The Roleplayer's Guide to the Galaxy- Part I

A player's guide to the Star Wars Tabletop RPG Homebrew

(This handbook and roleplaying guide is in no way sanctioned by or associated with Lucasarts, ltd., Wizards of the Coast, or Disney. This resource will always be free and I am making no profit from it.)

Table of Contents

4. Using This Book

4. How To Play

6. Creating a Character

8. Species

-Rare Species (15)

17. Classes

-Jedi Consular/Sith Lord (18)

-Jedi Guardian/Sith Marauder (22)

-Jedi Sentinel/Sith Assassin (26)

-Negotiator (30)

-Scoundrel (35)

-Scout (39)

-Soldier (43)

-Specialist (48)

53. Equipment

60. Vehicles

69. Droids

74. Core Skills*

75. Special Skills

76.Feats

79. Using the Force

80. The Light and Dark Sides

81. Using a Force Power

83. Force Power List**

  • Force Power Descriptions (85)

Preface

Hello there. Welcome to the Star Wars Homebrew Roleplaying Game (SWRPG for short). This game combines the assets of different successful games, mainly combining the classic tabletop RPG gameplay of Dungeons & Dragons with elements from the Star Wars: Knights of the Old Republic video game. The reason this homebrew game was created was because I felt there was a lack of depth in the current Star Wars homebrews. Most of the assets were taken from the Star Wars Tabletop Roleplaying Game, which in my opinion was a shallow tabletop that did quite poorly. In doing so, the homebrews created lacked aqequate depth in character creation, in-game mechanics, and worldbuilding. The goal of this homebrew was to go further than just a Star Wars-themed D&D supplement; it was to create a game with unique mechanics that would make more sense in the Star Wars universe than a lazy port of D&D mechanics (which work really well for D&D, but a lot of things do not transfer over well).

When I first decided to make a unique ruleset for a Star Wars roleplaying game, I immediately thought of one of my favorite games: Star Wars: Knights of the Old Republic. The entire combat system is basically the same as any tabletop system: you roll the dice and see what happens. However, delving into KOTOR assets made me realise the many flaws of the game mechanically. Don't get me wrong, it's still one of my favorite games, but there were a lot of flaws, including but not limited to: not being able to choose an alien race for your main character, having certain combat options be way, way better than other options (why even use a blaster when you can just two-handed lightsaber flurry?), and the fact that skills were completely unbalanced, making certain skills absolutely obsolete (anyone put any points into demolitions ever?). Still, there were many things that I liked about the KOTOR mechanics. Thus I decided to combine the best things about D&D 5th edition, the Star Wars tabletop rpg, and the Knights of the Old Republic video game. At first I was delighted to learn that there was actually a KOTOR supplement for the Star Wars tabletop, only to learn that it was complete and utter garbage. So I had to start from scratch. I took bits and pieces of each game that I really liked, and tweaked most of them. I then added a lot of original content, using the D&D 5th Edition Player's Handbook as a guide to create this player's handbook.

This handbook is a guide, a template for creating epic Star Wars campaigns with your friends. I created it for free, and it will always be free. I hope that by using this handbook, you can go to the next level with creating and playing epic adventures in the Star Wars Universe. So read, create, have fun, and may the Force be with you.

-Braden

Introduction

In case you are new to tabletop RPG's, this section is devoted to teaching you how to play this game, and how to effectively use this book. It will outline some basic rules of how to run each game and campaign, and specifics will be detailed in later sections. The first thing to understand about any tabletop RPG is that it is driven by imagination. So have fun, and don't take it too seriously.

This part will teach you some basics, but it doesn't have all the details about using skills, combat, and more. To find the rules for these things, refer to the D&D 5th edition Player's Handbook, as it uses the same rules.

In this game, each player creates a character and teams up with other characters (played by friends) to go on an adventure. The adventurers can solve puzzles, talk with other characters, fight wars on land and in space, and discover rare equipment and other treasure.

One player, however, takes on the role of Game Master (GM), the game's lead storyteller and referee. The GM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The GM might describe the hangar of an Imperial base, and the players will decide what they want their characters to do. Will they hack into the computer terminal to grant them access? Take out some employees and dress in their clothing? Try to sneak in during regular traffic? Or blast the hanger to smithereens with cannons and grenades? Then the GM determines the results of the adventurers’ actions and narrates what they experience. Because the GM can improvise to react to anything the players attempt, SWRPG is infinitely flexible, and each adventure can be exciting and unexpected.

The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The characters grow in might as the campaign continues. Each person defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new capabilities. This increase in power is reflected by an adventurer’s level.

The most important part in this game is to have fun. There is no winning and losing; only a Sith deals in absolutes. The goal is to get together with your friends and have a great time talking, exploring, and fighting things together.

Using This Book

The Roleplayer's Guide to the Galaxy is divided into three parts:

Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It includes information on the various species, classes, backgrounds, equipment, special skills, feats, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3. If you come across a game concept in part 1 that you don’t understand, consult the book’s index.

Part 2 contains info about equipment, droids, vechicles, special skills, and feats

Part 3 is all about the Force. The Force is what gives the Jedi their power. It's an energy field created by all living things. It surrounds us and penetrates us; binds the galaxy together. This part provides an explanation of the Force, how to use it, and a list of force powers that can be used by force-sensitive characters.

How to play

The adventures in SWRPG generally follow this pattern:

1. The GM describes the environment. The GM tells the players where their characters are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room , what’s on a table, who's in the cantina, who has the high ground, and so on).

2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search an equipment container while a second hacks into the security camera footage and a third keeps watch for enemies. The players don’t need to take turns, but the GM listens to every player and decides how to resolve those actions. Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the GM might just say that the door opens and describe what lies beyond. But the door might be locked, the door will trigger an alarm, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the GM decides what happens, often relying on the roll of a die to determine the results of an action.

3. The GM narrates the results of the characters' actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a spice smuggler, or locked in mortal combat against a Sith Lord. In certain situations, particularly combat, the action is more structured and the players (and GM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure. Often the action of an adventure takes place in the imagination of the players and GM, relying on the GM’s verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various characters, aliens, droids, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.

Game Dice

The game uses polyhedral dice with different numbers of sides. You can use physical dice, which can be found at comic shops and book stores, or you could just use an app.

In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d 10, d 12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).

Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two Os represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.

When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, “3d8 + 5 ” means you roll three eight-sided dice, add them together, and add 5 to the total. The same d notation appears in the expressions “1d3” and “1d2.” To simulate the roll of 1d3, roll a d6 and divide the num ber rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it w as odd or even. (Alternatively, if the number rolled is m ore than half the number of sides on the die, it’s a 2.)

The d20

Does a Jedi’s lightsaber swing hurt a Krayt Dragon or just bounce off its iron-hard scales? Will the Imperial officer believe an outrageous bluff? Can a character swim across a raging river? Is a character thrown back by a Jedi's force push, or do they hold their ground? In cases where the outcome of an action is uncertain, the SWRPG game relies on rolls of a 20-sided die, a d20, to determine success or failure. Every character and creature in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Alien monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s, droid's or alien’s behalf.

Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps:

1. Roll the d20 and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See chapter 1 for details on each ability and how to determine an ability’s modifier.)

2. Apply circumstantial bonuses and penalties. A class feature, a feat, a force power, or another circumstance might give another bonus or penalty to the check.

3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The GM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC). This simple rule governs the resolution of most tasks in play. Part 2 provides more detailed rules for using the d20 in the game.

Advantage and Disadvantage

Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 hen you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. More detailed rules for advantage and disadvantage are in Part 2.

Specific Beats General

This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, force powers, rare items, alien abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remem ber this: If a specific rule contradicts a general rule, the specific rule wins. Exceptions to the rules are often minor. For instance, many adventurers don’t have proficiency with blaster rifles, but every Wookiee does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally automatically persuade someone, but some force powers make that possible. The Force accounts for most of the major exceptions to the rules.

Round Down

There’s one more general rule you need to know at the outset. W henever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

Creating a Character

There are several steps that you have to take in creating a character. In SWRPG, you get a large variety of customization options to choose from, so try and make your character as unique and interesting as possible.

Part 1: Choose a Species

There are many different species you can choose from for your character to be, each one exhibiting it's own unique strengths and weaknesses. Make sure to take note of all the racial bonuses you receive on your character sheet.

Part 2: Choose a Class

What kind of skills do you want your character to have? A class broadly describes a character's vocation and role in the party, and any special abilities they have. Each class has its own unique features that distinguish it from other classes. Try and find a class that suits your character best and that compliments the chemistry of your party.

Levels

As your character adventures and completes different activities, they will earn experience points (exp) based on their actions. At certain exp thresholds, a character will level up, becoming stronger and developing new abilities.

Proficiency Bonus

The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet:

• Attack rolls using weapons you’re proficient with

• Attack rolls with force powers you use

• Ability checks using core skills you’re proficient in

• Saving throw DCs for force powers (explained in part 3)

• Saving throws you’re proficient in

Your species and class determine your weapon proficiencies, your core skill proficiencies, and your saving throw proficiencies. Be sure to note all of these proficiencies in your character sheet.

Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

Part 3: Determine Ability Scores

Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet. The six abilities and their use in the game are described in part 2. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8, or a score higher than 20. After you've determined your ability scores, make sure you mark down the modifier for each ability, which can be found on the Ability Score Modifier table below. You will add these modifiers to the checks you make with the relevant ability or skill. Someone with a high modifier in Strength is going to be very good at lifting and climbing, while someone with high Dexterity will be good at sneaking.

Ability Score Cost
Score Cost Score Cost
8 0 12 4
9 1 13 5
10 2 14 6
11 3 15 7
Ability Scores and Modifiers
Score Modifier
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20 +5

Part 4: Allocate Skill Points

In SWRPG, there are two kinds of skills your characters can have: core skills and special skills. Your modifier with your core skills are simply determined by the modifier of the relevant trait, but special skills are different. Characters will earn a certain amount of skill points each level dependent on their class and Intelligence modifier (IM). Special skills allow you to perform a variety of activities, including hacking, lockpicking, and treating wounds.

The following are the number of skill points you have to spend on special skills at level 1. You can find a more detailed explanation of special skills in Part 1.

Skill Points by Class at Character Creation
Soldier Scout Specialist Scoundrel Negotiator Jedi Guardian Jedi Sentinel Jedi Consular
(1+IM)x4 (2+IM)x4 (4+IM)x4 (3+IM)x4 (1+IM)x4 (1+IM)x4 (2+IM)x4 (1+IM)x4

IM=Intelligence Modifier

Part 5: Choose feats

In addition to any feats granted by your species or class, each class gets 1 feat of their choice to choose from at level 1 from the feat list. You will continue to be able to choose feats as you level up, but some classes get more feats than others. A list of feats and their descriptions are available in Part 1.

Part 6: Choose Equipment

Your species and class determine your starting equipment, including weapons, armor, and other gear. Record this equipment in your character sheet. All equipment is detailed in Part 1. Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of credits to spend based on your class, as shown in part 1. Extensive lists of equipment, with prices, also appear in the same section. Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15.

Armor Class

Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear and your Dexterity modifier. Not all characters wear armor, however. Without armor, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, calculate your AC using the rules in part 1. Record your AC on your character sheet. Your character needs to be proficient with armor and to wear and use it effectively, and your armor proficiencies are determined by your class. There are drawbacks to wearing armor if you lack the required proficiency, as explained in chapter 5. Some species and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.

Weapons

For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. W hen you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.

  • For attacks with melee weapons and lightsabers, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a short lightsaber, can use your Dexterity modifier instead.
  • For attacks with blasters, use your Dexterity modifier for attack and damage rolls. A weapon that has the raw property, such as a bowcaster, can use your Strength modifier instead.

Part 7: Describe Your Character

What lead your character on his current path? What planet was he born on? What's your character's name? Now that you've done all the mechanical work, it's time to give your character a little flavor. Physical appearance, age, personality; think about your character and what they're like. Make sure to write all details about your character in your character sheet. After that, you're done making your character! Get some friends together and start playing!

Species

Bothan

"Many Bothans died to bring us this information"

-Mon Mothma

Bothans, natives of the planet Bothawui, are short, furry humanoids that are incredibly sly and cunning. They are skilled infiltrators and spies, and their species has amassed a library of information about the universe known as the spynet.

Bothan Traits

Bothans are excellent scouts and spies, using stealth and deception to gather information. A Bothan character has the following traits:

Ability Score increase. Your Dexterity increases by 2, and your Intelligence increases by 1.

Alignment. Most Bothans lean towards a neutral alignment; they will act dependant on what is beneficial to them.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Bothese.

Iron Will. You have advantage on Wisdom Saving throws.

SpyNet. You can easily gather information about anything by accessing the Bothan spynet. You have advantage on Investigation checks that rely on getting more information.

Skill Proficiency. You gain proficiency in the Stealth and Persuasion skills.

Duros

Tall, hairless humanoids from the Duro system, Duros were the pioneers of the Galactic Republic. Many respected scholars credit the Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, knowing the ins and outs of piloting and navigation.

Duros Traits

Duros are excellent pilots, navigators, and technicians. A Duros character has the following traits:

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity increases by 1.

Alignment. Duros are rarely evil, but don't tend to sway towards any particular alignment.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Durese.

Skill Proficiency. You gain proficiency in the Galactic Lore, Piloting, Mechanics, and Navigation skills.

Photographic Memory. You are able to recall events, directions, and other things with almost perfect clarity.

Human

"Humans are simultaneously capable of extraordinary viciousness and extraordinary acts of kindness and altruism." -Hali Ke

As the most common and diverse race in the Galaxy, humans have proven to be a jack-of-all trades, yet a master of few. The enormous diversity between not only races of humans, but individual humans makes it incredibly difficult for taxonomists to classify them as a species. Humans have incredible potential; despite their shortcomings, they manage to be great at just about anything they put their mind to.

Human Traits

Humans are incredibly diverse and versatile. They say that no two humans are alike. A Human character has the following traits:

Ability Score Increase. One Ability score of your choice increases by 1.

Alignment. Humans vary in alignment as much as they vary in anything else. The best and worst are found among them.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and one other language of your choice.

Subrace. There are several types of human, each with their own strength and abilities.

Basic

The average human is what's known as a Basic Human. These consist of thousands of races that do not vary enough to warrant them their own category.

Ability Score Increase. One Ability Score of your choice increases by 1.

Skill Proficiency. You gain proficiency in one core skill of your choice.

Feat Proficiency. You gain one feat of your choice.

Korun

The Korunnai are dark-skinned, force sensitive nomads of the planet Haruun Kaal. They rarely venture off-world, but when they do, they have the capacity to become incredible force users.

Ability Score Increase. Your Wisdom score increases by 1.

Skill Proficiency. You gain proficiency in the Survival skill.

Force Sensitive. You gain the Force Sensitive feat. Additionally, you learn the Command Animal force power, and can cast it once a day as a 2nd-level power without expending a power slot.

Korun Resistance. You are resistant to poison damage, and you have advantage on saving throws against being poisoned.

Languages. You learn Korunnal.

Corellian

Inhabitants of the Corellian system and specifically of the Planet Corellia, Corellians are smart and cunning. Despite their value as starpilots and even as soldiers, many other humans do not trust Corellians, due to their bad reputation of being backstabbers. Corellians are unpredictable mavericks that can be useful in a variety of situations.

Ability Score Increase. Your Dexterity and Intelligence scores increase by 1.

Skill proficiency. You gain proficiency in two core skills of your choice.

Languages. You learn one extra language of your choice.

Alderaanian

Natives of the planet Alderaan, Alderaanians are shrewd diplomats and negotiators. Not fond of conflict, Alderaanians much prefer to negotiate than to try and fight.

Ability Score Increase. Your Charisma score increases by 2.

Skill Proficiency. You gain proficiency in the Persuasion skill.

Persuasive. You have advantage on all Persuasion checks.

Languages. You learn two extra languages of your choice.

Alderaanian Affluence. You start with 5d4 credits plus any granted by your class. Additionally, whenever you would obtain credits, you obtain 5 more credits than you usually would.

Ithorian

""Ithorians. Four throats. Quite powerful." -Shaak Ti

Ithorians are tall humanoids from the planet Ithor. Peaceful vegetarians, Ithorians are excellent botanists and biologists.

Ithorian Traits

Ithorians are kind and peaceful, yet not to be trifled with. An Ithorian character has the following traits:

Ability Score Increase. Your Wisdom Score increases by 2, and your Intelligence increases by 1.

Alignment. You'd be hard-pressed to find an Ithorian who isn't benevolent. Most Ithorians are Good, with most of them being Lawful Good.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Ithorese.

Bellow. As an action, you can open all four of your throats and emit a terrible subsonic bellow. Each creature and unattended object within a 15 foot cone originating from you must make a Constitution save, the DC equal to your Constitution score. On a failed save, they take 3d6 sonic damage and are disoriented for 1 hour. Once you use this ability, you must take a short or long rest to use it again.

Skill Proficiency. You gain proficiency in the Nature and Persuasion skills.

Mon Calamari

"It's a trap!" -Admiral Ackbar

These Fish-like, amphibious aliens of the planet Mon Cala share their home planet with the Quarren. Though typically peaceful, they make excellent military strategists and are also great swimmers.

Mon Calamari Traits

Mon Calamari are adept in the water, and are quite intelligent. A Mon Calamari character has the following traits:

Ability Score Increase. Your Intelligence Score increases by 2 and your Constitution increases by 1.

Alignment. Most Mon Calamari are lawful, and even more are good, believing in peace and protection above everything else.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet, and your base swimming speed is 20 feet.

Languages. You know Basic and Mon Calamarian.

Amphibious. You can breathe on land or under water.

Darkvision. You can see in dark or dim light for 60 feet. You can't distinguish color, only shades of gray.

Expert Swimmer. You have advantage on any checks related to swimming, and you get advantage on saving throws while underwater.

Quarren

Quarren are amphibious, squid-like people that share their homeworld with the Mon Calamari. Unlike the peaceful Mon Calamari, Quarren are aggressive and often violent. The two species have a relationship filled with tension. Occasionally an event will cause a rift to form between them, but eventually the two will reach a compromise.

