond, gaining the following bene ts:
You can't be disarmed of that
weapon while you are conscious.
If the weapon is within 60 feet of you and
you can see it, you can summon that weapon as a
bonus action on your turn, causing it to travel instantly
to you. If you have a free hand, you catch the weapon.
Otherwise, it lands at your feet.
You can use Wisdom or Charisma instead of Strength
or Dexterity for the attack and damage rolls.

You can have two weapons bonded to you in this


way at a time, and you can summon both of them to
you with the same bonus action.

TWIN SABER THROW


At 7th level, when you cast saber throw
while wielding your forceblade, you can
attack the same target multiple times.
Additionally, when you deal damage
to a creature within 30 feet of you with
your forceblade, you can use your bonus
action to teleport to within 5 feet of that creature and
make a melee weapon attack against that creature.
This attack uses your Kinetic Combat die instead
of your weapon's damage die. You can use this
feature a number of times equal to your
Wisdom or Charisma modi er (a minimum
of once). You regain all expended uses when
you complete a long rest.

145 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 ank.

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 all three Force-
Empowered Self options when you cast it as your
action and hit the target. Finally, when you hit a
creature with the psychic charge force power and the
target tries to speak, it takes additional damage equal
to your Wisdom or Charisma modi er (your choice,
minimum of +1), and its 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 rst 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 rst
attack roll you make each round does not
automatically 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 146


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 de ne. 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 ner 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 rst 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 re ect 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 identi es morality, and is typically de ned in terms of
You can play a male or female character without the Force: (light, dark, or balanced), and the other
gaining any special bene ts 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 de ne the possible combinations.
sexual behavior. These brief summaries describe the typical behavior
You don't need to be con ned to binary notions of of a creature with that alignment. Individuals might
sex and gender. Some species believe in vary signi cantly 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 rst 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.

147 CHAPTER 4 | PERSONALITY AND BACKGROUND


LANGUAGES
Your species indicates the languages your character Personality traits might describe the things your
can speak by default, and your background might give character likes, his or her past accomplishments, things
you access to one or more additional languages of your character dislikes or fears, your character's self-
your choice. Note these languages on your character attitude or mannerisms, or the in uence of his or her
sheet. ability scores.
Choose your languages based on the species you A useful place to start thinking about personality
commonly interact with. If you have a wookiee sidekick, traits is to look at your highest and lowest ability scores
you might understand-if not speak-Shyriiwook. and de ne one trait related to each. Either one could
Alternatively, if you commonly trade with Jawas, you be positive or negative: you might work hard to
might speak Jawaese. overcome a low score, for example, or be cocky about
A list of the most commonly spoken languages of your high score.
Star Wars can be found below in the Common
IDEALS
Languages table.
Describe one ideal that drives your character. Your
Common Languages ideals are the things that you believe in most strongly,
the fundamental moral and ethical principles that
Binary Ithorese compel you to act as you do. Ideals encompass
Bith Jawaese everything from your life goals to your core belief
Bothese Kel Dor
system.
Ideals might answer any of these questions: What
Catherese Mon Cal are the principles that you will never betray? What
Cerean Nautila would prompt you to make sacri ces? What drives you
Cheunh Rodese
to act and guides your goals and ambitions? What is
the single most important thing you strive for?
Devaronese Shyriiwook You can choose any ideals you like, but your
Dosh Sith character's alignment is a good place to start de ning
Durese Sriluurian
them. Each background in this chapter includes six
suggested ideals. Five of them are linked to aspects of
Ewokese Togruti alignment: dark, light, or neutral. The last one has
Galactic Basic Tusken more to do with the particular background than with
Gamorrese Twi'leki
moral or ethical perspectives.

Gungan Zabraki BONDS


Huttese
Create one bond for your character. Bonds represent a
character's connections to people, places, and events
PERSONAL CHARACTERISTICS in the world. They tie you to things from your
background. They might inspire you to heights of
Fleshing out your character's personality—the array of
heroism, or lead you to act against your own best
traits, mannerisms, habits, beliefs, and aws that give a
interests if they are threatened. They can work very
person a unique identity—will help you bring him or
much like ideals, driving a character's motivations and
her to life as you play the game. Four categories of
goals.
characteristics are presented here: personality traits,
Bonds might answer any of these questions: Whom
ideals, bonds, and aws. Beyond those categories,
do you care most about? To what place do you feel a
think about your character's favorite words or phrases,
special connection? What is your most treasured
tics and habitual gestures, vices and pet peeves, and
possession?
whatever else you can imagine.
Your bonds might be tied to your class, your
Each background presented later in this chapter
background, your species, or some other aspect of
includes suggested characteristics that you can use to
your character's history or personality. You might also
spark your imagination. You're not bound to those
gain new bonds over the course of your adventures.
options, but they're a good starting point.
FLAWS
PERSONALITY TRAITS
Finally, choose a aw for your character. Your
Give your character two personality traits. Personality
character's aw represents some vice, compulsion,
traits are small, simple ways to help you set your
fear, or weakness—in particular, anything that
character apart from every other character. Your
someone else could exploit to bring you to ruin or
personality traits should tell you something interesting
cause you to act against your best interests. More
and fun about your character. They should be self-
signi cant than negative personality traits, a aw might
descriptions that are speci c about what makes your
answer any of these questions: What enrages you?
character stand out. "I'm smart" is not a good trait,
What's the one person, concept, or event that you are
because it describes a lot of characters. "I've read every
terri ed of? What are your vices?
book I can get my hands on" tells you something
speci c about your character's interests and
disposition.

CHAPTER 4 | PERSONALITY AND BACKGROUND 148


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 pro ciency in two
his or her personality traits, ideal, bond, and aw. 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 pro ciency with one or more tools. Tools and tool
edge in negotiating with the Beggar Prince. Or pro ciencies are detailed in chapter 5.
inspiration can let you call on your bond to the defense If a character would gain the same pro ciency from
of your home village to push past the e ect of a power two di erent sources, he or she can choose a di erent
that has been laid on you. pro ciency 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 aw 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 ts 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, a total of two tool pro ciencies or languages,
became an adventurer, and your place in the world. and a background feat from the sample backgrounds.
Your ghter might have been a pit ghter or a grizzled You can 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 aw. If you can't nd 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 one.
what changed? Why did you stop doing whatever your
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 bene ts (features, pro ciencies, 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 nd common ground between the ercest
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 ful ll 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 ne 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 sacri ce
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 nding 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 a ect their 2
my faction's hierarchy.
mannerisms and ideals. Their aws 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 in exible 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 150


BOUNTY HUNTER
Before you became an adventurer, your life was d8 Personality Trait
already full of con ict 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 rst 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 nd it more di cult to pursue a personal 1 Honor. I don't steal from others in the trade. (Lawful)
agenda that doesn't t 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 o 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 Specialist When I see something valuable, I can't think about
1
2 Empathic 6 Linguist anything but how to steal it.
3 Charmer 7 Alert When faced with a choice between money and my
2
friends, I usually choose the money.
4 Stealthy 8 Athlete
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.

151 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 outing the rules and The rst 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; speci cally, you know the d6 Bond
local messengers, corrupt caravan masters, and seedy I'm trying to pay o 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 Specialist 6
will never happen again.
3 Quick-Fingered 7 Feigned Con dence
4 Stealthy 8 Observant 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 152


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 di erent 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 de ne 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 re ect the soul; it should come from
FEATURE: BY POPULAR DEMAND 6
within and reveal who we really are. (Any)
You can always nd 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 gure. 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 Specialist 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.
amboyant or forceful personalities. They're inclined 6 Despite my best e orts, 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.

153 CHAPTER 4 | PERSONALITY AND BACKGROUND


FORCE ADEPT
You are keenly attuned to the ow of the mysterious d8 Personality Trait
energy eld known as the Force. With proper training, I see omens in every event and action. The Force tries to
you could learn to consciously sense and manipulate 1
speak to us, we just need to listen.
that energy further. As it is, you may appear to have
I am always calm, no matter what the situation. I never
heightened senses, extremely quick re exes, an 2
raise my voice or let me emotions control me.
intuitive understanding of others, or an uncanny ability
to persuade people to your way of thinking. Your The Force has chosen me for a greater purpose. I am
3
powers may have lain dormant for a long time, destined for greatness.
perhaps you felt something inside of you but never I would rather make a new friend than a new enemy.
4
knew what it was. Perhaps your abilities were awoken We are all connected to each other.
by a strong encounter with another force-sensitive with I've always been good at everything and things come to
the powers of the Force, or an object associated with 5
me naturally, but I am proud of my accomplishments.
the Force, such as a lightsaber.
I don’t pay attention to the risks in a situation. The odds
6
Skill Proficiencies: Choose two from Deception, Insight, are always in my favor.
Perception, and Persuasion The best way to get me to do something is to tell me I
7
Tool Proficiencies: Two of your choice of artisan's can’t do it.
implements, gaming sets, or musical instruments My emotions sometimes get the most of me, but they
Equipment: A set of common clothes, a sturdy knife, and 8
help me succeed.
a belt pouch containing 150 cr
FEATURE: GUIDED BY THE FORCE d6 Ideal
When you attempt to learn a piece of knowledge, you Dilligence. I seek to prove myself worthy of the Force by
1
often instinctively know where or from whom you can matching my actions against the Jedi teachings. (Lawful)
obtain it. Usually, this information comes from a Change. We must help bring about the changes the
2
seemingly random person, book, or data le. Your GM Force is constantly working in the world. (Chaotic)
might rule that the knowledge you seek is secreted 3 Redemption. There's a spark of good in everyone. (Light)
away in an almost inaccessible place, or that it simply
cannot be found. 4 Power. I will do whatever it takes to have power. (Dark)
Faith. I trust that the Force will guide my actions; I have
BACKGROUND FEAT 5
faith that if I work hard, things will go well. (Neutral)
As a further embodiment of the experience and Growth. Self-improvement is an unending chore, but
training of your background, you can choose from the 6
one that must be done. (Any)
following feats:
d6 Bond
d8 Feat d8 Feat
1 I'm searching for instruction in the ways of the Force.
1 Silver-Tongued 5 Crafter
I am fully dedicated to the will of the Force. It leads and I
2 Empathic 6 Entertainer 2
follow.
3 Perceptive 7 Force of Personality
3 I must return a relic to the temple it was taken from.
4 Charmer 8 Force-Sensitive
I will become the greatest user of the Force that ever
4
lived.
SUGGESTED CHARACTERISTICS
I’m guilty of a terrible crime. I hope I can redeem myself
Force adepts can come from all walks of life and have 5
for it.
varied life experiences. Often, though, there is an
underlying in uence that the Force has on the Someone I loved died because of a mistake I made. That
6
personalities of Force Adepts, especially once they will never happen again.
begin to be conscious of their connection to the Force.
d6 Flaw
My faith in the Force sometimes leads me to blindly
1
trust others that profess that same faith.
The Jedi and Sith worship the Force as a religion. I think
2
they are idiots for worshipping a hammer.
I'm convinced of the signi cance of my destiny, and
3
blind to my shortcomings and the risk of failure.
I have trouble trusting in my allies that don't share my
4
connection to the Force.
I remember every insult I've received and nurse a silent
5
resentment toward anyone who's ever wronged me.
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 154


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
blu ng.
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 rst 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.

155 CHAPTER 4 | PERSONALITY AND BACKGROUND


INVESTIGATOR
Rarer than watch or patrol members are a d8 Personality Trait
community's investigators, who are responsible for 1 I'm always polite and respectful.
solving crimes after the fact. Though such folk are
I'm haunted by memories of war. I can't get the images
seldom found in rural areas, nearly every settlement of 2
of violence out of my mind.
decent size has at least one or two watch members
who have the skill to investigate crime scenes and track I've lost too many friends, and I'm slow to make new
3
down criminals. ones.
I'm full of inspiring and cautionary tales from my guard
Skill Proficiencies: Choose two from Insight, Investigation, 4
service relevant to almost every combat situation.
Perception, and Survival
5 I can stare down a hell hound without inching.
Languages: Two of your choice
Equipment: A uniform in the style of your unit and 6 I enjoy being strong and like breaking things.
indicative of your rank, a horn with which to summon 7 I have a crude sense of humor.
help, a set of binders, and a pouch containing 100 cr
I face problems head-on. A simple, direct solution is the
8
FEATURE: WATCHER'S EYE best path to success.
Your experience in enforcing the law, and dealing with
lawbreakers, gives you a feel for local laws and d6 Ideal
criminals. You can easily nd the local outpost of the Greater Good. Our lot is to lay down our lives in defense
1
watch or a similar organization, and just as easily pick of others. (Light)
out the dens of criminal activity in a community, Responsibility. I do what I must and obey just authority.
although you're more likely to be welcome in the 2
(Lawful)
former locations rather than the latter.
Independence. When people follow orders blindly, they
3
BACKGROUND FEAT embrace a kind of tyranny. (Chaotic)

As a further embodiment of the experience and 4 Might. In life as in war, the stronger force wins. (Dark)
training of your background, you can choose from the Live and Let Live. Ideals aren't worth killing over or going
5
following feats: to war for. (Neutral)

d8 Feat d8 Feat Nation. My city, nation, or people are all that matter.
6
(Any)
1 Empathic 5 Linguist
2 Investigator 6 Alert d6 Bond
3 Perceptive 7 Observant I would still lay down my life for the people I served
1
4 Survivalist 8 Keen Mind with.
Someone saved my life on the battle eld. To this day, I
2
SUGGESTED CHARACTERISTICS will never leave a friend behind.
Years of service in the City Watch have led to the rigid 3 My honor is my life.
discipline most often seen in military service. Working I'll never forget the crushing defeat my company
with your comrades has created a strong family bond 4
su ered or the enemies who dealt it.
and pride in your community.
5 Those who ght beside me are those worth dying for.
6 I ght for those who cannot ght for themselves.

d6 Flaw
The monstrous enemy we faced in battle still leaves me
1
quivering with fear.
I have little respect for anyone who is not a proven
2
warrior.
I made a terrible mistake in battle cost many lives— and
3
I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.

CHAPTER 4 | PERSONALITY AND BACKGROUND 156


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 nd common ground between the ercest
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 ne food, drink, and high society. Rough
Tool Proficiencies: Arti cer'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 sacri ce
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 speci c 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 a ect their mannerisms and ideals. Their 2
my temple's hierarchy.
aws 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 in exible 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.

157 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 rst.
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 implements 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
e ort. (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 nd 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 ees. 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 aw(s) might consist of any dishonor
you've committed, or even being too honorable.

CHAPTER 4 | PERSONALITY AND BACKGROUND 158


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 ghting
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 battle eld. You I nd it good luck to have a ask of ale on me even
4
might have served with a large out t 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
ght on in a di erent 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 nd 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 o er, signi cant
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 nd mercenary work between should trust me with theirs.
adventures su cient 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 nd 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.

159 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 attery makes everyone I talk to feel like
and wields signi cant political in uence. 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 in uence 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 in uence 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 elds.
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 ne 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 e ort 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 di erent lifestyle 2
family forever.
than most people ever experience, and their
I too often hear veiled insults and threats in every word
personalities re ect 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 160


NOMAD
You grew up in the wilds, far from civilization and the d8 Personality Trait
comforts of town and technology. You've witnessed the I'm driven by a wanderlust that led me away from
migration of herds larger than forests, survived 1
home.
weather more extreme than any city-dweller could
I watch over my friends as if they were a litter of
comprehend, and enjoyed the solitude of being the 2
newborn pups.
only thinking creature for miles in any direction. The
wilds are in your blood, whether you were a nomad, an I once ran twenty- ve miles without stopping to warn
explorer, a recluse, a hunter-gatherer, or even a 3 my clan of an approaching horde. I'd do it again if I had
to.
marauder. Even in places where you don't know the
speci c features of the terrain, you know the ways of 4
I have a lesson for every situation, drawn from
the wild. observing nature.
I place no stock in wealthy or well-mannered folk.
Skill Proficiencies: Choose two from Animal Handling, 5 Money and manners won't save you from a hungry
Athletics, Medicine, and Survival rancor.
Tool Proficiencies: One type of musical instrument
I'm always picking things up, absently ddling with
Languages: One of your choice 6
them, and sometimes accidentally breaking them.
Equipment: A walking stick, a hunting trap, a trophy from
an animal you killed, a set of traveler's clothes, and a 7 I feel far more comfortable around animals than people.
belt pouch containing 100 cr 8 I was, in fact, raised by wampas.
FEATURE: WANDERER
d6 Ideal
You have an excellent memory for maps and
geography, and you can always recall the general Change. Life is like the seasons, in constant change, and
1
layout of terrain, settlements, and other features we must change with it. (Chaotic)
around you. In addition, you can nd food and fresh Greater Good. It is each person's responsibility to make
2
water for yourself and up to ve other people each the most happiness for the whole tribe. (Light)
day, provided that the land o ers berries, small game, Honor. If I dishonor myself, I dishonor my whole clan.
water, and so forth. 3
(Lawful)
BACKGROUND FEAT 4 Might. The strongest are meant to rule. (Dark)
As a further embodiment of the experience and Nature. The natural world is more important than all the
5
training of your background, you can choose from the constructs of civilization. (Neutral)
following feats: Glory. I must earn glory in battle, for myself and my clan.
6
(Any)
d8 Feat d8 Feat
1 Animal Handler 5 Entertainer d6 Bond
2 Brawny 6 Linguist My family, clan, or tribe is the most important thing in
1
3 Medic 7 Dungeon Delver my life, even when they are far from me.

4 Survivalist 8 Observant An injury to the unspoiled wilderness of my home is an


2
injury to me.

SUGGESTED CHARACTERISTICS I will bring terrible wrath down on the Darkdoers who
3
Often considered rude and uncouth among civilized destroyed my homeland.
folk, nomads have little respect for the niceties of life in I am the last of my tribe, and it is up to me to ensure
4
the cities. The ties of tribe, clan, family, and the natural their names enter legend.
world are the most important bonds to nomads. I su er awful visions of a coming disaster and will do
5
anything to prevent it.
6 It is my duty to provide children to sustain my tribe.

d6 Flaw
1 I am too enamored of ale, wine, and other intoxicants.
2 There's no room for caution in a life lived to the fullest.
I remember every insult I've received and nurse a silent
3
resentment toward anyone who's ever wronged me.
I am slow to trust members of other species, tribes, and
4
societies.
5 Violence is my answer to almost any challenge.
Don't expect me to save those who can't save
6 themselves. It is nature's way that the strong thrive and
the weak perish.

161 CHAPTER 4 | PERSONALITY AND BACKGROUND


OUTLAW
You are a notorious free adventurer who, due to d8 Personality Trait
unfortunate circumstances, has lost favor with the law. 1 I judge people by their actions, not their words.
However, being of the common people, they protect
2 If someone is in trouble, I'm always ready to lend help.
you due to your just nature. A protector of the people,
a thorn in the side of authorities. When I set my mind to something, I follow through no
3
matter what gets in my way.
Skill Proficiencies: Choose two from Acrobatics, Athletics, I have a strong sense of fair play and always try to nd
Insight, and Survival 4
the most equitable solution to arguments.
Tool Proficiencies: Disguise kit
I'm con dent in my own abilities and do what I can to
Languages: One of your choice 5
instill con dence in others.
Equipment: A hunting trap, an iron pot, a set of traveler's
clothes, and a pouch containing 150 cr 6 Thinking is for other people. I prefer action.
DEFINING EVENT 7 I misuse long words in an attempt to sound smarter.
Though you were once just a commoner, a speci c I get bored easily. When am I going to get on with my
event caused you to drastically change your lifestyle 8
destiny?
and take o for a life of dangerous wandering, or
perhaps revenge. Choose or randomly determine a d6 Ideal
de ning event that marked you as an outlaw.
Respect. People deserve to be treated with dignity and
1
d10 De ning Event respect. (Light)
1 I stood up to a tyrant's agents. Fairness. No one should get preferential treatment
2
before the law, and no one is above the law. (Lawful)
2 I stole from a corrupt Lord to help the poor.
Freedom. Tyrants must not be allowed to oppress the
I broke into a tyrant's castle and stole weapons to arm 3
3 people. (Chaotic)
the people.
Might. If I become strong, I can take what I want—what I
4 I failed to assassinate a tyrant. 4
deserve. (Dark)
5 I loved a noble, and was caught in bed with them.
Sincerity. There's no good in pretending to be something
5
6 I robbed a bank with unfair interest rates. I'm not. (Neutral)
7 I murdered a pedophilic priest to save local children. Destiny. Nothing and no one can steer me away from
6
my higher calling. (Any)
8 I received a heroic calling from a mysterious creature.
9 I was framed for a crime I didn't commit. d6 Bond
10 Outlaw by choice. I have a family, but I have no idea where they are. One
1
day, I hope to see them again.
FEATURE: NOTORIOUS I worked the land, I love the land, and I will protect the
2
Since you come from the ranks of the common folk, land.
you t among them with ease. You can nd a place to A proud noble once gave me a horrible beating, and I
hide, rest, or recuperate among other commoners, 3
will take my revenge on any bully I encounter.
unless you've shown yourself to be a danger to them.
My tools are symbols of my past life, and I carry them so
They will shield you from the law or anyone else 4
that I will never forget my roots.
searching for you, though they will not risk their lives
for you. 5 I protect those who cannot protect themselves.
I wish my childhood sweetheart had come with me to
BACKGROUND FEAT 6
pursue my destiny.
As a further embodiment of the experience and
training of your background, you can choose from the d6 Flaw
following feats: The tyrant who rules my land will stop at nothing to see
1
d8 Feat d8 Feat me killed.

1 Acrobat 5 Specialist I'm convinced of the signi cance of my destiny, and


2
blind to my shortcomings and the risk of failure.
2 Brawny 6 Linguist
The people who knew me when I was young know my
3 Empathic 7 Alert 3
shameful secret, so I can never go home again.
4 Survivalist 8 Observant I have a weakness for the vices of the city, especially
4
hard drink.
SUGGESTED CHARACTERISTICS Secretly, I believe that things would be better if I were a
An outlaw is a hero for the common people who takes 5
tyrant lording over the land.
pride in his humble origins and revels in disrupting
6 I have trouble trusting in my allies.
authority to help those he's close to.

CHAPTER 4 | PERSONALITY AND BACKGROUND 162


PIRATE
You are an experienced pirate. Banditry and raiding d8 Personality Trait
are common in the Outer Rim, and little negative I respect my captain and trust my crew. It may be all
stigma is given to pirates. Those that prey on the 1
that saves my life one day.
Empire are sometimes even held in high regard as bold
Whether the credits comes from the split of the spoils
warriors. However, you still have contacts within the 2
or from a side wager, I'll get my hands on it.
criminal underworld and you're far closer than most
people to the world of murder, theft, and violence that When my blood gets up, my swearing could boil the icy
3
pervades the underbelly of civilization, and you have tundra of Hoth.
survived up to this point by outing the rules and I enjoy spreading the tales of my exploits, no matter
4
regulations of ner society. who hears.
5 I never let witnesses escape from a raid.
Skill Proficiencies: Choose two from Athletics, Deception,
Intimidation, and Piloting 6 I take what I need, but I don't kill without reason.
Tool Proficiencies: One type of gaming set, your choice of 7 I always have an exit planned.
demolitions kit, security kit, or slicer's kit
8 I assume everyone else wants to take what I have.
Equipment: One set of traveler's clothes, a gaming set you
are pro cient with, poorly wrought maps of Outer Rim
d6 Ideal
worlds in your territory, a small piece of jewelry worth
100 cr from some exotic planet, and a pouch containing Equal Shares. All hands who spend sweat and blood
1
50 cr earn their share of the credits. (Lawful)

FEATURE: GALACTIC SCOURGE Adventure. I'm far from home, and everything is strange
2
and wonderful! (Chaotic)
You've been from one end of the galaxy to the other.
Greater Good. I raid to weaken the Empire that
You know the most lucrative trade routes. You have
3 threatens my people, but I don't steal from civilians.
expert knowledge of the various hyperlanes. In
(Light)
addition to this, you know a large number of the
models and designs of common space ships that are Strength. The weak exist to feed the strong, and I am
4
found in the galaxy. Further, the bonds you formed strong. (Dark)
with your crew are strong, and you can call on their aid Crew. A ship is nothing without her crew. Protect your
5
even if you've been away from their side for some mates. (Neutral)
time. You can expect your former comrades to o er Ambition. One day I will be so much more than a
you passage aboard ship, reasonable aid, or shelter 6
captain. (Any)
when you are in need. Keep in mind that this bond
goes both ways, and they may come to you expecting d6 Bond
the same.
My band and I will be known across the world, and we'll
1
BACKGROUND FEAT never be forgotten.
As a further embodiment of the experience and 2 My ill-gotten gains go to support my family.
training of your background, you can choose from the 3 Everything I do is for the good of my people.
following feats:
My ship and many of her crew were lost to treachery,
4
d8 Feat d8 Feat and I won't rest until I discover who was behind it.

1 Brawny 5 Entertainer My ship comes rst, and all other loyalties simply pale in
5
comparison.
2 Silver-Tongued 6 Specialist
A crew member of a ship we raided saved my life, and I
3 Threatening 7 Feigned Con dence 6
don't know how to resolve that debt.
4 Ace Pilot 8 Force of Personality
d6 Flaw
SUGGESTED CHARACTERISTICS 1 I never back down from a ght.
Despite the cutthroat nature of the business, pirates
When faced with a choice between money and my
come in all shapes and personalities. Some are 2
friends, I usually choose the money.
bloodthirsty brigands who leave no survivors, others
are free spirits who believe in strength over weakness. I was drunk on watch when my ship was lost to an
3
The hardened warriors of deep space can be ambush. I can't set the shame aside.
implacable foes who often form unshakable bonds I feel I'm entitled to a greater share of the spoils, no
4
with their crewmates. The same circumstances that matter the circumstances.
give them their edge can also grind them down, leaving I won't let myself be captured. If a raid goes sour, I'm
them vulnerable to greed, shame, and the scars of fear 5
the rst to run for cover.
and horror left by battle.
I get lost in the thrill of the raid and can't focus on the
6
details of a plan.

163 CHAPTER 4 | PERSONALITY AND BACKGROUND


SCIENTIST
Nothing excites you more than pushing the boundaries d8 Personality Trait
of scienti c knowledge. Most of your time is spent in a I look up to a renowned scientist in my eld, 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 scienti c results always comes rst.
What is your scienti c eld 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 e cient 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 scienti c 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 eld 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 de ne your eld 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 Arti cial Intelligence 6 the Force progress. (Chaotic)
3 Chemistry 7 Astrogation Live and Let Live. Meddling in the a airs 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 eld of research d6 Bond
from having read numerous journals or having 1 My research is also my best companion.
attended scienti c 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 eld, 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 case you may only partially understand it. You 4
am the greatest scientist of them all.
also recognize well-known gures in your eld.
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 in uence 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 aws, ideals, and bond are a result of their 6
own bodily needs.
hours spent researching.

CHAPTER 4 | PERSONALITY AND BACKGROUND 164


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 payo .
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 ne 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 a ord 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 eeced 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.
o cial 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 Specialist 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.
re ect 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.

165 CHAPTER 4 | PERSONALITY AND BACKGROUND


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 ght against
I can nd common ground between the ercest
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 ne 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: Arti cer'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 sacri ce
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 speci c 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)
bene ts 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 a ects their 2
my temple's hierarchy.
mannerisms and ideals. Their aws 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 in exible 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 166


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 o 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 gures 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.
De ecting 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 con dent 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 di cult-
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 o cial shut me down back in my honest days.
2 Ace Pilot 6 Specialist 1
I aim to show him a thing or two about recovery.
3 Quick-Fingered 7 Feigned Con dence 2 I never wanted to be a criminal, but it pays the bills.
4 Stealthy 8 Force of Personality 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.

167 CHAPTER 4 | PERSONALITY AND BACKGROUND


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 battle eld. 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 inching.
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 speci c 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 O cer 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 Sta
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 battle eld. To this day, I
2
recognize your authority and in uence, 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 in uence over other soldiers and I'll never forget the crushing defeat my company
requisition simple equipment for temporary use. You 4
su ered or the enemies who dealt it.
can also usually gain access to friendly military
5 Those who ght beside me are those worth dying for.
encampments where your rank is recognized.
6 I ght for those who cannot ght 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.

CHAPTER 4 | PERSONALITY AND BACKGROUND 168


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 sta .
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 speci c 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 Sta Communications Freedom. Space is freedom — the freedom to go
7 3
O cer 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 rst, 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 rst 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 pro ts, and I
5
d8 Feat d8 Feat want to get my due.
1 Empathic 5 Specialist Ruthless space pirates murdered my captain and
6 crewmates, stole all we owned, and left me lo die.
2 Investigator 6 Entertainer
Vengeance will be mine.
3 Ace Pilot 7 Galvanizing Presence
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.

169 CHAPTER 4 | PERSONALITY AND BACKGROUND


CHAPTER 5: EQUIPMENT
         HE MARKETPLACE OF A LARGE CITY TEEMS WITH BUYERS AND SELLING TREASURE
         sellers of many sorts: Jawas peddling refurbished
wares (or trying to steal from careless travelers), Opportunities abound to nd treasure, equipment,
Ugnauts selling various technology scrap, Twi'lek weapons, armor, and more in the dungeons you
armstechs and Mirialan synthweavers. In the largest explore. Normally, you can sell your treasures and
cities, almost anything imaginable is o ered for sale, trinkets when you return to a town or other
from exotic spices and luxurious clothing to speeders settlement, provided that you can nd buyers and
and spaceships. merchants interested in your loot.
For an adventurer, the availability of armor, ARMS, ARMOR, AND OTHER EQUIPMENT
weapons, backpacks, rope, and similar goods is of As a general rule, undamaged weapons, armor, and
paramount importance, since proper equipment can other equipment fetch half their cost when sold in a
mean the di erence between life and death in a market. Used weapons and armor aren't always in
stronghold or the untamed wilds. This chapter details good enough condition to sell.
the mundane and exotic merchandise that adventurers
commonly nd useful in the face of the threats that the ENHANCED ITEMS
worlds of D&D present. Selling enhanced items can be problematic. Finding
someone to nd an overtuned blaster isn't hard, but
Variant: Starting Wealth by Class the most unique of items are beyond all but the
Class Funds Class Funds wealthiest denizens. Likewise, aside from a few
Berserker 5d4 x 100 cr Monk 4d4 x 100 cr
common enhanced items, you won't normally come
across enhanced items to purchase. The value of
Consular 5d4 x 100 cr Operative 7d4 x 100 cr special equipment is far beyond simple credits and
Engineer 6d4 x 100 cr Scholar 6d4 x 100 cr should always be treated as such.
Fighter 8d4 x 100 cr Scout 8d4 x 100 cr GEMS, JEWELRY, AND ART OBJECTS
Guardian 8d4 x 100 cr Sentinel 6d4 x 100 cr These items retain their full value in the marketplace,
and you can either trade them in for credits or use
them as currency for other transactions. For
WEALTH exceptionally valuable treasures, the GM might require
Wealth generally appears in the form of credits. The you to nd a buyer in a large city or even another
Galactic Republic and Sith Empire have their own planet.
mints, but in most worlds, the chits are
TRADE GOODS
interchangeable. Other trade goods, gemstones,
In the Outer Rim, many people conduct transactions
artifacts, and property can re ect your character's
through barter. Like gems and art objects, trade goods
nancial well-being. Members of the lower class trade
—raw materials like bags of salt, livestock, and so on—
in goods, bartering for what they need and paying
retain their full value in the market and can be used as
taxes in raw materials. Members of the nobility trade
currency.
either in legal rights, such as the rights to a mine, a
port, or a company, or in high denomination credits. AT HIGHER LEVELS
Only merchants, adventurers, and those o ering
professional services for hire commonly deal in credits. As characters progress to higher levels, there is an
expectation of increased wealth, be it in the shape of
CURRENCY coin or equipment. The below table serves as a target
Credits come in a variety of denominations: from a for how much each character should have earned at
single chit to cards loaded with incredible value. While certain levels.
the Republic and Empire have their own currencies, in Wealth by Level
most worlds they can be used interchangeably.
Level Wealth Level Wealth
With ten credits, a character can buy a power cell, a
stylus, or a glowrod. A skilled (but not exceptional) 1st 1,000 cr 11th 175,000 cr
artisan can earn ten credits a day. The credit is the 2nd 2,000 cr 12th 250,000 cr
standard unit of measure for wealth, even if the chit 3rd 3,500 cr 13th 350,000 cr
itself is not commonly used. When merchants discuss
deals that involve goods or services worth hundreds or 4th 5,000 cr 14th 500,000 cr
thousands of credits, the transactions don't usually 5th 10,000 cr 15th 750,000 cr
involve the exchange of individual chits. Rather, the 6th 20,000 cr 16th 1,250,000 cr
credit is a standard measure of value, and the actual
exchange is in credit cards, letters of credit, or valuable 7th 35,000 cr 17th 2,500,000 cr
goods. 8th 50,000 cr 18th 5,000,000 cr
A standard chit weighs about a third of an ounce, so 9th 75,000 cr 19th 7,500,000 cr
fty chits weigh a pound.
10th 125,000 cr 20th 10,000,000 cr

171 CHAPTER 5 | EQUIPMENT


ARMOR AND SHIELDS
The di erent worlds of Star Wars are a vast tapestry ARMOR AND SHIELD PROFICIENCY
made up of many di erent cultures, each with its own
Anyone can put on a suit of armor or wield a shield.
technology level. For this reason, adventurers have
Only those pro cient in the armor's use know how to
access to a variety of armor types, ranging from basic
wear it e ectively, however. Your class gives you
combat suits to heavy battle armor, with several other
pro ciency with certain types of armor. If you wear
kinds of armor in between. The Armor table collects
armor that you lack pro ciency with, you have
the most commonly available types of armor found in
disadvantage on any ability check, saving throw, or
the game and separates them into three categories:
attack roll that involves Strength or Dexterity, and you
light armor, medium armor, and heavy armor. Many
can't force- or tech-cast.
warriors supplement their armor with a shield.
If you have pro ciency in armor, you have
The Armor table shows the cost, weight, and other pro ciency in the appropriate shield as well.
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 nd on your adventures, within
the bounds of common sense. For example, a burly
wookiee won't t 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 t
another one without signi cant alterations, and a
guard's uniform might be visibly ill- tting when an
adventurer tries to wear it as a disguise.
Using this variant, when adventurers nd 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 CLASS (AC)


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

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.
STRENGTH
While wearing armor or wielding a shield with the
strength property, your speed is reduced by 10 unless
you meet the strength requirement.

CHAPTER 5 | EQUIPMENT 172


LIGHT ARMOR HEAVY ARMOR
Made from supple and thin materials, light armor Of all the armor categories, heavy armor o ers the
favors agile adventurers since it o ers some protection best protection. These suits of armor cover the entire
without sacri cing mobility. If you wear light armor, body and are designed to stop a wide range of attacks.
you add your Dexterity modi er to the base number Only pro cient 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
modi er to your Armor Class, but it also doesn't
COMBAT SUIT penalize you if your Dexterity modi er 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 o ers decent protection from most
types of attacks while maintaining maximum exibility ASSAULT ARMOR
and minimum weight. However this armor is only Assault armor improved on battle armor, with the
recommended for light skirmishes. bene t of micro-hydraulics that boost the e cacy of
the operator. It o ers better protection, but increased
FIBER ARMOR weight.
Fiber armor is a type of armor that o ers 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
exible, but many consider the trade-o s 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 re. and also o ers a very good level of protection in
sacri ce of dexterity. Some consider it claustrophobic
MEDIUM ARMOR but that was the trade-o for safety.
Medium armor o ers more protection than light SHIELDS
armor, but it also impairs movement more. If you wear
medium armor, you add your Dexterity modi er, 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. You
can only bene t from one shield at a time.
MESH ARMOR Physical Shields. Physical shields are made entirely
Providing solid protection for a minimal cost, mesh of physical materials. They are cheaper than their
armor is considered excellent protection for generator counterparts, but heavier.
entrenched troops or guards. However, this protection Shield Generators. Shield generators are made
comes at a cost of mobility, limiting its uses by rapidly almost entirely of energy barriers. Medium and large
advancing infantry. Still, it provides more mobility than shield generators have a physical handheld component
battle armor. from which the barrier emanates; medium shield
generators are orbs that are slightly larger than a st,
WEAVE ARMOR while large shield generators project from a large
Weave armor was constructed cross.
from a mesh of metal or
composite plates and a LIGHT SHIELDS
padded jumpsuit. Variants A light shield is generally a xed to the forearm. While
of the armor included less a light shield does not ll the hand slot, you gain no
plates and more padding for bene t from it while the hand is full. You gain no
a lighter, though less protect- bene t from a light shield while wielding a weapon
ive armor, and heavier plating with the heavy property.
with molded pieces to t the
wearer. Though the armor was MEDIUM SHIELDS
available unmodi ed, most users A medium shield was a common defensive technology
personalized their armor. that protect the user from blaster re, the elements, or
other hazards. Medium shields are used in conjunction
COMPOSITE ARMOR with any one-handed weapon.
Composite armor is a type of armored suit that o ers a
good balance of mobility and protection against most HEAVY SHIELDS
types of weapons. The micro-hydraulics of this type of Heavy shields are much larger and more cumbersome,
powered armor provide the operator with protection, but they o er more protection than their smaller
but are more bulky than mesh or weave armors. This counterparts. Their obtrusive size, however, makes
type of armor is rarely seen outside of professional them unwieldy, requiring the use of a one-handed
mercenaries' and soldiers' use. weapon with the light property in the other hand.

173 CHAPTER 5 | EQUIPMENT


ARMOR AND SHIELDS
Name Cost   Armor Weight   Properties
Light Armor
Combat suit 100 cr   11 + Dex modi er 10 lb   —
Fiber armor 450 cr   12 + Dex modi er 13 lb   —
Medium Armor
Mesh armor 500 cr   13 + Dex modi er (max 2) 20 lb   —
Weave armor 1,000 cr   14 + Dex modi er (max 2) 25 lb   —
Composite armor 2,500 cr   15 + Dex modi er (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 do armor depends on the Category Don Do
armor's category. If you have help, you can reduce the Light armor 1 minute 1 minute
time it takes to don or do 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 bene t 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 174


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

175 CHAPTER 5 | EQUIPMENT


RANGE TWO-HANDED
A weapon that can be used to make a ranged attack This weapon requires two hands to use.
has a range shown in parentheses after the
ammunition or thrown property. The range lists two VERSATILE
numbers. The rst is the weapon's normal range in This weapon can be used with one or two hands. A
feet, and the second indicates the weapon's maximum damage value in parentheses appears with the
range. When attacking a target beyond normal range, property—the damage when the weapon is used with
you have disadvantage on the attack roll. You can't two hands to make a melee attack.
attack a target beyond the weapon's long range. SPECIAL WEAPONS
RAPID Weapons with special rules are described below.
When you would make a ranged weapon attack with a
weapon with the rapid property, you can instead NEEDLER
unload on a single target, consuming ammunition The needler includes a specialized compartment for
equal to the rapid number. The target must make a poison. One dose of poison, when installed in this
Dexterity saving throw (DC = 8 + your bonus to attacks compartment, retains its potency for 1 hour before
with the weapon). On a failed save, roll the weapon's drying. One dose of poison is e ective for the next 10
damage dice twice and add them together, adding shots red by the weapon.
relevant modi ers as normal. If the target is beyond NET
normal range but within long range, it has advantage A Large or smaller creature hit by a net is restrained
on the save. until it is freed. A net has no e ect on formless or Huge
REACH or larger creatures. A creature can use its action to
This weapon adds 5 feet to your reach with it. make a DC 13 Strength check, freeing itself or another
creature within its reach on a success. The net has an
RELOAD AC of 10, 5 hit points, and immunity to all damage not
A limited number of shots can be made with a weapon dealt by melee weapons. Destroying the net frees the
that has the reload property. A character must then creature without harming it and immediately ends the
reload it using an action or a bonus action (the net's e ects. While a creature is restrained by a net,
character's choice). You must have one free hand to you can make no further attacks with it.
reload.
TRANQUILIZER RIFLE
RETURNING The tranquilizer ri e includes a specialized
When you throw a weapon with the returning property, compartment for poison. One dose of poison, when
it automatically returns to your hand after the attack is installed in this compartment, retains its potency for 1
complete, whether you hit or miss. hour before drying. One dose of poison is e ective for
the next 4 shots red by the weapon.
SPECIAL
A weapon with the special property has unusual rules VIBRODART
governing its use, explained in the weapon's Due to their diminutive size, vibrodarts make
description (see "Special Weapons" later in this ine ective melee weapons. Melee attack rolls made
section). with them are made at disadvantage.
STRENGTH VIBROLANCE
A weapon with this special property has a heavy You have disadvantage when you use a vibrolance to
kickback. While wielding it, you have disadvantage on attack a target within 5 feet of you. Also, a lance
attack rolls unless you meet the Strength requirement. requires two hands to wield when you aren't mounted.
If the weapon has the burst or rapid property, you
must meet the Strength requirement to use this WRIST LAUNCHER
feature. Rather than traditional power cells, the wrist launcher
res specialized projectiles in the form of darts, small
THROWN missiles, or specialized canisters.
If a weapon has the thrown property, you can throw
the weapon to make a ranged attack. If the weapon is a
melee weapon, you use the same ability modi er for
that attack roll and damage roll that you would use for
a melee attack with the weapon.

176
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
Ion carbine 300 cr   1d3 ion 8 lb   Ammunition (range 60/240), reload 16, two-handed
Light pistol 350 cr   1d4 energy 2 lb   Ammunition (range 40/160), light, reload 12
Light repeater 900 cr   1d6 energy 12 lb   Ammunition (range 60/240), auto, burst 8, reload 16, two-handed
Light slugpistol 250 cr   1d4 kinetic 2 lb   Ammunition (range 40/160), hidden, light, reload 8
Hold-out 250 cr   1d4 energy 1 lb   Ammunition (range 30/120), hidden, light, reload 6
Needler 275 cr   1d4 kinetic 3 lb   Ammunition (range 40/160), rapid 10, reload 20, special
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
Slugpistol 100 cr   1d6 kinetic 3 lb   Ammunition (range 40/160), rapid 8, reload 16, strength 11
Tranquilizer ri e 200 cr   1d4 kinetic 10 lb   Ammunition (range 100/400), reload 4, two-handed, special
Wristblaster 250 cr   1d4 energy 1 lb   Ammunition (range 30/120), disguised, xed, light, reload 12
Wrist launcher 450 cr   — 1 lb   Ammunition (range 30/120), xed, reload 1, special

Name Cost   Damage    Weight   Properties


Martial Blasters
Assault cannon 500 cr   1d10 energy 24 lb   Ammunition (range 80/320), burst 4, reload 8, strength 11, two-handed
Ammunition (range 100/400), auto, burst 2, reload 4, strength 15,
Blaster cannon 1,600 cr   1d12 energy 36 lb  
two-handed
Blaster pistol 200 cr   1d6 energy 3 lb   Ammunition (range 40/160), reload 16
Blaster ri e 400 cr   1d8 energy 11 lb   Ammunition (range 100/400), reload 12, two-handed
Carbine ri e 800 cr   1d8 energy 10 lb   Ammunition (range 80/320), auto, rapid 3, reload 12, two-handed
Ammunition (range 60/240), auto, rapid 6, reload 12,
Chaingun 1,500 cr   1d10 energy 42 lb  
strength 15, two-handed
Cycler ri e 450 cr   1d8 kinetic 10 lb   Ammunition (range 100/400), rapid 2, reload 8, two-handed
Heavy bowcaster 1,100 cr   1d12 energy 26 lb   Ammunition (range 60/240), burst 4, reload 8, strength 15, two-handed
Heavy pistol 300 cr   1d8 energy 4 lb   Ammunition (range 40/160), reload 12, strength 11
Ammunition (range 80/320), auto, burst 4, rapid 2, reload 8, strength 15,
Heavy repeater 1,200 cr   2d4 energy 16 lb  
two-handed
Heavy shotgun 400 cr   2d4 kinetic 16 lb   Ammunition (range 30/120), burst 4, reload 12, strength 13, two-handed
Heavy slugpistol 750 cr   1d8 kinetic 5 lb   Ammunition (range 40/160), rapid 2, reload 8, strength 13
Hunting ri e 600 cr   1d12 kinetic 12 lb   Ammunition (range 150/600), reload 2, strength 13, two-handed
Ion pistol 200 cr   1d3 ion 3 lb   Ammunition (range 40/160), reload 16
Ion ri e 400 cr   1d4 ion 11 lb   Ammunition (range 100/400), reload 12, two-handed
Ammunition (range 80/320), auto, burst 4, rapid 4, reload 8,
Repeating blaster 1,200 cr   2d4 energy 18 lb  
strength 13, two-handed
Revolver 750 cr   1d8 kinetic 4 lb   Ammunition (range 30/120), rapid 6, reload 6, strength 11
Slugthrower 350 cr   1d8 kinetic 14 lb   Ammunition (range 100/400), burst 6, reload 12, two-handed
Sniper ri e 750 cr   1d12 energy 12 lb   Ammunition (range 150/600), reload 2, strength 13, two-handed
Subrepeater 1,200 cr   1d6 energy 4 lb   Ammunition (range 30/120), auto, rapid 8, light, reload 16

177 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 (range 20/60)
Lightsaber 200 cr   1d6 energy 3 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), nesse, luminous
Doubleshoto 1,250 cr   1d6 energy 4 lb   Double (1d6 energy), nesse, light, luminous
Greatsaber 1,000 cr   2d6 energy 4 lb   Dexterity 11, luminous, 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)
Lightsaber pike 400 cr   1d10 energy 6 lb   Dexterity 11, luminous, reach, two-handed
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 (range 20/60)
Vibrodart 5 cr   1d4 kinetic 1/4 lb   Finesse, special, thrown (range 20/60)
Vibroknuckler 60 cr   1d6 kinetic 2 lb   Hidden, light
Vibromace 80 cr   1d8 kinetic 12 lb   Heavy, two-handed
Vibrosta 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), nesse, light
Doublesword 700 cr   1d8 kinetic 5 lb   Double (1d8 kinetic), nesse
Hidden blade 200 cr   1d4 kinetic 1 lb   Finesse, xed, hidden, light
Net 100 cr   — 3 lb   Light, special, thrown (range 15)
Techblade 250 cr   1d6 kinetic 3 lb   Finesse, light
Techsta 600 cr   2d4 kinetic 8 lb   Double (2d4 kinetic)
Vibroaxe 300 cr   1d10 kinetic 11 lb   Dexterity 11, heavy, two-handed
Vibrobaton 225 cr   2d4 kinetic 4 lb   —
Vibroblade 150 cr   1d8 kinetic 2 lb   Versatile (1d10)
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 178


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, cryo 350 cr 2 lb
you can purchase a pack for the price shown, which
might be cheaper than buying the items individually. Projector canister, incendiary 325 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 eld rations, and a canteen.
DIPLOMAT'S PACK
Costs 330 credits. Includes a chest, a set of ne clothes, MISSILE, FRAGMENTATION
a datapad, 5 datacards, a stylus, 5 days of eld 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 14 Dexterity saving throw, taking
Costs 320 credits. Includes a backpack, ve glow rods, a 1d10 kinetic damage on a failed save or half as much
fusion cutter, a grappling hook, a chronometer, 10 days on a successful one.
of eld rations, a canteen, and 50 feet of bercord
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 eld rations, a
canteen, and a disguise kit. PROJECTOR CANISTER, CRYO
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 eld rations, a canteen, and 50 feet of bercord a single attack in a cone. Each creature must make a
cable strapped to the side of it. DC 14 Constitution saving throw. On a failed save, a
creature takes 1d4 cold damage and gains 1 slowed
PRIEST'S PACK level until the end of your next turn. On a successful
Costs 275 credits. Includes a save, a creature takes half damage and isn't slowed. If
backpack, a blanket, two glowrods, this damage reduces a creature to 0 hit points, that
a datapad, a traumakit, 5 days of creature is frozen in carbonite for 1 hour. If you lack
eld rations, and a canteen. pro ciency in the wrist launcher, you must roll the
SCHOLAR'S PACK damage dice twice and take the lesser total.
Costs 290 credits. Includes a
PROJECTOR CANISTER, INCENDIARY
backpack, a datapad, 5 datacards,
When triggered, this wrist launcher ammunition
a stylus, a holorecorder, 5 days
produces a burst of ame in a line 15 feet long and 5
of eld rations, and a canteen.
feet wide or a 15-foot cone. A single fuel canister holds
TECHNOLOGIST'S PACK enough fuel for three attacks in a line or a single attack
Costs 670 credits. Includes a in a cone. Each creature must make a DC 14 Dexterity
backpack, chronometer, respirator, saving throw, taking 1d8 re damage or half as much
datapad, holocomm, commlink, bedroll, canteen, and 5 on a successful one. The re spreads around corners. It
days of eld rations. ignites ammable objects in the area that aren't being
worn or carried. If you lack pro ciency in the wrist
AMMUNITION launcher, you must roll the damage dice twice and take
DART the lesser total.
This wrist launcher ammunition deals 1d6 kinetic SLUG CARTRIDGE
damage on a hit. Slug cartridges are ammunition for blaster weapons
that deal kinetic damage. When you reload a weapon
that uses cartridges, you can reload any number of
cartridges up to the weapon's reload number as a part
of the same action.

179 CHAPTER 5 | EQUIPMENT


COMMUNICATIONS
COMMLINK
Commlinks are standard handheld communication Item Cost Weight
devices, tted 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 200 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 20 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 at, 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 ts on the forearm and
includes self-charging battery packs.

CHAPTER 5 | EQUIPMENT 180


EXPLOSIVES
GRENADE, FRAGMENTATION
Grenades can be set to detonate on impact or with a Item Cost Weight
timer that causes them to explode on initiative count
Explosives
20 (losing all initiative ties). As an action, you can throw
a grenade at a point you can see within 30 feet + your Grenade, fragmentation 100 cr 1 lb
Strength modi er x 5. Each creature within 10 feet Grenade, gas 300 cr 1 lb
must make a DC 14 Dexterity saving throw. A creature
Grenade, ion 250 cr 1 lb
takes 2d10 kinetic damage on a failed save, or half as
much as on a successful one. Grenade, plasma 125 cr 1 lb
Mine, fragmentation 200 cr 2 lb
GRENADE, GAS
Grenades can be set to detonate on impact or with a Mine, gas 625 cr 2 lb
timer that causes them to explode on initiative count Mine, incendiary 550 cr 2 lb
20 (losing all initiative ties). As an action, you can throw
Thermal detonator 2,000 cr 1 lb
a grenade at a point you can see within 30 feet + your
Strength modi er x 5. The grenade explodes, lling the
air in a 10-foot-radius sphere with yellow-green fog for
1 minute. The fog spreads around corners, and its area
is heavily obscured. It lasts for 1 minute or until a wind
of at least 10 miles per hour disperses it.
When a creature enters the fog or starts its turn on a surface you can reach,
there, it creature must make a DC 14 Constitution which arms at the start of your
saving throw. The creature takes 2d6 poison damage next turn. When detonated, the
on a failed save, or half as much damage on a mine sets lls the air in a 15-foot-
successful one. Additionally, on a failed save, the radius sphere with yellow-green fog
creature is poisoned while it is in the cloud. Droids, for 1 minute. The fog spreads around corners, and its
constructs and humanoids wearing appropriate area is heavily obscured. It lasts for 1 minute or until a
protective equipment are una ected. wind of at least 10 miles per hour disperses it.
GRENADE, ION When a creature enters the fog or starts its turn
Grenades can be set to detonate on impact or with a there, it creature must make a DC 14 Constitution
timer that causes them to explode on initiative count saving throw. The creature takes 2d6 poison damage
20 (losing all initiative ties). As an action, you can throw on a failed save, or half as much damage on a
a grenade at a point you can see within 30 feet + your successful one. Additionally, on a failed save, the
Strength modi er x 5. Each creature within 10 feet creature is poisoned while it is in the cloud. Droids,
must make a DC 14 Dexterity saving throw. A creature constructs and humanoids wearing appropriate
takes 2d6 ion damage on a failed save, or half as much protective equipment are una ected.
as on a successful one. Any electronics within the blast MINE, INCENDIARY
radius are disabled until rebooted. Mines can be set to detonate when a creature comes
GRENADE, PLASMA within up to 15 feet of it or paired with a remote
Grenades can be set to detonate on impact or with a detonator. As an action, you can prime and set a mine
timer that causes them to explode on initiative count on a surface you can reach, which arms at the start of
20 (losing all initiative ties). As an action, you can throw your next turn. When detonated, the mine sets the
a grenade at a point you can see within 30 feet + your ground in a 15-foot radius ablaze for 1 minute. The re
Strength modi er x 5. Each creature within 10 feet ignites any ammable objects in the area that aren't
must make a DC 14 Dexterity saving throw. A creature being worn or carried.
takes 2d10 energy damage on a failed save, or half as When a creature enters the re or starts its turn
much as on a successful one. there, it creature must make a DC 14 Dexterity saving
throw. The creature takes 2d8 re damage on a failed
MINE, FRAGMENTATION save, or half as much damage on a successful one.
Mines can be set to detonate when a creature comes
within up to 15 feet of it or paired with a remote THERMAL DETONATOR
detonator. As an action, you can prime and set a mine Thermal detonators are unique in that can only be
on a surface you can reach, which arms at the start of turned o by whoever turned them on. They can be set
your next turn. When detonated, each creature within to detonate on impact or with a timer that causes them
15 feet of it must make a DC 14 Dexterity saving throw. to explode on initiative count 20 (losing all initiative
A creature takes 2d10 kinetic damage on a failed save, ties). As an action, you can throw a grenade at a point
or half as much as on a successful one. you can see within 30 feet + your Strength modi er x 5.
Each creature within 20 feet must make a DC 14
MINE, GAS Dexterity saving throw. A creature takes 2d6 re and
Mines can be set to detonate when a creature comes 2d10 kinetic damage on a failed save, or half as much
within up to 15 feet of it or paired with a remote as on a successful one. Additionally, on a failed save,
detonator. As an action, you can prime and set a mine the creature is knocked prone.

