SW5e - Player's Handbook
SW5e - Player's Handbook
SW5e - Player's Handbook
TABLE OF CONTENTS
Credits 5 Consular 59
Introduction 7 Way of Balance 63
Using This Book 8 Way of Lightning 64
How to Play 8 Way of the Sage 65
Specific Beats General 9 Way of Suggestion 66
Adventures 9 Engineer 67
The Three Pillars of Adventuring 10 Armormech Engineering 70
Chapter 1: Step-By-Step Characters 11 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 Gambler Pursuit 122
Togruta 41 Physician Pursuit 123
Trandoshan 42 Politician Pursuit 125
Tusken 43 Tactician Pursuit 126
Twi'lek 44 Scout 127
Weequay 45 Bulwark Technique 131
Wookiee 46 Hunter Technique 132
Zabrak 47 Slayer Technique 133
Chapter 3: Classes 49 Stalker Technique 134
Berserker 50 Sentinel 135
Ballistic Approach 54 Path of Aggression 149
Marauder Approach 55 Path of Focus 140
Precision Approach 57 Path of the Forceblade 141
Warchief Approach 58 Path of Shadows 142
3 TABLE OF CONTENTS
TABLE OF CONTENTS (CONTINUED)
Chapter 4: Backgrounds 143 Chapter 6: Customization Options 185
Character Details 143 Multiclassing 185
Height and Weight 143 Feats 187
Languages 144 Fighting Styles 195
Inspiration 145 Fighting Masteries 199
Backgrounds 145 Lightsaber Forms 205
Customizing a Background 145 Chapter 7: Using Ability Scores 207
Agent 146 Advantage and Disadvantage 207
Bounty Hunter 147 Proficiency Bonus 208
Criminal 148 Ability Checks 208
Entertainer 149 Using Each Ability 210
Force Adept 150 Saving Throws 214
Gambler 151 Chapter 8: Adventuring 215
Investigator 152 Time 215
Jedi 153 Movement 215
Mandalorian 154 The Environment 217
Mercenary 155 Social Interaction 218
Noble 156 Resting 219
Nomad 157 Between Adventures 219
Outlaw 158 Chapter 9: Combat 221
Pirate 1659 The Order of Combat 221
Scientist 160 Movement and Position 222
Scoundrel 161 Actions in Combat 223
Sith 162 Making an Attack 225
Smuggler 163 Attack Rolls 225
Soldier 164 Melee Attacks 225
Spacer 165 Ranged Attacks 226
Chapter 5: Equipment 167 Double- and Two-Weapon Fighting 226
Armor and Shields 168 Cover 226
Weapons 171 Damage and Healing 227
Adventuring Gear 175 Hit Points 227
Equipment Packs 175 Damage Rolls 227
Ammunition 175 Damage Resistance and Vulnerability 227
Communications 176 Healing 228
Data Recording and Storage 176 Dropping to 0 Hit Points 228
Explosives 177 Knocking a Creature Out 228
Life Support 178 Temporary Hit, Force, and Tech Points 229
Medical Supplies 178 Mounted and Underwater Combat 229
Storage 178 Chapter 10: Force- and Tech-casting 231
Utilities 179 Chapter 11: Force Powers 235
Weapon and Armor Accessories 180 Chapter 12: Tech Powers 269
Tools 182 Chapter 13: Maneuvers 303
Lifestyle Expenses 183 Appendix A: Conditions 313
Food, Drink, and Lodging 184 Appendix B: Recommended Variant Rules 315
Services 184 Index 317
TABLE OF CONTENTS 4
CREDITS
THE CONTRIBUTORS
This overhaul was made in accordance to Wizards of All of the contributors who have been greatly helpful in
the Coast's Fan Content Policy. This is unofficial developing and reviewing new content:
content made by me, Galiphile, with some
collaboration (listed below).
a_dnd_guy, AbsoluteHerasy, ATrolllol, Aziz,
Big_D_McGee, BioRemnant, Butts_Are_Butts,
Charrmeleon, ColdPlacentaSandwich, Creator, Croceus,
Dark-Lark, DarkMesa, Deb, EskrimadorNC, fynikz,
First and foremost, I have to thank the person who got GAdvance, Grelite, hugehuman, Jawa, J_Elliot,
me into D&D: my buddy, Ross. That playgroup was not
Jondragonskin, karbacca, LordAelfric, Luijenp,
great, but it started my journey.
MayB_259, mowliegrowlie, nerdyponcho, Noxlux013,
Second, I have to thank the original guinea pigs of OberonGypsy, playking57, Professorpenquin,
this conversion: Drew, Eric, and Rickey. It was comically ReykjavikPersonified, Rhylith, Samuel_L_Blackson,
bad, but we had fun with it.
Shock3600, spacenavy, speedreeder, Spiderguy21,
Lastly, while I would love to say that I created SpiketailDrake, Squee755, Stoneward13,
everything in this conversion, that wouldn't be entirely Stormchaser6, Stygian Emperor, Thanny Devitots,
true. The following people deserve credit as well: TheGentGamer, TLHikan, tomato-andrew, Xorius5,
Zepavil, Zodd
THE SW5E JEDI COUNCIL
Aeryn for the awesome new podcast (with
If I missed you and you feel you deserve credit please
toddmoonbounce, of course)
let me know. I've been working on this for years, and
Bob the Builder for his work on strongholds and feats
I'm fallible.
5 CREDITS
Gary Tomlin, Gern Blanston, Gerrorism, ghonz711, Scotty Truax, Sean Mclean, Sean Smith, Shades of Kin,
Golden Tree Ink, Greg Albright, GreyScriber, Gustavo La Shadow_Wolf2025, Shalashaska, Shannon Deland,
Pasta, Henry Franke, Higashi Genso, Ian Fiebig, Ian Shannon Lenihan, simmyown, Simone borgatti, Simon
Lowry, Ian Nelson, Ian Sullivan, Infexious, ivan kalugin, Lawrence, Skip Stephenson, S. Lindsey, Soso Ddox,
Jack, Jackgeary, Jacob, Jacob Buckland-Seward, Jacob SpawnoChaos, Stephen McBath, Steven E. Burchett,
Ingalis, Jacob Lowder, Jacob Stablein, Jacob Tremblay- Stewart Hanley, Tamira Cooper, Tcab Sampson, Teddy
Veilleux, James, James Graham, James Wells, Jason Warren, Terryal, The Toering, They Call Him XD, TJ
Hettmansperger, Jason Malina, Jason McDonald, Jason Harnung, Tom Cunningham, Tom Jackson, Tomasz
Smith, Javan Spencer, Jeremy M Cooper, Jerome, Chmielewski, Toni Tisch, ToNY Grandinettl, Traivon,
Jerome Ricchetti, Jesiah McCann, Jessica Abood, J.M., Trev Madd, Trevisus, Tyler, Tyler Panush, Vinicius
João Lira, Joel Farley, Joel Hallet, John, John Owens, John Souza, Vorcha Boy, Wibba, Will Harris, William L
Parrington Jr, John Ruth, john t. dylan, Jon Carper, Jon Barnes, William Merrill, William Robertson, Windsor
Childress, Jon Gagnon, Joris Janssen, Josh, Joshua, Pipes, Wisp, Xarius Quintus, Xen, Yuri Valiente, Yuval
Joshua Andrews, Joshua Scott, JP Morey, Jrooks92, Juan Jacob, Zachary Headings
Munoz, Julien Brun, Justin, Justin Boese, Justin
McDonald-Schwartz, Justin Pfaff, Kairn Bloodwolf, kalle ART ASSETS
van est, Katen Burgess, Keintol Solo, Kellen Yee, Listed alphabetically
Kenneth Payne, KeonJ96, KHVRI Mc, Klivian, Kyle
Hastings, Kyle Knapp, Lars Hermes, Leah Myers, AdmYrrek Jason Edmiston
Locoroco, Lucas Lesage, Luiggi Reffatti, Mad Madam
Mimosa, Manuel Llano, Marder301, Mari T, Mark Andrew Johanson Jhomar Soriano
Creighton, Mark Dillon, Markus, Markus Zelinka, Anna Christenson Joel Hustak
Martin, Mason Anthony Martel, Matt Johnny, Matt Arden Beckwith Knight of Malta
Zimmerman, Matthew Curtiss, Matthew Sharkey,
Merrali, Michael, Michael D Coots, Michael G Matasso, Art of Bartlett Matt Difa
Michael Magarino, Michael Micco, Mike, Mike Hegger, Audrey Wright Metropolis-Hero1125
Mikyle Meyer, MinimumFalcon, Miska Fredman,
AV-6R7 Mike Nash
Mitchel Werner, Morgan Faulknor, Mr Warrick J Voyzey,
mydogisbestdog, Narcie Ferreira, Nathan, Neat Idea Brandon Harris RamArtwork
Media, Nicholas, Nick, Nick Andreozzi, Nick Edwardsen, Ben Newman Ron-faure
Nicolas Schlarb, Nikki Pratte, NinjaDuckie, Nolan
Brian Rood Sam Wood
Curtiss, OdiErgoSum, Olivia Sonell, Onoja, Orphan,
Parker Wing, Patrick Carson, Patrick Joynt, Peter Case, canuckcrazed007 Skip Skyhook
Petr Cooper, Preston Vanderfinch, Python 4.0, Chris Trevas Smokeh
Raez1138, Ralph Thomassen, Randall Krok, Ray Hlnkle,
raymond moore, redleg8791, Reece Willy, Reznor, CloneCommanderNeyo Solo: A Star Wars Story The
Ricardo, Rich Glover, Richard Watkins, Rick sharp, Rick Official Guide
Cristi Balanescu
Williams, Rickey Williams, RJH 123, RMLaRue, Robert, Somarinoa
Dangerous Covenants
robert hartshorne, Robert Hutcheson, Robert Reid Sperasoft
sloan, Robert W. Thomson, RogueEnterprise, Ronnie Dark Arcanine
Sullivan, Rose Bailey, Ross, RSilver, Ryan Brennan, Ryan Star Wars Battlefront
Dark Dream
Gerbig, Ryan Henderson, Ryan Johnson, Ryan Kendy, Star Wars Character
Darren Tan
Ryan Stredny, Scott Anderson, Scott Kendrick, Encyclopedia
Dave Seeley
Star Wars Encyclopedia of
David Kegg Starfighters and Other
David Nash Vehicles
And, of course:
Lucasfilm and Lucasarts, for Star Wars itself.
CREDITS 6
INTRODUCTION
he Dungeons and Dragons roleplaying game is about
adventurers can scale a cliff, roll away from the strike
storytelling in worlds of swords and sorcery. It of a Force-wielder's shock, or pull off some other
shares elements with childhood games of make- dangerous task. Anything is possible, but the dice make
believe. Like those games, D&D is driven by some outcomes more probable than others.
imagination. It's about picturing the towering castle In the Star Wars Dungeons and Dragons game, each
beneath the stormy night sky and imagining how a player creates an adventurer (also called a character)
fantasy adventurer might react to the challenges that and teams up with other adventurers (played by
scene presents. friends). Working together, the group might explore a
This overhaul is designed as a Star Wars reskinning planet-encompassing city like Coruscant, the wilds of
of the core Dungeons and Dragons experience. The rules Kashyyyk, or the war-torn expanse of Oricon. The
are generally the same, and so an experienced player adventurers can solve puzzles, talk with other
of 5th Edition should have no trouble jumping right in characters, battle the legendary Jedi or Sith, and
to a Star Wars themed campaign. For the less discover special modified items and other treasure.
experienced player, this Introduction will cover the One player, however, takes on the role of the Game
basics of the 5th Edition of Dungeons and Dragons, Master (GM), the game's lead storyteller and referee.
appropriately reskinned for the setting. The GM creates adventures for the characters, who
navigate its hazards and decide which paths to explore.
The GM might describe the entrance to a Black Sun
Game Master (GM): After traveling the streets of compound, and the players decide what they want
Nar Shaddaa, you find yourself at the their adventurers to do. Will they charge in, guns
entrance to the Black Sun compound. Security blazing? Convince the guardsmen they belong there?
cameras scan the surrounding area, and a Or use other means to find an entrance?
cadre of bored-looking guardsmen wait Then the GM determines the results of the
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 infinitely flexible,
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
game keep their campaigns going for months or years,
the compound. I approach the guards.
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 off. The adventurers grow in
and then shoot them all. might as the campaign continues. Each force defeated,
Eric (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 reflected 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
create an exciting story of bold adventurers who
confront deadly perils. Sometimes an adventurer might
Game Master (GM): OK, one at a time. Rickey, come to a grisly end, torn apart by ferocious monsters
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 fiction and fantasy and
then add the creatures, places, and mystery that make
Drew: Yup! these worlds unique.
GM: Okay. Eric, what's Kodo doing?
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 floor
games and The Old Republic MMORPG. Utilizing this might hide a deadly trap, or some other circumstance
timeframe allows greater justification for a prevalence might make it challenging for an adventurer to
of force-wielders. complete a task. In those cases, the GM decides what
All these worlds share characteristics, but each world happens, often relying on the roll of a die to determine
is set apart by its own history and cultures, distinctive the results of an action.
monsters and species, fantastic geography, ancient 3. The GM narrates the results of the adventurers'
ruins, and scheming villains. Some worlds are actions. Describing the results often leads to another
dominated by one great story, like the Separatists' war decision point, which brings the flow of the game right
on Ord Mantell. Ultimately they're all Star Wars worlds, back to step 1.
and you can use the rules in this book to create a This pattern holds whether the adventurers are
character and play in any one of them. cautiously exploring a ruin, talking to a devious noble,
Your GM might set the campaign on one of these or locked in mortal combat against a mighty rancor. In
worlds or on one that he or she created. Because there certain situations, particularly combat, the action is
is so much diversity among the worlds of Star Wars, more structured and the players (and GM) do take
you should check with your GM about any house rules turns choosing and resolving actions. But most of the
that will affect your play of the game. Ultimately, the time, play is fluid and flexible, adapting to the
Game Master is the authority on the campaign and its circumstances of the adventure.
setting, even if the setting is a canon world. Often the action of an adventure takes place in the
imagination of the players and GM, relying on the GM's
USING THIS BOOK verbal descriptions to set the scene. Some GMs like to
The Player's Handbook is divided into twelve chapters. use music, art, or recorded sound effects to help set
Chapters 1-6 are about creating a character, the mood, and many players and GMs alike adopt
providing the rules and guidance you need to make the different voices for the various adventurers, monsters,
character you'll play in the game. It includes and other characters they play in the game.
information on the various species, classes, Sometimes, a GM might lay out a map and use tokens
backgrounds, equipment, and other customization or miniature figures to represent each creature
options that you can choose from. Many of the rules in involved in a scene to help the players keep track of
these chapters rely on material found later in the book. where everyone is.
If you come across a game concept that you don't
GAME DICE
understand, consult the book's table of contents.
Chapters 7-9 details the rules of how to play the The game uses polyhedral dice with different numbers
game, beyond the basics described in this introduction. of sides. You can find dice like these in game stores
It covers the kinds of die rolls you make to determine and in many bookstores.
success or failure at the tasks your character attempts, In these rules, the different dice are referred to by
and describes the three broad categories of activity in the letter d followed by the number of sides: d4, d6, d8,
the game: exploration, interaction, and combat. d 10, d12, and d20. For instance, a d6 is a six-sided die
Chapters 10-12 is all about the Force and (the typical cube that many games use).
technology. It covers the nature of casting in the worlds Percentile dice, or d100, work a little differently. You
of Star Wars, the rules for them, and the huge variety generate a number between 1 and 100 by rolling two
of powers available to characters in the game. different ten-sided dice numbered from 0 to 9. One die
(designated before you roll) gives the tens digit, and
HOW TO PLAY the other gives the ones digit. If you roll a 7 and a 1, for
example, the number rolled is 71. Two 0s represent
The play of the Dungeons and Dragons game unfolds 100. Some ten-sided dice are numbered in tens (00, 10,
according to this basic pattern. 20, and so on), making it easier to distinguish the tens
1. The GM describes the environment. The GM digit from the ones digit. In this case, a roll of 70 and 1
tells the players where their adventurers are and is 71, and 00 and 0 is 100.
what's around them, presenting the basic scope of When you need to roll dice, the rules tell you how
options that present themselves (how many doors lead many dice to roll of a certain type, as well as what
out of a room, what's on a table, who's in the cantina, modifiers to add. For example, "3d8 + 5" means you
and so on). roll three eight-sided dice, add them together, and add
2. The players describe what they want to do. 5 to the total.
Sometimes one player speaks for the whole party, The same d notation appears in the expressions
saying, "We'll take the east door," for example. Other "1d5", "1d3" and "1d2." To simulate the roll of a d5 or
times, different adventurers do different things: one d3, roll a d10 or d6, respectively, and divide the
adventurer might search a container while a second number rolled by 2 (round up). To simulate the roll of
examines a symbol engraved on a wall and a third 1d2, roll any die and assign a 1 or 2 to the roll
keeps watch for enemies. The players don't need to depending on whether it was odd or even.
take turns, but the GM listens to every player and (Alternatively, if the number rolled is more than half
decides how to resolve those actions. the number of sides on the die, it's a 2.)
INTRODUCTION 8
THE D20 SPECIFIC BEATS GENERAL
Does an adventurer's vibroblade swing hurt a rancor or This book contains rules, especially in parts 2 and 3,
just bounce off its leathery hide? Will the guard believe that govern how the game plays. That said, many
an outrageous bluff? Can a character swim across a special traits, class features, powers, unique items,
raging river? Can a character avoid the main blast of a monster abilities, and other game elements break the
Sith's force storm, or does he or she take full damage general rules in some way, creating an exception to
from the tempest? In cases where the outcome of an how the rest of the game works. Remember this: If a
action is uncertain, the Dungeons and Dragons game specific rule contradicts a general rule, the specific rule
relies on rolls of a 20-sided die, a d20, to determine wins.
success or failure. Exceptions to the rules are often minor. For instance,
Every character and monster in the game has many adventurers don't have proficiency with sniper
capabilities defined by six ability scores. The abilities rifles, but every Chiss does because of a special trait.
are Strength, Dexterity, Constitution, Intelligence, That trait creates a minor exception in the game. Other
Wisdom, and Charisma, and they typically range from 3 examples of rule-breaking are more conspicuous. For
to 18 for most adventurers. (Monsters might have instance, an adventurer can't normally leap 30 feet, but
scores as low as 1 or as high as 30.) These ability some powers make that possible. The Force and
scores, and the ability modifiers derived from them, technology account for most of the major exceptions
are the basis for almost every d20 roll that a player to the rules.
makes on a character's or monster's behalf.
Ability checks, attack rolls, and saving throws are the ROUND APPROPRIATELY
three main kinds of d20 rolls, forming the core of the Follow standard rules for rounding; if a number ends in
rules of the game. All three follow these simple steps. one-half or greater, round up, while if a number ends
1. Roll the die and add a modifier. Roll a d20 and in less than one-half, round down.
add the relevant modifier. This is typically the modifier
derived from one of the six ability scores, and it TARGETS
sometimes includes a proficiency bonus to reflect a Many features and powers include specific language on
character's particular skill. (See chapter 1 for details on what is a valid target, typically citing ally, friendly
each ability and how to determine an ability's creature or hostile creature. The definition of each is
modifier.) included below.
2. Apply circumstantial bonuses and penalties. A
class feature, a power, a particular circumstance, or ALLY
some other effect might give a bonus or penalty to the An ally is any creature that would be considered
check. friendly or neutral to you, but does not include you.
3. Compare the total to a target number. If the
total equals or exceeds the target number, the ability FRIENDLY CREATURE
check, attack roll, or saving throw is a success. A friendly creature is any creature that could be
Otherwise, it's a failure. The GM is usually the one who considered an ally to you, as well as you.
determines target numbers and tells players whether HOSTILE CREATURE
their ability checks, attack rolls, and saving throws A hostile creature is any creature that is antagonistic
succeed or fail. towards you.
The target number for an ability check or a saving
throw is called a Difficulty Class (DC). The target ADVENTURES
number for an attack roll is called an Armor Class (AC).
This simple rule governs the resolution of most tasks The Dungeons and Dragons game consists of a group of
in D&D play. Chapter 7 provides more detailed rules characters embarking on an adventure that the Game
for using the d20 in the game. Master presents to them. Each character brings
particular capabilities to the adventure in the form of
ADVANTAGE AND DISADVANTAGE ability scores and skills, class features, special traits,
Sometimes an ability check, attack roll, or saving throw equipment, and special items. Every character is
different, with various strengths and weaknesses, so
is modified by special situations called advantage and
the best party of adventurers is one in which the
disadvantage. Advantage reflects the positive
circumstances surrounding a die roll, while characters complement each other and cover the
weaknesses of their companions. The adventurers
disadvantage reflects the opposite. When you have
either advantage or disadvantage, you roll a second die must cooperate to successfully complete the
adventure.
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 on a d20 roll, 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.
9 INTRODUCTION
The adventure is the heart of the game, a story with a The Force and technology are also a favored tool of
beginning, a middle, and an end. An adventure might villains. Many adventures are driven by the
be created by the Game Master or purchased off the machinations of casters who are hell-bent on using
shelf, tweaked and modified to suit the GM's needs power for some ill end. A mercenary leader subjugates
and desires. In either case, an adventure features a the surrounding community, a renegade Sith saps the
wonderous setting, whether it's an underground life from their victims, a vindictive droid takes over a
enclave, a crumbling temple, a stretch of wilderness, or space station with the intent of destroying its
a bustling city. It features a rich cast of characters: the oppressors—these are just a few of the threats that
adventurers created and played by the other players at adventurers might face. With power of their own, in the
the table, as well as nonplayer characters (NPCs). form of the Force and special items, the adventurers
Those characters might be patrons, allies, enemies, might prevail!
hirelings, or just background extras in an adventure.
Often, one of the NPCs is a villain whose agenda drives THE THREE PILLARS OF ADVENTURING
much of an adventure's action. Adventurers can try to do anything their players can
Over the course of their adventures, the characters imagine, but it can be helpful to talk about their
are confronted by a variety of creatures, objects, and activities in three broad categories: exploration, social
situations that they must deal with in some way. interaction, and combat.
Sometimes the adventurers and other creatures do
their best to kill or capture each other in combat. At EXPLORATION
other times, the adventurers talk to another creature Exploration includes both the adventurers' movement
(or even a mystical object) with a goal in mind. And through the world and their interaction with objects
often, the adventurers spend time trying to solve a and situations that require their attention. Exploration
puzzle, bypass an obstacle, find something hidden, or is the give-and-take of the players describing what they
unravel the current situation. Meanwhile, the want their characters to do, and the Game Master
adventurers explore the world, making decisions about telling the players what happens as a result. On a large
which way to travel and what they'll try to do next. scale, that might involve the characters spending a day
Adventures vary in length and complexity. A short crossing the deserts of Tatooine or an hour making
adventure might present only a few challenges, and it their way through the winding passages of an
might take no more than a single game session to abandoned base. On the smallest scale, it could mean
complete. A long adventure can involve hundreds of one character flipping a switch in a room to see what
combats, interactions, and other challenges, and take happens.
dozens of sessions to play through, stretching over
weeks or months of real time. Usually, the end of an SOCIAL INTERACTION
Social interaction features the adventurers talking to
adventure is marked by the adventurers heading back
to safety to rest and enjoy the spoils of their labors. someone (or something) else. It might mean
demanding that a captured scout reveal the least well
But that's not the end of the story. You can think of
guarded entrance to the mercenary base, getting
an adventure as a single episode of a TV series, made
information from a rescued prisoner, pleading for
up of multiple exciting scenes. A campaign is the whole
mercy from the leader of a group of criminals, or
series—a string of adventures joined together, with a
persuading an informant to garner information about a
consistent group of adventurers following the narrative
distant location.
from start to finish.
The rules in chapters 7 and 8 support exploration
THE FORCE AND TECHNOLOGY and social interaction, as do many class features in
chapter 3 and personality traits in chapter 4.
Few Star Wars adventures end without interacting with
a force- or tech-caster. Whether helpful or harmful, COMBAT
powers appear frequently in the life of an adventurer, Combat, the focus of chapter 9, involves characters
and it is the focus of chapters 10, 11, and 12. and other creatures swinging weapons, casting
In the worlds of Star Wars, practitioners of the Force powers, maneuvering for position, and so on—all in an
are uncommon, set apart from the masses of people effort to defeat their opponents, whether that means
by their extraordinary talent. killing every enemy, taking captives, or forcing a rout.
For adventurers, though, the Force and technology Combat is the most structured element of a D&D
are key to their survival. Without the healing prowess session, with creatures taking turns to make sure that
of a Jedi or a sawbones, adventurers would quickly everyone gets a chance to act. Even in the context of a
succumb to their wounds. Without the uplifting pitched battle, there's still plenty of opportunity for
support of a scholar, soldiers might be overwhelmed adventurers to attempt wacky stunts like surfing down
by powerful foes. Without the sheer power and a flight of stairs on a shield, to examine the
versatility of a consular, every threat would be environment (perhaps by flipping a mysterious switch),
magnified tenfold. and to interact with other creatures, including allies,
enemies, and neutral parties.
INTRODUCTION 10
CHAPTER 1: STEP-BY-STEP CHARACTERS
our first step in playing an adventurer in the
These traits sometimes dovetail with the capabilities of
Dungeons and Dragons game is to imagine and certain classes (see step 2). For example, the special
create a character of your own. Your character is a traits of Lanniks make them exceptional consulars, and
combination of game statistics, roleplaying hooks, and Jawas tend to be powerful engineers. Sometimes
your imagination. You choose a species (such as playing against type can be fun, too. Ugnaught soldiers
human or twi'lek) and a class (such as sentinel or and Wookiee sentinels, for example, can be unusual
scout). You also invent the personality, appearance, but memorable characters.
and backstory of your character. Once completed, your Your species also increases one or more of your
character serves as your representative in the game, ability scores, which you determine in step 3. Note
your avatar in the Star Wars galaxy. these increases and remember to apply them later.
Before you dive into step 1 below, think about the Record the traits granted by your species on your
kind of adventurer you want to play. You might be a character sheet. Be sure to note your starting
courageous fighter, a skulking scoundrel, a fervent languages and your base speed as well.
consular, or a cruel guardian. Or you might be more
interested in an unconventional character, such as a Building Han Solo, Step 1
brawny scoundrel who likes hand-to-hand combat, or a
Since Han Solo is a human, we record all the special
sharpshooter who picks off enemies from afar. Do you traits of humans on our character, including his speed
like non-Human species like Twi'leks or Wookiees? Try of 30 feet and the languages he knows: Galactic Basic
building a character of one of those species. Do you and Shyriiwook.
want your character to be the toughest adventurer at
the table? Consider the fighter class. If you don't know
where else to begin, take a look at the illustrations in 2. CHOOSE A CLASS
any Star Wars book to see what catches your interest. Every adventurer is a member of a class. Class broadly
Once you have a character in mind, follow these describes a character's vocation, what special talents
steps in order, making decisions that reflect the he or she possesses, and the tactics he or she is most
character you want. Your conception of your character likely to employ when exploring a city, fighting
might evolve with each choice you make. What's monsters, or engaging in a tense negotiation. The
important is that you come to the table with a character classes are described in the Classes chapter.
character you're excited to play. Your character receives a number of benefits from
Throughout this section, we use the term character your choice of class. Many of these benefits are class
sheet to mean whatever you use to track your features — capabilities (including force- or tech-
character, whether it's a formal character sheet (like casting) that set your character apart from members of
the one at the end of these rules), some form of digital other classes. You also gain a number of proficiencies:
record, or a piece of notebook paper. An official D&D armor, weapons, skills, saving throws, and sometimes
character sheet is a fine place to start until you know tools. Your proficiencies define many of the things your
what information you need and how you use it during character can do particularly well, from using certain
the game. weapons to telling a convincing lie.
On your character sheet, record all the features that
Building Han Solo your class gives you at 1st level.
Each step of character creation includes an example of LEVEL
that step, with a player building the iconic character Typically, a character starts at 1st level and advances in
Han Solo, as he is portrayed during the events of
level by adventuring and gaining experience points
Episode IV.