Quarren Traits

Quarren are aggressive and resilient. A Quarren character has the following traits:

Ability Score Increase. Your Constitution increases by 2, and your Dexterity increases by 1.

Alignment. Aggressive and often violent, Quarren tend to lean towards a neutral or evil alignment.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet, and your base swimming speed is 20 feet.

Languages. You know Basic and Quarrenese.

Amphibious. You can breathe on land or under water.

Darkvision. You can see in dark or dim light for up to 60 feet. You can't distinguish color, only shades of gray.

Expert Swimmer. You have advantage on any checks related to swimming, and you get advantage on saving throws while underwater.

Ink Jet. As an action, you can squirt out black ink in defense. Target one creature within 20 feet of you. The target must beat a Dexterity saving throw DC equal to your Constitution Score or be blinded for 1 minute. If underwater, the ink affects anyone in a 15 foot cone in front of you, and the targets automatically fail. After you use this power, you can't use it again until after a short or long rest.

Rodian

Initially from Rodia, Rodians have successfully integrated themselves into Intergalactic society. A green, bug-like species, Rodians enjoy life in the fast lane; most of them take up racing, bounty hunting, or smuggling, although there are some that would prefer trading or another less dangerous venture. Rodians spend most of their time in large cities, pursuing whatever can benefit them personally.

Rodian Traits

Rodians are agile, deceptive, and greedy. A Rodian character has the following traits:

Ability Score Increase. Your Dexterity increases by 2.

Alignment. The life of a Rodian is chaotic, and thus, Rodians tend to have a chaotic alignment.

Size. Your size is medium.

Speed. Your base walking speed is 35 feet.

Darkvision. You can see 60 feet into dim light or darkness. You can't distinguish color, only shades of grey.

Heightened Awareness. You have advantage on all Perception checks.

Skill Proficiency. You are proficient in the Stealth skill.

Heat Vision. You can see the infra-red heat signatures of objects and creatures, letting you identify living creatures and hot objects in conditions where you normally could not.

Sullustan

"Trust a Sullustan." -Obi-Wan Kenobi

Sullustans are short, humanoid creatures that evolved living in the underground of their volcanic homeworld, Sullust. They have excellent hearing and vision, and Sullustans have developed their skills over the years, becoming talented merchants, pilots, and navigators.

Sullustan Traits

Sullustans are crafty, kind, and have excellent senses. A Sullustan character has the following traits:

Ability Score Increase. Your Dexterity increases by 2, and your Wisdom increases by 1.

Alignment. The vast majority of Sullustans are good, kind people, valuing peace and prosperity.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Sullustese.

Superior Darkvision. You can see in darkness or dim light for 120 feet. You can't distinguish color, only shades of grey.

Skill Proficiency. You are proficient in the Piloting and Navigation skills.

Heightened Awareness. You have advantage on all Perception checks.

Togruta

Togruta are brightly-colored humanoids that come from the heavy forested planet of Shili. Exhibiting bright colors, head-tails, and horns, Togruta are skilled at hunting in groups, using camouflage and echolocation to hunt down their prey. Togruta work best in a group, and are seldom found alone.

Togruta Traits

Togruta are intuitive and nimble, working together to bring down predators. A Togruta character has the following traits:

Ability Score Increase. Your Wisdom increases by 2, and your Dexterity increases by 1.

Alignment. Most Togruta are lawful neutral, bound by their sense of community with other Togruta.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Togruti.

Echolocation. You have minor echolocation, which gives you Blindsight in a 15 foot radius around you. Creatures in this radius cannot surprise you, they do not gain advantage from being invisible, and do not gain advantage from being behind cover.

Pack Tactics. You gain advantage on melee attack rolls against a creature if an ally is within 5 feet of the creature and is conscious.

Trandoshan

Trandoshans are muscular, reptilian creatures from the planet Trandosha. Because of their toughness, they are often hired as thugs, club bouncers, or bounty hunters. Trandoshans are excellent hunters, and relish the thrill of the hunt.

Trandoshan Traits

Trandoshans are hardy, resilient reptiles. A Trandoshan character has these traits:

Ability Score Increase. Your Strength increases by 2.

Alignment. Trandoshans live their lives mostly on their own, and tend to lean towards a chaotic alignment, usually neutral or evil.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Dosh.

Darkvision. You can see in darkness or dim light for 60 feet. You can't distinguish color, only shades of grey.

Natural Armor. Your thick, scaly skin grants you a +1 to AC.

Reptilian Regeneration. When you expend hit dice to regain hit points during a short rest, you regain an additional amount equal to your Constitution modifier.

Trandoshan Toughness. Your hit point maximum increases by 1, and increases by 1 every time you gain a level.

Twi'lek

Hailing from the hot, rocky world of Ryloth, Twi'leks are known for their ability to persuade and seduce people. Twi'lek women often live their lives as slaves or entertainers, renowned for their beauty. Strangely enough, the majority of Twi'leks actually support the enslavement of their people, and Ryloth has become a hub for selling Twi'lek slaves. Twi'leks are recognizable through their colored skin and head-tails, known as lekku.

Twi'lek Traits

Twi'leks are excellent at persuading people to let them have their way. A Twi'lek character has the following traits:

Ability Score Increase. Your Charisma increases by 2, and your Dexterity increases by 1.

Alignment. Twi'leks vary greatly in alignment, yet they are typically not chaotic, as they tend to be a more subservient species.

Size. Your size is medium.

Speed. Your basic walking speed is 30 feet.

Languages. You know Basic, Ryl, and one extra language of your choice.

Skill Proficiency. You are proficient in the Persuasion and Sleight of Hand skills.

Seductive. You have advantage on Persuasion checks against creatures of the opposite sex.

Heat Resistance. You are resistant to fire damage, and you have advantage on saving throws against environmental hazards.

Wookiee

"I did it all for the Wookiee. The Wookiee. So you can take that cookie." -Fred Durst

Wookies are tough, hairy creatures living in the treetops of Kashyyk. Wookie culture consists of a strict code of tradition, and Wookies seldom break it. A Wookie lives his life by these rules and culture, and if he breaks them he is considered mad by his fellow Wookies. These rules go from not using their climbing claws in combat to not wearing armor or even taking a bath.

Wookiee Traits

Wookiees are fierce warriors that live by a code of honor. A Wookiee character has the following traits:

Ability Score Increase. Your Strength increases by 2, and your Constitution increases by 1.

Alignment. Wookiees abide by a cultural set of rules, so practically all Wookiees are lawful, with most being lawful good.

Size. Your size is medium.

Speed. Your base walking speed is 35 feet.

Languages. You know Basic (But can't speak it) and Shyriiwook.

Natural Armor. Wookiees refuse to wear armor. Instead, your AC is 10 + your Constitution modifier + your Strength modifier. This replaces any Unarmored Defense you might be granted by your class.

Bowcaster Master. You gain the feat Weapon Proficiency with blaster rifles, and you gain a Bowcaster in addition to your starting equipment.

Wookie Muscles. You have advantage on all Strength checks.

Wookiee Regeneration. When you expend hit dice to regain hit points during a short rest, you regain an additional amount equal to your Constitution modifier.

Zabrak

The Zabrak look very similar to humans, but they rarely grow hair, and instead grow horns on their head. Zabraks are very diverse, as they were an early spacefaring species that have since grown diverse from their origins in Iridonia. Zabraks are also distinguished by face tattoos and sometimes unique skin pigments.

Zabrak Traits

Zabrak are a diverse race with a variety of skills. A Zabrak character has the following characteristics:

Ability Score Increase. One ability score of your choice increases by 1.

Alignment. Zabrak lean towards a neutral alignment; each Zabrak has their own idea of morality.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Zabrak.

Enhanced Awarness. You have advantage on all Perception checks.

Pain resistance. You are resistant to Psychic damage, and you have advantage on Constitution saving throws.

Feat Proficiency. You gain one feat of your choice.

Rare Species

The following species rarely leave their home planet, and therefore it is unlikely that they would be on intergalactic adventures. Depending on the campaign or the GM, the GM might allow or prohibit you from choosing rare species.

Rare Species: Arkanian, Kel Dor, Jawa, Nautolan

Arkanian

Arkanians look like humans, but they have white hair, and lack pupils. Arcanians consider themselves the pinnacle of evolution, and are incredibly arrogant. However, their arrogance is well deserved; they are incredible scientists. They also have the ability to sense infra-red heat signatures.

Ability Score Increase. Your Intelligence increases by 2.

Alignment. Most Arkanians are neutral, valuing themselves above all others.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Arkanian.

Cybernetic Expert. You can use any level of implant, and you start with any level 1 implant of your choice, in addition to your starting equipment.

Heat Vision. You can see the infra-red heat signatures of objects and creatures, letting you identify living creatures and hot objects in conditions where you normally could not.

Skill Proficiency. You are proficient in the Mechanics, Nature, and Galactic Lore skills.

Sensitive Eyes. You start out with a pair of blinders. Without these blinders, you are considered blinded while on planets with young, hot suns.

Jawa

Jawas are short aliens native to the desert planet of Tatooine. They are scavengers and traders, and are good with droids. They travel in groups, and are rarely seen alone.

Ability Score Increase. Your Intelligence increases by 1, and your Charisma increases by 1.

Alignment. Jawas are typically lawful neutral. staying true to the customs of their group, Jawas work together to achieve their goals.

Size. Your size is small.

Speed. Your base walking speed is 25 feet.

Languages. You know Basic (But can't speak it) and Jawaese.

Pack Tactics. You gain advantage on ranged attack rolls against a creature if an ally is within 5 feet of the creature and is conscious.

Jawa Swindling. You can buy any item for half the price, and you can sell any item for double.

Skill Proficiency. You are proficient in the Mechanics skill.

Jawa Nimbleness. You can move through any creature's space as long as it is at least 1 size larger than you. You do not provoke opportunity attacks from creatures of Medium or larger size.

Kel Dor

Natives of the harsh planet of Dorun, the Kel Dor have evolved to be accustomed to incredibly harsh environments; so much so that they have a hard time surviving on planets with normal atmospheres. The Kel Dor are also adept at the force; those especially skilled join the ranks of the Baran Do Sages. Other races consider the Kel Dor to be hideous because of their orange skin and strange facial features.

Ability Score Increase. Your Wisdom and Dexterity increase by 2.

Alignment. Most Kel Dor are considered lawful neutral. Kel Dor have a very specific and unforgiving justice system, which the majority of them take to heart.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Kel Dor.

Darkvision. You can see in darkness and dim light for 60 feet. You can't distinguish color, only shades of grey.

Force Sensitivity. You gain the Force Sensitive Feat. You also gain the Alter Weather force power and can cast it as a 2nd-level power without using a force slot once a day.

Kel Dor Adaptability. Your body has adapted to withstand the vacuum of space.

Kel Dor Sensitivity. You start out with specialized goggles and a respirator that helps you to live on normal planets. Without the goggles, you are considered blinded. Without the respirator, you suffer a level of exhaustion every round.

Nautolan

Amphibious green aliens from Glee Anselm, Nautolans have a variety of special abilities because of their unique biology. They can breathe underwater, see in darkness, and even detect the emotions of other people using tentacles on their head that can detect chemicals. Nautolans thrive underwater, but also do quite well on land.

Ability Score Increase. your Wisdom increases by 1.

Alignment. Nautolans don't necessarily lean towards any particular alignment.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet, and your base swimming speed is 20 feet.

Languages. You know Basic and Nautila.

Darkvision. You can see in darkness or dim light for up to 60 feet. You can't distinguish color, only shades of grey.

Amphibious. You can breathe on land and underwater.

Expert Swimmer. You have advantage on any checks related to swimming, and you get advantage on saving throws while underwater.

Pheromone Sensors. By using your tentacles, you can determine the emotions of creatures you talk to. You have advantage on Investigation checks related to determining someone's true intent.

Tough Skin. You are resistant to physical damage.

Classes

Adventurers are amazing people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dangerous places of the world and take on the challenges that lesser creatures can’t stand against. Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the galaxy. A soldier, for example, might view the world in terms of strategy and maneuvering, and see themself as just a pawn in a much larger game. A Jedi consular, by contrast, might see themself as an extension of the Force's will. While the soldier has contacts in a bounting hunting group or army, the Jedi consular might know a number of high-ranking Republic politicians that he has advised. Your class gives you a variety of special features, such as a soldiers’s mastery of weapons and armor, and a Jedi's force powers. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one. Seven classes—listed in the Classes table—are found in almost every SWRPG world.

Classes
Class Description Hit die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Jedi Consular/Sith Lord A Jedi who focuses on the Force above everything else 1d6 Wisdom Wisdom & Charisma Lightsabers, melee weapons
Jedi Guardian/Sith Marauder A Jedi who is exeptional in combat 1d10 Strength Wisdom & Strength Light and medium armor, lightsabers, blaster pistols, melee weapons
Jedi Sentinel/Sith Assassin A Jedi who uses practical skills and a mix of combat and the Force 1d8 Wisdom & Intelligence Wisdom & Intelligence Blaster pistols, lightsabers, melee weapons
Negotiator A master of persuasion who prefers not to settle things with violence 1d6 Charisma Charisma & Constitution Blaster pistols, melee weapons
Scoundrel A master of stealth and disguise, able to slip in and out of places without a trace 1d8 Dexterity Dexterity & Charisma Light armor, blaster pistols, blaster rifles, melee weapons
Scout A veersatile fighter who mixes combat with special skills 1d10 Dexterity Dexterity & Wisdom Light and medium armor, blaster pistols, blaster rifles, melee weapons
Soldier An expert in combat, skilled in all manners of fighting 1d12 Strength or Dexterity Strength & Constitution All armor, blaster pistols, blaster rifles, heavy blasters, melee weapons
Specialist An adept at a variety of special skills and abilities 1d8 Intelligence Intelligence & Dexterity Light armor, blaster pistols, melee weapons

Jedi Consular / Sith Lord

A robed figure is called in to mediate a dispute between two warring parties. The representatives of both parties bow to him in respect. The three take a seat and begin discussing a peaceful solution.

A zabrak tirelessly conducts research in the Grand Archives of the Jedi Temple, trying to learn more about the Force and the galaxy.

A togruta female lifts stones the size of battleships and heaves them at her enemies, who are crushed by their enormous weight.

Jedi Consulars and Sith Lords are masters of the Force. Jedi Consulars are the mediators and scientists of the Republic and the Jedi order, while Sith Lords perform ancient rituals and human experimentation. Constantly trying to improve their connection to the Force, a consular's life is filled with meditation and study. A Jedi Consular's lightsaber is green, and a Sith Lord's lightsaber is red.

Force Adepts

Consulars are the superior wielders of the Force compared to guardians and sentinels. They believe that they are merely an extension of the Force, and must enforce its will. A consular spends most of their free time in meditation, trying to calm their emotions and to look into the future.

Creating a Jedi Consular /Sith Lord

When creating a consular or Sith lord, think about how your character became a Jedi, and think about why you decided to follow the path of the consular instead of guardian or sentinel. What knowledge does your character seek? Do you wish to master the force, or bring peace to the galaxy?

The Jedi Consular/ Sith Lord
Level Proficiency Bonus Features Base Force Powers Known Powers Known 1st 2nd 3rd 4th 5th
1st +2 Force-sensitivity, Force Recovery 4 2 2
2nd +2 Field of Study 4 3 3
3rd +2 4 4 4
4th +2 Ability Score Improvement 5 5 5
5th +3 5 6 6 2
6th +3 Field of Study Feature 5 7 6 3
7th +3 5 8 6 4
8th +3 Ability Score Improvement 5 9 6 4
9th +4 5 10 6 5 1
10th +4 Field of Study Feature 6 11 6 5 2
11th +4 6 12 6 5 3
12th +4 Ability Score Improvement 6 13 6 5 3
13th +5 6 14 6 5 4 1
14th +5 Field of Study Feature 6 15 6 5 4 2
15th +5 One with the Force 6 16 6 5 4 2
16th +5 Ability Score Improvement 6 17 6 5 4 2
17th +6 6 18 6 5 4 3 1
18th +6 Force Affinity 6 19 6 5 4 3 1
19th +6 Ability Score Improvement 6 20 6 5 4 3 1
20th +6 Master Consular 6 20 6 5 4 3 1

Quick Build

You can make a Jedi Consular or Sith Lord quickly by following these suggestions. First, make your highest Ability Score Wisdom, followed by Constitution or Dexterity. Next, choose the force push, mind trick, create sound, and move minor object Base Powers, along with the 1st-level Force Powers move object and force slam.

Class Features

As a Jedi Consular or Sith Lord, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Jedi Consular/Sith Lord level

Hit Points at First Level: 6 +your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your

Constitution modifier each Jedi Consular/Sith Lord level

after 1st.

Proficiencies

Armor: None

Weapons: Lightsabers, melee weapons

Saving Throws: Wisdom, Charisma

Core Skills Choose two from Persuasion, Galactic Lore,

Investigation, Insight, Perception and Force Knowledge.

Languages One of your choice.

Special Skills

Skill Points at First Level: (1 +Intelligence modifier) x 4

Skill Points at Higher Levels: 1 + half of your Intelligence

modifier (rounded up) each Jedi Consular/Sith Lord level after 1st.

Feats

Starting Feats:

Jedi Defense, Jedi Sense, and Force Focus.

Feats at Higher Levels: You gain 1 new feat of your choice at the following levels: 6th, 12th, and 18th.

Equipment

You start with the following equipment:

  • (a) a green lightsaber or (b) a red lightsaber
  • (a) a set of Jedi robes or (b) a set of Dark Jedi Robes
  • (a) a Padawan's pack or (b) a Diplomat's pack

Force-Sensitivity

You are a student of the Force, able to use Force Powers. See Part 3 for details about Force Powers.

Base Powers

At 1st level, you know four base powers of your choice. You learn additional base powers as you level up, as shown in the Base Force Powers Known column of the Jedi Consular/Sith Lord table.