181 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 out t worn by
Emergency battery 70 cr 5 lb
pilots. They are worn in conjunction with ight helmets.
They come in a variety of di erent colors and provide Traumakit 50 cr 3 lb
life support, and protect from hostile environments. Medpac 300 cr 1/2 lb
RESPIRATOR Poison 125 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 Canteen 10 cr 3 lb
activity outside of a starship.
Crate 20 cr 70 lb
MEDICAL SUPPLIES Chest 50 cr 25 lb
ANTITOXKIT Pouch 5 cr 1 lb
An antitoxkit contained a variety of wide-spectrum
antidote hypospray injectors that were designed to
neutralize all known poisons. A kit has ve charges. As
an action, you can administer a charge of the kit to
cure a target of one poison a ecting them or to give
them advantage on saving throws against poison for 1 restore hit points to a droid or construct within 5 feet.
hour. It confers no bene t to droids or constructs. The creature rolls one die equal to the size of their Hit
EMERGENCY BATTERY Die and regains hit points equal to the amount rolled +
All non-expendable droids need recharging as they are their Constitution modi er (minimum of one hit point).
used. The battery has ten uses. As an action, you can If the creature has Hit Dice of di erent sizes, use
expend one use of the kit to stabilize a droid that has 0 whichever Hit Die size they have the most of.
hit points, without needing to make an Intelligence TRAUMAKIT
(Technology) check. A common traumakit can be stocked with bacta packs,
MEDPAC and contains spray-bandages, bone stabilizers,
A medpac is a quick-acting syringe lled with a antiseptics, and other essentials for the treatment of
concentrated dose of kolto. As an action, you can use wounds. As an action, you can expend a use of the kit
this medpac to restore hit points to a beast or to stabilize a creature that has 0 hit points, without
humanoid within 5 feet. The creature rolls one die needing to make a Wisdom (Medicine) check. A
equal to the size of their Hit Die and regains hit points traumakit can be used to stabilize 5 times before it
equal to the amount rolled + their Constitution must be restocked at its original cost.
modi er (minimum of one hit point). If the creature
STORAGE
has Hit Dice of di erent sizes, use whichever Hit Die
size they have the most of. BACKPACK
A backpack stores 30 lb., not exceeding 1 cubic foot.
POISON
As an action, you can use the poison in this vial to coat CANTEEN
one vibroweapon, one slug cartridge, or one wrist A canteen stores 4 pints of liquid.
launcher dart. A creature hit by the poisoned weapon CRATE
must make a DC 14 Constitution saving throw or take A crate stores 40 gallons of liquid or 4 cubic feet of
2d4 poison damage. Once applied, the poison retains solid.
potency for 1 minute before drying.
CHEST
REPAIR KIT A chest stores 300 lb., not exceeding 12 cubic feet.
A repair kit included the basic tools needed to repair a
droid after being damaged in combat. The kit has three POUCH
uses. As an action, you can expend one use of the kit to A pouch stores 6 lb., not exceeding 1/5 cubic foot.

CHAPTER 5 | EQUIPMENT 182


UTILITIES
BINDERS
Binders can used to restrain a Small or Medium Item Cost Weight
creature with appropriate appendages. Applying
Utilities
binders takes an action, and the target must make a
DC 14 Strength or Dexterity saving throw (the target Bedroll 10 cr 7 lb
chooses the ability to use). A hostile creature makes Blanket 5 cr 3 lb
this save with advantage. Breaking the binders
Binders 50 cr 6 lb
requires a DC 20 Strength check. Escaping them
requires a DC 20 Dexterity check. A set of binders Chronometer 100 cr 1 lb
comes with one key. Without the key, unlocking the Fibercord cable, 50 ft (rolled) 20 cr 2 lb
binders requires a DC 15 security kit to force open.
Field rations (one day's) 5 cr 1 lb
Binders have an AC of 10 and 15 hit points. Destroying
the binders frees the creature without harming it. Fusion cutter 25 cr 2 lb
Glowrod 10 cr 2 lb
CHRONOMETER
A chronometer is a device that measures and keeps Grappling hook 50 cr 4 lb
linear time. Heat generator 400 cr 4 lb
FIELD RATIONS (ONE DAY'S) Homing beacon 450 cr 1 lb
Ration packs consist of dry foods suitable for extended Hydrospanner 10 cr 2 lb
travel, and are used when other food is scarce. Each
Macrobinoculars 750 cr 1 lb
pack is divided into portions and can provide enough
food for one person per day. Mess kit 20 cr 1 lb

FUSION CUTTER Mirror 50 cr 1/2 lb


A fusion cutter is a handheld cutting tool popular Ram, portable 40 cr 35 lb
among technicians. It cut through almost any Restraining bolt 350 cr 1 lb
reinforced material, given enough time. The internal
power cell supplies an hour's worth of continuous Shovel 7 cr 5 lb
operation. Tent, two-person 20 cr 5 lb

GLOWROD
Glowrods create a beam of light illuminating the area
around you in bright light for a 20-foot radius and dim
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 MESS KIT
A grappling hook allows a user to climb or ascend large This box contains a cup and simple cutlery. The box
objects. It can be mounted to a blaster, belt, or clamps together, and one side can be used as a
elsewhere. It has a 50-foot length. cooking pan and the other as a plate or shallow bowl.

HEAT GENERATOR RAM, PORTABLE


Heat generators are special devices typically worn on You can use a portable ram to break down doors.
belts that function as a portable, personal heat supply. When doing so, you gain a +4 bonus on the Strength
Activating or deactivating the generator requires a check. One other character can help you use the ram,
bonus action and, while active, you are adapted to cold giving you advantage on this check.
climates, as described in chapter 5 of the Dungeon RESTRAINING BOLT
Master's Guide. The generator lasts for 10 minutes and Restraining bolts are small, cylindrical devices that can
can be recharged by a power source or replacing the be a xed to a droid in order to limit its functions and
power cell. enforce its obedience. When inserted, a restraining
HOMING BEACON bolt restricts the droid from any movement its master
A homing beacon is a device used to track starships or does not desire, and also forced it to respond to
any other entity being transported. Homing beacons signals produced by a hand-held control unit.
transmit using non-mass HoloNet transceivers able to Installing a restraining bolt takes 1 minute. The droid
be tracked through hyperspace. Homing beacons are must make a DC 14 Constitution saving throw. A hostile
small enough that they can easily be hidden inside a droid makes this save with advantage. On a successful
ship, or tucked into some crevice on its exterior. save, the restraining bolt overloads and is rendered
useless. On a failed save, the restraining bolt is
MACROBINOCULARS correctly installed, and the control unit can be used to
Macrobinoculars are handheld viewing devices that actively control the droid. While the control unit is
allow users to observe distant objects. Some models inactive, the droid can act freely but it can not attempt
are able to see into space from the surface of a planet. to remove the restraining bolt.

183 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. Once per turn, drawing an item from a Bandolier 100 cr 2 lb
bandolier does not require your object interaction. Bipod 200 cr 2 lb
BIPOD Friction-grip gear 2,000 cr 12 lb
A bipod is a device mounted to a two-handed blaster Jetpack 4,500 cr 20 lb
weapon to o er increased stability while prone. As an
Remote detonator 150 cr 1 lb
action, you can deploy or collapse the bipod. While
deployed, you ignore the Strength requirement on Rocket boots 2,500 cr 3 lb
ranged weapons with the strength property while you Stealth eld generator 8,000 cr 3 lb
are prone, and your speed is reduced to 0.
Tracker utility vest 150 cr 3 lb
FRICTION-GRIP GEAR Tripod 450 cr 16 lb
A special set of gloves and boots that allow the wearer
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
a xed 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 ying speed of 25 feet. The rocket boots
last for 1 minute and can be recharged by a power
source or replacing the power cells.
STEALTH FIELD GENERATOR
Stealth eld 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
replacing the power cell. This e ect ends early if you
JETPACK make an attack or cast a force- or tech- power.
Jetpacks are personal aerial transportation devices that
allow the operator to y into and through the air with TRACKER UTILITY VEST
great mobility. Activating or deactivating the jetpack A utility vest is a sleeveless item of clothing that
requires a bonus action and, while active, you have a includes several evenly-distributed pockets, popular
ying speed of 30 feet. The jetpack last for 1 minute among hunters, smugglers, and adventurers. The vest
per power cell (to a maximum is made of leathery, hide material to resist rips,
of 10 minutes) and can be corrosion and water. The wearer can carry up to 10
recharged by a power light items (up to 1 lb each) without increasing
source or replacing the their total encumbrance.
power cells.
TRIPOD
REMOTE DETONATOR A tripod is a device used
A small handhold device to mount a two-handed
with a single button, used blaster weapon to o er
to activate explosives. Over increased stability. Over the course of 1
the course of 1 minute, you minute, you can deploy or collapse
can pair the detonator with the tripod. While deployed, you
up to two mines within 10 feet. ignore the Strength requirement on
As an action, you can remotely ranged weapons with the strength
detonate all of the paired mines. property, and your speed is
You must be within 30 feet of the reduced to 0.
mines to detonate them.

CHAPTER 5 | EQUIPMENT 184


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 Emergency battery 70 cr 5 lb
Power cell 10 cr 1 lb Traumakit 50 cr 3 lb
Projector canister, cryo 350 cr 2 lb Medpac 300 cr 1/2 lb
Projector canister, incendiary 325 cr 2 lb Poison 125 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 Canteen 10 cr 3 lb
Clothes, dress uniform 100 cr 8 lb Chest 50 cr 25 lb
Clothes, ne 150 cr 6 lb Crate 20 cr 70 lb
Clothes, traveler's 20 cr 4 lb Pouch 5 cr 1 lb
Communications Utilities
Commlink 50 cr 1/2 lb Bedroll 10 cr 7 lb
Comm jammer 450 cr 3 lb Blanket 5 cr 3 lb
Headcomm 200 cr 1 lb Binders 50 cr 6 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 20 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
Grenade, fragmentation 100 cr 1 lb Restraining bolt 350 cr 1 lb
Grenade, gas 300 cr 1 lb Shovel 7 cr 5 lb
Grenade, ion 250 cr 1 lb Tent, two-person 20 cr 5 lb
Grenade, plasma 125 cr 1 lb Weapon and Armor Accessories
Mine, fragmentation 200 cr 2 lb Bandolier 100 cr 2 lb
Mine, gas 625 cr 2 lb Bipod 200 cr 2 lb
Mine, incendiary 550 cr 2 lb Friction-grip gear 2,000 cr 12 lb
Thermal detonator 2,000 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 eld 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

185 CHAPTER 5 | EQUIPMENT


TOOLS
A tool helps you to do something you couldn't Synthweaver's Implements. Synthweaver's
otherwise do, such as craft or repair an item, pick a implements create and modify articles of clothing.
lock, or slice into a computer. Your species, class, Tinker's Implements. Tinker's implements are
background, or feats give you pro ciency with certain general use tools that can craft small and versatile
tools, which lets you add your pro ciency bonus to any trinkets.
ability check you make using that tool. Tool use is not
tied to a single ability, since pro ciency with a tool GAMING SETS
represents broader knowledge of its use. Like skills, This item encompasses a wide range of game pieces,
pro ciency with a tool allows you to add your including dice and/or decks of cards. A few common
pro ciency bonus to checks you make with it. Unlike examples appear on the Tools table, but other kinds of
skills, you must have your tools present in order to gaming sets exist.
make an ability check with them. MUSICAL INSTRUMENTS
The table shows examples of some of the most Several of the most common types of musical
common types of tools. Each tool falls under one of instruments are shown on the table as examples.
four categories: artisan's implements, gaming sets, Musical instruments can often be used in place of—or
musical instruments, or specialist's kits. Each tool in addition to—a performance.
requires a separate pro ciency.
SPECIALIST'S KITS
ARTISAN'S IMPLEMENTS Like artisan's implements, specialist's kits are need to
Artisan's implements are predominantly designed for pursue a craft or trade. Some specialist's kits are used
building and crafting things of permanent nature. Each to craft items that are impermanent, such as grenades,
set of implements focuses on a speci c craft. medpacs, or poisons while other tools are used to
Armormech's Implements. Armormech's achieve a speci c purpose, such as picking locks or
implements are for crafting and repairing armor and creating a disguise.
shields. Biochemist's Kit. Biochemist's kits are used to
Armstech's Implements. Armstech's implements create and enhance medpacs and other healing
are for crafting and repairing blasters and implements.
vibroweapons Chef's Kit. Chef's kits are used to prepare food and
Artificer's Implements. Arti cer's implements are identify food that might be spoiled or tampered with.
for creating lightweapons. Demolitions Kit. Demolitions kits are used to create,
Artist's Implements. Artist's implements enhance, and disarm explosives.
encompasses any set of tools designed to create art. Disguise Kit. Disguise kits are used to modify a
Astrotech's Implements. Astrotech's implements creature's appearance, to hide their appearance or to
are for crafting and modifying droids. mimic the appearance of others.
Biotech's Implements. Biotech's implements are Forgery Kit. Forgery kits create false document and
used to create cybernetic augmentations. certi cations, both physical and digital.
Constructor's Implements. Constructor's Mechanic's Kit. Mechanic's kits are used to craft and
implements are for creating and fortifying structures. repair vehicles and starships.
Cybertech's Implements. Cybertech's implements Poisoner's Kit. Poisoner's kits are designed to create
are used for crafting and modifying wristpads. and identify poisons.
Gadgeteer's Implements. Gadgeteer's implements Security Kit. Security kits are used to bypass physical
are used for crafting many types of adventuring gear, locks.
such as jet packs or friction-grip gear. Slicer's Kit. Slicer's kits can bypass computerized
Jeweler's Implements. Jeweler's implements are defenses and locks.
used to appraise gemstones and create jewelry.
Surveyor's Implements. Surveyor's implements are
used to create both physical and digital maps.

CHAPTER 5 | EQUIPMENT 186


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 implements
galaxy's major worlds.
Armormech's implements 200 cr 8 lb A merchant may be chartered by an individual or a
Armstech's implements 250 cr 9 lb corporation to deliver goods to a certain port, or move
Arti cer's implements 300 cr 5 lb
goods along a speci ed route. During times of war,
opportunities abound in the shipping of ammunition
Artist's implements 100 cr 5 lb and medical supplies. Some traders, seeking to earn a
Astrotech's implements 400 cr 12 lb quick pro t, may resort to smuggling illegal or
Biotech's implements 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 implements 100 cr 7 lb value of commonly exchanged goods.
Cybertech's implements 500 cr 10 lb
Trade Goods
Gadgeteer's implements 350 cr 7 lb
Cost Goods
Jeweler's implements 250 cr 2 lb
100 cr Animal, common
Surveyor's implements 500 cr 6 lb
500 cr Animal, livestock
Synthweaver's implements 250 cr 2 lb
2,000 cr Animal, uncommon
Tinker's implements 500 cr 10 lb
100 cr Art. common
Gaming set
1,000 cr Art. quality
Chance cubes 1 cr —
10,000 cr Art, precious
Dejarik set 300 cr 8 lb
400 cr Bacta, 1 gal
Pazaak deck 100 cr —
10 cr Food, common (5 lbs)
Sabacc deck 150 cr —
20 cr Food. quality (5 lbs)
Musical instrument
50 cr Food. exotic (5 lbs)
Band ll 300 cr 2 lb
10,000 cr Gems, exotic (1 carat)
Chindinkalu horn 120 cr 7 lb
100 cr Gems, semiprecious (1 carat)
Drum 60 cr 3 lb
1,000 cr Gems, precious (1 carat)
Fanfar 220 cr 4 lb
10 cr Holovid
Fizzz 160 cr 3 lb
2,500 cr Metal, common (1 ton)
Flute 20 cr 1 lb
100 cr Metal, semi-precious (1 lb)
Kloo horn 330 cr 2 lb
5,000 cr Metal, precious (1 lb)
Lute 350 cr 2 lb
1,500 cr Ore. common (1 ton)
Mandoviol 425 cr 1 lb
2,000 cr Spice, common (1 lb)
Ommni box 250 cr 10 lb
5,000 cr Spice, precious (1 lb)
Slitherhorn 120 cr 2 lb
10,000 cr Spice, illicit (1 lb)
Shawm 20 cr 1 lb
Traz 300 cr 6 lb
Valahorn 340 cr 4 lb
Xantha 170 cr 7 lb
Specialist's kit
Biochemist's kit 500 cr 8 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

187 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
o er 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
o ers 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-A 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 (Tiny) x 1/3 x 1/2
IG-86 Assassin Droid 22,400 cr
Barding (Small or Medium) x1 x1
HK Series Assassin Droid 212,000 cr
Barding (Large) x3 x2
R2 Series Astromech Droid 2,800 cr
Barding (Huge) x9 x4
Barding (Gargantuan) x 27 x8
MOUNTS AND VEHICLES
Bit and bridle 20 cr 1 lb
Mounts and vehicles are the two most common types
of on-planet transport. Cart 150 cr 200 lb
Feed (per day) 1 cr 10 lb
MOUNTS
Saddle
A good mount can help you move more quickly
through the wilderness, but its primary purpose is to Exotic 600 cr 40 lb
carry the gear that would otherwise slow you down. Military 200 cr 30 lb
The Mounts and Other Animals table shows each
Pack 50 cr 15 lb
animal's speed and base carrying capacity.
An animal pulling a cart or wagon can move weight Riding 100 cr 25 lb
up to ve times its base carrying capacity, including the Saddlebags 40 cr 8 lb
weight of the vehicle. If multiple animals pull the same
Stabling (per day) 5 cr —
vehicle, they can add their carrying capacity together.
Mounts other than those listed here are available in Wagon 350 cr 400 lb
the worlds of Star Wars, but they are rare and not
normally available for purchase, like aiwhas from VEHICLES
Kamino. Acquiring such a mount is often an adventure Vehicles are more common on civilized planets than
in-and-of itself. animal mounts. Vehicles do not have access to barding
Mounts are governed by Animal Handling and do not require saddles. Vehicles vary greatly based
pro ciency. on price, speed, carrying capacity, personnel capacity,
BARDING and armaments (if any). Below are some base costs for
Barding is armor designed to protect an animal's head, standard types of speeders. Vehicles are governed by
neck, chest, and body. Any type of armor shown on the Piloting pro ciency.
Armor table in this chapter can be purchased as Vehicles
barding. The cost and weight of barding varies based
Item Cost Speed
on the size of the creature, as shown in the Tack,
Harness, and Drawn Vehicles table. Airspeeder 14,500 cr 750 mph
Landspeeder 10,000 cr 220 mph
SADDLES
A military saddle braces the rider, helping you keep Speederbike 6,000 cr 300 mph
your seat on an active mount in battle. It gives you
advantage on any check you make to remain mounted.
An exotic saddle is required for riding an exotic mount.

CHAPTER 5 | EQUIPMENT 188


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 su ered 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 su cient, 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 ophouse or in the common room
cover your accommodations, food and drink, and all above a cantina. You bene t 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 a ord 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 ne
Lifestyle Expenses establishment. You associate with merchants, skilled
Lifestyle Price/Day tradespeople, and military o cers.
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 ne inn.
You likely have a small sta 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 o 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 nest 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 a uent. You
SQUALID must also contend with the highest levels of deceit and
You live in a leaky stable, a mud- oored 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

189 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
speci c task. For example, a ghter 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 sta 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 o ered 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 a ord— 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. Pro ciency in the
Survival skill lets you live at the equivalent of a
comfortable lifestyle.

CHAPTER 5 | EQUIPMENT 190


CHAPTER 6: CUSTOMIZATION OPTIONS
         HE COMBINATION OF ABILITY SCORES, SPECIES, CLASS, AND PREREQUISITES
         background de nes 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 ne- your new one, as shown in the Multiclassing
tune what your character can do. But this chapter is for Prerequisites table. For example, a ghter 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 de nes 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 re ected 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 scores as you gain levels. Your Multiclassing Prerequisites
GM decides whether these options are available in a
Class    Ability Score Minimum
campaign.
Additionally, this chapter covers three other Berserker Strength 13
customization options: ghting styles, ghting Consular Wisdom or Charisma 13
masteries, and lightsaber forms. All three options
Engineer Intelligence 13
enable a new way to engage with weapons. Lightsaber
forms are restricted to forcecasters. Fighter Strength or Dexterity 13
Guardian Constitution 13, Wisdom or Charisma 13
MULTICLASSING Monk Dexterity 13, Wisdom or Charisma 13
Multiclassing allows you to gain levels in multiple
Operative Dexterity 13
classes. Doing so lets you mix the abilities of those
classes to realize a character concept that might not be Scholar Intelligence 13
re ected in one of the standard class options. Scout Strength or Dexterity 13, Intelligence 13
With this rule, you have the option of gaining a level
Sentinel Dexterity 13, Wisdom or Charisma 13
in a new class whenever you advance in level, instead
of gaining a level in your current class. Your levels in all
your classes are added together to determine your EXPERIENCE POINTS
character level. For example, if you have three levels in The experience point cost to gain a level is always
consular and two in ghter, you're a 5th-level based on your total character level, as shown in the
character. Character Advancement table in chapter 1, not your
As you advance in levels, you might primarily remain level in a particular class. So, if you are a consular
a member of your original class with just a few levels in 6/ ghter 1, you must gain enough XP to reach 8th level
another class, or you might change course entirely, before you can take your second level as a ghter or
never looking back at the class you left behind. You your seventh level as a consular.
might even start progressing in a third or fourth class.
Compared to a single-class character of the same level, HIT POINTS AND HIT DICE
you'll sacri ce some focus in exchange for versatility. You gain the hit points from your new class as
described for levels after 1st. You gain the 1st-level hit
MULTICLASSING EXAMPLE points for a class only when you are a 1st-level
Drew is playing a 4th-level ghter. When his character character.
earns enough experience points to reach 5th level, You add together the Hit Dice granted by all your
Drew decides that his character will multiclass instead classes to form your pool of Hit Dice. If the Hit Dice are
of continuing to progress as a ghter. Drew's ghter
the same die type, you can simply pool them together.
has been spending a lot of time with Rickey's scout,
and has even been doing some jobs on the side for For example, both the ghter and the guardian have a
the Bounty Broker's Association as a bounty hunter. d10, so if you are a ghter 5/guardian 5, you have ten
Drew decides that his character will multiclass into the d10 Hit Dice. If your classes give you Hit Dice of
operative class, and thus his character becomes a 4th- di erent types, keep track of them separately. If you
level ghter and 1st-level operative (written as ghter are a ghter 5/operative 5, for example, you have ve
4/operative 1). d10 Hit Dice and ve d8 Hit Dice.
When Drew's character earns enough experience to
reach 6th level, he can decide whether to add another PROFICIENCY BONUS
ghter level (becoming a ghter 5/operative 1),
another operative level (becoming a ghter Your pro ciency bonus is always based on your total
4/operative 2), or a level in a third class, perhaps character level, as shown in the Character
dabbling in the Force thanks to a Sith holocron he Advancement table in chapter 1, not your level in a
acquired (becoming a ghter 4/operative 1/consular particular class. For example, if you are a ghter
1).
3/operative 2, you have the pro ciency bonus of a 5th-
level character, which is +3.

191 CHAPTER 6 | CUSTOMIZATION OPTIONS


If a class feature or feat allows you to forgo your casting feature from only one class, you follow the
pro ciency bonus, you may only do so once. rules as described in that class.

PROFICIENCIES POWERS KNOWN


You determine what powers you know and can
When you gain a level in a class other than your rst,
prepare for each class individually, as if you were a
you gain only some of that class's starting pro ciencies,
single-classed member of that class. If you are a scout
as shown in the Multiclassing Pro ciencies table.
4/consular 3, for example, you know 6 tech powers of
Multiclassing Proficiencies no higher than 1st-level. As a 3rd-level consular, you
Class    Pro ciencies Gained know 11 force powers of no higher than 2nd-level.
Each power you know is associated with one of your
Berserker Light armor, all vibroweapons classes, and you use the force- or tech-casting ability of
Consular Simple lightweapons that class when you cast the power.
Light armor, medium armor, all blasters, all FORCE AND TECH POINTS
Fighter
vibroweapons You determine your available force or tech points by
Light armor, one skill from the class's skill list, adding together the amount given by each class, but
Engineer
one tool from the class's list you only add your casting modi er once.
Light armor, medium armor, all lightweapons, If you have both force and tech points, you keep
Guardian your pools separate, and they can only be used to fuel
all vibroweapons
force or tech powers, respectively.
Light armor, any one skill, one tool from the
Operative
class's list MAX POWER LEVEL
Monk Techblades When multiclassing, you determine your max power
level by dividing each class's potential Max Power Level
Light armor, medium armor, all blasters, all
Scout
vibroweapons, one skill from the class's list
by 9, multiply the result by the number of levels in that
class, add the results for each class together (rounding
Scholar Light armor, one skill from the class's list down the nal result), and consulting the Multiclass
Light armor, simple lightweapons, one skill Max Power Level table below.
Sentinel
from the class's list For instance, if you have four levels in Marauder
Approach berserker (1.77) and three levels in guardian
CLASS FEATURES (1.67), you count as a 3rd-level character when
determining your max power level, which is 2. While
When you gain a new level in a class, you get its you don't know any 2nd-level powers, you can cast
features for that level. A few features, however, have powers you know at that level.
additional rules when you're multiclassing: Extra If you have both force- and tech-casting, you
Attack, Superiority Die, Unarmored Defense, and Force- determine your max power levels separately, and they
or Tech-casting. can only be used to cast force or tech powers,
EXTRA ATTACK respectively.

If you gain the Extra Attack class feature from more Multiclass Max Power Level
than one class, the features don't add together. You Slot Slot
can't make more than two attacks with this feature Level Level Level Level
unless it says you do (as the ghter's version of Extra 1st 1st 11th 6th
Attack does).
2nd 1st 12th 6th
SUPERIORITY DICE 3rd 2nd 13th 7th
If you have levels in multiple classes that have 4th 2nd 14th 7th
superiority dice, you track the size and quantity of your
5th 3rd 15th 8th
superiority dice for each class separately, but you can
use either classes' superiority dice to fuel the other 6th 3rd 16th 8th
classes' maneuvers. 7th 4th 17th 9th
UNARMORED DEFENSE 8th 4th 18th 9th
If you already have the Unarmored Defense feature, 9th 5th 19th 9th
you can't gain it again from another class. 10th 5th 20th 9th

FORCE- AND TECH-CASTING


HIGH-LEVEL CASTING
Your capacity for force- and tech-casting depends When determining the number of higher level powers
partly on your combined levels in all your force- or you can cast before needing a long rest, consult the
tech-casting classes and partly on your individual levels rules for casting in the class in which you have the
in those classes. Once you have the force- or tech- most levels.
casting feature from more than one class, use the rules
below. If you multiclass but have the force- or tech-

CHAPTER 6 | CUSTOMIZATION OPTIONS 192


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 bene ts:
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 unseen by you.
You must meet any prerequisite speci ed 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 bene ts:
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 bene t from the Inspiring Leader feat until You gain pro ciency in the Animal Handling skill. If you
your Charisma is restored. are already pro cient 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 bene ts: 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 pro ciency in the Piloting skill. If you are
already pro cient in it, you instead gain expertise in it. ATHLETE
Whenever you make an Intelligence (Investigation) or You have undergone extensive physical training to gain
Wisdom (Perception) check related to vehicles or ships, the following bene ts:
you are considered to have expertise in the
Investigation or Perception skill. Increase your Strength or Dexterity score by 1, to a
maximum of 20.
ACROBAT When you are prone, standing up uses only 5 feet of
You become more nimble, gaining the following your movement.
bene ts: Climbing doesn't halve your speed.
You can make a running long jump or a running high
Increase your Dexterity score by 1, to a maximum of jump after moving only 5 feet on foot, rather than 10
20. feet.
You gain pro ciency in the Acrobatics skill. If you are
already pro cient in it, you instead gain expertise in it. BATTLE SCARRED
As a bonus action, you can make a DC 15 Dexterity You've spent a lifetime ghting, with the scars to prove
(Acrobatics) check. If you succeed, di cult terrain it. You gain the following bene ts:
doesn't cost you extra movement until the end of the
current turn. Increase your Constitution score by 1, to a maximum of
20.
ACTOR When you roll a 19 or a 20 on the d20 for a death
Skilled at mimicry and dramatics, you gain the saving throw, you regain 1 hit point.
following bene ts: When you are reduced to 0 hit points but not killed
outright, you can drop to 1 hit point instead. Once
Increase your Charisma score by 1, to a maximum of you've used this ability, you must complete a long rest
20. before you can use it again.
You have advantage on Charisma (Deception) and
Charisma (Performance) checks when trying to pass
yourself o as a di erent person.
You can mimic the speech of another person or the
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 e ect is
faked.

193 CHAPTER 6 | CUSTOMIZATION OPTIONS


BOUNTIFUL LUCK DUNGEON DELVER
Prerequisite: 4th level Alert to the hidden traps and secret doors found in
Prerequisite: Lucky feat many dungeons, you gain the following bene ts:
Your people have extraordinary luck, which you have
learned to lend to your companions when you see Increase your Intelligence or Wisdom score by 1, to a
them falter. You're not sure how you do it; you just maximum of 20.
wish it, and it happens. Surely a sign of fortune's favor! You have advantage on Wisdom (Perception) and
When an ally you can see within 30 feet of you rolls a Intelligence (Investigation) checks made to detect the
1 on the d20 for an attack roll, an ability check, or a presence of secret doors.
saving throw, you can use your reaction and expend 1 You have advantage on saving throws made to avoid or
luck point to let the ally reroll the die. The ally must use resist traps.
the new roll. You have resistance to the damage dealt by traps.
You can search for traps while traveling at a normal
When you use this ability, you can't use luck points
pace, instead of only at a slow pace.
before the end of your next turn.

BRAWNY DURABLE
You become stronger, gaining the following bene ts: Hardy and resilient, you gain the following bene ts:
Increase your Constitution score by 1, to a maximum of
Increase your Strength score by 1, to a maximum of 20.
20.
You gain pro ciency in the Athletics skill. If you are
When you roll a Hit Die to regain hit points, the
already pro cient in it, you instead gain expertise in it.
minimum number of hit points you can regain from the
You count as if you were one size larger for the
roll equals twice your Constitution modi er (minimum
purpose of determining your carrying capacity.
of 2).
CHARMER Your hit point maximum increases by an amount equal
to twice your level when you gain this feat. Whenever
You've master the art of charming those around you,
you gain a level thereafter, your hit point maximum
gaining the following bene ts:
increases by an additional 2 hit points.
Increase your Charisma score by 1, to a maximum of
20.
EMPATHIC
You gain pro ciency in the Persuasion skill. If you are You possess keen insight into how other people think
already pro cient in it, you instead gain expertise in it. and feel. You gain the following bene ts:
If you spend 1 minute talking to someone who can
Increase your Wisdom score by 1, to a maximum of 20.
understand what you say, you can make a Charisma
You gain pro ciency in the Insight skill. If you are
(Persuasion) check contested by the creature's Wisdom
already pro cient in it, you instead gain expertise in it.
(Insight) check. If you or your companions are ghting
You can use your action to try to get uncanny insight
the creature, your check automatically fails. If your
about one humanoid you can see within 30 feet of you.
check succeeds, the target is charmed by you as long as
Make a Wisdom (Insight) check contested by the
it remains within 60 feet of you and for 1 minute
target's Charisma (Deception) check. On a success, you
thereafter.
have advantage on attack rolls and ability checks
CRAFTER against the target until the end of your next turn.
You have a knack for crafting; you work with greater ENTERTAINER
e ciency and produce goods of higher quality. Select
one type of artisan's implements. You gain the You have a natural gift for performing and competing.
following bene ts: Select one gaming set or musical instrument. You gain
the following bene ts:
Increase an ability score of your choice by 1, to a
Increase an ability score of your choice by 1, to a
maximum of 20.
maximum of 20.
You gain pro ciency with the chosen tool. If you are
You gain pro ciency in the chosen gaming set or
already pro cient with it, you instead gain expertise
musical instrument. If you are already pro cient with it,
with it.
you instead gain expertise with it.
When you craft something with the chosen tool, the
While playing your chosen instrument or game, you can
total market value you can craft increases 50 cr per
always readily read the emotions of those paying
day. If you have expertise with it, the market value
attention to you. During this time, and for up to one
instead increases by 100 cr per day.
minute after completing, you have advantage on
If you use the tool you've selected to practice a
Wisdom (Insight) checks to read the emotions of those
profession during downtime, you can support a
you performed for or competed against.
lifestyle one higher than you would normally be able to.

You can select this feat multiple times. Each time you You can select this feat multiple times. Each time you
do so, you must choose a di erent set of artisan's do so, you must choose a di erent gaming set or
implements. musical instrument.

CHAPTER 6 | CUSTOMIZATION OPTIONS 194


FANATIC FORCE GUIDANCE
Prerequisite: 4th level Prerequisite: The ability to cast force powers
Every blow that hits your enemies make you feel closer You've learned to utilize your gift with the Force in a
to victory, making you shake in excitement. You gain speci c, unique way. You gain the following bene ts
the following bene ts:
Increase your Wisdom or Charisma score by 1, to a
When you score a critical hit with an attack roll or maximum of 20.
reduce a creature to 0 hit points, you can make one Choose a skill or tool in which you are pro cient. When
weapon attack as a bonus action. you make an ability check with the chosen skill or tool,
Whenever a creature you can see within 30 feet is you can add half your Wisdom or Charisma modi er
reduced to 0 hit points, you go into a fervor gaining (your choice, rounded down, minimum of one) to the
temporary hit points equal to 1d4 + your Constitution check if it doesn't already include that modi er. You
modi er. can use this feature a number of times equal to your
Wisdom or Charisma modi er (your choice, a minimum
FEIGNED CONFIDENCE of once). You regain all expended uses when you
You've spent years pretending you know what you're complete a long rest.
doing, gaining the following bene ts:
You can select this feat multiple times. Each time you
Increase your Charisma score by 1, to a maximum of do so, you must choose a di erent skill or tool.
20.
When you would make an ability check that doesn't FORCE OF PERSONALITY
add your pro ciency bonus, you can rst make a DC 15 Rooms never go unalerted to your presence, and the
(Charisma) Deception check. On a success, you can add strength of your personality make others lose focus on
your pro ciency bonus to the check. You can use this their own social game. Powers and other e ects
feature a number of times equal to your Charisma infrequently override your force of will. You gain the
modi er (a minimum of once). You regain all expended following bene ts:
uses when you nish a short or long rest.
Your Charisma score increase by 1, to a maximum of
FIGHTING MASTER 20.
Prerequisite: 4th level You can use your Charisma modi er instead of your
You've mastered a particular style of ghting. Choose Wisdom modi er when making Insight checks.
one of the ghting mastery options, detailed earlier in When you would make a Wisdom saving throw, you can
this chapter. You can select this feat multiple times. instead make a Charisma saving throw. You can use
You can't take a ghting mastery option more than this feature a number of times equal to your Charisma
once, even if you later get to choose again. modi er. You regain all expended uses of this feature
when you complete a long rest.
FIGHTING STYLIST
FORCE-SENSITIVE
Prerequisite: 4th level
You adopt a particular style of ghting as your Prerequisite: Type humanoid
specialty, gaining the following bene ts: You know two at-will force powers. When you reach
3rd level, you learn one 1st-level force power, which
Increase your Strength, Dexterity, or Constitution score you can cast once per long rest. When you reach 5th
by 1, to a maximum of 20. level, you learn one 2nd-level force power, which you
Choose one of the ghting style options, detailed can once per long rest. Your forcecasting ability is
earlier in this chapter. Wisdom or Charisma (depending on power alignment).
Additionally, you lose the Force-Insensitive special trait
You can select this feat multiple times. You can't take if you have it.
a ghting style option more than once, even if you later
get to choose again. FORCEFUL VIGOR
Your strength and virility rarely go unnoticed, often to
the point of distraction. You gain the following bene ts:
Increase your Strength score by 1, to a maximum of 20.
You can use your Strength modi er instead of your
Constitution modi er when making Constitution
checks.
When you would make a Constitution saving throw, you
can instead make a Strength saving throw. You can use
this feature a number of times equal to your Strength
modi er. You regain all expended uses of this feature
when you complete a long rest.

195 CHAPTER 6 | CUSTOMIZATION OPTIONS


GALVANIZING PRESENCE INSPIRING LEADER
Your presence on the battle eld is a source of Prerequisite: Charisma 13
inspiration. You gain the following bene ts: You can spend 10 minutes inspiring your companions,
shoring up their resolve to ght. When you do so,
Increase your Charisma 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
As a bonus action, you let out a rallying war cry, ending and who can understand you. Each creature can gain
the frightened or charmed condition on yourself and a temporary hit points equal to your level + your
number of allies that can hear you equal to your Charisma modi er. A creature can't gain temporary hit
Charisma modi er (minimum of one). Once you've points from this feat again until it has nished a short
used this ability, you must complete a short or long rest or long rest.
before you can use it again.
INVESTIGATOR
HAGGLER
You have an eye for detail and can pick out the
Your skills at bartering have granted you the following smallest clues. You gain the following bene ts:
bene ts:
Increase your Intelligence score by 1, to a maximum of
Increase your Charisma score by 1 up to a maximum of
20.
20.
You gain pro ciency in the Investigation skill. If you are
You have advantage on Charisma (Persuasion) and
already pro cient in it, you instead gain expertise in it.
Charisma (Deception) checks when attempting to
You can take the Search action as a bonus action.
barter or trade.
You are always aware of the current monetary value for KEEN MIND
any unenhanced or common enhanced item.
You have a mind that can track time, direction, and
Whenever you identify an item, you gain a rough
detail with uncanny precision. You gain the following
estimate of its current monetary value.
bene ts.
HEALER Increase your Intelligence score by 1, to a maximum of
You are an able medic, allowing you to mend wounds 20.
quickly and get your allies back in the ght. You gain You always know which way is north.
the following bene ts: You always know the number of hours left before the
next sunrise or sunset.
Increase your Intelligence or Wisdom score by 1, to a
You can accurately recall anything you have seen or
maximum of 20.
heard within the past month.
When you use a traumakit to stabilize a dying creature,
that creature also regains 1 hit point. LIGHTLY ARMORED
As an action, you can spend one use of a traumakit to
Prerequisite: 4th level
tend to a creature and restore 1d6 + 4 hit points to it,
You have trained to master the use of light armor,
plus additional hit points equal to the creature's
gaining the following bene ts:
maximum number of Hit Dice. The creature can't
regain hit points again in this way until it nishes a Increase your Strength, Dexterity, or Constitution score
short or long rest. by 1, to a maximum of 20.
You gain pro ciency with light armor. If you are already
HEAVILY ARMORED pro cient with light armor, instead while you are
Prerequisite: 4th level wearing light armor, your speed increases by 5 feet.
Prerequisite: Pro ciency with medium armor
You have trained to master the use of heavy armor, You can take this feat twice.
gaining the following bene ts:
LINGUIST
Increase your Strength, Dexterity, or Constitution score You have studied languages and codes, gaining the
by 1, to a maximum of 20. following bene ts:
You gain pro ciency with heavy armor. If you are
already pro cient with heavy armor, instead while you Increase your Intelligence score by 1, to a maximum of
are wearing heavy armor, critical hits made against you 20.
are treated as normal hits. You learn three languages of your choice.
You can ably create written ciphers. Others can't
You can take this feat twice. decipher a code you create unless you teach them, they
succeed on an Intelligence check (DC equal to your
Intelligence score + your pro ciency bonus), or they use
a power to decipher it.

CHAPTER 6 | CUSTOMIZATION OPTIONS 196


LOREMASTER MODERATELY ARMORED
Your study of history rewards you with the following Prerequisite: 4th level
bene ts: Prerequisite: Pro ciency with light armor
You have trained to master the use of medium armor,
Increase your Intelligence score by 1, to a maximum of gaining the following bene ts:
20.
You gain pro ciency in the Lore skill. If you are already Increase your Strength, Dexterity, or Constitution score
pro cient in it, you instead gain expertise in it. by 1, to a maximum of 20.
When you take the Help action to aid another You gain pro ciency with medium armor. If you are
creature's ability check, you can make a DC 15 already pro cient with medium armor, instead while
Intelligence (Lore) check. On a success, that creature's you are wearing medium armor, you can add 3, rather
check gains a bonus equal to your pro ciency bonus, as than 2, to your AC if you have a Dexterity of 16 or
you share pertinent advice and historical examples. To higher, and you ignore the bulky property of medium
receive this bonus, the creature must be able to armor.
understand what you're saying.
You can take this feat twice.
LUCKY
NATURALIST
Prerequisite: 4th level
You have inexplicable luck that seems to kick in at just Your extensive study of nature rewards you with the
the right moment. following bene ts:
You have 3 luck points. Whenever you make an Increase your Intelligence score by 1, to a maximum of
attack roll, an ability check, or a saving throw, you can 20.
spend one luck point to roll an additional d20. You can You gain pro ciency in the Nature skill. If you are
choose to spend one of your luck points after you roll already pro cient in it, you instead gain expertise in it.
the die, but before the outcome is determined. You You learn the toxin scan tech power. You can cast it
choose which of the d20s is used for the attack roll, once, using supplies scavenged around you, without
ability check, or saving throw. the use of a wristpad and without spending tech points,
You can also spend one luck point when an attack and you regain the ability to do so when you nish a
roll is made against you. Roll a d20, and then choose long rest.
whether the attack uses the attacker's roll or yours. If
more than one creature spends a luck point to OBSERVANT
in uence the outcome o f a roll, the points cancel each Quick to notice details of your environment, you gain
other out; no additional dice are rolled. the following bene ts:
You regain your expended luck points when you
nish a long rest. Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
MEDIC If you can see a creature's mouth while it is speaking a
You master the physician's arts, gaining the following language you understand, you can interpret what it's
bene ts: saying by reading its lips.
You are considered to have advantage when
Increase your Wisdom score by 1, to a maximum of 20. determining your passive Wisdom (Perception) and
You gain pro ciency in the Medicine skill. If you are passive Intelligence (Investigation) scores.
already pro cient in it, you instead gain expertise in it.
During a short rest, you can clean and bind the wounds PERCEPTIVE
of up to six willing beasts and humanoids. Make a DC You hone your senses until they become razor sharp.
15 Wisdom (Medicine) check for each creature. On a You gain the following bene ts:
success, if a creature spends a Hit Die during this rest,
that creature can forgo the roll and instead regain the Increase your Wisdom score by 1, to a maximum of 20.
maximum number of hit points the die can restore. A You gain pro ciency in the Perception skill. If you are
creature can do so only once per rest, regardless of already pro cient in it, you instead gain expertise in it.
how many Hit Dice it spends. Being in a lightly obscured area doesn't impose
disadvantage on your Wisdom (Perception) checks if
MOBILE you can both see and hear.
Prerequisite: 4th level
You are exceptionally speedy and agile. You gain the
following bene ts:
Your speed increases by 10 feet.
When you use the Dash action, di cult terrain doesn't
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.

197 CHAPTER 6 | CUSTOMIZATION OPTIONS


PERFORMER
You master performance so that you can command As a bonus action, you can make a Dexterity (Sleight of
any stage. You gain the following bene ts: Hand) check to plant something on someone else,
conceal an object on a creature, lift a purse, or take
Increase your Charisma score by 1, to a maximum of something from a pocket.
20.
You gain pro ciency in the Performance skill. If you are QUICK-WITTED
already pro cient in it, you instead gain expertise in it. Great ideas come to you naturally, often when your life
While performing, you can try to distract one humanoid depends on it. You always have a plan, or at least parts
you can see who can see and hear you. Make a of it. You gain the following bene ts:
Charisma (Performance) check contested by the
humanoid's Wisdom (Insight) check. If your check Increase your Intelligence score by 1, to a maximum of
succeeds, you grab the humanoid's attention enough 20.
that it makes Wisdom (Perception) and Intelligence You can use your Intelligence modi er instead of your
(Investigation) checks with disadvantage until you stop Dexterity modi er when making initiative checks.
performing. When you would make a Dexterity saving throw, you
can instead make an Intelligence saving throw. You can
POWER ADEPT use this feature a number of times equal to your
Prerequisite: 4th level Intelligence modi er. You regain all expended uses of
Prerequisite: The ability to cast force or tech powers this feature when you complete a long rest.
When you gain this feat, choose one of the following
damage types: acid, cold, re, force, lightning, or RESILIENT
necrotic. Powers you cast ignore resistance to damage Prerequisite: 4th level
of the chosen type. In addition, when you roll damage Choose one ability score. You gain the following
for a power you cast that deals damage of that type, bene ts:
you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you Increase the chosen ability score by 1, to a maximum of
do so, you must choose a di erent damage type. 20.
You gain pro ciency in saving throws using the chosen
PRACTICED ability.
You have acquired skills over your career, gaining the SILVER-TONGUED
following bene ts:
You develop your conversational skill to better deceive
Increase an ability score of your choice by 1, to a others. You gain the following bene ts:
maximum of 20.
Increase your Charisma score by 1, to a maximum of
You gain pro ciency in any combination of two skills or
20.
tools of your choice.
You gain pro ciency in the Deception skill. If you are
PROMISING COMMANDER already pro cient in it, you instead gain expertise in it.
When you take the Attack action, you can replace one
You've trained relentless to lead your allies on the eld
attack with an attempt to deceive one humanoid you
of battle, gaining the following bene ts:
can see within 30 feet of you that can see and hear you.
Increase your Charisma score by 1, to a maximum of Make a Charisma (Deception) check contested by the
20. target's Wisdom (Insight) check. If your check succeeds,
As an action, you can gain tactical insight. For one your movement doesn't provoke opportunity attacks
minute, once per turn you can can utter a special from the target and your attack rolls against it have
command or warning whenever an ally you can see advantage; both bene ts last until the end of your next
within 30 feet makes an attack roll or saving throw. This turn or until you use this ability on a di erent target. If
creature can add a d4 to the roll provided it can hear your check fails, the target can't be deceived by you in
and understand you. A creature can only bene t from this way for 1 hour.
one such die at a time. Once you've used this feature,
you must complete a short or long rest before you can
SNAPPY INTERJECTION
use it again. You've mastered a quick tongue to aid your allies. You
gain the following bene ts:
QUICK-FINGERED
Increase your Charisma score by 1, to a maximum of
Your nimble ngers and agility let you perform sleight
20.
of hand. You gain the following bene ts:
Once per short or long rest, when an ally makes an
Increase your Dexterity score by 1, to a maximum of attack roll, an ability check or a saving throw, you can
20. spend your reaction to give them advantage on the roll.
You gain pro ciency in the Sleight of Hand skill. If you
are already pro cient in it, you instead gain expertise in
it.

CHAPTER 6 | CUSTOMIZATION OPTIONS 198


SPECIALIST
You have focused training with a speci c tool. Select and can cast one 2nd-level tech power once per long
one type of specialist's kit. You gain the following rest. Your techcasting ability is Intelligence. You do not
bene ts: require use of a tech focus for these powers.

Increase an ability score of your choice by 1, to a TECHIE


maximum of 20. You master the theory and practice of technology,
You gain pro ciency with the chosen kit. If you are gaining the following bene ts:
already pro cient with it, you instead gain expertise
with it. Increase your Intelligence score by 1, to a maximum of
You can attempt ability checks with the chosen kit 20.
without the kit present, but you have disadvantage on You gain pro ciency in the Technology skill. If you are
the check when you do so. already pro cient in it, you instead gain expertise in it.
Whenever you make an ability check with the chosen You learn the repair droid tech power. You can cast it
kit and you don't have disadvantage on the check, you once, using supplies scavenged around you, without
can treat a d20 roll of 9 or lower as a 10, as long as you the use of a wristpad and without spending tech points,
spend at least 1 minute on the check. and you regain the ability to do so when you nish a
long rest.
You can select this feat multiple times. Each time
you do so, you must choose a di erent specialist's kit. THREATENING
STEALTHY You become fearsome to others, gaining the following
bene ts:
You know how best to hide, gaining the following
bene ts: Increase your Charisma score by 1, to a maximum of
20.
Increase your Dexterity score by 1, to a maximum of You gain pro ciency in the Intimidation skill. If you are
20. already pro cient in it, you instead gain expertise in it.
You gain pro ciency in the Stealth skill. If you are When you take the Attack action, you can replace one
already pro cient in it, you instead gain expertise in it. attack with an attempt to demoralize one humanoid
If you are hidden, you can move up to 10 feet in the you can see within 30 feet of you that can see and hear
open without revealing yourself if you end the move in you. Make a Charisma (Intimidation) check contested
a position where you're not clearly visible. by the target's Wisdom (Insight) check. If your check
SUPREME ACCURACY succeeds, the target is frightened until the end of your
next turn. If your check fails, the target can't be
Prerequisite: 4th level frightened by you in this way for 1 hour.
Prerequisite: Dexterity, Intelligence, Wisdom, or
Charisma 13 TOUGH
You have uncanny aim with attacks that rely on Prerequisite: 4th level
precision. You gain the following bene ts: Prerequisite: Durable feat
Increase your Dexterity, Intelligence, Wisdom, or
You have the blood of heroes owing through your
Charisma score by 1, to a maximum of 20.
veins. You gain the following bene ts:
Whenever you have advantage on an attack roll using Increase your Constitution score by 1, to a maximum of
Dexterity, Intelligence, Wisdom, or Charisma you can 20.
reroll one of the dice once. Whenever you take the Dodge action in combat, you
SURVIVALIST can spend one Hit Die to heal yourself. Roll the die, add
your Constitution modi er, and regain a number of hit
You master wilderness lore, gaining the following points equal to the total (minimum of one).
bene ts:
WEAPON EXPERT
Increase your Wisdom score by 1, to a maximum of 20.
You gain pro ciency in the Survival skill. If you are
You have practiced extensively with a variety of
already pro cient in it, you instead gain expertise in it.
weapons, gaining the following bene ts:
You learn the alarm tech power. You can cast it once, Increase your Strength, Dexterity, or Constitution score
using supplies scavenged around you, without the use by 1, to a maximum of 20.
of a wristpad and without spending tech points, and You gain pro ciency with all blasters, lightweapons,
you regain the ability to do so when you nish a long and vibroweapons. If you are already pro cient with all
rest. blasters, lightweapons or vibroweapons, instead once
TECH DABBLER per turn when you roll damage for a weapon attack
using a weapon from a category in which you are
You know two at-will tech powers. When you reach 3rd pro cient with all weapons, you can reroll the weapon's
level, you learn and can cast one 1st-level tech power damage dice and use either total.
once per long rest. When you reach 5th level, you learn
You can take this feat twice.

199 CHAPTER 6 | CUSTOMIZATION OPTIONS


FIGHTING STYLES
Certain class features, or the Fighting Stylist feat, o er You are pro cient with improvised weapons.
your choice of ghting style. You can't take a ghting Your damage die for your unarmed strikes and natural
style option more than once, even if you later get to weapons increases by one step (from 1 to d4, d4 to d6,
choose again. or d6 to d8).
You may choose your ghting style from the When you take the Attack action and attempt to
following options or roll on the table below to grapple, shove, or trip a creature, or make an attack
determine it randomly. against a creature with an unarmed strike or a weapon
wielded in one hand on your turn, you can use your
d24 Fighting Style d24 Fighting Style bonus action to make an unarmed strike, grapple,
1 Akimbo 13 Great Weapon shove, or trip against the same creature.
2 Berserk 14 Guerrilla COVERT STYLE
3 Brawler 15 Gunning You are skilled at ghting from unseen angles. You gain
4 Covert 16 Mounted
the following bene ts:

5 Defense 17 Onslaught You can take the Hide action as a bonus action. If you
6 Disruption 18 Sentinel could already take the Hide action as a bonus action,
you can instead take it as a reaction on your turn.
7 Dual Wield 19 Sharpshooter Creatures you've dealt damage to since the start of
8 Duelist 20 Shield your last turn have disadvantage on Wisdom
9 Equilibrium 21 Snapshot (Perception) checks made to nd you.