(XP). A 1st-level character is inexperienced in the
adventuring world, although he or she might have
1. CHOOSE A SPECIES been a soldier or a pirate and done dangerous things
Every character belongs to a species, one of the many before.
intelligent humanoid species in the Star Wars worlds. Starting off at 1st level marks your character's entry
The most common species in the galaxy is human, but into the adventuring life. If you're already familiar with
there are a myriad of near-Human species available for the game, or if you are joining an existing D&D
play, including the four-armed Besalisks, the cunning campaign, your GM might decide to have you begin at
Trandoshans, the dexterous Twi'leks, and the a higher level, on the assumption that your character
utilitarian droid. The Species chapter provides more has already survived a few harrowing adventures.
information about these species.
The species you choose contributes to your Quick Build
character's identity in an important way, by Each class description in the Classes section includes a
establishing a general appearance and the natural section offering suggestions to quickly build a
talents gained from culture and ancestry. Your character of that class, including how to assign your
character's species grants particular special traits, such highest ability scores, a background suitable to the
as special senses, proficiency with certain weapons or class, and starting powers.
tools, proficiency in one tools, proficiency in one or
more skills, or the ability to use minor powers.
Character Advancement
Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Clak'dor VII
Language Bith
exceptions.
SOCIETY AND CULTURE Size. Bith typically stand 5 to 6 feet tall and generally
Bith are one of the galaxy's most ancient civilizations, weigh about 120 lbs. Regardless of your position in that
with a history going back millions of years. This range, your size is Medium.
antiquity garners respect in certain quarters, such as Speed. Your base walking speed is 30 feet.
among the Gree, who gave them more respect than Detail Oriented. You are practiced at scouring for
other, "younger" species. Their society is highly details. You have advantage on Intelligence
regimented, with everything from mate selection to (Investigation) checks within 5 feet.
political leadership controlled by sophisticated Keen Hearing and Smell. You have advantage on
computer programs. Wisdom (Perception) checks that involve hearing or
smell.
NAMES Musician. You are proficient in one musical
Bith names are quite diverse. Some names look instrument of your choice.
complicated and difficult to pronounce, while others Programmer. Whenever you make an Intelligence
are quite simple. (Technology) check related to computers, you are
Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass considered to have expertise in the Technology skill.
Female Names. Duhia, F'hubama, R'hothal, Thidus Languages. You can speak, read, and write Galactic
Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo Basic, Bith, and one more language of your choice.
CHAPTER 2 | SPECIES 18
BOTHAN
VISUAL CHARACTERISTICS
Skin Color Brown
Hair Color Black, brown, or gray (with age)
Eye Color Brown or green
Distinctions Diminutive stature, mood-sensitive fur
PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Bothawui
Language Bothese
NAMES
Shrewd. You are proficient in the Insight and
Male bothan names are often trickey while female's are Deception skills.
soft. Surnames are familial. Languages. You can speak, read, and write Galactic
Male Names. Garc, Hibriak, Nith, Tramom, Ventagt Basic and Bothese. Bothese had a great influence on
Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit the forming of Galactic Basic; the two languages share
Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil many cognates.
19 CHAPTER 2 | SPECIES
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
1.
SOCIETY AND CULTURE Age. Cathar reach adulthood in their late teens and
On their homeworld, Cathar live in cities built into giant live less than a century.
trees, and are organized into clans governed by elders. Alignment. Cathar tend toward no particular
Stories of their great heroes were often carved into the alignment. The best and worst are found among them.
trunks of these tree-homes for following generations to Size. Cathar range from 5 to 7 feet tall, and can
see. The Cathar mate for life, to the extent that when weigh up to 300 lbs. Regardless of your position in that
one mate dies, the survivor never has a relationship range, your size is Medium.
with another. Cathar clan society includes great Speed. Your base walking speed is 30 feet.
pageants and celebrations, especially for their heroes. Cat's Claws. You have a climbing speed of 20 feet.
Their religion includes a ritual known as the "Blood Additionally, your unarmed strikes deal 1d4 kinetic
Hunt," in which Cathar warriors individually engaged in damage and have the finesse property.
combat against entire nests of Kiltik in order to gain Cat's Talent. You have proficiency in the Perception
honor and purge themselves of inner darkness. The and Stealth skills.
native language of the Cathar is Catharese, which Darkvision. You have a cat's keen senses, especially
included the emphasis of some spoken words with a in the dark. You can see in dim light within 60 feet of
growl. you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
NAMES shades of gray.
Cathar names can sound both melodic and fairly Leonine Agility. Your reflexes and agility allow you
gutteral, but they almost always sound strong and to move with a burst of speed. When you move on
fierce. Female names are typically longer than male your turn in combat, you can double your speed until
names. Surnames are usually one syllable. the end of the turn. Once you use this trait, you can't
Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr use it again until you move 0 feet on one of your turns.
Female Names. Cuwin, Jyvohr, Mulahr, Solyri Languages. You can speak, read, and write Galactic
Surnames. Jin, Ki, Mak, Rhir, Ta Basic and Catharese.
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. CLASS I DROID TRAITS
As a class I droid, you have the following special traits.
CREATION CHARACTERISTICS Ability Score Increase. Your Intelligence score
increases by 2, and your Wisdom or Charisma score
Cybot Galactica,
Manufacturer increases by 1.
Industrial Automaton
Age. Droids don't age, though they require
Primary Language Varies based on location maintenance to retain functionality.
Alignment. Droids tend toward no particular
alignment. The best and worst are found among them.
Size. Class I droids stand between 5 and 6 feet tall
PLAYERS AS DROIDS and weigh about 170 lbs. Regardless of your position in
Work with your GM to determine if playing as a droid that range, your size is Medium.
is appropriate for your campaign. Droids are Speed. Your base walking speed is 25 feet.
impervious to many effects and vulnerable to others. Type. Your creature type is droid.
If your GM approves this choice of species, Work with
Armor Integration. You can not wear armor, but you
them to determine your droids designation, name,
and appearance. If you want to play a different type of
can have the armor professionally integrated into your
droid, work with your GM to find suitable traits to chassis over the course of a long rest. This work must
realize your character. be done by someone proficient with astrotech's
implements. You must be proficient 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 I 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
some are smaller. They are usually a polished metallic throws against effects that would deal ion or lightning
color, though this can vary based on tasks for which damage.
they are created, their affiliation, or quirks of their Force-Insensitive. While droids can be manipulated
owner. by many force powers, they can not sense the Force.
You can not use force powers or take levels in
UTILITY forcecasting classes.
Class I droids are programmed for the mathematical, Knowledge Protocol. You have proficiency in two
medical, or physical sciences. Subcategories of the first Intelligence, Wisdom, or Charisma skills of your choice.
degree are medical droids, biological science droids, Maintenance Mode. Rather than sleep, you must
physical science droids, and mathematics droids. spend 3 hours performing routine maintenance during
Medical droids, also known as meddroids, med a long rest to gain its benefits, during which you have
droids, medical units or surgical droids are a type of disadvantage on Wisdom (Perception) checks.
droid designed to heal living beings, and are the most Additionally, if your long rest would be interrupted, you
commonly found Class I droids. only need to complete the long rest instead of
restarting it.
NAMES Rapid Reconstruction. You are built with internal
Droids are typically called by their designation, given to repair mechanisms. As a bonus action, you can choose
them when they are created, or some affectation given to spend one of your Hit Dice to recover hit points.
to them by their owner. Often this affectation is a play Languages. You can speak, read, and write Galactic
on their designation. Occasionally, noteworthy droids Basic and one language of your choice. You can
will earn monikers based on their accomplishments. understand spoken and written Binary, but you can not
Designations (Names). 2MED2 (Toomedtoo), GH-7 speak it.
(Geeaych-Seven), TX-20 (Tee-Ex Twenty)
PHYSICAL CHARACTERISTICS
Height 5'6" +2d4"
Weight 120 lb. x(2d6) lb.
PHYSICAL CHARACTERISTICS
Height 5'2" +2d8"
CLASS IV DROID TRAITS
Weight 110 lb. x(2d4) lb.
As a class IV droid, you have the following special traits.
Ability Score Increase. Your Constitution score
CREATION CHARACTERISTICS increases by 2, and your Strength or Dexterity score
increases by 1.
Holowan Mechanicals,
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 fingers 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
suffers 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 proficiency 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 proficiency 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, flutes, 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
light property, and if a martial weapon has the versatile
Female names always end in a vowel. Surnames are
property, you can only wield it in two hands.
clan-based.
Languages. You can speak, read, and write Ewokese.
Male Names. Coostick, Erphek, Grarphil, Moodoo
You can understand spoken and written Galactic Basic,
Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi
but your vocal cords do not allow you to speak it.
Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa
Distinctions
horns
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 flaps,
Distinctions
locomotion tubes, throat sack
PHYSICAL CHARACTERISTICS
Height 5'9" +2d12"
Weight 135 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ithor
Language Ithorese
much time to contemplating their ecology, studying and can hold their breath for up to 15 minutes at a
plants and their uses and the overall respecting of all time.
living things. Most Ithorians never set foot on their own Sonic Resistance. Ithorians have resistance to sonic
planet, instead living in floating cities above their world damage.
called herdships. Only three of their continents have Sonic Scream. As an action, you can violently expel
been explored and harvested, the other two never air in a 15-foot cone. When you do so, each creature in
having been touched by Ithorian hands. They the area of the exhalation must make a Wisdom saving
demonstrate extreme belief in the protection and throw (DC = 8 + your proficiency bonus + your
sustaining of their environment as dictated by their Constitution modifier). A creature takes 2d6 sonic
"Law of Life." damage on a failed save, and half as much damage on
a successful one. The damage increases to 4d6 at 5th
NAMES level, 6d6 at 11th level, and 8d6 at 17th level. This
Ithorian names are quite varied in length but most ability has no effect on constructs. You can use this
names are soft and melodic. They are often difficult to feature a number of times equal to your proficiency
prounounce by other species, so many Ithorians adopt bonus. You regain all expended uses when you
nicknames. complete a long rest.
Male Names. Del, Gizorthej, Pexxocl, Steorthibs Languages. You can speak, read, and write Ithorese.
Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo You can understand spoken and written Galactic Basic,
Surnames. Afleehl, Crukid, Tondand, Wamunn but your vocal cords do not allow you to speak it.
power. When you reach 3rd level, you learn and can
Underneath their robes, jawas appear to be gaunt,
cast the repair droid tech power once per long rest.
rodent-like creatures, with shrunken faces and yellow
When you reach 5th level, you learn and can cast the
eyes.
hold droid tech power once per long rest. Your
SOCIETY AND CULTURE techcasting ability is Intelligence. You require use of a
wristpad for these powers.
Jawas are a communal, compulsive scavenger species Thieves. You have proficiency in Sleight of Hand.
who spend most of their life devoted to scavenging the Tinker. You have proficiency with tinker's
deserts of Tatooine in search of any scrap metal, droid implements. You can use these and spend 1 hour and
or mechanical part left behind from millennia of star 100 cr worth of materials to construct a Tiny Device (AC
travel and technological advancement. Most non-jawas 5, 1 hp). You can take the Use an Object action to have
regard the jawas as scavengers and thieves, a your device cause one of the following effects: create a
description that most jawas actually find pleasing. small explosion, create a repeating loud noise for 1
The jawa's unofficial motto is not to look for uses in a minute, create smoke for 1 minute, cause a small
salvaged item, but rather to imagine someone else electrical fire. You can maintain a number of these
who might find a use for it. This is evidenced in their devices up to your proficiency bonus at once, and a
endless search for wares with which to trade with device stops functioning after 24 hours away from you.
almost any being jawas encounter. They have a kind of You can dismantle the device to reclaim the materials
instinctive feel for machinery and electronics, used to create it.
notorious for knowing how to get a piece of equipment Undersized. Your small stature makes it hard for
functioning just well enough to sell. you to wield bigger weapons. You can't use heavy
shields. Additionally, you can't use martial weapons
NAMES with the two-handed property unless it also has the
Jawa names are quickly spoken, complex, and often light property, and if a martial weapon has the versatile
misunderstood. Jawas who spend the majority of their property, you can only wield it in two hands.
time around other species respond well to nicknames. Languages. You can speak, read, and write Jawaese.
Male and female names do not significantly deviate. You can understand spoken and written Galactic Basic,
Surnames are clan based. but your vocal cords do not allow you to speak it.
Male names. Bilvu, Mnak, Penk, Plin, Vih Jawaese blends quickly spoken, semi-meaningless
Female names. Bahimos, Kola, Levu, Rhovi, Uvet syllables with scents to be understood.
Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel
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
Anselm is centralized around local families and tend toward the light side, though there are
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
number of individuals with potential to use the Force in increases by 2, and your Strength or Dexterity score
their species, so high in fact that the entire species was increases by 1.
considered strongly Force-sensitive. Age. Sith reach adulthood in their late teens and live
Sith purebloods are characterized by their expressive less than a century.
facial appendages, bone spurs, cranial horns, and Alignment. The cruelty of the Sith causes them to
predatory gaze. tend toward chaotic dark side, though there are
exceptions.
SOCIETY AND CULTURE Size. Sith generally stand between 5 and 6 feet tall
Sith culture is a rigid and stratified caste-based society. and weigh less than 200 lbs. Regardless of your
For the sith, war and violence are just as much a part position in that range, your size is Medium.
of the natural order of life as peace or serenity. Though Speed. Your base walking speed is 30 feet.
they are in an almost constant state of war, their Darkvision. Your vision can easily cut through
civilization is quite sophisticated; they see these acts darkness. You can see in dim light within 60 feet of you
not as cruel or barbaric, but simply basic aspects of as if it were bright light, and in darkness as if it were
existence. Their constant warring led to a dwindling of dim light. You can't discern color in darkness, only
the population on their original homeworld of Korriban shades of gray.
as well as cultivated an intensely xenophobic society. Force-Sensitive. You know the denounce at-will
force power. When you reach 3rd level, you learn and
NAMES can cast the curse force power once per long rest.
Sith pureblood names are not conventional. They are When you reach 5th level, you learn and can cast the
often named for virtues in the Sith tongue. Sith rarely darkness force power once per long rest. Your
share surnames, since they do not value family ties. forcecasting ability is Charisma for these powers.
When a sith pureblood achieves a success or victory, Menacing. You gain proficiency in the Intimidation
they often change their name to match their perceived skill.
newfound status. Since Force-sensitivity is common in Sadistic. You have proficiency with saberwhips,
sith purebloods, and their culture is built around vibrowhips, and nets.
strength, most sith are called simply "My Lord," or Languages. You can speak, read, and write Galactic
some other epithet, by their underlings. Basic and Sith. Sith is an agglutinative language, in
Male Names. Aqorzum, Khashai, Sihmot, Wirjol which words or even phrases were made up of linears
Female Names. Aqurwia, Cliriu, Nupax, Ubhesosiuth sequences of distinct meaningful units.
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
their bodies. The pattern of stripes varies from increases by 2, and your Strength or Dexterity score
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
Trandoshan names are quite harsh and contain a lot of roll equal to the number of allies you can see within 30
elongated sounds, as well as a lot of s's. Differences feet of you (maximum bonus of +5). Once you use this
between male and female names are often very subtle, trait, you can't use it again until you finish a short or
but there is a higher chance for female names to long rest.
contain softer sounds. Languages. You can speak, read, and write Galactic
Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss Basic and Dosh. Dosh is characterized by its harsh
Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss grunts, hisses and growls, and its written form that
Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot used alphabetic glyphs.
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
filter
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 filters, 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 difficult. 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 proficient 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 stratified, with males as for this power.
hunters and warriors, while females and children Survivors of the Sands. You are proficient in
maintain the camp. Tusken warriors hold their bond Survival. Additionally, you don't treat desert terrain as
with their gaderffii weapons and Bantha mounts as difficult terrain. Lastly, you have advantage on
sacred, and will choose death before relinquishing Constitution saving throws made to avoid exhaustion
either. due to extreme heat.
Tusken Weaponry. You have proficiency 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
Tuskens typically understand Galactic Basic, it is rare to
Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr
hear them speak anything but Tusken.
Female Names. K'Yark, Reirin, K'Orou, Ursarr'u
PHYSICAL CHARACTERISTICS
Height 5'3" +2d12"
Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ryloth
Language Twi'leki
The natural grace and exotic beauty of the female tend toward the dark side, though there are
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 blasterfire
PHYSICAL CHARACTERISTICS
Height 5'5" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sriluur
Language Sriluurian
Eye Color
red
Tall, hair covered, retractable climbing
Distinctions
claws, long life spans
PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 190 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kashyyyk
Language Shyriiwook
WOOKIEE TRAITS
As a wookiee, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Strength score
Wookiees are a tall species of furry giants from the increases by 2, and your Constitution score increases
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
Homeworlds Iridonia, 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 definition of what your character are known to combine martial mastery with force
can do. It's more than a profession; it's your character's training and advance as fighters and consulars
calling. Class shapes the way you think about the world simultaneously. Optional rules for combining classes in
and interact with it and your relationship with other this way, called multiclassing, appear in chapter 6.
people and powers in the galaxy. A fighter, for
example, might view the world in pragmatic terms of Many classes and 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
might see himself as a willing servant of the Force. component if they choose to do so.
While the fighter has contacts in a mercenary company Additionally, certain classes and subclasses will
or army, the consular might know a number of Jedi or often find themselves with a singular force or tech
Sith who share his faith. point, with which they can do nothing. Any character
with the force- or tech-casting feature also gains the
Your class gives you a variety of special features, following feature:
such as a fighter's mastery of weapons and armor, and When you fail an ability check, if you added your
an engineer's powers. At low levels, your class gives proficiency bonus to the check and you did not have
you only two or three features, but as you advance in advantage or disadvantage, you can spend 1 force or
level you gain more and your existing features often tech point to reroll the die. You can only use this
improve. Each class entry in this chapter includes a feature once per ability check, and you must use the
table summarizing the benefits you gain at every level, new roll.
and a detailed explanation of each one.
Choose from the following class options:
CLASSES
Hit
Primary
Saving Throw
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
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-
Not every person deemed "berserkers" by scions of tumble frontier where berserkers are common?
civilized society has the berserker class. A true What led you to take up the adventuring life? Were
berserker among these people is as uncommon as a you lured to settled planets by the promise of riches?
skilled fighter in a town, and he or she plays a similar Did you join forces with soldiers of those lands to face
role as a protector of the people and a leader in times a shared threat? Did monsters or an invading horde
of war. Life in the wild places of the world is fraught drive you out of your homeland, making you a rootless
with peril: rival tribes, deadly weather, and terrifying refugee? Perhaps you were a prisoner of war, brought
monsters. Berserkers charge headlong into that in chains to "civilized" lands and only now able to win
danger so that their people don't have to. your freedom. Or you might have been cast out from
Their courage in the face of danger makes your people because of a crime you committed, a
berserkers perfectly suited for adventuring. Wandering taboo you violated, or a coup that removed you from a
is often a way of life for their native tribes, and the position of authority.
rootless life of the adventurer is little hardship for a
berserker. Some berserkers miss the close-knit family QUICK BUILD
structures of the tribe, but eventually find them You can make a berserker quickly by following these
replaced by the bonds formed among the members of suggestions. First, put your highest ability score in
their adventuring parties. Strength, followed by Constitution. Second, choose the
mercenary background.
CLASS FEATURES
As a berserker, you gain the follow class features.
In battle, you fight with primal ferocity. On your turn, You can increase one ability score by 2, or you can
you can enter a rage as a bonus action if you aren't increase two ability scores by 1. You can't increase an
wearing heavy armor. ability score above 20 using this feature.
While raging, you gain the following benefits:
EXTRA ATTACK
You have advantage on Strength checks and Strength
Berserker: 5th level
saving throws. You can attack twice, instead of once, whenever you
When you make a melee weapon attack using Strength, take the Attack action on your turn.
you gain a bonus to the damage roll that increases as
you gain levels as a berserker, as shown in the Rage FERAL IMPULSE
Damage column of the berserker table.
Berserker: 7th level
your berserker level in the Rages column of the You can roll one additional weapon damage die when
berserker table. You regain all expended uses when determining the extra damage for a critical hit with a
you complete a long rest. melee attack.
This increases to two additional dice at 13th level
UNARMORED DEFENSE and three additional dice at 17th level.
Berserker: 1st level
While you are not wearing any armor, your Armor Class RELENTLESS RAGE
equals 10 + your Dexterity modifier + your Constitution Berserker: 11th level
modifier. You can use a shield and still gain this Your rage can keep you fighting despite grievous
benefit. wounds. If you drop to 0 hit points while you're raging
and don't die outright, you can make a DC 10
RECKLESS ATTACK Constitution saving throw. If you succeed, you drop to
Berserker: 2nd level
1 hit point instead. Each time you use this feature after
You can throw aside all concern for defense to attack the first, the DC increases by 5. When you finish a short
with fierce desperation. When you make your first or long rest, the DC resets to 10.
attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon attack PERSISTENT RAGE
rolls using Strength during this turn, but attack rolls Berserker: 15th level
against you have advantage until your next turn. Your rage is so fierce that it ends early only if you fall
unconscious or if you choose to end it.
BERSERKER INSTINCTS
Berserker: 2nd level
INDOMITABLE MIGHT
You've honed two instincts, as detailed at the end of Berserker: 18th level
the class description. You hone an additional instinct at If your total for a Strength check is less than your
7th, 13th, and 17th level. Strength score, you can use that score in place of the
total.
DANGER SENSE
Berserker: 3rd level
PRIMAL CHAMPION
You gain an uncanny sense of when things nearby Berserker: 20th level
aren't as they should be, giving you an edge when you You embody the power of the wilds. Your Strength or
dodge away from danger. You have advantage on Dexterity score increases by 2, and your Constitution
Dexterity saving throws against effects that you can score increases by 2. Your maximum for those scores
see, such as traps and powers. To gain this benefit, you increases by 2.
can't be blinded, deafened, or incapacitated. Additionally, you can enter rage an unlimited
number of times, and entering rage no longer requires
BERSERKER APPROACH your bonus action on your turn.
Berserker: 3rd, 6th, 10th, and 14th level
Your carrying capacity and the weight you can push, RANCOR'S INSTINCT
drag, or lift doubles. If it would already double, it Prerequisite: 13th level
instead triples. Additionally, you have advantage on While you're raging any creature within 5 feet of you
Strength checks made to push, pull, lift, or break that's hostile to you has disadvantage on attack rolls
objects. against targets other than you or another character
with this feature. An enemy is immune to this effect if it
BLURRG'S INSTINCT can't see or hear you or if it can't be frightened.
Whether mounted or on foot, your travel pace is
doubled, as is the travel pace of up to ten companions TACTICIAN'S INSTINCT
while they're within 60 feet of you and you're not When you use your Reckless Attack feature, you can
incapacitated. choose to not have advantage on your attack rolls this
turn. If you do so, friendly creatures within 5 feet of a
BOGGDO'S INSTINCT hostile creature that is within 5 feet of you have
Prerequisite: 13th level
advantage on attack rolls against that creature.
While raging you have a flying speed equal to your
current walking speed, though you fall if you end your TRACKER'S INSTINCT
turn in the air and nothing else is holding you aloft. Prerequisite: 7th level
additional use at 5th, 9th, 13th, and 17th level. You reservoir where pain, grief, and
regain all expended uses when you complete a long anger are forged into a fury hard
or rapid property. Additionally, you've learned to use While raging, you gain the following benefits:
ranged weapons with untold fury. While wielding a
blaster with which you are proficient, you gain the When you roll a 1 or 2 on a damage die for an attack
following benefits: 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.
At 9th level, when a creature rolls a 1 on a saving throw
against your burst or rapid property, you can add your
Brutal Critical dice to the damage.
RAMPAGE
Ballistic Approach: 6th level
BRAWN
Ballistic Approach: 14th level
Those who follow this path unlock something deep You can cast force powers while raging as long as the
within them, a well of untamed power from the depths power's casting time is no more than 1 action, the
of their fury. When a marauder unleashes their rage, power does not require concentration, and you are not
they channel their brute strength into primal might, wearing heavy armor. While raging, you add your rage
and uses it to devastate his foes in a hail of fire, blades, damage to damage rolls from force powers you cast
and blood. Due to the uncontrolled nature of their that require a force attack or saving throw. If a force
powers, marauders have a dangerous predilection for power damages more than one target, you may only
the strength and raw power offered by the dark side, apply your rage damage to one of them.
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
casting a force power that requires a force attack.
FORCECASTING
Marauder Approach: 3rd level
POWERFUL PRESENCE
Marauder Approach: 10th level
FORCE STORM
Marauder Approach: 14th level
CAREFUL STEPS
Precision Approach: 3rd level
FOCUSED RAGE
Precision Approach: 3rd level
BATTLE ANTICIPATION
Precision Approach: 6th level
INSPIRING PRESENCE
Warchief Approach: 6th level
RAID PLANNING
Warchief Approach: 10th level
WAR CHANT
Warchief Approach: 14th level
CLASS FEATURES
As a consular, you gain the following class features.
In your meditations on the force, you have learned You gain the ability to twist your powers to suit your
powers, fragments of knowledge that imbue you with needs. When you cast a force power, you can expend
an abiding force ability. See chapter 10 for the general additional force points to modify the power. You gain
rules of forcecasting and chapter 11 for the force two of the following Force-Empowered Casting options
powers list. of your choice, located at the end of the class
description. You gain another one at 9th and 17th
FORCE POWERS KNOWN level.
You learn 9 force powers of your choice, and you learn You can use only one Force-Empowered Casting
more at higher levels, as shown in the Force Powers option on a power when you cast it, unless otherwise
Known column of the consular table. You may not noted.
learn a force power of a level higher than your Max
Power Level, and you may learn a force power at the FORCE SHIELD
same time you learn its prerequisite.
Consular: 2nd level
FORCE POINTS You learn how to defend yourself purely through your
You have a number of force points equal to your strength with the Force. When you are hit by an attack,
consular level x 4, as shown in the Force Points column you can use your reaction to shroud yourself in Force
of the consular table, + your Wisdom or Charisma energy. Until the start of your next turn, you have a
modifier (your choice). You use these force points to bonus to AC equal to your Wisdom or Charisma
cast force powers. You regain all expended force points modifier (your choice, minimum of +1). This includes
when you finish a long rest. the triggering attack.
You can use this feature twice. You gain an additional
MAX POWER LEVEL use at 5th, 9th, 13th, and 17th level. You regain all
Many force powers can be overpowered, consuming expended uses when you finish a long rest.
more force points to create a greater effect. You can
overpower these abilities to a maximum level, which FORCE AFFINITY
increases at higher levels, as shown in the Max Power Consular: 3rd level
Level column of the consular table. You've developed an affinity for one of the three
You may only cast force powers at 6th, 7th, 8th, and aspects of the Force: the Ashla, the Bendu, or the
9th-level once. You regain the ability to do so after a Bogan. Choose one from the following:
long rest.
ASHLA
FORCECASTING ABILITY When you successfully cast a light side power, either
Your forcecasting ability varies based on the alignment your or the target's (your choice) hit point maximum
of the powers you cast. You use Wisdom for light side and current hit points increase by an amount equal to
powers, Charisma for dark side powers, and Wisdom the power's level. This effect lasts for 1 minute. You can
or Charisma for universal powers (your choice). You only have one instance of this effect active at a time.
use this ability whenever a power refers to your
forcecasting ability. Additionally, you use this ability BENDU
modifier when setting the saving throw DC for a force You can add both your Wisdom and Charisma modifier
power you cast and when making an attack roll with to your maximum number of force points, instead of
one. just one.
(your choice, minimum of one). Once you've used this You can increase one ability score by 2, or you can
feature, you must complete a long rest before you can increase two ability scores by 1. You can't increase an
use it again. ability score above 20 using this feature.
SEEKING POWER
If you miss with a force power that calls for an attack
roll, you can spend 2 force points to reroll the attack.
You must use the new roll.
You can use Seeking Power even if you have already
used a different Force-Empowered Casting option
during the casting of the power.
TWINNED POWER
When you cast a power that targets only one creature
and doesn't have a range of self, you can spend a
number of additional force points equal to the power's
level to target a second creature in range with the
same power (1 force point if the power is at-will).