Power Slots

The Jedi Consular/Sith Lord table shows how many power slots you have to to use your powers of 1st level and higher. To use one of these powers, you must expend a slot of the power’s level or higher.

You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level power force slam and have a 1st-level and a 2nd-level spell slot available, you can use force slam using either slot.

Known and Prepared Powers

You prepare a list of powers that you have available to use. Choose spells equal to the number shown in the Force Powers Known column. The powers must be of a level for which you have power slots.

For example, if you're a 3rd-level Jedi Consular, you can prepare 4 1st-level Force Powers.

You can change your list of prepared powers when you finish a long rest. Doing so requires a minute of meditation per power level for each power on your list.

Force Ability

You have three different Force Abilitity Modifiers for your Force Powers, depending on what kind of power you use. You use your Light Side Force Ability Modifier when using Light Side Force Powers such as stun, you use your Universal Force Ability Modifier when using Universal Powers, such as force push, and you use your Dark Side Force Ability Modifier when using Dark Side Force Powers, such as force choke You use this modifier to calculate your power attack rolls as well the DC for a power saving throw. To determine your Power Modifier, refer to part 3.

Light Side Force Ability Modifier: your proficiency bonus + your Wisdom modifier + your Light Power Modifier

Universal Force Ability Modifier: your proficiency bonus + your Wisdom modifier + your Universal Power Modifier

Dark Side Force Ability Modifier: your proficiency bonus + your Wisdom modifier + your Dark Power Modifier

Power Save DC 8 + relevant Force Ability Modifier

Power attack modifier 1d20 + relevant Force Ability

Modifier

Ritual Powers

You can use a power as a ritual if that power has the ritual tag. You don't need to have the power prepared to use it as a ritual.

Learning Powers of 1st level or Higher

Each time you gain a Jedi Consular/Sith Lord level, you learn one new Force Power from the Force Powers list. You do not learn any new powers at 20th level, however.

Force Recovery

You have learned to meditate and replenish your force energy. Once a day when you finish a short rest, you can choose expended power slots to recover. The power slots can have a combined level that is equal to or less than half your Jedi Consular/Sith Lord level (rounded up), and none of the slots can be 3rd level or higher. For example, if you’re a 4th-level Sith Lord, you can recover up to two levels worth of power slots. You can recover either a 2nd-level power slot or two 1st-level power slots.

Field of Study

When you reach 2nd level, you can choose a Field of Study that you'd like to focus on, improving your abilities and knowledge. The fields of study available are Biology, Diplomacy, Meditation, and Warfare, all detailed at the end of the class description.

Your field of study grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f your choice by 2, or you can increase two ability s cores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

One With the Force

When you reach 15th level, your knowledge and connection to the Force become incredible. If you should die, you instead live on as a spirit made up of the Force. You are ethereal, can appear at any place at any time, cannot be harmed, and cannot harm other creatures.

Force Affinity

At 18th level, you have achieved such mastery over certain powers that you can use them at will. Choose a 1st-level Force Power and a 2nd-level Force Power that you have prepared. You can use those powers at their lowest level without expending a power slot when you have them prepared. If you want to use either power at a higher level, you must expend a power slot as normal. By spending 8 hours in study, you can exchange one or both of the powers you chose for different powers of the same levels.

Master Consular

You are a master of the Force, unrivaled in your ability. If a creature would succeed on a force power saving throw, you can instead make them fail. You can only use this power once before a long rest.

Fields of Study

Every Jedi Consular or Sith Lord has a specialization, a specific field of research and meditation that they choose. Each field of study grants whoever commits to it unique abilities and knowledge, and each Consular or Lord that studies them will become incredibly skilled in their field.

Biology

You study the power of living things and how they relate to the Force. You become more knowledgable about the things that affect a living thing's ability to live, both positively and negatively.

Poison Immunity

Starting at 2nd level, you become immune to poison damage and the poisoned condition.

Preserver of Life

Also starting at 2nd level, your healing powers become more effective.

Whenever you use a power of 1st level or higher that restores hit points to a creature (including yourself), the creature gains extra hit points equal to 3 + your Wisdom Modifier.

Medpac Master

Starting at 6th level, whenever you use a medpac, you heal yourself for twice the amount that you normally would.

Healing Aura

Starting at 10th level, You emanate a healing aura that helps everyone around you rest. Whenever you or anyone within 20 feet of you would take a short rest and use hit dice to regain hit points, they get to use one extra hit dice according to their class.

Biological Expert

Starting at 14th level, you can use the 2nd-level powers Heal and Drain life using a bonus action instead of an action on your turn.

Diplomacy

Those who study the field of Diplomacy become excellent mediators and negotiators. Consular diplomats are regarded as some of the highest in the Galaxy, and Sith Lord politicians are feared for their tenacity.

Force Persuasion

Starting at 2nd level, You can use the mind trick force power using a bonus action instead of an action on your turn.

Talk Them Down

Starting at 6th level, when a creature would make a weapon attack against you, you can use your reaction to try and talk them out of it. The creature must succeed on a Charisma saving throw, DC equal to 10 + your proficiency bonus + your Charisma modifier, or stop the attack. This has no effect on droids.

Influential Presence

Starting at 10th level, creatures have disadvantage on saving throws against becoming frightened or charmed by you.

Diplomatic Expert

Starting at 14th level, you can use the 1st-level power Advanced Mind Trick at will, without using a power slot.

Meditation

You focus on the mastery of the Force above all else, spending the majority of your hours in deep meditation. You try to discern the very nature of the Force: its origin, the extent of its influence on the universe, and its end, if any.

Advanced Meditation

Starting at 2nd level, you can use your action to meditate, gaining a deeper connection to the Force. While you are meditating, your speed becomes 0, and you gain blindsight up to a 60 foot radius around you. If you take damage while meditating, make a Constitution saving throw, as if you were concentrating on a Force Power. On a failed save, your meditation is broken. While you are meditating, you can use any Force Power as normal.

Meditative Sense

Starting at 6th level, you can use a bonus action to enter meditation instead of an action, and when you enter meditation, you immediately use the Force Vision power, without using a spell slot.

Versatile Meditation

Starting at 10th level, choose 1 of your Force Ability Modifiers (Light, Dark, or Universal). While you are meditating, you can use this Force Ability Modifier for any Force Power, regardless of its alignment classification. You can change which Force Ability Modifier you choose after completing a Long Rest.

Meditative Expert

Starting at 14th level, while you are meditating, you can use the Move Enormous Object and Hurl Ship force powers as 4th-level powers at will, without using a spell slot.

Warfare

Although combat is usually best suited for the Jedi Guardian and Sith Marauder, there are some Consulars and Lords that thrive on the battlefield, using their incredible command of the Force to wreak destruction upon their enemies.

Empowered Combat

Starting at 2nd level, you can use the Weapon Empowerment base power as a bonus action on your turn.

Deflector

Starting at 6th level, you gain the Improved Jedi Defense feat, ignoring the prerequisites. You also use your Wisdom score for the deflect attack roll instead of Strength or Dexterity.

Power of the Force

Starting at 10th level, Whenever a creature would take damage because of a power you used, that creature takes extra force damage equal to your Jedi Consular/Sith Lord level.

Warfare Expert

Starting at 14th level, you have advantage on Constitution saving throws to retain your concentration on a power.

Jedi Guardian / Sith Marauder

A bearded human takes off his cloak, then jumps to the ground, saying "hello there" before engaging a large group of droids in combat.

A twi'lek tears through hordes of Jedi with her red double-bladed lightsaber, using the Force to augment her strikes.

A Trandoshan wearing battle armor ignites his lightsaber, then deflects a wave of bullets shot at him.

Jedi Guardians and Sith Marauders are incredible warriors of the Jedi and the Sith. They are at the front lines of conflict, using their combat prowess combined with the Force to create destructive results. Jedi Guardians often put out disputes on Coruscant, and Sith Marauders are sent to distant worlds by their masters to ambush local governments or put down rebellions. Lightsaber and combat training is an important part of their every day lives, because practice makes perfect. A Jedi Guardian's lightsaber is blue, and a Sith Marauder's lightsaber is red or purple.

Generals and Footsoldiers

Because of their wisdom, Jedi Guardians and Sith Marauders are often chosen to be generals of armies, but they are also found on the front lines. They believe that the Force is meant to either create or solve conflict, and that only through this conflict can there exist a balance in the Force.

Creating a Jedi Guardian / Sith Marauder

When creating a Jedi Guardian or Sith Marauder, think about how your character became a Jedi, and think about why you decided to follow the path of the guardian instead of consular or sentinel. Why does your character choose to fight? Are you trying to protect or destroy? What do you hope your fighting will achieve?

The Jedi Guardian / Sith Marauder
Level Proficiency Bonus Features Base Powers Known Powers Known Power Slots Slot Level
1st +2 Force-sensitivity, Lightsaber Form 2 2 1 1st
2nd +2 Fighting Style 2 3 2 1st
3rd +2 Guardian Archetype 2 3 2 1st
4th +2 Ability Score Improvement 3 5 2 1st
5th +3 Extra Attack 3 6 2 1st
6th +3 3 7 2 2nd
7th +3 Guardian Archetype Feature 3 8 2 2nd
8th +3 Ability Score Improvement 3 9 2 2nd
9th +4 3 10 2 2nd
10th +4 Additional Lightsaber Form 4 10 2 2nd
11th +4 Guardian Archetype Feature 4 11 3 3rd
12th +4 Ability Score Improvement 4 11 3 3rd
13th +5 4 12 3 3rd
14th +5 Additional Lightsaber Form 4 12 3 3rd
15th +5 Guardian Archetype Feature 4 13 3 3rd
16th +5 Ability Score Improvement 4 13 3 4th
17th +6 4 14 4 4th
18th +6 Additional Fighting Style 4 14 4 4th
19th +6 Ability Score Improvement 4 15 4 4th
20th +6 Master Guardian 4 15 4 4th

Quick Build

You can make a Jedi Guardian or Sith Marauder quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution or Wisdom. Next, choose the force pull and throw lightsaber base powers and the 1st-level powers hurl ship and slow fall.

Class Features

As a Jedi Guardian or Sith Marauder, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Jedi Guardian/Sith Marauder level

Hit Points at 1st Level: 10 + your Constitution Modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Jedi Guardian/Sith Marauder level after 1st

Proficiencies

Armor: Light armor, medium armor

Weapons: Blaster pistols, lightsabers, melee weapons

Saving Throws: Strength, Wisdom

Core Skills: Choose two from Galactic Lore, Athletics, Acrobatics, Force Knowledge, Insight, Perception, and Survival.

Special Skills

Skill Points at First Level: (1+Intelligence modifier) x 4

Skill Points at Higher Levels: 1 + half of your Intelligence modifier (rounded up) each Jedi Guardian/Sith Marauder level after 1st.

Feats

Starting Feats: Jedi Defense, Improved Jedi Defense, and Jedi Sense.

Feats at Higher Levels: You gain 1 new feat of your choice at the following levels: 6th, 9th, 12th, and 15th.

Equipment

You start with the following equipment:

  • (a) a lightaber (blue or red) or (b) a double-bladed lightsaber (blue or red) or (c) two short lightsabers (blue, red or purple)
  • (a) a set of Jedi or Dark Jedi robes or (b) a combat suit
  • (a) a padawan's pack or (b) a soldier's pack

Force-Sensitivity

You are a student of the Force, able to use Force Powers. See Part 3 for details about Force Powers.

Base Powers

At 1st level, you know 2 Base Force Powers from the Force Powers List. You learn additional base powers as you level up, as shown in the Base Powers Known column.

Power Slots

The Jedi Guardian/Sith Marauder table shows how many power slots you have. The table also shows you what level your slots are; all of your slots are the same level. To use a forcepower of 1st level or higher, you must expend a power slot. You regain all expended power slots when you finish a short or long rest.

For example, when you are 6th level, you have 2 2nd-level power slots. To cast the 1st-level power cure, you must spend one of those slots, and you cast it as a 2nd-level power.

Powers Known of 1st-level and Higher

At 1st-level, you know two 1st-level powers from the Force Power list.

The Powers Known column of the Jedi Guardian/Sith Marauder table shows when you learn more powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what's shown in the Slot Level table at your level. When you reach 11th level, for example, you learn a new power, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of your powers you know and replace it with another, which also must be an appropriate level.

Force Ability

You have three different Force Abilitity Modifiers for your Force Powers, depending on what kind of power you use. You use your Light Side Force Ability Modifier when using Light Side Force Powers such as stun, you use your Universal Force Ability Modifier when using Universal Powers, such as force push, and you use your Dark Side Force Ability Modifier when using Dark Side Force Powers, such as force choke. You use this modifier to calculate your power attack rolls as well the DC for a power saving throw. To determine your Power Modifier, refer to part 3.

Light Side Force Ability Modifier: your proficiency bonus + your Wisdom modifier + your Light Power Modifier

Universal Force Ability Modifier: your proficiency bonus + your Wisdom modifier + your Universal Power Modifier

Dark Side Force Ability Modifier: your proficiency bonus + your Wisdom modifier + your Dark Power Modifier

Power Save DC 8 + relevant Force Ability Modifier

Power attack modifier 1d20 + relevant Force Ability

Lightsaber Form

Although every Jedi learns basic lightsaber combat, Guardians train far more in-depth with their lightsabers. There are 7 traditional forms of lightsaber combat, each that grant their own benefits to their wielder. You will choose one lightsaber form at first level, another at 10th level, and another at 14th level. You must be wielding a lightsaber to gain a lightsaber form's benefits. You can only gain from one benefit at a time, and you cannot choose the same form twice. You can change the form you use during your turn as a free action.

Form I: Shii-Cho

You gain a +1 to AC if there are more than 2 enemies within a 30 foot radius of you.

Form II: Makashi

If you have a lightsaber in one hand and your other hand is free, you gain a +3 to attack and damage rolls when fighting someone wielding a melee weapon or a lightsaber.

Form III: Soresu

You gain a +2 AC against ranged attack rolls.

Form IV: Ataru

Your speed increases by 10 feet, and you can take the Dash or Disengage action as a bonus action on your turn.

Form V: Shien

You can deflect blaster bolts back at their attackers multiple times per turn, and you can add your Strength Modifier to the damage if you hit an attacker with their own bullet.

Form VI: Niman

You can use the either Force Push or Force Pull force power as a bonus action on your turn.

Form VII: Vaapaad

During your turn, you can choose to make an extra attack. If you make an extra attack this way, after the battle is over, you will suffer 1 level of exhaustion (see conditions appendix). If you use this benefit multiple times in one battle, you will only suffer one level.

Fighting Style

At 2nd-level, you adopt a particular fighting style that is your specialty. Choose one of the following options. You can choose a second fighting style at 18th level.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

You have a +1 to AC while wearing robes.

Dueling

When you are wielding a weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.

Double Hand Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a lightsaber. If a ranged attack misses the target this way, and you have the improved jedi defense perk, you deflect the bolt back at the attacker.

Sharpshooter

You gain a +2 to all ranged weapon attack rolls.

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Guardian Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Weapons Master or Force Master, which are detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 11th, and 15th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Master Guardian

When you reach 20th level, you have fully integrated your combat with your use of the Force. You can use force powers that are restricted by armor even if you are wearing armor.

Guardian Archetypes

There are two archetypes for a Jedi Guardian or Sith Marauder: Weapons Master or Force Master. These are two branches that divide Guardians and Marauders into their specialty.

Weapons Master

A Weapons Master puts all of his focus into combat, training tirelessly to be in top physical form. You have intensely studied the lightsaber forms, and can apply them to fields outside lightsaber combat.

Weapon Versatility

Starting at 3rd level, you have learned to apply the principles of lightsaber combat to other forms of combat. You ignore the requirement for needing a lightsaber for lightsaber forms, and you can deflect blaster bolts without a lightsaber.

Form Combination

Starting at 7th level, you have delved deeper into the roots of lightsaber combat, and have started to combine them. You can benefit from the effect of two different lightsaber forms at once.

Form Analysis

Starting at 11th level, when fighting a Jedi or Sith, you can use your action to try and determine what their lightsaber form is. Make an Investigation check, DC equal to the CL of the enemy. On a successful check, you determine what form they're using, and can anticipate their moves. The enemy has disadvantage on all weapon attack rolls against you, and you have advantage on weapon attack rolls against it.

Form Savant

Starting at 15th level, You are an expert on lightsaber forms, so much so that you are able to create your own. You create your own unique lightsaber form that combines the benefits of three different traditional forms. You can name the form whatever you want. If you wish to benefit from the effects of this form, this must be the only form you can gain benefits from.

Force Master

Instead of focusing all of their time on lightsaber training, a Force Master will instead try to find practical combat applications for force powers, while strengthening their force powers with their battle prowess.

Muscle Minded

Starting at 3rd level, if you would have to make a saving throw against an enemy's force power, you can make a Strength saving throw instead of whatever saving throw the force power would have you make. After you use this feature, you can't use it again until you finish a short or long rest.

Healthy Mind, Healthy Body

Starting at 7th level, you can convert your vitality into force power, or vice-versa. Using your action, you can reduce your hit points by 10 to regain 1 power slot. Alternatively, you can spend 1 power slot to regain 20 hit points.

Force Adept

Starting at 11th level, you have learned to blend your lightsaber strikes with force powers. If you hit an opponent with a lightsaber attack, you can use a bonus action to use a force power of 1st level or lower. After you use this feature, you can't use it again until after a short or long rest.

Power Surge

Starting at 15th level, if you successfully use a force power on your turn, you can take an additional action after you do so. After you use this feature, you can't use it again until you finish a short or long rest.

Jedi Sentinel / Sith Assassin

A female human twirls her yellow double-bladed lightsaber, dispatching a group of droids with precision and finesse.

A cloaked figure hacks into the security terminal of a high-rise building, then proceeds to carry out their plan for assassinating a senator living in the penthouse apartment.

A Jedi starfighter streaks through the air in a dogfight with a bounty hunter ship, dodging and weaving through missiles and blaster bolts.