10 Explosives 22 Throwing DEFENSE STYLE


You are skilled at the art of defending yourself. While
11 Formation 23 Twin-Blade
you are wearing medium or heavy armor with which
12 Form ghting 24 Versatile you are pro cient, you gain the following bene ts:

AKIMBO STYLE You can use your bonus action to mark a target within
You are skilled at ghting with two blasters. While you 30 feet that you can see until the end of your next turn.
are wielding separate weapons in each hand with When you do so, damage dealt to you by the target is
which you are pro cient, you gain the following reduced by an amount equal to half your Strength or
bene ts: Constitution modi er (your choice, rounded up,
minimum of 1) while marked. You can only have one
When you engage in Two-Weapon Fighting, you can creature marked in this way at a time.
add your ability modi er to the damage roll of your You have advantage on Strength checks and Strength
Two-Weapon Fighting attack as long as it doesn't saving throws to avoid being moved.
already include that modi er.
DISRUPTION STYLE
Reloading a weapon no longer requires a free hand.
Choose one from force- or tech-casting. You are skilled
BERSERK STYLE at ghting and interfering with casters of the chosen
You are skilled at returning pain to those who deliver it. type. You gain the following bene ts:
You gain the following bene ts:
When you force a creature to make a Constitution
When you hit with a melee weapon saving throw to maintain concentration on your turn,
attack using Strength, you deal and they succeed on the save, you can use your bonus
additional damage equal to your action to force them to reroll the save. They must use
Strength modi er if that creature the new roll.
dealt damage to you since the Once per round, when a hostile creature attempts to
start of your last turn. cast a power while within 5 feet of you, they must rst
When you choose to let an make a Constitution saving throw as if to maintain
attack that would miss concentration (DC = 10 + the power's level). On a
you hit you instead, the failure, the power isn't cast and any points are wasted.
creature rolls the
DUAL WIELD STYLE
damage as normal
You are skilled at ghting with two weapons. While you
instead of
are wielding separate weapons in each hand with
choosing the
which you are pro cient, you gain the following
maximum.
bene ts:
BRAWLER STYLE
You are skilled at When you engage in Two-Weapon Fighting, you can
using your weight to add your ability modi er to the damage roll of your
your advantage. You gain Two-Weapon Fighting attack as long as it doesn't
the following bene ts: already include that modi er.
When you make an opportunity attack, you can attack
with both of your weapons.

CHAPTER 6 | CUSTOMIZATION OPTIONS 200


DUELIST STYLE FORMFIGHTING STYLE
You are skilled in the art of ghting with a single Prerequisite: The ability to cast force powers You are
weapon. While you are wielding a weapon in one hand skilled at the basics of the known forms of lightsaber
with which you are pro cient and no other weapons, combat. You gain the following bene ts:
you gain the following bene ts:
You learn three lightsaber forms, detailed later in this
You can use your bonus action to feint. If you do so, chapter.
you must make a Charisma (Deception) check Once on each of your turns, you can draw or stow a
contested by the target's Wisdom (Insight) check. On a lightweapon without using your object interaction.
success, you have advantage on the rst attack roll you
GREAT WEAPON STYLE
make against them before the start of your next turn.
You are skilled at putting the weight of a weapon to
When you miss with a weapon attack on your turn, you
your advantage. While you are wielding a melee
can use your bonus action to repeat the attack against
weapon with the two-handed property with which you
the same target. Any modi cations to the original
are pro cient, you gain the following bene ts:
attack roll, such as advantage, disadvantage, or without
your pro ciency bonus, also a ect this attack roll. When you roll a 1 or 2 on a weapon damage die, you
Once on each of your turns, drawing or stowing a one- can reroll the die and must use the new roll, even if the
handed weapon no longer requires your object new roll is a 1 or 2.
interaction. Grasping a two-handed weapon you are wielding in
EQUILIBRIUM STYLE only one hand with your other hand no longer requires
You are skilled at ghting without the con nes of your object interaction.
armor. While you are wearing light or no armor and GUERRILLA STYLE
not wielding a shield, you gain the following bene ts: You are skilled at maneuvering across the battle eld.
You gain the following bene ts:
You can use your bonus action to mark a target within
30 feet that you can see until the end of your next turn. You can take the Disengage action as a bonus action. If
When you do so, you gain a bonus to AC and Dexterity you could already take the Disengage action as a bonus
saving throws against e ects the target controls equal action, you can instead take it as a reaction on your
to half your Dexterity modi er (rounded up, minimum turn.
of +1) while marked. You can only have one creature When you take the Disengage action, you ignore
marked in this way at a time. unenhanced di cult terrain, and you have advantage
You have advantage on Dexterity checks and Dexterity on the rst ability check or saving throw to avoid an
saving throws to avoid being moved. e ect that impairs your movement speed or forces you
EXPLOSIVES STYLE to move before the start of your next turn.
You are skilled at ghting with explosives. You gain the GUNNING STYLE
following bene ts: You are skilled at using blasters in unique ways. While
you are wielding a blaster weapon with which you are
You can throw grenades with your bonus action,
pro cient, you gain the following bene ts:
instead of your action. If you could already throw
grenades as a bonus action, you can instead do so as a When a creature rolls a 1 on the saving throw against
reaction on your turn. the burst or rapid property, or a specialized power cell
When a creature rolls a 1 on the saving throw against or slug cartridge, that you control, it takes damage as if
an ammunition or explosive you control, it takes su ering a critical hit.
damage as if su ering a critical hit. When you use the burst property of a weapon, you can
FORMATION STYLE instead spray a line 20 feet long and 5 feet wide within
You are skilled at ghting with a partner. While an ally range with shots.
is within 5 feet of you, you gain the following bene ts: When you use the rapid property of a weapon, when
you roll the weapon's damage dice twice, you can
You can take the Guard action as a bonus action. If you double one set of the weapon's damage dice and forgo
could already take the Guard action as a bonus action, the other instead of adding them together.
you can instead take it as a reaction on your turn.
MOUNTED STYLE
When you move on your turn, you can use a bonus
You are skilled at ghting while mounted. You gain the
action to allow a willing ally within 5 feet of you to
following bene ts:
move with you (no action required by the ally). The ally
must end this movement within 5 feet of you, and this Mounting a vehicle or beast only uses 5 feet of your
movement can't exceed the ally's speed. movement, provided you can reach it.
When you choose to let an attack that would hit a You can force an attack targeted at your mount to
guarded ally hit you instead, the creature rolls the target you instead, provided you are a valid target for
damage as normal instead of choosing the maximum. that attack.

201 CHAPTER 6 | CUSTOMIZATION OPTIONS


ONSLAUGHT STYLE
You are skilled at using your momentum to your Your ranged weapon attacks ignore one-quarter and
advantage. You gain the following bene ts: half cover against targets within 30 feet of you.
When you roll a 1 on a blaster weapon damage die
You can take the Dash action as a bonus action. If you against a creature within 30 feet, you can reroll the die
could already take the Dash action as a bonus action, and must use the new roll, even if the new roll is a 1.
you can instead take it as a reaction on your turn. Grasping a two-handed weapon you are wielding in
When you attempt to trip a creature, instead of making only one hand with your other hand no longer requires
a Strength (Athletics) check, you can instead make a your object interaction.
melee weapon attack roll. If you are wielding your
weapon in two hands, you make this attack roll with THROWING STYLE
advantage. You are skilled with the techniques of throwing
weapons. While you are wielding a weapon with the
SENTINEL STYLE thrown property with which you are pro cient, you
You are skilled at techniques that take advantage of gain the following bene ts:
every drop in any enemy's guard. While you are
wielding a melee weapon with which you are Whenever you make a ranged attack with a thrown
pro cient, you gain the following bene ts: weapon, you can immediately draw another weapon as
part of the attack.
Creatures provoke an opportunity attack when they Whenever you make a ranged attack with a thrown
move to within your reach or move 5 feet or greater weapon, you can move up to 5 feet.
while within your reach. When you miss with a ranged attack with a thrown
When you hit a creature that is no more than one size weapon, you can use your bonus action to repeat the
larger than you with an opportunity attack, the creature attack against a creature within 15 feet and behind
gains 4 slowed levels until the end of the current turn. your initial target. Any modi cations to the original
SHARPSHOOTER STYLE attack roll, such as advantage, disadvantage, or without
You are skilled with blaster weapons and can make your pro ciency bonus, also a ect this attack roll.
shots that others nd di cult. While you are wielding a TWIN-BLADE STYLE
blaster weapon with which you are pro cient, you gain You are skilled at ghting with double-bladed weapons.
the following bene ts: While you are wielding a weapon with the double
property with which you are pro cient, you gain the
You can use your bonus action to mark a target 30 feet
following bene ts:
or greater from you. If you do so, and that target
moves at least 5 feet before the start of your next turn, When you engage in Double-Weapon Fighting, you can
they provoke an opportunity attack from you, and you add your ability modi er to the attack roll of your
can use a blaster weapon for that opportunity attack. Double-Weapon Fighting attack.
Your ranged weapon attacks ignore one-quarter and When you attempt to shove a creature, instead of
half cover against targets 30 feet or greater from you. making a Strength (Athletics) check, you can instead
Grasping a two-handed weapon you are wielding in make an attack roll. If you are wielding your weapon in
only one hand with your other hand no longer requires two hands, you make this attack roll with advantage.
your object interaction.
VERSATILE STYLE
SHIELD STYLE You are skilled at using weapons in di erent ways.
You are skilled at using your shield to defend your While you are wielding a melee weapon with the
allies as well as yourself. While you are wielding a versatile property with which you are pro cient and no
shield with which you are pro cient, you gain the other weapons, you gain the following bene ts:
following bene ts:
When you miss with a melee weapon attack on your
If you are wielding a heavy shield, you are no longer turn while wielding a weapon in two hands, you can
required to wield a weapon with the light property in use your bonus action to repeat the attack roll against
the other hand. the same target using one hand. Any modi cations to
You can use a bonus action to try to shove or trip a the original attack roll, such as advantage,
creature within 5 feet of you with your shield. disadvantage, or without your pro ciency bonus, also
SNAPSHOT STYLE a ect this attack roll.
You are skilled at getting up close and personal with When you miss with a melee weapon attack on your
blaster weapons. While you are wielding a blaster turn while wielding a weapon in one hand, you can use
weapon with which you are pro cient, you gain the your bonus action to attempt to shove or trip that
following bene ts: creature. Any modi cations to the original attack roll,
such as advantage, disadvantage, or without your
When making a ranged weapon attack while you are pro ciency bonus, also a ect this ability check.
within 5 feet of a hostile creature, you do not have Grasping a versatile weapon you are wielding in only
disadvantage on the attack roll. one hand with your other hand no longer requires your
object interaction.

CHAPTER 6 | CUSTOMIZATION OPTIONS 202


FIGHTING MASTERIES
Certain class features, or the Fighting Master feat, o er When a creature scores a critical hit against you, you
your choice of ghting mastery. You can't take a have advantage on the rst attack you make against
ghting mastery option more than once, even if you that creature before the end of your next turn. If you
later get to choose again. would already have advantage, you can instead reroll
You may choose your ghting mastery from the one of the dice once.
following options or roll on the table below to You have advantage on saving throws that would force
determine it randomly. you to act against your will, be frightened, or prevent
you from attacking a creature.
d24 Fighting Mastery d24 Fighting Mastery
1 Akimbo 13 Great Weapon
BRAWLER MASTERY
You've mastered using your weight to your advantage,
2 Berserk 14 Guerrilla easily wrangling targets around. You gain the following
3 Brawler 15 Gunning bene ts:
4 Covert 16 Mounted Your improvised weapons use a d6 for damage and
5 Defense 17 Onslaught gain the versatile (2d4) property.
6 Disruption 18 Sentinel Your damage die for your unarmed strikes and natural
weapons increases by one step (from 1 to d4, d4 to d6,
7 Dual Wield 19 Sharpshooter or d6 to d8).
8 Duelist 20 Shield Your speed isn't halved by carrying a grappled creature
9 Equilibrium 21 Snapshot who is the same size category as you or smaller.
Once per turn, when you hit a creature with an
10 Explosives 22 Throwing unarmed strike or a weapon wielded in one hand on
11 Formation 23 Twin-Blade your turn, you can make an additional unarmed strike
12 Form ghting 24 Versatile against the same target without the aid of your
pro ciency bonus (no action required).

AKIMBO MASTERY COVERT MASTERY


You've mastered ghting with two blasters, unleashing You've mastered ghting from unseen angles, gaining
a volley of shots. While you are wielding separate an advantage over your foes. You gain the following
weapons in each hand with which you are pro cient, bene ts:
you gain the following bene ts:
You can try to hide when you are lightly obscured from
When you roll the maximum on a weapon damage die the creature from which you are hiding.
against a creature, that creature su ers a -1 penalty on Dim light doesn't impose disadvantage on your
the rst attack roll it makes before the start of your Wisdom (Perception) checks that rely on sight.
next turn. When you are hidden from a creature and miss it with
You can engage in Two-Weapon Fighting even when an unarmed strike or weapon attack, making the attack
the weapons you are wielding lack the light property. doesn't automatically reveal your position.
You can reload two weapons when you would normally Once per turn, when you deal damage to a creature
only be able to reload only one. with an unarmed strike or weapon attack while hidden
When you take the Attack action, you can choose to from it, you deal additional damage equal to your
attack swiftly at the expense of accuracy. Your weapon pro ciency bonus.
attack is made without the aid of your pro ciency
bonus, but you can use your reaction to attack with a
di erent weapon that you're holding in the other hand,
also without your pro ciency bonus. If you would make
more than one attack when you take the Attack action,
only one attack is made without your pro ciency
bonus.

BERSERK MASTERY
You've mastered returning pain to those who deliver it,
becoming a scourge on the battle eld. You gain the
following bene ts:
When a creature within 5 feet of you deals damage to
you with a weapon or unarmed strike, you can use your
reaction to make a melee weapon attack or unarmed
strike against that creature. On a hit, you deal
additional damage equal to your pro ciency bonus.

203 CHAPTER 6 | CUSTOMIZATION OPTIONS


DEFENSE MASTERY
You've mastered the art of defending yourself, treating When you use your bonus action to engage in Two-
your armor as a second skin. While you are wearing Weapon Fighting, you can choose to forgo one or more
medium or heavy armor with which you are pro cient, attacks. For each attack you forgo, you gain a +1 bonus
you gain the following bene ts: to AC until the start of your next turn.
You can engage in Two-Weapon Fighting even when
Damage that you take from weapons is reduced by an the weapons you are wielding lack the light property.
amount equal to your pro ciency bonus. If this would You can draw or stow two weapons when you would
reduce the damage to 0, the damage is instead normally be able to draw or stow only one.
reduced to 1. When you use your bonus action to engage in Two-
When a creature makes a melee attack against you Weapon Fighting, you can choose to forgo your
while within your reach, whether the attack hits or pro ciency bonus. If you do so, you can make an
misses, you can use your reaction to attempt to shove additional attack with that weapon, also without your
that creature up to 10 feet directly away from you. pro ciency bonus. If you would normally make more
The time it takes for you to don and do armor is than one attack with your bonus action, only one attack
reduced by half. is made without your pro ciency bonus.
DISRUPTION MASTERY DUELIST MASTERY
Choose one from force- or tech-casting. You've You've mastered the art of ghting with a single
mastered ghting and interfering with casters of the weapon, making one weapon feel like many. While you
chosen type, confounding their concentration. You gain are wielding a weapon in one hand with which you are
the following bene ts: pro cient and no other weapons, you gain the
following bene ts:
When a creature within 30 feet of you that you can see
casts a power, they provoke an opportunity attack from When you take the Attack action, you can choose to
you. attack with haste at the expense of accuracy. Your
Whenever you force a creature to make a saving throw weapon attack is made without the aid of your
to maintain concentration, the DC for the saving throw pro ciency bonus, but you can use your reaction to
increases by an amount equal to your pro ciency make an additional weapon attack, also without your
bonus. pro ciency bonus. If you would make more than one
You have advantage on saving throws against powers attack when you take the Attack action, only one attack
cast by creatures you can see if you've dealt damage to is made without your pro ciency bonus.
them since the start of your last turn. When a creature hits you with a melee attack, you can
DUAL WIELD MASTERY use your reaction to add your pro ciency bonus to
You've mastered ghting with two weapons, becoming your AC for that attack, potentially causing the attack to
a urry of motion. While you are wielding separate miss you.
weapons in each hand with which you are pro cient, You have advantage on ability checks and saving
you gain the following bene ts: throws to avoid being disarmed.
EQUILIBRIUM MASTERY
You've mastered ghting without the con nes of
armor, treating combat as an elegant dance. While you
are wearing light or no armor and not wielding a
shield, you gain the following bene ts:

When a creature misses you with a weapon attack, you


can use your reaction to make an unarmed strike or
weapon attack against that creature without your
pro ciency bonus.
When a creature hits you with a weapon attack, you
can use your reaction to impose a penalty to the attack
roll equal to your pro ciency bonus, potentially causing
the attack to miss.
If you are disarmed, you can use your reaction to
immediately catch the weapon.

CHAPTER 6 | CUSTOMIZATION OPTIONS 204


EXPLOSIVES MASTERY
You've mastered ghting with explosives, causing When you miss with a melee weapon attack, you can
untold destruction. You gain the following bene ts: use your bonus action to repeat the attack against the
same target. Any modi cations to the original attack
When determining the save DC of an ammunition or roll, such as advantage, disadvantage, or without your
explosive you control, you can use 8 + your pro ciency pro ciency bonus, also a ect this attack roll. On a hit,
bonus + your Intelligence modi er, if it would be higher this attack deals kinetic damage equal to your Strength
than the item's DC. modi er.
When using an ammunition or explosive that requires a Before you make a melee weapon attack, you can
saving throw and deals damage, you can take a penalty choose to forgo your pro ciency bonus. If the attack
to the save DC equal to your pro ciency bonus. If you hits, you add twice your pro ciency bonus to the
do so, the item's damage increases by an amount attack's damage.
equal to your pro ciency bonus. While wielding the weapon in two hands, you have
You have advantage on saving throws against advantage on ability checks and saving throws to avoid
ammunition and explosive you control. being disarmed.
FORMATION MASTERY GUERRILLA MASTERY
You've mastered ghting with a partner, learning to You've mastered maneuvering across the battle eld,
move and act as a single unit. While an ally is within 5 sliding through openings that others might not see.
feet of you, you gain the following bene ts: You gain the following bene ts:
When a creature misses an ally within 5 feet of you with You can move through a hostile creature's space
a weapon attack, you can use your reaction to make a regardless of that creature's size.
weapon attack against that creature without your When you hit a creature with an opportunity attack,
pro ciency bonus. you can move up to half your speed (no action
When a creature hits an ally within 5 feet of you with a required) without provoking opportunity attacks from
weapon attack, you can use your reaction to impose a that creature.
penalty to the attack roll equal to your pro ciency Once per turn, when you hit a creature with a weapon
bonus, potentially causing the attack to miss. attack, another enemy of the creature is within 5 feet of
When you take the Guard action, the guarded ally has it, and that enemy isn't incapacitated, you can deal
advantage on Dexterity saving throws that would a ect additional damage equal to twice your pro ciency
only them while guarded. bonus.
FORMFIGHTING MASTERY When a hostile creature moves to within 5 feet of you,
Prerequisite: The ability to cast force powers You've you can use your reaction to Disengage and move up
mastered the basics of the known forms of lightsaber to half your speed. If you could already use your
combat, wielding your weapon with grace. You gain the reaction to Disengage and move up to half your speed,
following bene ts: you can instead move up to your full speed.

You learn three lightsaber forms, detailed later in this


chapter. If you already know at least three lightsaber
forms, you instead learn the remaining forms.
Once on each of your turns, before you make a melee
weapon attack, you can choose to forgo your
pro ciency bonus. If you do so, you can engage in one
of your lightsaber forms without using your bonus
action. If that form lets you make an attack, that attack
is also made without your pro ciency bonus.
Once on each of your turns, before you make a melee
weapon attack, you can choose to forgo your
pro ciency bonus. If you do so, and the attack hits, you
can choose another creature within 5 feet of it. If the
original attack roll would hit the second creature, it
takes damage equal to twice your pro ciency bonus.
GREAT WEAPON MASTERY
You've mastered putting the weight of a weapon to
your advantage, letting its momentum empower your
strikes. While you are wielding a melee weapon with
the two-handed property with which you are pro cient,
you gain the following bene ts:

On your turn, when you score a critical hit or reduce a


creature to 0 hit points with a melee weapon, you can
make one melee weapon attack as a bonus action.

205 CHAPTER 6 | CUSTOMIZATION OPTIONS


GUNNING MASTERY
You've mastered using blasters in unique ways, While mounted on a controlled beast, you can use your
controlling the battle eld. While you are wielding a bonus action to have your mount make a single attack
blaster weapon with which you are pro cient, you gain against a creature within its range.
the following bene ts:
ONSLAUGHT MASTERY
When a creature succeeds on the saving throw against You've mastered using your momentum to your
the burst or rapid property of your weapon, they take advantage, e ectively pummeling creatures into
damage equal to your Dexterity modi er. submission and keeping them down once they fall. You
When you use the burst property of a weapon, you can gain the following bene ts:
choose to forgo your pro ciency bonus to the save DC.
When a creature falls prone within 5 feet of you, you
If you do so, each creature that fails the save takes
can use your reaction to make an attack with an
additional damage equal to your pro ciency bonus.
unarmed strike or melee weapon.
When you use the rapid property of a weapon, you can
When you would have advantage on a melee weapon
choose to forgo your pro ciency bonus to the save DC.
attack due to a creature being prone, you can reroll
If you do so, and the target fails the save, they take
one of the dice once.
additional damage equal to twice your pro ciency
When a prone creature within 5 feet of you attempts to
bonus.
stand, they provoke an opportunity attack from you.
You treat the strength number of weapons as one step
Once on each of your turns, if you move at least 10 feet
lower (19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the
in a straight line towards a creature before hitting it
strength number is 11, you ignore it entirely.
with a melee weapon attack, you deal additional
MOUNTED MASTERY damage equal to your pro ciency bonus.
You've mastered the art of ghting while mounted,
SENTINEL MASTERY
moving seamlessly with your companion. While you
You've mastered techniques to take advantage of every
are mounted on a vehicle or controlled beast, you gain
drop in any enemy's guard; in tight spaces you are
the following bene ts:
indomitable. While you are wielding a melee weapon
Once per turn, you can choose to have advantage on a with which you are pro cient, you gain the following
melee weapon attack roll against an unmounted bene ts:
creature that is smaller than your mount. If the attack
Creatures within your reach provoke opportunity
hits, you deal additional damage equal to your
attacks from you even if they take the Disengage
pro ciency bonus.
action.
If your mount is subjected to an e ect that allows it to
You can use a bonus action to enter a defensive stance
make a Dexterity saving throw to take only half
that lasts until the start of your next turn. While in your
damage, you can use your reaction to have it instead
defensive stance, you have a number of special
take no damage if it succeeds on the saving throw, and
reactions equal to your pro ciency bonus that you can
only half damage if it fails.
only use to make opportunity attacks. You can only
While mounted on a vehicle, you can use your bonus
take one reaction per turn.
action instead of your action to take one of the
When you take the Dodge action, once per round, you
vehicle's actions available to you. You can't take the
can take two reactions on the same turn, instead of
same action twice in one turn.
only one.
SHARPSHOOTER MASTERY
You've mastered blaster weapons and can easily make
shots that others nd impossible. While you are
wielding a blaster weapon with which you are
pro cient, you gain the following bene ts:

Attacking at long range doesn't impose disadvantage


on your ranged weapon attack rolls.
Your ranged weapon attacks ignore one-quarter and
half cover against targets 30 feet or greater from you. If
your ranged weapon attacks would already ignore one-
quarter and half cover against targets 30 feet or
greater from you, they now also ignore three-quarters
cover.
Before you make an attack with a blaster weapon
against a target 30 feet or greater from you, you can
choose to forgo your pro ciency bonus. If the attack
hits, you add twice your pro ciency bonus to the
attack's damage.

CHAPTER 6 | CUSTOMIZATION OPTIONS 206


SHIELD MASTERY TWIN-BLADE MASTERY
You've mastered using a shield to defend your allies as You've mastered ghting with double-bladed weapons,
well as yourself, strategically imposing your shield to using both ends to devastating e ect. While you are
capitalize on its protection. While you are wielding a wielding a weapon with the double property with
shield with which you are pro cient, you gain the which you are pro cient, you gain the following
following bene ts: bene ts:

If you aren't incapacitated, you can add your shield's AC Whenever you roll the maximum on a weapon damage
bonus to any Dexterity saving throw you make against die against a creature, you gain a +1 bonus to the next
a power or other harmful e ect. attack roll you make against that creature before the
When a creature you can see damages you, you can end of your next turn.
use your reaction to reduce the damage by an amount You can engage in Double-Weapon Fighting even when
equal to your pro ciency bonus. the weapon you are wielding lacks the light property.
When you are subjected to an e ect that allows you to Grasping a double weapon you are wielding in only one
make a Dexterity saving throw to take only half hand with your other hand no longer requires your
damage, and you succeed on the saving throw, you can object interaction.
use your reaction to take no damage. Before you make a melee weapon attack, you can
choose to forgo your pro ciency bonus. If the attack
SNAPSHOT MASTERY
hits, you add your pro ciency bonus to the attack's
You've mastered getting up close and personal with
damage.
blaster weapons, maintaining both rate of re and
accuracy. While you are wielding a blaster weapon with VERSATILE MASTERY
which you are pro cient, you gain the following You've mastered using weapons in di erent ways,
bene ts: altering your attack patterns mid-swing. While you are
wielding a melee weapon with the versatile property
When you take the Attack action targeting a creature with which you are pro cient and no other weapons,
within 30 feet, you can choose to attack rapidly at the you gain the following bene ts:
expense of accuracy. Your ranged weapon attack is
made without the aid of your pro ciency bonus, but When you are the target of a melee weapon attack, you
you can use your bonus action to make an additional can immediately use your reaction to make a melee
ranged weapon attack, also without your pro ciency weapon attack against the target without your
bonus. If you would make more than one attack when pro ciency bonus. On a hit, the target su ers the
you take the Attack action, only one attack is made attack's normal e ects, and you impose disadvantage
without your pro ciency bonus. on the triggering roll.
Your ranged weapon attacks ignore one-quarter and Once per turn, when you make an attack roll while
half cover against targets within 30 feet of you. If your wielding a weapon in two hands, you can attempt to
ranged weapon attacks would already ignore one- follow up on the attack. If the attack hits, the creature
quarter and half cover against targets within 30 feet of must make a Strength saving throw (DC = 8 + your
you, they now also ignore three-quarters cover. bonus to attacks with the weapon). On a failed save,
Other creatures provoke an opportunity attack from the creature is pushed back 5 feet, and you can
you when they move to within 30 feet of you, and you immediately move into the space it just vacated
can use blaster weapons when making opportunity without provoking opportunity attacks.
attacks. Once per turn, when you make an attack roll while
wielding a weapon in one hand, the target is wielding a
THROWING MASTERY
shield, and your other hand is empty, you can use your
You've mastered the techniques of throwing weapons,
other hand to pull down the shield (no action required).
readily blending the weapons with your movements.
If you do so, the creature gains no bene t to armor
While you are wielding a weapon with the thrown
class from its shield for that attack.
property with which you are pro cient, you gain the
following bene ts:

Attacking at long range doesn't impose disadvantage


on your ranged weapon attack rolls with thrown
weapons.
Once on each of your turns, you can make a ranged
weapon attack with a thrown weapon against a target
within the weapon's normal range without the aid of
your pro ciency bonus (no action required).
When you hit a creature with a ranged attack with a
thrown weapon, you have advantage on your next
melee weapon attack against that creature before the
end of your next turn.
Once per turn, you can draw a weapon with the thrown
property without using your object interaction.

207 CHAPTER 6 | CUSTOMIZATION OPTIONS


LIGHTSABER FORMS
Certain class features, Form ghting Style, or JUYO/VAPAAD FORM
Form ghting Mastery, o er your choice of lightsaber Until the start of your next turn, your critical hit range
forms. You can't take a lightsaber form option more with weapons increases by 1.
than once, even if you later get to choose again.
MAKASHI FORM
You may choose your lightsaber forms from the
Until the start of your next turn, when a creature
following options or roll on the table below to
makes a melee weapon attack against you and misses,
determine them randomly.
you can use your reaction to make one melee weapon
d10 Lightsaber Form d10 Lightsaber Form attack against that creature.
1 Ataru 6 Shien/Djem So NIMAN FORM
2 Jar'Kai 7 Shii-Cho As a part of the bonus action to adopt this form, if you
3 Juyo/Vapaad 8 Soresu
took the Attack action, you can engage in Double- or
Two-Weapon Fighting.
4 Makashi 9 Sokan Until the end of your next turn, you can use Wisdom
5 Niman 10 Trakata or Charisma instead of Strength or Dexterity for the
attack and damage rolls of your melee weapon attacks.
Each known form can be adopted on your turn by You must use the same modi er for both rolls.
using your bonus action.
SORESU FORM
ATARU FORM The rst time you take kinetic, energy, or ion damage
You can leap up to 15 feet to an unoccupied space you from a weapon before the end of your next turn, that
can see. damage is reduced by half.

JAR'KAI FORM SHIEN/DJEM SO FORM


As a part of the bonus action to adopt this form, if you Before the end of your next turn, you can add half your
took the Attack action, you can engage in Double- or Wisdom or Charisma modi er (your choice, rounded
Two-Weapon Fighting. down, minimum of +1) to one ability check or attack
Each time you hit with an attack on this turn, you can roll you make using Strength.
move up to 5 feet without provoking opportunity SHII-CHO FORM
attacks from the creature you hit. As a part of the bonus action to adopt this form, if you
took the Attack action, you can engage in Double- or
Two-Weapon Fighting.
Additionally, the rst time you hit a creature within 5
feet of you with a weapon attack before the end of
your next turn, you can force the target to make a
Strength saving throw (DC = 8 + your bonus to attacks
with the weapon). 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.
SOKAN FORM
Until the start of your next turn, you ignore di cult
terrain. Additionally, when an opponent makes a melee
weapon attack against you, you can use your reaction
to move to another space within 5 feet of that
opponent without provoking opportunity attacks,
imposing disadvantage on the triggering roll.
TRAKATA FORM
As a part of the bonus action to adopt this form, you
can ourish your weapon to attempt to distract an
enemy you can see. Make a Dexterity (Sleight of Hand)
check contested by a Wisdom (Perception) check of
one creature that you can see within 5 feet of you. On
a success, that creature has disadvantage on the next
attack roll it makes against you.

CHAPTER 6 | CUSTOMIZATION OPTIONS 208


CHAPTER 7: USING ABILITY SCORES
            IX ABILITIES PROVIDE A QUICK DESCRIPTION OF
            every creature's physical and mental Ability Scores and Modifiers
characteristics: Score Modi er Score Modi er
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 de ne 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
modi er 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 a ect 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
de nes 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 modi er, 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 Modi ers only one of the dice. You choose which one. For
table notes the ability modi ers 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 modi er 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 modi ers a ect almost every attack Inspiration (see chapter 4) can also give a character
roll, ability check, and saving throw, ability modi ers 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 in uence a roll in one direction or
the other and grant advantage or impose disadvantage
as a result.

209 CHAPTER 7 | USING ABILITY SCORES


PROFICIENCY BONUS
Characters have a pro ciency bonus determined by CONTESTS
level, as detailed in chapter 1. Monsters also have this Sometimes one character's or monster's e orts 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 pro ciency bonus can't be added to a single die ring that has fallen on the oor. 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 di erent rules say you can add your pro ciency 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 pro ciency 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 pro ciency bonus applies more than once to the appropriate to their e orts. 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 e ect allows you to checks. The participant with the higher check total wins
multiply your pro ciency bonus when making an ability the contest. That character or monster either succeeds
check that wouldn't normally bene t from your at the action or prevents the other one from
pro ciency bonus, you still don't add the bonus to the succeeding.
check. For that check your pro ciency 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 pro ciency in the Lore skill, you contestant might win the contest by default. If two
gain no bene t from a feature that lets you double characters tie in a contest to snatch a ring o the oor,
your pro ciency 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 pro ciency bonus trying to keep the door closed, a tie means that the
for attack rolls or saving throws. If a feature or e ect door remains shut.
allows you to do so, these same rules apply.
Ability Check DCs
EXPERTISE Task Di culty DC
Certain features, such as the Expertise class feature or Very easy 5
Ace Pilot feat, let you double your pro ciency bonus
with a given skill or tool pro ciency, 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 e ort 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
di culty of the task, represented by Di culty Class.
The more di cult a task, the higher its DC. The Typical
Di culty Classes table shows common DCs.
To make an ability check, roll a d20 and add the
relevant ability modi er. 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 210


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 pro ciency in a skill applies only to a
pro cient in. A skill represents a speci c aspect of an speci c kind of ability check. Pro ciency in Athletics, for
ability score, and an individual's pro ciency in a skill example, usually applies to Strength checks. In some
demonstrates a focus on that aspect. (A character's situations, though, your pro ciency might reasonably
starting skill pro ciencies are determined at character apply to a di erent kind of check. In such cases, the
~ creation, and a monster's skill pro ciencies 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 re ect a GM if you can apply a pro ciency to a di erent check.
character's attempt to pull o an acrobatic stunt, to For example, if you have to swim from an o shore
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 pro ciency in the Stealth skill is to apply your pro ciency in Athletics and ask for a
particularly good at Dexterity checks related to Constitution (Athletics) check.
sneaking and hiding. So if you're pro cient in Athletics, you apply your
The skills related to each ability score are shown in pro ciency 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 speci c 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 pro ciency in a particular skill applies to a Here's how to determine a character's total for a
check. In either case, pro ciency in a skill means an passive check:
individual can add his or her pro ciency bonus to 10 + all modi ers that normally apply to the check. If
ability checks that involve that skill. Without pro ciency 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 cli . 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 pro cient 15 and pro ciency in Perception, he or she has a
in Athletics, the character's pro ciency 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
pro ciency, he or she just makes a rely on passive checks, as do the exploration rules in
Strength check. chapter 8.

211 CHAPTER 7 | USING ABILITY SCORES


WORKING TOGETHER
Sometimes two or more characters team up to attempt You struggle to swim or stay a oat in treacherous
a task. The character who's leading the e ort, or the currents, storm-tossed waves, or areas of thick
one with the highest ability modi er, can make an seaweed. Or another creature tries to push or pull you
ability check with advantage, re ecting 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 pro ciency with security kits, so Force open a stuck, locked, or barred door
a character who lacks that pro ciency 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 modi er 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 de ne 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 re ects 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,
di cult 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 cli , 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 o .
You try to jump an unusually long distance or pull o a
stunt midjump.

CHAPTER 7 | USING ABILITY SCORES 212


DEXTERITY
Dexterity measures agility, re exes, 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 re ect 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 ips. 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 o 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 modi er, 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
pro ciency bonus of +2) has a Wisdom of 15 (a +2
on someone without being seen or heard. modi er) and pro ciency 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 nd 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 modi er to your attack roll and
your damage roll when attacking with a ranged
weapon. such as a blaster ri e or bowcaster. You can
also add your Dexterity modi er to your attack roll and
your damage roll when attacking with a melee weapon
that has the nesse property, such as a vibrodagger or
techblade.
ARMOR CLASS
Depending on the armor you wear, you might add
some or all of your Dexterity modi er 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.

213 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 speci c e ort on the part of a character or reasoning. The Investigation, Lore, Nature, Piloting, and
monster. A Constitution check can model your attempt Technology skills re ect 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
Qua 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 modi er contributes to your hit Lore. Your Intelligence (Lore) check measures your
points. Typically, you add your Constitution modi er to ability to recall information about the Force, artifacts,
each Hit Die you roll for your hit points. histories, and religions.
If your Constitution modi er 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
modi er 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 modi er increases from +1 to +2, you your ability to control vehicles, aircraft, and spaceships.
adjust your hit point maximum as though the modi er Piloting governs your ability to maneuver through tight
had always been +2. So you add 3 hit points for your spaces and debris elds or dog ght with enemy craft.
rst three levels, and then roll your hit points for 4th Technology. Your Intelligence (Technology) checks
level using your new modi er. Or if you're 7th level and measure your ability to recall information about droids,
some e ect lowers your Constitution score so as to vehicles, spaceships, aircraft, and computers, as well as
reduce your Constitution modi er by 1, your hit point your ability to interface with them. Technology can also
maximum is reduced by 7. be used to stabilize a droid or construct.
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 214


WISDOM
Wisdom re ects 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 nd hidden details or other
A Wisdom check might re ect an e ort 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 re ect 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 nding 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.

215 CHAPTER 7 | USING ABILITY SCORES


SAVING THROWS
CHARISMA A saving throw-also called a save-represents an
Charisma measures your ability to interact e ectively attempt to resist a power, a trap, a poison, a disease,
with others. It includes such factors as con dence 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 modi er. For example, you use your
A Charisma check might arise when you try to Dexterity modi er for a Dexterity saving throw.
in uence or entertain others, when you try to make an A saving throw can be modi ed by a situational
impression or tell a convincing lie, or when you are bonus or penalty and can be a ected by advantage
navigating a tricky social situation. The Deception, and disadvantage, as determined by the GM.
Intimidation, Performance, and Persuasion skills re ect Each class gives pro ciency in at least two saving
aptitude in certain kinds of Charisma checks. throws. The operative, for example, is pro cient in
Deception. Your Charisma (Deception) check Intelligence saves. As with skill pro ciencies,
determines whether you can convincingly hide the pro ciency in a saving throw lets a character add his or
truth, either verbally or through your actions. This her pro ciency 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 pro ciencies as well.
situations include trying to fast-talk a guard, con a The Di culty Class for a saving throw is determined
merchant, earn money through gambling, pass by the e ect that causes it. For example, the DC for a
yourself o 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 pro ciency
telling a blatant lie. bonus.
Intimidation. When you attempt to in uence The result of a successful or failed saving throw is
someone through overt threats, hostile actions, and also detailed in the e ect that allows the save. Usually,
physical violence, the GM might ask you to make a a successful save means that a creature su ers no
Charisma (Intimidation) check. Examples include trying harm, or reduced harm, from an e ect.
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 in uence
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 216


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 nd 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 nd 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 owchart 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 e ect. A
requires. The GM might use a di erent 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
fteen 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 su ers 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.

217 CHAPTER 8 | ADVENTURING


Characters in shuttles, speeders, or other vehicles High Jump. When you make a high jump, you leap
choose a pace as normal. Depending on the vessel and into the air a number of feet equal to 3 + your Strength
the size of the crew, ships might be able to travel for modi er 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 E ect 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- lled ruins, steep MARCHING ORDER
mountains, and ice-covered ground—all considered The adventurers should establish a marching order.
di cult terrain. A marching order makes it easier to determine which
You move at half speed in di cult terrain—moving 1 characters are a ected by traps, which ones can spot
foot in di cult 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 ght 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 di cult
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 di cult 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 218


SUFFOCATING
Surprising Foes. If the adventurers encounter a A creature can hold its breath for a number of minutes
hostile creature or group, the GM determines whether equal to 1 + its Constitution modi er (minimum of 30
the 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 modi er
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 su ocating, 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, nding 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 e ects that obscure vision can prove a
Draw a Map. The character can draw a map that
signi cant 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 e ectively su ers 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, res, 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 speci c radius.
moving at a di erent 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 con nes 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 speci c
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 speci ed 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.

219 CHAPTER 8 | ADVENTURING


SOCIAL INTERACTION
TRUESIGHT Exploring dungeons, overcoming obstacles, and slaying
A creature with truesight can, out to a speci c 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 atter 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 su er the e ects 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, indi erent, 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
modi er (minimum 1). At the end of each day beyond
that limit, a character automatically su ers 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 in uence 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 su er 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 su ers 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 ood 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 oor, 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 di culty 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 a ected 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 e ects 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 220


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 gru , 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 modi er 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.
to the bar."
RESULTS OF ROLEPLAYING LONG REST
The GM uses your character's actions and attitudes to A long rest is a period of extended downtime, at least 8
determine how an NPC reacts. A cowardly NPC buckles hours long, during which a character sleeps for at least
under threats of violence. A stubborn Jawa refuses to 6 hours and performs light activity, such as reading,
let anyone badger her. A vain Hutt laps up attery. talking, eating, or standing watch, for no more than 2
When interacting with an NPC, pay close attention to hours. If the rest is interrupted by a period of
the GM's portrayal ofthe NPC's mood, dialogue, and strenuous activity— ghting, casting powers, at least 1
personality. You might be able to determine an NPC's hour of walking, or similar adventuring activity—the
personality traits, ideals, aws, and bonds, then play on characters must restart the rest to bene t from it.
them to in uence the NPC's attitude. At the end of a long rest, a character regains all lost
Interactions in D&D are much like interactions in real hit points. The character also regains spent Hit Dice, up
life. If you can o er NPCS something they want, to a number of dice equal to half of the character's
threaten them with something they fear, or play on total number of them (minimum of one).
their sympathies and goals, you can use words to get A character can't bene t from more than one long
almost anything you want. On the other hand, if you rest in a 24-hour period, and a character must have at
insult a proud warrior or speak ill of a senator's allies, least 1 hit point at the start of the rest to gain its
your e orts to convince or deceive will fall short. bene ts.

ABILITY CHECKS VARIANT: RESTING IN ARMOR


Resting in armor makes it di cult to recover fully. At
In addition to roleplaying, ability checks are key in
the end of a long rest, if you wore your armor, you only
determining the outcome of an interaction.
recover one-quarter your spent Hit Dice (minimum of
Your roleplaying e orts can alter an NPC's attitude, one), instead of half.
but there might still be an element of chance in the
situation. For example, your GM can call for a Charisma BETWEEN ADVENTURES
check at any point during an interaction if he or she
wants the dice to play a role in determining an NPC's Between trips to dungeons and battles against ancient
reactions. Other checks might be appropriate in certain evils, adventurers need time to rest, recuperate, and
situations, at your GM's discretion. prepare for their next adventure. Many adventurers
Pay attention to your skill pro ciencies when also use this time to perform other tasks, such as
thinking of how you want to interact with an NPC, and crafting arms and armor, gambling, or spending their
stack the deck in your favor by using an approach that hard-earned credits.
relies on your best bonuses and skills. If the group In some cases, the passage of time is something that
needs to trick a guard into letting them into a pavilion, occurs with little fanfare or description. When starting
the scoundrel who is pro cient in Deception is the best a new adventure, the GM might simply declare that a
bet to lead the discussion. When negotiating for a certain amount of time has passed and allow you to
hostage's release, the force initiate with Persuasion describe in general terms what your character has
should do most of the talking. been doing. At other times, the GM might want to keep
track of just how much time is passing as events
beyond your perception stay in motion.

221 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 e ect per day (see chapter 5 for more information on
on your character, but your lifestyle can a ect the way lifestyle expenses). This bene t 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 in uence 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 pro ciency 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 bene t, 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 e ect 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 a ecting 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
pro cient with tools related to the object you are trying have unfurled over the course of the campaign.
to create (typically artisan's implements). You might Research can include poring over dusty tomes and
also need access to special materials or locations ancient datacrons in a library or buying drinks for the
necessary to create it. For example, someone locals to pry rumors and gossip from their lips.
pro cient with armstech's implements needs a When you begin your research, the GM determines
workstation in order to craft a vibrosword whether the information is available, how many days
For every day of downtime you spend crafting, you of downtime it will take to nd 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 speci c 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 nd 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 heavy exoskeleton (market aid. Once those conditions are met, you learn the
value 9,000 cr) takes 36 days to craft by yourself. information if it is available.
Multiple characters can combine their e orts toward For each day of research, you must spend 10 cr to
the crafting of a single item, provided that the cover your expenses. This cost is in addition to your
characters all have pro ciency with the requisite tools normal lifestyle expenses (as discussed in chapter 5).
and are working together in the same place. Each
character contributes 250 cr worth of e ort for every TRAINING
day spent helping to craft the item. For example, three You can spend time between adventures learning a
characters with the requisite tool pro ciency and the new language or training with a set of tools. Your GM
proper facilities can craft a heavy exoskeleton in 12 might allow additional training options.
days, at a total cost of 4,500 cr. First, you must nd an instructor willing to teach you.
While crafting, you can maintain a modest lifestyle The GM determines how long it takes, and whether
without having to pay 10 cr per day. If you have one or more ability checks are required.
expertise in your chosen tool, you can instead maintain The training lasts for 250 days and costs 10 cr per
a comfortable lifestyle without having to pay 20 cr per day. After you spend the requisite amount of time and
day (see chapter 5 for more information on lifestyle money, you learn the new language or gain pro ciency
expenses). with the new tool.

CHAPTER 8 | ADVENTURING 222


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 gures 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 con ict in direction.
a dungeon or on a eld 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 ghting stops.

A typical combat encounter is a clash between two


sides, a urry 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
ght 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 speci ed, 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 rst turn of the combat, and you can't take a your move as you stride toward a foe, you could draw
reaction until that turn ends. A member of a group can your weapon as part of the same action you use to
be surprised even if the other members aren't. attack, or you could grasp a two-handed weapon you
are wielding in one hand with your other hand as you
YOUR TURN attack with it (releasing it requires no action).
On your turn, you can move a distance up to your If you want to interact with an additional object, you
speed and take one action. You decide whether to need to use your action or bonus action (your choice.
move rst or take your action rst. Your speed— Some enhanced items and other special objects always
sometimes called your walking speed—is noted on require an action to use, as stated in their descriptions.
your character sheet. The GM might require you to use an action for any of
The most common actions you can take are these activities when it needs special care or when it
described in the "Actions in Combat" section later in presents an unusual obstacle. For instance, the GM
this chapter. Many class features and other abilities could reasonably expect you to use an action to open a
provide additional options for your action. stuck door or turn a crank to lower a drawbridge.

223 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 ourishes 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 ghter 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 nger speed and a ying speed, you can switch back and
stu some food into your mouth
plant a banner in the ground
forth between your speeds during your move.
sh 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 ame
For example, if you have a ying 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 y
kick a small stone 10 feet, and then land to walk 10 feet more.
turn a key in a lock
tap the oor 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 ght contains di cult terrain.
you to take a special action called a reaction. A Every foot of movement in di cult terrain costs 1
reaction, typically an instant response to a trigger of extra foot. This rule is true even if multiple things in a
some kind, can occur on your turn or on someone space count as di cult terrain.
else's. The opportunity attack, described later in this Low furniture, rubble, undergrowth, steep stairs,
chapter, is the most common type of reaction. snow, and shallow bogs are examples of di cult
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 di cult terrain.
interrupts another creature's turn, that creature can
continue its turn right after the reaction.
BEING PRONE
Combatants often nd 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 e ort; 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 di erent 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 di cult 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 224


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 di cult 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 bene ts of mobility, but miniatures or other tokens, follow these rules.
they must also deal with the danger of falling. If a ying 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 di erent amount of space. Entering a Square. To enter a square, you must have at
The Size Categories table shows how much space a least 1 square of movement left, unless the square is
creature of a particular size controls in combat. Objects diagonally adjacent to the square you're in (discussed
below).
sometimes use the same size categories.
Corners. Diagonal movement can't cross the corner of
Size Categories a wall, large tree, or other terrain feature that lls its
space.
Size Space Ranges. To determine the range on a grid between
Tiny 2 1/2 by 2 1/2 ft. two things—whether creatures or objects—start
counting squares from a square adjacent to one of
Small 5 by 5 ft. them and stop counting in the space of the other one.
Medium 5 by 5 ft. Count by the shortest route.
Diagonals. When measuring range or moving
Large 10 by 10 ft.
diagonally, the rst diagonal square counts as 5 feet,
Huge 15 by 15 ft. but the second diagonal square counts as 10 feet. This
pattern of 5 feet and then 10 feet continues whenever
Gargantuan 20 by 20 ft. or larger you're counting diagonally, even if you move
horizontally or vertically between di erent bits of
SPACE diagonal movement. For instance, a character might
A creature's space is the area in feet that it e ectively move one square diagonally (5 feet), then three
controls in combat, not an expression of its physical squares straight (15 feet), and then another square
diagonally (10 feet) for a total movement of 30 feet.
dimensions. A typical Medium creature isn't 5 feet
wide, for example, but it does control a space that
wide. If a Medium gamorrean stands in a 5-foot-wide ACTIONS IN COMBAT
doorway, other creatures can't get through unless the
When you take your action on your turn, you can take
gamorrean lets them.
one of the actions presented here, an action you
A creature's space also re ects the area it needs to gained from your class or a special feature, or an
ght e ectively. For that reason, there's a limit to the action that you improvise. Many creatures have action
number of creatures that can surround another options of their own in their stat blocks.
creature in combat. Assuming Medium combatants, When you describe an action not detailed elsewhere
eight creatures can t in a 5-foot radius around in the rules, the GM tells you whether that action is
another one. possible and what kind of roll you need to make, if any,
Because larger creatures take up more space, fewer to determine success or failure.
of them can surround a creature. If ve Large creatures
crowd around a Medium or smaller one, there's little ATTACK
room for anyone else. In contrast, as many as twenty
The most common action to take in combat is the
Medium creatures can surround a Gargantuan one.
Attack action, whether you are swinging a vibrosword,
If a square costs extra movement, as a square of
ring a blaster, or brawling with your sts. With this
di cult terrain does, you must have enough
action, you make one melee or ranged attack. See the
movement left to pay for entering it. For example, you
"Making an Attack" section for the rules that govern
must have at least 2 squares of movement left to enter
attacks.
a square of di cult terrain.
Certain features, such as the Extra Attack class
feature, allow you to make more than one attack with
this action.

225 CHAPTER 9 | COMBAT


CAST A POWER HIDE
Force- and tech-casters such as consulars and When you take the Hide action, you make a Dexterity
engineers, as well as many creatures, have access to (Stealth) check in an attempt to hide, following the
powers and can use them to great e ect in combat. rules in chapter 7 for hiding. If you succeed, you gain
Each power has a casting time, which speci es whether certain bene ts, as described in the "Unseen Attackers
the caster must use an action, a reaction, minutes, or and Targets" section later in this chapter.
even hours to cast the power. Casting a power is,
therefore, not necessarily an action. Most powers do IMPROVISING AN ACTION
have a casting time of 1 action, so a force- or tech- Your character can do things not covered by the
caster often uses his or her action in combat to cast actions in this chapter, such as breaking down doors,
such a power. See chapter 10 for the rules on force- intimidating enemies, sensing weaknesses in
and tech-casting. defenses, or calling for a parley with a foe. The only
limits to the actions you can attempt are your
DASH imagination and your character's ability scores. See
the descriptions of the ability scores in chapter 7 for
When you take the Dash action, you gain extra inspiration as you improvise.
movement for the current turn. The increase equals When you describe an action not detailed elsewhere
your speed, after applying any modi ers. With a speed in the rules, the GM tells you whether that action is
of 30 feet, for example, you can move up to 60 feet on possible and what kind of roll you need to make, if
your turn if you dash. any, to determine success or failure.
Any increase or decrease to your speed changes this
additional movement by the same amount. If your READY
speed of 30 feet is reduced to 15 feet, for instance, you Sometimes you want to get the jump on a foe or wait
can move up to 30 feet this turn if you Dash. for a particular circumstance before you act. To do so,
you can take the Ready action on your turn so that you
DISENGAGE
can act later in the round using your reaction.
If you take the Disengage action, your movement First, you decide what perceivable circumstance will
doesn't provoke opportunity attacks for the rest of the trigger your reaction. Then, you choose the action you
turn. will take in response to that trigger, or you choose to
move up to your speed in response to it. Examples
DODGE include "If the soldier steps on the trapdoor, I'll pull the
When you take the Dodge action, you focus entirely on lever that opens it," and "If the gamorrean steps next
avoiding attacks. Until the start of your next turn, any to me, I move away."
attack roll made against you has disadvantage if you When the trigger occurs, you can either take your
can see the attacker, and you make Dexterity saving reaction right after the trigger nishes or ignore the
throws with advantage. You lose this bene t if you are trigger. Remember that you can take only one reaction
incapacitated (as explained in appendix A) or if your per round.
speed drops to 0. When you ready a power, you cast it as normal but
hold its energy, which you release with your reaction
GUARD when the trigger occurs. To be readied, a power must
You can defend a creature within 5 feet of you. When have a casting time of 1 action, and holding onto the
you take the Guard action, you focus entirely on power's e ect requires concentration (explained in
preventing attacks from reaching your ally. Until the chapter 10). If your concentration is broken, the power
start of your next turn, any attack roll made against the dissipates without taking e ect. For example, if you are
guarded ally has disadvantage if you can see the concentrating on the knight speed power and ready
attacker, as long as the ally is within 5 feet of you. shock, your knight speed power ends, and if you take
Additionally, if an attack would hit the guarded ally, damage before you release shock with your reaction,
you can instead have it hit you (no action required). If your concentration might be broken.
you do so, the attacker chooses the maximum amount
of damage instead of rolling. SEARCH
When you take the Search action, you devote your
HELP attention to nding something. Depending on the
You can lend your aid to another creature in the nature of your search, the GM might have you make a
completion of a task. When you take the Help action, Wisdom (Perception) check or an Intelligence
the creature you aid gains advantage on the next (Investigation) check.
ability check it makes to perform the task you are
helping with, provided that it makes the check before USE AN OBJECT
the start of your next turn. Many objects and items, such as grenades or medpacs,
Alternatively, you can aid a friendly creature in require your action to use. When an object requires
attacking a creature within 5 feet of you. You feint, your action for its use, you take the Use an Object
distract the target, or in some other way team up to action. If you would normally have to use your object
make your ally's attack more e ective. If your ally interaction to draw the item you are using, you can
attacks the target before your next turn, the rst attack instead do so as part of the Use an Object action.
roll is made with advantage.