CONSULAR TRADITIONS
Different consulars select different traditions, called
Ways, to follow as they hone their powers. Your
tradition grants you features at 3rd, 6th, 10th, 14th,
and 18th level.
the Way of Balance focus on utilizing the Force to You have advantage on saving throws against force
equalize the battlefield. They bend the Force to shield powers. Additionally, you have resistance against the
their allies and expose their foes. damage of force powers.
FORCE BARRIER
Way of Balance: 3rd level
(your choice).
Whenever you take damage, the barrier
takes the damage instead. If this damage
PROJECTED BARRIER
Way of Balance: 6th level
AT-WILL BARRIER
Way of Balance: 10th level
IMPROVED SUPPRESSION
Way of Balance: 14th level
When you cast a force power that deals lightning You add your governing ability modifier (minimum of
damage, you can use Wisdom or Charisma as your +1) to any damage you deal with force powers that
forcecasting ability for it. deal lightning damage that don't already include that
Additionally, when you cast a damage-dealing force modifier.
power that requires a force attack or saving throw, you
can cause that power to instead deal lightning damage. BLISTERING REBUKE
If the power would call for a saving throw other than Way of Lightning: 10th, 13th, and 17th level
Dexterity, it instead calls for a Dexterity saving throw. If When a creature within 5 feet of you that you can see
hits you with an attack, you can use your reaction to
cause the creature to make a Dexterity saving throw
against your universal force save DC. On a failed save,
the creature takes 1d10 plus your consular level
lightning damage, is pushed back 10 feet, and becomes
shocked until the end of their next turn. On a
successful save, the creature takes half as much
damage and isn't moved or shocked.
You can use this feature four times. You gain an
additional use at 13th and 17th level. You regain all
expended uses when you finish a long rest.
ELECTRIC ATTUNEMENT
Way of Lightning: 14th level
UNLIMITED POWER
Way of Lightning: 18th level
consulars who follow the Way of the Sage assist with You gain the ability to overcome grievous injuries. As a
an array of healing powers that grant allies the bonus action when you have fewer than half your hit
strength to continue through even the harshest of points remaining, you can regain a number of hit
encounters. Separated from the heart of the fray, the points equal to half your hit point maximum.
sage can be an unfailing warden to those in need. Once you've used this feature, you can't use it again
DISCIPLE OF LIFE until you finish a long rest.
you can use Wisdom or Charisma as your forcecasting When you would normally roll one or more dice to
ability for it. restore hit points with a power, you instead use the
Additionally, whenever you use a force power of 1st highest number possible for each die. For instance,
level or higher to restore hit points to a creature, the instead of restoring 2d6 hit points to a creature, you
creature regains extra hit points equal to 2 + the restore 12.
power's level.
PRESERVE LIFE
Way of the Sage: 6th level
BLESSED HEALER
Way of the Sage: 10th level
acknowledging their plights as an occupational hazard. suggestions. First, make Intelligence your highest
Whether they come from an elite training academy or ability score. Your next-highest score should be
learned their talents surviving in the slums, they are no Constitution. Second, choose the scientist
CLASS FEATURES
As an engineer, you gain the following class features.
of the engineer table, + your Intelligence modifier. You You gain the ability to temporarily enhance a weapon
use these tech points to cast tech powers. You regain or armor. At the end of a long rest, you can touch one
all expended tech points when you finish a short or unenhanced object that is a suit of armor, a shield, or a
long rest. simple or martial weapon. Until the end of your next
long rest or until you die, the object becomes an
MAX POWER LEVEL enhanced item, granting a +1 bonus to AC if it's armor
Many tech powers can be overcharged, consuming or a shield or a +1 bonus to attack and damage rolls if
more tech points to create a greater effect. You can it's a weapon.
overcharge these powers to a maximum level, which Once you've used this feature, you can't use it again
increases at higher levels, as shown in the Max Power until you finish a long rest.
Level column of the engineer table. This bonus increases to +2 at 10th level and +3 at
You may only cast tech powers at 6th, 7th, 8th, and 15th level.
9th-level once. You regain the ability to do so after a
long rest. TOOL EXPERTISE
Engineer: 2nd level
TECHCASTING ABILITY
You gain expertise in any tool proficiencies you gain
Intelligence is your techcasting ability for your tech
from this class.
powers. You use your Intelligence whenever a power
refers to your techcasting ability. Additionally, you use ENGINEERING DISCIPLINE
your Intelligence modifier when setting the saving
throw DC for a tech power you cast and when making Engineer: 3rd, 6th, 14th, and 18th level
an attack roll with one. You begin to focus on a specific engineering discipline,
which is detailed at the end of the class description.
Tech save DC = 8 + your proficiency bonus +
When you take damage, you can use your reaction and
expend one use of your Potent Aptitude to absorb
some of that damage. When you do so, the damage
you take from the attack is reduced by the amount
rolled on the die + your Intelligence modifier (minimum
of +1). You must be wearing your modified armor or
wielding your modified shield to gain this benefit.
EXTRA ATTACK
Armormech Engineering: 6th level
ARMORMECH'S CELERITY
Armormech Engineering: 14th and 17th level
SUIT RELIABILITY
Armormech Engineering: 18th level
use at 5th, 9th, 13th, and 17th level. You regain any
expended uses when you finish a long rest. When you are reduced to 0 hit points while wearing
your modified armor but not killed outright, you can
ACCELERATED MOVEMENT drop to 1 hit point instead. You can't use this feature
Prerequisite: Armor
again until you finish a long rest.
You reduce the weight of your modified armor's bulk
and increase the power to joints. If the armor has a ELECTROSHOCK SHIELD
Strength requirement, you ignore it. The modified Prerequisite: Shield Generator
armor's weight is reduced by 15 lbs. While wearing You install electroshockers in your shield generator.
your modified armor your speed increases by 10 feet. Whenever an enemy misses you with a melee attack,
you can use your reaction to do 1d4 + your Intelligence
This applies to all movement speeds you have while
wearing your armor. modifier lightning damage to the attacker.
FLIGHT
ADAPTABLE ARMOR
Prerequisite: Armor
Prerequisite: 9th level, Armor
ceilings, while leaving your hands free. Additionally, Your modified armor gains an integrated grappling
you gain a swim speed equal to your walking speed. harpoon set into your gauntlet. With this harpoon, you
can make a ranged weapon attack with a range of
ADVANCED POWER FIST
Prerequisite: 11th level, Prototype Power Fist
30/60. On a hit, it deals 1d6 kinetic damage. This attack
You further modify your modified armor's gauntlet can target a surface, object, or creature.
with increased reinforcement and weight. Your A creature struck by this attack is impaled by the
modified armor's unarmed strike deals 1d8 kinetic harpoon. As an action, a creature can attempt to
damage. Additionally, your critical hit range with your remove the harpoon. Removing the harpoon requires a
unarmed strikes increases by 1. Strength check. While the harpoon is stuck in the
target, you are connected to the target by a 60 foot
ARTIFICIALLY INTELLIGENT cable.
Prerequisite: 9th level, Armor
While the harpoon is deployed, you can use your
You install an artificial intelligence into your modified bonus action to activate the reel, pulling yourself to the
armor. While wearing your modified armor, when you location if the target is larger than you. A creature or
make an ability check, your armor's artificial object your size or smaller is pulled to you.
intelligence can take the Help action. Alternatively, you can opt to release the cable (no
You can use this feature four times. You gain an action required).
additional use at 13th and 17th level. You regain all Once you've used this feature, you can't use it again
expended uses when you complete a long rest. until you recover and reinsert the harpoon as an
action.
BONDED PLATES
Prerequisite: 5th level
HEAVY SUIT
You gain a +1 bonus to AC against melee attacks. This Prerequisite: 5th level, Armor
bonus increases to +2 at 9th level and +3 at 13th level. You enhance your suit, making it difficult to move. As a
bonus action, you can anchor or deanchor your feet to
COLLAPSIBLE SUIT the ground. While anchored, your speed is 0, you have
Prerequisite: 5th level, Armor
advantage on Strength checks and Strength saving
Your modified armor can collapse into a case for easy throws, and your carrying capacity and the weight you
storage. When transformed this way the armor is can push, drag, or lift doubles. If it would already
indistinguishable from a normal case and weighs one- double, it instead triples.
You install a cloaking device in your modified armor. As a bonus action you can hermetically seal your
This device has 2 charges. As an action you can use 1 modified armor, giving you an air supply for up to 1
charge to cast infiltrate targeting yourself. hour and making you immune to poison (but not
The cloaking device regains all expended charges curing you of existing poisoned conditions). Your
after a long rest. armor regains 1 minute of air for every minute that you
are not submerged and the armor is not sealed.
MAGNETIZED SHIELD Additionally, while you are wearing your modified
Prerequisite: Physical Shield
armor you are considered adapted to cold and hot
You modify your physical shield such that when a climates as well as high altitude, as described in
melee weapon attack misses you by an amount less chapter 5 of the Dungeon Master's Guide.
than or equal to your bonus to AC from your shield, the
attacking creature must make a Strength check against SENTIENT ARMOR
your tech save DC. On a failed save, the creature's Prerequisite: 13th level, Artificially Intelligent
weapon adheres to the shield. As an action, a creature Your artificial intelligence has learned to control the
can repeat this check. On a success, the weapon is suit without you being in it. It is now a valid target of
freed. the tracker droid interface tech power.
While your armor is acting independently, it uses
OVERLOAD SHIELD your ability scores, saving throws, and skills, and it has
Prerequisite: Shield Generator
hit points equal to your engineer level. If reduced to 0
You modify your shield generator to overload. As an hit points, it falls directly to the ground, and it can not
action you can overload your shield. Each Large or be equipped again until you finish a long rest.
smaller creature within 5 feet of you must make a
Dexterity or Strength saving throw (their choice) SHIELD AMPLIFIER
against your tech save DC. On a failed save, they are Prerequisite: Shield Generator
pushed back 5 feet and knocked prone. You modify your shield generator to project outward.
You can use this feature twice. You gain an additional As a bonus action you can amplify your shield until the
use at 5th, 9th, 13th, and 17th level. You regain any start of your next turn. Each creature within 5 feet of
expended uses when you finish a long rest. you gains a bonus to AC equal to your shield's bonus.
You can use this feature twice. You gain an additional
POWER FIST use at 5th, 9th, 13th, and 17th level. You regain any
Prerequisite: Armor
expended uses when you finish a long rest.
You modify your modified armor gauntlet with
increased reinforcement and weight. Your modified SHIELD ANCHOR
armor's unarmed strike deals 1d4 kinetic damage. Prerequisite: Physical Shield
Additionally, when you take the Attack action and You modify your shield to be used as a portable source
make an unarmed strike, you can make an additional of cover. As an action, you can anchor or deanchor the
unarmed strike as a bonus action. shield. While anchored, you gain no benefit from a
shield, and it does not require the use of a hand.
PROTOTYPE POWER FIST Instead, while anchored, a light shield provides one-
Prerequisite: 5th level, Power Fist
quarter cover, a medium shield provides half cover,
You further modify your modified armor gauntlet with and a heavy shield provides three-quarters cover.
increased reinforcement and weight. Your modified
armor's unarmed strike deals 1d6 kinetic damage and TECH BLAST
has the following property. Prerequisite: Armor
If you or your target move at least 10 feet in a You modify your modified armor gauntlet with a
straight line immediately before making an unarmed blaster weapon with which you are proficient. The
strike, the first unarmed strike you make deals weapon uses your Intelligence modifier for its attack
additional damage equal to your Intelligence modifier. 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 learn to modify one unenhanced weapon with When you use your Targeting Matrix feature, and the
which you are proficient utilizing your armstech tech power would affect more than one creature, you
experience. Over the course of a long rest, you can can instead attack each affected creature that would
modify the weapon. You must have the weapon and be in the range of the power. Make a separate attack
armstech's implements in order to perform this roll for each target. On a hit, each target suffers the
modification. effects as though they failed their saving throw.
Your modified weapon is enhanced, requires
attunement, can only be used by you, and counts as a
tech focus for your tech powers while you are attuned
to it. Your modified weapon has 4 modification slots,
and it gains more at higher levels, as shown in the
Modification Slots column of the engineer table. For
each modification installed in excess of your
proficiency bonus, your tech point maximum is
reduced by 1. Over the course of a long rest, you
CLOSE CALL
Armstech Engineering: 3rd level
ARMSTECH'S STRIKE
Armstech Engineering: 6th level
same time that you meet its prerequisites. Your modified weapon can be more efficiently
reloaded. You can reload your modified weapon once
ACCURACY FOCUS without using an action. You can't use this feature
Prerequisite: 5th level, Blaster
again until you reload the weapon with an action.
You gain a +1 bonus to attack rolls made with this
weapon. This bonus increases to +2 at 9th level and +3 FLASHLIGHT
at 13th level. You affix a targeted light to your weapon. As a bonus
action, you can toggle the light on or off. While on, your
AMPLIFYING BARREL weapon sheds bright light in a 60-foot cone.
Prerequisite: 5th level, Blaster
You gain a +1 bonus to damage rolls made with this HARPOON REEL
weapon. This bonus increases to +2 at 9th level and +3 You install a secondary firemode that launches a
at 13th level. harpoon attached to a tightly coiled cord. With this
harpoon, you can make a ranged weapon attack with a
BAYONET range of 30/60. On a hit, it deals 1d6 kinetic damage.
Prerequisite: Blaster
This attack can target a surface, object, or creature.
You affix a short blade to the barrel of your modified A creature struck by this attack is impaled by the
blaster weapon, allowing you to make a melee weapon harpoon. As an action, a creature can attempt to
attack with it. The blade is a vibroweapon weapon with remove the harpoon. Removing the harpoon requires a
the finesse property that you are proficient with, and Strength check. While the harpoon is stuck in the
deals 1d6 kinetic damage. target, you are connected to the target by a 60 foot
cable.
BURST CORE
While connected in this manner, you can use your
Prerequisite: Blaster
You install an expandable hilt on your modified Your weapon's burst number is reduced to half its
weapon. Your modified weapon gains the reach reload number.
property.
INTEGRATED MAGAZINE
COMPENSATION OSCILLATOR Prerequisite: Expanded Magazine
weapon. This bonus increases to +2 at 9th level and +3 When you critically hit with the weapon, you deal an
at 13th level. additional 1d8 kinetic damage.
KEEN OSCILLATOR
Prerequisite: 5th level, Jagged Oscillator
enhance your weapon's damage. You can expend one When you hit with the weapon, you can create an
tech slot to deal additional damage to the target. The electronic burst. Each creature in a 15-foot cone
extra damage is 1d6 for a 1st-level tech slot, plus 1d6 centered on the creature you hit must make a
for each slot level higher than 1st, to a maximum of Dexterity saving throw against your tech save DC,
5d6. The damage is the same type as the weapon taking 1d8 lightning damage on a failed save or half as
damage. If you also use your Booming Strikes with an much on a successful one.
attack, you add this damage to the extra damage of Once you've used this feature, you must complete a
your Booming Strikes. long rest before you can use it again.
POWER LOOP SNAP FIRE
Prerequisite: 9th level
Prerequisite: 9th level, Blaster
When you hit with the weapon, you can choose to You modify your modified blaster weapon for quick
channel the energy generated, gaining temporary hit shots. You can use your reaction to take a opportunity
points equal to half the damage dealt. attack with your modified weapon if an enemy comes
Once you've used this feature, you must complete a within 10 feet of you. You have disadvantage on this
long rest before you can use it again. attack.
You install a recoil dampener in your modified blaster, When you hit with the weapon, you can force the
removing the strength property from it. target to make a Strength saving throw. On a failed
save, the creature is pushed back 10 feet and knocked
RETURNING WEAPON GUARD prone.
Prerequisite: Vibroweapon
Once you've used this feature, you must complete a
You install a retractible chain in your modified short or long rest before you can use it again.
vibroweapon. If the weapon does not already have the
thrown property, it gains it with a range of 20/60. TRACKER
Additionally, it gains the returning property. Prerequisite: 5th level
You add a reclamation device to your modified weapon You modify your flashlight with a toggle allowing you to
to gather energy from the surroundings when it is briefly gain enhanced sight. As a bonus action, you can
present. While wielding your modified weapon, you can activate the truesight feature of your flashlight. When
cast the absorb energy tech power and the power's toggled on, for the next minute your flashlight now
extra damage applies to both melee and ranged automatically dispel illusions and can detect invisibility,
weapon attacks. as with truesight.
SIEGE WEAPON Once you've used this feature, you must complete a
You modify your weapon to be more effective against short or long rest before you can use it again.
barriers. Your weapon deals double damage against VENOMOUS OSCILLATOR
structures. Prerequisite: 9th level, Vibroweapon
SHOCKING HARPOON As a bonus action, you can coat your weapon in a thin
Prerequisite: 9th level, Harpoon Reel
layer of poison for 1 minute. The next time you hit with
After hitting a creature with the harpoon fire mode, the weapon, the creature must make a Constitution
you can use the connection to deliver an at-will tech saving throw against your tech save DC. On a failed
power. As a bonus action, you can cast an at-will tech save, a creature takes 1d10 poison damage and
power at the target with a range of touch. If the power becomes poisoned for 1 minute.
Once you've used this feature, you must complete a
long rest before you can use it again.
equals your tech save DC. You can take a second bonus action on each of your
turns. You can use this feature three times. You gain an
additional use at 9th, 13th, and 17th level. You regain
all expended uses when you finish a long rest.
REINFORCED BARRIERS
Gadgeteer Engineering: 14th level
ADAPTIVE BARRIER
Gadgeteer Engineering: 18th level
same time that you meet its prerequisites. You gain a +1 bonus to ranged tech attack rolls. This
bonus increases to +2 at 9th level and +3 at 13th level.
ADVANCED GROUNDING SYSTEM
Prerequisite: 13th level, 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 integrate a jet pack into your gadgeteer harness to
reaction and expend a Hit Die to regain health as long grant you temporary, limited flight. Activating or
as the damage would not reduce your hit points to 0. deactivating the jets requires a bonus action and, while
active, you have a flying speed of 30 feet.
AUTOTHRUSTERS The jet pack last for 1 minute before deactivating.
Prerequisite: Jet Pack
Once the jets have been activated, they can't be
You can take the Dash and Disengage actions as a activated again until you finish a short or long rest.
bonus action while your jet pack is active. Your jet pack's speed increases to 40 feet at 5th level,
50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th
CLIMBING GLOVES
level, and 80 feet at 20th level.
You craft a set of gloves with a powerful assisted grip.
While wearing these gloves, you have a climbing speed MECHANICAL ARM
of 20 feet, and you have advantage on Strength saving You create a mechanical arm which mounts to your
throws and Strength (Athletics) checks that involve shoulder, which you can use independently. You can
climbing. only gain the benefit of items held by two of your arms
at any given time.
DARKVISION GOGGLES
You craft a pair of sight-enhancing goggles. While You can choose this modification twice.
wearing these goggles, you have darkvision to a range MIMICKER
of 60 feet. If you already have darkvision, this Prerequisite: 9th level
modification increases its range by 30 feet. You create a device that attaches to your gadgeteer
EXTENDED TANK harness. Your mimicker casts a shadow that makes you
Prerequisite: 5th level, Jet Pack
appear to be standing in a place near your actual
location, causing any creature to have disadvantage on
Your jet pack now lasts up to 10 minutes when
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, Jet Pack
restrained, or otherwise unable to move.
You learn the flame sweep tech power and can cast it
at first level without using tech points. Once you have MINIATURIZED HYDRAULICS
used this ability, you cannot use it again until you finish Your gadgeteer harness can store 20 pounds of
a short or long rest. equipment without adding to your encumbrance.
Additionally, while your jet pack is active, you can OIL SPILL
cast flame sweep using your bonus action instead of As an action, you can cast the oil slick tech power
your action. without expending tech points. When you cast the
power in this way, the oil will remain in place for the
FRAILCASTING INHIBITOR
Prerequisite: 5th level
full duration of the power.
You gain a +1 bonus to the tech save DC of powers you Once you've used this feature, you must complete a
cast that requires a Strength or Constitution saving short or long rest before you can use it again.
throw. This bonus increases to +2 at 9th level and +3 at POWERED GRAPPLING HOOK
13th level. Prerequisite: 9th level, Wrist-Mounted Grappling Hook
You gain a +1 bonus to the tech save DC of powers you You create an augmented belt that functions as a
cast that requires a Dexterity or Intelligence saving portable, personal cloaking device. Activating or
throw. This bonus increases to +2 at 9th level and +3 at deactivating the generator requires a bonus action
13th level. and, while active, you have advantage on Dexterity
(Stealth) ability checks that rely on sight. The generator
QUICK START ENGINE lasts for 1 minute. This effect ends early if you make an
Prerequisite: 5th level, 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
interaction rather than as a bonus action. activated again until you finish 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
affect you. Once you've used this adrenal, you can't use one of your barriers active takes damage from a
it again until you finish a 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, Darkvision Goggles
explosive, you can't use it again until you finish a long You modify your goggles with a toggle allowing you to
rest. briefly gain enhanced sight. As a bonus action, you can
RECYCLED STIMPACS activate the truesight feature of your goggles. When
You can augment a single stimpac to regain its charge. toggled on, for the next minute your goggles now
This stimpac can only be used by you, and it can only automatically dispel illusions and can detect invisibility,
affect you. Once you've used this stimpac, you can't as with truesight.
use it again until you finish a long rest. Once you've used this feature, you must complete a
short or long rest before you can use it again.
SENTRY TURRET
You learn how to craft small sentry turrets shaped like WEAPON INTEGRATION
globes that can adhere to any surface. As an action or You can integrate a single weapon that weighs no more
bonus action (your choice), you can throw a sentry to a than 8 lb. into your gadgeteer harness. While
point you can see within range (30 feet + your Strength integrated, that weapon gains the hidden and fixed
modifier x 5). At the end of each of your turns, a properties.
deployed sentry automatically targets a hostile WITHERCASTING INHIBITOR
creature within 10 feet of it. If multiple targets are Prerequisite: 5th level
available, one is chosen at random. The target must You gain a +1 bonus to the tech save DC of powers you
make a Dexterity saving throw. On a failed save, it cast that requires a Wisdom or Charisma saving throw.
takes 1d4 energy damage and gains 1 slowed level This bonus increases to +2 at 9th level and +3 at 13th
until the end of your next turn. If a creature would be level.
targeted by more than one of these sentries, it only
makes this saving throw once, taking an additional d4 WRIST-MOUNTED GRAPPLING HOOK
damage for each sentry beyond the first. You craft a wrist-mounted grappling hook weapon
The sentries have 1 hit point, an armor class of 10, attached to a tightly coiled cord. With this contraption,
and can be repaired over the course of a long rest. you can make a ranged weapon attack with a range of
Each sentry lasts for 1 minute before deactivating. You 30/60. On a hit, it deals 1d4 kinetic damage. This attack
can maintain a number of sentries equal to your can target a surface, object, or creature.
Intelligence modifier. Once a sentry has been activated, A creature struck by this attack is impaled by the
it can't be activated again until you finish a short or hook. As an action, a creature can attempt to remove
long rest. the hook. Removing the hook requires a Strength
check. While the hook is stuck in the target, you are
SHOCKING HOOK connected to the target by a 60 foot cable.
Prerequisite: 9th level, Wrist-Mounted Grappling Hook
While the hook is deployed, you can use your bonus
After hitting a creature with your grappling hook, you action to activate the reel, pulling yourself to the
can use the connection to deliver an at-will tech power. location if the target is your size or larger. A creature or
As a bonus action, you can cast an at-will tech power at object smaller than you is pulled to you. Alternatively,
the target with a range of touch. If the power requires you can opt to release the cable (no action required).
an attack roll, you have advantage. If the target Once you've used this feature, you can't use it again
requires a saving throw, the target has disadvantage. until you recover and reinsert the hook as an action.
Once you've used this feature, you can't use it again
until you recover the hook.
must have tinker's implements in order to perform this You gain a modicum of control over your surges.
modification. Whenever you roll on the Unstable Engineering Surge
Whenever you cast a tech power of 1st level or table and use one of your overrides, you can choose
higher while wielding your tinkercannon, you risk either total.
unexpected complications. Your GM can have you roll a
d20. If you roll a 1, roll on the Unstable Engineering ENGINEERING BOMBARDMENT
Surge table to create a random effect. Unstable Engineering: 18th level
Additionally, your tinkercannon come equipped with The harmful energies of your tech powers and class
four overrides, and they gain more at higher levels, as features intensify. When you roll damage for a tech
shown in the Modification Slots column of the engineer power or class feature and roll the highest number
table. Each time you trigger an Unstable Engineering possible on any of the dice, you can roll it again and
Surge, you can use an override to reroll the percentile use both results. You can only use this ability once per
dice. You must use the new result, you can only do this tech power or class feature.
once per surge, and each time you do so in excess
rest.
UNSTABLE VOLLEY
Unstable Engineering: 3rd, 9th,
on a successfu one.
The range at which you can launch your
bounty.
With his muscular arms held wide, a
alone as the
gladiatorial
champion.
Taking a deep breath, a Republic
the battlefield.
Fighters combine discipline with
carve their own place of importance in the galaxy. your loyalties lie. You could be part of a formal military,
Fighters can take the form of guards, champions, one of countless troopers fighting for your enterprise.
bounty hunters, enforcers, mercenaries, freedom Perhaps you are a gun-for-hire, traveling the galaxy in
fighters, or simply armed explorers. search of your next gig. What weapons do you prefer
and specialize in? Who or what do you fight for? Do you
Most fighters come to the profession after receiving at have you been at war so long you know of nothing
taken up his weapon to escape a mundane life while suggestions. First, make Strength or Dexterity your
another may be following a proud family tradition. highest ability modifier, depending on whether you
Whatever their origins, most fighters share an want to focus on melee combat or on ranged weapons
unshakeable loyalty. Fighters follow orders with little (or finesse weapons). Your next-highest score should
hesitation, as failure can often mean death. be Constitution. Second, choose the soldier
background.
CLASS FEATURES
As a fighter, you gain the following class features.
You adopt a particular style of fighting as your You've adopted a fighter strategy, as detailed at the
specialty. Choose one of the fighting style options, end of the class description. You adopt an additional
detailed in Chapter 6. strategy at 7th, 13th, and 17th level.
You have a limited well of stamina that you can draw You choose a specialty that you strive to emulate in
on to protect yourself from harm. On your turn, you your combat styles and techniques, which is detailed at
can use a bonus action to regain hit points equal to the end of the class description.
1d10 + your fighter level.
Once you've used this feature, you must finish a ABILITY SCORE IMPROVEMENT
short or long rest before you can use it again. Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level
Once you've used this feature, you must finish a You can attack twice, instead of once, whenever you
short or long rest before you can use it again. Starting take the Attack action on your turn.
at 17th level, you can use it twice before a rest, but
only once on the same turn. INDOMITABLE
Fighter: 9th level
COMBAT SUPERIORITY You can reroll a saving throw that you fail. If you do so,
Fighter: 2nd level
you must use the new roll, and you can't use this
You learn maneuvers that are fueled by special dice feature again until you finish a long rest.
called superiority dice. See chapter 13 for the You can use this feature twice between long rests
maneuvers list. starting at 13th level and three times between long
rests starting at 17th level.
MANEUVERS KNOWN
You learn one maneuver of your choice, and you earn GREATER EXTRA ATTACK
more at higher levels, as shown in the Maneuvers
Known column of the fighter table. Many maneuvers Fighter: 11th level
enhance an attack in some way. You can use only one You can attack three times, instead of once, whenever
maneuver per attack, and you may only use each you take the Attack action on your turn.
maneuver once per turn. Additionally, when you use a bonus action to engage
Each time you learn new maneuvers, you can also in Double- or Two-Weapon Fighting, you can make two
replace one maneuver you know with a different one. attacks, instead of one.
earn more at higher levels, as shown in the Superiority You are the master of combat. Your Strength or
Dice column of the fighter table. This die changes as Dexterity score increases by 2, and your Constitution
you gain fighter levels, as shown in the Combat score increases by 2. Your maximum for those scores
Superiority column of the fighter table. A superiority increases by 2.
die is expended when you use it. Additionally, you can attack four times, instead of
You regain all of your expended superiority dice once, whenever you take the Attack action on your
when you finish a short or long rest. turn.