Jedi Sentinels and Sith Assassins are the skilled technicians, sneakers, and pilots of the Jedi and the Sith. They are not as good as a Consular or Sith Lord in the Force, and they aren't as good in combat as a Guardian or Sith Marauder. However, they bring a unique skillset to the table; they provide a balance between the other two classes, while also being able to do practical things outside of just the Force and combat. They can build, they can repair, they can hack; they are the most skilled of their Jedi and Sith peers. A Jedi Sentinel's lightsaber is yellow, and a Sith Assassin's lightsaber is red or purple.

Repairmen and Infiltrators

Jedi Sentinels and Sith Assassins tend to do the jobs that the other Jedi or Sith classes don't want to. Infiltration, burglary, even assassination; Sentinels and Assasssins use the Force to augment their capabilities. But it's not just stealth; they are also incredibly skilled with computers, droids, and ships.

Creating a Jedi Sentinel / Sith Assassin

When creating a Jedi Sentinel or Sith Assassin, think about how your character became a Jedi, and think about why you decided to follow the path of the sentinel instead of guardian or consular. Why aren't you interested in solving disputes with either democratic negotiation or forceful combat? Does your character like to slink in the shadows or set traps and lure enemies in? How does their connection to the Force affect their ability to complete tasks?

The Jedi Sentinel/Sith Assassin
Level Proficiency Bonus Versatility Points Features Base Powers Known Force Powers Known 1st 2nd 3rd 4th 5th
1st +2 Force-Sensitivity, Specialization 4 2 2
2nd +2 2 Versatility 4 3 3
3rd +2 3 Lightsaber Form 4 4 4
4th +2 4 Ability Score Improvement 5 5 5
5th +3 5 5 6 6 2
6th +3 6 Specialization Feature 5 7 6 3
7th +3 7 5 8 6 4
8th +3 8 Ability Score Improvement 5 9 6 4
9th +4 9 5 10 6 5 1
10th +4 10 Specialization Feature 6 11 6 5 2
11th +4 11 6 12 6 5 3
12th +4 12 Ability Score Improvement 6 12 6 5 3
13th +5 13 6 13 6 5 4 1
14th +5 14 Specialization Feature 6 13 6 5 4 2
15th +5 15 6 14 6 5 4 2
16th +5 16 Ability Score Improvement 6 14 6 5 4 2
17th +6 17 6 15 6 5 4 3
18th +6 18 Specialization Feature 6 15 6 5 4 3
19th +6 19 Ability Score Improvement 6 15 6 5 4 3
20th +6 20 Master Sentinel 6 15 6 5 4 3

Quick Build

You can make a Jedi Sentinel or Sith Assassin quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Wisdom or Dexterity. Next, choose the create sound, force mending, force push, and move minor object base powers, as well as the 1st-level powers force camouflage and silence.

Class Features

As a Jedi Sentinel or Sith Assassin, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Jedi Sentinel/Sith Assassin level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Jedi Sentinel/Sith Assassin level after 1st

Proficiencies

Armor: None

Weapons: Blaster Pistols, lightsabers, melee weapons

Saving Throws: Intelligence, Wisdom

Core Skills: Choose three from Force Knowledge, Mechanics, Piloting, Perception, Stealth, Navigation, Investigation, and Insight.

Special Skills

Skill Points at First Level: (2+ Intelligence modifier) x 4

Skill Points at Higher Levels: 2 + half of your Intelligence modifier (rounded up) for each Jedi Sentinel/Sith Assassin level after 1st.

Feats

Starting Feats: Jedi Defense, Jedi Sense, and Force Immunity.

Feats at Higher Levels: You gain 1 new feat of your choice at the following levels: 6th, 12th, and 18th.

Equipment

You start with the following equipment:

  • (a) a lightsaber (yellow, red, or purple) or (b) two short lightsabers (yellow, red, or purple)
  • (a) a set of Jedi robes or (b) a set of Dark Jedi robes
  • (a) a Padawan's pack or (b) a Technician's pack

Force-Sensitivity

You are a student of the Force, able to use Force Powers. See Part 3 for details about Force Powers.

Base Powers

At 1st level, you know 4 Base Force Powers from the Force Powers List. You learn additional base powers as you level up, as shown in the Base Powers Known column.

Power Slots

The Jedi Sentinel/Sith Assassin table shows how many power slots you have to use your powers of 1st level and higher. To use one of these powers, you must expend a slot of the power's level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level power force slam and have a 1st-level and a 2nd-level spell slot available, you can use force slam using either slot.

Powers Known of 1st Level and Higher

You know two 1st-level powers from the Force Power list.

The Powers Known column shows when you learn more powers of your choice. Each of these levels must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power from the Force Powers list, which also must be a level for which you have power slots.

Force Ability

You have three different Force Abilitity Modifiers for your Force Powers, depending on what kind of power you use. You use your Light Side Force Ability Modifier when using Light Side Force Powers such as stun, you use your Universal Force Ability Modifier when using Universal Powers, such as force push, and you use your Dark Side Force Ability Modifier when using Dark Side Force Powers, such as force choke. You use this modifier to calculate your power attack rolls as well the DC for a power saving throw. To determine your Power Modifier, refer to part 3.

Light Side Force Ability Modifier: your proficiency bonus + your Wisdom modifier + your Light Power Modifier

Universal Force Ability Modifier: your proficiency bonus + your Wisdom modifier + your Universal Power Modifier

Dark Side Force Ability Modifier: your proficiency bonus + your Wisdom modifier + your Dark Power Modifier

Power Save DC 8 + relevant Force Ability Modifier

Power attack modifier 1d20 + relevant Force Ability

Specialization

At 1st level, you get to choose a specialization. Specializations are specific things that a Sentinel or Assassin is good at. The specializations are Shadow, Technician, and Watchman. The Specialty you choose grants you features at 1st level and again at 6th, 10th, 14th, and 18th.

Versatility

Starting at second level, you learn how to apply the Force to a variety of practical applications. This allows you to augment your abilities with the Force.

Versatility Points

You have 2 versatility points, and you gain more as you reach higher levels, as shown in the Versatility Points column of the Jedi Sentinel/Sith Assassin table. You can never have more versatility points than shown on the table for your level. You regain all spent versatility points when you finish a long rest.

Using Versatility

As a bonus action, you can expend a versatility point to produce one of the following effects:

  • Use Intelligence instead of Wisdom as your modifier for your next force power
  • Add your Intelligence modifier to your next skill check, after using the relevant modifier
  • Add your Intelligence modifier to your AC for 1 round.
  • Add your Intelligence modifier to the damage dealt by an attack you make with a lightsaber

You can only benefit from one of these effects at a time.

Lightsaber Form

At 3rd level, you develop your lightsaber training enough to follow a form. Although you do not study lightsaber combat to the extent that guardians do, you do enough fundamental training to learn one lightsaber form. There are 7 traditional forms of lightsaber combat, each that grant their own benefits to their wielder. You must be wielding a lightsaber to gain a lightsaber form's benefits.

Form I: Shii-Cho

You gain a +1 to AC if there are more than 2 enemies within a 30 foot radius of you.

Form II: Makashi

If you have a lightsaber in one hand and your other hand is free, you gain a +3 to attack and damage rolls when attacking someone wielding a melee weapon or a lightsaber.

Form III: Soresu

You gain +2 AC against ranged attack rolls.

Form IV: Ataru

Your speed increases by 10 feet, and you can take the Dash or Disengage action as a bonus action on your turn.

Form V: Shien

You gain the Improved Jedi Defense feat, ignoring the prerequisites.

Form VI: Niman

You can use the either Force Push or Force Pull force power as a bonus action on your turn.

Form VII: Vaapaad

During your turn, you can choose to make an extra attack. If you make an extra attack this way, after the battle is over, you will suffer 1 level of exhaustion (see conditions appendix). If you use this benefit multiple times in one battle, you will only suffer one level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Master Sentinel

At 20th level, you regain 4 expended versatility points and 1 force slot of any level when you finish a short rest.

Specializations

There are three vocations for Sentinels and Assassins to choose from. These fall into three categories: Shadow, Technician, and Watchman.

Shadow

The Shadow specializes in stealth and recon. A Shadow is almost never seen, and if they are, it means it's too late. Shadows are sent on missions that include infiltration, spying, and on the Sith side, assassination.

Assassination

Starting at 1st level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Shadow Versatility

Starting at 6th level, you have expanded your abilities to match your current specialization. When you use a bonus action to expend a versatility point, you gain the following alternative options to choose from:

  • You instantly make a Sleight of Hand or Security check
  • You instantly use a Security Spike
  • You instantly use the force camouflage force power
  • You instantly use the silence force power

Surprise Attack

Starting at 10th level, if you surprise a creature, you can make two attacks instead of one during the surprise round.

Sneaky

Starting at 14th level, you have advantage on all Stealth checks while not wearing armor, and igniting your lightsaber makes no noise.

Enhanced Shadow Versatility

At 18th level, you gain even more options when you expend a versatility point as a bonus action:

  • You instantly use the unlock power
  • You instantly use the darkness field power
  • You instantly use the mass sleep power
  • You instantly take the Hide action

Technician

Although rare, Jedi Technicians are some of the most skilled tech specialists in the galaxy. By augmenting their abilities with the Force, they are able to perform technical skills with incredible precision.

Droid Debilitator

Starting at 1st level, your lightsaber does ion damage instead of energy.

Technician Versatility

Starting at 6th level, you have expanded your abilities to match your current specialization. When you use a bonus action to expend a versatility point, you gain the following alternative options to choose from:

  • You instantly make a Mechanics or Crafting check
  • You instantly make a Computer Use or Repair check
  • You instantly use the stun droid power
  • You instantly use the guide ship power

Force Mechanics

Starting at 10th level, when you make a Mechanics, Computer Use, Repair, or Crafting check, you can spend 2 versatility points to automatically succeed on that check.

Droid Destroyer

Starting at 14th level, when you use a force power that does damage of a damage type other than ion, you can expend a versatility point to change the damage type to ion.

Enhanced Technician Versatility

At 18th level, you gain even more options when you expend a versatility point as a bonus action:

  • You instantly use the destroy droid power
  • You instantly use the ion field power
  • You instantly use the mass energy resistance power
  • You instantly take the Use an Object action

Watchman

Jedi Watchmen are the vigilant sentinels of the Jedi. Security experts, watchmen are tasked with both representing the Order and maintaining security on Jedi-friendly worlds. A watchman will be sent to a specific world as both a liason with the Order and as a peacekeeper. Watchmen utilize a mix of combat prowess and diplomacy to achieve their goals.

Diplomatic

Starting at 1st level, you gain proficiency in the Persuasion skill.

Planetary Representative

At 1st level, choose one planetary system. You have spent a great amount of time in this system, and doing so grants you the following benefits

  • Most intelligent creatures in the system act friendly towards you, and some will even help you
  • You have advantage on all Persuasion checks against people in this system
  • You can buy items from vendors at this system at half price
  • You have advantage on Galactic Lore checks relating to information about the system

You can be the representative of only one planetary system at a time. If you have spent a year or more on a different system, you can have that system become your representative system instead.

Watchman Versatility

Starting at 6th level, you have expanded your abilities to match your current specialization. When you use a bonus action to expend a versatility point, you gain the following alternative options to choose from:

  • You instantly make a Persuasion or Galactic Lore check
  • You instantly use the advanced mind trick power
  • You instantly use the read thoughts power
  • You instantly use the mind trick power

Watchman Protection

Starting at 10th level, when a creature that you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a lightsaber.

Protection Perimeter

Starting at 14th level, you can set up an alarm system with the Force, alerting you to any and all danger within the perimeter of the alarm. By using your action, choose a range no bigger than a 300-foot cube. For up to 24 hours, you are alerted whenever a creature enters that area. You can designate creatures that don't set off the alarm when you use this ability. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the area. This ping awakens you if you are sleeping. An audible alarm produces a loud ringing sound for 10 seconds within 60 feet. Once you use this ability, you can't use it again until after a short or long rest.

Enhanced Watchman Versatility

At 18th level, you gain even more options when you expend a versatility point as a bonus action:

  • You instantly take the Help action
  • You instantly use the redirect force power
  • You instantly use the force valor power
  • You instantly use the insanity power

Negotiator

With a practiced smile and rigid bow, a human senator bows to his constituents from the balcony above. He gives a rousing speech, shouting to be heard above the roaring masses. If he expected to remain in office for a record seventh term, he would have to choose his words carefully.

A green- skinned Twi’lek lowers her heels, which were kicked up on her desk, as three mercenaries enter her dark room. As they tell her that they failed in her mission, she sighs, and then has them disposed of.

A tall Duros argues with an underground weapons vendor in a dark alleyway. After an intense debate, the weapons dealer agrees to give the Duros a discount on all future deals they make.

Negotiators are sly individuals with silver tongues. They are found all over the world, doing a variety of different jobs. However, negotiators will spend their time doing what they do best: negotiating.

Different Lives and Styles

A negotiator could be in almost any occupation; they could be a general inspiring troops on the front lines, or the leader of the local crime organization, or an insurance salesman. Regardless of their individual jobs, however, all negotiators share some traits in common, most notably the ability to persuade and deceive people.

Creating a Negotiator

When creating a negotiator, consider who you negotiate with, and what for. Do you tend to be at the front of the action, or stay behind the scenes? Do you engage in diplomacy for peace, or do you con people for your own benefit?

The Negotiator
Level Proficiency Bonus Features Oration points
1st +2 Oratory (1), Inspiration(1d6), Unarmored Defense 1
2nd +2 Healing Words (1d6) 2
3rd +2 Vocation 3
4th +2 Ability Score Improvement 4
5th +3 Inspiration (1d8), Font of Inspiration 5
6th +3 Oratory (2), Vocation Feature 6
7th +3 7
8th +3 Ability Score Improvement 8
9th +4 Healing Words (1d8) 9
10th +4 Inspiration (1d10), Expanded Knowledge 10
11th +4 Vocation Feature 11
12th +4 Ability Score Improvement 12
13th +5 Healing Words (1d10) 13
14th +5 Expanded Knowledge, Vocation Feature 14
15th +5 Oratory (3), Inspiration (1d10) 15
16th +5 Ability Score Improvement 16
17th +6 Healing Words (1d12) 17
18th +6 Expanded Knowledge 18
19th +6 Ability Score Improvement 19
20th +6 Superior Inspiration 20

Quick Build

You can make a Negotiator quickly by following these suggestions. First, make Charisma your highest ability score, followed by intelligence.

Class Features

As a Negotiator, you gain the following class features

Hit Points

Hit Dice: 1d6 per Negotiator level Hit Points at First Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier each Negotiator level after 1st.

Proficiencies

Armor None

Weapons Blaster pistols, melee weapons

Saving Throws Charisma, Constitution

Core Skills Choose two from Persuasion, Perception, Galactic Lore, Investigation, and Sleight of Hand.

Languages Five of your choice

Special Skills

Skill Points at First Level: (1 + Intelligence modifier) x 4 Skill Points at Higher Levels: 1 + half of your Intelligence modifier (rounded up) for each Negotiator level after 1st.

Feats

Starting Feats Observant and 1 additional feat of your choice.

Feats at Higher Levels You gain 1 new feat of your choice at the following levels: 6th, 9th, 12th, and 15th.

Equipment

You start with the following equipment:

  • (a) a hold-out blaster or (b) a stun baton
  • a diplomat's pack
  • 1,000 credits

Inspiration

Starting at 1st level, you can inspire others through stirring words or dire threats. To do so, use your bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

our Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Oratory

Starting at 1st level, you can use your persuasive words to inspire action among your party members. Your Negotiator level determines the number of oration points you have, as shown in the Oration Points column of the Negotiator table. You can spend these points to fuel various Negotiator features. You start knowing three such features: Morale Boost, Delegate, Revenge, and Distraction. You learn more oratory features as you gain levels in this class. When you spend an oration point, it is unavailable until you finish a short or long rest, at the end of which you regain all expended points. You must spend at least 30 minutes of the rest speaking to your party members to regain your points. Some of your oratory features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is this case is equal 8 + your proficiency bonus + your Charisma modifier. At 6th level, the core oratory features below can be used on two targets instead of one. This increases to three targets at 15th level.

Morale Boost

You can expend 1 oration point as a bonus action to inspire a member of your party within 30 feet of you. During their next turn, the target has advantage on its first attack roll.

Delegate

You can expend 1 oration point as a bonus action to select one ally within 30 feet of you. That ally can then immediately make either a move or an action, chosen by you.

Revenge

When you are hit by an attack or affected by a force power, provided you are not incapacitated by the action, you can spend 1 oration point as a reaction to designate one ally within 30 feet. That ally can immediately make an attack on the target who attacked you.

Distraction

When you are attacked by a creature within 30 feet of you that you can see, you can expend 1 oration point as a reaction to impose disadvantage on the attack roll, shouting a threat or demand that causes them to second-guess their attack before it hits or misses.

Unarmored Defense

Starting at 1st level, you have learned how to use your persuasive abilities to become harder to hit. While you are not wearing armor and can speak, your AC is equal to 10 + your Charisma modifier + your Dexterity Modifier.

Healing Words

Starting at 2nd level, you can use your words of wisdom and motivation to revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your speech regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach higher levels: 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.

Vocation

Starting at 3rd level, you start to gain benefits from a specific vocation that you have as a negotiator. The three vocations are Diplomat, Crime Lord, and Trader.

You gain additional benefits from your vocation at 6th, 11th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Font of Inspiration

Starting at 5th level, you regain all uses of Inspiration after a short or long rest

Expanded Knowledge

At 10th level, you have explored the galaxy and learned many new things. Choose one core skill. You are proficient in that skill. You gain proficiency in another skill from any class at 14th level and again at 18th level.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Inspiration left, you regain one use.

Vocations

Vocations are a negotiator's calling and occupation. There are three vocations to choose from: Diplomat, Crime Lord, and Trader.