CHAPTER 9 | COMBAT 226


MAKING AN ATTACK
Whether you're striking with a melee weapon, ring a UNSEEN ATTACKERS AND TARGETS
weapon at range, or making an attack roll as part of a Combatants often try to escape their foes' notice by
power, an attack has a simple structure. hiding, casting the force camou age power, or lurking
1. Choose a target. Pick a target within your attack's in darkness.
range: a creature, an object, or a location. When you attack a target that you can't see, you
2. Determine modifiers. The GM determines have disadvantage on the attack roll. This is true
whether the target has cover and whether you have whether you're guessing the target's location or you're
advantage or disadvantage against the target. In targeting a creature you can hear but not see. If the
addition, powers, special abilities, and other e ects can target isn't in the location you targeted, you
apply penalties or bonuses to your attack roll. automatically miss, but the GM typically just says that
3. Resolve the attack. You make the attack roll. On a the attack missed, not whether you guessed the
hit, you roll damage, unless the particular attack has target's location correctly.
rules that specify otherwise. Some attacks cause When a creature can't see you, you have advantage
special e ects in addition to or instead of damage. If on attack rolls against it.
there's ever any question whether something you're If you are hidden—both unseen and unheard—when
doing counts as an attack, the rule is simple: if you're you make an attack, you give away your location when
making an attack roll, you're making an attack. the attack hits or misses.
ATTACK ROLLS MELEE ATTACKS
When you make an attack, your attack roll determines Used in hand-to-hand combat, a melee attack allows
whether the attack hits or misses. To make an attack you to attack a foe within your reach. A melee attack
roll, roll a d20 and add the appropriate modi ers. If the typically uses a handheld weapon such as a
total of the roll plus modi ers equals or exceeds the vibrosword, a lightsaber, or a vibrowhip. A typical
target's Armor Class (AC), the attack hits. The AC of a monster makes a melee attack when it strikes with its
character is determined at character creation, whereas claws, horns, teeth, tentacles, or other body part. A few
the AC of a creature is in its stat block. powers also involve making a melee attack.
MODIFIERS TO THE ROLL Most creatures have a 5-foot reach and can thus
When a character makes an attack roll, the two most attack targets within 5 feet of them when making a
common modi ers to the roll are an ability modi er melee attack. Certain creatures (typically those larger
and the character's pro ciency bonus. When a creature than Medium) have melee attacks with a greater reach
makes an attack roll, it uses whatever modi er is than 5 feet, as noted in their descriptions.
provided in its stat block. When you are unarmed, you can ght in melee by
Ability Modifier. The ability modi er used for a making an unarmed strike. You are pro cient in your
melee weapon attack is Strength, and the ability unarmed strikes and, unless otherwise indicated, they
modi er used for a ranged weapon attack is Dexterity. do 1 + your Strength modi er kinetic damage.
Weapons that have the nesse or thrown property OPPORTUNITY ATTACKS
break this rule. In a ght, everyone is constantly watching for enemies
Some powers also require an attack roll. The ability to drop their guard. You can rarely move heedlessly
modi er used for a power attack depends on the force- past your foes without putting yourself in danger;
or tech-casting ability of the force- or tech-caster, as doing so provokes an opportunity attack.
explained in chapter 10. You can make an opportunity attack when a hostile
Proficiency Bonus. You add your pro ciency bonus creature that you can see moves out of your reach. To
to your attack roll when you attack using a weapon make the opportunity attack, you use your reaction to
with which you have pro ciency, as well as when you make one melee attack against the provoking creature.
attack with a power. The attack interrupts the provoking creature's
ROLLING 1 OR 20 movement, occurring right before the creature leaves
Sometimes fate blesses or curses a combatant, causing your reach.
the novice to hit and the veteran to miss. You can avoid provoking an opportunity attack by
If the d20 roll for an attack is a 20, the attack hits taking the Disengage action. You also don't provoke an
regardless of any modi ers or the target's AC. In opportunity attack when you teleport or when
addition, the attack is a critical hit, as explained later in someone or something moves you without using your
this chapter. movement, action, or reaction. For example, you don't
If the d20 roll for an attack is a 1, the attack misses provoke an opportunity attack if an explosion hurls you
regardless of any modi ers or the target's AC. out of a foe's reach or if gravity causes you to fall past
an enemy.
CHOOSING TO BE HIT
Sometimes, an attack might miss you when you
wanted it to hit. You can choose to allow a miss to hit
you (no action required). If you do so, the attacker
chooses the maximum amount of damage instead of
rolling.

227 CHAPTER 9 | COMBAT


GRAPPLING RANGED ATTACKS IN CLOSE COMBAT
When you want to grab a creature or wrestle with it, Aiming a ranged attack is more di cult when a foe is
you can use the Attack action to make a special melee next to you. When you make a ranged attack with a
attack, a grapple. If you're able to make multiple weapon, a power, or some other means, you have
attacks with the Attack action, this attack replaces one disadvantage on the attack roll if you are within 5 feet
of them. of a hostile creature who can see you and who isn't
incapacitated.
CONTESTS IN COMBAT
Battle often involves pitting your prowess against that
DOUBLE-WEAPON FIGHTING
of your foe. Such a challenge is represented by a When you take the Attack action and attack with a
contest. This section includes the most common weapon with the light and double properties while
contests that require an action in combat. The GM can wielding it in two hands, you can use a bonus action to
use these contests as models for improvising others.
attack with the other end of the weapon. You don't add
your ability modi er to the attack roll of the bonus
The target of your grapple must be no more than one attack, unless that modi er is negative.
size larger than you, and it must be within your reach.
Using at least one free hand, you try to seize the target TWO-WEAPON FIGHTING
by making a Strength (Athletics) check contested by the When you take the Attack action and attack with a light
target's Strength (Athletics) or Dexterity (Acrobatics) weapon that you're holding in one hand, you can use a
check (the target chooses the ability to use). If you bonus action to attack with a di erent light weapon
succeed, you subject the target to the grappled that you're holding in the other hand. You don't add
condition (see appendix A). The condition speci es the your ability modi er to the damage roll of the bonus
things that end it, and you can release the target attack, unless that modi er is negative.
whenever you like (no action required). If a weapon has the thrown property, you can throw
Escaping a Grapple. A grappled creature can use its the weapon, instead of making a melee attack with it.
action to escape. To do so, it must succeed on a
Strength (Athletics) or Dexterity (Acrobatics) check COVER
contested by your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you Walls, trees, creatures, and other obstacles can provide
can drag or carry the grappled creature with you, but cover during combat, making a target more di cult to
your speed is halved, unless the creature is two or harm. A target can bene t from cover only when an
more sizes smaller than you. attack or other e ect originates on the opposite side of
the cover.
SHOVING AND TRIPPING There are three degrees of cover. If a target is behind
Using the Attack action, you can make a special melee multiple sources of cover, only the most protective
attack to shove a creature to push it away from you, or degree of cover applies; the degrees aren't added
to trip a creature to knock it prone. If you're able to together. For example, if a target is behind a creature
make multiple attacks with the Attack action, this that gives half cover and a tree trunk that gives three-
attack replaces one of them. quarters cover, the target has three-quarters cover.
The target of your shove or trip must be no more A target with one-quarter cover has a +2 bonus to
than one size larger than you, and it must be within AC and Dexterity saving throws. A target has one-
your reach. You make a Strength (Athletics) check quarter cover if an obstacle blocks at least one-fourth
contested by the target's Strength (Athletics) or of its body, such as a thin pillar.
Dexterity (Acrobatics) check (the target chooses the A target with half cover has a +3 bonus to AC and
ability to use). If you win the contest, you either shove Dexterity saving throws. A target has half cover if an
the target 5 feet away from you or trip it prone. obstacle blocks at least half of its body, such as a low
wall, a large piece of furniture, or another creature.
RANGED ATTACKS A target with three-quarters cover has a +5 bonus
When you make a ranged attack, you re a blaster, hurl to AC and Dexterity saving throws. A target has three-
a vibrodagger, or otherwise strike a foe at a distance. A quarter cover if about three-quarters of it is covered by
creature might have a natural ranged weapon. Many an obstacle. The obstacle might be a portcullis, an
powers also involve making a ranged attack. arrow slit, or a thick tree trunk.
A target with total cover can't be targeted directly by
RANGE an attack or a power, although some powers can reach
You can make ranged attacks only against targets such a target by including it in an area of e ect. A
within a speci ed range. If a ranged attack, such as one target has total cover if it is completely concealed by an
made with a power, has a single range, you can't attack obstacle.
a target beyond this range. Some ranged attacks, such
as those made with a blaster, have two ranges. The DAMAGE AND HEALING
smaller number is the normal range, and the larger
number is the long range. Your attack roll has Injury and the risk of death are constant companions
disadvantage when your target is beyond normal of those who explore the worlds of D&D. The thrust of
range, and you can't attack a target beyond the long a vibrosword, a well-placed blaster shot, or a shock of
range. lightning from a shock power all have the potential to
damage, or even kill, the hardiest of creatures.

CHAPTER 9 | COMBAT 228


HIT POINTS
Hit points represent a combination of physical and Kinetic. Kinetic damage encompasses all physical
mental durability, the will to live, and luck. Creatures damage commonly dealt by vibroweapons.
with more hit points are more di cult to kill. Those Lightning. The electrifying energy of the force
with fewer hit points are more fragile. lightning power deals lightning damage.
A creature's current hit points (usually just called hit Necrotic. Necrotic damage, dealt by powers like
points) can be any number from the creature's hit death eld, withers matter and even the soul.
point maximum down to 0. This number changes as a Poison. Venomous stings and the toxic poison spray
creature takes damage or receives healing. power deal poison damage.
Whenever a creature takes damage, that damage is Psychic. The crippling agony causes by powers like
subtracted from its hit points. The loss of hit points has feedback deal psychic damage.
no e ect on a creature's capabilities until the creature Sonic. Debilitating noises cause sonic damage.
drops to 0 hit points.
DAMAGE RESISTANCE AND
DAMAGE ROLLS VULNERABILITY
Each weapon, power, and harmful monster ability Some creatures and objects are exceedingly di cult or
speci es the damage it deals. You roll the damage die unusually easy to hurt with certain types of damage. If
or dice, add any modi ers, and apply the damage to a creature or an object has resistance to a damage
your target. Modi ed 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.
modi er—the same modi er used for the attack roll— Multiple instances of resistance or vulnerability that
to the damage. A power tells you which dice to roll for a ect the same damage type count as only one
damage and whether to add any modi ers. instance. For example, if a creature has resistance to
If a power or other e ect deals damage to more lightning damage as well as resistance to all force
than one target at the same time, roll the damage power damage, the damage of a force lightning is
once for all of them. For example, when an engineer reduced by half, not reduced by three-quarters.
casts explosion, the power's damage is rolled once for Resistance and then vulnerability are applied after
all creatures caught in the blast. passive modi ers to damage, but before active
modi ers. For example, a creature with resistance to
CRITICAL HITS
kinetic damage, a pro ciency bonus of +4, and the
When you score a critical hit, you get to roll all of the
Defense ghting mastery is hit by an attack that deals
attack's damage dice twice, including any additional
22 kinetic damage. The 22 damage is rst reduced by 4
dice such as the operative's Sneak Attack feature, and
and then halved, so the creature takes 9 damage. The
add them together. Then add any relevant modi ers as
creature also has the Shield ghting mastery, and uses
normal. To speed up play, you can roll all the damage
its reaction to further reduce the damage taken by 4,
dice at once.
nally taking only 5 damage.
Critical Hit Range. The critical hit range of a weapon
determines on what d20 results a weapon scores a
critical hit. Typically, a weapon has a critical hit range of
Describing the Effects of Damage
1, meaning it only scores a critical hit on a 20. A critical Game Masters describe hit point loss in di erent
ways. When your current hit point total is above half
hit range of 2, however, would mean the weapon
your hit point maximum, you typically show no signs
scores a critical hit on a roll of 19 or 20. of injury. When you drop below half your hit point
maximum, you show signs of wear, such as cuts and
DAMAGE TYPES
bruises. An attack that reduces you to 0 hit points
Di erent attacks, damaging powers, and other harmful strikes you directly, leaving a bleeding injury or other
e ects deal di erent types of damage. Damage types trauma, or it simply knocks you unconscious.
have no rules of their own, but other rules, such as
damage resistance, rely on the types.
HEALING
The damage types follow, with examples to help a
GM assign a damage type to a new e ect. Unless it results in death, damage isn't permanent.
Acid. Vials of corrosive liquid or the acid splash tech Rest can restore a creature's hit points (as explained in
power deal acid damage. chapter 8), and methods such as a benevolence force
Cold. The chill energy of carbonite and cryogenesis power or a medpac can remove damage instantly.
deal cold damage. When a creature receives healing of any kind, hit
Energy. Energy damage is the damage dealt by points regained are added to its current hit points. A
blaster weapons, lightweapons, and other powers or creature's hit points can't exceed its hit point
abilities. maximum, so any hit points regained in excess of this
Fire. The concussive damage of an explosion or an number are lost. For example, a consular grants an
open ame deal re damage. operative 8 hit points of healing. If the operative has 14
Force. Certain force powers that channel the pure current hit points with a maximum of 20, the operative
energy of the Force deal force damage. regains 6 hit points from the consular, not 8.
Ion. Ion damage is a special damage type that is A creature that has died can't regain hit points until a
most e ective against droids and constructs. power such as revitalize has restored it to life.

229 CHAPTER 9 | COMBAT


HIT DICE STABILIZING A CREATURE
Resting (explained in chapter 8), as well as certain The best way to save a creature with 0 hit points is to
special traits such as the trandoshan's Regenerative, heal it. If healing is unavailable, the creature can at
consume Hit Dice to restore hit points. Whenever a least be stabilized so that it isn't killed by a failed death
creature rolls a Hit Die to restore hit points, they add saving throw.
their Constitution modi er to the roll. You can use your action to administer rst aid to an
unconscious creature and attempt to stabilize it, which
DROPPING TO 0 HIT POINTS requires a successful DC 10 Wisdom (Medicine) check,
When you drop to 0 hit points, you either die outright or an Intelligence (Technology) check for a droid or
or fall unconscious, as explained in the following construct.
sections. A stable creature doesn't make death saving throws,
even though it has 0 hit points, but it does remain
INSTANT DEATH unconscious. The creature stops being stable, and
Massive damage can kill you instantly. When damage must start making death saving throws again, if it takes
reduces you to 0 hit points and there is damage any damage. A stable creature that isn't healed regains
remaining, you die if the remaining damage equals or 1 hit point after 1d4 hours.
exceeds your hit point maximum.
For example, a consular with a maximum of 12 hit MONSTERS AND DEATH
points currently has 6 hit points. If she takes 18 Most GMs have a monster die the instant it drops to 0
damage from an attack, she is reduced to 0 hit points, hit points, rather than having it fall unconscious and
but 12 damage remains. Because the remaining make death saving throws.
damage equals her hit point maximum, the consular Mighty villains and special nonplayer characters are
dies. common exceptions; the GM might have them fall
unconscious and follow the same rules as player
FALLING UNCONSCIOUS characters.
If damage reduces you to 0 hit points and fails to kill
you, you fall unconscious (see appendix A). This KNOCKING A CREATURE OUT
unconsciousness ends if you regain any hit points.
Sometimes an attacker wants to incapacitate a foe,
DEATH SAVING THROWS rather than deal a killing blow. When an attacker
Whenever you start your turn with 0 hit points, you reduces a creature to 0 hit points with a melee weapon
must make a special saving throw, called a death attack or blaster weapon that deals ion or energy
saving throw, to determine whether you creep closer damage, the attacker can knock the creature out. The
to death or hang onto life. Unlike other saving throws, attacker can make this choice the instant the
this one isn't tied to any ability score. You are in the damage is dealt. The creature falls
hands of fate now, aided only by powers and features unconscious and is stable.
that improve your chances of succeeding on a saving
throw. Roll a d20. If the roll is 10 or higher, you
succeed. Otherwise, you fail. A success or failure has
no e ect by itself. On your third success, you become
stable (see below). On your third failure, you die. The
successes and failures don't need to be consecutive;
keep track of both until you collect three of a kind. The
number of both is reset to zero when you regain any
hit points or become stable.
Rolling 1 or 20. When you make a death saving
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 re because your limbs were all
chopped o next to a pit of lava), you
su er a death saving throw failure.
If the damage is from a critical hit,
you su er two failures instead.
If the damage equals or
exceeds your hit point
maximum, you su er
instant death.

CHAPTER 9 | COMBAT 230


TEMPORARY HIT POINTS MOUNTED COMBAT
Some powers and special abilities confer temporary hit A trooper charging into battle on a dewback, an
points to a creature. Temporary hit points aren't actual engineer casting powers from the seat of a speeder, or
hit points; they are a bu er against damage, a pool of a consular soaring through the sky on shuttle all enjoy
hit points that protect you from injury. the bene ts of speed and mobility that a mount can
When you have temporary hit points and take provide.
damage, the temporary hit points are lost rst, and any An appropriately sized vehicle or a willing creature
leftover damage carries over to your normal hit points. that is at least one size larger than you and that has an
For example, if you have 5 temporary hit points and appropriate anatomy can serve as a mount, using the
take 7 damage, you lose the temporary hit points and following rules.
then take 2 damage.
Because temporary hit points are separate from MOUNTING AND DISMOUNTING
your actual hit points, they can exceed your hit point Once during your move, you can mount or dismount a
maximum. A character can, therefore, be at full hit vehicle creature that is within 5 feet of you. Doing so
points and receive temporary hit points. costs an amount of movement equal to half your
Healing can't restore temporary hit points, and they speed. For example, if your speed is 30 feet, you must
can't be added together. If you have temporary hit spend 15 feet of movement to mount a dewback.
points and receive more of them, you decide whether Therefore, you can't mount it if you don't have 15 feet
to keep the ones you have or to gain the new ones. For of movement left or if your speed is 0.
example, if a power grants you 12 temporary hit points If an e ect moves your mount against its will while
when you already have 10, you can have 12 or 10, not you're on it, you must succeed on a DC 10 Dexterity
22. saving throw or fall o the mount, landing prone in a
If you have 0 hit points, receiving temporary hit space within 5 feet of it. If you're knocked prone while
points doesn't restore you to consciousness or stabilize mounted, you must make the same saving throw.
you. They can still absorb damage directed at you while If your mount is knocked prone, you can use your
you're in that state, but only true healing can save you. reaction to dismount it as it falls and land on your feet.
Unless a feature that grants you temporary hit points Otherwise, you are dismounted and fall prone in a
has a duration, they last until they're depleted or you space within 5 feet it.
nish a long rest.
CONTROLLING A MOUNT
TEMPORARY FORCE AND TECH POINTS While you're mounted, you have two options. You can
Similar to temporary hit points, some powers, abilities, either control the mount or allow it to act
or features grant temporary force or tech points to a independently. Intelligent creatures act independently.
creature. When you would expend force or tech points You can control a mount only if it has been trained to
—whether through a power, ability, or feature—the accept a rider. Domesticated animals, such as
temporary points are spent rst. dewbacks or kaadu, and similar creatures are assumed
You can only have one source of temporary force or to have such training. The initiative of a controlled
tech points. If you have temporary force or tech points mount changes to match yours when you
and receive more of them, you decide whether to keep mount it. It moves as you direct it, and it has
the ones you have or gain the new ones. only three action options: Dash, Disengage,
and Dodge. A controlled mount can
Unless a feature that grants you temporary force or
move and act even on the turn that
tech points has a duration, they last until they're
  you mount it. All vehicles are
depleted or you nish a long rest.
   considered controlled mounts,
UNDERWATER COMBAT    unless a feature says otherwise.
 An independent mount retains its
When adventurers pursue karkarodons back to their  place in the initiative order. Bearing
undersea domain, ght o gungans in an ancient  a rider puts no restrictions on the
shipwreck, or nd themselves in a ooded dungeon   actions the mount can take, and it
room, they must ght in a challenging environment. moves and acts as it wishes. It might
Underwater the following rules apply. ee from combat, rush to attack and
When making a melee weapon attack, a creature devour a badly injured foe, or otherwise
that doesn't have a swimming speed (either natural or act against your wishes.
granted by a power) has disadvantage on the attack In either case, if the mount provokes
roll unless the weapon is a vibrodagger or vibrospear. an opportunity attack while you're on
A ranged weapon attack automatically misses a  it, the attacker can target you or the
target beyond the weapon's normal range, but mount.
functions normally against a target within normal
range.
Creatures and objects that are fully immersed in
water have resistance to re damage.

231 CHAPTER 9 | COMBAT


232
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 e ect, 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 e ect. 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
e ect 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 nishing 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 greater pro cient with the armor you are wearing to cast a
explosion at 9th. At-will powers—simple but e ective power. You are otherwise too distracted and
powers that characters can cast almost by rote—are physically hampered by your armor for force- or tech-
level 0. The higher a power's level, the higher level a casting.
force- or tech-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 e ects 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 xed 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.

233 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 e ects. 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 e ect. a ect only you. These powers have a range of self.
POWER ALIGNMENTS Powers that create cones or lines of e ect 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 e ect must be you
opposing sides of the Force—light and dark—while (see "Areas of E ect" later in the this chapter).
many fall somewhere in the middle—universal. You Once a power is cast, its e ects 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 o er bene ts to using powers of
A power's duration is the length of time the power
a speci c alignment.
persists. A duration can be expressed in rounds,
PREREQUISITES minutes, hours, or even years. Some powers specify
that their e ects 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 e ect 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 rst 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 e ect 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
speci es 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 234


TARGETS
A typical power requires you to pick one or more CYLINDER
targets to be a ected by the power's e ect. 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
e ect (described below). Unless a power has a height of the power e ect. The energy in a cylinder
perceptible e ect, 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 e ect like crackling perimeter of the circle, forming the base of the
lightning is obvious, but a more subtle e ect, such as cylinder. The power's e ect 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 e ect.
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 e ect 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 de ned 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. e ect, 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
speci cally a creature other than you. If you are in the expressed as a radius in feet that extends from the
area of e ect of a power you cast, you can target point.
yourself. A sphere's point of origin is included in the sphere's
area of e ect.
AREAS OF EFFECT
Powers such as force storm and explosion cover an
SAVING THROWS
area, allowing them to a ect multiple creatures at Many powers specify that a target can make a saving
once. throw to avoid some or all of a power's e ects. The
A power's description speci es its area of e ect, power speci es the ability that the target uses for the
which typically has one of ve di erent shapes: cone, save and what happens on a success or failure.
cube, cylinder, line, or sphere. Every area of e ect 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 modi er + your pro ciency
e ect erupts. The rules for each shape specify how you bonus + any special modi ers.
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 e ect expands in straight lines from the to determine whether the power e ect 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 modi er +
e ect, that location isn't included in the power's area. your pro ciency 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 e ects of di erent powers add together while the
origin. A cone's area of e ect speci es its maximum
durations of those powers overlap. The e ects of the
length.
same power cast multiple times—or identical e ects
A cone's point of origin is not included in the cones
from separate powers—don't combine, however.
area of e ect, unless you decide otherwise.
Instead, the most potent e ect~such as the highest
CUBE bonus—from those castings applies while their
You select a cube's point of origin, which lies anywhere durations overlap.
on a face of the cubic e ect. The cube's size is For example, if two consulars cast guidance on the
expressed as the length of each side. same target, that character gains the power's bene t
A cube's point of origin is not included in the cube's only once; he or she doesn't get to roll two bonus dice.
area of e ect, unless you decide otherwise. Alternatively, if a character is targeted by both master
speed and tactical advantage, they only gain the
bene ts once.

235 CHAPTER 10 | FORCE- AND TECH-CASTING


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

237 CHAPTER 11 | FORCE POWERS


AFFECT MIND
At-will universal power Force Potency. When you cast this power using a
Casting Time: 1 action
force slot of 3rd level or higher, the weapon's damage
Range: 30 feet
increases by 1d8 for every two slot levels above 2nd.
Duration: Concentration, up to 1 minute ARMOR OF ABELOTH
Choose a target within range that isn't hostile toward 1st-level dark side power
you. The target must make a Wisdom saving throw. On Casting Time: 1 action
a failed save, you have advantage on all Charisma Range: Self
checks directed at that target. Duration: 1 hour
On a successful save, the creature does not realize
that you tried to use the Force to in uence its mood, A protective force surrounds you, manifesting as
but it becomes immune to this power for one day. This shimmering light that covers you and your gear. You
power has no e ect on droids or constructs. gain 5 temporary hit points for the duration. If a
creature hits you with a melee attack while you have
AFFLICTION these hit points, the creature takes 5 psychic damage.
2nd-level dark side power Force Potency. When you cast this power using a
Prerequisite: Slow
force slot of 2nd level or higher, both the temporary hit
Casting Time: 1 action
points and the psychic damage increase by 5 for each
Range: 30 feet
slot.
Duration: Concentration, up to 1 minute AURA OF PURITY
Choose a creature that you can see within range. 4th-level light side power
That creature must make a Constitution saving throw. Prerequisite: Restoration
On a failed save, the target gains 1 slowed level, it takes Casting Time: 1 action
a -2 penalty to AC and Dexterity saving throws, and it Range: Self (30-foot radius)
can't use reactions. On its turn, it can use either an Duration: Concentration, up to 10 minutes
action or a bonus action, not both. Regardless of the
creature's abilities or items, it can't make more than Purifying energy radiates from you in a 30-foot
one melee or ranged attack during its turn. radius. Until the power ends, the aura moves with you,
centered on you. Each nonhostile creature in the aura
If the creature attempts to cast a power with a
(including you) can't become diseased, has resistance
casting time of 1 action, roll a d20. On an 11 or higher,
to poison damage, and has advantage on saving
the power doesn't take e ect until the creature's next
throws against e ects that cause any of the following
turn, and the creature must use its action on that turn
conditions: blinded, charmed, deafened, frightened,
to complete the power. If it can't, the power is wasted.
paralyzed, poisoned, and stunned.
The creatures makes another Constitution saving
throw at the end of its turn. On a successful save, the AURA OF VIGOR
e ect ends. 3rd-level light side power
ANIMATE WEAPON Prerequisite: Valor
2nd-level universal power Casting Time: 1 action
Range: Self (30-foot radius)
Prerequisite: Force Disarm
Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action
Range: 60 feet Envigorating energy radiates from you in a 30-foot
Duration: 1 minute radius. Until the power ends, the aura moves with you,
centered on you. Each nonhostile creature in the aura
You select a light- or vibro-weapon within this
(including you) deals an extra 1d4 damage with
power's range that is not worn or carried by a
weapon attacks.
conscious creature other than you, and use the Force
to cause it to levitate, acting as an extension of your BATTLE INSIGHT
will for the duration or until you cast this power again. At-will universal power
When you use this power, you can cause the weapon
Casting Time: 1 action
to move up to 20 feet and make a melee force attack
Range: 30 feet
against a creature within 5 feet of it. On a hit, the target
Duration: Concentration, up to 1 round
takes 1d8 + your forcecasting ability modi er damage.
The type is of the normal damage dealt by the weapon. You center your focus on a target within range.
While the weapon is animated, on each of your turns Through the Force, you gain a brief insight into the
you can use a bonus action to move the weapon up to target's defenses. On your next turn, you gain
20 feet and repeat the attack against a creature within advantage on your rst attack roll against the target,
5 feet of it. At any time, you can end this force power to provided that this power hasn't ended.
return the animated weapon to your hand. This power bene ts additional attacks at higher
An enemy can attempt to gain control of the weapon levels: two attacks at 5th level, three attacks at 11th
by using its action to make a Strength (Athletics) check level, and four attacks at 17th level.
against your force save DC. On a success, the creature
gains control of the weapon and the power ends.

CHAPTER 11 | FORCE POWERS 238


BATTLE MEDITATION BESTOW CURSE
2nd-level universal power 3rd-level dark side power
Casting Time: 1 action Prerequisite: Curse
Range: Self (5-foot radius) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
Duration: Concentration, up to 1 minute
You exude an aura out to 5 feet that boosts the
morale and overall battle prowess you and your allies You touch a creature, and that creature must
while simultaneously reducing the opposition's succeed on a Wisdom saving throw or become cursed
combat-e ectiveness by eroding their will to ght. for the duration of the power. When you cast this
Whenever you or a friendly creature within your power, choose the nature of the curse from the
meditation makes an attack roll or a saving throw, they following options:
can roll a d4 and add the number rolled to the attack
roll or saving throw. Choose one ability score. While cursed, the target has
disadvantage on ability checks and saving throws made
Whenever a hostile creature enters your meditation
with that ability score.
or starts its turn there, it must make a Charisma saving
While cursed, the target has disadvantage on attack
throw. On a failed save, it must roll a d4 and subtract
rolls against you.
the number rolled from each attack roll or saving
While cursed, the target must make a Wisdom saving
throw it makes before the end of your next turn. On a
throw at the start of each of its turns. lf it fails, it wastes
successful save, it is immune to this power for 1 day.
its action that turn doing nothing.
BATTLE PRECOGNITION While the target is cursed, your attacks and powers
1st-level universal power deal an extra 1d8 necrotic damage to the target.
Casting Time: 1 action A remove curse power ends this e ect. At the GM's
Range: Self discretion, you may choose an alternative curse e ect,
Duration: 8 hours but it should be no more powerful than those
Your attunement to the Force warns you when you described above. The GM has nal say on such a
are about to enter danger. Until the power ends, your curse's e ect. This power has no e ect on droids or
base AC becomes 13 + your Dexterity modi er. This constructs.
power has no e ect if you are wearing armor.
BREATH CONTROL
BEACON OF HOPE 1st-level universal power
3rd-level light side power Casting Time: 1 action
Prerequisite: Heroism Range: Self
Casting Time: 1 action Duration: 10 minutes
Range: 30 feet You are able to slow your metabolism in such a way
Duration: Concentration, up to 1 minute that you can stop breathing and resist the e ect of
This power bestows hope and vitality. Choose any toxins in your body. If you are poisoned, you neutralize
number of creatures within range. For the duration, the poison. If more than one poison a icts you, you
each target has advantage on Wisdom saving throws neutralize one poison that you know is present, or you
and death saving throws, and regains the maximum neutralize one at random.
number of hit points possible from any healing. For the duration, you have advantage on saving
throws against being poisoned, resistance to poison
BEAST TRICK damage, and you no longer need to breathe.
1st-level light side power
BURST
Casting Time: 1 action
At-will universal power
Range: 30 feet
Duration: 24 hours Casting Time: 1 action
Range: Self (5-foot sphere)
This power lets you distract a beast. Choose a beast
Duration: Instantaneous
that you can see within range. If the beast's Intelligence
is 4 or higher, the power fails. Otherwise, the beast You cause the earth to burst from beneath your feet.
must succeed on a Wisdom saving throw or be Each creature within range, other than you, must
charmed by you for the power's duration. If you or one succeed on a Dexterity saving throw or take 1d8 kinetic
of your companions harms the target, the power ends. damage.
Force Potency. When you cast this power using a This power's damage increases by 1d8 when you
force slot of 2nd level or higher, you can a ect one reach 5th level (2d8), 11th level (3d8), and 17th level
additional beast for each slot level above 1st. (4d8).

239 CHAPTER 11 | FORCE POWERS


BURST OF SPEED CHOKE
1st-level universal power 3rd-level dark side power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Duration: 1 hour Duration: Instantaneous
You touch a creature. The target's speed increases You make a constricting gesture at a creature within
by 10 feet until the power ends. range. The target must make a Constitution saving
Force Potency. When you cast this power using a throw. On a failed save target takes 5d8 force damage
force slot of 2nd level or higher, you can target one and is restrained until the end of your next turn. On a
additional creature for each slot level above 1st. successful save, the target takes half as much damage
and is not restrained.
CALL LIGHTNING You can use a bonus action while the target is
3rd-level light side power restrained to move the target up to 5 feet in any
Casting Time: 1 action direction.
Range: 120 feet Force Potency. When you cast this power using a
Duration: Concentration, up to 10 minutes force slot of 4th level or higher, the damage increases
As you align yourself with nature through the Force, by 1d8 for each slot level above 3rd.
a 10-foot tall, 60-foot radius storm cloud cylinder CLOUD MIND
appears, centered on a point you can see within range 1st-level light side power
above you, with you as the center point. The power
fails if your location can't accommodate the cloud's Casting Time: 1 action
size or height. When you cast the power, choose a Range: 90 feet
point under the cloud for lightning to strike. Each Duration: 1 minute
creature within 5 feet must make a Dexterity save, Roll 5d8; the total is how many hit points of
taking 3d10 lightning damage on a fail and half on a creatures this power can a ect. Creatures within 20
success. While the power persists, you can use your feet of a point you choose are a ected in order of their
action to call lightning to a point in range again. current hit points.
If you're outdoors and in a storm, the power gives Starting with the creature that has the lowest current
you control of the storm rather than creating a new hit points, each creature a ected by this power falls
one. The lightning damage also increases by 1d10. unconscious. If the power ends, the sleeper takes
Force Potency. When you cast this power using a damage, or someone uses an action wake the sleeper,
force slot of 4th level or higher, the damage increases they will be awoken.
by 1d10 for each slot level above 3rd. Subtract each creature's hit points from the total
before moving on to the creature with the next lowest
CALM EMOTIONS hit points. A creature's hit points must be equal to or
2nd-level light side power less than the remaining total for that creature to be
Prerequisite: Sense Emotion a ected.
Casting Time: 1 action This power has no e ect on droids or constructs.
Range: 60 feet Force Potency. When you cast this power using a
Duration: Concentration, up to 1 minute force slot of 2nd level or higher, you can roll an
You attempt to suppress strong emotions in a group additional 2d8 for each slot level above 1st.
of people. Each humanoid in a 20-foot-radius sphere
centered on a point you choose within range must
make a Charisma saving throw a creature can choose
to fail this saving throw if it wishes. If a creature fails its
saving throw, choose one of the following two e ects.

You can suppress any e ect causing a target to be


charmed or frightened. When this power ends, any
suppressed e ect resumes, provided that its duration
has not expired in the meantime.
You can make a target indi erent about creatures of
your choice that it is hostile toward. This indi erence
ends if the target is attacked or harmed by a power or
if it witnesses any of its friends being harmed.

When the power ends, the creature becomes hostile


again, unless the GM rules otherwise.

CHAPTER 11 | FORCE POWERS 240


COERCE MIND CONVULSION
2nd-level universal power 3rd-level universal power
Prerequisite: A ect Mind Prerequisite: Tremor
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet
Duration: Concentration, up to 8 hours Duration: Instantaneous
You suggest a course of activity (limited to a Choose a point you can see on the ground within
sentence or two) and in uence with the Force a range. A fountain of churned earth and stone erupts in
creature you can see within range that can hear and a 20-foot cube centered on that point. Each creature in
understand you. Creatures that can't be charmed are that area must make a Dexterity saving throw. A
immune to this e ect. The suggestion must be worded creature takes 3d12 kinetic damage on a failed save, or
in such a manner as to make the course of action half as much damage on a successful one. Additionally,
sound reasonable. Asking the creature to harm itself the ground in that area becomes di cult terrain until
automatically negates the e ect of the power. cleared. Each 5-foot-square portion of the area
The target must make a Wisdom saving throw. On a requires at least 1 minute to clear by hand.
failed save, it pursues the course of action you Force Potency. When you cast this power using a
described to the best of its ability. The suggested force slot of 4th level or higher, the damage increases
course of action can continue for the entire duration. If by 1d12 for each slot level above 3rd.
the suggested activity can be completed in a shorter
time, the power ends when the subject nishes what it CRUSH
was asked to do. 6th-level dark side power
You can also specify conditions that will trigger a Prerequisite: Choke
special activity during the duration. For example, you Casting Time: 1 action
might suggest that a soldier give her speeder to the Range: 60 feet
rst vagrant she meets. If the condition isn't met Duration: Instantaneous
before the power expires, the activity isn't performed. You make a crushing gesture at a creature within
If you or any of your companions damage the target, range. The target must make a Constitution saving
the power ends. This power has no e ect on droids or throw. On a failed save target takes 10d8 force damage
constructs. and is paralyzed until the end of your next turn. On a
COMPREHEND SPEECH successful save, the target takes half as much damage
1st-level universal power and is not paralyzed.
You can use a bonus action while the target is
Casting Time: 1 action
paralyzed to move the target up to 10 feet in any
Range: Self
direction.
Duration: 1 hour
Force Potency. When you cast this power using a
For the duration, you understand the literal meaning force slot of 7th level or higher, the damage increases
of any spoken language that you hear. by 1d8 for each slot level above 6th.
CONTROL PAIN CURSE
5th-level universal power 1st-level dark side power
Prerequisite: Force Body Prerequisite: Denounce
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You use the Force to push your body beyond its Up to three creatures of your choice that you can see
normal limits. You can't die from damage or from within range must make Charisma saving throws. The
failed death saving throws while this power is in e ect, rst time each turn a target that fails this saving throw
but the e ort taxes you. If you have 0 hit points while makes an attack roll or a saving throw before the
you are under the e ect of this power, you do not fall power ends, the target must roll a d4 and subtract the
unconscious, and continue acting and ghting number rolled from the attack roll or saving throw.
normally. While you remain at 0 hit points, you must Force Potency. When you cast this power with a
make a death saving throw at the start of each of your force slot of 2nd level or higher, you can target one
turns. Each time you fail a death saving throw, you additional creature for every two slot levels above 1st.
su er a cumulative -1 penalty to attack rolls, ability When you cast this power at 3rd level or higher, the die
checks, and saving throws (including death saving size increases for every two slot levels above 1st (d6 at
throws). This penalty lasts until you regain hit points. 3rd level, d8 at 5th level, d10 at 7th level).
Successful death saving throws have no e ect, but a
natural 20 restores 1 hit point as usual.
If you have 0 hit points when this power ends, you
die instantly.

241 CHAPTER 11 | FORCE POWERS


DANGER SENSE
2nd-level universal power Force Potency. When you cast this power using a
Casting Time: 1 bonus action
3rd or 4th level force slot, the damage increases by 1d6
Range: Self
(3d6). At 5th or 6th level, the damage increases by 2d6
Duration: Instantaneous
(4d6). At 7th level or higher, the damage increases by
3d6 (5d6).
You put your faith in the Force, feeling out the future
and seeing whether your actions will lead to fortune or DARK SIDE TENDRILS
ruin. The GM chooses from the following possible 1st-level dark side power
omens: Casting Time: 1 action
Range: Self (10-foot radius)
Peace, for results which are not dangerous
Duration: Instantaneous
Danger, for results which are dangerous but perhaps
still worth the danger Tendrils of dark energy erupt from you and batter all
Ruin, for results which are certain to end in death or creatures within 10 feet of you. Each creature in that
tragedy area must make a Strength saving throw. On a failed
save, a target takes 2d6 necrotic damage and can't take
The power doesn't take into account any possible reactions until its next turn. On a successful save, the
circumstances that might change the outcome, such as creature takes half damage, but su ers no other e ect.
the use of additional powers or the loss or gain of a Force Potency. When you cast this power using a
companion. power slot of 2nd level or higher, the damage
If you use this power two or more times before increases by 1d6 for each slot level above 1st.
completing your next long rest, there is a cumulative
25 percent chance for each casting after the rst that DARKNESS
you get a neutral result regardless of the actual 2nd-level dark side power
outcome. Casting Time: 1 action
Range: 60 feet
DARK AURA
Duration: Concentration, up to 10 minutes
3rd-level dark side power
Prerequisite: Hex Darkness spreads from a point you choose within
Casting Time: 1 bonus action range to ll a 15-foot-radius sphere until the power
Range: Self ends. The darkness spreads around corners. A
Duration: Concentration, up to 1 minute creature with darkvision can't see through this
darkness, and unenhanced light can't illuminate it.
You manifest a mantle of malevolent dark side If the point you choose is on an object you are
energy for the duration. holding or one that isn't being worn or carried, the
Until the power ends, any attack you make deals an darkness comes from the object and moves with it.
extra 1d8 necrotic damage when you hit a creature Completely covering the source of the darkness with
within 10 feet of you. Any creature that takes this an opaque object blocks the darkness.
damage can't regain hit points until the start of your If this power's area overlaps with light created by a
next turn. 2nd-level power or lower, this power and the light are
Additionally, any creature of your choice that you can dispelled.
see that starts its turn within 10 feet of you gains 1
slowed level until the start of your next turn. DEATH FIELD
Force Potency. When you cast this power using a 8th-level dark side power
force slot of 4th level or higher, the extra damage Prerequisite: Siphon Life
increases by 1d8 for each slot level above 3rd. Casting Time: 1 action
Range: 90 feet (30-foot cube)
DARK SHEAR
Duration: Instantaneous
2nd-level dark side power
Casting Time: 1 bonus action
You draw the life force from every creature in a 30-
Range: Self
foot cube centered on a point you choose within range.
Duration: Concentration, up to 1 minute
Each creature in that area must make a Constitution
saving throw. A creature takes 10d8 necrotic damage
You create a weapon of imperceptible Force energy on a failed save, or half as much damage on a
that lasts until the power ends. It counts as a simple successful one. If you reduce a hostile creature to 0,
lightweapon with which you are pro cient. It deals 2d6 you gain temporary hit points equal to half the damage
psychic damage, and has the nesse, light, and thrown dealt. This power has no e ect on droids or constructs.
properties (range 20/60). When you attack while within
dim light or darkness, you have advantage.
If you drop the weapon or throw it, it disappears at
the end of the turn. While the power lasts, you can use
a bonus action to make the weapon reappear in your
hand.

CHAPTER 11 | FORCE POWERS 242


DENOUNCE DOMINATE BEAST
At-will dark side power 4th-level dark side power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
A target of your choice within range must make a A beast you can see must succeed on a Wisdom save
Charisma saving throw. On a failed save, when the or be charmed. If you or your companions are ghting
target makes their next attack roll or saving throw they it, it has advantage on this saving throw.
must roll a d4 and subtract the number from it. The While it's charmed, you have a telepathic link to it if
power then ends. you're on the same planet. You can use this link to
This power's die increases at higher levels: to a d6 at issue commands while you are conscious, no action
5th level, a d8 at 11th level, and a d10 at 17th level. required, which it does its best to obey. You can specify
a simple and general course of action. If it completes
DESTROY DROID the order and doesn't receive further orders, it focuses
7th-level light side power on defending itself.
Prerequisite: Disable Droid You can use your action to take total control of the
Casting Time: 1 action target. Until the end of your next turn, the beast takes
Range: 120 feet (30-foot cube) only the actions you decide and nothing you don't
Duration: Concentration, up to 1 minute allow it to. You can also have the beast use a reaction,
Choose a point that you can see within range. Each but this takes your reaction as well.
droid or construct must succeed on a Constitution If the beast takes damage, it makes another Wisdom
saving throw or be paralyzed for the duration. At the save. On a success, the power ends.
beginning of each of its turns, an a ected target takes Force Potency. When you cast this power using a
energy damage equal to twice your forcecasting ability 5th-level force slot, the duration is up to 10 minutes. At
modi er and then repeats this saving throw. On a a 6th-level slot, the duration is up to 1 hour. At a slot of
success, the power ends on the target. 7th or higher, the duration is up to 8 hours.

DISABLE DROID DOMINATE MIND


4th-level light side power 5th-level dark side power
Prerequisite: Stun Droid Prerequisite: Dominate Beast
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet (15-foot cube) Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Choose a point that you can see within range. Each You attempt to beguile a humanoid that you can see
droid or construct must succeed on a Constitution within range. It must succeed on a Wisdom saving
saving throw or be paralyzed for the duration. At the throw or be charmed by you for the duration. If you or
beginning of each of its turns, an a ected creature creatures that are friendly to you are ghting it, it has
takes energy damage equal to your forcecasting ability advantage on the saving throw.
modi er and then repeats this saving throw. On a While the target is charmed, you have a telepathic
success, the power ends on the target. link with it as long as you are within 1 mile of it. You
can use this telepathic link to issue commands to the
DISPERSE FORCE creature while you are conscious (no action required),
1st-level universal power which it does its best to obey. You can specify a simple
Prerequisite: Saber Ward and general course of action, such as "Attack that
Casting Time: 1 reaction, which you take when you take creature," "Run over there," or "Fetch that object." If
cold, energy, re, ion, lightning, or sonic damage the creature completes the order and doesn't receive
Range: Self further direction from you, it defends and preserves
Duration: 1 round itself to the best of its ability.
You can use your action to take total and precise
This power absorbs damage from certain incoming control of the target. Until the end of your next turn,
attacks, lessening its e ect on you and distributing it the creature takes only the actions you choose, and
throughout your body. You have resistance to the doesn't do anything that you don't allow it to do.
triggering damage type until the start of your next turn. During this time you can also cause the creature to use
Also, you gain 5 temporary hit points to potentially a reaction, but this requires you to use your own
absorb the attack. These temporary hit points last until reaction as well.
the start of your next turn.
Force Potency. When you cast this power using a
force slot of 2nd level or higher, the temporary hit
points increases by 5 for each slot level above 1st.

243 CHAPTER 11 | FORCE POWERS


DRAIN VITALITY
Each time the target takes damage, it makes a new 2nd-level dark side power
Wisdom saving throw against the power. If the saving Prerequisite: Sap Vitality
throw succeeds, the power ends. Casting Time: 1 action
Force Potency. When you cast this power using a Range: 60 feet
6th-level force slot, the duration is 10 minutes. When Duration: Concentration, up to 1 minute
you use a 7th-level force slot, the duration is 1 hour.
When you use a force slot of 8th level or higher, the You draw the willpower from a creature you can see
duration is 8 hours. within range. Make a ranged force attack against the
target. On a hit, the target takes 2d6 necrotic damage
DOMINATE MONSTER and it deals only half damage with weapon attacks that
8th-level dark side power use Strength until the power ends.
Prerequisite: Dominate Mind At the end of each of the target's turns, it can make a
Casting Time: 1 action Constitution saving throw against the power. On a
Range: 60 feet success, the power ends.
Duration: Concentration, up to 1 hour Force Potency. When you cast this power using a
force slot of 3rd level or higher, the damage increases
You attempt to beguile a creature that you can see
by 1d6 for each slot level above 2nd.
within range. It must succeed on a Wisdom saving
throw or be charmed by you for the duration. If you or DUN MOCH
creatures that are friendly to you are ghting it, it has 1st-level dark side power
advantage on the saving throw.
Casting Time: 1 bonus action
While the creature is charmed, you have a telepathic Range: 30 feet
link with it as long as you are within 1 mile of it. You Duration: Concentration, up to 1 minute
can use this telepathic link to issue commands to the
creature while you are conscious (no action required), You attempt to manipulate a creature into ghting
which it does its best to obey. You can specify a simple you. One creature that you can see within range must
and general course of action, such as "Attack that make a Wisdom saving throw. On a failed save, the
creature," "Run over there," or "Fetch that object." If creature is drawn to you, compelled by your demands.
the creature completes the order and doesn't receive For the duration, it has disadvantage on attack rolls
further direction from you, it defends and preserves against creatures other than you, and must make a
itself to the best of its ability. Wisdom saving throw each time it attempts to move to
You can use your action to take total and precise a space that is more than 30 feet away from you; if it
control of the target. Until the end of your next turn, succeeds on this saving throw, this power doesn't
the creature takes only the actions you choose, and restrict the target's movement for that turn.
doesn't do anything that you don't allow it to do. The power ends if you attack any other creature, if
During this time, you can also cause the creature to you cast a power that targets a hostile creature other
use a reaction, but this requires you to use your own than the target, if a creature friendly to you damages
reaction as well. the target or casts a harmful power on it, or if you end
Each time the target takes damage, it makes a new your turn more than 30 feet away from the target. This
Wisdom saving throw against the power. If the saving power has no e ect on droids or constructs.
throw succeeds, the power ends. This power has no
e ect on droids or constructs.
Force Potency. When you cast this power with a 9th-
level force slot, the duration is concentration, up to 8
hours.
DRAIN LIFE
4th-level dark side power
Prerequisite: Drain Vitality
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You draw the life force from a creature you can see
within range. The target must make a Constitution
saving throw. The target takes 8d8 necrotic damage on
a failed save, or half as much damage on a successful
one. If you reduce a hostile creature to 0, you gain
temporary hit points equal to half the damage dealt.
This power has no e ect on droids or constructs.
Force Potency. When you cast this power using a
force slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.

CHAPTER 11 | FORCE POWERS 244


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 di cult 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 di cult
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 e ects 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 ssures 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
ssure 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 o the pillar or fall o it.
moves with the ssure's edge as it opens. Force Potency. When you cast this power using a
A ssure 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. A frightened
lower, depending on the nature of the rubble. On a creature can repeat this save at the end of each of its
successful save, the creature takes half as much turns, ending this e ect on a success. This power has
damage and doesn't fall prone or become buried. no e ect on constructs or droids.
ENFEEBLE FEEDBACK
At-will dark side power At-will dark side power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Instantaneous Duration: Instantaneous
Dark energy courses from your hand at a creature You unleash a burst of psychic energy at a target
within range. The target must succeed on a Wisdom within range. If the target can hear you (though it need
saving throw. If it is missing any hit points, it takes not understand you), it must succeed on an
1d12 necrotic damage. Otherwise, it takes 1d8. Intelligence saving throw or take 1d4 psychic damage
The power's damage increases by one die when you and have disadvantage on the next attack roll it makes
reach 5th, 11th, and 17th level. before the end of its next turn.
This power's damage increases by 1d4 when you
reach 5th level (2d4), 11th level (3d4), and 17th level
(4d4).

245 CHAPTER 11 | FORCE POWERS


FORCE BARRIER
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, roll an additional 2d10
Range: 30 feet
for each slot level above 1st.
Duration: 8 hours FORCE BODY
This power bolsters your allies with toughness and 1st-level universal power
resolve. Choose up to three creatures within range. Casting Time: 1 action
Each target's hit point maximum and current hit points Range: Self
increase by 5 for the duration. Duration: 1 hour
Force Potency. When you cast this power using a
force slot of 3rd level or higher, a target's hit points This power enables you to use your health to fuel
increase by an additional 5 for each slot level above your force powers. For the duration, when you cast a
2nd. force power, half the cost is paid by your force points
(rounded up) and half the cost is paid by your hit
FORCE BLUR points (rounded down). Additionally, your maximum
2nd-level universal power hit points are decreased by this amount while the
Prerequisite: Force Mask
power is active.
Casting Time: 1 action
You may end this e ect at any time. If you cast a
Range: Self
force power that would reduce your hit points to 0, the
Duration: Concentration, up to 1 minute
power automatically fails and this e ect ends.

You use the Force to weave an illusion that blurs FORCE BREACH
your form, shifting and wavering to all who can see 5th-level universal power
you. For the duration, any creature has disadvantage Casting Time: 1 action
on attack rolls against you. An attacker is immune to Range: 120 feet (20-foot cube)
this e ect if it doesn't rely on sight, as with blindsight, Duration: Instantaneous
or can see through illusions, as with truesight.
Choose a spot within range. All force powers of 5th
FORCE BLIND/DEAFEN level or lower in the area end. For each force power of
2nd-level light side power 6th level or higher in the area, make an ability check
Casting Time: 1 action
using your forcecasting ability. The DC equals 10 + the
Range: 30 feet
power's level. On a successful check, the force power
Duration: 1 minute
ends.
Force Potency. When you cast this power using a
You can blind or deafen a foe. Choose one creature force slot of 6th level or higher, you automatically end
that you can see within range to make a Constitution the e ects of a force power on the target if the power's
saving throw. If it fails, the target is either blinded or level is equal to or less than the level of the force slot
deafened (your choice) for the duration. At the end of you used.
each of its turns, the target can make a Constitution
saving throw. On a success, the power ends. FORCE CAMOUFLAGE
Force Potency. When you cast this power using a 2nd-level universal power
force slot of 3rd level or higher, you can target one Casting Time: 1 action
additional creature for each slot level above 2nd. Range: Self
Duration: Concentration, up to 1 hour
FORCE BLINDING
1st-level light side power You become invisible until the power ends. Anything
Casting Time: 1 action
you are wearing or carrying is invisible as long as it is
Range: Self (15-foot cone)
on your person. The power ends if you attack or cast a
Duration: 1 round
power.

You use the Force to emit a blinding ash of light


from your hand. Roll 6d10, the total is how many hit
points of creatures this power can e ect. Creatures in
a 15-foot cone originating from you are a ected in
ascending order of their current hit points (ignoring
unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current
hit points, each creature a ected by this power is
blinded until the power ends. 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 the creature to be a ected.