MANEUVER ABILITY
Your maneuver ability varies based on the type of the
maneuver you use. You use Strength, Dexterity, or
Constitution for physical maneuvers (your choice),
Intelligence, Wisdom, or Charisma for mental
maneuvers (your choice), and an ability of your choice
for general maneuvers. You use this ability whenever a
maneuver refers to your maneuver ability. Additionally,
you use this ability modifier when setting the saving
throw DC for a maneuver you use.
FIGHTER SPECIALTIES
Different fighters choose different approaches to
perfecting their fighting prowess. The fighter specialty
you choose to emulate reflects your approach. Your
specialty grants you features at 3rd, 7th, 10th, 15th,
and 18th level.
BRUTE FORCE
Assault Specialist: 3rd, 5th, 9th, 13th, and 17th level
REMARKABLE ATHLETE
Assault Specialist: 3rd level
BRUTISH DURABILITY
Assault Specialist: 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 benefits 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
Assault Specialist: 15th level
SURVIVOR
Assault Specialist: 18th level
You know how to use the sheer size of your weapon to When you score a critical hit on your turn while
strike fear in those around you. You can add your wielding a weapon with the heavy or strength
Strength modifier to any Charisma (Intimidation) check properties, you can make one weapon attack against a
you make while wielding a weapon with the heavy or creature within 5 feet of the target using your reaction.
strength properties that doesn't already include that
modifier. OVERWHELM
Heavy Weapons Specialist: 15th level
PURE PERFORMANCE
Heavy Weapons Specialist: 18th level
You can take the Guard action as a bonus action on and you aren't incapacitated, you can choose one ally
within 60 feet of you that also failed its saving throw
your turn.
against the same effect. If that creature can see or hear
RALLYING CRY you, it can reroll its saving throw and must use the new
roll.
Shield Specialist: 7th level
When you use your Second Wind feature, you can GREATER INSPIRING SURGE
choose up to three allies within 60 feet of you that can
Shield Specialist: 18th level
SIGNATURE MANEUVER
Tactical Specialist: 3rd level
RELENTLESS
Tactical Specialist: 15th level
MANEUVER MASTERY
Tactical Specialist: 18th level
PROTECTOR OR DESTROYER
An unstoppable agent of the Force, the guardian
channels the power flowing through him into his
weapons. Their skills with a lightsaber are unrivalled.
Subduing their enemies and bolstering their allies, the
guardian uses the Force to control what happens
around them.
CREATING A GUARDIAN
While creating your guardian, consider your attraction
to the Force and its most famous practitioners – the
Jedi and the Sith. Are you a member of one of the two
orders, or do you walk a different path? Are you a
soldier tapping into a latent Force-sensitivity? Were you
trained in the force from a young age, or did you
discover it as an adult? How do you treat those weaker
than you? What was your family like? Do you see the
NATURAL LEADERS Force as light and dark, or an impartial river of gray?
The guardian's command of the Force lends them a
QUICK BUILD
powerful presence. Whether through fear and
You can make a guardian quickly by following these
intimidation or respect and admiration, the guardian is
suggestions. First, make Strength your highest ability
one of the greatest generals on the battlefield. They score, followed by Constitution. Second, choose the
are a symbol of power to their followers.
Jedi or Sith background.
CLASS FEATURES
As a guardian, you gain the following class features.
Many force powers can be overpowered, consuming When you hit a creature with a melee weapon attack,
more force points to create a greater effect. You can you can expend force points to deal additional damage
overpower these abilities to a maximum level, which to the target, which is the same type as the weapon's
increases at higher levels, as shown in the Max Power damage. The additional damage is 1d8 for each point
Level column of the guardian table. spent in this way. You can't deal more additional
You may only cast force powers at 4th and 5th-level damage than the amount shown in the Focused Strikes
once. You regain the ability to do so after a long rest. column of the guardian table.
of the powers you cast. You use Wisdom for light side You adopt a particular style of fighting as your
powers, Charisma for dark side powers, and Wisdom specialty. Choose one of the fighting style options,
or Charisma for universal powers (your choice). You detailed in Chapter 6.
use this ability whenever a power refers to your
forcecasting ability. Additionally, you use this ability GUARDIAN AURA
modifier when setting the saving throw DC for a force Guardian: 3rd, 9th, 10th, 17th, and 18th level
power you cast and when making an attack roll with You gain an aura of your choice, as detailed at the end
one. of the class description. The range of your auras
increases to 15 feet at 9th level and 30 feet at 17th
Force save DC = 8 + your proficiency bonus +
CHANNEL THE FORCE You begin to focus your studies on a specific lightsaber
form, which is detailed at the end of the class
Guardian: 1st level
description.
You know how to channel the Force to create a unique
effect. You start with your choice of one from two such ABILITY SCORE IMPROVEMENT
effects: Cause Harm or Lend Aid. At 3rd level, your
Guardian Focus grants you an additional effect. When Guardian: 4th, 8th, 12th, 16th, and 19th level
you use your Channel the Force, you choose which You can increase one ability score by 2, or you can
effect to create. increase two ability scores by 1. You can't increase an
Some Channel the Force effects require saving ability score above 20 using this feature.
throws. When you use such an effect from this class,
the DC equals your universal force save DC.
You can use this feature twice. You gain an additional
use at 5th, 9th, 13th, and 17th level. You regain all
expended uses when you finish a short or long rest.
You can attack twice, instead of once, whenever you You can use your action and expend a use of your
take the Attack action on your turn. Channel the Force ability to end one force power on
yourself or on one willing creature that you touch.
FORCE PURITY
Guardian: 6th level
GUARDIAN AURAS
The Force flowing through you makes you immune to The auras are presented in alphabetical order. If
poison and disease. multiple guardians grant the same aura, affected
creatures can only benefit from it once. You must be
IMPROVED FORCE-EMPOWERED STRIKES conscious to grant the benefits of your auras.
Guardian: 11th level
AURA OF CONQUEST
You are so in tune with the Force that all your melee
Whenever a creature who is frightened of you starts its
weapon strikes carry the power of the Force with them.
turn within 5 feet of you, its gains 4 slowed levels and
Whenever you hit a creature with a melee weapon
takes psychic damage equal to half your guardian level.
attack, the creature takes an extra 1d8 damage. The
damage is the same type as the weapon's damage. AURA OF CONVICTION
You and friendly creatures within 5 feet of you have
advantage on saving throws against effects 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 first melee weapon damage rolls you
make each round equal to your Charisma modifier
(minimum of +1), as long as it doesn't already include
that modifier.
AURA OF PRESENCE
Whenever you or a friendly creature within 5 feet of
you must make a saving throw, the creature gains a
bonus to the saving throw equal to your Wisdom
modifier (minimum of +1).
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 effects 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 modifier (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
Different guardians focus on different lightsaber styles,
called Forms, as they hone their powers. Your focus
grants you features at 3rd, 7th, 15th, and 20th level.
instead choose another lightsaber form. When an attacker that you can see hits you with an
attack, you can use your reaction to halve the attack's
THE WAY OF THE YSALAMIRI damage against you.
Makashi Form: 3rd level
Wisdom or Charisma modifier (your choice) to the first You are a duelist of the highest caliber. Your Dexterity
melee weapon attack and damage rolls you make each and Wisdom or Charisma scores (your choice) increase
turn. by 2. Your maximum for those scores increases by 2.
This effect ends early if you are incapacitated or die. Additionally, you can use your action to gain the
Once you've used this feature, you can't use it again following benefits for 1 minute:
until you finish a long rest.
You have resistance to kinetic and energy damage, and
CHANNEL THE FORCE you ignore resistance to kinetic and energy damage.
Makashi Form: 3rd level
All melee attacks have disadvantage against you.
You gain the following Channel the Force option. Your melee weapon attacks inflict an additional
damage die.
MAKASHI RIPOSTE
When another creature damages you with a melee This effect ends early if
attack, you can expend a use of your Channel the Force you are incapacitated or die.
and use your reaction to attempt to deflect the attack. Once you've used this
When you do so, the damage you take from the attack feature, you can't use it
SHATTERPOINT
Makashi Form: 7th level
characteristics of your
choice:
FORM BASICS You gain the following Channel the Force option.
Niman Form: 3rd level
weapon attacks. You must use the same modifier for You can add half your Wisdom or Charisma modifier
both rolls. (your choice, minimum of one) to any saving throw you
make that doesn't already include that modifier.
REDIRECT
Niman Form: 15th level
MASTER OF MODERATION
Niman Form: 20th level
BONUS PROFICIENCIES
Shien/Djem So Form: 3rd level
FORM BASICS
Shien/Djem So Form: 3rd level
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
Shien/Djem So Form: 15th level
PRECISE REFLECTION
When you hit with an attack made by the saber reflect
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 flowing 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
Shien/Djem So Form: 20th level
CIRCLE OF SHELTER
Soresu Form: 7th level
CLASS FEATURES
As a monk, you gain the following class features.
Your practice of martial arts gives you mastery of your Wisdom or Charisma modifier (your choice)
combat styles that use unarmed strikes and monk
weapons, which are chakrams, techblades, and any Focus attack modifier = your proficiency bonus +
simple vibroweapons that don't have the two-handed your Wisdom or Charisma modifier (your choice)
property.
You gain the following benefits while you are FLURRY OF BLOWS
unarmed or wielding only monk weapons and you When you make your Martial Arts bonus action attack,
aren't wearing armor or wielding a shield: you can spend 1 focus point to make an additional
unarmed strike (no action required). At 11th level, you
Your unarmed strikes and monk weapons gain the can instead spend 2 focus points to make two
finesse property. additional unarmed strikes.
You can roll a d4 in place of the normal damage of your
PATIENT DEFENSE
unarmed strike or monk weapon. This die changes as
When you use your bonus action to Disengage, you can
you gain monk levels, as shown in the Martial Arts
spend 1 focus point to also Dodge (no action required).
column of the monk table.
At 11th level, you can instead spend 2 focus points to
You can use Dexterity instead of Strength whenever
Dodge and gain an additional reaction until the start of
you would make a Strength (Athletics) check to grapple, your next turn. You can only take one reaction per
shove, or trip a creature. turn.
When you use the Attack action with an unarmed strike
or a monk weapon on your turn, you can make one STEP OF THE WIND
unarmed strike as a bonus action. When you use your bonus action to Dash, you can
You can take the Dash and Disengage actions as a spend 1 focus point to double your jump distance for
bonus action. the turn. At 11th level, you can instead spend 2 focus
points to gain a flying speed equal to your walking
Variant: Monks with Lightweapons speed until the end of your turn, though you fall if you
end your speed in the air and nothing else is holding
If monks gain lightweapon proficiency, consider letting
them use lightweapons as monk weapons, provided
you aloft.
the lightweapon has a vibroweapon analogue that
would also count as a monk weapon. For instance, MONASTIC VOWS
chakrams count as monk weapons. If a monk gains Monk: 2nd, 7th, 13th, and 17th level
proficiency with a light ring, they could also use it as a You've sworn two vows, as detailed at the end of the
monk weapon. class description. You swear an additional vow at 7th,
13th, and 17th level.
UNARMORED DEFENSE
UNARMORED MOVEMENT
Monk: 1st level
While you are wearing no armor and not wielding a Monk: 3rd and 9th level
shield, your AC equals 10 + your Dexterity modifier + Your speed increases by 10 feet while you are not
your Wisdom or Charisma modifier (your choice). wearing armor or wielding a shield. This bonus
increases when you reach certain monk levels, as
FOCUS shown in the Unarmored Movement column of the
monk table.
Monk: 2nd and 11th level
features. You start knowing three such features: Flurry You can use your reaction to deflect a projectile when
of Blows, Patient Defense, and Step of the Wind. You you are dealt damage by a ranged weapon attack.
learn more focus features as you gain levels in this When you do so, the damage you take from the attack
class. is reduced by 1d10 + your Dexterity modifier + your
When you spend a focus point, it is unavailable until monk level.
you finish a short or long rest, at the end of which you If you reduce the damage to 0, and the damage is
draw all of your expended focus back into yourself. You kinetic, energy, or ion, you can redirect it at another
must spend at least 30 minutes of the rest meditating target if you have a weapon capable of doing so. You
to regain your focus points. can spend 1 focus point to make a ranged attack with a
You use your choice of Wisdom or Charisma for your range of 20/60 as you deflect the projectile, as part of
focus ability. You use the chosen ability modifier the same reaction. You make this attack with
whenever a feature refers to your focus ability. proficiency, regardless of your weapon proficiencies,
Additionally, you use the chosen ability modifier when and the projectile counts as a monk weapon for the
making an attack with a focus feature or setting the attack.
saving throw DC for one.
You commit yourself to one monastic order, which is Your focus sustains you so that you suffer none of the
detailed at the end of the class description. frailty of old age, and you can't be aged abnormally.
You can still die of old age, however. Additionally, when
ABILITY SCORE IMPROVEMENT you complete a short rest, you can expend a Hit Die to
Monk: 4th, 8th, 10th, 12th, 16th, and 19th level
remove 1 level of exhaustion or slowed.
You can increase one ability score by 2, or you can
increase two ability scores by 1. You can't increase an EMPTY BODY
ability score above 20 using this feature. Monk: 18th level
You can interfere with an opponent's body. When you The vows are presented in alphabetical order. If a vow
hit another creature with a melee weapon attack, you has prerequisites, you must meet them to learn it. You
can spend 1 focus point to attempt a stunning strike. can learn a vow at the same time you meet its
The target must succeed on a Constitution saving prerequisites. You can't take a vow more than once.
throw or be stunned until the end of your next turn.
VOW OF DEFLECTION
ENHANCED STRIKES You can use your reaction to divert a strike when you
are dealt damage by a melee weapon attack. When you
Monk: 6th level
do so, the damage taken by the attack is reduced by
Your unarmed strikes count as enhanced for the 1d10 + your Dexterity modifier + your monk level.
purpose of overcoming resistance and immunity to
unenhanced attacks and damage. VOW OF THE DEVOTED
You gain a limited ability to manipulate the Force. See
EVASION chapter 10 for the general rules of forcecasting and
Monk: 7th level
chapter 11 for the force powers list.
Your instinctive agility lets you dodge out of the way of Force Powers Known. You learn 2 force powers of
certain area effects. When you are subjected to an your choice. You learn an additional power at 3rd, 5th,
effect that allows you to make a Dexterity saving throw 7th, 9th, 11th, 13th, 15th, and 17th level. You may not
to take only half damage, you instead take no damage learn a force power of a level higher than your Max
if you succeed on a saving throw, and only half damage Power Level, and you may learn a force power at the
if you fail. same time you learn its prerequisite. You may only
learn universal powers in this way.
STILLNESS OF MIND Force Points. Rather than force points, powers you
Monk: 7th level
learn through this vow are cast using your focus points,
You can use your action or bonus action to end one at 1 focus point per power level. You may only cast
effect on yourself that is causing you to be charmed or universal powers in this way.
frightened. Max Power Level. Many force powers can be
overpowered, consuming more focus points to create a
PURITY OF BODY greater effect. You can overpower these abilities to a
maximum level, which increases at higher levels. Your
Monk: 13th level
You are immune to disease and poison and resistant to Max Power Level is 1st. It increases to 2nd at 7th level,
3rd at 13th level, and 4th at 17th level. You may only
poison damage.
cast force powers at 4th-level once. You regain the
DIAMOND SOUL ability to do so after a long rest.
Forcecasting Ability. You use your focus ability
Monk: 14th level
whenever a power refers to your forcecasting ability. If
Your mastery of focus grants you proficiency in all a power you cast with focus points calls for a saving
saving throws, and when you fail a saving throw, you throw, you use your focus save DC. If a power you cast
can spend 1 focus point to reroll it, taking the new roll. with focus points calls for an attack roll, you use your
focus attack modifier.
detailed in Chapter 6. Your critical hit range with unarmed strikes increases
by 1.
VOW OF THE FOCUSED
You can substitute Strength, Constitution, or VOW OF REQUITAL
Intelligence (chosen when you take this vow) for Prerequisite: 13th level
Wisdom or Charisma for your monk class features, When you take the Dodge action and an attack made
except for other vows and Monastic Tradition features. by a creature within 5 feet of you misses you before
the start of your next turn, you can use your reaction
VOW OF FORTITUDE to make one melee weapon attack with a monk
Prerequisite: 7th level
weapon or unarmed strike against that creature.
You can use your action or bonus action to end one
effect on yourself that is causing you to be blinded or VOW OF RESTORATION
deafened. When you would make an unarmed strike, you can
spend 1 focus point to instead touch a willing creature
VOW OF FREEDOM within your reach. Roll your Martial Arts die. The target
You ignore unenhanced difficult terrain, and when you gains hit points equal to the amount rolled + your
would use your action to break free of an effect that is Wisdom or Charisma modifier (your choice, minimum
grappling or restraining you, you can instead use your of +1).
bonus action.
VOW OF THE SENTRY
VOW OF INTUITION You gain proficiency in light and medium armor.
You can no longer have disadvantage on attack rolls Additionally, you can now gain the benefits of your
against creatures within 10 feet of you due to not being Martial Arts and Unarmored Movement features while
able to see them. wearing light or medium armor as long as you are not
wielding a shield.
VOW OF THE LIMBER
Prerequisite: 7th level
VOW OF SERENITY
When you make your first unarmed strike on your turn, Your maximum focus increases by an amount equal to
you can choose to spend 1 focus point. If you do so, half your Wisdom or Charisma modifier (your choice,
your reach with your unarmed strikes increases by 5 minimum of +1).
feet until the end of your turn.
VOW OF SPIRIT
VOW OF THE NEMESIS You can use your choice of Wisdom or Charisma
Prerequisite: 13th level
instead of Strength or Dexterity for the attack and
As a bonus action, you can choose one creature within damage rolls of your unarmed strikes and monk
30 feet that you can see. The creature must make a weapons. You must use the same modifier for both
Wisdom saving throw against your focus save DC. On a rolls.
successful save, the creature becomes immune to this
feature for 24 hours. On a failed save, for the next VOW OF THE VERSATILE
minute, the creature has disadvantage on attack rolls When you would make an unarmed strike as part of
against creatures other than you, and it must make an your Martial Arts bonus action attack or your Flurry of
additional Wisdom saving throw each time it attempts Blows, you can instead make a weapon attack with a
to move to a space that is more than 30 feet away from monk weapon you are wielding, using your Martial Arts
you; if it succeeds on this saving throw, this feature die in place of the weapon's damage.
doesn't restrict its movement for that turn.
This feature ends early if you attack another MONASTIC ORDERS
creature, if you target another hostile creature with a Orders of monastic pursuit are common in the locales
power or class feature, if a friendly creature damages scattered across the galaxy. Each order is based in a
the target, if a friendly creature targets it with a power specific culture and is mutually exclusive, despite
or class feature, or if you target another creature with relying on the same basic techniques. Your order
this feature. grants you features at 3rd, 6th, 11th, and 17th level.
CRIMSON SQUALL
Crimson Order: 6th, 11th, and 17th level
VIGILANT SENTINEL
Crimson Order: 11th level
voluntarily or
because of
some external
effect.
UNERRING ACCURACY
Echani Order: 17th level
FORCE-ENHANCED STRIKES
Matukai Order: 3rd level
INSTINCTIVE LEAP
Matukai Order: 6th level
ABSORB DAMAGE
Matukai Order: 11th, 13th, and 17th level
You gain a new attack option that you can use with the DARK MAGICK
Attack action. This special attack is a ranged focus Nightsister Order: 6th level
attack with a range of 30 feet. You are proficient with it, You can use your action to force each creature within
and you add your focus ability modifier to its attack 30 feet of you that can see you to make a Wisdom
and damage rolls. Its damage is necrotic, and it uses saving throw against your focus save DC or be
your Martial Arts die for its damage die. charmed or frightened (your choice) of you until the
end of your next turn.
MASTERY OF DEATH
Nightsister Order: 11th level
one.
EVADING DANGER
Operatives have a knack for getting out of trouble.
They have an instinct for self-preservation that keeps
them alive, but it's usually tempered with a need to
experience the thrills that their profession has to offer,
and many adventurous operatives are also saddled
with a sense of honor that sometimes makes them go
against their natural inclinations. No matter what their
immediate concerns may be, survival is the name of
the game.
CREATING AN OPERATIVE
While creating your operative character, consider how
you first started on your path. Maybe you were raised
on the street and fell into the criminal element as a
means of survival. You could be a simple trader who
decided to strike against the Sith Empire when it
encroached on your business. What would you say is
your greatest skill set? What is your core, the truest
OUTSIDE THE LAW essence about yourself that keeps you focused? Why
Operatives don't often start out seeking to defy would society treat you as a criminal, yet your allies
authority and break the law. Some are thrust into the hold you as a loyal companion?
profession as a means of rebellion. Others wind up on
the wrong side of the law due to bad luck, poor QUICK BUILD
decisions, or circumstances beyond their control. The You can make an operative quickly by following these
skills they pick up along the way make them great suggestions. First, make Dexterity your highest ability
members of any mission team. score, followed by Intelligence or Charisma. Second,
choose the gambler background.
CLASS FEATURES
As an operative, you have the following class features.
Choose two of your skill proficiencies, or one of skill When an attacker that you can see deals damage to
proficiencies and one of your tool proficiencies, or two you with an attack, you can use your reaction to halve
of your tool proficiencies. You gain expertise in those the attack's damage against you.
skills or tools.
At 6th level, you can choose two more of your EVASION
proficiencies (in skills or tools) to gain this benefit. Operative: 7th level
the same as the weapon's damage, and the attack You have refined your chosen skills until they approach
must use a finesse or a ranged weapon. perfection. Whenever you make an ability check that
You don't need advantage on the attack roll if lets you add your proficiency bonus, you can treat a
another enemy of the target is within 5 feet of it, that d20 roll of 9 or lower as a 10.
enemy isn't incapacitated, and you don't have
disadvantage on the attack roll. BLINDSENSE
The amount of the extra damage increases as you Operative: 14th level
gain levels in this class, as shown in the Sneak Attack If you are able to hear, you are aware of the location of
column of the operative table. any hidden or invisible creature within 10 feet of you.
CUNNING ACTION SLIPPERY MIND
Operative: 2nd level
Operative: 15th level
Your quick thinking and agility allow you to move and You have acquired greater mental strength. You gain
act quickly. You can take the Dash, Disengage, and proficiency in Wisdom saving throws.
Hide actions as a bonus action.
ELUSIVE
OPERATIVE EXPLOITS
Operative: 18th level
You choose a practice that you emulate in the exercise OPERATIVE EXPLOITS
of your operative abilities, which is detailed at the end The exploits are presented in alphabetical order. If an
of the class description. Your practice choice grants exploit has prerequisites, you must meet them to learn
you features at 3rd level and then again at 9th, 13th, it. You can learn an exploit at the same time you meet
and 17th level. its prerequisites.
ABILITY SCORE IMPROVEMENT COMMANDER'S EXPLOIT
Operative: 4th, 8th, 10th, 12th, 16th, and 19th level
You gain proficiency in medium armor.
You can increase one ability score by 2, or you can
EXPLORER'S EXPLOIT
increase two ability scores by 1. You can't increase an
You can hold your breath twice as long as you are
ability score above 20 using this feature.
normally able to, and take half as much damage from
fall damage.
until the end of its next turn and it makes the first
You can use the bonus action granted by your Cunning
Dexterity saving throw before the end of its next turn
Action to make a Dexterity (Sleight of Hand) check, use
with disadvantage.
your demolitions kit or security kit to disarm a trap or
open a lock, or take the Use an Object action. PILFER
Additionally, climbing no longer costs you extra You attempt to pick your target's pockets. The target
movement, and you gain the ability to move in flying must make a Wisdom saving throw. On a failed save,
leaps with incredible speed, precision, and power. you have advantage on the first Dexterity (Sleight of
When you move, instead of using your walking speed, Hand) check you make against the target before the
you may take two short movements by flying. Each end of your next turn.
movement is at half your speed, and you must end
each one on a solid object, a surface, or on the ground. TUMBLE
If you do not, you fall and your movement ends. If you You attempt to nimbly roll away. You immediately
Dash, your bonus movement is applied to your normal move 10 feet in a direction of your choice, and the
speed, not this movement. target must make a Dexterity saving throw. On a failed
save, this movement does not provoke opportunity
DEFT HANDS attacks from the creature.
Acquisitions Practice: 3rd level
your Sneak
AERIAL AGILITY
Attack dice
Acquisitions Practice: 13th level
to perform
Your agility in the air grants you the following benefits:
a deft hand
THIEF'S REFLEXES
Acquisitions Practice: 17th level
You can take two turns during the first round of any
combat. You take your first 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.
more at higher levels, as shown in the Force Powers your forcecasting ability modifier
Known column of the Beguiler Practice Forcecasting
table. You may not learn a force power of a level higher
than your Max Power Level, and you may learn a force
power at the same time you learn its prerequisite.
FORCE POINTS
You have a number of force points equal to your
operative level, as shown in the Force Points column of
the Beguiler Practice Forcecasting table, + your
Wisdom or Charisma modifier (your choice). You use
these force points to cast force powers. You regain all
expended force points when you finish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming
more force points to create a greater effect. You can
overpower these abilities to a maximum level, which
increases at higher levels, as shown in the Max
Charisma modifier (minimum of one). Each target must Level Known Points Level
succeed on a Wisdom saving throw (DC = 8 + your 3rd 4 3 1st
proficiency bonus + your Charisma modifier) or be 4th 6 4 1st
charmed by you. While charmed in this way, the target
idolizes you, speaking glowingly of you to anyone who 5th 7 5 1st
talks to it. Additionally, it hinders anyone who opposes 6th 8 6 1st
you, although it avoids violence unless it was already
7th 10 7 2nd
inclined to fight on your behalf. This effect ends on a
target after 1 hour, if it takes any damage, if you attack 8th 11 8 2nd
it, or if it witnesses you attacking or damaging any of its 9th 12 9 2nd
allies. If a target succeeds on this saving throw, the
10th 13 10 2nd
target has no hint you tried to charm it.
Once you've used this feature, you must complete a 11th 14 11 2nd
long rest before you can use it again. 12th 15 12 2nd
MESMERIZING PRESENCE 13th 17 13 3rd
Beguiler Practice: 9th level
14th 18 14 3rd
You have advantage on attack rolls against creatures 15th 19 15 3rd
charmed by you.
16th 20 16 3rd
ENTHRALLING VIGOR 17th 22 17 4th
Beguiler Practice: 13th level
18th 23 18 4th
Whenever a creature fails a Wisdom or Charisma
19th 24 19 4th
saving throw against a force power or class feature you
use, you can gain temporary hit points equal to half 20th 25 20 4th
your operative level + your Charisma modifier
(minimum of +1).
You can use this feature five times. You gain an
additional use at 17th level. You regain all expended
uses when you finish a short or long rest.
Once you've used this feature, you must complete a
DISTRACTING COUNTENANCE short or long rest before you can use it again.
Beguiler Practice: 17th level
turn.
GUNSLINGER PRACTICE
Those operatives who choose the Gunslinger Practice RICOCHET SHOT
are the masters of the trick shot. The Gunslinger and Gunslinger Practice: 13th level
his blaster are the perfect team, utilizing knowledge of You learn how to work all the angles. Once per turn,
their enemies' vulnerabilities to take advantage of when you take the Attack action and miss with a
every opportunity. ranged weapon attack, you can repeat the attack
against a different target within 10 feet of the original
DIVE FOR COVER
target (no action required).
Gunslinger Practice: 3rd, 5th, 9th, 13th, and 17th level
You learn to quickly move into cover when under fire. QUICKDRAW
Once per round, when you are the target of a ranged Gunslinger Practice: 17th level
attack, or you are subjected to an effect that allows you You learn to perform miracles with just a blaster and
to make a Dexterity saving throw, and there is cover some nerve. On your first turn in combat, if you aren't
within 10 feet of you, you can move up to 10 feet (no surprised, you can use your action to attack creatures
action required). You must end this movement in that have not yet acted. Choose up to six such
cover. creatures that you can see, making a ranged weapon
You can use this feature twice. You gain an additional attack against each. On a hit, you deal normal weapon
use at 5th, 9th, 13th, and 17th level. You regain all damage and can apply a single trick shot to each attack
expended uses when you complete a long rest. made this way.
