SW5e - Player's Handbook
SW5e - Player's Handbook
SW5e - 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
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
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.
8 0 24-25 +7
9 1 26-27 +8
10 2 28-29 +9
11 3 30 +10
12 4
13 5
14 7
15 9
Character Advancement
Experience Points Level 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
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Clak'dor VII
Language Bith
CHAPTER 2 | SPECIES 18
BOTHAN
VISUAL CHARACTERISTICS
Skin Color Brown
Hair Color Black, brown, or gray (with age)
Eye Color Brown or green
Distinctions Diminutive stature, mood-sensitive fur
PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Bothawui
Language Bothese
19 CHAPTER 2 | SPECIES
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
PHYSICAL CHARACTERISTICS
Height 5'8" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cerea
Language Cerean
PHYSICAL CHARACTERISTICS
Height 4'11" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Csilla
Language Cheunh
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
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.
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.
PHYSICAL CHARACTERISTICS
Height 5'2" +2d8"
Weight 110 lb. x(2d4) lb.
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.
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Duro
Language Durese
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.
PHYSICAL CHARACTERISTICS
Height 4'10" +2d8"
Weight 150 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Gamorr
Language Gamorrese
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Naboo
Language Gungan
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Coruscant
Language Galactic Basic
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
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
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
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
PHYSICAL CHARACTERISTICS
Height 4'9" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Rodia
Language Rodese
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
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
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
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.
PHYSICAL CHARACTERISTICS
Height 5'3" +2d12"
Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ryloth
Language Twi'leki
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
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
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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:
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.
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:
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
CLASS FEATURES
As an operative, you have the following class features.
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.
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:
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.
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.
CLASS FEATURES
As a scholar, you gain the following class features.
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.
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.
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.
CLASS FEATURES
As a scout, you gain the following class features.
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.
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.
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.
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.
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.
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.
CLASS FEATURES
As a sentinel, you gain the following class features.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
d6 Flaw
"Trust nobody, not even yourself." I am plagued by
1
paranoia.
I'm so charismatic that sometimes I woo myself. Who
2
am I, Narcissus?
Money is my greatest motivator. I'll do almost anything
3
given enough of it, even if I'll regret it later.
4 I would betray anyone to save my own skin.
I detach myself from the results of my actions in order
5
to sleep better at night.
Someone who knows me well might call me "two-faced"
6
but those who don't have no idea what hit 'em.
ARMOR PROPERTIES
Many armors and shield have special properties
related to their use, as shown in the Armor table.
BULKY
While wearing armor with the bulky property, you have
disadvantage on Dexterity (Stealth) checks that rely on
sound.
OBTRUSIVE
While wielding a shield with the obtrusive property,
you have disadvantage on Dexterity (Stealth) checks
that rely on sight.
STRENGTH
While wearing armor or wielding a shield with the
strength property, your speed is reduced by 10 unless
you meet the strength requirement.
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
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
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.
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.
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
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.
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.
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.
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.
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:
TECHCASTING ABILITY
Techcasters use Intelligence as their techcasting ability,
which helps determine the saving throw DCs of power
they cast.
FORCECASTING ABILITY
Forcecasters use Wisdom as their forcecasting ability
for their light side and universal powers, which helps
determine the saving throw DCs of powers they cast.
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.
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.
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
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
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.
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.
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.
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.
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
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).