CHAPTER 11 | FORCE POWERS 246


FORCE CHAIN LIGHTNING
6th-level dark side power charmed target must use its action before moving on
Prerequisite: Force Lightning
each of its turns to make a melee attack against a
Casting Time: 1 action
creature other than itself that you mentally choose.
Range: 150 feet
The target can act normally on its turn if you choose
Duration: Instantaneous
no creature or if none are within its reach.
On your subsequent turns, you must use your action
You create a bolt of lightning that arcs toward a to maintain control over the target, or the power ends.
target of your choice that you can see within range. Also, the target can make a Wisdom saving throw at
Three bolts then leap from that target to as many as the end of each of its turns. On a success, the power
three other targets, each of which must be within 30 ends.
feet of the rst target. A target can be a creature or an
object and can be targeted by only one of the bolts. FORCE DISARM
A target must make a Dexterity saving throw. The At-will universal power
target takes 10d8 lightning damage on a failed save, or Casting Time: 1 action
half as much damage on a successful one. Range: 30 feet
Force Potency. When you cast this power using a Duration: Instantaneous
force slot of 7th level or higher, one additional bolt
leaps from the rst target to another target for each You select a weapon or object being worn or carried
slot level above 6th. by a Large or smaller creature within range. The
creature must make a Strength or Dexterity saving
FORCE CONCEALMENT throw (the creature chooses the ability to use). If the
2nd-level universal power item is being worn, this save is made with
Casting Time: 1 action
disadvantage. On a failed save, the creature takes 1d4
Range: Touch
force damage and the item is pulled directly to you. If
Duration: 24 hours
you have a free hand, you catch the weapon.
Otherwise, it lands at your feet.
You shroud or alter the aura of a creature or object This power's damage increases by 1d4 when you
you touch so that Force powers reveal false reach 5th level (2d4), 11th level (3d4), and 17th level
information about it. The target can be a willing (4d4).
creature or an object that isn't being carried or worn by
another creature. FORCE ENLIGHTENMENT
When you cast the power, choose one or both of the 2nd-level light side power
following e ects. The e ect lasts for the duration. If Prerequisite: Guidance
you cast this power on the same creature or object Casting Time: 1 action
every day for 30 days, placing the same e ect on it Range: Touch
each time, the e ect lasts until it is dispelled. Duration: Concentration, up to 1 hour
False Aura. You change the way the target appears
You touch a creature and enhance it with the Force.
to powers and Force-based enhanced e ects, such as
Choose one of the following e ects; the target gains
sense force, that detects the presence of the Force.
that e ect until the power ends.
You can make a Force-based unenhanced object or
creature appear enhanced and to radiate a Force aura, Strength. The target has advantage on Strength
or a Force-based enhanced object or creature appear checks, and his or her carrying capacity doubles.
unenhanced and to radiate no Force aura. When you Dexterity. The target has advantage on Dexterity
use this e ect on an object, you can make the false checks. It also doesn't take damage from falling 20 feet
aura apparent to any creature that handles the item. or less if it isn't incapacitated.
Cloak. You can change the way the target's a nity in Endurance. The target has advantage on Constitution
the Force appears to the force sight power. For checks. It also gains 2d6 temporary hit points, which
example, a Sith Lord with great power in the dark side are lost when the power ends.
of the Force can appear instead to have very little Cunning. The target has advantage on Intelligence
strength in the Force, with an a nity towards the light checks.
side. Wisdom. The target has advantage on Wisdom checks.
FORCE CONFUSION Splendor. The target has advantage on Charisma
checks.
2nd-level universal power
Preqrequisite: Mind Trick This power has no e ect on droids or constructs.
Casting Time: 1 action Force Potency. When you cast this power using a
Range: 120 feet force slot of 3rd level or higher, you can target one
Duration: Concentration, up to 1 minute additional creature for each slot level above 2nd.
One humanoid of your choice that you can see
within range must succeed on a Wisdom saving throw
or become charmed by you for the duration. The

247 CHAPTER 11 | FORCE POWERS


FORCE FOCUS FORCE LEAP
1st-level light side power At-will universal power
Prerequisite: Force Technique Casting Time: 1 bonus action
Casting Time: 1 bonus action Range: Self
Range: Self Duration: 1 round
Duration: Concentration, up to 1 minute
Until the end of your next turn, you can use your
You let the Force guide you, empowering your forcecasting ability score instead of your Strength
strikes. Until the power ends, your weapon attacks deal score when you jump, and always count as having
an extra 1d4 force damage on a hit. made a running start before jumping.
FORCE IMBUEMENT FORCE LIGHTNING
At-will universal power 3rd-level dark side power
Casting Time: 1 bonus action Prerequisite: Shock
Range: Touch Casting Time: 1 action
Duration: 1 minute Range: Self (100-foot line)
Duration: Instantaneous
The crystal inside of a simple lightweapon or the
material of a simple vibroweapon or an improvised A stroke of lightning forming a line 100 feet long and
weapon you are holding is imbued with the power of 5 feet wide blasts out from you in a direction you
the Force. For the duration, you can use your choose. Each creature in the line must make a
forcecasting ability instead of Strength for the attack Dexterity saving throw. A creature takes 8d6 lightning
and damage rolls of melee attacks using that weapon, damage on a failed save, or half as much damage on a
and the weapon's damage die becomes a d8. The successful one.
weapon also becomes enhanced, if it isn't already, and The lightning ignites ammable objects in the area
you become pro cient with it, if you aren't already. The that aren't being worn or carried.
power ends if you cast it again or if you let go of the Force Potency. When you cast this power using a
weapon. force slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
FORCE IMMUNITY
4th-level universal power FORCE LIGHTNING CONE
Casting Time: 1 action 7th-level dark side power
Range: Self Prerequisite: Force Chain Lightning
Duration: Concentration, up to 1 minute Casting Time: 1 action
An immobile, faintly shimmering barrier springs into Range: Self (60-foot cone)
existence around you and remains for the duration. Duration: Instantaneous
The barrier moves with you. Any force power of 3rd Lightning arcs from your hands. Each creature in a
level or lower cast from outside the barrier can't a ect 60-foot cone must make a Dexterity saving throw. A
you, even if the power is cast using a higher level force creatures takes 12d6 lightning damage on a failed
slot. Such a power can target you, but the power has save, or half as much on a successful one.
no e ect on you. Similarly, the area within the barrier Force Potency. When you cast this power using a
is excluded from the areas a ected by such powers. force slot of 8th level or higher, the damage increases
Force Potency. When you cast this power using a by 2d6 for each slot level above 7th.
force slot of 5th level or higher, the barrier blocks
powers of one level higher for each slot level above FORCE LINK
4th. 8th-level universal power
Prerequisite: Force Meld
FORCE JUMP Casting Time: 1 action
1st-level universal power Range: Unlimited
Prerequisite: Force Leap Duration: 24 hours
Casting Time: 1 action
You create a telepathic link between yourself and a
Range: Self
willing creature with which you are familiar. Until the
Duration: Instantaneous
power ends, you and the target can instantaneously
Using the Force to augment the strength in your legs, share words, images, sounds, and other sensory
you leap up to 30 feet to an unoccupied space you can messages with one another through the link, and the
see. target recognizes you as the creature it is
Force Potency. When you cast this power using a communicating with. The power enables a creature
force slot of 2nd level or higher, your jump distance with an Intelligence score of at least 1 to understand
increases by 5 feet for each slot level above 1st. the meaning of your words and take in the scope of
any sensory messages you send to it. This power has
no e ect on droids or constructs.

CHAPTER 11 | FORCE POWERS 248


FORCE MASK FORCE PROJECT
1st-level universal power 7th-level universal power
Prerequisite: Mind Trick Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self Duration: Concentration, up to 1 day
Duration: 1 hour
You create an illusory copy of yourself that lasts for
Until the power ends or you use an action to dismiss the duration. The copy can appear at any location that
it, you can disguise yourself through use of the Force in you have seen before, regardless of intervening
many ways. You can appear to be shorter or taller by obstacles. The illusion looks and sounds like you but is
about a foot and change the appearance of your body intangible. If the illusion takes any damage, it
and weight, but you cannot change the basic structure disappears, and the power ends.
of your body. This e ect can include your clothes, You can use your action to move this illusion up to
weapons, and other belongings on your person. twice your speed, and make it gesture, speak, and
This e ect is only visual, so any sort of physical behave in whatever way you choose. It mimics your
contact will only interact with the real size and shape of mannerisms perfectly.
you. A creature that uses its action to examine you can You can see through its eyes and hear through its
identify this e ect with a successful Intelligence ears as if you were in its space. On your turn as a
(Investigation) check against your force save DC. This bonus action, you can switch from using its senses to
power has no e ect on droids or constructs. using your own, or back again. While you are using its
senses, you are blinded and deafened in regard to your
FORCE MELD own surroundings.
5th-level universal power Physical interaction with the image reveals it to be an
Prerequisite: Force Whisper illusion, because things can pass through it. A creature
Casting Time: 1 action that uses its action to examine the image can
Range: 30 feet determine that it is an illusion with a successful
Duration: 1 hour Intelligence (Investigation) check against your force
You forge a telepathic link among up to eight willing save DC. If a creature discerns the illusion for what it is,
creatures of your choice within range, psychically the creature can see through the image, and any noise
linking each creature to all the others for the duration. it makes sounds hollow to the creature.
Droids, constructs, and creatures with Intelligence FORCE PROPEL
scores of 2 or less aren't a ected by this power. 1st-level universal power
Until the power ends, the targets can communicate
Prerequisite: Force Push/Pull
telepathically through the bond whether or not they
Casting Time: 1 action
have a common language. The communication is
Range: 60 feet
possible over any distance, though it can't extend
Duration: Instantaneous
beyond a single planet.
Choose one or more creatures or objects not being
FORCE MEND worn or carried within 60 feet that weigh up to a
7th-level light side power combined total of 15 pounds. The creatures or objects
Casting time: 1 minute immediately move 60 feet in a direction of your choice.
Range: Touch If the creatures or objects end this movement in the
Duration: 1 hour air, they immediately fall to the ground. If the creatures
You touch a creature and stimulate its natural or objects collide with any one target during its travel,
healing ability. The target regains 4d8+15 hit points. both the creatures or objects and the target take 3d8
For the duration of the power, the target regains 1 hit kinetic damage. If the target is a creature, it must make
point at the start of each of its turns (10 hit points each a Dexterity saving throw. On a failed save, it takes 3d8
minute). kinetic damage, or half as much on a successful one.
If the creature has a severed part you hold it to the Force Potency. When you cast this power using a
stump, the power instantaneously causes the limb to force slot of 2nd level or higher, the maximum weight
knit to the stump. increases by 15 pounds and the damage increases by
This power has no e ect on droids or constructs. 1d8 for each slot level above 1st.

249 CHAPTER 11 | FORCE POWERS


FORCE PUSH/PULL FORCE REPULSE
At-will universal power 3rd-level universal power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (20-foot radius)
Duration: Instantaneous Duration: Instantaneous
You gain the minor ability to move or manipulate You release an omnidirectional telekinetic burst.
creatures and objects with the Force. You can exert Each creature within 20 feet must make a Dexterity
ne control on objects with your telekinetic grip, such saving throw. On a failed save, a creature takes 8d6
as manipulating a simple tool, opening a door or a force damage and is pushed back 5 feet. On a
container, stowing or retrieving an item from an open successful save, a creature takes half damage and isn't
container, or pouring the contents from a vial. pushed.
Alternatively, you can push or pull a creature or object All small objects that are not worn or carried are also
you can see. pushed 5 feet back.
You use the Force to move a Medium or smaller Force Potency. When you cast this power using a
creature or object not being worn or carried within force slot of 4th level or higher, the damage increases
range. The target must make a Strength saving throw. by 1d6 for each slot level above 3rd.
An object automatically fails this saving throw. On a
failed save, the creature or object moves a number of FORCE SCREAM
feet in a direction of your choice based on its size. A 3rd-level dark side power
Tiny creature or object can be moved up to 20 feet, a Casting Time: 1 action
Small creature or object can be moved up to 10 feet, Range: Self (15-foot radius)
and a Medium creature or object can be moved up to 5 Duration: Instantaneous
feet. If at the end of this movement the creature or
You emit a scream imbued with the power of the
object strikes another creature or object, it must make
Force. Each creature you choose within 15 feet of you
a Dexterity saving throw. An object automatically fails
must succeed on a Constitution saving throw. On a
this saving throw. On a failed save, they both take 1d4
failed save, a creature take 4d6 psychic damage, 4d6
kinetic damage.
sonic damage, and is deafened until the end of its next
This power improves when you reach higher levels. turn. On a successful save, it takes half as much
At 5th level, you can move a Tiny creature or object up damage and isn't deafened.
to 30 feet, a Small creature or object up to 20 feet, a
Medium creature or object up to 10 feet, and the FORCE SHUNT
power's damage increases to 2d4 kinetic damage. At At-will universal power
11th level, you can move a Small creature or object up Casting Time: 1 action
to 30 feet, a Medium creature up to 20 feet, and the Range: 30 feet
power's damage increases to 3d4 kinetic damage. At Duration: Instantaneous
17th level, you can move a Medium creature to up 30
feet, and the power's damage increases to 4d4 kinetic You use the Force to thrust a creature you can see to
damage. the ground. The target must make a Strength saving
throw. On a failed save, a creature takes 1d4 kinetic
FORCE REFLECT damage and falls prone.
1st-level universal power This power's damage increases by 1d4 when you
Prerequisite: Saber Re ect reach 5th level (2d4), 11th level (3d4), and 17th level
Casting Time: 1 reaction, which you take in response to (4d4).
being hit by a ranged attack
FORCE SIGHT
Range: Self
2nd-level universal power
Duration: Instantaneous
Prerequisite: Sense Force
In response to being attacked, you attempt to de ect Casting Time: 1 action
the attack with the Force. When you use this power, Range: Self
the damage you take from the attack is reduced by Duration: Concentration, up to 10 minutes
1d10. If you reduce the damage to 0 and the damage is
energy, force, ion, kinetic, lightning, necrotic, or sonic, You shift your vision to see through use of the Force;
you can re ect the attack at a target within range as colors fade and inanimate objects appear as shades of
part of the same reaction. Make a ranged force attack gray. For the duration, you gain the following bene ts.
at a target you can see. The attack has a normal range
Living things glow with the power of the Force. Those
of 30 feet and a long range of 90 feet. On a hit, the
with an a nity for the light side glow blue, those with
target takes the triggering attack's normal damage.
an a nity for the dark side glow red, and those with no
Force Potency. When you cast this power using a
attunement to either side of the Force glow yellow.
force slot of 2nd level or higher, the damage reduction
How bright they glow is determined by how strong
increases by 1d10 for each slot level above 1st.
their connection to the Force is.
You gain blindsight to 30 feet.
You have advantage on Wisdom (Perception) checks
that rely on sight against living targets within 30 feet.

CHAPTER 11 | FORCE POWERS 250


FORCE STORM
9th-level dark side power range. The target must make a Strength saving throw.
Prerequisite: Force Lightning Cone
An object automatically fails this saving throw. On a
Casting Time: 1 action
failed save, the creature or object moves a number of
Range: 150 feet
feet in a direction of your choice based on its size. A
Duration: Concentration, up to 1 minute
Tiny creature or object can be moved up to 90 feet, a
Small creature or object can be moved up to 60 feet, a
A crackling storm of lightning with a diameter of 60 Medium creature or object can be moved up to 30 feet,
feet and a height of 120 feet appears in a location you and a Large creature or object can be moved up to 10
choose within range. Whenever a creature enters the feet. If at the end of this movement the creature or
storm or starts its turn there, it must make a Dexterity object strikes another creature or object, they both
saving throw. On a failed save, it takes 30d6 lightning take 2d8 force damage.
damage or half as much as a successful one. Force Potency. When you cast this power using a
The power damages objects in the area and ignites force slot of 3rd level or higher, the range you can
ammable objects that aren't being worn or carried. throw a creature or object increases by 10 feet, to a
maximum of 90 feet, and the power's damage
FORCE SUPPRESSION
increases by 1d8.
3rd-level universal power
Casting Time: 1 action FORCE TRANCE
Range: 120 feet 3rd-level light side power
Duration: Instantaneous Casting Time: 1 action
Choose one creature, object, or force e ect within Range: 30 feet
range. Any force power of 3rd level or lower on the Duration: 10 minutes
target ends. For each force power of 4th level or higher You make a calming gesture, and up to three willing
on the target, make an ability check using your creatures of your choice that you can see within range
forcecasting ability. The DC equals 10 + the power's fall unconscious for the power's duration. The power
level. On a success, the power ends. ends on a target early if it takes damage or someone
Force Potency. When you cast this power using a uses an action to shake or slap it awake. If a target
force slot of 4th level or higher, you automatically end remains unconscious for the full duration, that target
the e ects of a force power on the target if the power's gains the bene t of a short rest, and it can't be a ected
level is equal to or less than the level of the force slot by this power again until it nishes a long rest. This
you used. power has no e ect on droids or constructs.
FORCE TECHNIQUE Force Potency. When you cast this power using a
At-will light side power force slot of 4th level or higher, you can target one
additional willing creature for each slot level above 3rd.
Casting Time: 1 action
Range: Varies FORCE VISION
Duration: 1 round 2nd-level universal power
You imbue your weapon with the purifying light of Casting Time: 1 minute
the Force. As part of the action used to cast this power, Range: 60 feet
you must make a melee weapon attack against one Duration: 1 hour
creature within your reach, otherwise the power fails. You receive a vision of the future through the Force,
On a hit, the target su ers the attack's normal e ects, giving you or one willing creature you can see within
and it becomes wreathed in a glowing barrier of force range a chance to change fate. When the chosen
energy until the start of your next turn. If the target creature makes an attack roll, an ability check, or a
willingly moves before then, it immediately takes 1d8 saving throw before the power ends, it can dismiss this
force damage, and the power ends. power on itself to roll an additional d20 and choose
This power's damage increases when you reach which of the d20s to use. Alternatively, when an attack
higher levels. At 5th level, the melee attack deals an roll is made against the chosen creature, it can dismiss
extra 1d8 force damage to the target, and the damage this power on itself to roll a d20 and choose which of
the target takes for moving increases to 2d8. Both the d20s to use, the one it rolled or the one the
damage rolls increase by 1d8 at 11th level and 17th attacker rolled.
level. If the original d20 roll has advantage or
disadvantage, the creature rolls the additional d20
FORCE THROW
after advantage or disadvantage has been applied to
2nd-level universal power
the original roll.
Prerequisite: Force Push/Pull Force Potency. When you cast this power using a
Casting Time: 1 action force slot of 3rd level or higher, you can target one
Range: 90 feet additional creature for each slot level above 2nd.
Duration: Instantaneous
You use the Force to move a Large or smaller
creature or object not being worn or carried within

251 CHAPTER 11 | FORCE POWERS


FORCE WEAPON GRASPING VINE
3rd-level universal power 4th-level light side power
Prerequisite: Force Imbuement Prerequisite: Plant Surge
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Touch Range: 30 feet
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute
You touch an unenhanced weapon with which you You make a vine sprout from the ground in an
are pro cient. While you wield it for the duration, that unoccupied space you can see. When you cast this
weapon becomes an enhanced weapon with a +1 power, you can make the vine whip a creature up to 30
bonus to attack rolls and damage rolls. Additionally, feet from it, if you can see the target. The creature
you can use your forcecasting modi er instead of your must pass a Dexterity save or be pulled 20 feet directly
Strength or Dexterity modi er for attacks and damage toward the vine.
rolls when attacking with that weapon. Until the power ends, you can use your bonus action
Force Potency. When you cast this power using a to have the vine lash out again.
force slot of 5th level or higher, the bonus increases to
+2. When you use a force slot of 7th level or higher, the GREATER FEEDBACK
bonus increases to +3. 5th-level dark side power
Prerequisite: Improved Feedback
FORCE WHISPER Casting Time: 1 action
At-will universal power Range: 120 feet
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet
You choose a point within range and cause psychic
Duration: 1 round
energy to explode there. Each creature in a 20-foot-
You use the Force to carry a message in your voice to radius sphere centered on that point must make an
another creature within range. The target (and only the Intelligence saving throw. A creature with an
target) hears the message and can reply in a whisper Intelligence score of 2 or lower can't be a ected by this
that only you can hear. power. A target takes 8d6 psychic damage on a failed
You can cast this power through solid objects if you save, or half as much damage on a successful one.
are familiar with the target and know it is beyond the After a failed save, a target has muddled thoughts
barrier. An enhanced silence e ect, 1 foot of stone, 1 for 1 minute. During that time, it rolls a d6 and
inch of common metal, a thin sheet of lead, or 3 feet of subtracts the number rolled from all its attack rolls and
wood blocks the power. The power doesn't have to ability checks, as well as its Constitution saving throws
follow a straight line and can travel freely around to maintain concentration. The target can make a
corners or through openings. Wisdom saving throw at the end of each of its turns,
ending the e ect on itself on a success.
FREEDOM OF MOVEMENT
4th-level universal power GREATER HEAL
Casting Time: 1 action
6th-level light side power
Range: Touch Prerequisite: Improved Heal
Duration: 1 hour Casting Time: 1 action
Range: 60 feet
You touch a willing creature. Its movement is
Duration: Instantaneous
una ected by di cult terrain, and powers and
enhanced e ects can't reduce its speed or cause it to Choose a creature that you can see within range. A
be paralyzed or restrained. surge of positive energy washes through the creature,
The target can spend 5 feet of movement to causing it to regain 70 hit points. This power also ends
automatically escape from unenhanced restraints. blindness, deafness, and any diseases a ecting the
Additionally, being underwater imposes no penalties target. This power has no e ect on droids or
on its movement or attacks. constructs.
Force Potency. When you cast this power using a
GIVE LIFE force slot of 7th level or higher, the healing increases
At-will light side power by 10 for each slot level above 6th.
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Placing your hand on another creature you can
transfer your own life force to them. You spend and
roll one of your hit dice and the creature regains that
many hit points. This power has no e ect on droids or
constructs.

CHAPTER 11 | FORCE POWERS 252


GREATER SABER THROW
5th-level universal power While a target is a ected by the power, the target
Prerequisite: Improved Saber Throw
treats the hallucination as if it were real. The target
Casting Time: 1 action
rationalizes any illogical outcomes from interacting
Range: 30 feet
with the hallucination. For example, a target
Duration: Instantaneous
attempting to walk across a phantasmal bridge that
spans a chasm falls once it steps onto the bridge. If the
As a part of the action used to cast this power, you target survives the fall, it still believes that the bridge
must make a ranged force attack with a lightweapon or exists and comes up with some other explanation for
vibroweapon against one target within the power's its fall - it was pushed, it slipped, or a strong wind
range, otherwise the power fails. On a hit, the target might have knocked it o .
takes 6d8 damage of the same type as the weapon's An a ected target is so convinced of the
damage and must make a Constitution saving throw hallucination's reality that it can even take damage
against an additional e ect depending on your choice from the illusion. A hallucination created to appear as a
of casting ability: creature can attack the target. Similarly, a hallucination
Wisdom. The target takes an additional 4d6 force created to appear as re, a pool of acid, or lava can
damage and it gains four levels of slowed until the end burn the target. Each round on your turn, the
of its next turn. On a success, the target takes half as hallucination can deal 1d6 psychic damage to the
much damage and its speed isn't reduced. target if it is in the hallucination's area or within 5 feet
Charisma. The target takes an additional 4d6 of the hallucination, provided that the illusion is of a
necrotic damage and cannot regain hit points until the creature or hazard that could logically deal damage,
end of its next turn. On a success, the target takes half such as by attacking. The target perceives the damage
as much damage and its healing capability is as a type appropriate to the illusion.
una ected. Force Potency. When you cast this power using a
The weapon then immediately returns to your hand. force power slot of 3rd level or higher, the range
Force Potency. When you cast this power using a increases by 20 feet, the image dimensions increase by
force slot of 6th level or higher, the force or necrotic 5 feet, and you can target one additional creature for
damage increases by 1d6 for each slot above 5th. every two slot levels above 2nd.
GUIDANCE HEAL
At-will light side power 1st-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Duration: Concentration, up to 1 minute Duration: Instantaneous
You touch one willing creature. Once before the A creature you touch regains a number of hit points
power ends, the target can roll a d4 and add the equal to 1d8 + your forcecasting ability modi er. This
number rolled to one ability check of its choice. It can power has no e ect on droids or constructs.
roll the die before or after making the ability check. The Force Potency. When you cast this power using a
power then ends. force slot of 2nd level or higher, the healing increases
This power's die increases at higher levels: to a d6 at by 1d8 for each slot level above 1st.
5th level, a d8 at 11th level, and a d10 at 17th level.
HEROISM
HALLUCINATION 1st-level light side power
2nd-level dark side power
Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery.
You craft a dangerous illusion in the mind of a Until the power ends, the creature is immune to being
creature that you can see within range. The target frightened and gains temporary hit points equal to
must make a Wisdom saving throw. On a failed save, your forcecasting ability modi er at the start of each of
you create a phantasmal object, creature, or other its turns. When the power ends, the target loses any
visible phenomenon of your choice that is no larger remaining temporary hit points from this power. This
than a 10-foot cube and that is perceivable only to the power has no e ect on droids or constructs.
target for the duration. This power has no e ect 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
hallucination with an Intelligence (Investigation) check
against your force power save DC. If the check
succeeds, the target realizes that the hallucination is an
illusion, and the power ends.

253 CHAPTER 11 | FORCE POWERS


HEX IMPROVED BATTLE MEDITATION
1st-level dark side power 5th-level universal power
Casting Time: 1 bonus action Prerequisite: Battle Meditation
Range: 90 feet Casting Time: 1 action
Duration: Concentration, up to 1 hour Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
You curse an opponent within range. Until the power
ends, you deal an extra 1d6 necrotic damage to the You exude an aura out to 15 feet that boosts the
target whenever you hit it with an attack. Also, choose morale and overall battle prowess you and your allies
one ability when you cast the power. The target has while simultaneously reducing the opposition's
disadvantage on ability checks made with the chosen combat-e ectiveness by eroding their will to ght.
ability. Whenever you or a friendly creature within your
If the target drops to 0 hit points before this power meditation makes an attack roll or a saving throw, they
ends, you can use a bonus action on a subsequent turn can roll a d6 and add the number rolled to the attack
of yours to curse a new creature. roll or saving throw.
Force Potency. When you cast this power using a Whenever a hostile creature enters your meditation
force slot of 3rd or 4th level, you can maintain your or starts its turn there, it must make a Charisma saving
concentration on the power for up to 8 hours. When throw. On a failed save, it must roll a d6 and subtract
you use a force slot of 5th level or higher, you can the number rolled from each attack roll or saving
maintain your concentration on the power for up to 24 throw it makes before the end of your next turn. On a
hours. successful save, it is immune to this power for 1 day.
HORROR IMPROVED DARK SIDE TENDRILS
3rd-level dark side power 3rd-level dark side power
Prerequisite: Fear Prerequisite: Dark Side Tendrils
Casting Time: 1 action Casting time: 1 action
Range: Self (30-foot cone) Range: 150 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature's You summon a 20-foot-radius sphere of inky
worst fears. Each creature in a 30-foot cone must blackness at a point within range. No light, enhanced
succeed on a Wisdom saving throw or drop whatever it or otherwise, can illuminate the area, creatures fully
is holding and become frightened for the duration. This within the area are blinded, and the area is di cult
power has no e ect on constructs or droids. terrain. Any creature that starts its turn in the area
While frightened by this power, a creature must take takes 2d6 necrotic damage. Any creature that ends its
the Dash action and move away from you by the safest turn in the area must succeed on a Strength saving
available route on each of its turns, unless there is throw or take 2d6 poison damage as tendrils of dark
nowhere to move. If the creature ends its turn in a energy caress it.
location where it doesn't have line of sight to you, the
IMPROVED FEEDBACK
creature can make a Wisdom saving throw. On a
1st-level dark side power
successful save, the power ends for that creature.
Prerequisite: Feedback
HYSTERIA Casting Time: 1 action
4th-level dark side power Range: 60 feet
Prerequisite: Hallucination Duration: Instantaneous
Casting Time: 1 action You unleash a blast of psychic energy at a target
Range: 120 feet within range. If the target can hear you (though it need
Duration: Concentration, up to 1 minute not understand you), it must succeed on an
You tap into the nightmares of a creature you can Intelligence saving throw. On a failed save, it takes 3d6
see within range and create an illusory manifestation psychic damage and must immediately use its reaction,
of its deepest fears, visible only to that creature. The if available, to move as far as its speed allows away
target must succeed on a Wisdom saving throw or from you. The creature doesn't move into obviously
become frightened for the duration. At the end of each dangerous ground, such as a re or a pit. On a
of the target's turns before the power ends, the target successful save, the target takes half as much damage
must succeed on a Wisdom saving throw or take 4d10 and doesn't have to move away. A deafened creature
psychic damage. On a successful save, the power ends. automatically succeeds on the save.
This power has no e ect on droids or constructs. Force Potency. When you cast this power using a
Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases
force power slot of 5th level or higher, the damage by 1d6 for each slot level above 1st.
increases by 1d10 for each slot level above 4th.

CHAPTER 11 | FORCE POWERS 254


IMPROVED FORCE BARRIER
5th-level light side power failed save, a creature take 5d6 psychic damage, 5d6
Prerequisite: Force Barrier
sonic damage, is deafened, and is knocked prone. On a
Casting Time: 10 minutes
successful save, it takes half as much damage and isn't
Range: 30 feet
deafened or knocked prone.
Duration: Instantaneous IMPROVED HEAL
This power further bolsters your allies with 5th-level light side power
toughness and resolve. Choose up to twelve creatures Prerequisite: Heal
within range. Each target gains the following bene ts: Casting Time: 1 action
Range: 60 feet
The becomes immune to poison and disease. Any
Duration: Instantaneous
currently existing poison or diseases still exist.
The creature becomes immune to being frightened by A wave of healing energy washes out from a point of
powers. your choice within range. Choose up to six creatures in
The creature's hit point maximum and current hit a 30-foot-radius sphere centered on that point. Each
points increase by 2d10 for the duration. target regains hit points equal to 3d8 + your
forcecasting ability modi er. This power has no e ect
These bene ts last for 24 hours or until the end of on droids or constructs.
your next long rest, whichever happens rst. Force Potency. When you cast this power using a
IMPROVED FORCE CAMOUFLAGE force slot of 6th level or higher, the healing increases
4th-level universal power by 1d8 for each slot level above 5th.

Prerequisite: Force Camou age IMPROVED PHASESTRIKE


Casting Time: 1 action 5th-level universal power
Range: Touch Prerequisite: Phasestrike
Duration: Concentration, up to 1 minute Casting Time: 1 action
A willing creature you touch becomes invisible until Range: 30 feet
the power ends. Anything the target is wearing or Duration: Instantaneous
carrying is invisible as long as it is on the target's Choose up to ve creatures you can see within
person. range. Make a melee force attack against each one. On
IMPROVED FORCE IMMUNITY hit, a target takes 6d10 force damage. You can then
6th-level universal power teleport to an unoccupied space you can see within 5
feet of one of the creatures you chose.
Prerequisite: Force Immunity
Casting Time: 1 action IMPROVED PHASEWALK
Range: Self (15-foot radius) 5th-level universal power
Duration: Concentration, up to 1 minute Prerequisite: Phasewalk
An immobile, faintly shimmering barrier springs into Casting Time: 1 bonus action
existence in a 15-foot radius around you and remains Range: Self
for the duration. The barrier moves with you. Duration: Concentration, up to 1 minute
Any force power of 5th level or lower cast from You teleport up to 60 feet to an unoccupied space
outside the barrier can't a ect creatures or objects you can see. On each of your turns before the power
within it, even if the power is cast using a higher level ends, you can use a bonus action to teleport in this way
force slot. Such a power can target creatures and again.
objects within the barrier, but the power has no e ect
on them. Similarly, the area within the barrier is IMPROVED RESTORATION
excluded from the areas a ected by such powers. 5th-level light side power
Force Potency. When you cast this power using a Prerequisite: Restoration
force slot of 7th level or higher, the barrier blocks Casting Time: 1 action
powers of one level higher for each slot level above Range: Touch
6th. Duration: Instantaneous
IMPROVED FORCE SCREAM You imbue a creature you touch with positive energy
5th-level dark side power to undo a debilitating e ect. You can reduce the
Prerequisite: Force Scream
target's exhaustion level by one, or end one of the
Casting Time: 1 action
following e ects on the target:
Range: Self (30-foot radius) One e ect that charmed the target.
Duration: Instantaneous One curse, including the target's attunement to a
You emit a violent scream imbued with the power of cursed item.
the Force. Each creature you choose within 30 feet of Any reduction to one of the target's ability scores.
you must succeed on a Constitution saving throw. On a One e ect reducing the target's hit point maximum.

255 CHAPTER 11 | FORCE POWERS


IMPROVED REVITALIZE
7th-level light side power d8   Behavior
Prerequisite: Revitalize The creature uses all its movement to move in a
Casting Time: 10 minutes random direction. To determine the direction, roll a d8
1
Range: Touch and assign a direction to each die face. The creature
Duration: Instantaneous doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
You return a dead creature you touch to life,
provided that it has been dead no longer than 1 hour. The creature uses its action to make a melee attack
If the creature's soul is both willing and at liberty to against a randomly determined creature within its
7-8
rejoin the body, the creature returns to life with all its reach. If there is no creature within its reach, the
hit points. This power has no e ect on droids or creature does nothing this turn.
constructs.
This power also neutralizes any poisons and cures At the end of each of its turns, an a ected target can
diseases that a ected the creature at the time it died. make a Wisdom saving throw. If it succeeds, this e ect
This power closes all mortal wounds and restores ends for that target.
any missing body parts. Force Potency. When you cast this power using a
Coming back from the dead is an ordeal. The target power slot of 6th level or higher, the radius of the
takes a -4 penalty to all attack rolls, saving throws, and sphere increases by 5 feet for each force slot level
ability checks. Every time the target nishes a long rest, above 5th.
the penalty is reduced by 1 until it disappears.
KILL
IMPROVED SABER THROW 9th-level dark side power
2nd-level universal power Prerequisite: Ruin
Prerequisite: Saber Throw Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 60 feet Duration: Instantaneous
Duration: Instantaneous You compel one creature you can see within range to
As a part of the action used to cast this power, you die instantly. If the creature you choose has 100 hit
must make a ranged force attack with a lightweapon or points or fewer, it dies. Otherwise, the power has no
vibroweapon against one target within the power's e ect.
range, otherwise the power fails.
KNIGHT SPEED
On a hit, the target takes 2d8 damage of the same 3rd-level universal power
type as the weapon's damage and must make a
Constitution saving throw. On a failed save, the Prerequisite: Burst of Speed
target gains 1 slowed level until the end of its next turn Casting Time: 1 action
and the weapon then immediately returns to your Range: 30 feet
hand. The next attack made against the target that hits Duration: Concentration, up to 1 minute
it before the end of the target's next turn deals an Choose a willing creature that you can see within
additional 1d10 force damage. On a successful save, range. Until the power ends, the target's speed is
the target takes half as much additional force damage doubled, it gains a +2 bonus to AC, it has advantage on
on the next attack that hits it, and su ers no additional Dexterity saving throws, and it gains an additional
e ect. action on each of its turns. That action can be used
Force Potency. When you cast this power using a only to take the Attack (one weapon attack only), Dash,
force slot of 3rd level or higher, the force damage Disengage, Hide, or Use an Object action.
increases by 1d10 for each slot level above 2nd. When the power ends, the target can't move or take
actions until after its next turn, as a wave of lethargy
INSANITY
sweeps over it.
5th-level dark side power
Prerequisite: Horror
Casting Time: 1 action
Range: Self (30-foot sphere)
Duration: Concentration, up to 1 minute
This power assaults and twists creatures' minds,
spawning delusions and provoking uncontrolled action.
Each creature in a 30-foot-radius sphere centered on
you must succeed on a Wisdom saving throw when you
cast this power or be a ected by it.
An a ected target can't take reactions and must roll
a d8 at the start of each of its turns to determine its
behavior for that turn. This power has no e ect on
constructs or droids.

CHAPTER 11 | FORCE POWERS 256


LIGHTNING CHARGE MADDENING DARKNESS
At-will dark side power 8th-level dark side power
Casting Time: 1 action Prerequisite: Shroud of Darkness
Range: Varies Casting Time: 1 action
Duration: Instantaneous Range: 150 feet
Duration: Concentration, up to 10 minutes
You imbue your weapon with debilitating force
lightning. As part of the action used to cast this power, Terrifying darkness spreads from a point you choose
you must make a melee weapon attack against one within range to ll a 60-foot-radius sphere until the
creature within your reach, otherwise the power fails. power ends. The darkness spreads around corners. A
On a hit, the target su ers the attack's normal e ects, creature with darkvision can't see through this
and the lightning leaps from the target to a di erent darkness. Unenhanced light, as well as light created by
creature of your choice that you can see within 5 feet powers of 8th level or lower, can't illuminate the area.
of it. The second creature takes lightning damage equal Shrieks, gibbering, and mad laughter can be heard
to your forcecasting ability modi er. within the sphere. Whenever a creature starts its turn
This power's damage increases when you reach in the sphere, it must make a Wisdom saving throw,
higher levels. At 5th level, the melee attack deals an taking 8d8 psychic damage on a failed save, or half as
extra 1d8 lightning damage to the target, and the much damage on a successful one.
lightning damage to the second creature increases to
1d8 + your forcecasting ability modi er. Both damage MALACIA
rolls increase by 1d8 at 11th level and 17th level. 1st-level universal power
Prerequisite: Mind Trick
LOCATE CREATURE Casting Time: 1 action
4nd-level universal power Range: 30 feet
Prerequisite: Locate Object Duration: Concentration, up to 1 minute
Casting Time: 1 action
A creature of your choice that you can see within
Range: Self
range is overcome with a sense of dizziness and
Duration: Concentration, up to 1 minute
nausea, as you disturb its equilibrium with the Force.
Describe or name a creature familiar to you. You The creature must make a Wisdom saving throw or fall
sense the direction to the creature's location, as long prone, becoming incapacitated and unable to stand up
as its within 1000 feet of you. If the creature is in for the duration.
motion, you know the direction of its movement. The At the end of each of its turns, and each time it takes
power can locate a speci c creature known to you or damage, the target can make another Wisdom saving
the nearest of a speci c kind, as long as you have seen throw. The target has advantage on the saving throw if
it while within 30 feet of it. If the creature is in a it's triggered by damage. On a success, the power
di erent form, the power doesn't work. This power ends. This power has no e ect on droids or constructs.
can't locate a creature if running water at least 10 feet
wide blocks a direct path between you and the MASS ANIMATION
creature. 5th-level universal power
Prerequisite: Animate Weapon
LOCATE OBJECT Casting Time: 1 action
2nd-level universal power Range: 120 feet
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self
You snag several objects using the Force and whip
Duration: Concentration, up to 1 minute
them into the air around you, controlling them to
Describe or name an object. You sense the direction attack at your command. Choose up to ten
to the object's location, as long as its within 1000 feet unenhanced objects within range that are not being
of you. If the object is in motion, you know the worn or carried. Medium targets count as two objects,
direction of its movement. The power can locate a Large targets count as four objects, Huge targets count
speci c object known to you, as long as you have seen as eight objects. You can't control any object larger
it while within 30 feet of it. Alternatively, the power can than Huge. Each object animates and hovers near you,
locate the nearest object of a particular kind. This remaining within 100 feet of you for the duration. An
power can't locate an object if any thickness of lead animated object behaves as though it is was a
blocks a direct path between you and the object. construct, with AC, hit points, and attacks determined
by its size, and a ying speed of 30 feet.

257 CHAPTER 11 | FORCE POWERS


MASS HYSTERIA
As a bonus action, you can mentally direct any object 9th-level dark side power
controlled by this power. If you control multiple Prerequisite: Hysteria
objects, you can command any or all of them at the Casting Time: 1 action
same time. You decide what action the object will take Range: 120 feet
and where it will move. The objects act at the end of Duration: Concentration, up to 1 minute
your turn. If you command an object to attack, it can
make a single melee attack against a creature within 5 Drawing on the deepest fears of a group of
feet of it. It makes a slam attack with an attack bonus creatures, you create illusory creatures in their minds,
and kinetic damage determined by its size. manifesting their worst nightmares as an implacable
threat visible only to them. Each creature in a 30-foot-
Size HP AC Attack radius sphere is frightened for the duration of the
Tiny 20 16 +6 to hit, 1d4 + 3 damage power. At the end of each of the frightened creature's
turns, it must succeed on a Wisdom saving throw or
Small 25 15 +6 to hit, 1d8 + 2 damage
take 5d10 psychic damage. On a successful save, the
Medium 40 13 +5 to hit, 2d6 + 1 damage power ends for that creature. This power has no e ect
Large 50 10 +6 to hit, 2d10 + 2 damage on droids or constructs.
Huge 80 10 +8 to hit, 2d12 + 4 damage MASS MALACIA
3rd-level universal power
Force Potency. If you cast this power using a force Prerequisite: Malacia
slot of 6th level or higher, you can animate two Casting Time: 1 action
additional objects for each slot level above 5th. Range: 120 feet (30-foot cube)
MASS COERCE MIND Duration: Concentration, up to 1 minute
6th-level universal power Each creature in a 30-foot cube within range must
Prerequisite: Coerce Mind make a Wisdom saving throw. On a failed save, the
Casting Time: 1 action creature becomes charmed for the duration. While
Range: 60 feet charmed by this power, the creature is incapacitated
Duration: 24 hours and has a speed of 0.
The power ends for an a ected creature if it takes
You suggest a course of activity (limited to a any damage or if someone else uses an action to shake
sentence or two) and in uence with the Force up to the creature out of its stupor. This power has no e ect
twelve creatures of your choice that you can see within on droids or constructs.
range and that can hear and understand you.
Creatures that can't be charmed are immune to this MASTER BATTLE MEDITATION
e ect. The suggestion must be worded in such a 9th-level universal power
manner as to make the course of action sound Prerequisite: Improved Battle Meditation
reasonable. Asking the creature to harm itself Casting Time: 1 action
automatically negates the e ect of the power. Range: Self (30-foot radius)
Each target must make a Wisdom saving throw. On a Duration: Concentration, up to 1 minute
failed save, it pursues the course of action you
described to the best of its ability. The suggested You exude an aura out to 30 feet that boosts the
course of action can continue for the entire duration. If morale and overall battle prowess you and your allies
the suggested activity can be completed in a shorter while simultaneously reducing the opposition's
time, the power ends when the subject nishes what it combat-e ectiveness by eroding their will to ght.
was asked to do. Whenever you or a friendly creature within your
You can also specify conditions that will trigger a meditation makes an attack roll or a saving throw, they
special activity during the duration. For example, you can roll a d8 and add the number rolled to the attack
might suggest that a group of soldiers give all their roll or saving throw.
money to the rst beggar they meet. If the condition Whenever a hostile creature enters your meditation
isn't met before the power ends, the activity isn't or starts its turn there, it must make a Charisma saving
performed. If you or any of your companions damage throw. On a failed save, it must roll a d8 and subtract
a creature a ected by this power, the power ends for the number rolled from each attack roll or saving
that creature. This power has no e ect on droids or throw it makes before the end of your next turn. On a
constructs. successful save, it is immune to this power for 1 day.
Force Potency. When you cast this power using a
7th-level force slot, the duration is 10 days. When you
use an 8th-level force slot, the duration is 30 days.
When you use a 9th-level force slot, the duration is a
year and a day.

CHAPTER 11 | FORCE POWERS 258


MASTER FEEDBACK
9th-level dark side power Powers. Any active power or other enhanced e ect
Prerequisite: Greater Feedback
on a creature or an object in the sphere is suppressed
Casting Time: 1 action
while the creature or object is in it.
Range: 90 feet
Enhanced Items. The properties and powers of
Duration: Instantaneous
enhanced items are suppressed in the sphere. For
example, a +1 vibrosword in the sphere functions as an
You unleash the power of your mind to blast the unenhanced vibrosword.
intellect of up to ten creatures of your choice that you An enhanced weapon's properties and powers are
can see within range. Creatures that have an suppressed if it is used against a target in the sphere
Intelligence score of 2 or lower are una ected. or wielded by an attacker in the sphere. If an enhanced
Each target must make an Intelligence saving throw. weapon or a piece of enhanced ammunition fully
On a failed save, a target takes 14d6 psychic damage leaves the sphere (for example, if you re an enhanced
and is stunned. On a successful save, a target takes shot or throw an enhanced saberspear at a target
half as much damage and isn't stunned. outside the sphere), the enhancement of the item
A stunned target can make a Wisdom saving throw at ceases to be suppressed as soon as it exits.
the end of each of its turns. On a successful save, the Enhanced Travel. Teleportation fails to work in the
stunning e ect ends. sphere, whether the sphere is the destination or the
MASTER FORCE BARRIER departure point for such enhanced travel. A portal to
8th-level light side power another location temporarily closes while in the
sphere.
Prerequisite: Improved Force Barrier Creatures and Objects. A creature or object
Casting Time: 1 action summoned or created by powers temporarily winks
Range: Self out of existence in the sphere. Such a creature
Duration: Concentration, up to 1 minute instantly reappears once the space the creature
This power massively bolsters your allies with occupied is no longer within the sphere.
toughness and resolve. Creatures of your choice in a Tech Override/Sever Force. Powers and enhanced
30-foot radius around you when you cast this power e ects such as sever force have no e ect on the
gain the following bene ts: sphere. Likewise, the spheres created by di erent
scrambling eld powers don't nullify each other.
The creature sheds dim light in a 5-foot radius.
The creature has advantage on all saving throws MASTER FORCE SCREAM
Other creatures have disadvantage on attack rolls 8th-level dark side power
against them. Prerequisite: Improved Force Scream
When a dark side creature hits them with a melee Casting Time: 1 action
attack, that creature must make a Constitution saving Range: Self (60-foot radius)
throw or be blinded until the power ends. Duration: Instantaneous
MASTER FORCE IMMUNITY You emit a cacophonous scream imbued with the
8th-level universal power power of the Force. Each creature you choose within
Prerequisite: Improved Force Immunity 60 feet of you must succeed on a Constitution saving
Casting Time: 1 action throw. On a failed save, a creature takes 6d6 psychic
Range: Self (10-foot-radius sphere) damage, 6d6 sonic damage, is deafened, knocked
Duration: Concentration, up to 1 hour prone, and blinded for 1 minute. On a successful save,
it takes half as much damage and isn't deafened,
A 10-foot-radius faintly shimmering barrier knocked prone, or blinded by this power.
surrounds you. Within the sphere, powers can't be cast A creature blinded by this power makes another
and enhanced items become mundane. Until the Constitution saving throw at the end of each of its
power ends, the sphere moves with you, centered on turns. On a successful save, it is no longer blinded.
you.
Powers and other enhanced e ects are suppressed MASTER HEAL
in the sphere and can't protrude into it. A slot 9th-level light side power
expended to cast a suppressed power is consumed. Prerequisite: Greater Heal
While an e ect is suppressed, it doesn't function, but Casting Time: 1 action
the time it spends suppressed counts against its Range: Touch
duration. Duration: Instantaneous
Targeted Effects. Powers and other enhanced
e ects that target a creature or an object in the sphere A wave of healing energy washes over the creature
have no e ect on that target. you touch. The target regains all its hit points. If the
Enhanced Areas. The area of another power or creature is charmed, frightened, paralyzed, or stunned,
enhanced e ect, such as force storm, can't extend into the condition ends. If the creature is prone, it can use
the sphere. If the sphere overlaps an enhanced area, its reaction to stand up. This power has no e ect on
the part of the area that is covered by the sphere is droids or constructs.
suppressed.

259 CHAPTER 11 | FORCE POWERS


MASTER MALACIA MASTER SPEED
6th-level universal power 7th-level universal power
Prerequisite: Mass Malacia Prerequisite: Knight Speed
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. Choose up to two willing creatures that you can see
The creature reels with extreme dizziness and nausea within range. Until the power ends, each targets' speed
for the duration. Creatures that can't be charmed are is doubled, they gain a +2 bonus to AC, they have
immune to this power. advantage on Dexterity saving throws, and they gain an
The a ected creature must use all of its movement additional action on each of their turns. That action can
to writhe in discomfort without leaving its space and be used only to take the Attack (one weapon attack
has disadvantage on Dexterity saving throws and only), Dash, Disengage, Hide, or the Use an Object
attack rolls. While the target is a ected by this power, Action.
other creatures have advantage on attack rolls against When the power ends, each target can't move or
it. As an action, an a ected creature makes a Wisdom take actions until after its next turn, as a wave of
saving throw to regain control of itself. On a successful lethargy sweeps over it.
save, the power ends. This power has no e ect on Force Potency. When you cast this power using a
droids or constructs. force slot of 8th-level or higher, you can target one
additional creature for each slot level above 7th.
MASTER REVITALIZE
9th-level light side power MIND BLANK
8th-level universal power
Prerequisite: Improved Revitalize
Casting Time: 1 hour Prerequisite: Mind Trap
Range: Touch Casting Time: 1 action
Duration: Instantaneous Range: Touch
Duration: 24 hours
You return a dead creature you touch to life,
provided that it has been dead no longer than 1 day. If Until the power ends, one willing creature you touch
the creature's soul is both willing and at liberty to is immune to psychic and sonic damage, any e ect that
rejoin the body, the creature returns to life with all its would sense its emotions or read its thoughts, and the
hit points. This power has no e ect on droids or charmed condition. The power foils powers or e ects
constructs. of similar power used to a ect the target's mind or to
This power closes all wounds, neutralizes any poison, gain information about the target.
cures all diseases, and lifts any curses a ecting the
MIND PRISON
creature when it died. The power replaces damaged or
6th-level dark side power
missing organs and limbs.
Prerequisite: Mind Trap
MASTER SABER THROW Casting Time: 1 action
7th-level universal power Range: 60 feet
Prerequisite: Greater Saber Throw Duration: Concentration, up to 1 minute
Casting Time: 1 action You attempt to bind a creature within an illusory cell
Range: Self (90-foot line) that only it perceives. One creature you can see within
Duration: Instantaneous range must make an Intelligence saving throw. The
When you cast this power, you must be wielding at target succeeds automatically if it is immune to being
least one lightweapon or vibroweapon, otherwise the charmed. On a successful save, the target takes 5d10
power fails. When you cast this power, you can throw psychic damage, and the power ends. On a failed save,
two weapons, striking creatures in two lines originating the target takes 5d10 psychic damage, and you make
from yourself, both 90 feet long and 5 feet wide, or you the area immediately around the target's space appear
can throw one weapon in a 90-foot long, 5-foot wide dangerous to it in some way. You might cause the
line of your choice originating from yourself and target to perceive itself as being surrounded by re, a
change its direction to move in a second identical line storm of blaster- re, or deadly toxic gas, for example.
of your choice within range. Each creature in a line Whatever form the illusion takes, the target can't see
must make a Dexterity saving throw. A creature takes or hear anything beyond it and is restrained for the
5d8 damage of the same type as the weapon's damage power's duration. If the target is moved out of the
and 5d8 force damage on a failed save, or half as much illusion, makes a melee attack through it, or reaches
damage on a successful one. A creature in the area of any part of its body through it, the target takes 10d10
more than one line is a ected only once. The weapons psychic damage, and the power ends. This power has
then immediately return to your hand. no e ect on droids or constructs.
Force Potency. When you cast this power using a
force slot of 8th level or higher, the weapon damage
and force damage each increase by 1d8 for each slot
level above 7th. \columnbreak

CHAPTER 11 | FORCE POWERS 260


MIND SPIKE
2nd-level dark side power For the power's duration, or until you use an action
Casting Time: 1 action
to touch the target and dismiss the power, the target
Range: 60 feet
appears dead to all outward inspection and to powers
Duration: Concentration, up to 1 hour
used to determine the target's status. The target is
blinded and incapacitated, and its speed drops to 0.
Choose one creature you can see. The target must The target has resistance to all damage except psychic
make a Wisdom saving throw. A creature takes 3d8 damage. If the target is diseased or poisoned when you
psychic damage on a failed save, or half as much cast the power, or becomes diseased or poisoned
damage on a successful one. Additionally, on a failed while under the power's e ect, the disease and poison
save, you always know the target's location, but only have no e ect until the power ends. This power has no
while the two of you are on the same planet. The target e ect on droids or constructs.
can't become hidden from you, and if it's invisible, it
gains no bene ts from this condition against you. This NECROTIC CHARGE
power has no e ect on droids or constructs. At-will dark side power
Casting Time: 1 action
MIND TRAP
Range: Varies
4th-level universal power
Duration: 1 round
Prerequisite: Force Confusion
Casting Time: 1 action
As part of the action used to cast this power, you
Range: 60 feet
must make a melee weapon attack against one
Duration: Concentration, up to 1 minute
creature within your reach, otherwise the power fails.
On a hit, the target su ers the attack's normal e ects,
You attempt to trap the mind of your target in a and you can choose to deal up to 1d8 of necrotic
psychic cage. The target must make a Charisma saving damage, which you su er as well. This damage can't be
throw. On a failed save, the creature is incapacitated reduced or negated in any way.
for the duration as its mind is trapped. It can think, but This power's damage increases when you reach
it can't have any contact with or perceive the outside higher levels. At 5th level, the melee attack deals an
world. If the creature takes damage, it makes another extra 1d8 necrotic damage to the target, and you can
Charisma save. On a success, the power ends. This increase the secondary damage to 2d8. Both damage
power has no e ect on droids or constructs. rolls increase by 1d8 at 11th level and 17th level.
Force Potency. When you cast this power using a
force slot of 6th level or higher, after 1 minute of NECROTIC TOUCH
concentration the power's duration becomes 24 hours At-will dark side power
and it no longer requires your concentration. Casting Time: 1 action
Range: Touch
MIND TRICK
Duration: 1 round
At-will universal power
Casting Time: 1 action
You attempt to drain the essence from a creature.
Range: 30 feet
Make a melee force attack against the target. If the
Duration: Concentration, up to 1 minute
attack hits, the creature takes 1d6 necrotic damage,
and you gain temporary hit points equal to the damage
Choose a target within range that isn't hostile toward dealt until the end of your next turn.
you. The target must make a Wisdom saving throw. On This power's damage increases by 1d6 when you
a failed save, the target has disadvantage on Wisdom reach 5th level (2d6), 11th level (3d6), and 17th level
(Perception) and Intelligence (Investigation) checks. (4d6).
On a successful save, the creature realizes that you
tried to use the Force to in uence its awareness and PHASESTRIKE
becomes hostile toward you. A creature prone to 1st-level universal power
violence might attack you. Another creature might seek Casting Time: 1 bonus action
retribution in other ways (at the GM's discretion), Range: Self
depending on the nature of your interaction with it. Duration: Concentration, up to 1 minute
This power has no e ect on droids or constructs.
Until the power ends, your movement doesn't
MORICHRO provoke opportunity attacks.
3rd-level light side power Once before the power ends, you can give yourself
Prerequisite: Cloud Mind
advantage on one weapon attack roll on your turn.
Casting Time: 1 action
That attack deals an extra 1d8 force damage on a hit.
Range: Touch
Whether you hit or miss, your walking speed increases
Duration: 1 hour
by 30 feet until the end of that turn.

You touch a willing creature and put it into a


cataleptic state that is indistinguishable from death.