TRICK SHOOTER Once you've used this feature, you must
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, it
gains 1 slowed level and it has disadvantage on
Dexterity saving throws until the end of its next turn.
SPINNING FLOURISH
Gunslinger Practice: 9th level
You don't need advantage on your attack roll to use DISARMING SHOT
You attempt to disarm a creature with your attack. The
your Sneak Attack if your target is greater than 30 feet
target must succeed on a Strength saving throw or be
from you and no enemies are within 5 feet of you.
forced to drop one item of your choice that it's holding.
Additionally, standing up from prone now only costs 5
The object lands at its feet.
feet of movement.
Additionally, you gain proficiency with two martial PENETRATING SHOT
blasters of your choice. You attempt to damage another target with the same
attack. Choose a second target within 15 feet of and
PLACED SHOTS directly behind your initial target. If the original attack
Sharpshooter Practice: 3rd level
roll would hit the second target, it takes two dice worth
You perfect the art of placing distant shots for of Sneak Attack damage.
maximum effectiveness in debilitating and controlling The damage is of the same type dealt by the original
your enemies. When you deal Sneak Attack damage to attack.
a creature, you may choose to forgo two of your Sneak
Attack dice to make the attack a placed shot. SUPPRESSIVE SHOT
You attempt to pin the target to its location. The target
must succeed on a Wisdom saving throw or be
frightened of you until the end of its next turn.
HEAD SHOT
Sharpshooter Practice: 9th level
DISTRACTING SHOT
Sharpshooter Practice: 13th level
DOUBLE TAP
Sharpshooter Practice: 17th level
CREATING A SCHOLAR
As you create a scholar, it's important to think of where
CLASS FEATURES
As a scholar, you gain the following class features.
You learn maneuvers that are fueled by special dice As you adventure, your studies have helped you
called superiority dice. See chapter 13 for the discover new practices you can apply to your skills. You
maneuvers list. master two discoveries of your choice. Your discovery
options are detailed at the end of the class description.
MANEUVERS KNOWN When you gain certain scholar levels, you gain
You learn one maneuver of your choice, and you earn additional discoveries of your choice, as shown in the
more at higher levels, as shown in the Maneuvers Discoveries column of the scholar table.
Known column of the scholar table. Many maneuvers Additionally, when you gain a level in this class, you
enhance an attack in some way. You can use only one can choose one of the discoveries you know and
maneuver per attack, and you may only use each replace it with another discovery that you could learn
maneuver once per turn. at that level.
Each time you learn new maneuvers, you can also
replace one maneuver you know with a different one. SAGE ADVICE
SUPERIORITY DICE Scholar: 2nd and 13th level
You have three superiority dice, which are d4s, and you You can spend 1 minute spreading your knowledge
earn more at higher levels, as shown in the Superiority and experience, advising those around you. When you
Dice column of the scholar table. This die changes as do so, choose a skill or tool you are proficient with and
you gain scholar levels, as shown in the Academic a number of friendly creatures up to your Intelligence
Superiority column of the scholar table. A superiority modifier within 30 feet of you who can hear you and
die is expended when you use it. who can understand you. Once within the next hour,
You regain all of your expended superiority dice the next time each creature would make an ability
when you finish a short or long rest. check with the chosen skill or tool, they may add their
proficiency bonus to the roll if they are not already
MANEUVER ABILITY proficient. A creature may only benefit from this
Your maneuver ability varies based on the type of the feature once. If a creature is targeted by this feature
maneuver you use. You use Strength, Dexterity, or again before using it, they can choose to retain the first
Constitution for physical maneuvers (your choice), benefit or replace it with the new skill or tool instead.
Intelligence, Wisdom, or Charisma for mental Once you've used this feature, you can't use it again
maneuvers (your choice), and an ability of your choice until you finish a long rest. Starting at 13th level, you
for general maneuvers. You use this ability whenever a regain the ability to use it after you complete a short or
maneuver refers to your maneuver ability. Additionally, long rest.
you use this ability modifier when setting the saving
throw DC for a maneuver you use. EXPERTISE
Scholar: 3rd and 10th level
60 feet of you. For the next minute, or until you analyze You dedicate your studies towards a pursuit, which is
another target, you gain the following benefits: detailed at the end of the class description.
When you analyze a hostile creature, your attack and ABILITY SCORE IMPROVEMENT
damage rolls made with weapons with the finesse
property or blaster weapons against that target may
Scholar: 4th, 8th, 12th, 16th, and 19th level
When you make a saving throw caused by an effect you You are able to effectively prepare for any mission on
can see, you may gain a bonus to the saving throw hand. At the end of a long rest, you may choose one of
equal to your Intelligence modifier. the discoveries you know and replace it with another
You can use this feature five times. You gain an discovery that you could learn at that level.
additional use at 17th level. You regain all expended
uses when you complete a long rest. KNOWLEDGE UNBOUND
Scholar: 20th level
DISCOVERIES
The discoveries are presented in alphabetical order. If
a discovery has prerequisites, you must meet them to
learn it. You can learn the discovery at the same time
you meet its prerequisites.
ACADEMIC MEMORY
You can recall anything you have read in the past
month that you understand. This includes but is not
limited to books, maps, signs, and lists.
ADAPTIVE
Prerequisite: 15th level
When you use your Sage Advice feature, the targeted TARGETED ANALYSIS
creatures retain the benefit from your instruction for Prerequisite: 5th level
the full duration. Your attack rolls against the target of your Critical
Analysis feature cannot suffer from disadvantage.
MALLEABLE MANEUVERING
You learn two additional maneuvers. When you TECH AMATEUR
complete a short rest, you can replace one of these You learn and can cast one 1st-level tech power once
maneuvers with another one. When you complete a per long rest. Your techcasting ability is Intelligence.
long rest, you can replace both of these maneuvers You require use of a wristpad for this power.
with other ones. You can select this discovery multiple times. Each
time you do so, you must choose a different power.
MASTER'S ADVICE
Prerequisite: 11th level, Expert's Advice
UNIVERSAL LANGUAGE
When you use your Sage Advice feature, the first time You can communicate simple ideas with any creature
each targeted creature makes the chosen skill check, with an Intelligence score of 6 or higher through basic
they gain an additional bonus to the roll equal to your expressions and gestures.
Critical Analysis ability modifier.
MENTAL PROWESS
ACADEMIC PURSUITS
When you make a Strength (Athletics) or Dexterity Your pursuit is a representation of which fields you
(Acrobatics) check to grapple a creature or break out of have studied or how you practically apply your
a grapple, net, and other restraining equipment, you knowledge. Your pursuit grants you features at 3rd,
can use your Critical Analysis ability modifier instead of 6th, 9th, and 17th level.
Strength or Dexterity.
MODERATELY ARMORED
Prerequisite: 5th level
RANCOR'S DISCIPLINE
You can substitute Wisdom or Charisma (chosen when
you study this discipline) for Intelligence for your
scholar class features, except for other discoveries and
Academic Pursuit features.
RELIABLE SOURCES
Prerequisite: 9th level
You gain proficiency with your choice of gaming set ACE UP YOUR SLEEVE
and your choice of the Insight, Deception, Persuasion, Whenever you make a Dexterity (Sleight of Hand) or
or Sleight of Hand skills. Additionally, you can't have Charisma (Deception) check, you can expend a
disadvantage on checks you make with them. superiority die, adding the result to your total for the
check.
RISK VERSUS REWARD
AGAINST THE HOUSE
Gambler Pursuit: 3rd, 9th, 13th, and 17th level
Whenever you would make a Charisma (Persuasion)
When you make your first attack on your turn against check involving haggling, you can instead challenge the
the target of your Critical Analysis feature, you can target to a game of chance. If they accept your offer,
decide to gamble by rolling a d6. On a roll of 4 or you can make an ability check with an available gaming
higher, you have advantage on attack rolls against that set. If you win the challenge, you automatically succeed
creature until the start of your next turn. On a roll of 3 on the Charisma (Persuasion) check.
or lower, that creature instead has advantage on attack
rolls against you until the start of your next turn. ANTE UP
This die increases to d8 at 9th level, d10 at 13th level, When you roll initiative, are not surprised, and end up
and d12 at 17th level. first in the initiative order, you can take one additional
action on top of your regular action and a possible
LUCKY NUMBER 7 bonus action during your first turn in combat.
Gambler Pursuit: 6th level
CALCULATED BLUFF
Whenever you roll a 7 on an attack roll against the When you make an ability check using Charisma, you
target of your Critical Analysis feature, the attack can choose to instead make the check using your
automatically hits and you regain an expended Intelligence or Wisdom modifier (your choice).
superiority die.
When attacking with advantage or disadvantage, this COLD READ
effect applies if either roll is a 7. If both rolls are a 7, Prerequisite: 5th level
the attack is a critical hit. As an action, you may make a Wisdom (Insight) check
contested by a target's Charisma (Deception) check. On
TELL ME THE ODDS a success, you know the next action the target intends
Gambler Pursuit: 9th, 13th, and 17th level
to take, so long as the situation does not change
If the target of your Critical Analysis hits you with a dramatically.
weapon attack roll, you can use your reaction to roll a
d8. On a 4 or higher, you impose disadvantage on the FEELING THE PRESSURE
roll. If the target already had disadvantage, they must Prerequisite: 13th level
instead reroll one of the dice once (your choice). Whenever you roll a 4 or higher on your Risk Versus
This die increases to d10 at 13th level and d12 at Reward feature, the target of your Critical Analysis
17th level. feature also has disadvantage on attack rolls made
against you until the start of your next turn.
BORROWED LUCK TAKE A CHANCE
Gambler Pursuit: 17th level
Prerequisite: 9th level
You have gained the ability to unnaturally alter luck in Before making an attack roll, you can expend a
your favor. Once per round, after an attack roll, saving superiority die. On a miss, you lose that superiority die
throw, or ability check is rolled by you or a creature and do not benefit from it in any way. On a hit, you can
that you can see, you can replace the number on the choose two other maneuvers that you know, and
d20 with a 7. Note the number on the d20 of the roll subject the target to both maneuvers, without
that you replaced. That number becomes your expending additional superiority dice.
borrowed luck roll.
While you have a borrowed luck roll, you can expend THE MAGIC NUMBER
it and replace any ability check, attack roll, or saving Prerequisite: 7th level
throw made by you or a creature that you can see with Whenever you roll a 7 on an ability check or saving
the value of the borrowed luck roll. You can only have throw, you can reroll the ability check or saving throw
one borrowed luck roll at a time, and you lose any with advantage.
MEDICAL PRACTITIONER
Physician Pursuit: 3rd level
REMOTE HEALER
Physician Pursuit: 3rd level
FIELD SURGEON
Physician Pursuit: 6th and 11th level
RESUSCITATE
Physician Pursuit: 9th level
PANACEA
Physician Pursuit: 17th level
The range of your Remote Healer feature increases to The creature's legs become swollen. The creature gains
3
1 slowed level.
60 feet.
4 The creature becomes one size larger or smaller.
EXPERIMENTAL TREATMENTS
The skin at their joints turns into a wooden material,
Your medication and treatments are known to be 5
giving them a bonus of +2 to AC.
untested and unstable. Immediately after you use a
maneuver that causes a creature to regain hit points or The creature's body starts producing powerful stomach
gain temporary hit points, you can choose to roll on acid in high amounts. The creature can use an action to
the Side Effects table to the right. The condition or spew stomach acid in a 15 feet cone. The DC for this
effect lasts until the creature completes a long rest, or saving throw equals 8 + your proficiency bonus + your
6
you use this feature again. Constitution modifier. A creature takes 2d6 acid damage
You can use this feature twice. You gain an additional on a failed save, and half as much damage on a
use at 5th, 9th, 13th, and 17th level. You regain all successful one. The damage increases to 3d6 at 5th
level, 4d6 at 11th level, and 5d6 at 17th level.
expended uses when you finish a short or long rest.
The creature becomes mute and has uncontrollable gas.
FROM THE BRINK 7 They have disadvantage on Dexterity (Stealth) checks
Prerequisite: 7th level
that rely on smell.
If the target of your Critical Analysis feature would be
The creature's eyes glows bright red. The creature also
reduced to 0 hp, you may use your reaction and end
8 gains darkvision, but if they already have darkvision
your Critical Analysis feature to have them be reduced
they get a light headache instead.
to 1 hp instead. Once a creature has benefited from
this feature, they must complete a long rest before The creature gains advantage on perception checks
they can do so again. 9 based on hearing, but everything seems uncomfortably
loud to them. They gain vulnerability to sonic damage.
HEALTH ADVISOR The treatment slows down their brain function,
Whenever a creature that is a target of your Critical 10
reducing their Intelligence by 4.
Analysis feature begins their turn, you can use your
reaction to give them temporary hit points equal to The creature's skin turns dark purple. If they are already
11
one-fourth your scholar level + your proficiency bonus, purple, they turn bright pink instead.
as shown in the scholar table, which last until the start The creature becomes covered in sickly, green pustules.
of their next turn. 12 When the creature is hit by a melee attack, the attacker
takes 1d4 poison damage.
PATIENT PROTECTOR
The creature's skin starts to seriously bloat up from
Prerequisite: 5th level
into doing their bidding or allow them and their allies Humanoids within 60 feet are particularly susceptible
to carry out their business without impediment. They to your presence. Humanoids within range have
also understand the importance of self-preservation disadvantage on saving throws against any charm or
for a political figure. fear effects that originate from you.
within range that can hear and understand you. As a bonus action, you can call out to a humanoid who
Creatures that can't be charmed are immune to this can understand you that is charmed by you or
effect. The suggestion must be worded in such a frightened of you to direct their next action. The target
manner as to make the course of action sound
must succeed a Wisdom saving throw against your
reasonable. Asking the creature to stab itself, throw maneuver save DC. On a failed save, until the end of
itself onto a spear, immolate itself, or do some other your next turn, the creature takes only the actions you
obviously harmful act ends the effect.
choose, and doesn't do anything that you don't allow it
The target must make a Wisdom saving throw to do.
against your maneuver save DC. On a failed save, the During this time you can use your reaction to force
target is charmed by you, and it pursues the course of the creature to use its reaction.
action you described to the best of its ability. The
Once you've used this feature, you must complete a
suggested course of action can continue for up to 24
short or long rest before you can use it again.
hours. If the suggested activity can be completed in a
shorter time, the effect ends when the subject finishes INFLUENCER
what it was asked to do. Prerequisite: 5th level
You can also specify conditions that will trigger a The range on the your Motivating Diplomat feature is
special activity during the duration. For example, you increased to 15 feet.
might suggest that an officer givers her gun to the first
smuggler she meets. If the condition isn't met before RELIABLE WORDS
the effect ends, the activity isn't performed. Prerequisite: 9th level
If you or any of your companions damage the target, When you make a Deception, Intimidation, or
the effect ends. Persuasion skill check, you may treat any roll 9 or lower
You can use this feature three times. You gain an as if you had rolled a 10.
additional use at 9th, 13th, and 17th level. You regain
SOCIAL OPPORTUNIST
all expended uses when you finish a long rest.
You can add half your proficiency bonus to any
REASSEMBLE Charisma check you make that doesn't already include
your proficiency bonus.
Politician Pursuit: 9th level
You may use to a bonus action to call your allies TYRANT'S FEROCITY
towards you. When you do so, choose a number of You have advantage on any attack against a creature
creatures that you can see within 60 feet of you equal that is charmed by you or frightened of you.
to your Critical Analysis ability modifier (minimum of
one). They can use their reaction to immediately move
a number of feet equal to their speed. This movement
does not provoke opportunity attacks, and they must
end this movement closer to you than they started.
Once you've used this feature, you must complete a
short or long rest before you can use it again.
deftly eliminate their foes through clever positioning, You can use your action to initiate an all-out attack.
and fierce, timely attacks. Choose a number of allies up to your Critical Analysis
ability modifier within 60 feet who can see or hear you.
BATTLE DISPLAY The chosen allies may then immediately use their
reaction to make one weapon attack against a target of
Tactician Pursuit: 3rd level
your choice. You may choose the target for each attack
You gain proficiency in martial blasters and martial
separately.
vibroweapons.
Once you use this feature, you cannot use it again
TACTICAL MASTERY until you finish a short or long rest.
Tactician Pursuit: 3rd level
TACTICIAN DISCOVERIES
You learn to better command your allies to victory
When you select this pursuit, you gain access to new
from afar. Your Critical Analysis range is increased to
discoveries which reflect your mastery in the field of
90 feet.
combat. Whenever you learn a new discovery, you can
FIRE AS ONE choose from any of the following as well. The
discoveries are listed in alphabetical order.
Tactician Pursuit: 6th level
You can focus your target down with the help with an COMMANDER'S ARMOR
ally. Once per round, whenever the creature that is the Prerequisite: 5th level
target of your Critical Analysis feature is attacked by You gain proficiency in medium armor. If you are
someone other than you, you can use your reaction to already proficient in medium armor, you instead gain
make one weapon attack against them. proficiency in heavy armor.
TACTICAL RETREAT
When you take the Dash action, opportunity attacks
made against you are made at disadvantage.
UNBOUND COMMANDER
Prerequisite: 12th level
armor.
Glancing at his wristpad, a sullustan looks through
the eyes of his tracker droid. Transmitting instructions,
he sends his droid to distract the houk he's been
tracking while he readies his sniper rifle for the shot.
Scouts are the first on the trail and the last to lose it,
tracking their quarry for miles unimpeded. They are
adaptable, wielding both tech powers and their
weaponry to overcome their foes.
DEADLY HUNTERS
Warriors in their own right, scouts specialize in tracking
and hunting the monsters that threaten civilization—
humanoid raiders, rampaging beasts and
monstrosities, terrible Force-wielders, and renegade
droids. They learn to track their quarry as a predator
does, moving stealthily through any terrain and hiding
themselves in brush and rubble. Scouts focus their
combat training on techniques that are particularly
useful against their specific favored foes.
Scouts acquire the ability to cast tech powers
CLASS FEATURES
As a scout, you gain the following class features.
Once per turn, when you hit the target with a weapon TECHCASTING ABILITY
attack, you can deal 1d4 additional damage to it of the Intelligence is your techcasting ability for your tech
same type as the weapon's damage. This die changes powers. You use your Intelligence whenever a power
as you gain scout levels, as shown in the Ranger's refers to your techcasting ability. Additionally, you use
Quarry column of the scout table. your Intelligence modifier when setting the saving
You have advantage on any Wisdom (Perception) or throw DC for a tech power you cast and when making
Wisdom (Survival) check you make to find it while it's an attack roll with one.
on the same planet as you.
Tech save DC = 8 + your proficiency bonus +
You can only have one creature marked in this way your Intelligence modifier
at a time. Beginning at 5th level, you can use your
reaction to mark a creature when it enters your line of Tech attack modifier = your proficiency bonus +
Even when you are engaged in another activity while You've developed one routine, as detailed at the end of
traveling (such as foraging, navigating, or tracking), you the class description. You develop an additional
remain alert to danger. routine at 7th and 15th level.
If you are traveling alone, you can move stealthily at a At 9th level, the range of your routines increases to
normal pace. 15 feet, and at 17th level, the range of these routines
When you forage, you find twice as much food. increases to 30 feet
You have advantage on Survival checks.
SCOUT TECHNIQUE
TECHCASTING Scout: 3rd, 7th, 11th, and 15th level
TECH POWERS KNOWN You can increase one ability score by 2, or you can
You learn 4 tech powers of your choice, and you learn increase two ability scores by 1. You can't increase an
more at higher levels, as shown in the Tech Powers ability score above 20 using this feature.
Known column of the scout table. You may not learn a
tech power of a level higher than your Max Power EXTRA ATTACK
Level.
Scout: 5th level
TECH POINTS You can attack twice, instead of once, whenever you
You have a number of tech points equal to your scout take the Attack action on your turn.
level, as shown in the Tech Points column of the scout
table, + your Intelligence modifier. You use these tech EXPERTISE
points to cast tech powers. You regain all expended Scout: 6th and 14th level
tech points when you finish a short or long rest. Choose two of your skill proficiencies, or one of skill
proficiencies and one of your tool proficiencies, or two
MAX POWER LEVEL of your tool proficiencies. You gain expertise in those
Many tech powers can be overcharged, consuming skills or tools.
PROJECTED MAELSTROM
You gain proficiency in heavy armor.
You create an unstable energy maelstrom in a 5-foot
PERSONAL BARRIER cube at a point you can see within 30 feet that lasts
until the start of your next turn. A creature takes 4d4
Bulwark Technique: 3rd level
energy damage when it enters the area for the first
You gain access to a powerful personal barrier. time on a turn or starts its turn there. You can maintain
Whenever you complete a short or long rest, you the barrier by spending an additional barrier hit point
create a barrier on yourself that lasts until you finish a at the start of each of your turns (no action required).
short or long rest. That barrier has hit points equal to This feature's damage increases by 1d4 when you
twice your scout level + your Intelligence modifier. Your reach 11th level (5d4) and 17th level (6d4).
barrier can never have hit points greater than twice
your scout level + your Intelligence modifier. PROJECTED WAVE
Whenever you take damage, the barrier takes the You create a wave of barrier energy in a 15-foot cone.
damage instead. If this damage reduces the barrier to Each creature within the cone must make a Dexterity
0 hit points, you take any remaining damage. saving throw. On a failed save, a creature takes 2d6
While the barrier has 0 hit points, it can't absorb energy damage and is pushed back to the edge of the
damage, but its power remains. Whenever you cast a cone. On a success, they take half damage and
tech power of 1st level or higher, your barrier regains aren't pushed.
hit points equal to the number of tech points spent. This feature's damage increases by 1d6
Additionally, for as long as your barrier has hit when you reach 11th level (3d6) and 17th
Hostile creatures that hit you with melee attacks take make a saving throw and you succeed,
energy damage equal to your Intelligence modifier your personal barrier regains hit points
modifier.
MARK OF THE BULWARK
Bulwark Technique: 3rd level
ADAPTIVE BARRIER
When the target of your Ranger's Quarry feature Bulwark Technique: 15th level
makes a melee attack against a friendly creature within When your personal barrier takes
5 feet of you, you can use your reaction to force the damage, you can have it gain
attack to target you instead. If the attack hits, and your resistance to subsequent
Personal Barrier has hit points, the attacking creature damage of that type until
takes bonus damage equal to your Ranger's Quarry the start of your next turn
create new effects. As an action, you can spend three which type it gains
of your barrier's hit points to create a unique effect. resistance to. Your
You have three such effects: Projected Sphere, barrier can only have
use your Projected Barrier, you choose which effect to type of damage at a time.
create.
Some Projected Barrier Effects require saving
throws. When you use such an effect from this class,
the DC equals your tech save DC.
If your barrier's hit points are reduced to 0, any
Projected Barrier features immediately end.
of the Hunter Technique learn specialized fighting When you use your Ranger's Quarry feature, the first
techniques for use against the most dire threats, from time you make a tech or weapon attack against the
an onslaught of soldiers to towering walkers. target of your Ranger's Quarry each turn, roll your
Ranger's Quarry die and add it to the roll.
HUNTER'S PREY
Hunter Technique: 3rd level
DEFENSIVE TACTICS
You gain one of the following features of your choice. Hunter Technique: 7th level
COLOSSUS SLAYER You gain one of the following 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
BONUS PROFICIENCIES
Slayer Technique: 3rd level
SLAYER'S PRIDE
Slayer Technique: 3rd level
SUPERNATURAL DEFENSE
Slayer Technique: 7th level
NEMESIS
Slayer Technique: 11th level
SLAYER'S COUNTER
Slayer Technique: 15th level
normal effects.
violence of battle. Followers of the Stalker Technique Whenever a creature attacks you and does not have
hone their abilities to track others utilizing a variety of advantage, you can use your reaction to impose
techniques: camouflage, infiltration, surveillance, and disadvantage on the creature's attack roll against you.
target acquisition. You can use this feature before or after the attack roll
ACCOMPLISHED AMBUSHER is made, but it must be used before the outcome of the
roll is determined.
Stalker Technique: 3rd level
CONCEALMENT
Stalker Technique: 7th, 9th, 13th, and 17th level
STALKER'S FLURRY
Stalker Technique: 11th level
CREATING A SENTINEL
While creating your sentinel, consider your personal
philosophy in regards to the Force and its most famous
practitioners – the Jedi and the Sith. Are you a member
of one of the two orders, or do you walk a different
path? Are you an operative tapping into a latent Force-
sensitivity? Were you trained in the force from a young
SOLITARY ACTION age, or did you discover it as an adult? How do you
Sentinels are notoriously independent, most treat those weaker than you? What was your family
comfortable acting alone and without backup; where like? Do you see the Force as light and dark, or an
some use a team to make up for their weaknesses, the impartial river of gray?
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.
cast force powers. You regain all expended force points You adopt ideals that exemplify your bond with the
when you finish a long rest. Force. You adopt two ideals of your choice, as detailed
at the end of the class description. You adopt an
MAX POWER LEVEL additional ideal at 6th and 11th level.
Many force powers can be overpowered, consuming You can manifest your ideals a combined total of
more force points to create a greater effect. You can twice. You gain an additional use at 9th and 17th level.
overpower these abilities to a maximum level, which You regain all expended uses when you finish a long
increases at higher levels, as shown in the Max Power rest.
Level column of the sentinel table.
You may only cast force powers at 5th, 6th, and 7th- SENTINEL CALLING
level once. You regain the ability to do so after a long
Sentinel: 3rd, 7th, 13th, and 18th level
rest.
You choose a sentinel calling, which is detailed at the
FORCECASTING ABILITY end of the class description.
Your forcecasting ability varies based on the alignment
of the powers you cast. You use Wisdom for light side ABILITY SCORE IMPROVEMENT
powers, Charisma for dark side powers, and Wisdom Sentinel: 4th, 8th, 12th, 16th, and 19th level
or Charisma for universal powers (your choice). You You can increase one ability score by 2, or you can
use this ability whenever a power refers to your increase two ability scores by 1. You can't increase an
forcecasting ability. Additionally, you use this ability ability score above 20 using this feature.
modifier when setting the saving throw DC for a force
power you cast and when making an attack roll with EXTRA ATTACK
one. Sentinel: 5th level
BATTLE READINESS
your forcecasting ability modifier Sentinel: 10th level
FORCE-EMPOWERED SELF When you are subjected to an effect that forces you to
make a saving throw, you can spend 2 force points to
Sentinel: 2nd level
add your Wisdom or Charisma modifier (your choice,
Your training allows you to harness the mystical energy minimum of one) to the saving throw if doesn't already
of the Force throughout your body. You learn three include that modifier. If you do so, you instead take no
effects: Deflection, Double Strike, and Slow Time. Each damage if you succeed on the saving throw, and only
effect costs 1 point and uses a d4, which changes as half damage if you fail. You can wait until after you roll
you gain sentinel levels, as shown in the Kinetic the d20 to use this feature, but you must decide before
Combat column of the sentinel table. You can only use the GM says it succeeds or fails.
each effect once per round.
Aggression charge their weapon with lightning, You've learned to move with speed and precision,
culminating in a massive discharge that can ravage discharging your lightning in a massive burst. When
their opponents. you move at least half your speed before casting
lightning charge, you make the attack roll with
VOLTAIC SLASH
advantage. Additionally, on a hit, the lightning can leap
Path of Aggression: 3rd level
a second time, to a third creature within range or back
Starting when you choose this calling at 3rd level, you to the first creature.
learn the lightning charge force power, which does not
count against your total powers known. Additionally, LIVING CURRENT
you can use Wisdom or Charisma as your forcecasting Path of Aggression: 13th level
ability for it, and when you deal lightning damage with You've learned to channel the damage done to you to
the lightning charge force power, you deal additional enhance your strikes. The first time you deal damage
lightning damage equal to half your Wisdom or on your turn, if you took damage since the start of your
Charisma modifier (your choice, minimum of one) if it last turn, you can deal additional lightning damage
doesn't already include that modifier. equal to your Kinetic Combat die + half the amount of
damage taken.