Diplomat

As a diplomat, you represent a government, business, or other group that requires someone to create relations with neighboring groups. You are an excellent mediator, and people have a hard time disagreeing with what you say.

Peaceful Presence

Starting at 3rd level, your serene presence makes it difficult for enemies to attack you. All intelligent creatures have disadvantage on attack rolls against you. This is a charm effect, and therefore has no effect on droids.

Friendly Presence

Starting at 6th level, all creatures that would normally be neutral towards you are instead friendly towards you.

Diplomatic Presence

Starting at 11th level, you and any friendly creatures within 60 feet of you have advantage on Persuasion checks.

Diplomat Oratory

Starting at 14th level, you gain the following oratory options:

Decieve As a bonus action, you can spend 1 oration point to convince an enemy that one of their allies is a traitor. One target within 30 feet of you must succeed on a Charisma saving throw or attack another enemy within 30 feet of it that you choose.

Disarm As a bonus action, you can spend 1 oration point to convince an enemy to stop fighting. One target within 30 feet of you must succeed on a Charisma saving throw or put down its weapon and stop fighting.

Crime Lord

As the leader of a local crime syndicate, you have a variety of perks. People fear and maybe even loathe you, and you protect yourself well.

Notorious

Starting at 3rd level, your infamy and reputation are such that any opponent whose challenge level is equal to or less than your Negotiator level suffer disadvantage on attack rolls and opposed ability checks made against you. You also have advantage against any Force powers they may use against you. This is a fear effect, and therefore has no effect on droids.

Take the Hit

Starting at 6th level, when standing adjacent to a creature friendly towards you, you can use your reaction to interpose them between you and an attacker. You and the ally take half of the damage from the attack. You can attempt to command an unwilling ally into taking the hit, forcing them to make a Charisma save against a DC of 8 + your proficiency bonus + your Charisma modifier. If you spend 1 Leadership point when using the feature, the ally still takes half damage but you suffer no damage. Once you use this feature, you must take a short or long rest to use it again.

Droid Bodyguard

Starting at 11th level, you get a top-of-the-line droid bodyguard to protect you. You either get a Combat Droid Mark II for free, or a Combat Droid Mark III by paying 10,000 credits. You can find the statistics for these droids in the Droids section.

The droid is loyal to you, rolls its own initiative, and follows your orders.

Crime Lord Oratory

Starting at 14th level, you gain the following oratory options:

Shake Down You can spend an oration point to bully a vendor into giving you part of their earnings. The vendor must make a Charisma saving throw. On a failed save, at the end of each month, the vendor will give you 5,000 credits. You must visit their shop to collect the money. You must also spend an oration point to bully them again at the beginning of each month or they will not pay you. The vendor has disadvantage on the saving throw if they have failed it before.

Orders You can spend an oration point to have a member of your crime organization perform a task for you. They do not have to be on the same planetary system as you, but you must be able to contact them to give them the order. The member will complete the order to the best of their ability.

Trader

Traders are skilled barterers and hagglers. They are interested in money, and little else.

Haggler

Starting at 3rd level, you can buy any item for half the price, and sell any item for double.

Vendor Type

Starting at 6th level, you gain benefits based on a vendor type. Choose a category of equipment that you specialize in selling and buying. The categories are weapons, armor, misc. equipment, and droids. When buying items in your category, you can buy them at a fourth of the price instead of half, and when selling them, you can sell them for four times as much instead of two.

Trading Savant

Starting at 11th level, you can try and convince a vendor to trade one of their wares for one of your own. Make a Charisma contest with the vendor. If you succeed, the vendor trades their item for yours. The vendor has disadvantage on their roll if either of the items traded falls under the category of your vendor type.

Trader Oratory

Starting at 14th level, you gain the following oratory options:

Amazing Trading When you are conducting a Charisma contest with someone using the Trading Savant feature, you can expend 1 oration point to give yourself advantage on the roll.

Supreme Haggling When you are buying an item from a vendor you have done business with before, you can expend 1 oration point to try to convince you to let them give it to you for free. Make a Charisma contest with the vendor, and you have disadvantage on your roll. If you succeed, the vendor gives you the item for free.

Scoundrel

A Bothan infiltrator takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she hacks the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone – with the data in hand.

With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

Scoundrels are rogues – good, bad, and neutral – who either live outside the law or fight against it in order to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

Fringers

Scoundrels don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

Creating a Scoundrel

When creating a Scoundrel charater, consider how you first stepped outside the bounds of law and society. Maybe you were raised on the street and fell into the criminal element as a means of survival. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

The Scoundrel
Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Bad Feeling 1d6
2nd +2 Cunning Action 1d6
3rd +2 Profession 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Profession Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Profession Feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Profession Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6

Quick Build

You can make a Scoundrel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Charisma.

Class Features

As a Scoundrel, you gain the following class features:

Hit Points

Hit Dice: 1d8 per Scoundrel level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Scoundrel level after 1st

Proficiencies

Armor: Light armor

Weapons: Blaster pistols, blaster rifles, melee weapons

Saving Throws: Dexterity, Charisma

Core Skills: Choose three from Acrobatics, Athletics, Investigation, Insight, Persuasion, Sleight of Hand, and Stealth

Languages: Two of your choice

Special Skills

Skill Points at First Level: (3 + Intelligence modifier) x 4

Skill Points at Higher Levels: 3 + half your Intelligence modifier (rounded up) each Scoundrel level after 1st.

Feats

Starting Feats: Lucky and 1 additional feat of your choice.

Feats at Higher Levels: You gain 1 new feat of your choice at the following levels: 3rd, 6th, 9th, 12th, and 16th.

Equipment

You start with the following equipment:

  • (a) two vibroblades (b) two blaster pistols
  • (a) a hold-out blaster or (b) a stun baton
  • (a) a scout's pack or (b) a technician's pack
  • fiber armor, a suppressor, and a crowbar

Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Alternatively, you can gain proficiency in another core skill of your choice.

At 6th level, you gain this benefit again.

Sneak Attack

Starting at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Scoundrel table.

Bad Feeling

Starting at 1st level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can make an immediate move action before the initiative order is determined. This movement is considered part of a surprise round, even if you are surprised yourself. Once you use this feature, you can’t use it again until you finish a long rest.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Profession

At 3rd level, you choose an archetype that you emulate in the exercise of your abilities: Assassin, Infiltrator, or Smuggler. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a grenade or a radius Force power. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

At 14th level, if you are able to hear, you are aware of the location of hidden or invisible creatures within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Starting at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.

Professions

Scoundrels have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different scoundrels steer those talents in varying directions, embodied by the scoundrel professions. Your skills, after all, determine your primary source of income.

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even lone rebels looking for revenge. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Silenced

Starting at 3rd level, suppressors don't limit the range on weapons they're attached to.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Espionage

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 200 credits to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of the Galactic Senate from a remote planet so you can insinuate yourself into the company of other politicians. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Imposter

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Persuasion check you make to avoid detection.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Infilrator

Infiltrators come in many guises, such as thieves, special forces operatives, and secret agents. Infiltrators specialize in secretly penetrating enemy strongholds or organizations and carrying out their missions from within.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, a Security check, or take the Use an Object action.

Fast Feet

Starting at 3rd level, you have advantage on Dexterity saving throws against effects that you can see, such as explosives or Force powers from a visible opponent. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 9th level, you have advantage on a Stealth check if you move no more than half your speed on the same turn.

Unarmed Takedown

By 13th level, you have learned to rely on nonlethal techniques to avoid detection. Your unarmed damage increases to 1d8. When you deal nonlethal damage, you deal an extra 1d8 – in addition to sneak attack or other damage bonuses.

If you damage an opponent that is unaware of you, the opponent cannot speak or make other noises until the end of your next turn.

Lead Infiltrator

When you reach 17th level, you have become an effective leader of infiltration teams. As long as allies are within 30 feet of you and within line of sight, they can use the result of your Stealth checks in place of their own.'

Smuggler

Smugglers can be found in nearly every spaceport and cantina in the galaxy. They make their living by transporting illegal or restricted goods under the watchful eye of local governments, turning a profit and undermining the authorities. They tend to be fast talkers, and even faster with the trigger finger.

Quickdraw

Starting at 3rd level, you make a Sleight of Hand check to draw and attack with a weapon without begin seen, opposed by the target's Perception check. If the target fails the check, you have advantage on the attack. Other observers can make the Perception check as well. If they fail, they do not notice where the attack came from.

Empty Sleeves

Starting at 3rd level, you have advantage on Sleight of Hand checks you make to hide weapons or objects on your body. This does not apply to the Quickdraw feature.

Distract

Starting at 9th level, you can attempt to persuade watchful eyes to look elsewhere. As an action, you can target anyone within 30 feet of you that you can see and that can hear you. Those targets must make a Wisdom saving throw, DC equal to your Charisma score. On a failure, the targets move to a location of your choosing, no more than 100 feet from you. The targets will continue moving to the location every round until they reach it, they are attacked, or they are persuaded otherwise.

Improved Cover

Starting at 13th level, any time you have half cover, you are treated as if you have three-quarters cover. Any time you actually do have three-quarters cover, you are treated as if you have total cover.

Deadeye

When you reach 17th level, you can add half of your Scoundrel level (rounded up) to the damage you deal with pistols. This damage is doubled on a critical hit, as normal. In addition, when you deliver a critical hit you can also add one of the following effects:

  • The target is disarmed of one held weapon
  • The target is knocked prone
  • The target is stunned until the end of its next turn
  • The target’s speed is reduced by half until the end of its next turn
The Scout
Level Proficiency Bonus Features
1st +2 Scout's Prey
2nd +2 Fighting Style
3rd +2 Scout Archetype, Defensive Tactics
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Multiattack Style, Ability Score Improvement
7th +3 Scout Archetype Feature
8th +3 Ability Score Improvement
9th +4
10th +4 Superior Scout's Defense, Hide In Plain Sight
11th +4 Scout Archetype Feature
12th +4 Ability Score Improvement
13th +5
14th +5 Additional Fighting Style, Vanish
15th +5 Scout Archetype Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Scout Senses
19th +6 Ability Score Improvement
20th +6 Double Feature

Scout

A Quarren man ducks behind a wall, barely avoiding a barrage of blaster fire. His recon mission had gone south, and now, dodging and weaving between bullets, he regrets ever taking the job.

A Togruta woman looks through a pair of binoculars, then smiles. She's found her target; a Rodian smuggler who owes over 2 million credits to Grotto the Hutt. Grotto will pay good money for this information, and even more when she brings back the Rodian's head.

A Sullustan steers his small fighter through an asteroid field, trying to evade a group of pirates that have beseiged him. The pirates greedily follow suit, but soon learn that they cannot maneuver through the asteroids as well as the Sullustan. Crashing into the sides of various asteroids, the pirates eventually stop their pursuit.

Scouts are trained to be ever aware of their surroundings and how to survive in them; Scouts are jacks-of-all-trades, the middle ground between Soldier and Scoundrel. Because of their extensive training, Scouts can quickly adapt to almost any situation.

Adaptable and Versatile

Scouts can adapt to almost any situation, and that's what makes them so valuable on a team. Instead of choosing to specialize in a certain area, like soldiers, specialists, and scoundrels, scouts instead choose to be jacks-of-all-trades. Although they can't fight as well as a soldier, sneak as well as a scoundrel, or craft as well as a specialist, they can fight better than specialists and scoundrels, sneak better than soldiers and specialists, and craft better than soldiers and scoundrels. They sacrifice power for versatility, specificity for generalization.

Creating a Scout

When creating a Scout character, consider what job they have, and how they arrived at their current employment. Is your character just a mercenary with no bonds to a planetary system or government? Is your character a member of a rebel group planning to overthrow your current government? Are you a bounty hunter, tracking down famous criminals and taking them down?

Quick Build

You can make a Scout quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom.

Class Features

As a Scout, you gain the following class features:

Hit Points

Hit Dice: 1d10 per Scout level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Scout level after 1st.

Proficiencies

Armor: Light armor, medium armor

Weapons: Blaster pistols, blaster rifles, melee weapons

Saving Throws: Dexterity, Wisdom

Core Skills: Choose three from Acrobatics, Athletics, Investigation, Insight, Perception, Stealth, and Survival

Special Skills

Skill Points at First Level: (2 + Intelligence modifier) x 4 Skill Points at Higher Levels: 2 + half your Intelligence modifier (rounded up) each Scout level after 1st.

Feats

Starting Feats: Augmented and 1 additional feat of your choice

Feats at Higher Levels: You gain 1 additional feat of your choice at the following levels: 5th, 9th, 13th, 15th, and 17th.

Equipment

You start with the following equipment:

  • (a) any Blaster Rifle or (b) any two Blaster Pistols
  • (a) a vibrosword or (b) two vibroblades
  • (a) Fiber armor or (b) a heavy combat suit
  • (a) a scout's pack or (b) an explorer's pack

Scout's Prey

At 1st level, you can choose a specific battling style based on what type of enemy you're most comfortable fighting. Choose one of the following features:

Droid Killer. When a droid within your weapon range hits or misses you with an attack, you can use your reaction to attack that droid immediately after its attack, provided that you can see the creature. When you attack in this way, your damage type for the attack changes to ion.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet o f the original target and within range of your weapon.

Tenacious. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage of whatever damage type your weapon deals if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You gain an additional fighting style at 14th level.

Sharpshooter

You gain a +2 to attack rolls you make with ranged weapons.

Defense

While wearing armor, you gain a +1 to AC.

Dueling

When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage for the second attack

Double Hand Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this effect.

Scout Archetype

At 3rd level, you choose an archetype that you strive to emulate: Bounty Hunter, Fighter Pilot, or Guerilla. Your archetype grants you benefits at 3rd level and again at 7th, 11th, and 15th levels.

Defensive Tactics

At 3rd level, you can improve your defense against enemy attacks. Choose one of the following features:

Escape the Horde. Opportunity attacks made against you have disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You can use your Wisdom modifier instead of any other modifier for a saving throw.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Multiattack Style

At 6th level, you can perform a multiattack as an action on your turn. Choose one of the following features:

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You make a seperate attack roll for each target.

Whirlwind Strike. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Scout's Defense

At 10th level, you can even further improve your defensive capabilities. Choose one of the following features:

Evasion. You can nimbly dodge out of the way of certain area effects, such as a grenade or a radius Force power. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Hide in Plain Sight

Starting at 10th level, you are equipped with an advanced Stealth Field Generator. You can use your action to activate the generator and become completely invisible. The stealth field is dispersed if you move, take an action, or take a reaction. Once you move or take an action or a reaction, you must activate the generator yourself again to gain this benefit.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked, unless you choose to leave a trail.

Scout Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Double Feature

At 20th level, you choose to gain the following benefit. For 1 minute, immediately after you take an action on your turn, you can take an additional action as long as it is the exact same action as the one you just took. For example, if you would use your action to administer a medpac, you can then use another medpac. If the action requires you to choose a target (making an attack, using a medpac, etc.), the target of your second action must be the same as the target for your first action. If during your first action you made two attacks against two different enemies, you may choose either for your second action, as long as the target is one of the original two targets.

Scout Archetypes

There are three scout archetypes to choose from: Bounty Hunter, Fighter Pilot, and Guerilla.

Bounty Hunter

The bounty hunter capitalizes on the vendettas of others, tracking down fugitives for their enemies, their masters, or simply for justice. The best bounty hunters are the ones who can stay emotionally detached from their employers or their quarry – although bounty hunters who hate their prey make even more dangerous predators.

Hunter's Target

Starting at 3rd level, you have significant experience studying, tracking, hunting and investigating your assigned mark. Choose one target that you either know personally or on whom'st you were given a significant amount of background information. You have advantage on Survival checks to track them and on Investigation checks to gather information about them. In addition, you gain a bonus on weapon damage rolls equal to your Wisdom modifier against your target. You can change your Hunter’s Target after a long rest.

Hunter's Senses

Starting at 7th level, you ignore half cover and three-quarters cover when attacking your Hunter’s Target. You can also determine their general location as long as they are within 500 with a Perception check contesting their Stealth check.

Relentless Pursuit

Starting at 12th level, your pursuit of your target hardens you to their attacks. You have resistance to all damage caused by your Hunter’s Target.

Legendary Hunter

By 15th level, you have become so familiar with hunting dangerous foes that your skill in fighting them is legendary. When attacking your Hunter’s Target, you always have advantage. Your target also has disadvantage against you, and does not gain advantage for attacking you while unseen.

Fighter Pilot

As a fighter pilot, you are most skilled when not on the ground. Your piloting skills are remarkable, enabling you to perform advanced maneuvers that average pilots only dream of. Your skills are specifically focused on space combat with other starfighters.

Basic Piloting

When you choose this archetype at 3rd level, you gain proficiency in the Piloting skill. You also get a starship. Use the statistics for the Basic 1-Man Fighter in the Vehicles section. You also have a military piloting license, allowing you to purchase and own ship parts with the military, licensed, and restricted restrictions.

Enhanced Targeting

Starting at 7th level, you can add your Wisdom modifier to attack rolls made with a ship's weapon.

Speedy Piloting

At 12th level, on each of your turns in space combat, your vehicle can use the Dash, Disengage, or Dodge action as a bonus action once per round.

Dodging and Weaving

At 15th level, if your ship would be hit with an attack, you can use your reaction to halve that damage.

Guerilla

A guerilla is a skilled warrior who's top priority is mobility. Often found in militias, rebel groups, or gangs, guerillas tend to use a mixture of hit and run tactics and utility items to achieve victory in combat.

Utility Item

When you choose this archetype at 3rd level, choose one of the following items: Wrist Launcher, Infrared Visor, or Jetpack. You obtain this item, and it becomes your utility item.. If you lose this item or it's destroyed, you only have to pay half price to replace it. You also gain the following effect, based on the utility item you chose:

Infrared Visor. Your infrared sight distance is increased to 4 miles while wearing the Infrared Visor.

Jetpack. Your flying speed while wearing the Jetpack increases to 40 feet.

Wrist Launcher. Your opponents have disadvantage on Dexterity saving throws against the flamethrower and grappling hook functions of the Wrist Launcher.