261 CHAPTER 11 | FORCE POWERS


PHASEWALK PROJECT
2nd-level universal power 1st-level light side power
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 120 feet
Duration: Instantaneous Duration: Instantaneous
You teleport up to 30 feet to an unoccupied space You lift three piles of debris or small objects from the
that you can see. ground and hurl them. Each pile hits a creature of your
choice that you can see within range. The pile deals
PLAGUE 1d4+1 force damage to its target. The piles all strike
3rd-level dark side power simultaneously and you can direct them to hit one
Prerequisite: A iction creature or several.
Casting Time: 1 action Force Potency. When you cast this power using a
Range: 30 feet force slot of 2nd level or higher, you lift and throw an
Duration: Concentration, up to 1 minute additional pile of debris for each slot level above 1st.
Choose up to six creatures of your choice in a 40-foot PSYCHIC CHARGE
cube within range. Each target must succeed on a At-will dark side power
Constitution saving throw or be a ected by this power
Casting Time: 1 action
for the duration.
Range: Varies
An a ected target gains 1 slowed level, it takes a -2
Duration: 1 round
penalty to AC and Dexterity saving throws, and it can't
use reactions. On its turn, it can use either an action or As part of the action used to cast this power, you
a bonus action, not both. Regardless of the creature's must make a melee weapon attack against one
abilities or items, it can't make more than one melee or creature within your reach, otherwise the power fails.
ranged attack during its turn. On a hit, the target su ers the attack's normal e ects,
If the creature attempts to cast a power with a and its mouth is covered by a violet veil until the start
casting time of 1 action, roll a d20. On an 11 or higher, of your next turn. If the target willingly speaks before
the power doesn't take e ect until the creature's next then, it immediately takes 1d8 psychic damage, and
turn, and the creature must use its action on that turn the power ends.
to complete the power. If it can't, the power is wasted. This power's damage increases when you reach
A creature a ected by this power makes another higher levels. At 5th level, the melee attack deals an
Constitution saving throw at the end of its turn. On a extra 1d8 psychic damage to the target, and the
successful save, the e ect ends for it. damage the target takes for speaking increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and
PLANT SURGE 17th level.
3rd-level light side power
Casting Time: 1 action or 8 hours
PSYCHOMETRY
Range: 150 feet
3rd-level universal power
Duration: Instantaneous Prerequisite: Telemetry
Casting Time: 1 minute
If you cast this power using 1 action, all normal
Range: Self
plants in a 100-foot radius centered on a point become
Duration: 10 minutes
overgrown. Moving through the area spends 4 feet of
movement for every 1 foot moved. You can exclude For the duration, you gain the ability to
areas of any size within the power's area from being "communicate" telepathically with inanimate objects
a ected. you touch. You can ask up to ve questions and receive
If you cast this power over 8 hours, all plants in a answers from objects, usually in the form of a auditory
half-mile radius centered on a point yield twice the or visual hallucination. For example, touching the
normal amount of food when harvested for 1 year. rusted, broken remains of a lightsaber and asking how
it got there may result in a brief vision of a disgruntled
PRECOGNITION Jedi Knight casting it to the ground on that spot. An
9th-level universal power object "questioned" in this way can only provide
Prerequisite: Danger Sense information relating to its past. The DM has the nal
Casting Time: 1 minute say on what objects can be questioned, and to what
Range: Self extent.
Duration: 8 hours
Your mastery of the Force gives you a limited ability
to see into the immediate future. For the duration, you
can't be surprised and you have advantage on attack
rolls, ability checks, and saving throws. Additionally,
other creatures have disadvantage on attack rolls
against you for the duration.

CHAPTER 11 | FORCE POWERS 262


RAGE RESISTANCE
6th-level dark side power At-will universal power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You endow yourself with endurance and martial You touch one willing creature. Once before the
prowess fueled by the Force. Until the power ends, you power ends, the target can roll a d4 and add the
can't cast powers, and you gain the following bene ts: number rolled to one saving throw of its choice. It can
roll the die before or after the saving throw. The power
You gain 50 temporary hit points. If any of these then ends.
remain when the power ends, they are lost. This power's die increases at higher levels: to a d6 at
You have advantage on attack rolls that you make with 5th level, a d8 at 11th level, and a d10 at 17th level.
lightweapons and vibroweapons.
When you hit a target with a weapon attack, that target RESTORATION
takes an extra 2d12 force damage. 2nd-level light side power
You have pro ciency with all armor, lightweapons, and Casting Time: 1 action
vibroweapons. Range: Touch
You have pro ciency in Strength and Constitution Duration: Instantaneous
saving throws.
You can attack twice, instead of once, when you take You touch a creature and end either one disease or
the Attack action on your turn. You ignore this bene t if one condition a icting it. The condition can be
you already have a feature, like Extra Attack, that gives blinded, deafened, paralyzed, or poisoned. This power
you extra attacks. has no e ect on droids or constructs.

Immediately after the power ends, you must succeed REVITALIZE


on a DC 15 Constitution saving throw or su er one 5th-level light side power
level of exhaustion. Prerequisite: Spare the Dying
Casting Time: 1 minute
REBUKE
Range: Touch
At-will light side power
Duration: Instantaneous
Casting Time: 1 action
You return a dead creature you touch to life,
Range: Touch
provided that it has been dead no longer than 10
Duration: Instanteous
minutes. If the creature's soul is both willing and at
You strike a creature with the righteous fury of the liberty to rejoin the body, the creature returns to life
Force. Make a melee force attack against the target, if with 1 hit point. This power has no e ect on droids or
the attack hits, the target takes force damage constructs.
depending on its alignment: a dark-aligned creature This power also neutralizes any poisons and cures
takes 1d12 force damage, a balanced creature takes diseases that a ected the creature at the time it died.
1d10 force damage, and a light-aligned creature takes This power closes all mortal wounds, but it doesn't
1d8 force damage. restore missing body parts. If the creature is lacking
The power's damage increases by one die when you body parts or organs integral for its survival—its head,
reach 5th, 11th, and 17th level. for instance—the power automatically fails.
Coming back from the dead is an ordeal. The target
REMOVE CURSE
takes a -4 penalty to all attack rolls, saving throws, and
3rd-level light side power
ability checks. Every time the target nishes a long rest,
Casting Time: 1 action the penalty is reduced by 1 until it disappears.
Range: Touch
Duration: Instantaneous RUIN
7th-level dark side power
At your touch, all curses a ecting one creature or
object end. If the object is a cursed enhanced item, its Prerequisite: Wound
curse remains, but the power breaks its owner's Casting Time: 1 action
attunement to the object so it can be removed or Range: 60 feet
discarded. Duration: Instantaneous
You channel the dark side of the Force to desecrate a
RESCUE
creature you can see within range, causing waves of
2nd-level universal power
intense pain to assail it. If the target has 100 hit points
Casting Time: 1 bonus action or fewer, it is subject to crippling pain. Otherwise, the
Range: 30 feet power has no e ect on it.
Duration: Instantaneous
You pull one willing ally you can see within 30 feet of
you to an unoccupied space within 5 feet of you. The
target must use their reaction to accept the pull.

263 CHAPTER 11 | FORCE POWERS


SANCTUARY
While the target is a ected by crippling pain, any 1st-level light side power
speed it has can be no higher than 10 feet. The target Casting Time: 1 bonus action
also has disadvantage on attack rolls, ability checks, Range: 30 feet
and saving throws, other than Constitution saving Duration: 1 minute
throws. Finally, if the target tries to cast a power, it
must rst succeed on a Constitution saving throw, or Until the power ends, any creature who targets the
the casting fails and the power is wasted. warded creature with an attack, a harmful power, or a
A target su ering this pain can make a Constitution hostile action must rst make a Wisdom saving throw.
saving throw at the end of each of its turns. On a On a failed save, the creature must choose a new
successful save, the pain ends. target or lose the attack or power. This power doesn't
protect the warded creature from area e ects.
SABER REFLECT If the warded creature makes an attack, casts a
At-will universal power power that a ects an enemy creature, or takes a
Casting Time: 1 reaction, which you take in response to hostile action this power ends.
being dealt damage by a ranged attack
SAP VITALITY
Range: Self
1st-level dark side power
Duration: Instantaneous
Casting Time: 1 action
In response to being attacked, you raise your Range: Touch
weapon to attempt to de ect. When you you use this Duration: Instantaneous
power, the damage you take from the attack is reduced
by 1d6. If you reduce the damage to 0, you're wielding Make a melee force attack against a creature you can
a lightweapon or vibroweapon, and the damage is reach. On a hit, the target takes 3d10 necrotic damage.
energy or ion, you can re ect the attack at a target Force Potency. When you cast this power using a
within range as part of the same reaction. Make a force slot of 2nd level or higher, the damage increases
ranged force attack at a target you can see. The attack by 1d10 for each slot level above 1st.
has a normal range of 20 feet and a long range of 60
SCOURGE
feet. On a hit, the target takes the triggering attack's
6th-level dark side power
normal damage.
The power's damage reduction increases by 1d6 Prerequisite: Plague
when you reach 5th level (2d6), 11th level (3d6), and Casting Time: 1 action
17th level (4d6). Range: Self
Duration: Concentration, up to 1 minute
SABER THROW
At-will universal power For the power's duration, your eyes become an inky
void imbued with dread power. One creature of your
Casting Time: 1 action choice within 60 feet of you that you can see must
Range: 30 feet succeed on a Constitution saving throw or be a ected
Duration: Instantaneous by one of the following e ects of your choice for the
As a part of the action used to cast this power, you duration. On each of your turns until the power ends,
must make a ranged force attack with a lightweapon or you can use your action to target another creature but
vibroweapon against one target within the power's can't target a creature again if it has succeeded on a
range, otherwise the power fails. On a hit, the target saving throw against this casting of scourge.
takes 1d8 damage of the same type as the weapon's Asleep. The target falls unconscious. It wakes up if it
damage. The weapon then immediately returns to your takes any damage or if another creature uses its action
hand. to shake the sleeper awake.
This power can hit multiple targets when you reach Panicked. The target is frightened of you. On each of
higher levels: two targets at 5th level, three targets at its turns, the frightened creature must take the Dash
11th level, and four targets at 17th level. Each target action and move away from you by the safest and
must be within 30 feet of the previous target, you must shortest available route, unless there is nowhere to
make a separate attack roll for each target, and the last move. If the target moves to a place at least 60 feet
target must be no further than 30 feet away from you. away from you where it can no longer see you, this
You can not hit the same target twice in succession. e ect ends.
Sickened. The target has disadvantage on attack
SABER WARD rolls and ability checks. At the end of each of its turns,
At-will universal power it can make another Wisdom saving throw. If it
Casting Time: 1 action succeeds, the e ect ends.
Range: Self
Duration: 1 round
You take a defensive stance. Until the end of your
next turn, you have resistance against kinetic, energy,
and ion damage dealt by weapons.

CHAPTER 11 | FORCE POWERS 264


SEETHE SHADOW SIGHT
At-will dark side power 1st-level universal power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Duration: Instantaneous Duration: 1 hour
You seethe with anger, letting the dark side of the You enhance your eyesight with the Force, allowing
Force ow through and empower you. As part of the you to better see in the dark. For the duration, you
action to cast this power, you spend one of your Hit have darkvision out to 60 feet.
Dice to recover hit points.
SHARE LIFE
SENSE EMOTION 3rd-level light side power
1st-level universal power Prerequisite: Give Life
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You attune your senses to pick up the emotions of You sacri ce some of your health to mend another
others for the duration. When you cast the power, and creature's injuries. You take 4d8 necrotic damage, and
as your action on each turn until the power ends, you one creature of your choice that you can see within
can focus your senses on one humanoid you can see range regains a number of hit points equal to twice the
within 30 feet of you. You instantly learn the target's necrotic damage you take. This power has no e ect on
prevailing emotion, whether it's love, anger, pain, fear, droids or constructs.
calm, or something else, and you have advantage on Force Potency. When you cast this power using a
Wisdom (Insight) checks against the target. If the target force slot of 4th level or higher, the damage increases
isn't actually humanoid or it is immune to being by 1d8 for each slot level above 3rd.
charmed, you sense that it is calm.
SHOCK
SENSE FORCE At-will dark side power
1st-level universal power Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Self Duration: Instantaneous
Duration: Concentration, up to 10 minutes
You hurl a bolt of lightning at a target within range,
For the duration, you sense the use of the Force, or making a ranged force attack. On a hit, the target takes
its presence in an inanimate object within 30 feet of 1d10 lightning damage. The lightning ignites
you. If you sense the Force in this way, you can use ammable objects in the area that aren't being worn or
your action to determine the direction from which it carried.
originates and, if it's in line of sight, you see a faint aura This power's damage increases by 1d10 when you
around the person or object from which the Force reach 5th level (2d10), 11th level (3d10), and 17th level
emanates. (4d10).
Force Potency. When you cast this power using a
3rd-level force slot, the range increases to 60 feet. SHOCKING SHIELD
When you use a 5th-level force slot, the range 4th-level dark side power
increases to 500 feet. When you use a 7th-level force Prerequisite: Shock
slot, the range increases to 1 mile. When you use a 9th- Casting Time: 1 action
level force slot, the range increases to 10 miles. Range: Self
Duration: 10 minutes
SEVER FORCE
3rd-level universal power Lightning courses in a sphere surrounding your
body, shedding bright light in a 10-foot radius and dim
Casting Time: 1 reaction
light for an additional 10 feet. You can use your action
Range: 60 feet
to end the power early.
Duration: Instantaneous
Whenever a creature within 5 feet of you hits you
You attempt to interrupt a creature in the process of with a melee attack, it takes 2d8 lightning damage.
casting a force power. If the creature is casting a power
of 3rd level or lower, its power fails and has no e ect. If
it is casting a power of 4th level or higher, make an
ability check using your forcecasting ability. The DC
equals 10 + the power's level. On a success, the
creature's power fails and has no e ect.
Force Potency. When you cast this power using a
force slot of 4th level or higher, the interrupted power
has no e ect if its level is less than or equal to the level
of the force slot you used.

265 CHAPTER 11 | FORCE POWERS


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

CHAPTER 11 | FORCE POWERS 266


SOUND TRICK STASIS
At-will universal power 5th-level light side power
Casting Time: 1 action Prerequisite: Stun
Range: 30 feet Casting Time: 1 action
Duration: 1 minute Range: 90 feet
Duration: Concentration, up to 1 minute
You use the Force to produce an e ect within range.
You create one of the following special e ects within Choose a creature that you can see within range. The
range: target must succeed on a Wisdom saving throw or be
paralyzed for the duration. At the end of each of its
Your voice booms up to three times as loud as normal, turns, the target can make another Wisdom saving
and you can alter its tone, for 1 minute. throw. On a success, the power ends on the target.
You cause harmless tremors in the ground for 1 This power has no e ect on droids or constructs.
minute. Force Potency. When you cast this power using a
You create an instantaneous sound that originates force slot of 6th level or higher, you can target an
from a point of your choice within range, such as a additional creature for each slot level above 5th. The
rumble of thunder, the cry of a bird, or ominous creatures must be within 30 feet of each other when
whispers. you target them.
You gain the ability to speak like another species for 1
minute, allowing you to speak in a language you know STASIS FIELD
but otherwise lack the physical ability to speak, such as 8th-level light side power
a Wookiee speaking Basic. Prerequisite: Stasis
You create an instantaneous, harmless sensory e ect, Casting Time: 1 action
such as falling leaves, a pu of wind, a billowing of Range: 120 feet (30-foot cube)
someone's clothes, or a ickering of unenhanced light Duration: Concentration, up to 1 minute
xtures within range.
Choose a point that you can see within range. Each
A wary creature can use its action to make an creature within range of that point must succeed on a
Intelligence (Investigation) check against your force Wisdom saving throw or be paralyzed for the duration.
save DC, discerning that the e ects are illusory on a At the end of each of a target's turns, it can make
success. another Wisdom saving throw. On a success, the
If you cast this power multiple times, you can have power ends on the target. This power has no e ect on
up to three of its 1-minute e ects active at a time, and droids or constructs.
you can dismiss such an e ect as an action. Force Potency. When you cast this power using a
force slot of 9th level, the size of the cube increases to
SPARE THE DYING
40 feet.
At-will light side power
Casting Time: 1 action STUN
Range: Touch 2nd-level light side power
Duration: Instantaneous Casting Time: 1 action
You touch a living creature that has 0 hit points. The Range: 60 feet
creature becomes stable. This power has no e ect on Duration: Concentration, up to 1 minute
droids or constructs. Choose a humanoid that you can see within range.
The target must succeed on a Wisdom saving throw or
SPIRIT BLADE
be paralyzed for the duration. At the end of each of its
At-will universal power
turns, the target can make another Wisdom saving
Casting Time: 1 action throw. On a success, the power ends on the target.
Range: Touch
Duration: Instantaneous STUN DROID
2nd-level light side power
You conjure a blade of spirit energy and attempt to
strike one creature. Make a melee force attack against Casting Time: 1 action
the target. If the attack hits, the creature takes 1d10 Range: 60 feet
necrotic damage. Duration: Concentration, up to 1 minute
This power can make multiple attacks at higher Choose a droid or construct that you can see within
levels: two attacks at 5th level, three attacks at 11th range. The target must succeed on a Constitution
level, and four attacks at 17th level. Each attack can saving throw or be paralyzed for the duration. At the
target the same creature or di erent ones. Make a beginning of each of its turns, the target takes energy
separate attack roll for each target. damage equal to your forcecasting ability modi er. At
the end of each of its turns, the target can make
another Constitution saving throw. On a success, the
power ends on the target.

267 CHAPTER 11 | FORCE POWERS


SUSTAINED LIGHTNING TELEKINETIC BURST
1st-level dark side power 6th-level light side power
Prerequisite: Shock Prerequisite: Telekinetic Storm
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self (60-foot line)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You lash out against a creature within range with A beam of Force energy ashes out from your hand
continual jolts of Force lightning. Make a ranged force in a 5-foot-wide, 60-foot-long line. Each creature in the
attack against that creature. On a hit, the target takes line must make a Constitution saving throw. On a failed
1d12 lightning damage, and on each of your turns for save, a creature takes 8d6 force damage and is
the duration, you can use your action to deal 1d12 knocked prone. On a successful save, it takes half as
lightning damage to the target automatically. The much damage and isn't knocked prone.
power ends if you use your action to do anything else. You can create a new telekinetic gust as your action
The power also ends if the target is ever outside the on your turn until the power ends.
power's range or if it has total cover from you. 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
force slot of 2nd level or higher, the initial damage by 2d6 for each slot level above 6th.
increases by 1d12 for each slot level above 1st.
TELEKINETIC SHIELD
TELEKINESIS 3rd-level universal power
5th-level universal power Prerequisite: Animate Weapon
Prerequisite: Force Throw Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 90 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes
You lift three piles of debris or small objects from the
You gain the ability to move or manipulate creatures ground and interpose them between you and your
and objects with the Force. When you cast this power, opponents for the duration.
and as your action each round for the duration, you While at least three piles remain, you have three-
can exert your will on one creature or object that you quarters cover. While two piles remain, you have half
can see within range, causing the appropriate e ect cover. While only one pile remains, you have one-
below. You can a ect the same target round after quarter cover. The piles don't hinder your attacks.
round, or choose a new one at any time. If you switch When you cast the power, or as an action on a
targets, the prior target is no longer a ected by the subsequent turn, you can direct up to two piles to
power. attack up to two creatures you can see within 30 feet.
Creature. You can try to move a Huge or smaller Make a ranged force attack roll for each pile. On a hit, a
creature. The target must make a Strength saving creature takes 2d6 kinetic plus 1d10 force damage. The
throw. On a failed save, you move the creature up to pile is destroyed whether it hits or misses.
30 feet in any direction, including upward but not Force Potency. If you cast this power with a force
beyond the range of this power. Until the end of your slot of 4th level or higher, the power creates one
next turn, the creature is restrained in your telekinetic additional pile for each level above 3rd.
grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to TELEKINETIC STORM
attempt to maintain your telekinetic grip on the 3rd-level light side power
creature by repeating the contest. Prerequisite: Turbulence
Object. You move an object that isn't being worn or Casting Time: 1 action
carried and weighs up to 2,500 lbs up to 30 feet in any Range: Self (15-foot radius)
direction, but not beyond the range of this power. Duration: Concentration, up to 1 minute
You can exert ne control on objects with your You stir the Force around you, creating a turbulent
telekinetic grip, such as manipulating a simple tool, eld of telekinetic energy that bu ets enemies around
opening a door or a container, stowing or retrieving an you. The eld extends out to a distance of 15 feet
item from an open container, or pouring the contents around you for the duration.
from a vial. When you cast this power, you can designate any
Force Potency. When you cast this power using a number of creatures you can see to be una ected by
force slot of 6th level or higher, the maximum object it. An a ected creature gains 1 slowed level while in the
weight increases by 2,500 lbs for every slot level above area, and when the creature enters the area for the
5th. rst time on a turn or starts its turn there, it must
make a Constitution saving throw. On a failed save, the
creature takes 3d8 force damage. On a successful save,
the creature takes half as much damage.
Force Potency. When you cast this power using a
force power slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 3rd.

CHAPTER 11 | FORCE POWERS 268


TELEKINETIC WAVE
8th-level light side power giving you the ability to see things as they actually are.
Prerequisite: Telekinetic Burst
For the duration, you have truesight and notice secret
Casting Time: 1 action
doors hidden by powers, all out to a range of 120 feet.
Range: 150 feet TURBULENCE
Duration: Instantaneous At-will light side power
You manipulate the Force in a 60-foot radius Casting Time: 1 action
centered on a point you choose within range. Each Range: 60 feet
creature in that area must make a Constitution saving Duration: Instantaneous
throw. On a failed save, a creature takes 12d6 force
damage, is knocked prone, and moved 5 feet in a Choose one creature, or choose two creatures that
direction of your choice. On a successful save, it takes are within 5 feet of each other, within range. A target
half as much damage and isn't knocked prone or must succeed on a Dexterity saving throw or take 1d6
moved. force damage.
Force Potency. When you cast this power using a This power's damage increases by 1d6 when you
force slot of 9th level, the damage increases by 2d6. reach 5th, 11th, and 17th level.

TELEMETRY VALOR
1st-level universal power 1st-level light side power
Prerequisite: Resistance
Casting Time: 1 minute
Casting Time: 1 action
Range: Touch
Range: 30 feet
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You choose one object that you must touch
throughout the casting of the power. If it is an You bless up to three creatures of your choice within
enhanced or modi ed item, you learn its properties range. Whenever a target makes an attack roll or a
and how to use them, whether it requires attunement saving throw before the power ends, the target can roll
to use, and how many charges it has, if any. You learn a d4 and add the number rolled to the attack roll or
whether any powers are a ecting the item and what saving throw.
they are. Force Potency. When you cast this power with a
If the item was created by a power, you learn which force slot of 2nd level or higher, you can target one
power created it. If you instead touch a creature additional creature for every two slot levels above 1st.
throughout the casting, you learn what force powers, if When you cast this power at 3rd level or higher, the die
any, are currently a ecting it. size increases for every two slot levels above 1st (d6 at
3rd level, d8 at 5th level, d10 at 7th level).
TREMOR
1st-level universal power WALL OF LIGHT
6th-level light side power
Prerequisite: Burst
Casting Time: 1 action
Casting Time: 1 action
Range: 90 feet
Range: 10 feet
Duration: Concentration, up to 10 minutes
Duration: Instantaneous
You cause a tremor in the ground within range. Each You conjure an immense manifestation of
creature other than you in a 5-foot-radius sphere destructive light side Force energy. The wall appears
centered on that point must make a Dexterity saving within range and lasts for the duration. You can make a
throw. On a failed save, a creature takes 1d8 kinetic straight wall up to 100 feet long, 20 feet high, and 5
damage and is knocked prone. On a successful save, feet thick, or a ringed wall up to 60 feet in diameter, 20
the creature takes half as much damage and isn't feet high, and 5 feet thick. The wall provides three-
knocked prone. If the ground in that area is loose earth quarters cover and its space is di cult terrain.
or stone, it becomes di cult terrain until cleared, with When a creature enters the wall's area for the rst
each 5-foot-diameter portion requiring at least 1 time on a turn or starts its turn there, it must make a
minute to clear by hand. Dexterity saving throw. On a failed save, the creature
Force Potency. When you cast this power using a takes 6d10 force damage, or half as much on a
force slot of 2nd level or higher, the damage increases success.
by 1d8 for each slot level above 1st. WHIRLWIND
7th-level universal power
TRUE SIGHT
6th-level universal power Casting Time: 1 action
Range: 300 feet
Prerequisite: Force Sight
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Self A whirlwind howls down to a point that you can see
Duration: 1 hour on the ground within range. The whirlwind is a 10-foot-
You shift your vision to see through use of the Force, radius, 30-foot-high cylinder centered on that point.
Until the power ends, you can use your action to move

269 CHAPTER 11 | FORCE POWERS


the whirlwind up to 30 feet in any direction along the in ruling what occurs in such an instance; the greater
ground. The whirlwind sucks up any Medium or the wish, the greater the likelihood that something
smaller objects that aren't secured to anything and goes wrong. This power might simply fail, the e ect
that aren't worn or carried by anyone. you desire might only be partly achieved, or you might
A creature must make a Dexterity saving throw the su er some unforeseen consequence as a result of
rst time on a turn that it enters the whirlwind or that how you worded the wish. For example, wishing that a
the whirlwind enters its space, including when the villain were dead might propel you forward in time to a
whirlwind rst appears. A creature takes 10d6 kinetic period when that villain is no longer alive, e ectively
damage on a failed save, or half as much damage on a removing you from the game. Similarly, wishing for a
successful one. Additionally, a Large or smaller legendary enhanced item or artifact might instantly
creature that fails the save must succeed on a Strength transport you to the presence of the item's current
saving throw or become restrained in the whirlwind owner.
until the power ends. When a creature starts its turn The stress of casting this power to produce any
restrained by the whirlwind, the creature is pulled 5 e ect other than duplicating another power weakens
feet higher inside it, unless the creature is at the top. A you. After enduring that stress, each time you cast a
restrained creature moves with the whirlwind and falls power until you nish a long rest, you take 1d10
when the power ends, unless the creature has some necrotic damage per level of that power, which can't be
means to stay aloft. reduced or prevented in any way. Additionally, your
A restrained creature can use an action to make a Strength drops to 3, if it isn't 3 or lower already, for 2d4
Strength or Dexterity check against your force save DC. days. For each of those days that you spend resting
If successful, the creature is no longer restrained by and doing nothing more than light activity, your
the whirlwind and is hurled 3d6x10 feet away from it in remaining recovery time decreases by 2 days.
a random direction. Additionally, there is a 33 percent chance that you are
unable to cast will of the force ever again if you su er
WILL OF THE FORCE this stress. Finally, if you are reduced to 0 hit points as
9th-level light side power a result of this necrotic damage, or at any point before
Casting Time: 1 action you have fully recovered from the Strength reduction,
Range: Self you immediately die and cannot be resurrected as your
Duration: Instantaneous body fades away, absorbed into the living Force.
You sublimate yourself before the will of the Force, WOUND
attempting to use it to a ect change in the galaxy 1st-level dark side power
around you.
Casting Time: 1 action
The basic use of this power is to duplicate any other
Range: 60 feet
light side or universal force power of 8th level or lower.
Duration: Instantaneous
You don't need to meet any requirements in that
power; it simply takes e ect. Alternatively, you can You make a piercing gesture at a creature within
create one of the following e ects of your choice: range. Make a ranged force attack against the target.
On a hit, the target takes 2d8 necrotic damage and
You summon one object to you of up to 250,000 cr in must make a Constitution saving throw. On a failed
value that isn't an enhanced item. The object can be no save, it is also poisoned until the end of your next turn.
more than 300 feet in any dimension, and it appears in Force Potency. When you cast this power using a
an unoccupied space you can see on the ground. force slot of 2nd level or higher, the damage increases
You allow up to twenty creatures that you can see to by 1d8 for each slot level above 1st.
regain all hit points, and you end all e ects on them
described in the improved restoration power. WRACK
You grant up to ten creatures that you can see 6th-level dark side power
resistance to a damage type you choose. Prerequisite: Plague
You grant up to ten creatures you can see immunity to Casting Time: 1 action
a single power or other speci c enhanced e ect for 8 Range: 60 feet
hours. For instance, you could make yourself and all Duration: Instantaneous
your companions immune to the Manifestation of
Abeloth's Will ability. You wrack the body of a creature that you can see
You undo a single recent event by forcing a reroll of with a virulent, disease-like condition. The target must
any roll made within the last round (including your last make a Constitution saving throw. On a failed save, it
turn). Reality reshapes itself to accommodate the new takes 14d6 necrotic damage, or half as much damage
result. For example, will of the force could undo an on a successful save. The damage can't reduce the
opponent's successful save, a foe's critical hit, or a target's hit points below 1. If the target fails the saving
friend's failed save. You can force the reroll to be made throw, its hit point maximum is reduced for 1 hour by
with advantage or disadvantage, and you can choose an amount equal to the necrotic damage it took. Any
whether to use the reroll or the original roll. e ect that removes a disease allows a creature's hit
point maximum to return to normal immediately.
You might be able to achieve something beyond the Force Potency. If you cast this power using a force
scope of the above examples. State your wish to the slot of 7th level or higher, the power deals an extra 2d6
DM as precisely as possible. The DM has great latitude damage for each slot level above 6th.

CHAPTER 11 | FORCE POWERS 270


CHAPTER 12: TECH POWERS
AT-WILL Detect Enhancement Motivator Boost Holding Cell
Acid Splash Element of Surprise Overheat Illusory Terrain
Acidic Strike Energy Shield Paralyze Humanoid Kolto Reserve
Assess the Situation Execute Command Pyrotechnics Radiation
Combustive Shot Expeditious Retreat Release Salvo
Cryogenic Burst Flame Sweep Shared Shielding Scan Area
Echo Blast Flash Shatter Sensor Probe
Electrical Burst Gleaming Outline Shocking Ray Synchronicity
Electroshock Hologram Smuggle Wire Bind
Encrypted Message Holographic Disguise Toxin Purge 5TH-LEVEL
Extinguish Homing Rockets Translocate
Cryogenic Spray
Haywire Ionic Bond Truth Serum
Friendly Fire
Illusory Strike Kolto Pack 3RD-LEVEL Greater Analyze
Ion Blast Oil Slick
Autonomous Servant Greater Translocate
Ionic Strike Overload
Bestow Virus Group Hologram
Jet of Flame Poison Dart
Cryogenic Suspension Immolate
Light Preparedness
Debilitating Gas Mass Repair Droid
Mending Repair Droid
Destroy Tech Mislead
Minor De brillation Ring of Fire
Diminish Tech Override Interface
Minor Hologram Smoke Cloud
Enhance Weapon Paralyze Creature
Mobile Lights Sonic Fists
Explosion Reprogram Droid
On/O Spectrum Bolt
Fabricate Trap Rewrite Memory
Pheromone Burst Spot the Weakness
Flaming Shots Shutdown
Poison Spray Stack the Deck
Greater Hologram Skill Protocol
Pressure Crush Tactical Barrier
Greater Light Toxic Cloud
Reboot Target Lock
Greater Translation Program 6TH-LEVEL
Rime Shot Toxin Scan
Invisibility to Cameras
Rime Strike Tracer Bolt Carbon Fog
Kolto Cloud
Short Circuit Tracker Droid Interface Carbonite
Protection from Energy
Sonic Shot Tranquilizer Contingency
Read Memory
Sonic Strike Translation Program Disperse Energy
Remove Virus
Spectrum Ray Voltaic Shield Disintegrate
Scramble Interface
Storming Shot Find the Path
2ND-LEVEL Sabotage Charges
Targeting Shot Firestorm
Acid Dart Sending
Temporary Boost Kolto Infusion
Capacity Boost Slow-release Medpac
Venomous Strike Programmed Illusion
Cryogenic Volley Tactical Advantage
Vortex Shot Scrambling Barrier
Concealed Caltrops Tech Override
Ward Security Protocols
Darkvision Tonal Translocate
Warding Shot Superior Translation
Detect Invisibility Vertical Maneuvering
Wire Line Program
Detect Traps 4TH-LEVEL
1ST-LEVEL Electromesh 7TH-LEVEL
Ballistic Shield
Absorb Energy Energetic Burst Cage
Cloaking Screen
Acid Wind Enhance Droid Delayed Explosion
Corrosive Sphere
Alarm Frequency Scan Greater Sabotage Charges
Cryogenic Storm
Analyze Glide Neurotoxin
De brillate
Bacta Pack Hold Droid Project Hologram
Elemental Accelerant
Bu er Implant Message Tactical Superiority
Condense/Vaporize In ltrate 8TH-LEVEL
Copy Kolto Dispenser Antipathy/Sympathy
Countermeasures Lock Energizing Aura
Cryogenic Blast Magnetic Hold Incendiary Cloud
Cryogenic Wave Magnetic Field Scrambling Field
Decryption Program Mirror Image Stun Dart
9TH-LEVEL
Carbonite Explosion
Greater Explosion
Greater Salvo
Invulnerability
Kolto Waves
Predictive AI

271 CHAPTER 12 | TECH POWERS


ABSORB ENERGY
1st-level tech power Overcharge Tech. When you cast this power using a
Casting Time: 1 reaction, which you take when you take
tech slot of 2nd level or higher, the damage increases
acid, cold, energy, re, ion, kinetic, lightning, or sonic
by 1d4 for each slot level above 1st.
damage ACIDIC STRIKE
Range: Self At-will tech power
Duration: 1 round
Casting Time: 1 action
The power captures some of the incoming energy, Range: Varies
lessening its e ect on you and storing it for your next Duration: 1 round
melee attack. You have resistance to the triggering
damage type until the start of your next turn. Also, the As part of the action used to cast this power, you
rst time you hit with a melee attack on your next turn, must make a melee weapon attack against one
the target takes an extra 1d6 damage of the triggering creature within your reach, otherwise the power fails.
type, and the power ends. On a hit, the target su ers the attack's normal e ects,
Overcharge Tech. When you cast this power using a and it becomes sheathed in a thick acidic slime until
power slot of 2nd level or higher, the extra damage the start of your next turn. Until the start of your next
increases by 1d6 for each slot level above 1st. turn, if the target becomes grappled, or succeeds in
grappling or maintaining a grapple, the slime is
ACID DART pressed into its body, causing it to immediately take
2nd-level tech power 1d8 acid damage.
Casting Time: 1 action
This power's damage increases when you reach
Range: 90 feet
higher levels. At 5th level, the melee attack deals an
Duration: Instantaneous
extra 1d8 acid damage to the target, and the damage
the target takes for taking grappling or maintaining a
A shimmering green dart streaks toward a target grapple increases to 2d8. Both damage rolls increase
within range and bursts in a spray of acid. Make a by 1d8 at 11th level and 17th level.
ranged tech attack against the target. On a hit, the
target takes 4d4 acid damage immediately and 2d4 ALARM
acid damage at the end of its next turn. On a miss, the 1st-level tech power
dart splashes the target with acid for half as much of Casting Time: 1 minute
the initial damage and no damage at the end of its next Range: 30 feet
turn. Duration: 8 hours
Overcharge Tech. When you cast this power using a
You set an alarm against unwanted intrusion.
tech slot of 3rd level or higher, the damage (both initial
Choose a door, a window, or an area within range that
and later) increases by 1d4 for each slot level above
is no larger than a 20-foot cube. Until the power ends,
2nd.
an alarm alerts you whenever a Tiny or larger creature
ACID SPLASH touches or enters the warded area. When you cast the
At-will tech power power, you can designate creatures that won't set o
the alarm. You also choose whether the alarm is
Casting Time: 1 action
mental or audible.
Range: 60 feet
Duration: Instantaneous
A silent alarm alerts you with a ping in your mind if
you are within 1 mile of the warded area. This ping
You emit a burst of acid. Choose one creature within awakens you if you are sleeping.
range, or choose two creatures within range that are An audible alarm produces the sound of a hand bell
within 5 feet of each other. A target must succeed on a for 10 seconds within 60 feet.
Dexterity saving throw or take 1d6 acid damage.
This power's damage increases by 1d6 when you ANALYZE
reach 5th level (2d6), 11th level (3d6), and 17th level 1st-level tech power
(4d6). Casting Time: 1 minute
Range: Touch
ACID WIND
Duration: Instantaneous
1st-level tech power
Casting Time: 1 action
You choose one object that you must touch
Range: Self (15-foot cube)
throughout the casting of the power. If it is an
Duration: Instantaneous
enhanced or modi ed item, you learn its properties
and how to use them, whether it requires attunement
You produce a breeze full of stinging acid droplets. to use, and how many charges it has, if any. You learn
Each creature in a 15-foot cube originating from you whether any powers are a ecting the item and what
must make a Constitution saving throw. On a failed they are. If the item was created by a power, you learn
save, a creature takes 2d4 acid damage and is blinded which power created it.
until the end of your next turn. On a successful save, If you instead touch a creature throughout the
the creature takes half as much damage and isn't casting, you learn what tech powers, if any, are
blinded. currently a ecting it.

CHAPTER 12 | TECH POWERS 272


ANTIPATHY/SYMPATHY
8th-level tech power This power bene ts additional attacks at higher
Casting Time: 1 hour
levels: two attacks at 5th level, three attacks at 11th
Range: 60 feet
level, and four attacks at 17th level.
Duration: 10 days AUTONOMOUS SERVANT
This power attracts or repels creatures of your 3rd-level tech power
choice. You target something within range, either a Casting Time: 1 minute
Huge or smaller object or creature or an area that is no Range: Touch
larger than a 200-foot cube. Then specify a kind of Duration: 8 hours, or until the end of your next short or
intelligent creature, such as rancors, kath hounds, or long rest; whichever happens rst
twi'leks. You invest the target with an aura that either
attracts or repels the speci ed creatures for the You touch one Tiny, unenhanced object that isn't
duration. Choose antipathy or sympathy as the aura's attached to another object or a surface and isn't being
e ect. carried by another creature. The target animates and
Antipathy. The power causes creatures of the kind gains little arms and legs, becoming a creature under
you designated to feel an intense urge to leave the your control until the power ends or the creature
area and avoid the target. When such a creature can drops to 0 hit points. See the stat block for its statistics.
see the target or comes within 60 feet of it, the
creature must succeed on a Wisdom saving throw or
become frightened. The creature remains frightened SERVANT
while it can see the target or is within 60 feet of it. Tiny construct, unaligned
While frightened by the target, the creature must use
its movement to move to the nearest safe spot from Armor Class 15 (natural armor)
which it can't see the target. If the creature moves Hit Points 10 (4d4)
more than 60 feet from the target and can't see it, the Speed 30 feet, climb 30 feet
creature is no longer frightened, but the creature
becomes frightened again if it regains sight of the
target or moves within 60 feet of it. STR DEX CON INT WIS CHA
Sympathy. The power causes the speci ed creatures 4 (-3) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 1 (-5)
to feel an intense urge to approach the target while
within 60 feet of it or able to see it. When such a Damage Vulnerabilities ion
creature can see the target or comes within 60 feet of Damage Resistances necrotic, poison, psychic
it, the creature must succeed on a Wisdom saving Condition Immunities charmed, deafened,
throw or use its movement on each of its turns to enter exhaustion, poisoned
the area or move within reach of the target. When the Senses blindsight 60 feet (blind beyond this radius),
passive Perception 10
creature has done so, it can't willingly move away from
Languages —
the target.
If the target damages or otherwise harms an Circuitry. The construct has disadvantage on saving
a ected creature, the a ected creature can make a throws against e ects that would deal ion or lightning
Wisdom saving throw to end the e ect, as described damage.
below.
Ending the Effect. If an a ected creature ends its ACTIONS
turn while not within 60 feet of the target or able to see Slam. Melee Weapon Attack: +4 to hit, reach 5 feet, one
it, the creature makes a Wisdom saving throw. On a target. Hit 5 (1d4 + 3) kinetic damage.
successful save, the creature is no longer a ected by
the target and recognizes the feeling of repugnance or As a bonus action, you can nonverbally command the
attraction as unnatural. In addition, a creature a ected creature if it is within 120 feet of you. (If you control
by the power is allowed another Wisdom saving throw multiple creatures with this power, you can command
every 24 hours while the power persists. any or all of them at the same time, issuing the same
A creature that successfully saves against this e ect command to each one.) You decide what action the
is immune to it for 1 minute, after which time it can be creature will take and where it will move during its next
a ected again. turn, or you can issue a simple, general command,
ASSESS THE SITUATION such as to fetch a code cylinder, stand watch, or stack
At-will tech power some small objects. If you issue no commands, the
servant does nothing other than defend itself against
Casting Time: 1 action
hostile creatures. Once given an order, the servant
Range: 30 feet
continues to follow that order until its task is complete.
Duration: Concentration, up to 1 round
When the creature drops to 0 hit points, it reverts to
You take a sensory snapshot of a target within range. its original form, and any remaining damage carries
Your tech grants you a brief insight into the target's over to that form.
defenses. You have advantage on the next attack roll The creature is considered a valid target for the
you make against the target before the end of your tracker droid interface power.
next turn.

273 CHAPTER 12 | TECH POWERS


Overcharge Tech. When you cast this power using a A remove virus power ends this e ect. At the GM's
tech slot of 4th level or higher, you can animate two discretion, you may choose an alternative curse e ect,
additional objects for each slot level above 3rd. but it should be no more powerful than those
described above. The GM has nal say on such a
BACTA PACK curse's e ect.
1st-level tech power Overcharge Tech. If you cast this power using a tech
Casting Time: 1 action slot of 4th level or higher, the duration is
Range: 60 feet concentration, up to 10 minutes. If you use a tech slot
Duration: 1 minute of 5th level or higher, the duration is 8 hours. If you
You create a luminescent pack of bacta in any space, use a tech slot of 7th level or higher, the duration is 24
occupied or unoccupied, within range. The pack hours. If you use a 9th-level tech slot, the power lasts
remains in its space until it is activated by any creature until it is dispelled. Using a tech slot of 5th level or
you choose. If the space you choose is occupied by a higher grants a duration that doesn't require
creature you have designated, it can use its reaction to concentration.
immediately activate the pack; otherwise, a creature BUFFER
within 5 feet of the pack can use a bonus action to 1st-level tech power
touch it and activate it.
Casting Time: 1 action
When the pack is activated by a designated creature,
Range: Self
that creature regains hit points equal to 1d6 + your
Duration: 1 hour
techcasting modi er, and the pack is consumed. If the
power ends before the pack has been activated, it You gain 1d4 + 4 temporary hit points for the
becomes useless and disintegrates. This power has no duration.
e ect on droids or constructs. Overcharge Tech. When you cast this power using a
Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you gain 5 additional
tech slot of 2nd level or higher, you may either increase temporary hit points for each slot level above 1st.
the healing of a single pack by 1d6 for each slot level
above 1st, or create another pack in a separate space, CAGE
with one additional pack for each slot level above 1st. 7th-level tech power
Casting Time: 1 action
BALLISTIC SHIELD Range: 100 feet
4th-level tech power Duration: 1 hour
Casting Time: 1 action
An immobile, Invisible, cube-shaped prison
Range: Self
composed of energy springs into existence around an
Duration: Concentration, up to 1 hour
area you choose within range. The prison can be a cage
A ickering blue shield surrounds your body. Until or a solid box as you choose.
the power ends, you have resistance to kinetic, energy, A prison in the shape of a cage can be up to 20 feet
and ion damage. on a side and is made from 1/2-inch diameter bars
spaced 1/2 inch apart.
BESTOW VIRUS A prison in the shape of a box can be up to 10 feet
3rd-level tech power on a side, creating a solid barrier that prevents any
Casting Time: 1 action matter from passing through it and blocking any
Range: Touch powers cast into or out of the area.
Duration: Concentration, up to 1 minute When you cast the power, any creature that is
You touch a droid, construct, or a creature with a completely inside the cage's area is trapped. Creatures
tech focus, and it must succeed on an Intelligence only partially within the area, or those too large to t
saving throw or receive a tech-based curse for the inside the area, are pushed away from the center of
duration of the power. When you cast this power, the area until they are completely outside the area.
choose the nature of the curse from the following A creature inside the cage can't leave it by
options: unenhanced means. If the creature tries to teleport to
leave the cage, it must rst make a Charisma saving
Choose one ability score. While cursed, the target has throw. On a success, the creature can use that power
disadvantage on ability checks and saving throws made to exit the cage. On a failure, the creature can't exit the
with that ability score. cage and wastes the use of the power or e ect.
While cursed, the target has disadvantage on attack This power can't be dispelled.
rolls against you.
While cursed, the target must make an Intelligence
saving throw at the start of each of its turns. If it fails, it
wastes its action that turn doing nothing.
While the target is cursed, your attacks and powers
deal an extra 1d8 lightning damage to the target.

CHAPTER 12 | TECH POWERS 274


CAPACITY BOOST
2nd-level tech power within range. Each creature in the a ected area must
Casting Time: 1 bonus action
make a Constitution saving throw. On a failed save, the
Range: Touch
creature takes 8d6 + 20 cold damage and is restrained
Duration: Concentration, up to 1 minute
for 1 minute as it is encased in carbonite. On a
successful save, the creature takes half damage and is
You empower a blaster weapon you are holding. For restrained until the end of its next turn.
the duration, you can reload the weapon once per turn As an action, a restrained creature can make a
without using an action, and as a bonus action on each Strength check against your tech save DC, ending this
of your turns you can make one attack with the e ect on itself on a success.
weapon. A creature reduced to 0 hit points by this power dies
Overcharge Tech. When you cast this power using a instantly, as its body shatters into frozen chunks.
tech slot of 5th level or higher, you can make two
attacks with your bonus action, instead of one. CLOAKING SCREEN
4th-level tech power
CARBON FOG
Casting Time: 1 action
6th-level tech power
Range: Touch
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 120 feet
Duration: Concentration, up to 1 minute You or a creature you touch becomes invisible until
the power ends. Anything the target is wearing or
You create a cloud of icy fog in a 20-foot-radius carrying is invisible as long as it is on the target's
sphere centered on a point you can see. The sphere person.
extends around corners, and its area is heavily
obscured. The fog is semi-solid, and its area is COMBUSTIVE SHOT
considered di cult terrain. Each creature that enters At-will tech power
the power's area for the rst time on a turn or starts its Casting Time: 1 action
turn there takes 4d6 cold damage and gains 1 slowed Range: Varies
level until the end of its turn. The fog lasts for the Duration: 1 round
duration of the power or until it's dispersed by a wind
of moderate or greater speed (at least 10 mph). As part of the action used to cast this power, you
must make a ranged weapon attack against one
CARBONITE creature within your weapon's range, otherwise the
6th-level tech power power fails. On a hit, the target su ers the attack's
Casting Time: 1 action normal e ects, and it ignites in ame. At the start of
Range: 60 feet your next turn, the creature takes re damage equal to
Duration: Concentration, up to 1 minute your techcasting ability modi er. If the target or a
creature within 5 feet of it uses an action to put out the
You attempt to freeze one creature that you can see ames, or if some other e ect douses the ames, the
within range into carbonite. The creature must make a e ect ends.
Constitution saving throw. On a failed save, it is This power's damage increases when you reach
restrained as its esh begins to harden. On a higher levels. At 5th level, the ranged attack deals an
successful save, the creature isn't a ected. extra 1d6 re damage to the target, and the damage at
A creature restrained by this power must make the start of your next turn increases to 1d4 + your tech
another Constitution saving throw at the end of each casting ability modi er. Both damage rolls increase by
of its turns. If it successfully saves against this power 1d6 and 1d4, respectively, at 11th level and 17th level.
three times, the power ends. If it fails its saves three
times, it is turned to stone and subjected to the CONCEALED CALTROPS
petri ed condition for the duration. The successes and 2nd-level tech power
failures don't need to be consecutive; keep track of Casting Time: 1 action
both until the target collects three of a kind. Range: 150 feet
If the creature is physically broken while frozen in Duration: Concentration, up to 1 hour
carbonite, it su ers from similar deformities if it
reverts to its original state. You scatter a large number of caltrops across ground
in a 20-foot radius centered on a point within range.
If you maintain your concentration on this power for
These caltrops pierce deep into the feet and boots of
the entire possible duration, the creature is frozen in
anyone who walks upon them. The area becomes
carbonite until the e ect is removed.
di cult terrain for the duration. When a creature
CARBONITE EXPLOSION moves into or within the area, it takes 2d4 kinetic
9th-level tech power damage for every 5 feet it travels.
The caltrops are nearly invisible to the naked eye.
Casting Time: 1 action
Any creature that can't see the area at the time the
Range: 250 feet
power is cast must make a Wisdom (Perception) check
Duration: Instantaneous
against your tech save DC to notice the caltrops before
You generate an explosion of cryogenic energy in a entering the area.
60-foot-radius sphere centered on a point you can see

275 CHAPTER 12 | TECH POWERS


CONDENSE/VAPORIZE CORROSIVE SPHERE
1st-level tech power 4th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 150 feet
Duration: Instantaneous Duration: Instantaneous
In an open container, you can create up to 10 gallons You create a globule of acid and hurl it at a point
of drinkable water. You may also produce a rain that within range, where it explodes in a 20-foot-radius
falls within a 30-foot cube and extinguishes open-air sphere. Each creature in that area must make a
ames. You can destroy the same amount of water in Dexterity saving throw. On a failed save, a creature
an open container, or destroy a 30-foot cube of fog. takes 10d4 acid damage and another 5d4 acid damage
Overcharge Tech. When you cast this power using a at the end of its next turn. On a successful save, a
tech slot of 2nd level or higher, the amount of water creature takes half the initial damage and no damage
you can create increases by 10 gallons, or the size of at the end of its next turn.
the cube increases by 5 feet, for each slot level above Overcharge Tech. When you cast this power using a
1st. tech slot of 5th level or higher, the initial damage
increases by 2d4 for each slot level above 4th.
CONTINGENCY
6th-level tech power COUNTERMEASURES
Casting Time: 10 minutes 1st-level tech power
Range: Self Casting Time: 1 action
Duration: 10 days Range: Self
Duration: 10 minutes
Choose a tech power of 5th-level or lower that you
can cast, that has a casting time of 1 action, and that For the duration, you gain the following bene ts:
can target you. You cast that power, called the
contingent power, as part of casting contingency, You are immune to the homing rockets tech power.
expending tech points for both, but the contingent You and objects you are wearing or carrying cannot be
power doesn't come into e ect. Instead, it takes e ect detected by tech powers that reveal your location, such
when a certain circumstance occurs. You describe that as scan area or frequency scan, unless the caster
circumstance when you cast the two powers. makes a successful Intelligence saving throw.
The contingent power takes e ect immediately after Creatures have disadvantage on Wisdom (Survival)
the circumstance is met for the rst time, whether or checks to track you.
not you want it to, and then contingency ends. CRYOGENIC BLAST
The contingent power takes e ect only on you, even 1st-level tech power
if it can normally target others. You can use only one
Casting Time: 1 action
contingency power at a time. If you cast this power
Range: 60 feet
again, the e ect of another contingency power on you
Duration: Instantaneous
ends. Also, contingency ends on you if your tech focus
is ever not on your person. You release a shard of cryogenic energy at one
creature within range. Make a ranged tech attack
COPY against the target. On a hit, the target takes 1d10
1st-level tech power kinetic damage. Hit or miss, the shard then explodes.
Casting Time: 1 action The target and each creature within 5 feet of it must
Range: Touch succeed on a Dexterity saving throw or take 2d6 cold
Duration: Instantaneous damage.
This power creates a perfect duplicate of any written, Overcharge Tech. When you cast this power using a
drawn, or digital visual, audio or text-based data that tech slot of 2nd level or higher, the cold damage
you touch onto a datapad or datacard you supply. You increases by 1d6 for each slot level above 1st.
can copy up to 10 pages of text or 10 minutes of visual CRYOGENIC BURST
or audio data with one casting of this power. Enhanced At-will tech power
documents, such as datacrons, blueprints, or
Casting Time: 1 action
encrypted documents, can't be copied with this power.
Range: 60 feet
Duration: Instantaneous
You emit a burst of cold energy at a creature within
range. Make a ranged tech attack against the target.
On a hit, it takes 1d8 cold damage, and gains 1 slowed
level until the start of your next turn.
The power's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).