THUNDEROUS MOMENTUM
You can use this feature five times. You gain an
Path of Aggression: 3rd level
additional use at 17th level. You regain all expended
Your stride becomes nigh unbreakable. You are uses when you finish a short or long rest.
immune to the shocked condition, and each slowed
level only reduces your speed by 5 feet, unless it would RETALIATORY STRIKE
reduce your speed to 0.
Path of Aggression: 18th level
FOCUSED BURST
Path of Focus: 3rd level
You learn the burst force power, which does not count
against your total powers known. Additionally, you can
use The Double Strike Force-Empowered Self options
when you cast it as your action. If more than one
creature would be affected, only one creature takes
the additional damage. Finally, you add your Wisdom
or Charisma modifier (your choice, minimum of +1) to
damage rolls with it, and creatures that succeed on
their saving throw take half damage, instead of none.
BLADE DANCE
Path of Focus: 3rd level
BLADE STORM
Path of Focus: 7th level
FOCUSED FLOW
Path of Focus: 13th level
MASTER STRIKE
Path of Focus: 18th level
DEAD SILENCE
Path of Shadows: 3rd level
CLOAK OF SHADOWS
Path of Shadows: 3rd level
SHADOW STRIKE
Path of Shadows: 7th level
SHADOW STEP
Path of Shadows: 13th level
turn.
SHADOW'S WRATH
Path of Shadows: 18th level
CHARACTER DETAILS
Your character's name and physical description might OTHER PHYSICAL CHARACTERISTICS
be the first things that the other players at the table You choose your character's age and the color of his or
learn about you. It's worth thinking about how these her hair, eyes, and skin. To add a touch of
characteristics reflect the character you have in mind. distinctiveness, you might want to give your character
an unusual or memorable physical characteristic, such
NAME as a scar, a limp, or a tattoo.
Your character's species description includes sample
names for members of that species. Put some thought ALIGNMENT
into your name even if you're just picking one from a A typical creature in the galaxy has an alignment, which
list. broadly describes its moral and personal attitudes.
Alignment is a combination of two factors: one
SEX identifies morality, and is typically defined in terms of
You can play a male or female character without the Force: (light, dark, or balanced), and the other
gaining any special benefits or hindrances. Think about describes attitudes toward society and order (lawful,
how your character does or does not conform to the chaotic, or neutral). Thus, nine distinct alignments
broader culture's expectations of sex, gender, and define the possible combinations.
sexual behavior. These brief summaries describe the typical behavior
You don't need to be confined to binary notions of of a creature with that alignment. Individuals might
sex and gender. Some species believe in vary significantly from that typical behavior, and few
companionship that doesn't take into account gender. people are perfectly and consistently faithful to the
You could also play a female character who presents precepts of their alignment.
herself as a man or a man who feels trapped in a You can pick your alignment or roll to determine it
female body. Likewise, your character's sexual randomly. Roll separately for Morality and Society.
orientation is for you to decide.
d6 Morality
HEIGHT AND WEIGHT 1-2 Light: Usually the needs of others outweigh my own, (...)
You can decide your character's height and weight, 3-4 Dark: Usually my needs outweigh others', (...)
using the information provided in your species
Balanced: Usually circumstances dictate whose needs
description. Think about what your character's ability 5-6
are more important, (...)
scores might say about his or her height and weight. A
weak but agile character might be thin. A strong and
Durable character might be tall or heavy. d6 Society
You can also roll randomly for your character's 1-2 Lawful: (...) but the means are as important as the end.
height and weight using that species's Physical 3-4 Chaotic: (...) but the ends justify the means.
Characteristics table, as shown above. The first dice roll
given in the second column determines the character's Neutral: (...) but either the ends or the means may be
5-6
more important, depending.
extra height (in inches) beyond the base height. That
same number multiplied by the second dice roll or
quantity given in the second column determines the ALIGNMENT IN THE GALAXY
character's extra weight (in pounds) beyond the base For many thinking creatures, alignment is a moral
weight. choice. Humans and ugnaughts can choose whether to
For example, as a human, Obi-Wan has a height of 4 follow the paths of darkness or light, of law or chaos.
feet 8 inches plus 2d10 inches. We roll 2d10 and gets a Lanniks tend to follow the light side, while sith
total of 12, so Obi-Wan stands 5 feet 8 inches tall. Then purebloods tend toward the dark. Chiss are lawful,
we use that same roll of 12 and multiplies it by 2d4 while aqualish are often chaotic.
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, Insight, Charity. I steal from the wealthy so that I can help
3
Persuasion, and Stealth people in need. (Light)
Tool Proficiencies: Your choice of demolitions kit, security Greed. I will do whatever it takes to become wealthy.
4
kit, or slicer's kit (Dark)
Languages: One of your choice People. I'm loyal to my friends, not to any ideals, and
Equipment: A set of clothes appropriate to your duties, a 5
everyone else can jog on for all I care. (Neutral)
set of binders, and a pouch containing 200 cr
6 Redemption. There's a spark of good in everyone. (Light)
FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment d6 Bond
of society that your chosen quarries move through. I'm trying to pay off an old debt I owe to a generous
These people might be associated with the criminal 1
benefactor.
underworld, the rough-and-tumble folk of the streets,
2 My ill-gotten gains go to support my family.
or members of high society. This connection comes in
the form of a contact in any city you visit, a person who Something important was taken from me, and I aim to
3
provides information about the people and places of steal it back.
the local area. 4 I will become the greatest thief that ever lived.
BACKGROUND FEAT I'm guilty of a terrible crime. I hope I can redeem myself
5
for it.
As a further embodiment of the experience and
training of your background, you can choose from the Someone I loved died because of a mistake I made. That
6
following feats: will never happen again.
2 Burglar 6 Hired killer Charity. I steal from the wealthy so that I can help
3
people in need. (Light)
3 Enforcer 7 Pickpocket
Greed. I will do whatever it takes to become wealthy.
4 Fence 8 Thug 4
(Dark)
People. I'm loyal to my friends, not to any ideals, and
FEATURE: CRIMINAL CONTACT 5 everyone else can take a trip down the Styx for all I care.
You have a reliable and trustworthy contact who acts (Neutral)
as your liaison to a network of other criminals. You 6 Redemption. There's a spark of good in everyone. (Light)
know how to get messages to and from your contact,
even over great distances; specifically, you know the d6 Bond
local messengers, corrupt caravan masters, and seedy
sailors who can deliver messages for you. I'm trying to pay off an old debt I owe to a generous
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
training of your background, you can choose from the 3
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
1 Silver-Tongued 5 Competitor for it.
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
they aren't normally willing to part with (property or 8 I prefer one game above all others.
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
BACKGROUND FEAT win. (Lawful)
As a further embodiment of the experience and 3 Greed. Anything that isn't mine soon will be. (Dark)
training of your background, you can choose from the Charity. I share my winnings with the less fortunate.
4
following feats: (Light)
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.
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 that cost many lives,
3
and 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.
3 Loremaster 7 Inspiring Leader 6 The common folk must see me as a hero of the people.
4 Charmer 8 Observant
d6 Flaw
1 I secretly believe that everyone is beneath me.
SUGGESTED CHARACTERISTICS
Nobles are born and raised to a very different lifestyle I hide a truly scandalous secret that could ruin my
2
than most people ever experience, and their family forever.
personalities reflect that upbringing. A noble title I too often hear veiled insults and threats in every word
comes with a plethora of bonds—responsibilities to 3
addressed to me, and I'm quick to anger.
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
title itself. But this responsibility is often a good way to 5 In fact, the world does revolve around me.
undermine a noble. By my words and actions, I often bring shame to my
6
family.
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.
Skill Proficiencies: Choose two from Athletics, Deception, 5 I never let witnesses escape from a raid.
Intimidation, and Piloting 6 I take what I need, but I don't kill without reason.
Tool Proficiencies: One type of gaming set, your choice of 7 I always have an exit planned.
demolitions kit, security kit, or slicer's kit
Equipment: One set of traveler's clothes, a gaming set you 8 I assume everyone else wants to take what I have.
are proficient with, poorly wrought maps of Outer Rim
worlds in your territory, a small piece of jewelry worth d6 Ideal
100 cr from some exotic planet, and a pouch containing Equal Shares. All hands who spend sweat and blood
1
50 cr earn their share of the credits. (Lawful)
FEATURE: GALACTIC SCOURGE Adventure. I'm far from home, and everything is strange
2
and wonderful! (Chaotic)
You've been from one end of the galaxy to the other.
You know the most lucrative trade routes. You have Greater Good. I raid to weaken the Empire that
expert knowledge of the various hyperlanes. In 3 threatens my people, but I don't steal from civilians.
addition to this, you know a large number of the (Light)
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
even if you've been away from their side for some 5
mates. (Neutral)
time. You can expect your former comrades to offer
you passage aboard ship, reasonable aid, or shelter Ambition. One day I will be so much more than a
6
when you are in need. Keep in mind that this bond captain. (Any)
goes both ways, and they may come to you expecting
the same. d6 Bond
My band and I will be known across the world, and we'll
BACKGROUND FEAT 1
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
following feats: 3 Everything I do is for the good of my people.
My ship and many of her crew were lost to treachery,
d8 Feat d8 Feat 4
and I won't rest until I discover who was behind it.
1 Brawny 5 Competitor My ship comes first, and all other loyalties simply pale in
5
2 Silver-Tongued 6 Specialist comparison.
3 Threatening 7 Feigned Confidence A crew member of a ship we raided saved my life, and I
6
don't know how to resolve that debt.
4 Ace Pilot 8 Force of Personality
d6 Flaw
SUGGESTED CHARACTERISTICS
Despite the cutthroat nature of the business, pirates 1 I never back down from a fight.
come in all shapes and personalities. Some are When faced with a choice between money and my
2
bloodthirsty brigands who leave no survivors, others friends, I usually choose the money.
are free spirits who believe in strength over weakness. I was drunk on watch when my ship was lost to an
The hardened warriors of deep space can be 3
ambush. I can't set the shame aside.
implacable foes who often form unshakable bonds
with their crewmates. The same circumstances that I feel I'm entitled to a greater share of the spoils, no
4
matter the circumstances.
give them their edge can also grind them down, leaving
them vulnerable to greed, shame, and the scars of fear 5
I won't let myself be captured. If a raid goes sour, I'm
and horror left by battle. the first to run for cover.
I get lost in the thrill of the raid and can't focus on the
6
details of a plan.
Skill Proficiencies: Choose two from Deception, Insight, I lie about almost everything, even when there's no
5
Performance, and Sleight of Hand good reason to.
Tool Proficiencies: Disguise Kit, Forgery Kit 6 Sarcasm and insults are my weapons of choice.
Equipment: A set of fine clothes, a disguise kit, a I keep multiple symbols on me and invoke whatever
memento of a former con, and a belt pouch containing 7
power might come in useful at any given moment.
150 cr
8 I pocket anything I see that might have some value.
FAVORITE SCHEMES
Every scoundrel has an angle they use in preference to d6 Ideal
other schemes. Choose a favorite scam or roll on the
table below. Independence. I am a free spirit— no one tells me what
1
to do. (Chaotic)
d6 Scam Fairness. I never target people who can't afford to lose a
2
1 I cheat at games involving chance. few creds. (Lawful)
2 I shave creds or forge documents. Charity. I distribute the money I acquire to the people
3
who really need it. (Light)
I insinuate myself into people's lives to prey on their
3 4 Creativity. I never run the same con twice. (Any)
weakness and secure their fortunes.
4 I put on new identities like clothes. Friendship. Material goods come and go. Bonds of
5
friendship last forever. (Light)
5 I run sleight-of-hand cons on street corners.
Aspiration. I'm determined to make something of
I convince people that worthless junk is worth their 6
6 myself. (Any)
hard-earned money.
d6 Bond
FEATURE: FALSE IDENTITY
I fleeced the wrong person and must work to ensure
You have created a second identity that includes 1 that this individual never crosses paths with me or
documentation, established acquaintances, and those I care about.
disguises that allow you to assume that persona.
I owe everything to my mentor—a horrible person
Additionally, you can forge documents including 2
who's probably rotting in jail somewhere.
official papers and personal letters, as long as you have
seen an example of the kind of document or the 3
Somewhere out there, I have a child who doesn't know
handwriting you are trying to copy. me. I'm making the world better for him or her.
I come from a noble family, and one day I'll reclaim my
BACKGROUND FEAT 4
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
training of your background, you can choose from the 5
soon, I'll have my revenge.
following feats:
I swindled and ruined a person who didn't deserve it,
6
d8 Feat d8 Feat and I seek to atone for my misdeeds.
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
4 Quick-Fingered 8 Actor 2
decadent luxuries faster than I bring them in.
I'm convinced that no one could ever fool me the way I
SUGGESTED CHARACTERISTICS 3
fool others.
Scoundrels are colorful characters who conceal their
true selves behind the masks they construct. They I'm too greedy for my own good. I can't resist taking a
4
reflect what people want to see, what they want to risk if there's money involved.
believe, and how they see the world. But their true I can't resist swindling people who are more powerful
5
selves are sometimes plagued by an uneasy than me.
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.
Skill Proficiencies: Choose two from Deception, Insight, Patience. I will defeat my enemies in the end, I'm in no
1
rush. (Lawful)
Intimidation, and Lore
Tool Proficiencies: Artificer's tools Disdain. I never try to help those in need, regardless of
2
Languages: One of your choice how simple it would be. (Dark)
Equipment: A copy of the Sith code, a set of common Knowledge. The path to power and self-improvement is
clothes including a robe, and a belt pouch containing 3
through knowledge. (Neutral)
150 cr
Power. I hope to one day rise to the rank of Dark Lord of
4
FEATURE: FEARED the Sith. (Dark)
As a Sith, you instill fear in those who are aware of your 5
Might. If I become strong, I can take what I want—what I
standing. When you are in a civilized environment, you deserve. (Dark)
can get away with minor criminal offenses, such as 6 Aspiration. I'll succeed in my goals at any cost. (Any)
refusing to pay for food at a cantina or cutting through
doors at a local shop, since most people will not report d6 Bond
your activity to the authorities.
I would die to recover an ancient Sith relic that was lost
1
BACKGROUND FEAT long ago.
As a further embodiment of the experience and 2 I care only about myself.
training of your background, you can choose from the I owe my life to the Sith who took me in when my
following feats: 3
parents died.
1 Silver-Tongued 5 Linguist Someone I love was killed. Some day soon, I'll have my
5
revenge.
2 Empathic 6 Crafter
6 My loyalty to my master is unwavering.
3 Threatening 7 Formfighting Dabbler
4 Loremaster 8 Force-Sensitive d6 Flaw
1 I am too merciful, and empathize with those I shouldn't.
SUGGESTED CHARACTERISTICS
2 I put too much trust in those who rule over me.
Sith are shaped by their training. They study the Sith
code and use it to oppress the weak and quell 3 I will never fully trust anyone other than myself.
resistance. Their study of the Sith code affects their 4 I am inflexible in my thinking.
mannerisms and ideals. Their flaws might be some
hidden hypocrisy or heretical idea, or an ideal or bond 5 My pride will probably lead to my destruction.
taken to an extreme. Failure frightens me, and I get desperate if I think I
6
might fail.
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 this property, you have
disadvantage on Dexterity (Stealth) checks that rely on
sound.
OBTRUSIVE
While wielding a shield with this property, you have
disadvantage on Dexterity (Stealth) checks that rely on
sight.
STRENGTH
While wearing armor or wielding a shield with this
property, your speed is reduced by 10 unless your
Strength score meets or exceeds the strength number.
VIBROWEAPONS
Name Cost Damage Weight Properties
Simple Vibroweapons
Tech-axe 75 cr 1d6 kinetic 1.00 lb Light, thrown (range 20/60)
Vibro-dagger 50 cr 1d4 kinetic 0.50 lb Finesse, light, thrown (range 20/60)
Vibro-dart 5 cr 1d4 kinetic 0.50 lb Finesse, special, thrown (range 20/60)
Vibro-knuckler 75 cr 1d6 kinetic 1.25 lb Hidden, light
Vibro-mace 700 cr 1d10 kinetic 7.00 lb Dexterity 11, heavy, two-handed
Vibro-spear 125 cr 1d6 kinetic 4.00 lb Thrown (range 20/60), versatile (2d4)
Vibro-staff 500 cr 1d8 kinetic 4.25 lb Versatile (2d4)
Martial Vibroweapons
Chakram 175 cr 1d6 kinetic 3.00 lb Finesse, returning, thrown (range 30/90)
Double-blade 400 cr 1d6 kinetic 3.50 lb Double (1d6 kinetic), finesse, light
Double-sword 450 cr 1d8 kinetic 5.50 lb Double (1d8 kinetic), finesse
Hidden blade 75 cr 1d4 kinetic 1.00 lb Finesse, fixed, hidden, light
Net 300 cr — 3.00 lb Light, finesse, special, thrown (range 15)
Tech-blade 100 cr 1d6 kinetic 1.50 lb Finesse, light
Tech-staff 650 cr 2d4 kinetic 5.25 lb Dexterity 11, double (2d4 kinetic), light
Vibro-axe 950 cr 1d12 kinetic 9.25 lb Dexterity 11, heavy, two-handed
Vibro-blade 200 cr 1d8 kinetic 5.00 lb Versatile (1d10)
Vibro-pike 950 cr 1d10 kinetic 9.25 lb Dexterity 11, reach, two-handed
Vibro-rapier 150 cr 1d8 kinetic 3.50 lb Finesse
Vibro-sword 1,150 cr 2d6 kinetic 9.25 lb Dexterity 11, two-handed
Vibro-whip 275 cr 1d4 kinetic 3.50 lb Finesse, reach
DATACRON
A datacron is a type of holocron that can be accessed
by non-Force-sensitives and are mainly used to store
encrypted data. They are complete with an interactive
projection
to access
the infor-
mation.
DATAPAD
HOLORECORDER
A datapad is a
A holorecorder is a device used to record and project
small electronic
internal holorecorders.
input, storage and
displaying of inform-
STYLUS PEN
ation. It features a
A stylus pen is designed to write on both solid surfaces
holoprojective surface
and touch screen interfaces.
for 3D viewing.
WRISTPAD
A wristpad is a harness with an integrated datapad and
holoprojector interface that fits on the forearm and
includes self-charging battery packs.
When a creature enters the fog or starts its turn can prime and set a mine on
there, it creature must make a DC 14 Constitution a surface you can reach, which
saving throw. The creature takes 2d6 poison damage arms at the start of your next turn.
on a failed save, or half as much damage on a When detonated, the mine fills the
successful one. Additionally, on a failed save, the air in a 15-foot-radius sphere with yellow-green fog for
creature is poisoned while it is in the cloud. Droids, 1 minute. The fog spreads around corners, and its area
constructs and humanoids wearing appropriate is heavily obscured. It lasts for 1 minute or until a wind
protective equipment are unaffected. of at least 10 miles per hour disperses it.
When a creature enters the fog or starts its turn
GRENADE, ION there, it creature must make a DC 14 Constitution
Grenades can be set to detonate on impact or with a saving throw. The creature takes 2d6 poison damage
timer that causes them to explode on initiative count on a failed save, or half as much damage on a
20 (losing all initiative ties). As an action, you can prime successful one. Additionally, on a failed save, the
and throw a grenade at a point you can see within 30 creature is poisoned while it is in the cloud. Droids,
feet + your Strength modifier x 5. Each creature within constructs and humanoids wearing appropriate
10 feet must make a DC 14 Dexterity saving throw. A protective equipment are unaffected.
creature takes 2d6 ion damage on a failed save, or half
as much as on a successful one. Any electronics within MINE, INCENDIARY
the blast radius are disabled until rebooted. Mines can be set to detonate when a creature comes
within up to 15 feet of it or paired with a remote
GRENADE, PLASMA detonator. As an action, you can prime and set a mine
Grenades can be set to detonate on impact or with a on a surface you can reach, which arms at the start of
timer that causes them to explode on initiative count your next turn. When detonated, the mine sets the
20 (losing all initiative ties). As an action, you can prime ground in a 15-foot radius ablaze for 1 minute. The fire
and throw a grenade at a point you can see within 30 ignites any flammable objects in the area that aren't
feet + your Strength modifier x 5. Each creature within being worn or carried.
10 feet must make a DC 14 Dexterity saving throw. A When a creature enters the fire or starts its turn
creature takes 2d10 energy damage on a failed save, or there, it creature must make a DC 14 Dexterity saving
half as much as on a successful one. throw. The creature takes 2d8 fire damage on a failed
save, or half as much damage on a successful one.
MINE, FRAGMENTATION
Mines can be set to detonate when a creature comes THERMAL DETONATOR
within up to 15 feet of it or paired with a remote Thermal detonators are unique in that can only be
detonator. As an action, you can prime and set a mine turned off by whoever turned them on. They can be set
on a surface you can reach, which arms at the start of to detonate on impact or with a timer that causes them
your next turn. When detonated, each creature within to explode on initiative count 20 (losing all initiative
15 feet of it must make a DC 14 Dexterity saving throw. ties). As an action, you can prime and throw a grenade
A creature takes 2d10 kinetic damage on a failed save, at a point you can see within 30 feet + your Strength
or half as much as on a successful one. modifier x 5. Each creature within 20 feet must make a
DC 14 Dexterity saving throw. A creature takes 2d6 fire
MINE, GAS and 2d10 kinetic damage on a failed save, or half as
Mines can be set to detonate when a creature comes much as on a successful one. Additionally, on a failed
within up to 15 feet of it or paired with a remote save, the creature is knocked prone.
per power cell (to a maximum of 10 minutes) and can their total encumbrance.
be recharged by a power source or replacing the
power cells. TRIPOD
A tripod is a device used
weapon.
Self-Sufficiency
The expenses and lifestyles described in this chapter
assume that you are spending your time between
adventures in cities, availing yourself of whatever
services you can afford— paying for food and shelter,
paying townspeople to repair your equipment, and so
on. Some characters, though, might prefer to spend
their time away from civilization, sustaining
themselves in the wild by hunting, foraging, and
repairing their own gear.
Maintaining this kind of lifestyle doesn't require you
to spend any coin, but it is time-consuming. If you
spend your time between adventures practicing a
profession, as described in chapter 8, you can eke out
the equivalent of a poor lifestyle. Proficiency in the
Survival skill lets you live at the equivalent of a
comfortable lifestyle.
Increase your Constitution score by 1, to a maximum of Increase your Strength score by 1, to a maximum of 20.
20. You gain a climbing speed equal to your movement
When you roll a 19 or a 20 on the d20 for a death speed.
saving throw, you regain 1 hit point. You have advantage on ability checks and saving
When you are reduced to 0 hit points but not killed throws to avoid falling off or down while climbing.
outright, you can drop to 1 hit point instead. Once You can spend 5 minutes instructing, pointing out
you've used this ability, you must complete a long rest handholds, and guiding other creatures before making
before you can use it again. a climb. When you do so, choose up to six friendly
creatures (which can include yourself) within 30 feet of
BOUNTIFUL LUCK you. Each creature can add a 1d6 to any ability check or
Prerequisite: 4th level, Lucky feat
saving throw they make for that climb.
Your people have extraordinary luck, which you have
learned to lend to your companions when you see COMPETITOR
them falter. You're not sure how you do it; you just You have a strong aptitude for competing. Select one
wish it, and it happens. Surely a sign of fortune's favor! gaming set. You gain the following benefits:
When an ally you can see within 30 feet of you rolls a
1 on the d20 for an attack roll, an ability check, or a Increase an ability score of your choice by 1, to a
saving throw, you can use your reaction and expend 1 maximum of 20.
luck point to let the ally reroll the die. The ally must use You gain proficiency in the chosen gaming set. If you
the new roll. When you use this ability, you can't use are already proficient with it, you instead gain expertise
luck points before the end of your next turn. with it.
As long as you spend at least 1 minute using your
BRAWNY gaming set, you can't have disadvantage on Intelligence
You become stronger, gaining the following benefits: checks you make to use the gaming set, Charisma
(Deception) checks you make to bluff with the gaming
Increase your Strength score by 1, to a maximum of 20. set, or Wisdom (Insight) checks you make to read an
You gain proficiency in the Athletics skill. If you are opponent with whom you are competing with the
already proficient in it, you instead gain expertise in it. gaming set.
Your carrying capacity and the weight you can push,
drag, or lift doubles. If it would already double, it You can take this feat multiple times. Each time you
instead triples. do so, you must choose a different gaming set.
CHARMER COMMANDO
You've master the art of charming those around you, You've practiced fighting while prone, gaining the
gaining the following benefits: following benefits:
Increase your Charisma score by 1, to a maximum of Increase your Dexterity score by 1, to a maximum of
20. 20.
You gain proficiency in the Persuasion skill. If you are You gain a crawling speed equal to your movement
already proficient in it, you instead gain expertise in it. speed.
If you spend 1 minute talking to someone who can While prone, you no longer have disadvantage on
understand what you say, you can make a Charisma ranged attack rolls against targets within 30 feet due to
(Persuasion) check contested by the creature's Wisdom being prone.
(Insight) check. If you or your companions are fighting When you attempt to hide on your turn while prone,
the creature, your check automatically fails. If your you can opt to not move on that turn. If you avoid
check succeeds, the target is charmed by you as long as moving, you are considered lightly obscured. You lose
it remains within 60 feet of you and for 1 minute this benefit if you move or stand up, either voluntarily
thereafter. or because of some external effect. You are still
automatically detected if any effect or action causes
you to no longer be hidden. If you are still hidden on
your next turn, you can continue to remain motionless
and gain this benefit until you are detected.
You can take this feat multiple times. Each time you FANATIC
do so, you must choose a different set of artisan's Prerequisite: 4th level
implements. Every blow that hits your enemies make you feel closer
to victory, making you shake in excitement. You gain
DUNGEON DELVER the following benefits:
Alert to the hidden traps and secret doors found in
many dungeons, you gain the following benefits: When you score a critical hit with an attack roll or
reduce a creature to 0 hit points, you can make one
Increase your Intelligence or Wisdom score by 1, to a weapon attack as a bonus action.
maximum of 20. Whenever a creature you can see within 30 feet is
You have advantage on Wisdom (Perception) and reduced to 0 hit points, you go into a fervor gaining
Intelligence (Investigation) checks made to detect the temporary hit points equal to 1d4 + your Constitution
presence of secret doors. modifier.
You have advantage on saving throws made to avoid or
resist traps. FEIGNED CONFIDENCE
You have resistance to the damage dealt by traps. You've spent years pretending you know what you're
Traveling at a fast pace no longer imposes a −5 penalty doing, gaining the following benefits:
to your passive Wisdom (Perception) score.
Increase your Charisma score by 1, to a maximum of
DURABLE 20.
Hardy and resilient, you gain the following benefits: When you would make an ability check with a skill or
tool that doesn't add your proficiency bonus, you can
Increase your Constitution score by 1, to a maximum of first make a DC 15 Charisma (Deception) check. On a
20. success, you can add your proficiency bonus to the
When you roll a Hit Die to regain hit points, the initial ability check. You can use this feature a number
minimum number of hit points you can regain from the of times equal to your Charisma modifier (a minimum
roll equals twice your Constitution modifier (minimum of once). You regain all expended uses when you finish
of 2). a short or long rest.
Your hit point maximum increases by an amount equal
to twice your level when you gain this feat. Whenever FIGHTING MASTER
you gain a level thereafter, your hit point maximum Prerequisite: 4th level
increases by an additional 2 hit points. You've mastered a particular style of fighting. Choose
one of the fighting mastery options, detailed later in
EMPATHIC this chapter. You can take this feat multiple times.