Utility Expert

Starting at 7th level, you can take the Use an Object action as a bonus action on your turn. This includes actions such as throwing a grenade, placing a mine, administering a medpac, or using your Wrist Launcher.

Missed Opportunity

Starting at 12th level, when a creature misses an opportunity attack against you, you can use your reaction to make an opportunity attack on them, with advantage.

Hidden

Starting at 15th level, any time you have half cover, you are treated as if you have three-quarters cover. Any time you actually do have three-quarters cover, you are treated as if you have total cover.

The Soldier
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (1)
3rd +2 Soldier Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Soldier Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable (1)
10th +4 Soldier Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (2)
14th +5 Ability Score Improvement
15th +5 Soldier Archetype Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (2), Indomitable (3)
18th +6 Soldier Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Soldier

With his muscular and cybernetic arms held wide, a grizzled-looking human grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Wookie take a swing. He ducks, punching the furry fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

Taking a deep breath, a Clone Trooper looks out onto the war zone waging across the sands of Genoshia. He grips his carbine rifle tightly then, with a nod to the dozen identical squadmates beside him, he charges onto the battlefield.

Soldiers combine discipline with martial skills to become the best pure warriors in the galaxy. Soldiers can be stalwart defenders of those in need, cruel marauders, or brave adventurers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

All in a Day's Work

Many soldiers see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves. Others seek to use their muscle to carve their own place of importance in the galaxy. Soldiers can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

Creating a Soldier

hile creating your Soldier character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig.

What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

Quick Build

You can create a soldier quickly by following these suggestions. First, make Strength or Dexterity your highest ability score (Strength if you want to excel with Heavy Weapons and Melee weapons, Dexterity if you want to excel with Blaster Rifles and Blaster Pistols). Next, make Constitution your second highest score.

Class Features

As a Soldier, you gain the following class features.

Hit Points

Hit Dice: 1d12 per Soldier level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier every Soldier level above 1st.

Proficiencies

Armor: Light armor, medium armor, heavy armor

Weapons: Blaster pistols, blaster rifles, heavy weapons, melee weapons

Saving Throws: Strength, Constitution

Core Skills: Choose two from Athletics, Perception, Survival, and Piloting

Special Skills

Skill Points at First Level: (1 + Intelligence Modifier) x 4 Skill Points at Higher Levels: 1 + half your Intelligence modifier (rounded up) each Soldier level after 1st.

Feats

Starting Feats: 1 feat of your choice

Feats at Higher Levels: You gain 1 new feat of your choice at the following levels: 3rd, 6th, 9th, 12th, 15th, and 18th.

Equipment

You start with the following equipment:

  • (a) any Blaster Rifle or (b) a repeating blaster
  • any Melee weapon
  • any Blaster Pistol
  • (a) a military suit or (b) a suit of battle armor
  • (a) a soldier's pack or (b) a Medic's pack

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Sharpshooter

You gain a +2 to attack rolls you make with ranged weapons.

Defense

While wearing armor, you gain a +1 to AC.

Dueling

When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Double Hand Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this effect.

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage for the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your Soldier level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Soldier Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Brawler, Grenadier, Juggernaut, or Weaponsmaster, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Soldier Archetypes

Different soldiers choose different approaches to perfecting their fighting prowess. The soldier archetype you choose to emulate reflects your approach. There are four soldier archetypes: Brawler, Grenadier, Juggernaut, and Weaponsmaster

Brawler

Not all soldiers prefer guns. Some prefer, or are forced, to favor their bare fists or melee weapons instead. From cantina bouncers to martial artists, the close range of brawlers should never be mistaken as a disadvantage.

Fisticuffs

Beginning at 3rd level, your unarmed damage begins to increase greatly over time. Your unarmed damage becomes 1d8, and you can choose to use either your Strength or Dexterity modifier for attack and damage rolls. Your unarmed damage increases to 1d10 at 7th level and 1d12 at 15th level.

Knock 'Em Up

Starting at 7th level, you can attempt to knock an opponent senseless. When you hit another creature with a melee weapon attack or unarmed attack, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

The DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (depending on which ability you used for your attack).

You can use this feature a number of times equal to your Constitution modifier, and then you must take a short or long rest to use it again. You cannot use this feature more than one time per round, even if you have multiple attacks.

Moving Target

At 10th level, you begin to truly hone your skill in combating ranged opponents. You can Dodge as a bonus action. In addition, when an enemy misses you with a ranged attack, you can use your reaction to move up to your base move speed. This movement does not provoke reactions.

Stone Cold Stunner

Beginning at 15th level, when any of your Stunning Strikes stuns an enemy, you can make two additional unarmed attacks, or one additional melee weapon attack. These attacks do not need to be made against the same opponent. You can only use this feature one per round.

Master Grappler

By 17th level, you have mastered close-quarters combat and grappling. You have advantage on Strength checks to grapple creatures. Those you grapple can make no actions or reactions on their turns other than trying to escape. Every round that you maintain the grapple, you deal unarmed damage to the grappled creature automatically. In addition, you can move up to your normal speed while holding a grappled enemy, instead of the usual half.

Grenadier

The grenadier is an expert in all things explosive. If you need a wall demolished or a ship destroyed, the grenadier is your best friend; few can match their raw destructive power.

Grenade Launcher

Starting at 3rd level, you get a grenade launcher. This weapon counts as a Heavy Weapon, and has the following traits: two-handed, heavy, ranged (60/200). When you make the Attack action while wielding this weapon, you instead launch a grenade from it of your choosing to somewhere within the weapon's range. You must have at least one grenade in your inventory to attack with this weapon, and attacking consumes 1 grenade per attack. You are the only member of your party that can wield this grenade launcher.

Grenade Resistant

Starting at 7th level, you have become hardened to explosives' effects. You are resistant to explosive damage.

Effective Grenades

Starting at 10th level, a grenade that you use has its range of effect increased to 20 feet.

Extra Explosive

Starting at 15th level, your explosives become more potent. Whenever you deal damage with a grenade or mine, you deal extra explosive damage equal to your Soldier level.

Engulfing Explosions

Starting at 18th level, when you use a grenade, the creatures in the grenade's radius have disadvantage on Dexterity saving throws to avoid it.

Juggernaut

The juggernaut is a living, walking tank; they are practically indestructable, the ultimate defensive machine. Few manage to even make a dent in a juggernaut's thick armor, and by the time they do, they aren't alive to tell anyone about it.

Bastion Mode

Starting at 3rd level, you can use your action to enter bastion mode, sacrifing all mobility for increased protection. While in bastion mode, your speed becomes 0, and your AC increases by +5.

Protective

Starting at 7th level, while you are in bastion mode, if a creature would attack an ally within a 10 foot radius of you, you can use your reaction to deploy a magnetic field that makes them attack you instead.

Indestructible

Starting at 10th level, you can enter bastion mode as a bonus action, and while you are in bastion mode, you are resistant to energy and explosive damage.

Unfazed

Starting at 15th level, you have learned to ignore the certain area attacks, such as grenades and some Force powers. While in bastion mode, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Immortal

Starting at 18th level, when you enter bastion mode, you gain temporary hit points equal to 30 + your Constitution modifier.

Weaponsmaster

The weaponsmaster represents an individual who has received advanced combat training. More than a mere soldier, the weaponsmaster is highly trained and capable of taking on any number of combat-related missions, whether defending an important location or participating in a forward assault.

Combat Superiority

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. 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. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver Save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (you choose)

Galactic Traveler

Also at 3rd level, you gain proficiency in Galactic Lore and one language of your choice.

Battle Prowess

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Elite Training

At 10th level, your superiority dice turn into d10s. Your weapon attacks score a critical hit on a roll of 19 –20.

At 15th level, your superiority dice turn into d12s, and your our weapon attacks score a critical hit on a roll of 18–20.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Survivability

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points lef t. You don’t gain this benefit if you have 0 hit points.

Maneuvers

The maneuvers are presented in alphabetical order.

Bunker Buster. When a creature is behind cover, you can expend one superiority die. You then attack the creature, ignoring its cover, and add the superiority die to the attack's damage roll.

Commmander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you 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.

Disarming Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. ou can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Return Fire. When a creature misses you with a ranged attack, you can use your reaction and expend one superiority die to make a ranged weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack.

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Specialist

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astrogation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

A Twi'lek medic waits until warp travel has been established before he walks along the frigate corridors. He enters the medical bay, where his Rodian patient is waiting. Examining the blaster scorch marks, he gathers supplies and begins medical care. A few injections and an energy scan later, and the Rodian breathes more easily. The wounds heal slowly and, patient stabilizing, the medic pardons himself to examine the rest of the crew.

Every machine needs a specialist to run it, and a living crew is no different. Specialists are the experts and professionals who rely on skill and bravery to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

Behind The Curtain

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding Jedi, specialists are no less vital to group dynamic. They are electricians, welders, medics, psychologists, pilots or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps society intact.

Creating a Specialist

While creating your Specialist character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance.

What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

The Specialist
Level Proficiency Bonus Features Talents Known Knack
1st +2 Expertise, Knack, Specialty 1d6
2nd +2 Diversity, Talents 2 1d6
3rd +2 Specialty Feature 2 2d6
4th +2 Ability Score Improvement 2 2d6
5th +3 Steady Hands 3 3d6
6th +3 Expertise Focus 3 3d6
7th +3 Quick Talent (1) 4 4d6
8th +3 Ability Score Improvement 4 4d6
9th +4 Specialty Feature 5 5d6
10th +4 Ability Score Improvement 5 5d6
11th +4 Always a Chance 5 6d6
12th +4 Ability Score Improvement 6 6d6
13th +5 Specialty Feature 6 7d6
14th +5 Quick Talent (2) 6 7d6
15th +5 Potent Knack 7 8d6
16th +5 Ability Score Improvement 7 8d6
17th +6 Specialty Feature 7 9d6
18th +6 Improved Steady Hands 8 9d6
19th +6 Ability Score Improvement 8 10d6
20th +6 Expertise Mastery 8 10d6

Quick Build

You can make a Specialist character quickly by following these suggestions. First, make Intelligence your highest Ability Score, followed by Dexterity.

Class Features

As a Specialist, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Specialist level

Hit Points at 1st level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Specialist level after 1st

Proficiencies

Armor: Light armor

Weapons: Blaster Pistols, melee weapons

Saving Throws: Intelligence, Dexterity

Core Skills: Choose three from Galactic Lore, Insight, Navigation, Piloting, Sleight of Hand, Mechanics, and Investigation.

Special Skills

Skill Points at First Level: (4+ Intelligence modifier) x 4

Skill Points at Higher Levels: 4 + half of your Intelligence modifier (rounded up) for each Specialist level after 1st.

Feats

Starting Feats Tinkerer and 1 additional feat of your choice.

Feats at Higher Levels: You gain 1 new feat of your choice at the following levels: 6th, 9th, 12th, and 15th.

Equipment

You start with the following equipment:

  • (a) a blaster pistol or (b) an ion pistol
  • a stun baton
  • (a) a technician's pack or (b) a medic's pack
  • a combat suit

Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make with those skill proficiencies. At 6th level, you have advantage on all ability check you make that uses either of the chosen proficiencies. At 20th level, any time you roll less than a 15 on either of the chosen proficiencies, you are treated as if you had rolled a 15.

Specialty

At 1st level, you choose a primary focus of your skills and profession: Medicine, Piloting, Droid Tech, or Slicing. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. It also determines the Knack you learn at 1st level, and qualifications for Talents beginning at 3rd level.

Knack Baby

Beginning at 1st level, your Specialty determines a primary ability as described in the Specialty details. Knacks are potent abilities usable without limit, and serves as one of the Specialist’s core functions.

Using a Knack requires an action or reaction, and provides 1d6 of a benefit determined by your Specialty. You can use a Knack a number of times equal to your Specialist level + your Intelligence modifier. After you have used your Knack the maximum number of times, you must finish a long rest before you can use it again.

At 15th level, you can make your Knack a Potent Knack. In doing so, the numerical value of the Knack is maximized. For example, at 15th level the Knack – which is at 8d6 – would be considered 48. Once you use a Potent Knack, you must take a long rest to use it again.

Talents

In your dedication of skill perfection and focus, you learn talents and tools that aid you in your pursuits.

At 2nd level, you gain two talents of your choice. Your talent options are detailed at the end of the class description. When you gain certain Specialist levels, you gain additional talents of your choice, as shown in the Talents Known column of the Specialist table. Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level.

Attack Rolls and Saving Throws

Some talents can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roll is listed in the text for the description for that particular gadget.

Talent Attack Modifier= your proficiency bonus + your Intelligence modifier.

Talent Save DC= 8 + your proficiency bonus + your Intelligence modifier

Using Talents

Some talents provide a continuous benefit for a certain duration. Other talents have an effect that requires you to take an action in order to activate it. The type of action required to activate the effect will be listed in the description of the talent. Most talents that need to be activated require you to take a short or long rest to use again, taking the time to reset or reestablish the talent involved.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase 1 ability score of your choice by 2, or increase two scores of your choice by 1. As normal, you can’t increase an ability above 20 using this feature.

Steady Hands

Starting at 5th level, you learn to operate under pressure. You gain advantage on ability saves against fear effects. At 18th level, you become immune to the frightened condition. Furthermore, any ally within 30 feet of you that can see and hear you gains advantage on ability saves against being frightened.

Quick Talent

Beginning at 7th level, you can rapidly perform a talent that requires an action – instead using it as a bonus action. Once you use a Quick Talent in this fashion, you must take a short or long rest to accelerate one again. At 14th level, you can use two Quick Talents before needing to take a short or long rest.

Always a Chance

Starting at 14th level, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die.

Specialties

Specialists place great emphasis on their primary field of study, source of training or set of skills. These Specialties guide their abilities and, by extension, their profession and role at large.

Medicine

The galaxy is a dangerous place. Vicious creatures, massive battles, barroom brawls, lethal environments, and other kinds of threats imperil people everywhere. Doctors, nurses, and other medical personnel provide vital care to the critically injured, but are less available to those operating in the field. The Medicine Specialist fills this void, providing on-the-spot advanced medical treatment and support.

Knack: Treat Injury

When you choose this archetype at 1st level, you are more effective at healing. When you use a medpac or other healing item on yourself or another creature, the target is healed for an additional 1d6 points. The amount you heal increases as you gain levels in this class, as listed in the Knack column of the Specialist Table.

Clear!

Starting at 3rd level, you have learned how to more effectively stabilize someone in critical condition. As an action, you can stabilize a creature with 0 hit points and it regains additional hit points equal to your Intelligence modifier + 1.

Long-term Care

Starting at 9th level, you get used to busy night shifts in the medical bay. You only need 4 hours of sleep to benefit from the effects of a long rest. You can use the remainder of the long rest to create a number of medpacs free of charge equal to your Intelligence modifier at a workbench. You must pass a DC 15 crafting check to craft the medpac(s).

Innoculation

At 13th level, you become immune to the effects of poison and disease, and have resistance to poison damage. Furthermore, if an ally is currently being affected by a poison or disease, they are cured of the condition when healed by a medpac you use. You also have advantage on ability saves against environmental hazards, such as smoke or gas.

Revitalize

Starting at 17th level, you can revitalize fallen allies. You can use your action to revive someone who has died anytime within a number of minutes equal to your Intelligence modifier. When you do, they regain hit points equal to your Knack.

Piloting

Pilot specialists often define themselves by the vehicles they fly. Their arms and armor are the weapons and shields of a sleep starship soaring through space or an airspeeder shrieking through the atmosphere. A veteran of countless engagements, the pilot has proven his or her skill again and again by virtue of facing the enemy and surviving – and making sure the enemy did not.

Knack: Vehicular Dodge

When you choose this archetype at 1st level, you become skilled at veering away from enemy fire. As a reaction, when your vehicle you are piloting is damaged by an outside source, you can reduce that damage by 1d6. You must be able to see the damage source, such as an enemy fighter or space hazard. The amount you decrease increases as you gain levels in this class, as listed in the Knack column of the Specialist Table.

Vehicle

Also starting at 1st level, you get a vehicle. Choose either the Land Speeder or Passenger Ship. You gain this vehicle and own it. You can find statistics for these vehicles in the Vehicle section. You also gain a piloting license, allowing you to purchase and own ship parts with the licensed restriction.

Vehicular Evasion

Starting at 3rd level, when a vehicle you are piloting is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. If by combination of Vehicular Evasion and Vehicular Dodge you take no damage from such an effect, you can Dash with your vehicle as a bonus action.

Boost Shields

Starting at 9th level, you’ve learn how to reroute systems to keep your ship in the fight. As an action, you can roll your Knack and add the result to the temporary hit points granted by your vehicle’s shields. You must take a short or long rest before using this feature again.

Dogfighter

At 13th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in vehicular combat. This action can be used only to take the Attack, Dash, Dodge or Disengage and all such actions apply only to the vehicle you are piloting.

Keep it Together

Starting at 17th level, you can keep your vehicle intact for a few precious moments. When the vehicle you are piloting is reduced to 0 hit points but not destroyed outright, you can have it drop to 1 hit point instead. You can use this feature a number of times equal to your Intelligence modifier, after which you can’t use it again until you finish a long rest.

Droid Tech

Droid Techs are found all over the galaxy, specializing in the manufacture, customization, and even the destruction of droids.

Knack: Repair

When you choose this archetype at 1st level, you are more effective at repairing droids. You can use your action to touch a droid or vehicle and heal it for 1d6 points. The amount you heal increases as you gain levels in this class, as listed in the Knack column of the Specialist Table.

Droid Buddy

Also starting at 1st level, you get a droid. Choose one of the following: Medical Droid, Expert Droid, Gonk Droid, or Combat Droid Mark I. You gain this droid as a companion. You can find the statistics for these droids as well as droid rules in the Droids section.

Gimmick

Starting at 3rd level, you can make a Repair check as a bonus action on your turn.

Droid Upgrade

Starting at 9th level, you gain the ability to attach armor upgrades to droid armor plating. When you do, follow the same rules for ugprading armor, but just attach them to the droid.