CHAPTER 12 | TECH POWERS 276


CRYOGENIC SPRAY CRYOGENIC VOLLEY
5th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 90 feet
Duration: Instantaneous Duration: Instantaneous
A blast of cold air erupts from you. Each creature in a An explosion of cold energy erupts from a point you
60-foot cone must make a Constitution saving throw. choose within range. Each creature in a 5-foot-radius
On a failed save, a creature takes 8d8 cold damage, sphere centered on that point must make a Dexterity
and gains 1 slowed level until the start of your next saving throw. On a failed save, a creature takes 3d6
turn. On a successful save, a creature takes half as cold damage, and gains 1 slowed level until the start of
much damage and isn't slowed. your next turn. On a successful save, a creature takes
A creature killed by this power becomes frozen in half as much damage and isn't slowed.
carbonite. Overcharge Tech. When you cast this power using a
Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases
tech slot of 6th level or higher, the damage increases by 1d6 for each slot level above 2nd.
by 1d8 for each slot level above 5th.
CRYOGENIC WAVE
CRYOGENIC STORM 1st-level tech power
4th-level tech power Casting Time: 1 action
Casting Time: 1 action Range: Self (15-foot cone)
Range: 120 feet Duration: Instantaneous
Duration: Instantaneous A wave of cold energy spreads out from you. Each
A storm of cryogenic energy encompasses the creature in a 15-foot cone must make a Constitution
ground in a 20-foot-radius, 40-foot-high cylinder saving throw. On a failed save, a creature takes 2d6
centered on a point within range. Each creature in the cold damage and gains a level of slowed until the end
cylinder must make a Dexterity saving throw. A of its next turn. On a success, it takes half as much
creature takes 2d8 kinetic damage and 4d6 cold damage, and su ers no additional e ect.
damage on a failed save, or half as much damage on a Overcharge Tech. When you cast this power using a
successful one. tech slot of 2nd level or higher, the damage increases
The storm's area of e ect becomes di cult terrain by 1d6 for each slot level above 1st. At 3rd level or
until the end of your next turn. above, the speed reduction increases to 20 feet. At 5th
Overcharge Tech. When you cast this power using a level or above, the speed reduction increases to 30
tech slot of 5th level or higher, the kinetic damage feet.
increases by 1d8 for each slot level above 4th.
DARKVISION
CRYOGENIC SUSPENSION 2nd-level tech power
3rd-level tech power Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 30 feet Duration: 8 hours
Duration: Concentration, up to 1 minute You touch a willing creature to grant it the ability to
Choose up to six creatures of your choice in a 40-foot see in the dark. For the duration, that creature has
cube within range. Each target must succeed on a darkvision out to a range of 60 feet.
Dexterity saving throw or be a ected by this power for
DEBILITATING GAS
the duration.
3rd-level tech power
An a ected target gains 1 slowed level, it takes a -2
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: 90 feet
a bonus action, not both. Regardless of the creature's Duration: Concentration, up to 1 minute
abilities or items, it can't make more than one melee or You create a 20-foot-radius sphere of gas centered
ranged attack during its turn. on a point. The cloud spreads around corners and its
If the creature attempts to cast a power with a area is heavily obscured. It lingers in the air for the
casting time of 1 action, roll a d20. On an 11 or higher, duration.
the power doesn't take e ect until the creature's next Each creature completely in the cloud at the start of
turn, and the creature must use its action on that turn its turn must make a Constitution save against poison.
to complete the power. If it can't, the power is wasted. On a failure, the creature does nothing that turn.
A creature a ected by this power makes another Creatures that don't need to breathe or are immune to
Dexterity saving throw at the end of its turn. On a poison automatically succeed.
successful save, the e ect ends for it. A wind of 10mph disperses the cloud after 4 rounds.
A wind of 20mph disperses it after 1 round.

277 CHAPTER 12 | TECH POWERS


DECRYPTION PROGRAM
1st-level tech power Overcharge Tech. When you cast this power with a
Casting Time: 1 action
tech slot of 4th level or higher, the ion damage
Range: 30 feet
increases by 1d8, and the amount of tech points lost
Duration: Concentration, up to 1 hour
increases by 1 for each slot level above 3rd.

You gain insight into an encrypted message you are DETECT ENHANCEMENT
holding when you cast this power, granting you 1st-level tech power
advantage on ability checks you make to decipher the Casting Time: 1 action
document. Range: Self
Duration: Concentration, up to 10 minutes
DEFIBRILLATE
4th-level tech power For the duration, you sense the presence of any
Casting Time: 1 action
enhancements within 30 feet of you. If you sense an
Range: Touch
enhancement in this way, you can use your action to
Duration: Instantaneous
see a faint aura around any visible creature or object in
the area that bears an enhancement.
You touch a creature that has died within the last The power is blocked by 1 foot of stone, 1 inch of
minute and administer a shock to restore it to life. That common metal, a thin sheet of lead, or 3 feet of wood
creature returns to life with 1 hit point. This power or dirt.
can't return to life a creature that has died of old age,
nor can it restore any missing body parts. If the DETECT INVISIBILITY
creature is lacking body parts or organs integral for its 2nd-level tech power
survival—its head, for instance—the power Casting Time: 1 action
automatically fails. Once this power has restored a Range: Self
creature to life, it cannot bene t from this power again Duration: 1 hour
until it nishes a short or long rest.
For the duration, you see invisible creatures and
DELAYED EXPLOSION objects as if they were visible.
7th-level tech power
DETECT TRAPS
Casting Time: 1 action 2nd-level tech power
Range: 150 feet
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: Self
You create a delayed explosion at a point within Duration: Concentration, up to 1 minute
range. When the power ends, either because your
concentration is broken or because you decide to end You sense the presence, general location, and nature
it, the explosion occurs. Each creature in a 20-foot- of any trap within 120 feet of you that is within line of
radius sphere centered on that point must make a sight. A trap, for this power, includes anything that
Dexterity saving throw. A creature takes re damage would in ict a sudden or unexpected e ect you
equal to the total accumulated damage on a failed consider harmful or undesirable, which was speci cally
save, or half as much damage on a successful one. intended by its creator.
The power's base damage is 12d6. If at the end of While the power is active, you have advantage on
your turn the explosion has not yet occurred, the Wisdom (Perception) and Intelligence (Investigation)
damage increases by 1d6. checks to nd any traps that are within line of sight.
If the explosion is touched before the interval has DIMINISH TECH
expired, the creature touching it must make a Dexterity 3rd-level tech power
saving throw. On a failed save, the power ends
Casting Time: 1 action
immediately, causing the explosion.
Range: 120 feet
The re spreads around corners. It ignites ammable
Duration: Instantaneous
objects in the area that aren't being worn or carried.
Overcharge Tech. When you cast this power using a Choose one creature, object, or tech e ect within
tech slot of 8th level or higher, the base damage range. Any tech power of 3rd level or lower on the
increases by 1d6 for each slot level above 7th. target ends. For each tech power of 4th level or higher
on the target, make an ability check using your
DESTROY TECH techcasting ability. The DC equals 10 + the power's
3rd-level tech power level. On a success, the power ends.
Casting Time: 1 action Overcharge Tech. When you cast this power using a
Range: 120 feet tech slot of 4th level or higher, you automatically end
Duration: Instantaneous the e ects of a tech power on the target if the power's
level is equal to or less than the level of the tech slot
Make a ranged tech attack against a creature within
you used.
range. On a hit, the target takes 4d8 ion damage.
Additionally, if the target has tech points, it must make
an Intelligence saving throw. On a failed save, it loses 5
tech points, as though it expended a tech slot.

CHAPTER 12 | TECH POWERS 278


DISINTEGRATE ELECTROMESH
6th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Instantaneous Duration: Concentration, up to 1 hour
A blast of corrosive energy emits from you. Choose a You expel a mass of thick, adhesive mesh at a point
target within range. of your choice within range. The mesh ll a 20-foot
A creature targeted by this power must make a cube from that point for the duration. The mesh is
Dexterity saving throw. On a failed save, the target di cult terrain and lightly obscures their area.
takes 10d6 + 40 acid damage. If this damage reduces If the mesh isn't anchored between two solid masses
the target to 0 hit points, it is disintegrated. (such as walls) or layered across a oor, wall, or ceiling,
A disintegrated creature and everything it is wearing the electromesh collapses on itself, and the power
and carrying are reduced to a pile of ne gray dust. A ends at the start of your next turn. Mesh layered over a
creature destroyed in this way can not be revitalized. at surface has a depth of 5 feet.
This power automatically disintegrates a Large or Each creature that starts its turn in the mesh or that
smaller object. If the target is a Huge or larger object, enters it during its turn must make a Dexterity saving
this power disintegrates a 10-foot-cube portion of it. throw. On a failed save, the creature is restrained as
Overcharge Tech. When you cast this power using a long as it remains in the mesh or until it breaks free.
tech slot of 7th level or higher, the damage increases A creature restrained by the mesh can use its action
by 3d6 for each slot level above 6th. to make a Strength check against your tech save DC. If
it succeeds, it is no longer restrained.
DISPERSE ENERGY The mesh is ammable. Any 5-foot cube of
6th-level tech power electromesh exposed to re burns away in 1 round,
Casting Time: 1 action dealing 2d4 re damage to any creature that starts its
Range: Self turn in the re.
Duration: Concentration, up to 1 minute
ELECTROSHOCK
You have resistance to acid, cold, re, lightning, and At-will tech power
sonic damage for the power's duration.
Casting Time: 1 action
When you take damage of one of those types, you
Range: Touch
can use your reaction to gain immunity to that type of
Duration: Instantaneous
damage, including against the triggering damage. If
you do so, the resistances end, and you have the Lightning springs from you to deliver a shock to a
immunity until the end of your next turn, at which time creature you try to touch. Make a melee tech attack
the power ends. against the target. You have advantage on the attack
roll if the target is made of metal or wearing armor
ECHO BLAST made of metal. On a hit, the target takes 1d8 lightning
At-will tech power damage and becomes shocked until the start of its
Casting Time: 1 action next turn.
Range: 30 feet This power's damage increases by 1d8 when you
Duration: Instantaneous reach 5th level (2d8), 11th level (3d8), and 17th level
You emit a reverberating pulse of sound at a target (4d8).
within range. The target must succeed on a Wisdom ELEMENT OF SURPRISE
saving throw or take 1d8 sonic damage. 1st-level tech power
This power can hit multiple targets in succession
Casting Time: 1 reaction, which you take in response to
when you reach higher levels: two targets at 5th level,
being damaged by a creature within 60 feet of you that
three targets at 11th level, and four targets at 17th
you can see
level. Each target must be within 30 feet of the
Range: 60 feet
previous target, and the last target must be no further
Duration: Instantaneous
than 30 feet away from you. You can not target the
same creature twice in succession. You expel a sabotage charge at the creature that
attacked you. The creature must make a Dexterity
ELECTRICAL BURST saving throw. It takes 2d10 re damage on a failed
At-will tech power save, or half as much damage on a successful one.
Casting Time: 1 action Overcharge Tech. When you cast this power using a
Range: Self (5-foot sphere) tech slot of 2nd level or higher, the damage increases
Duration: Instantaneous by 1d10 for each slot level above 1st.
You emit a burst of electricity. Each creature within
range, other than you, must succeed on a Dexterity
saving throw or take 1d6 lightning damage.
This power's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).

279 CHAPTER 12 | TECH POWERS


ELEMENTAL ACCELERANT ENERGY SHIELD
4th-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 reaction, which you take when you are hit
Range: 90 feet by an attack
Duration: Concentration, up to 1 minute Range: Self
Duration: 1 round
Choose one creature you can see and one damage
type: acid, cold, re, lightning, or sonic. The target must You quickly create an energy shield. Until the start of
make a Constitution saving throw. If it fails, the rst your next turn, you have a +5 bonus to AC. This
time on each turn when it takes damage of the chosen includes the triggering attack.
type, it takes an extra 2d6 damage of it. The target also
loses resistance to the type until the power ends. ENHANCE DROID
Overcharge Tech. You can target one additional 2nd-level tech power
creature for each slot level above 4th. The creatures Casting Time: 1 action
must be within 30 feet of each other when you target Range: Touch
them. Duration: Concentration, up to 1 hour

ENCRYPTED MESSAGE You touch a droid or construct and upgrade one of


At-will tech power its aspects. Choose one of the following e ects; the
target gains that e ect until the power ends.
Casting Time: 1 action
Range: 120 feet Servomotor. The target has advantage on Strength
Duration: 1 round checks, and its carrying capacity doubles.
You point your nger toward a creature within range Motivator. The target has advantage on Dexterity
that possesses a commlink and whisper a message. checks. It also doesn't take damage from falling 20 feet
The target (and only the target) hears the message and or less if it isn't incapacitated.
can send an encrypted reply that only you can hear. Power Core. The target has advantage on Constitution
These messages cannot be intercepted or decrypted by checks. It also gains 2d6 temporary hit points, which
unenhanced means. are lost when the power ends.
You can cast this power through solid objects if you Databanks. The target has advantage on Intelligence
checks.
are familiar with the target and know it is beyond the
barrier. 1 foot of stone, 1 inch of common metal, a thin Sensors. The target has advantage on Wisdom checks.
sheet of lead, or 3 feet of wood blocks the power. The Relations Protocols. The target has advantage on
Charisma checks.
power doesn't have to follow a straight line and can
travel freely around corners or through openings. Overcharge Tech. When you cast this power using a
ENERGETIC BURST tech slot of 3rd level or higher, you can target one
2nd-level tech power additional droid or construct for each slot level above
2nd.
Casting Time: 1 action
Range: Touch ENHANCE WEAPON
Duration: 10 minutes 3rd-level tech power
A creature you touch gains 10 temporary hit points. Casting Time: 1 action
While it has these hit points, the creature can add 1d4 Range: Touch
to its saving throws. Any remaining temporary hit Duration: Concentration, up to 1 hour
points are lost when the power ends. An unenhanced weapon you touch becomes an
Overcharge Tech. When you cast this power with a enhanced weapon. Choose one of these damage types:
tech slot of 3rd level or higher, the target gains 5 acid, cold, energy, re, ion, kinetic, or lightning. For the
additional temporary hit points for each slot level duration, an unenhanced weapon you touch has a +1
above 2nd. When you cast this power at 4th level or to attack rolls and deals an extra 1d4 damage of the
higher, the die size increases for every two slot levels chosen type.
above 3rd (d6 at 4th level, d8 at 6th level, d10 at 8th Overcharge Tech. When you cast this power using a
level). 5th or 6th level tech slot, the bonus to attack rolls
ENERGIZING AURA increases to +2 and the extra damage increases to 2d4.
8th-level tech power When you use a slot of 7th level or higher, the bonus
increases to +3 and the extra damage increases to 3d4.
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Energizing light radiates out from you in a 30-foot
radius. Creatures of your choice in that radius when
you cast this power have advantage on all saving
throws, and other creatures have disadvantage on
attack rolls against them until the power ends.

CHAPTER 12 | TECH POWERS 280


EXECUTE COMMAND EXTINGUISH
1st-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet (5-foot cube)
Duration: 1 round Duration: Instantaneous
You dictate a one-word command to a droid or You spray carbon foam in a 5-foot cube originating
construct you can see within range. The target must from a point within range. Flames within the a ected
succeed on an Intelligence saving throw or follow the area are instantly quenched, and objects within the
command on its next turn. If the construct has the a ected area cannot be ignited for at least one minute.
'Piloted' trait, and has a pilot controlling it that is not Any creature in the a ected area must make a
incapacitated, it gains a bonus to the saving throw Constitution saving throw or take 1d4 cold damage.
equal to the pilot's Intelligence modi er. Some typical When you reach 5th level, this power can instead
commands and their e ects follow. You might issue a target a 10-foot cube within range. You gain additional
command other than one described here. If you do so, options of increasing size when you reach 11th level
the GM determines how the target behaves. If the (15-foot cube), and 17th level (20-foot cube).
target can't follow your command, the power ends.
Approach. The target moves toward you by the FABRICATE TRAP
shortest and most direct route, ending its turn if it 3rd-level tech power
moves within 5 feet of you. Casting Time: 1 hour
Deactivate. The target falls prone and then ends its Range: Touch
turn. Duration: Until dispelled or triggered
Drop. The target drops whatever it is holding and When you cast this power, you create a trap that will
then ends its turn. later trigger in response to a certain condition. You
Flee. The target spends its turn moving away from must attach it either to a surface (such as a table or a
you by the fastest available means. section of oor or wall) or within an object that can be
Halt. The target doesn't move and takes no actions. closed or turned on (such as a book, door, or computer
A ying target stays aloft, provided that it is able to do terminal) to conceal the trap. The trap can cover an
so. If it must move to stay aloft, it ies the minimum area no larger than 10 feet in diameter. At the GM's
distance needed to remain in the air. discretion, certain actions may cause the trap to break
Overcharge Tech. When you cast this power using a or be rendered inoperative.
tech slot of 2nd level or higher, you can a ect one The trap is well disguised, and generally and requires
additional droid or construct for each slot level above a successful Intelligence (Investigation) check against
1st. The creatures must be within 30 feet of each other your tech save DC to be found.
when you target them. You decide what triggers the trap when you cast the
EXPEDITIOUS RETREAT power, such as entering a certain area or powering on
1st-level tech power the object. You can further re ne the trigger so the
trap activates only under certain circumstances or
Casting Time: 1 bonus action according to physical characteristics (such as height or
Range: Self weight) or creature kind (for example, the trap could be
Duration: Concentration, up to 10 minutes set to go o only droids or gungans). You can also set
This power gives you a burst of adrenaline that conditions for creatures that don't trigger the trap,
allows you to move at an incredible pace. When you such as those who say a certain password.
cast this power, and then as a bonus action on each of You may only have one instance of this trap active at
your turns until the power ends, you can take the Dash a time. If you cast another trap before the previous one
action. is triggered, the other trap becomes inert.
When you create the trap, choose an explosive trap
EXPLOSION or a power trap:
3rd-level tech power Explosive Trap. When triggered, the trap erupts in a
Casting Time: 1 action 20-foot-radius sphere centered on the trap. The
Range: 150 feet explosion spreads around corners. Each creature in the
Duration: Instantaneous area must make a Dexterity saving throw. A creature
You create an explosion at a point within range. Each takes 5d8 acid, cold, re, lightning, or sonic damage on
creature in a 20-foot-radius sphere centered on that a failed saving throw (your choice when you create the
point must make a Dexterity saving throw. A target trap), or half as much damage on a successful one.
takes 8d6 re damage on a failed save, or half as much
damage on a successful one.
The re spreads around corners. It ignites ammable
objects in the area that aren't being worn or carried.
Overcharge Tech. When you cast this power using a
tech slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.

281 CHAPTER 12 | TECH POWERS


FLAME SWEEP
Power Trap. You can store a prepared tech power of 1st-level tech power
3rd level or lower in the trap by casting it as part of Casting Time: 1 action
creating the trap. The trap must target a single Range: Self (15-foot cone)
creature or an area. The power being stored has no Duration: Instantaneous
immediate e ect when cast in this way. When the trap
is triggered, the stored power is cast. If the trap has a A thin sheet of ames shoots forth from you. Each
target, it targets the creature that triggered the trap. If creature in a 15-foot cone must make a Dexterity
the power a ects an area, the area is centered on that saving throw. A creature takes 3d6 re damage on a
creature. If the power requires concentration, it lasts failed save, or half as much damage on a successful
until the end of its full duration. one.
Overcharge Tech. When you cast this power using a The re ignites any ammable objects in the area
tech slot of 4th level or higher, the damage of an that aren't being worn or carried.
explosive trap increases by 1d8 for each slot level Overcharge Tech. When you cast this power using a
above 3rd. If you create a power trap, you can store tech slot of 2nd level or higher, the damage increases
any power of up to the same level as the slot you use by 1d6 for each slot level above 1st.
for this power.
FLAMING SHOTS
FIND THE PATH 3rd-level tech power
6th-level tech power Casting Time: 1 action
Casting Time: 1 minute Range: Touch
Range: Self Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 day You channel tech power through a blaster weapon
This power calculates out the shortest, most direct you are wielding. When a target takes damage from
physical route to a speci c xed location that you are the chosen weapon, the target takes an extra 1d6 re
familiar with on the same planet. If you name a damage. The power ends when twelve shots have been
destination that moves (such as a mobile fortress), or a red.
destination that isn't speci c (such as "a Black Sun Overcharge Tech. When you cast this power using a
lair"), the power fails. tech slot of 4th level or higher, the number of shots
For the duration, as long as you are on the same you can take with this power increases by two for each
planet as the destination, you know how far it is and in slot level above 3rd.
what direction it lies. While you are traveling there,
FLASH
whenever you are presented with a choice of paths
1st-level tech power
along the way, you automatically determine which path
is the shortest and most direct route (but not Casting Time: 1 action
necessarily the safest route) to the destination. Range: 90 feet
Duration: 1 round
FIRESTORM
6th-level tech power You create a massive ash of light and explosion of
sound at a point within range. Roll 6d10; the total is
Casting Time: 1 action how many hit points of creatures this power can a ect.
Range: 60 feet Creatures within 20 feet of the point are a ected in
Duration: Instantaneous ascending order of their current hit points (ignoring
Choose a point on the ground within range, unconscious creatures).
incinerating everything in a 15-foot radius. All creatures Starting with the creature that has the lowest current
must make a Dexterity saving throw, taking 8d8 re hit points, each creature a ected by this power is
damage on a failure or half as much on a success. All blinded until the end of your next turn. Subtract each
large or smaller creatures are pushed to the edge of creature's hit points from the total before moving on to
the power's radius. You may choose one creature to be the creature with the next lowest hit points. A
at the very center of the restorm, if you do so that creature's hit points must be equal to or less than the
creature has disadvantage on its saving throw and is remaining total for that creature to be a ected.
knocked prone on a failure. Overcharge Tech. When you cast this power using a
Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10
tech slot of 7th level or higher, the damage increases for each slot level above 1st.
by 1d8 and the radius increases by 5 feet for each slot
level above 6th.

CHAPTER 12 | TECH POWERS 282


FREQUENCY SCAN FRIENDLY FIRE
2nd-level tech power 5th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
For the duration, you can detect electronic You scramble the targeting protocols of nearby
transmissions. When you cast the power and as your machines. Each droid or construct in a 30-foot-radius
action on each turn until the power ends, you can sphere centered on a point you choose within range
focus on any one creature that you can see within 30 must make an Intelligence saving throw. If a construct
feet of you. If the creature you choose does not has the 'Piloted' trait, and has a pilot controlling it that
possess a commlink, or is not a droid or construct, the is not incapacitated, it gains a bonus to the saving
creature is una ected. throw equal to the pilot's Intelligence modi er. On a
If the creature possesses a commlink or other failed save, the target loses the ability to distinguish
communications device, you receive any transmissions friend from foe, regarding all creatures it can see as
it broadcasts or receives for the duration. enemies until the power ends. Each time the target
Additionally, if the target is a droid or construct, you takes damage, it can repeat the saving throw, ending
can read its "thoughts." You initially learn the surface the e ect on itself on a success.
thoughts of the creature—what is most on its mind in Whenever the a ected creature chooses another
that moment. As an action, you can either shift your creature as a target, it must choose the target at
attention to another creature's thoughts or attempt to random from among the creatures it can see within
probe deeper into the same creature's mind. If you range of the attack, power, or other ability it’s using. If
probe deeper, the target must make a Wisdom saving an enemy provokes an opportunity attack from the
throw. If it fails, you gain insight into its reasoning (if a ected creature, the creature must make that attack if
any), and something that looms large in its mind (such it is able to.
as its current objectives). If it succeeds, the power
ends. Either way, the target (or its pilot, if it has one) GLEAMING OUTLINE
knows that you are probing into its mind, and unless 1st-level tech power
you shift your attention to another creature's thoughts, Casting Time: 1 action
the creature can use its action on its turn to make an Range: 60 feet
Intelligence check contested by your Intelligence check; Duration: Concentration, up to 1 minute
if it succeeds, the power ends. Each object in a 20-foot cube within range is outlined
Questions verbally directed at the target creature in blue, green, or violet light (your choice). Any creature
naturally shape the course of its thoughts, so this in the area when the power is cast is also outlined in
power is particularly e ective as part of an light if it fails a Dexterity saving throw. For the duration,
interrogation. objects and a ected creatures shed dim light in a 10-
You can also use this power to detect the presence foot radius.
of droids, constructs, or creatures bearing Any attack roll against an a ected creature or object
communications devices you can't see. When you cast has advantage if the attacker can see it, and the
the power or as your action during the duration, you a ected creature or object can't bene t from being
can search for transmissions within 30 feet of you. The invisible.
power can penetrate barriers, but 2 feet of rock, 2
inches of any metal other than lead, or a thin sheet of GLIDE
lead blocks you. 2nd-level tech power
Once you detect the presence of a creature in this Casting Time: 1 reaction, which you take when you or a
way, you can read its thoughts or transmissions for the creature within 30 feet of you falls
rest of the duration as described above, even if you Range: 30 feet
can't see it, but it must still be within range. Duration: 1 minute
One willing creature gains the ability to glide when
falling. For the duration of the power, it falls at a rate of
30 feet per round and can move up to 30 feet
horizontally as well on each of its turns. If the creature
lands before the power ends, it takes no falling
damage and can land on its feet, and the power ends
for that creature.

283 CHAPTER 12 | TECH POWERS


GREATER ANALYZE GREATER LIGHT
5th-level tech power 3rd-level tech power
Casting Time: 10 minutes Casting Time: 1 action
Range: Self Range: 60 feet
Duration: Instantaneous Duration: 1 hour
Name or describe a person, place, or object. This A 60-foot-radius sphere of light spreads from a point
power gives you a summary of signi cant lore about it. you choose. The sphere is bright light and sheds dim
If the thing you named isn't known outside of one light for an additional 60 feet.
planetary system, you gain no information. The more If you chose an object you are holding or one that
information you already have, the more detailed the isn't being worn or carried, the light shines from and
information you receive is. moves with the object. Completely covering the object
with something opaque blocks the light.
GREATER EXPLOSION
If any of this power's area overlaps with enhanced
9th-level tech power
darkness made by a power of 3rd level or lower, the
Casting Time: 1 action darkness is dispelled.
Range: 150 feet
Duration: Instantaneous GREATER SABOTAGE CHARGES
7th-level tech power
You expell a massive explosion at a point within
range. Each creature in a 40-foot-radius sphere Casting Time: 1 action
centered on that point must make a Dexterity saving Range: Self
throw. A target takes 40d6 re damage and is knocked Duration: Concentration, up to 10 minutes
prone on a failed save, or half as much damage on a You create six medium sabotage charges that last for
successful one but remain standing. the power's duration. When you cast the power, and as
The re spreads around corners. It ignites ammable a bonus action on subsequent turns, you can hurl up
objects in the area that aren't being worn or carried. to two of the charges to points you choose within 120
feet. Each charge explodes if it reaches the point or hits
GREATER HOLOGRAM a solid surface. Each creature within 10 feet of the
3rd-level tech power explosion must make a Dexterity save. The explosion
Casting Time: 1 action deals 4d6 re damage on a failure, or half damage on a
Range: 120 feet success.
Duration: Concentration, up to 10 minutes Overcharge Tech. The number of charges created
You create an image no larger than a 20 foot cube. It increases by two for each slot level above 7th.
appears at a spot you can see and lasts for the GREATER SALVO
duration. It seems completely real, sounds and other 9th-level tech power
sensory e ects included. You can't create a sensory
e ect strong enough to cause damage or a condition. Casting Time: 1 action
Range: 120 feet
As long as you are within range of the illusion, you
Duration: Instantaneous
can use your action to make the image to move to any
other spot within range. As the image changes location, You launch four projectiles at points you can see
you can alter it so that its movements appear natural within range. Each creature within a 20-foot-radius
for the image. sphere of each point must make a Dexterity saving
Physical interaction with the image reveals it as an throw. A creature takes 15d6 re damage and 15d6
illusion. A creature can use its action to determine that kinetic damage on a failed save, or half as much
it's an illusion with a successful Investigation check. If a damage on a successful one. A creature in the area of
creature learns it's an illusion, it can see through the more than one ery burst is a ected only once.
image, and the other sensory qualities become faint to The power damages objects in the area and ignites
it. ammable objects that aren't being worn or carried.
Overcharge Tech. The power lasts until dispelled
without requiring concentration if cast at 6th-level or GREATER TRANSLATION PROGRAM
higher. 3rd-level tech power
Casting Time: 1 action
Range: Touch
Duration: 1 hour
This power grants the creature you touch the ability
to understand any spoken registered language it hears.
Moreover, when the target speaks, any creature that
knows at least one registered language and can hear
the target understands what it says.

CHAPTER 12 | TECH POWERS 284


GREATER TRANSLOCATE HOLD DROID
5th-level tech power 2nd-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Your form shimmers in a holographic con guration, You emit a paralyzing dart at a droid or construct
and then collapses. You teleport up to 60 feet to an that you can see within range. The target must succeed
unoccupied space that you can see. On each of your on a Constitution saving throw or be paralyzed for the
turns before the power ends, you can use a bonus duration. At the end of each of its turns, the target can
action to teleport in this way again. make another Constitution saving throw. On a success,
the power ends on the target.
GROUP HOLOGRAM Overcharge Tech. When you cast this power using a
5th-level tech power tech slot of 3rd level or higher, you can target one
Casting Time: 1 action additional droid or construct for each slot level above
Range: 30 feet 2nd. The targets must be within 30 feet of each other
Duration: 8 hours when you target them.
This power allows you to change the appearance of HOLDING CELL
any number of creatures that you can see within range. 4th-level tech power
You give each target you choose a new, illusory
Casting Time: 1 action
appearance. An unwilling target can make a Charisma
Range: 120 feet
saving throw, and if it succeeds, it is una ected by this
Duration: Concentration, up to 1 minute
power.
The power disguises physical appearance as well as A sphere of shimmering energy springs into being
clothing, armor, weapons, and equipment. You can and encloses a creature or object of Large size or
make each creature seem 1 foot shorter or taller and smaller within range. An unwilling creature must make
appear thin, fat, or in between. You can't change a a Dexterity saving throw. On a failed save, the creature
target's body type, so you must choose a form that has is enclosed for the duration.
the same basic arrangement of limbs. Otherwise, the Nothing—not physical objects, energy, or other
extent of the illusion is up to you. The power lasts for power e ects—can pass through the barrier, in or out,
the duration, unless you use your action to dismiss it though a creature in the sphere can breathe. The
sooner. sphere is immune to all damage, and a creature or
The changes wrought by this power fail to hold up to object inside can't be damaged by attacks or e ects
physical inspection. For example, if you use this power originating from outside, nor can a creature inside the
to add a hat to a creature's out t, objects pass through sphere damage anything outside it.
the hat, and anyone who touches it would feel nothing The sphere is weightless and just large enough to
or would feel the creature's head and hair. If you use contain the creature or object inside. An enclosed
this power to appear thinner than you are, the hand of creature can use its action to push against the sphere's
someone who reaches out to touch you would bump walls and thus roll the sphere at up to half the
into you while it was seemingly still in midair. creature's speed. Similarly, the globe can be picked up
A creature can use its action to inspect a target and and moved by other creatures.
make an Intelligence (Investigation) check against your A disintegrate power targeting the globe destroys it
tech save DC. If it succeeds, it becomes aware that the without harming anything inside it.
target is disguised.
HOLOGRAPHIC DISGUISE
HAYWIRE 1st-level tech power
At-will tech power Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 30 feet Duration: 1 hour
Duration: Instantaneous
Until the power ends or you use an action to dismiss
You momentarily surround a creature you can see it, you can disguise yourself through the use of a
within range with electronic interference and hologram emitter. You can appear to be shorter or
holographic illusions. The target must succeed on an taller by about a foot and change the appearance of
Intelligence saving throw, or it takes 1d6 lightning your body weight, but you cannot change the basic
damage and moves 5 feet in a random direction if it structure of your body. The hologram can include your
can move and its speed is at least 5 feet. Roll a d4 for clothes, armor, weapons, and other belongings on your
the direction: 1, north; 2, south; 3, east; or 4, west. This person.
movement doesn't provoke opportunity attacks, and if The illusion is only visual, so any sort of physical
the direction rolled is blocked, the target doesn't move. contact will only interact with the real size and shape of
The power's damage increases by 1d6 when you you. A creature can use its action to make an
reach 5th level (2d6), 11th level (3d6), and 17th level Intelligence (Investigation) check against your tech save
(4d6). DC, seeing through the hologram on a success.

285 CHAPTER 12 | TECH POWERS


HOLOGRAM ILLUSORY TERRAIN
1st-level tech power 4th-level tech power
Casting Time: 1 action Casting Time: 10 minutes
Range: 60 feet Range: 300 feet
Duration: Concentration, up to 10 minutes Duration: 24 hours
You create an image that is no larger than a 15-foot You make terrain in a 150-foot cube in range look,
cube. The image appears at a spot within range and sound, and smell like some other sort of terrain.
lasts for the duration. The image is purely visual. If The tactile characteristics of the terrain are
anything passes through it, it is revealed to be an unchanged, so creatures entering the area are likely to
illusion. see through the illusion. If the di erence isn't obvious
You can use your action to cause the image to move by touch, a creature carefully examining the illusion
to any spot within range. As the image changes can attempt an Intelligence (Investigation) check
location, you can alter its appearance so that its against your tech save DC to disbelieve it. A creature
movements appear natural for the image. who discerns the illusion for what it is, sees it as a
A creature that uses its action to examine the image vague image superimposed on the terrain.
can determine that it is an illusion with a successful
Intelligence (Investigation) check against your tech save IMMOLATE
DC. If a creature discerns the illusion for what it is, the 5th-level tech power
creature can see through the image. Casting Time: 1 action
Range: 90 feet
HOMING ROCKETS Duration: Concentration, up to 1 minute
1st-level tech power
Flames wreathe one creature you can see within
Casting Time: 1 action range. The target must make a Dexterity saving throw.
Range: 120 feet It takes 8d6 re damage on a failed save, or half as
Duration: Instantaneous much damage on a successful one. On a failed save,
You lock on to one or more targets within range and the target also burns for the power's duration. The
expel a series of three small explosives. Each explosive burning target sheds bright light in a 30-foot radius
hits a creature of your choice that you can see within and dim light for an additional 30 feet. At the end of
range. An explosive deals 1d4 + 1 re damage to its each of its turns, the target repeats the saving throw. It
target. The explosives all strike simultaneously, and takes 4d6 re damage on a failed save, and the power
you can direct them to hit one creature or several. ends on a successful one. These enhanced ames can't
Overcharge Tech. When you cast this power using a be extinguished by unenhanced means.
tech slot of 2nd level or higher, the power creates one If damage from this power kills a target, the target is
more explosive for each slot level above 1st. turned to ash.
ILLUSORY STRIKE IMPLANT MESSAGE
At-will tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 minute
Range: Varies Range: 30 feet
Duration: 1 round Duration: Until dispelled
As part of the action used to cast this power, you You implant a message within an object in range, a
must make a melee weapon attack against one message that is uttered when a trigger condition is
creature within your reach, otherwise the power fails. met. Choose an object that you can see and that isn't
On a hit, the target su ers the attack's normal e ects, being worn or carried by another creature. Then speak
and you create an illusory duplicate of yourself in your the message, which must be 25 words or less, though it
space that only the target can see. The target has can be delivered over as long as 10 minutes. Finally,
disadvantage on the next attack roll it makes against determine the circumstance that will trigger the power
you before the start of your next turn. to deliver your message.
This power creates multiple duplicates when you When that circumstance occurs, the message is
reach higher levels. At 5th level, you create a second recited in your voice and at the same volume you
illusory duplicate, and the target has disadvantage on spoke. When you cast this power, you can have the
the next two attacks it makes against you before the power end after it delivers its message, or it can
start of your next turn. The number of duplicates and remain and repeat its message whenever the trigger
attacks with disadvantage increases to three at 11th occurs.
level and four at 17th level. The triggering circumstance can be as general or as
detailed as you like, though it must be based on visual
or audible conditions that occur within 30 feet of the
object. For example, you could instruct the message to
play when any creature moves within 30 feet of the
object or when a bell rings within 30 feet of it.

CHAPTER 12 | TECH POWERS 286


INCENDIARY CLOUD ION BLAST
8th-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You create a swirling cloud of smoke shot through You create a blast of ion energy. Choose one
with white-hot embers in a 20-foot-radius sphere creature within range, or choose two creatures within
centered on a point within range. The cloud spreads range that are within 5 feet of each other. A target
around corners and is heavily obscured. It lasts for the must succeed on a Dexterity saving throw or take 1d4
duration or until a wind of moderate or greater speed ion damage.
(at least 10 miles per hour) disperses it. This power's damage increases by 1d4 when you
When the cloud appears, each creature in it must reach 5th level (2d4), 11th level (3d4), and 17th level
make a Dexterity saving throw. A creature takes 10d8 (4d4).
re damage on a failed save, or half as much damage
on a successful one. A creature must also make this IONIC BOND
saving throw when it enters the power's area for the 1st-level tech power
rst time on a turn or ends its turn there. Casting Time: 1 bonus action
The cloud moves 10 feet directly away from you in a Range: 30 feet
direction that you choose at the start of each of your Duration: Concentration, up to 1 minute
turns. A beam of ion energy lances out toward a creature
INFILTRATE within range, forming a sustained line between you
2nd-level tech power and the target. Make a ranged tech attack against that
creature. On a hit, the target takes 1d8 ion damage,
Casting Time: 1 action and on each of your turns for the duration, you can use
Range: Touch a bonus action to deal 1d8 ion damage to the target
Duration: Concentration, up to 1 hour automatically. The power ends if you use your bonus
A creature you touch becomes invisible. Anything the action to do anything else. The power also ends if the
target is carrying is invisible as long as it is on the target is ever outside the power's range or if it has total
target. The power ends if the target attacks or casts a cover from you.
power. Overcharge Tech. When you cast this power using a
Overcharge Tech. You can target one additional tech slot of 2nd level or higher, the initial damage
creature for each slot level above 2nd. increases by 1d8 for each slot level above 1st.
INVISIBILITY TO CAMERAS IONIC STRIKE
3rd-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Varies
Duration: Concentration, up to 1 minute Duration: 1 round
Up to four creatures of your choice become As part of the action used to cast this power, you
undetectable to electronic sensors and cameras. must make a melee weapon attack against one
Anything the target is wearing or carrying is also creature within your reach, otherwise the power fails.
undetectable, so long as it's on the target's person. The On a hit, the target su ers the attack's normal e ects,
target is still visible to regular vision. and it becomes wreathed in an ionic discharge. If the
target willingly takes a reaction before the start of your
INVULNERABILITY next turn, it immediately takes 1d6 ion damage, and
9th-level tech power the power ends.
Casting Time: 1 action This power's damage increases when you reach
Range: Self higher levels. At 5th level, the melee attack deals an
Duration: Concentration, up to 10 minutes extra 1d6 ion damage to the target, and the damage
A ickering blue aura shimmers into being around the target takes for taking reactions increases to 2d6.
you. Until the power ends, you are immune to all Both damage rolls increase by 1d6 at 11th level and
damage. 17th level.

287 CHAPTER 12 | TECH POWERS


JET OF FLAME KOLTO INFUSION
At-will tech power 6th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot sphere) Range: 60 feet
Duration: 10 minutes Duration: Instantaneous
A ickering ame appears in your hand. The ame Choose a creature that you can see within range. A
remains there for the duration and harms neither you surge of kolto energy washes over the creature,
nor your equipment. The ame sheds bright light in a causing it to regain 70 hit points. This power also ends
10-foot radius and dim light for an additional 10 feet. blindness, deafness, and any diseases a ecting the
The power ends if you dismiss it as an action or if you target. This power has no e ect on droids or
cast it again. constructs.
You can also attack with the ame, although doing so Overcharge Tech. When you cast this power using a
ends the power. When you cast this power, or as an tech slot of 7th level or higher, the amount of healing
action on a later turn, you can hurl the ame at a increases by 10 for each slot level above 6th.
creature within 30 feet of you. Make a ranged tech
attack. On a hit, the target takes 1d8 re damage. The KOLTO PACK
re ignites any ammable objects in the area that 1st-level tech power
aren't being worn or carried. Casting Time: 1 bonus action
This power's damage increases by 1d8 when you Range: 60 feet
reach 5th level (2d8), 11th level (3d8), and 17th level Duration: Instantaneous
(4d8). A creature of your choice that you can see within
KOLTO CLOUD range regains hit points equal to 1d4 + your
3rd-level tech power techcasting ability modi er. This power has no e ect
on droids or constructs.
Casting Time: 1 bonus action
Overcharge Tech. When you cast this power using a
Range: 60 feet
tech slot of 2nd level or higher, the healing increases
Duration: Instantaneous
by 1d4 for each slot level above 1st.
As you expel kolto, up to six creatures of your choice
that you can see within range regain hit points equal to KOLTO RESERVE
1d4 + your techcasting ability modi er. This power has 4th-level tech power
no e ect on droids or constructs. Casting Time: 1 action
Overcharge Tech. When you cast this power using a Range: Touch
tech slot of 4th level or higher, the healing increases by Duration: 8 hours
1d4 for each slot level above 3rd. You touch a creature and grant it a small reserve of
KOLTO DISPENSER kolto. The rst time the target would drop to 0 hit
2nd-level tech power points as a result of taking damage, the target instead
drops to 1 hit point, and the power ends. If the power
Casting Time: 1 action
is still in e ect when the target is subjected to an e ect
Range: 60 feet (5-foot cube)
that would kill it instantaneously without dealing
Duration: Concentration, up to 1 minute
damage, that e ect is instead negated against the
You establish a mobile rst aid station that radiates target, and the powers ends. This power has no e ect
kolto and performs minor repairs in a 5-foot cube you on droids or constructs.
can see within range.
KOLTO WAVES
Until the power ends, whenever you or a creature
9th-level tech power
you can see moves into the station's space for the rst
time on a turn or starts its turn there, you can cause Casting Time: 1 action
the station to restore 1d6 hit points to that creature Range: 60 feet
(no action required). The station can heal a number of Duration: Instantaneous
times equal to 1 + your techcasting ability modi er A ood of kolto energy ows from you into injured
(minimum of twice). After healing that number of creatures around you. You restore up to 700 hit points,
times, the station disintegrates. divided as you choose among any number of creatures
As a bonus action on your turn, you can move the that you can see within range. Creatures healed by this
station up to 30 feet to a space you can see. power are also cured of all diseases and any e ect
Overcharge Tech. When you cast this power using a making them blinded or deafened. This power has no
tech slot of 3rd level or higher, the healing increases by e ect on droids or constructs.
1d6 for each slot level above 2nd.

CHAPTER 12 | TECH POWERS 288


LIGHT MAGNETIC HOLD
At-will tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Duration: 1 hour Duration: Concentration, up to 1 hour
You touch one object that is no larger than 10 feet in Until the power ends, one willing creature you touch
any dimension. Until the power ends, the object sheds gains the ability a x itself to and move along any
bright light in a 20-foot radius and dim light for an metallic surface. It can move up, down, and across
additional 20 feet. The light can be colored as you like. vertical surfaces and upside down along ceilings, all
Completely covering the object with something opaque while leaving its hands free, at its normal walking
blocks the light. The power ends if you cast it again or speed.
dismiss it as an action.
If you target an object held or worn by a hostile MASS REPAIR DROID
creature, that creature must succeed on a Dexterity 5th-level tech power
saving throw to avoid the power. Casting Time: 1 action
Range: 60 feet
LOCK Duration: Instantaneous
2nd-level tech power
Choose up to six droids or constructs in a 30-foot-
Casting Time: 1 action
radius sphere centered on a point. Each target regains
Range: Touch
hit points equal to 3d8 + your techcasting ability
Duration: Until dispelled
modi er. This power only e ects droids and
You touch a closed door, window, gate, chest, or constructs.
other entryway, and it becomes locked for the Overcharge Tech. When you cast this power using a
duration. You and the creatures you designate when tech slot of 6th level or higher, the healing increases by
you cast this power can open the object normally. You 1d8 for each slot level above 5th.
can also set a password that, when spoken within 5
feet of the object, suppresses this power for 1 minute. MENDING
Otherwise, it is impassable until it is broken or the At-will tech power
power is dispelled or suppressed. Casting release on Casting Time: 1 minute
the object suppresses lock for 10 minutes. Range: Touch
While a ected by this power, the object is more Duration: Instantaneous
di cult to break or force open; the DC to break it or This ability repairs a single break or tear in an object
pick any locks on it increases by 10. you touch, such as broken chain link, two halves of a
MAGNETIC FIELD broken key, a torn strap, or a leaking cup. As long as
2nd-level tech power the break or tear is no larger than 1 foot in any
dimension, you mend it, leaving no trace of the former
Casting Time: 1 action damage.
Range: Self
Duration: Concentration, up to 1 hour MINOR DEFIBRILLATION
You create a strong magnetic eld around you in a At-will tech power
10-foot radius which moves with you, remaining Casting Time: 1 action
centered on you. The eld lasts for the power's Range: Touch
duration. Duration: Instantaneous
The eld has the following e ects: You generate a static charge that can aid or harm a
The area is di cult terrain for creatures other than
creature you touch. Make a melee tech attack against
you.
the target. On a hit, the target takes 1d10 lightning
The attack rolls of ranged weapon attacks which deal
damage. If the target is a living creature that has 0 hit
kinetic, energy, or ion damage have disadvantage if the
points, it immediately gains one death saving throw
attacks pass in or out of the eld.
success instead of taking damage.
Communications equipment cannot communicate into This power's damage increases by 1d10 when you
or out of the eld. reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).

289 CHAPTER 12 | TECH POWERS


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 e ects 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 e ect, ends if you attack or cast a power.
such as a shower of sparks, a pu 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 snu 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 avor 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 t 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 e ects active at a Range: 120 feet
time, and you can dismiss such an e ect 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.
Each time a creature targets you with an attack
during the power's duration, roll a d20 to determine
whether the attack instead targets one of your
duplicates.
If you have three duplicates, you must roll a 6 or
higher to change the attack's target to a duplicate. With
two duplicates, you must roll an 8 or higher. With one
duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modi er.
If an attack hits a duplicate, the duplicate is destroyed.
A duplicate can be destroyed only by an attack that hits
it. It ignores all other damage and e ects. The power
ends when all three duplicates are destroyed.
A creature is una ected by this power if it can't see,
if it relies on senses other than sight, such as
blindsight, or if it can perceive illusions as false, as with
truesight.

CHAPTER 12 | TECH POWERS 290


MOTIVATOR BOOST ON/OFF
2nd-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You imbue a willing droid or construct with This power allows you to activate or deactivate any
heightened speed and maneuverability. Until the electronic device within range, as long as the device is
power ends, the target's speed is doubled, it gains a +2 not being wielded by a creature, and has a clearly
bonus to AC, and it has advantage on Dexterity saving de ned on or o function that can be easily accessed
throws. from the outside of the device. Any device that
Overcharge Tech. When you cast this power using a requires a software-based shutdown sequence to
tech slot of 3rd level or higher, you can target one activate or deactivate cannot be a ected by on/o .
additional droid or construct for each slot level above
2nd. OVERHEAT
2nd-level tech power
NEUROTOXIN Casting Time: 1 action
7th-level tech power Range: 60 feet
Casting Time: 1 bonus action Duration: Concentration, up to 1 minute
Range: 30 feet
Choose a manufactured metal object, such as a
Duration: Instantaneous
blaster or a suit of heavy or medium metal armor, that
You release a series of darts lled with neurotoxin. you can see within range. You cause the object to glow
Choose any number of creatures you can see within red-hot. Any creature in physical contact with the
range. Each creature must make a Constitution saving object takes 2d8 re damage when you cast the power.
throw. On a failed save, a creature su ers an e ect Until the power ends, you can use a bonus action on
based on its current hit points: each of your subsequent turns to cause this damage
again.
60 hit points or fewer: poisoned for 1 minute If an object is held, worn, or integrated, and a
50 hit points or fewer: poisoned and deafened for 1 creature takes the damage from it, the creature must
minute succeed on a Constitution saving throw or drop the
40 hit points or fewer: poisoned, deafened, and blinded object if it can. If it doesn't—or can't—drop the object,
for 10 minutes it has disadvantage on attack rolls and ability checks
30 hit points or fewer: poisoned, blinded, deafened, until the start of your next turn.
and stunned for 1 hour Overcharge Tech. When you cast this power using a
20 hit points or fewer: killed instantly tech slot of 3rd level or higher, the damage increases
This power has no e ect on droids or constructs. by 1d8 for each slot level above 2nd.

OIL SLICK OVERLOAD


1st-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (15-foot cube)
Duration: 1 minute Duration: Instantaneous

You cover the ground in a 10-foot square within You expel a burst of power. Each creature in a 15-
range in oil. For the duration, it is di cult terrain. foot cube originating from you must make a Dexterity
When the oil appears, each creature standing in its saving throw. On a failed save, a creature takes 2d6 ion
area must succeed on a Dexterity saving throw or fall damage and is pushed 10 feet away from you. On a
prone. A creature that enters the area or ends its turn successful save, the creature takes half as much
there must also succeed on a Dexterity saving throw. damage and isn't pushed.
The oil is ammable. Any 5 foot square of the oil Overcharge Tech. When you cast this power using a
exposed to re burns away in one round. Each tech slot of 2nd level or higher, the damage increases
creature who enters the re or starts it turn there must by 1d6 for each slot level above 1st.
make a Dexterity saving throw, taking 3d6 re damage
on a failed save, or half as much on a successful one.
The re ignites any ammable objects in the area that
aren't being worn or carried.

291 CHAPTER 12 | TECH POWERS


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 modi er. If you or creatures that are success, the power ends on the target.
friendly to you are ghting 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 PHEROMONE BURST
conscious (no action required), which it does its best to At-will 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: Self (5-foot sphere)
there," or "Fetch that object." If the droid completes Duration: Instantaneous
the order and doesn't receive further direction from You expel a burst of mood-altering pheromones
you, it defends and preserves itself to the best of its around you. Each creature within range other than you
ability. must succeed on a Charisma saving throw or take 1d4
You can use your action to take total and precise poison damage and become frightened of you until the
control of the target. Until the end of your next turn, start of its next turn. A creature that is immune to the
the droid takes only the actions you choose, and poisoned condition is not frightened.
doesn't do anything that you don't allow it to do. This power's damage increases by 1d4 when you
During this time, you can also cause the creature to reach 5th level (2d4), 11th level (3d4), and 17th level
use a reaction, but this requires you to use your own (4d4).
reaction as well.
Each time the target takes damage, it makes a new POISON DART
Intelligence saving throw against the power. If the 1st-level tech power
saving throw succeeds, the power ends. Casting Time: 1 action
Overcharge Tech. When you cast this power using a Range: 60 feet
6th-level tech slot, the duration is 10 minutes. When Duration: Instantaneous
you use a 7th-level tech slot, the duration is 1 hour.
When you use a tech slot of 8th level or higher, the Make a ranged tech attack against a creature within
duration is 8 hours. range. On hit, the target takes 2d8 poison damage and
must make a Constitution save. On a failed save, it is
PARALYZE CREATURE also poisoned until the end of your next turn.
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: 90 feet by 1d8 for each slot level above 1st.
Duration: Concentration, up to 1 minute
POISON SPRAY
You emit a paralyzing dart at a creature that you can At-will tech power
see within range. The target must succeed on a Casting Time: 1 action
Constitution saving throw or be poisoned for the Range: 10 feet
duration. While poisoned in this way, the target is Duration: Instantaneous
paralyzed. At the end of each of its turns, the target
can make another Constitution saving throw. On a You extend your hand toward a creature you can see
success, the power ends on the target. within range and project a pu of noxious gas. The
Overcharge Tech. When you cast this power using a creature must succeed on a Constitution saving throw
tech slot of 6th level or higher, you can target one or take 1d12 poison damage.
additional creature for each slot level above 5th. The This power's damage increases by 1d12 when you
creatures must be within 30 feet of each other when reach 5th level (2d12), 11th level (3d12), and 17th level
you target them. (4d12).

CHAPTER 12 | TECH POWERS 292


PREDICTIVE AI
9th-level tech power The triggering condition can be as general or as
Casting Time: 1 minute
detailed as you like, though it must be based on visual
Range: Touch
or audible conditions that occur within 30 feet of the
Duration: 8 hours
area. For example, you could create an illusion of
yourself to appear and warn o others who attempt to
You touch a willing creature, granting them a limited open a trapped door, or you could set the illusion to
AI companion that can predict the world around them. trigger only when a creature says the correct word or
For the duration, the target can't be surprised and has phrase.
advantage on attack rolls, ability checks, and saving Physical interaction with the image reveals it to be an
throws. Additionally, other creatures have illusion, because things can pass through it. A creature
disadvantage on attack rolls against the target for the that uses its action to examine the image can
duration. determine that it is an illusion with a successful
This power immediately ends if you cast it again Intelligence (Investigation) check against your tech save
before its duration ends. DC. If a creature discerns the illusion for what it is, the
creature can see through the image, and any noise it
PREPAREDNESS
makes sounds hollow to the creature.
1st-level tech power
Casting Time: 1 minute PROJECT HOLOGRAM
Range: Touch 7th-level tech power
Duration: 8 hours Casting Time: 1 action
You touch a willing creature. For the duration, the Range: 500 miles
target can add 1d8 to its initiative rolls. Duration: Concentration, up to 24 hours
You create an illusory copy of yourself that lasts for
PRESSURE CRUSH
the duration. The copy can appear at any location
At-will tech power
within range that you have seen before, regardless of
Casting Time: 1 action intervening obstacles. The illusion looks and sounds
Range: Touch like you but is intangible. If the illusion takes any
Duration: Instantaneous damage, it disappears, and the power ends.
You attempt to crush the body of a creature you You can use your action to move this illusion up to
touch. The target must make a Strength saving throw. twice your speed, and make it gesture, speak, and
If the creature is grappled or restrained by you or an behave in whatever way you choose. It mimics your
e ect you control, it makes the saving throw with mannerisms perfectly.
disadvantage. On a failed save, the creature takes 1d12 You can see through its eyes and hear through its
kinetic damage. ears as if you were in its space. On your turn as a
This power's damage increases by 1d12 when you bonus action, you can switch from using its senses to
reach 5th level (2d12), 11th level (3d12), and 17th level using your own, or back again. While you are using its
(4d12). senses, you are blinded and deafened in regard to your
own surroundings.
PROGRAMMED ILLUSION Physical interaction with the image reveals it to be an
6th-level tech power illusion, because things can pass through it. A creature
Casting Time: 1 action that uses its action to examine the image can
Range: 120 feet determine that it is an illusion with a successful
Duration: Until dispelled Intelligence (Investigation) check against your tech save
DC. If a creature discerns the illusion for what it is, the
You create an illusion of an object, a creature, or creature can see through the image, and any noise it
some other visible phenomenon within range that makes sounds hollow to the creature.
activates when a speci c condition occurs. The illusion
is imperceptible until then. It must be no larger than a PROTECTION FROM ENERGY
30-foot cube, and you decide when you cast the power 3rd-level tech power
how the illusion behaves and what sounds it makes. Casting Time: 1 action
This scripted performance can last up to 5 minutes. Range: Touch
When the condition you specify occurs, the illusion Duration: Concentration, up to 1 hour
springs into existence and performs in the manner you
described. Once the illusion nishes performing, it For the duration, the willing creature you touch has
disappears and remains dormant for 10 minutes. After resistance to one damage type of your choice: acid,
this time, the illusion can be activated again. cold, re, lightning, or sonic.