You possess keen insight into how other people think
and feel. You gain the following benefits:
You've learned to utilize your gift with the Force in a FORMFIGHTING DABBLER
specific, unique way. You gain the following benefits Prerequisite: The ability to cast force powers
Increase your Wisdom or Charisma score by 1, to a You've dabbled in the basics of the known forms of
maximum of 20.
lightsaber combat. You gain the following benefits:
Choose a skill or tool in which you are proficient. When
Increase an ability score of your choice by 1, to a
you make an ability check with the chosen skill or tool,
maximum of 20.
you can add half your Wisdom or Charisma modifier
You learn one lightsaber form, detailed later in this
(your choice, minimum of one) to the check if it doesn't
chapter. If you already know at least one lightsaber
already include that modifier. You can use this feature
form, you instead learn three lightsaber forms. If you
a number of times equal to your Wisdom or Charisma already know at least three lightsaber forms, you
modifier (your choice, a minimum of once). You regain instead learn seven lightsaber forms. If you already
all expended uses when you complete a long rest. know at least ten lightsaber forms, you instead learn
You can take this feat multiple times. Each time you the remaining forms.
do so, you must choose a different skill or tool.
GALVANIZING PRESENCE
FORCE OF PERSONALITY Your presence on the battlefield is a source of
Rooms never go unalerted to your presence, and the inspiration. You gain the following benefits:
strength of your personality make others lose focus on
Increase your Charisma score by 1, to a maximum of
their own social game. Powers and other effects
20.
infrequently override your force of will. You gain the
As a bonus action, you let out a rallying war cry, ending
following benefits:
the frightened or charmed condition on yourself and a
Increase your Charisma score by 1, to a maximum of number of allies that can hear you equal to your
20. Charisma modifier (minimum of one). Once you've
You can use your Charisma modifier instead of your used this ability, you must complete a short or long rest
Wisdom modifier when making Insight checks. before you can use it again.
When you would make a Wisdom saving throw, you can
instead make a Charisma saving throw. You can use
HAGGLER
this feature a number of times equal to your Your skills at bartering have granted you the following
proficiency bonus. You regain all expended uses of this benefits:
feature when you complete a long rest.
Increase your Charisma score by 1 up to a maximum of
FORCE-SENSITIVE 20.
You have advantage on Charisma (Persuasion) and
Prerequisite: Type humanoid
You can spend 10 minutes inspiring your companions, You have inexplicable luck that seems to kick in at just
shoring up their resolve to fight. When you do so, the right moment.
choose up to six friendly creatures (which can include You have 3 luck points. Whenever you make an
yourself) within 30 feet of you who can see or hear you attack roll, an ability check, or a saving throw, you can
and who can understand you. Each creature can gain spend one luck point to roll an additional d20. You can
temporary hit points equal to your level + your choose to spend one of your luck points after you roll
Charisma modifier. A creature can't gain temporary hit the die, but before the outcome is determined. You
points from this feat again until it has finished a short choose which of the d20s is used for the attack roll,
or long rest. ability check, or saving throw.
You can also spend one luck point when an attack
INVESTIGATOR roll is made against you. Roll a d20, and then choose
You have an eye for detail and can pick out the whether the attack uses the attacker's roll or yours. If
smallest clues. You gain the following benefits: more than one creature spends a luck point to
influence the outcome of a roll, the points cancel each
Increase your Intelligence score by 1, to a maximum of other out; no additional dice are rolled.
20. You regain your expended luck points when you
You gain proficiency in the Investigation skill. If you are finish a long rest.
already proficient in it, you instead gain expertise in it.
You can take the Search action as a bonus action. MARINER
You've spent an exorbitant amount of time in water.
KEEN MIND You gain the following benefits:
You have a mind that can track time, direction, and
detail with uncanny precision. You gain the following Increase your Constitution score by 1, to a maximum of
benefits. 20.
You gain a swimming speed equal to your movement
Increase your Intelligence score by 1, to a maximum of speed.
20. You have advantage on a ability checks and saving
You always know which way is north. throws related to swimming.
You always know the number of hours left before the You can hold your breath for a number of minutes
next sunrise or sunset. equal to 1 + twice your Constitution modifier.
You can accurately recall anything you have seen or
heard within the past month. MEDIC
You master the physician's arts, gaining the following
LINGUIST
benefits:
You have studied languages and codes, gaining the
following benefits: Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Medicine skill. If you are
Increase your Intelligence score by 1, to a maximum of already proficient in it, you instead gain expertise in it.
20. During a short rest, you can clean and bind the wounds
You learn three languages of your choice. of up to six willing beasts and humanoids. Make a DC
You can ably create written ciphers. Others can't 15 Wisdom (Medicine) check for each creature. On a
decipher a code you create unless you teach them, success, if a creature spends a Hit Die during this rest,
they succeed on an Intelligence check (DC = your that creature can forgo the roll and instead regain the
Intelligence score + your proficiency bonus), or they use maximum number of hit points the die can restore. A
a power to decipher it. creature can do so only once per rest, regardless of
how many Hit Dice it spends.
You learn the toxin scan tech power. You can cast it When you gain this feat, choose one of the following
once, using supplies scavenged around you, without damage types: acid, cold, fire, force, lightning, or
the use of a wristpad and without spending tech points, necrotic. Powers you cast ignore resistance to damage
and you regain the ability to do so when you finish a of the chosen type. In addition, when you roll damage
long rest. for a power you cast that deals damage of that type,
you can treat any 1 on a damage die as a 2.
OBSERVANT You can take this feat multiple times. Each time you
Quick to notice details of your environment, you gain do so, you must choose a different damage type.
the following benefits:
POWER CHANNELING
Increase your Intelligence or Wisdom score by 1, to a
Prerequisite: 4th level, the ability to cast force or tech
maximum of 20.
powers
Wisdom, or Charisma 13
You have the blood of heroes flowing through your
You have uncanny resilience of both body and mind. veins. You gain the following benefits:
You gain the following benefits:
Increase your Constitution score by 1, to a maximum of
Increase your Strength, Constitution, Wisdom, or 20.
Charisma score by 1, to a maximum of 20. Whenever you take the Dodge action in combat, you
Whenever you have advantage on a saving throw using can spend one Hit Die to heal yourself. Roll the die, add
Strength, Constitution, Wisdom, or Charisma you can your Constitution modifier, and regain a number of hit
reroll one of the dice once. points equal to the total (minimum of one).
SURVIVALIST WEAPON EXPERT
You master wilderness lore, gaining the following You have practiced extensively with a variety of
benefits: weapons, gaining the following benefits:
Increase your Wisdom score by 1, to a maximum of 20. Increase your Strength, Dexterity, or Constitution score
You gain proficiency in the Survival skill. If you are by 1, to a maximum of 20.
already proficient in it, you instead gain expertise in it. You gain proficiency with all blasters. If you are already
You learn the alarm tech power. You can cast it once, proficient with all blasters, instead once per turn when
using supplies scavenged around you, without the use you would roll weapon damage using a blaster, you can
of a wristpad and without spending tech points, and choose to have advantage.
you regain the ability to do so when you finish a long You gain proficiency with all lightweapons. If you are
rest. already proficient with all lightweapons, instead once
per turn when you would roll weapon damage using a
TECH DABBLER
lightweapon, you can choose to have advantage.
You know two at-will tech powers. When you reach 3rd You gain proficiency with all vibroweapons. If you are
level, you learn and can cast one 1st-level tech power already proficient with all vibroweapons, instead once
once per long rest. When you reach 5th level, you learn per turn when you would roll weapon damage using a
and can cast one 2nd-level tech power once per long vibroweapon, you can choose to have advantage.
rest. Your techcasting ability is Intelligence. You require
use of a wristpad for these powers. Additionally, you You can take this feat twice.
lose the Tech-Impaired special trait if you have it.
While you are wearing medium or heavy armor with While you are wearing light or no armor and not
which you are proficient, you can use your bonus wielding a shield, you can use your bonus action to
action to mark a target within 30 feet that you can see mark a target within 30 feet that you can see until the
until the end of your next turn. When you do so, end of your next turn. When you do so, you gain a
damage dealt to you by the target is reduced by an bonus to AC and Dexterity saving throws against effects
amount equal to half your Strength or Constitution the target controls equal to half your Dexterity modifier
modifier (your choice, minimum of one) while marked. (minimum of +1) while marked. You can only have one
You can only have one creature marked in this way at a creature marked in this way at a time.
time. You have advantage on Dexterity checks and Dexterity
You have advantage on Strength checks and Strength saving throws to avoid being moved.
saving throws to avoid being moved.
EXPLOSIVES STYLE
DISRUPTION STYLE You are skilled at fighting with explosives. You gain the
Choose one from force- or tech-casting. You are skilled following benefits:
at fighting and interfering with casters of the chosen
type. You gain the following benefits: You can throw grenades and set mines with your bonus
action, instead of your action. If you could already
When you force a creature to make a Constitution throw grenades and set mines as a bonus action, you
saving throw to maintain concentration on your turn, can instead do so as a reaction on your turn.
and they succeed on the save, you can use your bonus When a creature rolls a 1 on the saving throw against a
action to force them to reroll the save. They must use charge, grenade, mine, missile, or rocket you control,
the new roll. they treat the effect's damage as if it had rolled the
Once per round, when a hostile creature attempts to maximum.
cast a power while within 5 feet of you, they must first
make a Constitution saving throw as if to maintain
FORMATION STYLE
You are skilled at fighting with a partner. You gain the
concentration (DC = 10 + the power's level). On a
following benefits:
failure, the power isn't cast and any points are wasted.
DUAL WIELD STYLE You can take the Guard action as a bonus action. If you
You are skilled at fighting with two weapons. You gain could already take the Guard action as a bonus action,
the following benefits: you can instead take it as a reaction on your turn.
When you move on your turn, you can use a bonus
When you engage in Two-Weapon Fighting, you can action to allow a willing ally within 5 feet of you to move
add your ability modifier to the damage roll of your with you (no action required by the ally). The ally must
Two-Weapon Fighting attack as long as it doesn't end this movement within 5 feet of you, and this
already include that modifier. movement can't exceed the ally's speed.
When you make an opportunity attack, you can attack When you choose to let an attack that would hit a
with both of your weapons. guarded ally hit you instead, the creature rolls the
damage as normal instead of choosing the maximum.
DUELIST STYLE
You are skilled in the art of fighting with a single FORMFIGHTING STYLE
weapon. You gain the following benefits: Prerequisite: The ability to cast force powers
You can take the Search action as a bonus action. If you When you engage in Double-Weapon Fighting, you can
could already take the Search action as a bonus action, add your ability modifier to the attack roll of your
you can instead take it as a reaction on your turn. Double-Weapon Fighting attack as long as it doesn't
You have advantage on ability checks and saving already include that modifier.
throws to determine the nature of illusions. If you Grasping a double weapon you are wielding in only one
would already have advantage, you can instead reroll hand with your other hand no longer requires your
one of the dice once. object interaction.
When you engage in Double-Weapon Fighting, you can When you miss with a melee weapon attack on your
add your ability modifier to the attack roll of your turn while wielding a versatile weapon with which you
Double-Weapon Fighting attack as long as it doesn't are proficient in two hands, you can use your bonus
already include that modifier. action to repeat the attack roll against the same target
When you engage in Two-Weapon Fighting, you can using one hand. Any modifications to the original attack
add your ability modifier to the damage roll of your roll, such as advantage, disadvantage, or without your
Two-Weapon Fighting attack as long as it doesn't proficiency bonus, also affect this attack roll.
already include that modifier. When you miss with a melee weapon attack on your
turn while wielding a versatile weapon with which you
SUPERIORITY STYLE
are proficient in one hand, you can use your bonus
You are skilled at utilizing maneuvers to enhance your
action to attempt to shove or trip that creature. Any
skills on the battlefield. You gain the following benefits:
modifications to the original attack roll, such as
You learn one maneuver, detailed in Chapter 13. Your advantage, disadvantage, or without your proficiency
maneuver ability is Strength Strength, Dexterity, or bonus, also affect this ability check.
Constitution for physical maneuvers (your choice), your Grasping a versatile weapon you are wielding in only
Intelligence, Wisdom, or Charisma for mental one hand with your other hand no longer requires your
maneuvers (your choice), and an ability of your choice object interaction.
for general maneuvers.
You gain one superiority die, which is a d4. This die
changes as you gain levels: to d6 at 5th level, to d8 at
9th level, to d10 at 13th level, and to d12 at 17th level.
A superiority die is expended when you use it. You
regain all of your expended superiority dice when you
finish a short or long rest.
THROWING STYLE
You are skilled with the techniques of throwing
weapons. You gain the following benefits:
Feature. You can try to hide when you are lightly obscured from
Once per round, when a creature would have the creature from which you are hiding.
disadvantage on an attack roll against you due to being Dim light doesn't impose disadvantage on your
blinded, they must reroll one of the dice once. Wisdom (Perception) checks that rely on sight.
Once per round, when you would have advantage on When you are hidden from a creature and miss it with
an attack roll against a creature that is blinded, you can an unarmed strike or weapon attack, making the attack
reroll one of the dice once. doesn't automatically reveal your position.
You gain blindsight out to a number of feet equal to 5 x Once per turn, when you deal damage to a creature
your proficiency bonus. If you already have blindsight, with an unarmed strike or weapon attack while hidden
it instead increases by a number of feet equal to 5 x from it, you deal additional damage equal to your
your proficiency bonus. proficiency bonus.
Your improvised weapons use a d6 for damage and While you are wearing medium or heavy armor with
gain the versatile (2d4) property. which you are proficient, when a creature makes a
Your damage die for your unarmed strikes and natural melee attack against you while within your reach,
weapons increases by one step (from 1 to d4, d4 to d6, whether the attack hits or misses, you can use your
or d6 to d8). reaction to attempt to shove that creature up to 10 feet
Your speed isn't halved by carrying a grappled creature directly away from you.
who is the same size category as you or smaller. The time it takes for you to don and doff armor is
Once on each of your turns, when you hit a creature reduced by half.
with an unarmed strike or a weapon wielded in one While you are wearing medium or heavy armor with
hand on your turn, you can make an additional which you are proficient, damage that you take from
unarmed strike against the same target without the aid weapons is reduced by an amount equal to your
of your proficiency bonus (no action required). proficiency bonus. If this would reduce the damage to
0, the damage is instead reduced to 1.
COUNTERSTRIKE MASTERY
You've mastered returning attacks at those who dare DISRUPTION MASTERY
strike you, effortless turning aside their blades while Choose one from force- or tech-casting. You've
striking them with your own. You gain the following mastered fighting and interfering with casters of the
benefits: chosen type, confounding their concentration. You gain
the following benefits:
Feature.
Feature. When a creature within 30 feet of you that you can see
When you roll a die to reduce the damage you take casts a power, they provoke an opportunity attack from
from a weapon, you have advantage on the die roll. you.
When you would be the target of a weapon attack, you You have advantage on saving throws against powers
can immediately use your reaction to make an cast by creatures you can see if you've dealt damage to
opportunity attack against the target without your them since the start of your last turn.
proficiency bonus. On a hit, the target suffers the Whenever you force a creature to make a saving throw
attack's normal effects, and you impose disadvantage to maintain concentration, the DC for the saving throw
on the triggering roll. increases by an amount equal to your proficiency
bonus.
When you use your bonus action to engage in Two- When determining the save DC of a charge, grenade,
Weapon Fighting, you can choose to forgo one or more mine, missile, or rocket you control, you can use 8 +
attacks. For each attack you forgo, you gain a +1 bonus your proficiency bonus + your Intelligence modifier, if it
to AC until the start of your next turn. would be higher than the item's DC.
You can engage in Two-Weapon Fighting even when the You have advantage on saving throws against charges,
weapons you are wielding lack the light property. grenades, mines, missiles, and rockets you control.
You can draw or stow two weapons when you would When using a charge, grenade, mine, missile, or rocket
normally be able to draw or stow only one. that requires a saving throw and deals damage, you
When you use your bonus action to engage in Two- can take a penalty to the save DC equal to your
Weapon Fighting, you can choose to forgo your proficiency bonus. If you do so, the item's damage
proficiency bonus. If you do so, you can make an increases by an amount equal to your proficiency
additional attack with that weapon, also without your bonus.
proficiency bonus. If you would normally make more
FORMATION MASTERY
than one attack with your bonus action, only one attack
You've mastered fighting with a partner, learning to
is made without your proficiency bonus.
move and act as a single unit. You gain the following
DUELIST MASTERY benefits:
You've mastered the art of fighting with a single
weapon, making one weapon feel like many. You gain When you take the Guard action, the guarded ally has
the following benefits: advantage on Dexterity saving throws that would affect
only them while guarded.
You have advantage on ability checks and saving When a creature misses an ally within 5 feet of you with
throws to avoid being disarmed. a weapon attack, you can use your reaction to make a
While you are wielding a weapon in one hand with weapon attack against that creature without your
which you are proficient and no other weapons, when proficiency bonus.
you take the Attack action, you can choose to attack When a creature hits an ally within 5 feet of you with a
with haste at the expense of accuracy. Your weapon weapon attack, you can use your reaction to impose a
attack is made without the aid of your proficiency penalty to the attack roll equal to your proficiency
bonus, but you can use your reaction to make an bonus, potentially causing the attack to miss.
additional weapon attack, also without your proficiency
bonus. If you would make more than one attack when
FORMFIGHTING MASTERY
Prerequisite: The ability to cast force powers
AQINOS FORM
Prerequisite: The ability to cast tech powers
DJEM SO FORM
Before the end of your next turn, you can add half your
Wisdom or Charisma modifier (your choice, minimum
of +1) to one ability check or attack roll you make using
Strength.
ISHU FORM
If there is a friendly creature within 15 feet of you, you
can move up to 10 feet without provoking opportunity
attacks. You must end this movement within 5 feet of
the friendly creature.
VAAPAD FORM
Once before the start of your next turn, if you would
have advantage on a melee weapon attack, you can
choose to forgo the advantage. If you do so, you can
make one melee weapon attack against the same
target (no action required), also without advantage.
VONIL FORM
If you took the Attack action before adopting this form,
you can direct one of your allies to strike a creature
you hit with an attack. Choose a friendly creature that
can see or hear you and is within 5 feet of the creature
you hit with an attack. That creature can immediately
use its reaction to make one weapon attack against the
same creature.
YSANNANITE FORM
As a part of the bonus action to adopt this form, if you
took the Attack action, you can engage in Double- or
Two-Weapon Fighting.
Additionally, until the end of your next turn, when
making a ranged weapon attack while you are within 5
feet of a hostile creature, you do not have
disadvantage on the attack roll.
ZHANGWAN FORM
Until the start of your next turn, when a creature
enters your reach or moves while within your reach,
you can use your reaction to leap to an unoccupied
space you can see within 10 feet without provoking
opportunity attacks from that creature.
ABILITY CHECKS
An ability check tests a character's or monster's innate
talent and training in an effort to overcome a
challenge. The GM calls for an ability check when a
character or monster attempts an action (other than
an attack) that has a chance of failure. When the
outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the
six abilities is relevant to the task at hand and the
difficulty of the task, represented by Difficulty Class
(DC). The more difficult a task, the higher its DC. The
Ability Check DCs table shows common DCs.
ADDITIONAL DICE
When making an ability check, attack roll, or saving Charisma: Deception, Intimidation, Performance,
throw, some features grant an additional die when you Persuasion
make the d20 roll. If features would grant multiple
additional dice in such a way, you can only benefit from Sometimes, the GM might ask for an ability check
one of them when you make the d20 roll (you choose using a specific skill—for example, "Make a Wisdom
which effect to use). For instance, if a creature is forced (Perception) check." At other times, a player might ask
to make a saving throw, and it is benefiting from both a the GM if proficiency in a particular skill applies to a
Potent Aptitude die and the resistance force power, it check. In either case, proficiency in a skill means an
can only use the additional die granted by one of those individual can add his or her proficiency bonus to
effects. Conversely, the same is true for penalty dice. ability checks that involve that skill. Without proficiency
in the skill, the individual makes a normal ability check.
VARIANT: ADDITIONAL DIE TEAMWORK For example, if a character attempts to climb up a
In some instances, a party might be relying on the dangerous cliff. the Dungeon Master might ask for a
outcome made by a single party member's ability Strength (Athletics) check. If the character is proficient
check. If multiple party members could grant that in Athletics, the character's proficiency bonus is added
character an additional die, while that character to the Strength check. If the character lacks that
couldn't apply multiple dice to the roll, you might proficiency, he or she just makes a Strength check.
consider allowing them to use the larger die provided,
and to roll the die with advantage. VARIANT: SKILLS WITH OTHER ABILITIES
Normally, your proficiency in a skill applies only to a
MULTIPLE MODIFIERS specific kind of ability check. Proficiency in Athletics, for
example, usually applies to Strength checks. In some
As with additional dice, when making an ability check,
situations, though, your proficiency might reasonably
attack roll, or saving throw, some features might allow apply to a different kind of check. In such cases, the
multiple modifiers being added to the check. In these GM might ask for a check using an unusual
cases, only two modifiers may be added to a roll. For
combination of ability and skill, or you might ask your
instance, if a friendly creature makes a Constitution GM if you can apply a proficiency to a different check.
saving throw within range of a guardian's Aura of For example, if you have to swim from an offshore
Presence, and that creature is also the target of a
island to the mainland, your GM might call for a
scholar's Critical Analysis, and they chose to end that Constitution check to see if you have the stamina to
Critical Analysis on themselves, they could add either make it that far. In this case, your GM might allow you
that guardian's Wisdom modifier or the scholar's
to apply your proficiency in Athletics and ask for a
Intelligence modifier to their Constitution save, but not Constitution (Athletics) check.
both.
So if you're proficient in Athletics, you apply your
SKILLS proficiency bonus to the Constitution check just as you
would normally do for a Strength (Athletics) check.
Each ability covers a broad range of capabilities, Similarly, when your trandoshan berserker uses a
including skills that a character or a monster can be display of raw strength to intimidate an enemy, your
proficient in. A skill represents a specific aspect of an GM might ask for a Strength (Intimidation) check, even
ability score, and an individual's proficiency in a skill though Intimidation is normally associated with
demonstrates a focus on that aspect. (A character's Charisma.
starting skill proficiencies are determined at character
~ creation, and a monster's skill proficiencies appear in PASSIVE CHECKS
the monster's stat block.) A passive check is a special kind of ability check that
For example, a Dexterity check might reflect a doesn't involve any die rolls. Such a check can
character's attempt to pull off an acrobatic stunt, to
represent the average result for a task done
palm an object, or to stay hidden. Each of these repeatedly, such as searching for secret doors over and
aspects of Dexterity has an associated skill: Acrobatics, over again, or can be used when the GM wants to
Sleight of Hand, and Stealth, respectively. So a
secretly determine whether the characters succeed at
character who has proficiency in the Stealth skill is something without rolling dice, such as noticing a
particularly good at Dexterity checks related to hidden monster.
sneaking and hiding.
Here's how to determine a character's total for a
The skills related to each ability score are shown in
passive check:
the following list. (No skills are related to Constitution.)
10 + all modifiers that normally apply to the check. If
See an ability's description in the later sections of this the character has advantage on the check, add 5. For
chapter for examples of how to use a skill associated
disadvantage, subtract 5. The game refers to a passive
with an ability.
check total as a score.
Strength: Athletics For example. if a 1st-level character has a Wisdom of
Dexterity: Acrobatics, Sleight of Hand, Stealth 15 and proficiency in Perception, he or she has a
Intelligence: Investigation, Lore, Nature, Piloting, passive Wisdom (Perception) score of 14.
Technology The rules on hiding in the "Dexterity" section below
Wisdom: Animal handling, Insight, Medicine, rely on passive checks, as do the exploration rules in
Perception, Survival
chapter 8.
chapter 9.
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.
FORCECASTING ABILITY
Forcecasters use Charisma as their forcecasting ability
for their dark side and universal powers, which helps
determine the saving throw DCs of powers they cast.
you, you fall unconscious (see appendix A). This weapon attack or blaster weapon
unconsciousness ends if you regain any hit points. that deals ion or energy damage,
this one isn't tied to any ability score. You are in the
and is
tech points. If you have temporary force or tech points mount changes to match yours when you
and receive more of them, you decide whether to keep mount it. It moves as you direct it, and it has
the ones you have or gain the new ones. only three action options: Dash, Disengage,
Unless a feature that grants you temporary force or and Dodge. A controlled mount can
tech points has a duration, they last until they're move and act even on the turn that
depleted or you finish a long rest. you mount it. All vehicles are
When adventurers pursue karkarodons back to their place in the initiative order. Bearing
undersea domain, fight off gungans in an ancient a rider puts no restrictions on the
shipwreck, or find themselves in a flooded dungeon actions the mount can take, and it
room, they must fight in a challenging environment. moves and acts as it wishes. It might
Underwater the following rules apply. flee from combat, rush to attack and
When making a melee weapon attack, a creature devour a badly injured foe, or otherwise
that doesn't have a swimming speed (either natural or act against your wishes.
granted by a power) has disadvantage on the attack In either case, if the mount provokes
roll unless the weapon is a vibrodagger or vibrospear. an opportunity attack while you're on
A ranged weapon attack automatically misses a it, the attacker can target you or the
When you learn a power, either an at-will, 1st-level, Level Cost Level Cost
or higher, you choose from the list of powers provided
in Chapters 11 and 12. You can learn powers from any 0 0 5 6
level up to your Max Power Level, including at-will 1 2 6 7
powers. The total number of powers you learn in this 2 3 7 8
way can't exceed your Force or Tech Powers Known for
your class. 3 4 8 9
If a power is granted to you by a class feature, that 4 5 9 10
power does not count against your powers known and
you can't voluntarily unlearn it. If you already know AT-WILL POWERS
that power, you may learn an additional power that is An at-will power is one that can be cast without
available to you. expending force or tech points. An at-will power's level
Additionally, every time you learn a new power as a is 0.
result of gaining a level, you can choose one of the
powers you know and replace it with another power of CASTING FOCUSES
the same type, as long as that power is not of a higher
While forcecasting doesn't require a focus to cast force
level than your Max Power Level.
powers, techcasting requires that you have a tech
focus in order to cast tech powers.
DRAIN LIFE
4th-level dark side power
Prerequisite: Drain Vitality
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You draw the life force from a creature you can see
within range. The target must make a Constitution
saving throw. The target takes 8d8 necrotic damage on
a failed save, or half as much damage on a successful
one. If you reduce a hostile creature to 0, you gain
temporary hit points equal to half the damage dealt.
This power has no effect on droids or constructs.
Force Potency. When you cast this power using a
force slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
GUIDANCE HEAL
At-will light side power 1st-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Duration: Concentration, up to 1 minute Duration: Instantaneous
You touch one willing creature. Once before the A creature you touch regains a number of hit points
power ends, the target can roll a d4 and add the equal to 1d8 + your forcecasting ability modifier. This
number rolled to one ability check of its choice. It can power has no effect on droids or constructs.
roll the die before or after making the ability check. The Force Potency. When you cast this power using a
power then ends. force slot of 2nd level or higher, the healing increases
This power's die increases at higher levels: to a d6 at by 1d8 for each slot level above 1st.
5th level, a d8 at 11th level, and a d10 at 17th level.
HEROISM
HALLUCINATION 1st-level light side power
2nd-level dark side power Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute A willing creature you touch is imbued with bravery.
You craft a dangerous illusion in the mind of a Until the power ends, the creature is immune to being
creature that you can see within range. The target frightened and gains temporary hit points equal to
must make a Wisdom saving throw. On a failed save, your forcecasting ability modifier at the start of each of
you create a phantasmal object, creature, or other its turns. When the power ends, the target loses any
visible phenomenon of your choice that is no larger remaining temporary hit points from this power. This
than a 10-foot cube and that is perceivable only to the power has no effect on droids or constructs.
target for the duration. This power has no effect on Force Potency. When you cast this power using a
droids or constructs. force slot of 2nd level or higher, you can target one
The hallucination includes sound, temperature, and additional creature for each slot level above 1st.
other stimuli, also evident only to the creature.
The target can use its action to examine the
hallucination with an Intelligence (Investigation) check
against your force power save DC. If the check
succeeds, the target realizes that the hallucination is an
illusion, and the power ends.