Reassemble

Starting at 13th level, when a vehicle or droid is destroyed, you can use your action to reassemble them and leave them stable at 1 hit point. You can then use your bonus action to heal them with your Knack.

Droid Master

Starting at 17th level, all droids that you own have their maximum health increased by 30 and they gain a bonus to AC equal to your Intelligence modifier.

Slicing

Wherever there is technology, there will be those trained to subvert it. Slicers are masters of hacking computers, recovering hidden documents, bypassing security, and even turning electronic systems against their former operators. They are swift ghosts in the machine, disappearing once their technological mission is accomplished.

Knack: Hacking

Starting at 1st level, whenever you make a Computer Use check, you can roll 1d6, and add the result to the check. The amount you add increases as you take more levels in this class, as listed in the Knack column of the Specialist Table.

Improved Hacking

Starting at 3rd level, you have advantage on all Computer Use checks.

Blackout

Starting at 9th level, can completely shut down electronic systems and networks. You can make a DC 20 Computer Use check as an Action when physically adjacent or connected to a computer terminal. On a success, the terminal and any electronic computer systems directly connected to it become inactive and shut down. This includes lights, doors, security systems, and networked computers. This shutdown lasts for 1 minute per Specialist level you possess, despite any attempts to restore it by anyone but you. You can attempt to use this feature a number of times equal to your Intelligence modifier – whether you succeed or not. You regain all uses of this feature when you take a long rest.

Trap Overload

Starting at 17th level, while you are hacked into a computer system with an Overload function, you can delay the overload. Choose a unit of time, from 10 seconds to 24 hours. When that amount of time has passed, the computer system will automatically activate the Overload function, instantly killing anyone currently using it. Alternatively, you can set a condition for the Overload to trigger, such as logging in with a certain username, or accessing a certain function or program.

Talents

Dogfight

Prerequisite: 3rd level, Piloting specialist

You can make a Piloting check opposed by another target, who does the same. If you meet or exceed their result, you lock onto their ship. Enemy vehicles caught in a dogfight move at half speed, and you automatically move with and behind them. You have advantage on attack rolls against the enemy, and they have disadvantage against you. Once you use this talent, you must take a short or long rest to use it again.

Droid Scan

Prerequisite: 5th level, Droid Tech specialist

You can use your action to scan for droids in your vicinity. You can detect how many droids are within 100 feet of you. You know the number of droids, the target size, and their approximate distance and direction from you. If remote-controlled, you also detect the direction and approximate distance of the droid controller. Living creatures cannot be detected in this way. You can maintain this scan every round as an action. Once used, the gadget must be recharged and cannot be used again until you complete a short or long rest.

Evasive

Prerequisite: Piloting specialist You can add your Dexterity modifier to the armor class of any vehicle you pilot.

Exemplary skill

Prerequisite: 10th level

Choose two skills with which you are proficient. Allies that you designate with 30 feet of you, that can see and hear you, receive a bonus to those skills equal to your Intelligence modifier.

Extra Healing

Prerequisite: 5th level, Medicine specialist

When you use a medpac or other healing item to heal someone, you can use a bonus action to immediately use another one. You can choose 2 different targets or the same target.

Ghost Ship

Prerequisite: 7th level, Piloting specialist

You have learned to utilize frequencies, security signals, and other measures to mask the electronic signature of your ship. You can make a Persuasion check to trick a spaceport tower, carrier, or other landing authority that your ship is something other than it is – or carrying passengers it is not. You can add your Intelligence modifier to this roll.

Herbal Remedies

Prerequisite: Medicine specialist

You become proficient in Nature and Survival.

Holographic Disguise

Prerequisite: 7th level, Slicing specialist

When you activate this talent by using your action, you project a three dimensional holographic image around you or an ally, making either of you — including your clothing, armor, weapons, and other belongings on your person — look different. You can seem up to 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you: you might use the hologram to add or change a minor feature, make yourself appear to be wearing different clothing, or to look like a completely different person. The changes wrought by this gadget fail to hold up to physical inspection. For example, if you use the hologram to add a helmet to your outfit, objects pass through the helmet, and anyone who attempts to touch the helmet would feel nothing or would feel your head and hair. If you use this gadget to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your Intelligence (Mechanics) check. The disguise lasts for 10 minutes or until you take an object interaction to cancel it. Once used, it cannot be used again until you complete a short or a long rest.

Improved Sabotage

Prerequisite: 15th level, Droid Tech specialist, Sabotage

Droids of vehicles rendered inoperable or put under your control by the Sabotage talent remain so permanently, unless someone else makes an Intelligence (Mechanics) check that meets or exceeds the one you made.

Life Form Scanner

Prerequisite: 10th level You can use your action to scan for living beings in your vicinity. You can detect how many creatures are within 100 feet of you. You know the number of creatures, the creature size, and their approximate distance and direction from you, but no other information about them. Droids and other lifeless creatures cannot be detected in this way. You can maintain this scan every round as an action. Once used, the gadget must be recharged and cannot be used again until you complete a short or long rest.

Linguist

Prerequisite: 15th level

You are able to communicate in any language, provided you read it or a creature first speaks the language to you. You cannot write in the language, unless you know it already.

Lose Em

Prerequisite: 10th level, Piloting specialist

As an action, you can perform a deceptively simple set of maneuvers to lost pursuers. You can make a Dexterity (Stealth) check. If an observer fails its Perception check against the result, you are effectively invisible to that observer’s vessel for a number of rounds equal to your Intelligence modifier, or until you attack. Once you use this talent, you must take a short or long rest to use it again.

Militia Training

Prerequisite: 3rd level

You gain proficiency in one of the following: blaster rifles or medium armor.

Night Scope

At a workbench, you can perform a DC 15 Crafting check to attach a visor or infrared visor onto a blaster, modifying it into a scope. This counts as an upgrade item.

Nurse

Prerequisite: 3rd level, Medicine specialist

You gain the services of a Medical Droid. See the Droids section for statistics and details.

Sabotage

Prerequisite: 10th level, Droid Tech specialist

As an action, you can attempt to override the circuitry of an adjacent droid or vehicle. To do so, make an Intelligence (Mechanics) check against a DC of the target's Constitution score. On a success, you choose either to render the droid or vehicle inert an stunned for 1 minute or under your control for the same duration. You can delay the onset of sabotage by a number of minutes equal to your Intelligence modifier, chosen when you use this talent. After using this talent, you must take a long rest before using again.

Slice: Droid Relay System

Prerequisite: Slicing specialist While you are connected to a computer system, you can use your action to take control of all droids within 300 feet of the computer system by passing a DC 18 Computer Use check.

Stun Weapon

Prerequisite: 5th level

Whenever you deal nonlethal damage with a ranged or melee weapon, the target creature must make a Constitution save. On a failure, they are stunned for 1 round. Enemy pilots use the ship’s Constitution instead of their own.

Ship Scanner

Prerequisite: 5th level, Piloting specialist

When this talent is equipped you can use your action to scan for ships in your vicinity. You can detect how many droids are within 20 squares of you. You know the number of vehicles, the vehicle size, and their approximate distance and direction from you. You also detect the approximate number of creatures on board – choosing either living or droid when you scan.

Stimulant

Prerequisite: 10 th level, Medicine specialist As an action, you can grant one of the following to an adjacent living creature. The effects last for 1 minute.

• The creature gets an additional action per round

• The creature regenerates hit points at the start of each of their turns equal to your Intelligence modifier

• The target is cured of all conditions

• The target's walking speed increases by 10 feet.

Once you use this talent, you must take a short or long rest to use it again.

Vitality Scanner

Prerequisite: Medicine specialist

With you use this talent as an action, you instantly know the current hit points of every creature within a 15 foot cone, as well as detect any poison or disease they may have. Once you use this talent you must take a short or long rest to use it again.

Equipment

The marketplace of a large city is filled with shops of many sorts: weapons and armor stores, droid workshops, general supply, and more. There are also alien creatures of all shapes, sizes and colors, drawn to the bustle of industrial hubs In the largest cities, almost anything imaginable is offered for sale, from swords to Spice. For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death. This chapter details the mundane and exotic merchandise that adventurers commonly find useful.

Starting Equipment

When you create your character, you receive equipment based on your class. Alternatively, you can start with a number of credits based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how many credits you have to spend. You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.

Starting Wealth By class
Class Funds
Jedi Consular/Sith Lord 5d4 credits
Jedi Guardian/Sith Marauder 5d4 credits
Jedi Sentinel/Sith Assassin 5d4 credits
Negotiator 10d4 x 100 credits
Scoundrel 4d4 x 100 credits
Scout 5d4 x 100 credits
Soldier 5d4 x 100 credits
Specialist 4d4 x 100 credits

Selling Equipment

Opportunities abound to find treasure, equipment, weapons, armor, and more on your adventure. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

Unique Items. Selling unique items is difficult, because each vendor will likely buy them for a different price. If you're interested in selling a unique item that you've found, have the DM set a price for it.

Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for credits or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.

Trade Goods. Many people conduct transactions through barter. Like gems and art objects, trade goods—bars of durasteel, bags of kolto, livestock, and so on—retain their full value in the market and can be used as currency.

Vehicles. It's hard to find a place that will buy vehicles, but those who will will pay good money for them.

Droids. Droids will sell at their full value at a droid shop, but most other kinds of shops will pay less. Of course, this depends on the specific vendor and the quality of the droid.

Armor

There is a wide variety of armor available in the Star Wars universe. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor.

The Armor table shows the cost, weight, and other properties of the common types of armor worn.

Armor Proficiency. Anyone can put on armor, but only those proficient in the armor’s use know how to wear it effectively. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll, and you can’t use Force Powers.

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

Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Stealth checks.

Robes

Although not technically armor, robes are what determine a Jedi's AC. They offer far less protection than any armor, but provide the Jedi with the freedom of movement that they need. They have no cost, however, as they're practically impossible to find in a shop.

Jedi Robes. The light brown or black basic robes almost all Jedi or Sith wear. Made from simple cloth.

Jedi Knight Robes. Members of the Order typically wear plain or unassuming garments, but Jedi Knight robes are typically a brighter color than the normal robes, being blue or red. Dark Jedi Knight robes are typically grey.

Jedi Master Robes. These robes once again return to modesty, this time with a dark brown. Sith Master robes are black, and are reserved for only the most powerful Sith Masters.

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Combat Suit. The most common light armor, combat suits are worn by a variety of scouts, bodyguards, and mercenaries.

Fiber Armor. This lightweight armor is famous for its versatility, made from elaborate carbon-fiber weaves.

Light Battle Suit. The heaviest of all light armors, this metal suit is the favorite for people who know they're going to see combat often, but still want to remain light on their feet.

Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Heavy Combat Suit. An improvement on the combat suit, this armor is more durable but heavier than its counterpart.

Military Suit. This metallic armor is a staple among footsoldiers in the army. Provides better protection than light armor, but restricts movement more.

Battle Suit. An improvement on the light battle suit, this armor provides more solid protection than its lighter counterpart.

Light Battle Armor. This expensive armor is made from a combination of different alloys and tough leathers, forming a formidable yet not too cumbersome armor.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity m odifier is negative.

Battle Armor. This isn't the heaviest of armor, but it comes close. Designed for heavy militias, it has the protection needed to keep a soldier alive during ranged combat with massive weapons.

Durasteel Armor. Made from one one of the toughest common metals, this armor laughs off most attacks.

Heavy Battle Armor. This is the heaviest common armor available for the soldier that requires maximum protection from direct damage. Some consider the fit claustrophobic, but that's the tradeoff for safety.

Assault Armor. A rare and expensive armor that's built stronger than any other armor on the market. This armor makes your practically impenetrable, and a force to be reckoned with.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Robes
Jedi Robes 10 + Dex modifier 4 lbs.
Jedi Knight Robes 11 + Dex modifier 5 lbs.
Jedi Master Robes 12 + Dex modifier 6 lbs.
Light Armor
Combat Suit 50 credits 11 + Dex modifier Disadvantage 8 lbs.
Fiber Armor 500 credits 12 + Dex modifier 8 lbs.
Light Battle Suit 2,000 credits 13 + Dex modifier 10 lbs.
Medium Armor
Heavy Combat Suit 500 credits 13 + Dex modifier (max 2) Disadvantage 15 lbs.
Military Suit 3,000 credits 14 + Dex modifier (max 2) 40 lbs.
Battle Suit 7,000 credits 15 + Dex modifier (max 2) 20 lbs.
Light Battle Armor 10,000 credits 16 + Dex modifier (max 2) 30 lbs.
Heavy Armor
Battle Armor 750 credits 16 Str 13 Disadvantage 45 lbs.
Durasteel Armor 2,000 credits 17 Str 15 Disadvantage 55 lbs.
Heavy Battle Armor 10,000 credits 18 Str 15 Disadvantage 60 lbs.
Assault Armor 40,000 credits 19 Str 16 Disadvantage 65 lbs.

Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a sniper rifle or a vibroblade, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons table shows the most common weapons used in the game, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Many weapons have special properties related to their use, as shown in the Weapons table.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in part 2.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ranged or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Raw. When making an attack with a raw weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Recoil. Because of the weapon's power, you can only fire one shot from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you could normally make.

Sonic. A weapon blasts out sound waves, which can debilitate an enemy. On a successful hit with the weapon, the target must make a Constitution saving throw (the DC to save is in parentheses after the property) or become Disoriented (see conditions appendex) for 2 rounds.

Stun. A weapon is filled with an electrical charge that has the capacity to stun people. On a successful hit with the weapon, the target must make a Constitution saving throw (DC is after the property) or be Stunned (see conditions appendix )for 1 round.

Two-handed. This weapon requires two hands to use.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Improvised Weapons Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, or a Gonk Droid. An object that bears no resemblance to a weapon deals 1d2 physical damage. If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it deals 1d4 physical damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Primitive Weapons Slings, quarterstaffs, spears, and other primitive weapons do less damage and are far less common in the Star Wars universe. A primitive weapon deals 1d4 physical damage. The weight and properties are determined by the GM.

Lightsabers The weapon of a Jedi is quite rare, and will not be found in the vast majority of weapon shops. Even more rare is someone who is able to wield a lightsaber effectively. If you attempt to use a lightsaber with which you are not proficient, you will always do minimum damage.

Other Equipment

Besides weapons and armor, there are a lot of other things you will want on your adventure, whether you need grenades, energy shields, or simply a tent or rations for day to day travel.

Energy Shields

Energy shields are a necessity for anyone planning to come under a decent amount of weapon fire. They can be found in almost any shop, and the basic ones are relatively cheap. By using your action, you can activate an energy shield, which surrounds your body in an energy field that absorbs a certain amount and type of damage before it wears off. Any excess damage carries over to your hit points. The effects of energy shields do not stack, and you can only have two energy shields equipped at a time. An energy shield has 5 charges. After you use the last charge, the energy shield no longer works. On a hit, a weapon that does ion damage will dissipate the shield's effects instantly.

Grenades & Mines

Grenades and Mines are powerful explosives that can bring ruin and destruction to enemies. By using your action, you can throw a grenade or place a mine.

When you throw a grenade, choose one point within 30 feet of you. All creatures within 10 feet of that point must make a Dexterity saving throw, DC equal to 8 + your Dex modifier + your proficiency bonus. On a failed save, the target suffers the damage and effects of the grenade. On a successful save, the target takes half damage, and suffers no effects.

You can place a mine anywhere where there is solid ground. After you place a mine, you have 10 seconds before it becomes active. After the mine becomes active, it detonates if a creature moves within 10 feet of it, and the creature suffers its effects. After the mine detonates, it becomes inactive and cannot be reactivated. If you can see a mine through a DC 15 Perception or Investigation check, you can use your action to try and disable or recover it. Make a Sleight of Hand check against the mine. The DC is 12 to disable, and 15 to recover. On a failed check, the mine detonates.