293 CHAPTER 12 | TECH POWERS


PYROTECHNICS REBOOT
2nd-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Instantaneous Duration: 1 round
Choose an area of unenhanced ame that you can Choose a Medium or smaller droid or construct you
see and that ts within a 5-foot cube within range. You can see. The target must make a Charisma saving
can extinguish the re in that area, and you create throw. On a failed save, it is incapacitated until the
either reworks or smoke when you do so. start of your next turn. Each time the creature takes
Fireworks. The target explodes with a dazzling damage or is the target of a hostile power while
display of colors. Each creature within 10 feet of the incapacitated in this way, it can repeat this saving
target must succeed on a Constitution saving throw or throw, ending the e ect on a success.
become blinded until the end of your next turn.
RELEASE
Smoke. Thick black smoke spreads out from the
2nd-level tech power
target in a 20-foot radius, moving around corners. The
area of the smoke is heavily obscured. The smoke Casting Time: 1 action
persists for 1 minute or until a strong wind disperses it. Range: 60 feet
Duration: Instantaneous
RADIATION
4th-level tech power Choose an object that you can see within range. The
object can be a door, a box, a chest, a set of binders, a
Casting Time: 1 action lock, or another object that contains a mundane or
Range: 120 feet enhanced means that prevents access.
Duration: Concentration, up to 10 minutes A target that is held shut by a mundane lock or that
Dim, greenish light spreads within a 30-foot-radius is stuck or barred becomes unlocked, unstuck, or
sphere centered on a point you choose within range. unbarred. If the object has multiple locks, only one of
The light spreads around corners, and it lasts until the them is unlocked.
power ends. If you choose a target that is held shut with lock, that
When a creature moves into the power's area for the power is suppressed for 10 minutes, during which time
rst time on a turn or starts its turn there, that the target can be opened and shut normally.
creature must succeed on a Constitution saving throw
or take 4d10 necrotic damage, and it su ers one level REMOVE VIRUS
of exhaustion and emits a dim, greenish light in a 5- 3rd-level tech power
foot radius. This light makes it impossible for the Casting Time: 1 action
creature to bene t from being invisible. The light and Range: Touch
any levels of exhaustion caused by this power go away Duration: Instantaneous
when the power ends. At your touch, all tech-based curses a ecting one
READ MEMORY creature or object end. If the object is a cursed
3rd-level tech power enhanced item, its curse remains, but the power
breaks its owner's attunement to the object so it can
Casting Time: 1 action
be removed or discarded.
Range: 10 feet
Duration: 10 minutes REPAIR DROID
You read the memory of an incapacitated droid or 1st-level tech power
construct within range. The target must have its Casting Time: 1 action
memory core (and/or other appropriate components) Range: Touch
intact. Duration: Instantaneous
Until the power ends, you can ask up to ve A droid or construct you touch regains a number of
questions. Depending on what it would know or has hit points equal to 1d8 + your techcasting ability
witnessed, the target provides visual, audio, or text- modi er. This power only e ects droids and
based data in response. The target can’t provide new constructs.
information, and can't speculate about future events. Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the healing increases
by 1d8 for each slot level above 1st.

CHAPTER 12 | TECH POWERS 294


REPROGRAM DROID
5th-level tech power Overcharge Tech. If you cast this power using a tech
Casting Time: 1 minute
slot of 6th level or higher, you can alter the target's
Range: 60 feet
memories of an event that took place up to 7 days ago
Duration: 30 days
(6th level), 30 days ago (7th level), 1 year ago (8th level),
or any time in the creature's past (9th level).
You alter the protocols of a droid that you can see
within range, forcing it to carry out some service or RIME SHOT
refrain from some action or course of activity as you At-will tech power
decide. The droid must succeed on a Wisdom saving Casting Time: 1 action
throw or become charmed by you for the duration. Range: Varies
While the droid is charmed by you, it takes 5d10 Duration: 1 round
lightning damage each time it acts in a manner directly
counter to your instructions, but it can only do so once As part of the action used to cast this power, you
each day. must make a ranged weapon attack against one
You can issue any command you choose, short of an creature within your weapon's range, otherwise the
activity that would result in certain death. Should you power fails. On a hit, the target su ers the attack's
issue a suicidal command, the power ends. You can normal e ects, and the creature gains 1 slowed level
end the power early by using an action to dismiss it. until the end of its turn as the air around it turns frigid.
The remove virus power also ends it. This power deals additional damage when you reach
higher levels. At 5th level the ranged attack deals an
Overcharge Tech. When you cast this power using a
extra 1d6 cold damage. This damage increases by 1d6
tech slot of 7th or 8th level, the duration is 1 year.
again at 11th level and 17th level.
When you cast this power using a tech slot of 9th level,
the power lasts until it is ended by remove virus. RIME STRIKE
REWRITE MEMORY At-will tech power
5th-level tech power Casting Time: 1 action
Range: Varies
Casting Time: 1 action
Duration: 1 round
Range: 30 feet
Duration: Concentration, up to 1 minute As part of the action used to cast this power, you
must make a melee weapon attack against one
You attempt to alter a droid or construct's memories.
creature within your reach, otherwise the power fails.
One droid or construct that you can see must make a
On a hit, the target su ers the attack's normal e ects,
Wisdom saving throw. If you are ghting the creature,
and gains 1 slowed level until the start of your next
it has advantage on the saving throw. On a failed save,
turn, as the cold energy seeps into its being.
the target becomes charmed by you for the duration.
Additionally, if the target doesn't move at least 5 feet
The charmed target is incapacitated and unaware of its
before the start of your next turn, it immediately takes
surroundings, though it can still hear you. If it takes any
1d8 cold damage, and the power ends.
damage or is targeted by another power, this power
ends, and none of the target's memories are modi ed. This power's damage increases when you reach
While this charm lasts, you can a ect the target's higher levels. At 5th level, the melee attack deals an
memory of an event that it experienced within the last extra 1d8 cold damage to the target, and the damage
24 hours and that lasted no more than 10 minutes. You the target takes for not moving increases to 2d8. Both
can permanently eliminate all memory of the event, damage rolls increase by 1d8 at 11th level and 17th
allow the target to recall the event with perfect clarity level.
and exacting detail, change its memory of the details of
the event, or create a memory of some other event.
The target's mind lls in any gaps in the altered
memory. If the power ends before you have nished
prescribing the modi ed memories, the creature's
memory isn't altered. Otherwise, the modi ed
memories take hold when the power ends.
A modi ed memory doesn't necessarily a ect how
the target behaves, particularly if the memory
contradicts the target's core programming, alignment,
or beliefs. An illogical modi ed memory, such as
implanting a memory of how much the target enjoyed
dousing itself in acid, is dismissed, perhaps as a glitch.
The DM might deem a modi ed memory too
nonsensical to a ect a target in a signi cant manner.
A remove virus or similar power cast on the target
restores its true memory.

295 CHAPTER 12 | TECH POWERS


RING OF FIRE SCAN AREA
1st-level tech power 4th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
A wall of ames erupts out of the ground in a ring Program a creature or object that you are familiar
around you with a radius of 15 feet and a height of 10 with into your tech focus. Using a sonar scan, the tech
feet. Creatures who start their turn in the ring of re or focus attempts to nd a path to the creature's or
pass through it on their turn take 1d6 re damage. objects location, as long as that creature or object is
Creatures within the ring of re who willingly try to within 1,000 feet of you. If the creature or object is
move through the re to escape must succeed on a moving, you know the direction of its movement.
Wisdom saving throw to do so. Creatures who are The power can locate a speci c creature or object
immune to fear or re automatically succeed on this known to you, or the nearest creature/object of a
saving throw. speci c kind (such as a droid or a bothan), so long as
Overcharge Tech. When you cast this power using a you have seen such a creature up close—within 30 feet
tech slot of 2nd level or higher, the damage of the ring —at least once.
of re increases by 1d6 for each slot level above 1st.
SCRAMBLE INTERFACE
SABOTAGE CHARGES 3rd-level tech power
3rd-level tech power Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Self Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes
You choose one droid or construct you can see
You create six tiny sabotage charges that last for the within range and scramble its ability to di erentiate
power's duration. When you cast the power, and as a targets. The target must make an Intelligence saving
bonus action on subsequent turns, you can hurl up to throw. If the construct has the 'Piloted' trait, and has a
two of the charges to points you choose within 120 pilot controlling it that is not incapacitated, it gains a
feet. Each charge explodes if it reaches the point or hits bonus to the saving throw equal to the pilot's
a solid surface. Each creature within 5 feet of the Intelligence modi er. On a failed save, the target loses
explosion must make a Dexterity save. The explosion the ability to distinguish friend from foe, regarding all
deals 2d6 re damage on a failure, or half damage on a creatures it can see as enemies until the power ends.
success. Each time the target takes damage, it can repeat the
Overcharge Tech. The number of charges created saving throw, ending the e ect on itself on a success.
increases by two for each slot level above 3rd. Whenever the a ected creature chooses another
creature as a target, it must choose the target at
SALVO random from among the creatures it can see within
4th-level tech power range of the attack, power, or other ability it's using. If
Casting Time: 1 action an enemy provokes an opportunity attack from the
Range: 60 feet a ected creature, the creature must make that attack if
Duration: Instantaneous it is able to.
You launch three projectiles at points you can see SCRAMBLING BARRIER
within range. Each creature within a 10-foot radius 6th-level tech power
sphere of each point must make a Dexterity saving
Casting Time: 1 action
throw. A creature takes 3d6 re and 3d6 kinetic
Range: Self (10-foot radius)
damage on a failed save, or half as much damage on a
Duration: Concentration, up to 1 minute
successful one. A creature in the area of more than
one sphere is a ected only once. An immobile, faintly shimmering barrier springs into
The power damages objects in the area and ignites existence in a 10-foot radius around you and remains
ammable objects that aren't being worn or carried. for the duration.
Overcharge Tech. When you cast this power using a Any tech power of 5th level or lower cast from
tech slot of 6th level or higher, you create four outside the barrier can't a ect creatures or objects
projectiles. When you cast this power using a tech slot within it, even if the power is cast using a higher level
of 8th level or higher, you create ve projectiles. tech slot. Such a power can target creatures and
objects within the barrier, but the power has no e ect
on them. Similarly, the area within the barrier is
excluded from the areas a ected by such powers.
Overcharge Tech. When you cast this power using a
tech slot of 7th level or higher, the barrier blocks
powers of one level higher for each slot level above
6th.

CHAPTER 12 | TECH POWERS 296


SCRAMBLING FIELD SECURITY PROTOCOLS
8th-level tech power 6th-level tech power
Casting Time: 1 action Casting Time: 10 minutes
Range: Self (10-foot-radius sphere) Range: Touch
Duration: Concentration, up to 1 hour Duration: 24 hours
A 10-foot-radius shimmering sphere of power You create a ward that protects up to 2,500 square
suppression surrounds you. Within the sphere, powers feet of oor space (an area 50 feet square, or one
can't be cast and enhanced items become mundane. hundred 5-foot squares or twenty- ve 10-foot
Until the power ends, the sphere moves with you, squares). The secured area can be up to 20 feet tall,
centered on you. and shaped as you desire. You can ward several stories
Powers and other enhanced e ects are suppressed of a stronghold by dividing the area among them, as
in the sphere and can't protrude into it. A slot long as you can walk into each contiguous area while
expended to cast a suppressed power is consumed. you are casting the power.
While an e ect is suppressed, it doesn't function, but When you cast this power, you can specify
the time it spends suppressed counts against its individuals that are una ected by any or all of the
duration. e ects that you choose. You can also specify a
Targeted Effects. Powers and other enhanced password that, when spoken aloud, makes the speaker
e ects that target a creature or an object in the sphere immune to these e ects.
have no e ect on that target. When commanded (no action required), security
Enhanced Areas. The area of another power or protocols creates the following e ects within the
enhanced e ect, such as explosion, can't extend into secured area.
the sphere. If the sphere overlaps an enhanced area, Corridors. Fog lls all the secured corridors, making
the part of the area that is covered by the sphere is them heavily obscured. In addition, at each
suppressed. intersection or branching passage o ering a choice of
Powers. Any active power or other enhanced e ect direction, there is a 50 percent chance that a creature
on a creature or an object in the sphere is suppressed other than you will believe it is going in the opposite
while the creature or object is in it. direction from the one it chooses.
Enhanced Items. The properties and powers of Doors. All doors in the secured area are locked, as if
enhanced items are suppressed in the sphere. For sealed by the lock power. In addition, you can cover up
example, a +1 lightsaber in the sphere functions as an to ten doors with an image (equivalent to the illusory
unenhanced lightsaber. object function of the minor hologram power) to make
An enhanced weapon's properties and powers are them appear as plain sections of wall.
suppressed if it is used against a target in the sphere Stairs. Electromesh lls all stairs in the secured area
or wielded by an attacker in the sphere. If an enhanced from top to bottom, as the electromesh power. This
weapon or a piece of enhanced ammunition fully mesh regrows in 10 minutes if it is burned or torn away
leaves the sphere (for example, if you re an enhanced while security protocols lasts.
shot or throw an enhanced vibrospear at a target Other power effect. You can place your choice of
outside the sphere), the enhancement of the item one of the following enhanced e ects within the
ceases to be suppressed as soon as it exits. secured area of the stronghold.
Enhanced Travel. Teleportation fails to work in the
sphere, whether the sphere is the destination or the Place mobile lights in four corridors. You can designate
departure point for such enhanced travel. A portal to a simple program that the lights repeat as long as
another location temporarily closes while in the security protocols lasts.
sphere. Place implant message in two locations.
Creatures and Objects. A creature or object Place debilitating gas in two locations. The vapors
summoned or created by powers temporarily winks appear in the places you designate; they return within
out of existence in the sphere. Such a creature 10 minutes if dispersed by wind while security
instantly reappears once the space the creature protocols lasts.
occupied is no longer within the sphere. The whole secured area radiates power. A dimish
Tech Override/Diminish Tech. Powers and tech cast on a speci c e ect, if successful, removes
enhanced e ects such as tech override have no e ect only that e ect.
on the sphere. Likewise, the spheres created by You can create a permanently guarded and secured
di erent scrambling eld powers don't nullify each structure by casting this power there every day for one
other. year.

297 CHAPTER 12 | TECH POWERS


SENDING SHATTER
3rd-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Unlimited Range: 60 feet
Duration: 1 round Duration: Instantaneous
You send a short message of twenty- ve words or A sudden loud ringing noise, painfully intense, erupts
less to a creature with which you are familiar that from a point of your choice within range. Each creature
possesses a commlink. The creature hears the in a 10-foot-radius sphere centered on that point must
message, recognizes you as the sender if it knows you, make a Constitution saving throw. A creature takes 3d8
and can answer in a like manner immediately. sonic damage on a failed save, or half as much damage
You can send the message across any distance and on a successful one. A creature made of inorganic
even to other planets, but if the target is on a di erent material such as stone, crystal, or metal has
planet than you, there is a 5 percent chance that the disadvantage on this saving throw.
message doesn't arrive. An unenhanced object that isn't being worn or
carried also takes the damage if it's in the power's
SENSOR PROBE area.
4th-level tech power Overcharge Tech. When you cast this power using a
Casting Time: 1 action tech slot of 3rd level or higher, the damage increases
Range: 30 feet by 1d8 for each slot level above 2nd.
Duration: Concentration, up to 1 hour
SHOCKING RAY
You create a small, temporary, invisible probe that 2nd-level tech power
hovers in the air for the duration. You mentally receive
visual information from the probe. It has darkvision out Casting Time: 1 action
to 30 feet. The eye can look in every direction. Range: 120 feet
Duration: Instantaneous
As an action, you can move the probe up to 30 feet
in any direction. There's no limit on how far away from You create three ionic rays and hurl them at targets
you it can be. A solid barrier blocks the probe's within range. You can hurl them at one target or
movement, but it can pass through an opening at least several. Make a ranged tech attack for each ray. On a
1 inch in diameter. hit, the target takes 2d4 ion damage.
Overcharge Tech. When you cast this power using a
SHARED SHIELDING tech slot of 3rd level or higher, you create one
2nd-level tech power additional ray for each slot level above 2nd.
Casting Time: 1 action
Range: Touch SHORT CIRCUIT
Duration: 1 hour At-will tech power
Casting Time: 1 action
This power wards a willing creature you touch and
Range: 120 feet
creates an energy link between you and the target until
Duration: 1 round
the power ends. While the target is within 60 feet of
you, it gains a +1 bonus to AC and saving throws, and it You electrocute a creature within range. Make a
has resistance to all damage. Also, each time it takes ranged tech attack against the creature. On a hit, the
damage, you take the same amount of damage. target takes 1d8 lightning damage. If the target is a
The power ends if you drop to 0 hit points or if you droid, construct, or has a tech focus, it has
and the target become separated by more than 60 disadvantage on the rst attack roll it makes against
feet. It also ends if the power is cast again on either of you until the end of your next turn.
the connected creatures. You can also dismiss the This power's damage increases by 1d8 when you
power as an action. reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
SHUTDOWN
5th-level tech power
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You emit an electromagnetic pulse, shutting down all
electronic devices, with the exception of your tech
focus, that are not held by or under the direct control
of a creature. If it is, the creature must succeed on an
Intelligence saving throw to stop the device from being
shut down. While the power is active, no electronic
device in range can be started or restarted.

CHAPTER 12 | TECH POWERS 298


SKILL PROTOCOL SONIC FISTS
5th-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: Self
Duration: Concentration, up to 1 hour Duration: 1 minute
You enhance a droid or construct's protocols. You You enhance your sts—or analogous appendages—
touch one willing droid or construct and give it with sonic energy. For the duration, you have a natural
expertise in one skill of your choice; until the power weapon which deals 1d10 sonic damage on a hit. Every
ends, the creature doubles its pro ciency bonus for time you hit a creature that is no more than one size
ability checks it makes that use the chosen skill. larger than you with a melee attack with this weapon,
You must choose a skill in which the target is you can push it 5 feet away from you.
pro cient and that isn't already bene ting from an
e ect, such as Expertise, that doubles its pro ciency SONIC SHOT
bonus. At-will tech power
Casting Time: 1 action
SLOW-RELEASE MEDPAC Range: Varies
3rd-level tech power Duration: 1 round
Casting Time: 1 action
As part of the action used to cast this power, you
Range: Self (30-foot radius)
must make a ranged weapon attack against one
Duration: Concentration, up to 1 minute
creature within your weapon's range, otherwise the
Kolto energy radiates from you in an aura with a 30- power fails. On a hit, the target su ers the attack's
foot radius. Until the power ends, the aura moves with normal e ects, and it becomes wreathed in a sonic
you, centered on you. You can use a bonus action to barrier until the start of your next turn. If the target
cause one creature in the aura (including you) to regain willingly moves before then, it immediately takes sonic
2d6 hit points. This power has no e ect on droids or damage equal to your techcasting modi er, becomes
constructs. deafened until the start of your next turn, and the
power ends.
SMOKE CLOUD This power's damage increases when you reach
1st-level tech power higher levels. At 5th level, the ranged attack deals an
Casting Time: 1 action extra 1d6 sonic damage to the target, and the damage
Range: 120 feet the target takes for moving increases to 1d6 + your
Duration: Concentration, up to 1 hour techcasting ability modi er. Both damage rolls increase
You cause thick smoke to erupt from a point within by an additional 1d6 at 11th and 17th level.
range, lling a 20-foot-radius sphere. The sphere SONIC STRIKE
spreads around corners, and its area is heavily At-will tech power
obscured. It lasts for the duration or until a wind of
Casting Time: 1 action
moderate or greater speed (at least 10 miles per hour)
Range: Varies
disperses it.
Duration: 1 round
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the radius of the smoke As part of the action used to cast this power, you
cloud increases by 20 feet for each slot level above 1st. must make a melee weapon attack against one
creature within your reach, otherwise the power fails.
SMUGGLE On a hit, the target su ers the attack's normal e ects,
2nd-level tech power and you begin to emanate a disturbing hum. If a
Casting Time: 1 action hostile creature ends its turn within 5 feet of you
Range: Self before the start of your next turn, it takes 1d4 sonic
Duration: Concentration, up to 1 hour damage.
You dampen sound and light and dull the scent from This power's damage increases when you reach
creatures in your vicinity. For the duration, each higher levels. At 5th level, the melee attack deals an
creature you choose within 30 feet of you has a +10 extra 1d8 sonic damage to the target, and the
bonus to Dexterity (Stealth) checks and can't be secondary damage increases by 1d4. Both damage
tracked except by enhanced means while within this rolls increase by 1d8 and 1d4, respectively, at 11th
radius. You can choose yourself as well. A creature that level and 17th level.
receives this bonus leaves behind no traces of its
passage.

299 CHAPTER 12 | TECH POWERS


SPECTRUM BOLT
1st-level tech power Overcharge Tech. When you cast this power with a
Casting Time: 1 action
tech slot of 2nd level or higher, you can target one
Range: 120 feet
additional creature for every two slot levels above 1st.
Duration: Instantaneous
When you cast this power at 3rd level or higher, the die
size increases for every two slot levels above 1st (d6 at
You re an undulating, warbling bolt of energy at a 3rd level, d8 at 5th level, d10 at 7th level).
creature within range. Make a ranged tech attack
against the target. On a hit, the target takes 2d8 + 1d6 STACK THE DECK
damage. Choose one of the d8s. The number rolled on 1st-level tech power
that die determines the attacks damage type, as shown Casting Time: 1 action
below. Range: 30 feet
Duration: Concentration, up to 1 minute
d8 Damage Type
1 Acid You boost up to three creatures of your choice within
range. Whenever a target makes an attack roll or a
2 Cold saving throw before the power ends, the target can roll
3 Fire a d4 and add the number rolled to the attack roll or
4 Energy saving throw.
Overcharge Tech. When you cast this power with a
5 Ion tech slot of 2nd level or higher, you can target one
6 Lightning additional creature for every two slot levels above 1st.
7 Poison When you cast this power at 3rd level or higher, the die
size increases for every two slot levels above 1st (d6 at
8 Sonic 3rd level, d8 at 5th level, d10 at 7th level).

If you roll the same number on both d8s, the bolt STORMING SHOT
leaps from the target to a di erent creature of your At-will tech power
choice within 30 feet of it. Make a new attack roll Casting Time: 1 action
against the new target, and make a new damage roll, Range: Varies
which could cause the bolt to leap again. A creature Duration: 1 round
can be targeted only once by each casting of this
power. As a part of the action used to cast this power, you
must make a ranged weapon attack against one
Overcharge Tech. When you cast this power using a
creature within your weapon's range, otherwise the
tech slot of 2nd level or higher, each target takes 1d6
power fails. On a hit, the target su ers the attack's
extra damage of the type rolled for each slot level
normal e ects and becomes shocked until the end of
above 1st.
your next turn. When this power hits a target, if there is
SPECTRUM RAY a creature within 30 feet who is shocked, an arc of
At-will tech power lightning courses between the two creatures, dealing
1d6 lightning damage to both of them. If there are
Casting Time: 1 action
multiple other creatures who are shocked, the
Range: 60 feet
lightning leaps to the closest creature.
Duration: Instantaneous
The power's damage increases when you reach
You shoot a beam of energy at a creature that you higher levels. At 5th level, the e ects of both the
can see within range. You choose acid, cold, re, ranged weapon attack and discharge deal an extra 1d6
lightning, poison, or sonic for the type of beam you lightning damage. Both damage rolls increase by an
create, and then make a ranged tech attack against the additional 1d6 at 11th and 17th level.
target. If the attack hits, the creature takes 1d8 damage
of the type you chose. STUN DART
This power's damage increases by 1d8 when you 8th-level tech power
reach 5th level (2d8), 11th level (3d8) and 17th level Casting Time: 1 ation
(4d8). Range: 60 feet
Duration: Instantaneous
SPOT THE WEAKNESS
1st-level tech power You emit a tiny crippling dart at a target within range.
Casting Time: 1 action
If the target has 150 hit points or fewer, it is stunned.
Range: 30 feet
Otherwise, the power has no e ect.
Duration: Concentration, up to 1 minute
The stunned target must make a Constitution saving
throw at the end of each of its turns. On a successful
Up to three creatures of your choice that you can see save, this stunning e ect ends.
within range must make Dexterity saving throws. The
rst time each turn a target that fails this saving throw
makes an attack roll or a saving throw before the
power ends, the target must roll a d4 and subtract the
number rolled from the attack roll or saving throw.

CHAPTER 12 | TECH POWERS 300


SUPERIOR TRANSLATION PROGRAM TACTICAL SUPERIORITY
6th-level tech power 7th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 feet
Duration: 7 days Duration: Concentration, up to 1 minute
You grant up to four willing creatures the ability to Choose up to two willing creatures that you can see
understand any registered language they read or hear. within range. Until the power ends, each targets' speed
Additionally, they gain the ability to speak that is doubled, they gain a +2 bonus to AC, they have
language, if they are physically capable of speaking it advantage on Dexterity saving throws, and they gain an
normally. additional action on each of their turns. That action can
Overcharge Tech. When you cast this power using a be used only to take the Attack (one weapon attack
tech slot of 7th level or higher, you can a ect one only), Dash, Disengage, Hide, or the Use an Object
additional creature for each slot level above 6th. Action.
When the power ends, each target can't move or
SYNCHRONICITY take actions until after its next turn, as a wave of
4th-level tech power lethargy sweeps over it.
Casting Time: 1 action Overcharge Tech. When you cast this power using a
Range: Touch tech slot of 8th-level or higher, you can target one
Duration: Concentration, up to 1 hour additional creature for each slot level above 7th.
A creature you touch isn't inconvenienced by TARGET LOCK
mundane delays. Tra c lights are always green, there's 1st-level tech power
always a waiting elevator, and a taxi is always around
the corner. The target can run at full speed through Casting Time: 1 bonus action
dense crowds and attacks of opportunity provoked by Range: 90 feet
the target's movement are made with disadvantage. Duration: Concentration, up to 1 hour
The power also grants advantage to stealth checks, You choose a creature you can see within range and
since cover is always available. Additionally, the target mark it as your quarry. Until the power ends, you deal
has advantage on all ability checks made to drive a an extra 1d6 damage to the target whenever you hit it
vehicle. with a weapon attack, the target gains no bene t from
If two or more creatures under the e ect of the one-quarter, half, and three-quarters cover against
power are attempting to avoid being inconvenienced you, and if the target is invisible, you can see it as if it
by each other, the creatures make Charisma checks were visible. If the target drops to 0 hit points before
each time the e ects would oppose each other. The this power ends, you can use a bonus action on a
higher check of the two's power takes e ect. subsequent turn of yours to mark a new creature.
Overcharge Tech. When you cast this power using a
TACTICAL ADVANTAGE tech slot of 3rd or 4th level, you can maintain your
3rd-level tech power concentration on the power for up to 8 hours. When
Casting Time: 1 action you use a tech slot of 5th level or higher, you can
Range: 30 feet maintain your concentration on the power for up to 24
Duration: Concentration, up to 1 minute hours.
Choose a willing creature that you can see within TARGETING SHOT
range. Until the power ends, the target's speed is At-will tech power
doubled, it gains a +2 bonus to AC, it has advantage on
Casting Time: 1 action
Dexterity saving throws, and it gains an additional
Range: Varies
action on each of its turns. That action can be used
Duration: 1 round
only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action. As part of the action used to cast this power, you
When the power ends, the target can't move or take must make a ranged weapon attack against one
actions until after its next turn, as a wave of lethargy creature within your weapon's range, otherwise the
sweeps over it. power fails. On a hit, the target su ers the attack's
normal e ects, and a small target only visible to you
TACTICAL BARRIER marks it. The next attack roll you make against the
1st-level tech power creature before the end of your next turn can't su er
Casting Time: 1 bonus action from disadvantage.
Range: 60 feet This power deals additional damage when you reach
Duration: Concentration, up to 10 minutes higher levels. At 5th level, the ranged attack deals an
A shimmering eld appears and surrounds a extra 1d6 damage. This damage increases by 1d6 again
creature of your choice within range, granting it a +2 at 11th level and 17th level. The damage is the same
bonus to AC for the duration. type as the weapon's damage.

301 CHAPTER 12 | TECH POWERS


TECH OVERRIDE TOXIC CLOUD
3rd-level tech power 5th-level tech power
Casting Time: 1 reaction Casting Time: 1 action
Range: 60 feet Range: 120 feet
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You attempt to interrupt a creature in the process of You create a 20-foot-radius sphere of poisonous,
casting a tech power. If the creature is casting a power yellow-green fog centered on a point you choose
of 3rd level or lower, its power fails and has no e ect. If within range. The fog spreads around corners. It lasts
it is casting a power of 4th level or higher, make an for the duration or until strong wind disperses the fog,
ability check using your techcasting ability. The DC ending the power. Its area is heavily obscured.
equals 10 + the power's level. On a success, the When a creature enters the power's area for the rst
creature's power fails and has no e ect. time on a turn or starts its turn there, that creature
Overcharge Tech. When you cast this power using a must make a Constitution saving throw. The creature
tech slot of 4th level or higher, the interrupted power takes 5d8 poison damage on a failed save, or half as
has no e ect if its level is less than or equal to the level much damage on a successful one. Creatures are
of the tech slot you used. a ected even if they hold their breath or don't need to
breathe.
TEMPORARY BOOST The fog moves 10 feet away from you at the start of
At-will tech power each of your turns, rolling along the surface of the
Casting Time: 1 action ground. The vapors, being heavier than air, sink to the
Range: Touch lowest level of the land, even pouring down openings.
Duration: Concentration, up to 1 minute Overcharge Tech. When you cast this power using a
You touch one willing creature. Once before the tech slot of 6th level or higher, the damage increases
power ends, the target can roll a d4 and add the by 1d8 for each slot level above 5th.
number rolled to one ability check of its choice. It can TOXIN PURGE
roll the die before or after making the ability check. The 2nd-level tech power
power then ends.
Casting Time: 1 action
This power's die increases at higher levels: to a d6 at
Range: Touch
5th level, a d8 at 11th level, and a d10 at 17th level.
Duration: 1 hour
TONAL TRANSLOCATE You touch a creature. If it is poisoned or diseased,
3rd-level tech power you neutralize the poison or disease. If more than one
Casting Time: 1 action poison or disease a icts the target, you neutralize one
Range: 90 feet poison or disease that you know is present, or you
Duration: Instantaneous neutralize one at random.
You teleport yourself to an unoccupied space you For the duration, the target has advantage on saving
can see within range. Immediately after you disappear, throws against being poisoned or diseased, and it has
a thunderous boom sounds, and each creature within resistance to poison damage.
10 feet of the space you left must make a Constitution TOXIN SCAN
saving throw, taking 3d10 sonic damage on a failed 1st-level tech power
save, or half as much damage on a successful one. The
blast can be heard from up to 300 feet away. Casting Time: 1 action
You can bring along objects as long as their weight Range: Self
doesn't exceed what you can carry. You can also Duration: Concentration, up to 10 minutes
teleport one willing creature of your size or smaller For the duration, you can see the presence and
who is carrying gear up to its carrying capacity. The location of poisons and diseases within 30 feet of you.
creature must be within 5 feet of you when you cast You also identify the kind of poison or disease in each
this power, and there must be an unoccupied space case.
within 5 feet of your destination space for the creature
to appear in; otherwise, the creature is left behind. TRACER BOLT
Overcharge Tech. When you cast this power using a 1st-level tech power
tech slot of 4th level or higher, the damage increases Casting Time: 1 action
by 1d10 for each slot level above 3rd. Range: 120 feet
Duration: 1 round
A ash of light streaks toward a creature of your
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.
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.

CHAPTER 12 | TECH POWERS 302


TRACKER DROID INTERFACE TRANSLATION PROGRAM
1st-level tech power 1st-level tech power
Casting Time: 1 hour Casting Time: 1 action
Range: 10 feet Range: Self
Duration: Instantaneous Duration: 1 hour
You interface a tracker droid with your tech focus, For the duration, you understand the literal meaning
creating a permanent link. of any spoken registered language that you hear, as
Your tracker droid acts independently of you, but it long as you have your tech focus. You also understand
always obeys your commands. In combat, it acts on any written language that you see, but you must be
your turn. within reach of the surface on which the words are
While your tracker droid is within 100 feet of you, written. It takes about 1 minute to read one page of
you can communicate with it via your tech focus. text.
Additionally, as an action, you can see through your This power doesn't decode secret messages in a text,
droid's vision and hear what it hears until the start of nor does it interpret a glyph, such as an ancient Sith
your next turn, gaining the bene ts of any special rune, that isn't part of a written language.
senses that the droid has. During this time, you are
deaf and blind with regard to your own senses. TRANSLOCATE
You can't maintain an interface between more than 2nd-level tech power
one tracker droid and your tech focus at a time. Casting Time: 1 bonus action
Finally, when you cast a tech power with a range of Range: Self
touch, your tracker can deliver the power as if it had Duration: Instantaneous
cast it. Your tracker droid must be within 100 feet of Your form shimmers in a holographic con guration,
you, and it must use its reaction to deliver the power and then collapses. You teleport up to 30 feet to an
when you cast it. If the power requires an attack roll, unoccupied space that you can see.
you use your attack modi er for the roll.
Overcharge Tech. When you cast this power using a TRUTH SERUM
tech slot of 3rd level or higher, you can maintain a link 2nd-level tech power
with one more tracker droid for every two slot levels Casting Time: 1 action
above 1st. Multiple tracker droids act on the same Range: Touch
initiative. You can only see through one droid's vision Duration: 10 minutes
at a time, but you can toggle between droids as a
bonus action. Each droid must still be within 100 feet You administer a poison to a creature you touched
of you. that prevents it from telling lies. The creature touched
must make a Constitution saving throw. On a success,
TRANQUILIZER nothing happens. On a failure, the creature can't speak
1st-level tech power a deliberate lie until the power ends.
Casting Time: 1 action An a ected creature is aware of the power and can
Range: 90 feet thus avoid answering questions to which it would
Duration: 1 minute normally respond with a lie. Such a creature can be
evasive in its answers as long as it remains within the
You emit a tranquilizing dart that knocks a creature boundaries of the truth.
unconscious. Roll 5d8; if the creature's remaining hit
points are less than the total, the creature falls VENOMOUS STRIKE
unconscious until the power ends, the sleeper takes At-will tech power
damage, or someone uses an action to shake or slap Casting Time: 1 action
the sleeper awake. This power has no e ect on droids Range: Varies
or constructs. Duration: Instantaneous
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, you can target an As part of the action used to cast this power, you
additional creature for each slot level above 1st. For must make a melee weapon attack against one
each target, roll 5d8 separately. creature within your reach, otherwise the power fails.
On a hit, the target su ers the attack's normal e ects,
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.

303 CHAPTER 12 | TECH POWERS


VERTICAL MANEUVERING WARD
3rd-level tech power At-will tech power
Casting Time: 1 action; or 1 reaction, which you take Casting Time: 1 action
when you are falling and within 30 feet of a solid surface Range: Self
Range: Self Duration: 1 round
Duration: Concentration, up to 1 hour
You emit a powerful force eld that de ects
If you cast this power as a reaction, your fall is incoming attacks. Until the end of your next turn, you
stopped, and you remain aloft. For the duration, as have resistance against kinetic, energy, and ion
long as you are within 30 feet of a solid surface, you damage dealt by weapon attacks.
have a ying speed of 40 feet. In addition, you can't be
knocked prone, and you have advantage on saving WARDING SHOT
throws made against e ects that would push you or At-will tech power
pull you. When the power ends, you are gently lowered Casting Time: 1 action
to the ground, if you are within 30 feet of it. Range: Varies
Duration: 1 round
VOLTAIC SHIELDING
1st-level tech power As part of the action used to cast this power, you
must make a ranged weapon attack against one
Casting Time: 1 action
creature within your weapon's range, otherwise the
Range: Self
power fails. On a hit, the target su ers the attack's
Duration: 1 hour
normal e ects, and a dim barrier surrounds it. The rst
A protective barrier surrounds you, manifesting as time it would deal damage before the start of your
crackling lightning that covers you and your gear. You next turn, that damage is reduced by 1d6.
gain 5 temporary hit points for the duration. If a This power's damage reduction increases by 1d6
creature hits you with a melee attack while you have when you reach 5th level (2d6), 11th level (3d6), and
these hit points, the creature takes 5 lightning damage. 17th level (4d6).
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, both the temporary hit WIRE BIND
points and the lightning damage increase by 5 for each 4th-level tech power
slot. Casting Time: 1 action
Range: 30 feet
VORTEX SHOT Duration: 1 minute
At-will tech power
You produce up to 4 wires, which bind creatures of
Casting Time: 1 action
your choice that you can see within range. A creature
Range: Varies
can be targeted by more than one wire.
Duration: Instantaneous
Each target must make a Dexterity saving throw for
As part of the action used to cast this power, you each wire that targets it. On a failed save, the creature
must make a ranged weapon attack against one is restrained and falls prone as it is wrapped securely
creature within your weapon's range, otherwise the by the wire.
power fails. On a hit, the target su ers the attack's A creature restrained by a wire can use its action to
normal e ects, and each Large or smaller creature make a Strength or Dexterity check (its choice) against
within 10 feet of the target must succeed on a Strength your tech save DC. On a success, it is no longer
saving throw or be pulled to the nearest unoccupied restrained by that wire. A wire can also be destroyed;
space adjacent to the target. each one has AC 15 and 10 hit points, and has
This power deals additional damage when you reach immunity to all damage not dealt by melee weapons.
higher levels. At 5th level, the ranged attack deals an A wire that misses its target or is escaped falls slack
extra 1d6 damage. This damage increases by 1d6 again and disintegrates, as do all remaining wires when the
at 11th level and 17th level. The damage is the same power ends.
type as the weapon's damage.
WIRE LINE
At-will tech power
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You launch a grappling wire toward a creature you
can see within range. Make a melee tech attack against
the target. If the attack hits, the creature takes 1d6
kinetic damage, and if the creature is Large or smaller,
you pull the creature up to 10 feet closer to you.
This power's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).

CHAPTER 12 | TECH POWERS 304


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

305 APPENDIX A | CONDITIONS


POISONED STUNNED
A poisoned creature has disadvantage on attack rolls A stunned creature is incapacitated (see the condition),
and ability checks. can't move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity
PRONE saving throws.
A prone creature's only movement option is to crawl,
Attack rolls against the creature have advantage.
unless it stands up and thereby ends the condition.
The creature has disadvantage on melee attack rolls. UNCONSCIOUS
The creature has disadvantage on ranged attack rolls An unconscious creature is incapacitated (see the
against targets within 30 feet. condition), can't move or speak, and is unaware of its
An attack roll against the creature has advantage if the surroundings
attacker is within 5 feet of the creature. Otherwise, the The creature drops whatever it's holding and falls
attack roll has disadvantage. prone.
The creature automatically fails Strength and Dexterity
RESTRAINED
saving throws.
A restrained creature has 4 slowed levels.
Attack rolls against the creature have advantage.
Attack rolls against the creature have advantage, and
Any attack that hits the creature is a critical hit if the
the creature's attack rolls have disadvantage.
attacker is within 5 feet of the creature.
The creature has disadvantage on Dexterity saving
throws.

SHOCKED
A shocked creature can't take reactions
On its turn, a shocked creature can take either an
action or a bonus action, but not both.
SLOWED
Some abilities, e ects, and hazards can lead to a
special condition called slowed. Slowed is measured in
four levels. An e ect can give a creature one or more
levels of slowed, as speci ed in the e ect's description.

Slowed Level
Level E ect
1 Speed reduced by 15 feet
2 Speed reduced by 25 feet
3 Speed reduced by 30 feet
Speed reduced to 0, and can't bene t from any bonus
4
to speed

If an already slowed creature su ers another e ect


that causes it to be slowed, its current slowed level
increases by the amount speci ed in the e ect's
description.
An e ect that removes slowed reduces its level as
speci ed in the e ect's description, with all slowed
e ects ending if a creature's slowed level is reduced
below 1.

APPENDIX A | CONDITIONS 306


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 o er 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 rst 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 modi er 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 modi er and add 14
CALCULATING ATTACK SAVE DC to it. If the monster is pro cient in the saving throw
Attack bonuses you nd 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 ri e attacks with a +4 modi er. 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 modi er. 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 FORCE AND TECH PROWESS
automatically be a successful dodge, regardless of the When you fail an ability check, if you added your
attack save DC. pro ciency bonus to the check and you did not have
WHY I RECOMMEND THIS RULE advantage or disadvantage, you can spend 1 force or
tech point to reroll the die. You can only use this
This is the rst variant rule I implemented at my table, feature once per ability check, and you must use the
and it has thus far been universally loved. Keeping new roll.
players engaged is very important at the table.
Additionally, abilities that players have that allow them WHY I RECOMMEND THIS RULE
to know your attack rolls are simpler since the player This is actually a holdover from before casting ability
rolls the dice in the open. modi er was added to force and tech points.

307 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 simpli ed version is
using di erent 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 signi cance to
This is a wonderful simpli cation 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 di erentiate di erent This only applies to consumables that confer a positive
characters of the same class. Then again, I'm a huge bene t, such as a repair kit or medpac.
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.

CRUELER CRITICALS HUNTED


Normally, when you score a critical hit, you roll the In some eras of Star Wars history, forcecasters are a
damage dice twice and add your modi er once. For rarity, and are hunted across the galaxy by the likes of
instance, if you are wielding a weapon that deals 1d8 Inquisitors, or if they're unlucky, a Dark Lord of the
kinetic damage and is governed by Strength, on a Sith, in an attempt to crush any foreseen threats to
critical hit you deal 2d8 + your Strength modi er kinetic their rule. Should you want your forcecasting players to
damage. Sometimes, poor rolls lead to you doing less experience this additional level of drama and
damage on a critical hit than a normal hit. For instance, suspense, here is an alternate rule to implement:
you might roll two 1's on your 2d8, which with your +3 Whenever a player casts a force power, others in the
Strength modi er is only 5 damage. This feels Galaxy may detect their presence through ripples in
lackluster. the Force. Each player has a pool of Disturbance
With this rule, instead of rolling the damage dice Points. This pool of Disturbance Points increases every
twice, you instead maximize the damage once and time a force power is cast by a number of points equal
then roll the second die. So, using the above example, to the level of the force power used (at-will powers are
instead of rolling 2d8 and adding your Strength treated as Level 0).
modi er, you instead roll 1d8, add 8 for the maximum After each combat, roll a percentile dice for each
die roll, and then add your Strength modi er. This will player that used a force power. If you roll a number
make critical hits feel more impactful. equal to or lower than the players Disturbance Pool,
they are detected by Jedi Hunters of your
WHY I RECOMMEND THIS RULE determination, who begin to hunt the player they
As indicated above, this variant rule helps make crits detected.
more impactful, but it's a double-edged sword, since it During each long rest, decrease each players pool of
can make damage against player's spike, too. 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 308


A clear path to the target, Cast a power (action), 226 Descriptive approach to Gems, jewelry, and art
235 Casting a power at a higher roleplaying, 220 objects, 171
Ability checks, 221 level, 233 Dexterity (property), 175 Getting into and out of
Ability score increase, 17 Casting in armor, 233 Dexterity, 213 armor, 174
Ability scores and modifiers, Casting time, 234 Difficult terrain, 218, 224 Glowrod, 183
209 Charisma, 216 Dim light, 219 Grappled (condition), 305
Acid (damage), 229 Charmed (condition), 305 Diplomat's pack, 179 Grappling hook, 183
Acrobatics, 213 Chef's kit, 186 Diseased (condition), 305 Grappling, 228
Active approach to Chest, 182 Disengage (action), 226 Grenade, fragmentation, 181
roleplaying, 221 Choosing to be hit, 227 Disguise kit, 186 Grenade, gas, 181
Activity while traveling, 218 Chronometer, 183 Disguised (property), 175 Grenade, ion, 181
Age, 17 Class features and Hit Dice, Dodge (action), 226 Grenade, plasma, 181
Alignment, 17, 148 15 Double (property), 175 Group checks, 212
Ammunition (property), 175 Climbing, 218 Downtime activities, 222 Guard (action), 226
Animal handling, 215 Code cylinder, 180 Draw a map, 219 Half cover, 228
Antitoxkit, 182 Cold (damage), 229 Dungeoneer's pack, 179 Headcomm, 180
Aquatic rebreather, 182 Combat step by step, 223 Duration, 234 Heat generator, 183
Areas of effect Combat, 10 Emergency battery, 182 Heavily obscured, 219
Aristocratic (lifestyle), 189 Combining effects, 235 Encountering creatures, 218 Heavy (property), 175
Armor and shield Comfortable (lifestyle), 189 Encumberance, 212 Height and weight, 147
proficiency, 172 Comm jammer, 180 Energy (damage), 229 Help (action), 226
Armor class, 14 Commlink, 180 Enhanced items, 171 Hidden (property), 175
Armor properties, 172 Concentration, 234 Entertainer's pack, 179 Hide (action), 226
Armormech's implements, Cone, 235 Enviro-suit, 182 Hiding, 213
186 Constitution, 214 Equipment sizes, 172 High jump, 218
Arms, armor, and other Constructor's implements, Equipment, 149 Hit Dice, 230
equipment, 171 186 Exhaustion (condition), 305 Hit points and Hit Dice, 12,
Armstech's implements, 186 Contests, 210 Experience points, 191 191
Artificer's implements, 186 Controlling a mount, 231 Expertise, 210 Hit points, 214
Artisan's implements, 186 Crafting, 222 Exploration, 10 Holocomm, 180
Artist's implements, 186 Crate, 182 Explorer's pack, 179 Holocron, 180
Astrotech's implements, 186 Crawling, 218 Extra attack, 192 Holorecorder, 180
At-will powers, 233 Creature size, 225 Falling unconscious, 230 Holotrace device, 180
Athletics, 212 Critical hit range, 229 Falling, 219 Homing beacon, 183
Attack (action), 225 Critical hits, 229 Field rations, 183 Ideals, 148
Attack rolls, 235 Cube, 235 Finding a hidden object, 215 Improvised weapons, 175
Auto (property), 175 Customization ability scores, Finesse (property), 175 Improvising an action, 226
Background feat, 149 13 Fire (damage), 229 Incapacitated (condition),
Backpack, 182 Customizing a background, Fixed (property), 175 305
Bandolier, 184 149 Flaws, 148 Initiative, 213
Barding, 188 Cybertech's implements, Flight suit, 182 Insight, 215
Being prone, 224 186 Flying movement, 225 Instant death, 230
Beyond 1st level, 15 Cylinder, 235 Food wand water, 220 Instantaneous, 234
Binders, 183 Damage types, 229 Food, 220 Intelligence, 214
Biochemist's kit, 186 Darkness, 219 Forage, 219 Interacting with objects
Biotech's implements, 186 Darkvision, 219 Force (damage), 229 around you, 224
Bipod, 184 Dart, 179 Force and tech points, 233 Interacting with objects, 220
Blinded (condition), 305 Dash (action), 226 Forcecasting ability, 215- Intimidation, 216
Blindsight, 219 Datacard, 180 216 Investigation, 214
Bonds, 148 Datacron, 180 Forced march, 217 Invisible (condition), 305
Bonus action, 223, 234 Datapad, 180 Forgery kit, 186 Ion (damage), 229
Breaking up your move, 224 Deafened (condition), 305 Friction-grip gear, 184 Jetpack, 184
Bright light, 219 Death saving throws, 230 Frightened (condition), 305 Jeweler's implements, 186
Bulky (property), 172 Deception, 216 Fusion cutter, 183 Jumping, 218
Burglar's pack, 179 Demolitions kit, 186 Gadgeteer's implements, Kinetic (damage), 229
Burst (property), 175 Describing the effects of 186 Knocking a creature out, 230
Canteen, 182 damage, 229 Gaming sets, 186 Known powers

309 INDEX
Languages, 17, 148-9 Poisoned (condition), 306 Slug cartridge, 179 Multiclass max power
Level, 11 Poisoner's kit, 186 Social interaction, 10 level, 192
Lifestyle expenses, 222 Poor (lifestyle), 189 Sonic (damage), 229 Multiclassing
Lifting and carrying, 212 Pouch, 182 Space, 225 prerequisites, 191
Light (property), 175 Power alignments, 234 Special (property), 176 Multiclassing
Lightly obscured, 219 Power cell, 179 Special traits, 17 proficiencies, 192
Lightning (damage), 229 Power level, 233 Special types of movement, Power level point cost,
Line, 235 Practicing a profession, 222 218 233
Long jump, 218 Prerequisites, 234 Special weapons, 176 Services, 190
Long rest, 221 Priest's pack, 179 Specialist's kits, 186 Tack harness, and drawn
Longer casting times, 234 Proficiencies, 149 Speed, 17, 217 vehicles, 188
Lore, 214 Proficiency bonus, 12, 191 Sphere, 235 Tools, 187
Luminous (property), 175 Projector canister, cryo, 179 Splitting up the party, 219 Trade goods, 187
Macrobinoculars, 183 Projector canister, Squalid (lifestyle), 189 Travel pace, 218
Marching order, 218 incendiary, 179 Squeezing into a smaller Vehicles, 188
Mechanic's kit, 186 Prone (condition), 306 space, 225 Vibroweapons, 178
Medicine, 215 Psychic (damage), 229 Stabilizing a creature, 230 Wealth by level, 171
Medpac, 182 Ram, portable, 183 Stealth field generator, 184 Targeting yourself, 235
Mess kit, 183 Range (powers), 234 Stealth, 213, 218 Targets, 235
Mine, fragmentation, 181 Range (property), 176 Strength (property), 172, Techcasting ability, 214
Mine, gas, 181 Range, 228 176 Technologist's pack, 179
Mine, incendiary, 181 Ranged attacks in close Strength, 212 Technology, 214
Missile, fragmentation, 179 combat, 228 Stunned (condition), 306 Thermal detonator, 181
Modest (lifestyle), 189 Rapid (property), 176 Stylus pen, 180 Three-quarters cover, 228
Modifiers to the roll, 227 Reach (property), 176 Suffocating, 219 Throw (property), 176
Monsters and death, 230 Reactions, 224, 234 Suggested characteristics, Tinker's implements, 186
Mounting and dismounting, Ready (action), 226 149 Track, 219
231 Recuperating, 222 Surprise, 223 Tracker utility vest, 184
Mounts, speeders, and Reload (property), 176 Surprising foes, 219 Trade goods, 171
vehicles, 217 Remote detonator, 184 Surveyor's implements, 186 Training, 222
Moving around other Repair kit, 182 Survival Traumakit, 182
creatures, 225 Researching, 222 Swimming, 218 Travel pace, 217
Moving between attacks, Respirator, 182 Syntheweaver's implements, Tripod, 184
224 Resting in armor, 221 186 Tripping, 228
Musical instruments, 186 Restrained (condition), 306 Tables: Truesight, 220
Nature, 214 Restraining bolt, 183 Ability check DCs, 210 Two-handed (property), 176
Navigate, 219 Results of roleplaying, 221 Ability scores and Unconscious (condition),
Necrotic (damage), 229 Returning (property), 176 modifiers, 13 306
Noticing threats, 218 Rocket boots, 184 Adventuring gear, 185 Unseen attackers and targets,
Object interaction, 223 Roleplaying, 220 Alignment, 147 227
Obtrusive (property), 172 Rolling 1 or 20, 227 Armor and shields, 174 Use an object (action), 226
One-quarter cover, 228 Saddles, 188 Blasters, 177 Using different speeds, 224
Opportunity attacks, 227 Saving throws, 235 Character advancement, Versatile (property), 176
Other activity on your turn, Scholar's pack, 179 15 Vision and light, 219
224 Search (action), 226 Common languages, 148 Water, 220
Paralyzed (condition), 305 Security kit, 186 Donning and doffing Wealthy (lifestyle), 189
Passive checks, 211 Self-sufficiency, 190 armor, 174 Weapon proficiency, 175
Perception, 215 Shocked (condition), 306 Droids, 188 Weapon properties, 175
Performance, 216 Short rest, 221 Fighting masteries, 196 Weapons, 14
Personality traits, 148 Shoving, 228 Fighting styles, 193 Wisdom, 215
Persuasion, 216 Size, 17 Food, drink, and lodging, Working together, 212
Petrified (condition), 305 Skills with other abilities, 190 Wretched (lifestyle), 189
Piloting, 214 211 Lifestyle expenses, 189 Wristpad, 180
Playing on a grid, 225 Skills, 211 Lightsaber forms, 201 XP and proficiency bonus
Pocket scrambler, 180 Sleight of hand, 213 Lightweapons, 178 progression, 15
Poison (damage), 229 Slicer's kit, 186 Mounts and other animals, Your character's abilities, 14
Poison, 182 Slowed (condition), 306 188 Your turn, 223

INDEX 310
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 ght vile and malevolent creatures from Scum and Villainy.
Explore robust cities and all they have to o er
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 nd 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.