You return a dead creature you touch to life, 2-6 The creature doesn't move or take actions this turn.
provided that it has been dead no longer than 1 hour. The creature uses its action to make a melee attack
If the creature's soul is both willing and at liberty to 7-8
against a randomly determined creature within its
rejoin the body, the creature returns to life with all its reach. If there is no creature within its reach, the
hit points. This power has no effect on droids or creature does nothing this turn.
constructs.
This power also neutralizes any poisons and cures At the end of each of its turns, an affected target can
diseases that affected the creature at the time it died. make a Wisdom saving throw. If it succeeds, this effect
This power closes all mortal wounds and restores ends for that target.
any missing body parts. Force Potency. When you cast this power using a
Coming back from the dead is an ordeal. The target power slot of 6th level or higher, the radius of the
takes a -4 penalty to all attack rolls, saving throws, and sphere increases by 5 feet for each force slot level
ability checks. Every time the target finishes a long rest, above 5th.
the penalty is reduced by 1 until it disappears.
KILL
IMPROVED SABER THROW 9th-level dark side power
2nd-level universal power Prerequisite: Ruin
Prerequisite: Saber Throw Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 60 feet Duration: Instantaneous
Duration: Instantaneous You compel one creature you can see within range to
As a part of the action used to cast this power, you die instantly. If the creature you choose has 100 hit
must make a ranged force attack with a lightweapon or points or fewer, it dies. Otherwise, the power has no
vibroweapon against one target within the power's effect.
range, otherwise the power fails. On a hit, the target
takes 2d8 damage of the same type as the weapon's KNIGHT SPEED
damage and must make a Constitution saving throw. 3rd-level universal power
On a failed save, the target gains 1 slowed level until Prerequisite: Burst of Speed
the end of its next turn and the weapon then Casting Time: 1 action
immediately returns to your hand. The next attack Range: 30 feet
made against the target that hits it before the end of Duration: Concentration, up to 1 minute
the target's next turn deals an additional 1d10 force
Choose a willing creature that you can see within
damage. On a successful save, the target takes half as
range. Until the power ends, the target's speed is
much additional force damage on the next attack that
doubled, it gains a +2 bonus to AC, it has advantage on
hits it, and suffers no additional effect. The weapon
Dexterity saving throws, and it gains an additional
then immediately returns to your hand.
action on each of its turns. That action can be used
Force Potency. When you cast this power using a
only to take the Attack (one weapon attack only), Dash,
force slot of 3rd level or higher, the force damage
Disengage, Hide, or Use an Object action.
increases by 1d10 for each slot level above 2nd.
When the power ends, the target can't move or take
INSANITY actions until after its next turn, as a wave of lethargy
5th-level dark side power sweeps over it.
Prerequisite: Horror
Casting Time: 1 action
Range: Self (30-foot sphere)
Duration: Concentration, up to 1 minute
This power assaults and twists creatures' minds,
spawning delusions and provoking uncontrolled action.
Each creature in a 30-foot-radius sphere centered on
you must succeed on a Wisdom saving throw when you
cast this power or be affected by it.
An affected target can't take reactions and must roll
a d8 at the start of each of its turns to determine its
behavior for that turn. This power has no effect on
constructs or droids.
TELEMETRY VALOR
1st-level universal power 1st-level light side power
NEUROTOXIN OVERHEAT
7th-level tech power 2nd-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Instantaneous Duration: Concentration, up to 1 minute
You release a series of darts filled with neurotoxin. Choose a manufactured metal object, such as a
Choose any number of creatures you can see within blaster or a suit of heavy or medium metal armor, that
range. Each creature must make a Constitution saving you can see within range. You cause the object to glow
throw. On a failed save, a creature suffers an effect red-hot. Any creature in physical contact with the
based on its current hit points: object takes 2d8 fire damage when you cast the power.
Until the power ends, you can use a bonus action on
60 hit points or fewer: poisoned for 1 minute each of your subsequent turns to cause this damage
50 hit points or fewer: poisoned and deafened for 1 again.
minute If an object is held, worn, or integrated, and a
40 hit points or fewer: poisoned, deafened, and blinded creature takes the damage from it, the creature must
for 10 minutes succeed on a Constitution saving throw or drop the
30 hit points or fewer: poisoned, blinded, deafened, object if it can. If it doesn't—or can't—drop the object,
and stunned for 1 hour it has disadvantage on attack rolls and ability checks
20 hit points or fewer: killed instantly until the start of your next turn.
Overcharge Tech. When you cast this power using a
This power has no effect on droids or constructs. tech slot of 3rd level or higher, the damage increases
OIL SLICK by 1d8 for each slot level above 2nd.
1st-level tech power OVERLOAD
Casting Time: 1 action 1st-level tech power
Range: 60 feet Casting Time: 1 action
Duration: 1 minute Range: Self (15-foot cube)
You cover the ground in a 10-foot square within Duration: Instantaneous
range in oil. For the duration, it is difficult terrain. You expel a burst of power. Each creature in a 15-
When the oil appears, each creature standing in its foot cube originating from you must make a Dexterity
area must succeed on a Dexterity saving throw or fall saving throw. On a failed save, a creature takes 2d6 ion
prone. A creature that enters the area or ends its turn damage and is pushed 10 feet away from you. On a
there must also succeed on a Dexterity saving throw. successful save, the creature takes half as much
The oil is flammable. Any 5 foot square of the oil damage and isn't pushed.
exposed to fire burns away in one round. Each Overcharge Tech. When you cast this power using a
creature who enters the fire or starts it turn there must tech slot of 2nd level or higher, the damage increases
make a Dexterity saving throw, taking 3d6 fire damage by 1d6 for each slot level above 1st.
on a failed save, or half as much on a successful one.
The fire ignites any flammable objects in the area that
aren't being worn or carried.
SHUTDOWN
5th-level tech power
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You emit an electromagnetic pulse, shutting down all
electronic devices, with the exception of your tech
focus, that are not held by or under the direct control
of a creature. If it is, the creature must succeed on an
Intelligence saving throw to stop the device from being
shut down. While the power is active, no electronic
device in range can be started or restarted.
ADMINISTER AID When you fail an ability check, you can expend a
Mental maneuver
superiority die. If the result of your ability check plus
Prerequisite: Proficiency in Medicine
the superiority die is within a range equal to half your
As an action, you can expend a superiority die to tend proficiency bonus above or below the check's DC, you
to a creature you can touch. The creature regains a pass the check instead.
number of hit points equal to the number rolled + your
maneuver ability modifier. BRAWNY
General maneuver
Mental maneuver
When you make an Athletics check, you can expend a
Prerequisite: Administer Aid (Improved) maneuver
superiority die, rolling the die and adding it to the d20
You can use your Administer Aid maneuver as an roll. You can wait until after rolling the d20 before
action, bonus action, or reaction on your turn. doing so, but you must decide before the GM says
whether the roll succeeds or fails.
ADMINISTER AID (IMPROVED)
Mental maneuver
BODY OVER BOTHER
Prerequisite: Administer Aid maneuver
Physical maneuver
You can use your Administer Aid maneuver as an When you are forced to make an Strength, Dexterity, or
action or bonus action. Constitution saving throw, you can expend a
superiority die to change the saving throw ability to
ADRENALINE HIT your maneuver ability modifier.
Mental maneuver
to inject a creature with regenerative medication that As a bonus action, you can expend a superiority die to
temporarily enhances their agility. When you do so, a throw a sonic charge at a target you can see within 30
creature you can touch regains hit points equal to the feet. When you do so, the target and each creature of
superiority die roll. Additionally, until the start of your your choice within 5 feet of it must make Dexterity
next turn, when that creature would take damage, the saving throws, taking sonic damage on a failure. The
amount is reduced by an amount equal to your sonic damage equals the number rolled on the
maneuver ability modifier. superiority die.
ALL IN CALL THE GUARDS
General maneuver
Mental maneuver
When you make an attack roll, and the result is less Prerequisite: Proficiency in Persuasion
than 20, you can expend a superiority die and roll it, When a creature makes an attack roll against you, you
adding it to the roll. If the resulting sum is 20 or 23, the can use your reaction and expend a superiority die and
attack is considered a critical hit. command a willing ally within 5 feet of that creature to
use their reaction to intercede. The creature is then
ANIMAL HANDLER forced to make an attack on the ally instead. If the
General maneuver
attack misses, the ally can immediately make a weapon
Prerequisite: Proficiency in Animal Handling
attack against that creature as a part of that same
When you make an Animal Handling check, you can reaction. Roll the superiority die, and add the result to
expend a superiority die, rolling the die and adding it to the ally's attack roll.
the d20 roll. You can wait until after rolling the d20
before doing so, but you must decide before the GM
says whether the roll succeeds or fails.
incapacitated, you can expend one superiority die to When you use the Commander's Strike maneuver, you
act normally. can choose to forgo an attack or use your bonus
action, rather than both. All the other rules of
CALL TO ARMS (IMPROVED) Commander's Strike still apply to you.
Mental maneuver
When you use your Call to Arms maneuver, you can roll Prerequisite: Commander's Strike maneuver
the superiority die and extend the benefits of the When you use the Commander's Strike maneuver, you
maneuver to a number of allies up to the result of the no longer have to forgo an attack as a part of that
roll, provided those allies can see or hear you. maneuver. All the other rules of Commander's Strike
still apply to you.
CHARGE
Mental maneuver
COVERING FIRE
Prerequisite: Proficiency in Persuasion
Mental maneuver
As a bonus action on your turn, you can expend one When you hit a creature with a ranged weapon attack,
superiority die to spurn your allies to move. Until the you can expend one superiority die to maneuver one
start of your next turn, creatures you choose within 10 of your comrades into a more advantageous position.
feet of you who can see or hear you can move an You add the superiority die to the attack's damage roll,
additional distance equal to 5 times the superiority die and you choose a friendly creature who can see or
rolled on their turn and ignore unenhanced difficult hear you.
terrain. That creature can use its reaction to move up to half
its speed without provoking opportunity attacks from
CHARGING ATTACK the target of your attack.
Physical maneuver
If you move at least 10 feet towards your target before CRIPPLING BLOW
successfully hitting them with a melee attack, you may Physical maneuver
expend a superiority die, causing the target to take When you hit a creature with a weapon attack, you can
additional damage equal to the result, and forcing it to expend one superiority die to cripple the creature. You
make a Strength saving throw. On a failed save the add the superiority die to the attack's damage roll and
creature is knocked prone. the creature's gains 1 slowed level until the end of their
next turn.
CHARMER
General maneuver
DARING ESCAPE
Prerequisite: Proficiency in Persuasion
General maneuver
When you make an Persuasion check, you can expend You can expend one superiority die to take the
a superiority die, rolling the die and adding it to the Disengage action as a bonus action on your turn. Until
d20 roll. You can wait until after rolling the d20 before the end of this turn, you have advantage on ability
doing so, but you must decide before the GM says checks and saving throws to break effects that would
whether the roll succeeds or fails. grapple, restrain or slow you.
CHARMING PRESENCE DELIBERATE MOVEMENT
Mental maneuver
General maneuver
your check succeeds, the target is charmed by you until When you hit a creature with a weapon attack, you can
the end of your next turn. expend one superiority die to attempt to disarm the
target, forcing it to drop one item of your choice that
COMMANDER'S STRIKE it's holding. You add the superiority die to the attack's
Physical maneuver
damage roll, and the target must make a Strength
When you take the Attack action on your turn, you can saving throw. On a failed save, it drops the object you
forgo one of your attacks and use a bonus action to choose. If you have a free hand and are within 5 feet of
direct one of your companions to strike. When you do the creature, you can catch the item. Otherwise, the
so, choose a friendly creature who can see or hear you object lands at the creature's feet.
and expend one superiority die. That creature can
immediately use its reaction to make one weapon
attack, adding the superiority die to the attack's
damage roll.
When you hit a creature with a weapon attack, you can You can use a bonus action to expend a superiority die.
expend one superiority die to distract the creature, When you do so, a number of friendly creatures equal
giving your allies an opening. You add the superiority to your maneuver ability modifier can immediately use
die to the attack's damage roll. The next attack roll their reaction to move a number of feet equal to 5
against the target by an attacker other than you has times the number rolled on the superiority die.
advantage if the attack is made before the start of your
next turn. ENCOURAGING SPEECH
Mental maneuver
General maneuver
You can expend a superiority die to give an
If on the same round of combat that you have missed a encouraging speech, spending the next minute rallying
weapon attack, an enemy also misses you with a your allies. You grant a number of creature up to your
weapon attack, you can expend a superiority die and maneuver ability modifier temporary hit points equal
make a single weapon attack, adding the results of to the amount rolled on the superiority die + your
your superiority die to both the attack and damage proficiency bonus, as shown in the scholar table.
rolls.
ENHANCEMENT INJECTION
EFFECTIVE FLANKING Mental maneuver
Mental maneuver
Prerequisite: Proficiency in Medicine
As a bonus action, you choose a target within 30 feet As an action, you can expend one superiority die to
that you can see to make a Wisdom saving throw. On a inject a creature you can touch with enhancements,
failed save, roll a superiority die; the result is added to granting them temporary hit points equal to the
both the attack and damage roll for the first attack superiority die roll + your maneuver ability modifier,
against the creature before the start of your next turn. which last for 1 minute. Additionally, when the target
makes a Strength or Constitution check or saving throw
EFFECTIVE FLANKING (GREATER) while it has these temporary hit points, it gains a bonus
Mental maneuver
equal to your maneuver ability modifier.
Prerequisite: Effective Flanking (Improved)
maneuver
EXPLOIT WEAKNESS
When you use the Effective Flanking maneuver, you Physical maneuver
add your maneuver ability modifier to both the attack When you hit a creature with a weapon attack, you can
and damage roll for the first attack against the creature expend a superiority die and deal additional true
before the start of your next turn. damage equal to the number rolled.
EFFECTIVE FLANKING (IMPROVED) EVASIVE FOOTWORK
Mental maneuver
General maneuver
Mental maneuver
When you cast a tech power of 1st-level or higher that
Prerequisite: Proficiency in Medicine
has a casting time of 1 action, you can expend a
As an action, you can expend one superiority die and superiority die to change the casting time to 1 bonus
touch a creature. That creature regains hit points equal action for this casting.
to result of the die + your maneuver ability modifier,
and when that creature makes their first ability check, FEINTING ATTACK
attack roll, or saving throw before the start of your General maneuver
next turn they roll the superiority die and add it to the You can expend one superiority die and use a bonus
roll. action on your turn to feint, choosing one creature
within 5 feet of you as your target. You have advantage
EMPATHIC on your next attack roll against that creature this turn.
General maneuver
If that attack hits, add the superiority die to the attack's
Prerequisite: Proficiency in Insight
damage roll.
When you make an Insight check, you can expend a
superiority die, rolling the die and adding it to the d20 FIREWALL
roll. You can wait until after rolling the d20 before Mental maneuver
doing so, but you must decide before the GM says Prerequisite: The ability to cast tech powers
whether the roll succeeds or fails. When you or an ally you can see within 60 feet make a
saving throw against a tech power, you can use your
reaction to expend a superiority die, adding the
number rolled to the result of that saving throw.
its pocket. Roll the superiority die, and add the result to Prerequisite: Proficiency in Investigation
Wisdom saving throw. On a failed save, the target has Prerequisite: Proficiency in Lore
disadvantage on all attack rolls against targets other When you make an Lore check, you can expend a
than you until the end of your next turn. superiority die, rolling the die and adding it to the d20
roll. You can wait until after rolling the d20 before
HEADS UP doing so, but you must decide before the GM says
Mental maneuver
whether the roll succeeds or fails.
When a friendly creature who can see or hear you
makes a saving throw, you can use your reaction and LUNGING ATTACK
expend a superiority die, adding the number rolled to Physical maneuver
the result of the saving throw. You can use this When you make a melee weapon attack on your turn,
maneuver before or after making the saving throw, but you can expend one superiority die to increase your
before any effects of the saving throw are determined. reach for that attack by 5 feet. If you hit, you add the
superiority die to the attack's damage roll.
HACKED COMMUNICATIONS
Mental maneuver
MANEUVERING ATTACK
Prerequisite: Proficiency in Technology
General maneuver
As an action, you may expend a superiority die, and When you hit a creature with a weapon attack, you can
choose any number of creatures that you can see expend one superiority die to maneuver one of your
within 60 feet of you that have commlinks, comrades into a more advantageous position. You add
headcomms, or other such communications devices. the superiority die to the attack's damage roll, and you
Each creature must succeed on a Constitution saving choose a friendly creature who can see or hear you.
throw or take sonic damage equal to the number rolled That creature can use its reaction to move up to half
on the dice + your maneuver ability modifier (minimum its speed without provoking opportunity attacks from
of one). Additionally, on a failed save, their the target of your attack.
communication devices are disabled until rebooted. MEASURED ACTION
INCITE General maneuver
Mental maneuver
As a reaction when you make a roll for a contested
Prerequisite: Proficiency in Persuasion
ability check, you can expend a superiority die to add
On your turn, you can use an action and expend one to the roll. You can use this maneuver before or after
superiority die to bolster the resolve of one of an ally. making the contested ability check roll, but before any
When you do so, choose an ally who can see or hear effects of the contested ability check are determined.
you within 30 feet of you. The ally can add your
maneuver ability modifier to every damage roll they
make until the start of your next turn.
Mental maneuver
When you cast a tech power of 1st-level or higher, you
When you hit a creature with a weapon attack, you can may expend a superiority die to cast the power at a
expend one superiority die to attempt to frighten the higher level, provided it does not exceed your
target. You add the superiority die to the attack's Maximum Power Level. Roll the superiority die, and
damage roll, and the target must make a Wisdom add it to the level at which you are casting the power.
saving throw. On a failed save, it is frightened of you You can choose to cast it at this new power level or
until the end of your next turn. lower.
MIND OVER MATTER OVERWHELMING WIT
Mental maneuver
Mental maneuver
When you are forced to make an Intelligence, Wisdom, Prerequisite: The ability to cast force powers
or Charisma saving throw, you can expend a Once per round, when a creature succeeds on a force
superiority die to change the saving throw ability to power you cast or your class feature that requires a
your maneuver ability modifier. Wisdom or Charisma saving throw, you can expend a
superiority die to make a universal forcecasting ability
NATURALIST check with proficiency, substituting the result of the
General maneuver
roll for the save DC for that power.
Prerequisite: Proficiency in Nature
roll. You can wait until after rolling the d20 before When another creature damages you with a melee
doing so, but you must decide before the GM says attack, you can use your reaction and expend one
whether the roll succeeds or fails. superiority die to reduce the damage by the number
you roll on your superiority die + your maneuver ability
NEUROBLOCK modifier.
Mental maneuver
superiority die and add it to the attack roll. On a hit, Prerequisite: Parry maneuver
the creature's next attack has disadvantage and it Parry becomes a general maneuver for you.
cannot regain hit points until the start of your next
turn. PENETRATING SHOT
Physical maneuver
Once per turn, when you make a Constitution saving Prerequisite: Proficiency in Perception
throw to maintain concentration on a force power, you When you make an Perception check, you can expend
can expend a superiority die and add the number a superiority die, rolling the die and adding it to the
rolled to the saving throw. d20 roll. You can wait until after rolling the d20 before
doing so, but you must decide before the GM says
ONE STEP AHEAD whether the roll succeeds or fails.
Physical maneuver
When you roll initiative and you are not surprised, you
can expend a superiority die and add the number
rolled to your initiative.
Physical maneuver
On your turn, you can use a bonus action and expend
When a creature hits you with an opportunity attack one superiority die to bolster the resolve of one of your
while within 5 feet of you, you can use your reaction companions. When you do so, choose a friendly
and expend a superiority die to impose disadvantage creature who can see or hear you. That creature gains
on the attack roll. If the attack misses, you can make a temporary hit points equal to the superiority die roll +
Dexterity (Sleight of Hand) check contested by the your maneuver ability modifier.
attacker's Strength (Athletics) or Dexterity (Acrobatics)
check (their choice) as a part of this reaction. On a RAMPAGE
success, the target drops the weapon it made the Physical maneuver
attack with. If you are within 5 feet of the target, and When you reduce a creature to 0 hit points, you can
you have a free hand, you can catch the item. use your bonus action to expend a superiority die and
Otherwise, the object lands at its feet. move up to half your speed. If you end this movement
within 5 feet of a creature, you can make a single
PRECISE MOVEMENTS melee weapon attack against that creature, adding the
General maneuver
result of the superiority die to the attack roll.
When you or a friendly creature you can see that can
see or hear you moves, you can expend a superiority RATTLE
die to give them verbal guidance and encouragement. Physical maneuver
Roll a superiority die. The creature's speed increases by Prerequisite: Proficiency in Intimidation
5 times the number rolled, and they can move through On your turn, when you hit with a weapon attack, you
the space of hostile creatures as if it were difficult can use a bonus action and expend and roll one
terrain. superiority die to menace your target, dealing extra
psychic damage equal to to the amount rolled and
PRECISION ATTACK forcing it to succeed on a Wisdom saving throw or be
General maneuver
frightened of you until the end of your next turn. As an
When you make a weapon attack roll against a action, the creature can make a Wisdom check to steel
creature, you can expend one superiority die to add it its resolve and end this condition.
to the roll. You can use this maneuver before or after
making the attack roll, but before any effects of the REASSURE
attack are applied. Mental maneuver
PURE SABACC As an action, you can expend a superiority die and call
Physical maneuver
out to a creature within 60 feet that can see or hear
When you score a critical hit with a weapon attack, you you that is charmed, frightened, or stunned. When you
can expend a superiority die and roll it. On a roll of 4 or do so, that creature immediately makes another saving
higher, you deal maximum damage on the weapon's throw, adding the amount rolled to the save.
damage roll, including the superiority die. On a roll of 3
or lower, you instead deal the minimum. REMOVE TOXINS
Mental maneuver
Physical maneuver
As an action, you can expend a superiority die to purge
When you hit a creature with a weapon attack, you can the toxins from a creature you can touch. The target
expend one superiority die to attempt to drive the regains hit points equal to the number rolled and, if it
target back. You add the superiority die to the attack's is poisoned or diseased, you neutralize the poison or
damage roll, and if the target is Large or smaller, it disease. If more than one poison or disease afflicts the
must make a Strength saving throw. On a failed save, target, you neutralize one poison or disease that you
you push the target up to 15 feet away from you. know is present, or you neutralize one at random.
QUICK-FINGERED RETURN FIRE
General maneuver
Physical maneuver
When a creature misses you with a melee attack, you Prerequisite: Proficiency in Stealth
can use your reaction and expend one superiority die When you make an Stealth check, you can expend a
to make a melee weapon attack against the creature. If superiority die, rolling the die and adding it to the d20
the attack hits, you add the superiority die to the roll. You can wait until after rolling the d20 before
attack's damage roll. doing so, but you must decide before the GM says
whether the roll succeeds or fails.
RIPOSTE (IMPROVED)
Physical maneuver
STRIKEFORCE
Prerequisite: Riposte maneuver
Physical maneuver
When a creature misses an ally within 30 feet you can Prerequisite: The ability to cast force powers
see with a melee attack, and that ally can see or hear When you make a melee weapon attack against a
you, you can expend one superiority die (no action creature, you can expend one superiority die and add
required), and the chosen ally use their reaction to the number rolled to the attack roll. On a hit, the target
make a melee weapon attack against the creature. If takes additional force damage equal to the number
the attack hits, the ally adds the superiority die to the rolled.
attack's damage roll.
SUBTLE EXECUTION
RUNTIME EXTENSION Mental maneuver
Mental maneuver
Prerequisite: The ability to cast tech powers
General maneuver
Prerequisite: Proficiency in Survival
As a reaction when you make a saving throw against an When you make an Survival check, you can expend a
effect you can see, you can expend a superiority die superiority die, rolling the die and adding it to the d20
and add the result. You can use this maneuver before roll. You can wait until after rolling the d20 before
or after making the saving throw, but before any doing so, but you must decide before the GM says
effects of the saving throw are determined. whether the roll succeeds or fails.
SHORT ROUND SWEEPING ATTACK
Mental maneuver
Physical maneuver
When you make an Deception check, you can expend a SWEEPING ATTACK (IMPROVED)
superiority die, rolling the die and adding it to the d20 Physical maneuver
roll. You can wait until after rolling the d20 before Prerequisite: Sweeping Attack maneuver
doing so, but you must decide before the GM says When you use the Sweeping Attack maneuver, you add
whether the roll succeeds or fails. your maneuver ability modifier to the damage roll of
the second creature.
STEADY THE NERVES
General maneuver
TARGETED STRIKE
Prerequisite: Proficiency in Persuasion
Mental maneuver
As an action, you can expend one superiority die to When an ally who can see or hear you makes an attack
strengthen your allies' defenses. Roll a superiority die. against a creature, you can use your reaction to
Until the end of your next turn, you and all allies within expend a superiority die. You add the superiority die to
5 feet of you when you use this action has a bonus to the attack roll, and the damage roll if it hits. You can
any saving throws they make equal to amount rolled. use this maneuver before or after the attack roll, but
before the GM determines whether or not the attack
hits.
When you make an Technology check, you can expend When you hit a creature with a weapon attack, you can
a superiority die, rolling the die and adding it to the expend a superiority die to temporarily daze the
d20 roll. You can wait until after rolling the d20 before creature. Add the number rolled to the damage of the
doing so, but you must decide before the GM says weapon attack and the creature must succeed on a
whether the roll succeeds or fails. Constitution saving throw or be stunned until the end
of its next turn.
TENACITY
Physical maneuver
WORLD ON FIRE
As a bonus action, you can expend and roll a Physical maneuver
superiority die and move to an unoccupied space you On your turn, when you hit with a weapon attack, you
can see up to a distance equal to 5 x the result of the can use a bonus action to expend and roll one
roll. If you begin this movement hidden from a superiority die to ignite phosphorescent powder on
creature, and you end this movement in a space that your target, dealing extra fire damage equal to the
could be hidden from the creature, this movement result of the roll. Additionally, the target sheds dim
does not reveal your presence to that creature. light in a 5-foot radius and can't become invisible until
the end of your next turn, and becomes visible if it was
THREATENING already invisible.
General maneuver
a superiority die, rolling the die and adding it to the Prerequisite: Proficiency in Athletics
d20 roll. You can wait until after rolling the d20 before When you make a Strength (Athletics) check to grapple
doing so, but you must decide before the GM says or shove a creature, you can expend a superiority die.
whether the roll succeeds or fails. Until the end of your turn, you can drag the grappled
creature with you without your speed being halved.
TRIP ATTACK Additionally, if the creature is moved at least 5 feet,
Physical maneuver
you can roll the superiority die, dealing kinetic damage
When you hit a creature with a weapon attack, you can to the creature equal to the result of the roll.
expend one superiority die to attempt to knock the
target down. You add the superiority die to the attack's YOU CALL THIS ARCHAEOLOGY?
damage roll, and if the target is Large or smaller, it Mental maneuver
must make a Strength saving throw. On a failed save, Prerequisite: The ability to cast force powers
you knock the target prone. When you or a friendly creature that you can see
reduces a hostile creature to 0 hit points, you can use
TYRANNICAL STRIKE your reaction and expend a superiority die to give
Mental maneuver
yourself or that friendly creature temporary hit points
Prerequisite: Proficiency with Intimidation
equal to the number rolled + your universal
When you hit a creature with a weapon attack, you can forcecasting modifier.
expend one superiority die and use your reaction to
issue a one-word command to a creature who can see
or hear you. You add the superiority die to the attack's
damage roll, and the target must succeed on a Wisdom
saving throw. On a failed save, the target must follow
the command on its next turn.
The target automatically succeeds if it is immune to
charm, it doesn't understand your language, or if your
command is directly harmful to it.
UNRELENTING GRASP
Physical maneuver
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, effects, and hazards can lead to a
special condition called slowed. Slowed is measured in
four levels. An effect can give a creature one or more
levels of slowed, as specified in the effect's description.
Slowed Level
Level Effect
1 Speed reduced by 15 feet
2 Speed reduced by 25 feet
3 Speed reduced by 30 feet
Speed reduced to 0, and
317 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 318
WHAT COMES NEXT?
aving delved into the depths of character creation,
and fight vile and malevolent creatures from Scum and Villainy.