Weapons
Name Cost Damage Weight Properties
Melee Weapons
Stun Baton 30 credits 1d4 electric 1 lbs. Stun (DC 10)
Vibroblade 100 credits 1d6 physical 4 lbs. Finesse, light
Vibrosword 140 credits 1d8 physical 5 lbs. Versatile (1d10)
Vibro Double-blade 200 credits 2d6 physical 8 lbs. Two-handed
Blaster Pistols
Blaster Pistol 100 credits 1d4 energy 5 lbs. Light, ranged (30/120)
Hold-out blaster 100 credits 1d4 energy 2 lbs. Ranged (30/120), stun (DC 12)
Sonic Pistol 220 credits 1d4 sonic 5 lbs. Ranged (20/60), sonic (DC 10)
Ion Pistol 220 credits 1d4 ion 5 lbs. Ranged (20/60)
Disruptor Pistol 220 credits 1d4 physical 5 lbs. Ranged (20/60)
Heavy Pistol 200 credits 1d6 energy 5 lbs. Ranged (30/120)
Blaster Rifles
Blaster Rifle 300 credits 1d8 energy 10 lbs. Ranged (100/400), two-handed
Sniper Rifle 400 credits 1d8 energy 12 lbs. Ranged (200/600), recoil, two-handed
Blaster Carbine 500 credits 2d4 energy 10 lbs. Ranged (80/300), two-handed
Sonic Rifle 400 credits 1d6 sonic 10 lbs. Ranged (30/120), sonic (DC 12), two-handed
Ion Rifle 400 credits 1d6 ion 10 lbs. Ranged (60/200), two-handed
Disruptor Rifle 400 credits 1d6 physical 10 lbs. Ranged (60/200), two-handed
Bowcaster 500 credits 1d10 energy 12 lbs. Ranged (100/400), raw, recoil, two-handed
Heavy Weapons
Repeating Blaster 500 credits 1d10 energy 16 lbs. Ranged (80/300), heavy, raw, two-handed
Heavy Repeating Blaster 1,000 credits 2d6 energy 22 lbs. Ranged (80/300), heavy, raw, two-handed
Blaster Cannon 1,500 credits 1d12 + 2 energy 30 lbs. Ranged (80/300) heavy, raw, recoil, two-handed
Lightsabers
Lightsaber 1,000 credits 1d8 + 1 energy 5 lbs. Versatile (1d10 +1)
Short Lightsaber 1,000 credits 1d6 + 1 energy 4 lbs. Finesse, light
Double-bladed Lightsaber 1,200 credits 2d6 + 1 energy 8 lbs. Two-handed
Energy Shields
Shield Cost Damage Type and Amount
Energy Shield 140 credits 20, energy
Echani Dueling Shield 1,600 credits 60, energy
Blasting Shield 1,000 credits 60, explosive
Arkanian Energy Shield 1,000 credits 40, energy, sonic, cold, fire
Mandalorian Melee Shield 1,200 credits 20, physical
Grenades
Grenade Cost Damage Effects
Frag 80 credits 2d10, explosive
Concussion 80 credits Stunned for 2 rounds
Adhesive 130 credits Grappled for 3 rounds
Cryoban 300 credits 2d10, cold Paralyzed for 1 round
Ion 130 credits 2d10, ion
Poison 130 credits 1d8, poison Poisoned for 3 rounds
Sonic 130 credits 1d12, sonic Disoriented for 3 rounds
Plasma 750 credits 6d6, fire
Thermal Detonator 2,000 credits 10d6, energy

Mines
Mine Cost Damage Effects
Flash 250 credits Stunned for 3 rounds
Frag 250 credits 10d4 explosive
Gas 250 credits poisoned for 1 minute
Plasma 250 credits 20d4 fire
Implants
Implant Level Cost Effects
Cardio Package 1 1,000 credits +1 Constitution
Response Package 1 1,000 credits +1 Dexterity
Memory Package 1 1,000 credits +1 Intelligence
Power Implant 2 1,500 credits +2 Strength
Retinal Combat Implant 2 1,500 credits Advantage on Perception checks
Bio-Antidote Package 3 1,000 credits Immune: poison damage, poisoned
Sith Regenerator 3 8,500 credits Regain 2 hp each round

Upgrade Items
Item Level Weapon or Armor Effects
Basic Vibration Cell 1 Any Melee Weapon +1 to attack rolls
Intermediate Bonding Alloy 2 Any Melee Weapon + 2 to attack rolls and damage
Advanced Energy Projector 3 Any Melee Weapon On hit, DC 15 or stun for 2 rounds
Basic Trigger 1 Any Ranged Weapon +1 to attack rolls
Intermediate Beam Splitter 2 Any Ranged Weapon No penalty for shooting in melee range
Advanced Energy Cell 3 Any Ranged Weapon Extra 1d8 energy damage
Color Crystal 1 Lightsaber Lightsaber blade color changes
Intermediate Armor Reinforcement 1 Any Armor +1 to AC
Advanced Mesh underlay 3 Any Armor Resistant to energy and electric damage

Implants

Mercenaries and other people who spend their lives constantly in combat have grown fond of cybernetic implants. There are thousands of different kinds of implants, but the implants table above will only show you examples of the most common ones, which can be bought at most weapon and armor shops. You can only equip one implant at a time, and you must have the Augmented feat in order to equip them. There are three levels of implant: 1st are the basic and most common implants, and 3rd are the rarest and most expensive, yet provide the best augmentations. You will most likely only find 1st-level implants in most shops, but some specialty shops might have implants of higher levels.

Upgrade Items

You can upgrade any weapon or armor you own at a workbench by using upgrade items. Upgrade items are incredibly rare: you probably won't find them at a shop. Instead, loook for them in locked armories and on the bodies of powerful mercenary leaders. There are 3 levels of upgrade items, with 3rd being the best, and each kind of weapon has its own kinds of upgrade items. There are hundreds of upgrade items in the universe, and the Upgrade Items above gives you a few examples. When you upgrade a weapon or armor at a workbench, roll a Crafting check. The DC is 10 for a 1st-level upgrade item, 12 for a 2nd-level item, and 15 for a 3rd-level item. If you succeed on the check, the weapon or armor you upgrade gains the upgrade item's effects. On a failed save, the upgrade item is lost. You cannot use have the same multiple Upgrade Items of the same name on a single weapon or piece of armor. A weapon can only have 3 different upgrades at a time, and a suit of armor can only have 2. You can replace an existing upgrade with a new one by performing the same check.

Creating Equipment

At a workbench, you can create mundane equipment. Crafting an item costs half of what it would cost to buy it. When crafting an item, make a Crafting check, DC 15. On a success, you create the item, but on a failure, you lose the credits it took to craft it and you create nothing.

Miscellaneous Equipment

This section describes all the other equipment that is found in the Equipment table below.

Antidote Kit. By using this item, you will be cured of the poisoned condition and any diseases that you have contracted.

Advanced Medpac. An improvement on the traditional medpac, this will heal you for 2d8 + 2 hit points when you use an action to administer it to yourself. This will not heal a droid.

Advanced Repair Kit. An improvement on the repair kit, this will heal a droid for 2d8 + 2 hit points when used. This will not heal a living creature.

Commlink. A personal commlink will allow you to communicate with anyone that also has a commlink that is in the same planetary system. You must have their frequency in order to contact them.

Construction Kit. The top-of-the-line medical item for droids, this will heal a droid 3d8 + 2 hit points when used. This will not heal a living creature.

Darts, poison. You can throw these darts or fire them out of a Wrist Launcher. To use these, make a ranged attack roll on a target within 30 feet of you. On a hit, the target takes 1d4 poison damage and becomes poisoned for 10 minutes (see Conditions appendix).

Datapad. A datapad is a small portable device that can store all kinds of information-a story, a map, or someone's diary. You can inscribe a blank datapad with any information you think you would like to remember later.

Death Sticks. A notorious drug, Death Sticks reduce a player's max hit points by 10 points when consumed. You don't want to buy any Death Sticks. You want to go home and rethink your life.

Glow Rod. You can click the button on this rod to have it emanate light in a 30 foot long, 10 foot wide cone in front of you, or you can have it emanate light in a 20 foot radius sphere.

Grappling Hook. A small but strong wire with a hook at the end that you can attach to a surface in an attempt to climb up. You can either throw this or shoot it from a Wrist Launcher. The grappling hook can be used as a reaction when falling, but can also be used as an action to try and restrain someone. When using the grappling hook to restrain someone, target one creature of medium size or smaller within 30 feet of you. The target must succeed on a Dexterity saving throw (DC equal to 8 + your Dex modifier + your proficiency bonus) or be grappled. The creature can use its action to break free of the grapple. If it does, it must succeed on a DC 14 Strength check.

Jetpack. While you are wearing this, you gain a flying speed of 20 feet, as long as you aren't overencumbered.

Life Support Pack. This heals a living creature for 3d8 + 2 hit points when used. This has no effect on droids.

Material Cutter. This is a small vibrating knife that can cut through most mundane objects with ease. Don't expect this to cut through a durasteel door, but this knife can certainly cut off some thick straps or glass with incredible precision.

Medpack. A staple in the medical profession, a medpack will heal a living creature for 2d4 + 2 points. This has no effect on droids.

Repair Kit. A standard for repairing damaged droids, this will heal a droid for 2d4 + 2 points. This has no effect on living creatures.

Respirator. This breath mask allows you to breathe underwater while wearing it. It also filters out any noxious fumes or gases you would inhale.

Security Spike. When used, this will grant +5 to your next security check. After used, it will break and will no longer function.

Suppressor. When attached to a blaster, this reduces its range by 10 feet, but makes the shots silent.

Synthrope. This light yet sturdy metal rope can be used to climb, bind, and just about anything that you think you could do with rope.

Toolkit. While you have this on your person, you gain a +1 to the first Crafting or Mechanics check you make once a day.

Tracking Device. You can attach this to any object, or throw it and adhere it to an object, making a ranged weapon attack against the target's AC. While adhered, this device allows you to know the planet that the object is on if it is on a planet. If it is in space, it gives you an approximate location.

Visor. This allows you to see clearly up to 4 miles in light, and if you have darkvision, your darkvision distance is doubled. If you do not have darkvision, it grants you darkvision for 60 feet.

Infrared Visor. This allows you to see the heat signatures of objects and living things for 1 mile. You can detect them through fog and even walls that are less than 5 feet thick.

Wrist Launcher. This device attached to a wrist can either fire darts, fire a grappling hook, or spew flames from a flamethrower. When using the flamethrower, choose one creature within 20 feet of you. The creature must succeed on a Dexterity saving throw (DC equal to 8 + your Dex modifier + your proficiency bonus) or take 2d8 fire damage and is set on fire. While on fire, any creature that does not use their action to put out the fire takes another 2d8 fire damage on the end of its turn. On a successful save, the target takes half damage, and is not set on fire.

Equipment
Item Cost Weight
Antidote Kit 50 credits 1 lb.
Advanced Medpac 80 credits 1 lb.
Advanced Repair Kit 80 credits 1 lb.
Backpack 20 credits 3 lb.
Bedroll 10 credits 7 lb.
Blanket 5 credits 3 lb.
Bottle, glass 5 credits
Chest 50 credits 25 lb.
Clothes, common 5 credits 3 lb.
Clothes, fine 150 credits 3 lb.
Commlink 250 credits 1 lb.
Construction Kit 150 credits 1 lb.
Crowbar 10 credits 5 lb.
Darts, poison (20) 20 credits
Datapad 250 credits 5 lb.
Death Sticks (1) 500 credits 1/2 lb.
Fishing Net 20 credits 2 lb.
Glow Rod 20 credits 1 lb.
Grappling Hook 20 credits 1 lb.
Handcuffs 20 credits 1 lb.
Jetpack 5,000 credits 15 lb.
Life Support Pack 150 credits 1 lb.
Material Cutter 10 credits 1 lb.
Medpack 50 credits 1 lb.
Rations (1 day) 5 credits 1 lb.
Repair Kit 50 credits 1 lb.
Respirator 100 credits 1 lb.
Security Spike 120 credits 1 lb.
Synthrope (50 feet) 100 credits 5 lb.
Tent 20 credits 1 lb.
Toolkit 50 credits 1 lb.
Tracking Device 1,000 credits 1 lb.
Visor 150 credits 1 lb.
Visor, Infrared 1,000 credits 1 lb.
Wrist Launcher 1,000 credits 1 lb.
Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Diplomat's Pack (500 credits) includes a Datapad, a commlink, a backpack, 2 days of rations, and a set of fine clothes

Explorer's Pack (200 credits) includes a tent, a backpack, 10 days of rations, 50 feet of synthrope, a material cutter, a grappling hook, a bedroll, a blanket, and a glow rod.

Padawan's Pack (500 credits) includes a grappling hook, 5 days of rations, a respirator, a datapad, a commlink, and a glow rod.

Medic's Pack (500 credits) includes 5 medpacs, 3 antidote kits, 3 repair kits, 5 days rations, a glow rod, a material cutter, and a commlink.

Scout's Pack (500 credits) includes a backpack, a bedroll, a visor, a grappling hook, a tent, a commlink, a respirator, and three days of rations

Soldier's Pack (500 credits) includes a backpack, two frag grenades, a material cutter, a crowbar, five days of rations, and two medpacks.

Technician's Pack (400 credits) includes a security spike, a toolkit, 2 days rations, an ion grenade, a glow rod, and a Datapad.

Vehicles

Travelling to different planets is one of the key components in almost every SWRPG campaign. But you won't just be able to go there; you'll need some form of transportation. There are millions of types of land and space vehicles in the Star Wars Universe. Below are details about vehicle statistics, as well as some sample vehicles.

Note

Pretty much all of this was taken from or inspired by the Star Wars 5e vehicles expansion, so shoutout to those guys for creating such an awesome comprehensive guide to vehicles and space combat!

Armor Class. The Armor Class of the vehicle is mechanically the same as armor worn by heroes, in regards to attacks made against them. Unless the pilot of the vehicle has traits that say otherwise, there are no modifiers such as Dexterity added to the AC.

Shields. Functionally, shields are extra hit points before attacks hit the vehicle itself. Whenever the vehicle takes damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the vehicle takes any remaining damage. Once reduced to 0 hit points, shields are considered inert unless restored. Otherwise, shields return to full capacity following a short rest.

Hit Points. Every vehicle as a finite amount of damage it can take. Once it reaches 0 hit points, the vehicle is destroyed. All creatures within the vehicle are automatically reduced to 0 hit points and Dying. If they manage to make their Death Saves, they suffer 1 level of exhaustion every round thereafter.

Speed. Vehicle speed is represented by squares. Land vehicles move at the same ratio as characters, with one square representing 5 feet of movement. Air and space vehicles, however, cover far greater and more abstract distances. These squares are not adaptable to character distances, and are considered their own scale without representing a specific unit of measurement.

Gunners. Regardless of how many types of weapons are aboard a vehicle, they need gunners to fire them. The pilot is always considered Gunner 1. Any numbers of 2 or higher represent weapons that can be manned by co-pilots, turret operators, or the like. For example, the YT-1300 has one weapon type listed, but 2 gunners. Either pilot or one other gunner could fire the primary weapon, if they chose to.

Weapon 1. This is the primary weapon of the vehicle (if any).

Weapon 2. This is the secondary weapon of the vehicle (if any).

Crew. The crew represents the minimum number of characters requires to operate the vehicle under normal circumstances. The pilot is always considered Crew 1. Vehicles with an asterix in this column indicate the addition is a droid only, generally an expert droid.

Passengers. This column lists the capacity for characters besides the pilot and crew, or “nonessential personnel.” This includes travelers, medical staff, or other transported units.

Cost. While some vehicles may be difficult or nearly impossible to acquire, depending on the setting or militaristic nature of the vehicle, the cost is a general estimate in credits what one could feasibly expect to pay in appropriate situations.

Ship Size

Because starships are used on a different scale than normal, their size in squares is represented by their individual sizes. A Starfighter, for example, is considered Medium – though on a personal scale it would easily be 30 x 30 feet or more. On starship scale, however, it is a single 1 x 1 square unit. Large ships are 2 x 2 squares, and so on.

Cost Modifiers

It costs more to build a hyperdrive that can move a capital-class ship than one for a starfighter. Bigger starships are simply costlier to improve or modifier. Thus, each size of starship has a cost modifier, which is applied to the base cost of starship systems added to starships of that size. For examp le, regenerating shields have a base cost of 5,000 credits. When added to a Huge ship, this price is multiplied by the ship's cost modifier of x5, for a final cost of 25,000 credits. If added to a Colossal starship, the modifier is x500, for a final cost of 2,500,000 credits. Vehicles of Small size cannot be modified.

Cost Modifiers
Size Cost Modifier
Colossal (Station) x 5000
Colossal x 500
Gargantuan x 50
Huge x 5
Large x 2
Medium x 1
Cost Note

All costs given in this book are, by necessity, approximate. The Star Wars galaxy is a vast market, and it's impossible to create a system that realistically represents the thousands of factors that could affect a major purchase's final cost. As a result, the DM should feel free to modify these prices up or down as much as necessary to suit the plot of an adventure, the storyline of a campaign, or even personal preference.

Emplacement Points

You must meet certain size, bracing, and power requirements before adding a system to a starship. Often, it simply isn't practical to add numerous new systems to an existing starship. Emplacement points represent the numerous factors that combine to limit how many systems a single starship can have. Each modification or new system has a rating in emplacement points to represent the effort required to add that feature to an existing starship. The more emplacement points a modification requires, the greater its demand in terms of room, bracing, power, and integration with other systems. If you lack the emplacement points to support a system, you can still install it; however, more time and credits are needed to add the subsystems that enable your new systems to function. For every emplacement point you lack for a system, add 2 days to the base installation time, 5 to the Intelligence (Mechanics) check DC to install it, and 20% to the system cost. Additionally, any starships that have modifications installed in this manner are automatically considered "used" (and therefore their resale value is severely diminished) and any systems added without sufficient emplacement points are damaged beyond repair if the starship is disabled. This represents the harder work of finding ways to route power to your system, squeeze th rough already jammed conduits, and overcome the limitations of your overstuffed starship. Additionally, DMs should feel free to rule that some modifications cannot be installed without sufficient emplacement points, such as passenger conversions when no cargo space is available.

Gaining Emplacement Points

A ship can gain additional emplacement points in one of three ways. Existing systems can be removed, making their emplacement points available for new systems. Thus, if a smuggler decides he needs a quad laser more than he needs maneuvering jets, he can remove the jets and gain the emplacement points needed to install a quad laser. Removing systems in this way takes half as long as installing them would take and involves no associated cost. In fact, the old system can normally be sold for 1/4 of its original value (assuming it's in good working condition and you can find a buyer).

Alternatively, a starship can give up cargo capacity to gain more emplacement points. The freed space makes it much easier to reroute power lines, add small power generators, and securely lock new systems into the ship's superstructure. It takes a number of tons of cargo capacity equal to a starship's cost modifier to equal 1 emplacement point. For example, to gain an additional 4 emplacement points for a Gargantuan starship, you must sacrifice 200 tons of cargo capacity: 1 ton x 50 for a Gargantuan starship for each point.

Finally, a starship of Huge or larger size can gain emplacement points by removing escape pods, gaining 1 emplacement point per 10% of the escape pods removed. However, doing this is illegal on anything other than a military starship, and it takes only a DC 10 Perception check to notice. An offense might result to fines or even arrest. A decent bribe and a Charisma (Persuasion) check might avoid this unpleasantness, however, particularly in a seedy spaceport on a backwater plane - and some such spaceports don't bother with safety inspections in any event.

Unused Emplacement Points

Any off-the-rack starship has some unused capacity, allowing some modifications to be made more easily. A standard, unmodified starship design generally has 1 unspent emplacement point. Some stock ships are renowned for being easily modified. Such ships have even more unused emplacement points, allowing multiple systems to be added without removing anything or dealing with additional expenses. You can find the number of Unused Emplacement points for a certain type of starship later under the Stock Ship section.

Stock Ships

If you want to buy a ship or create your own, use a stock ship. Each stock ship has a cost and basic description for a generic, no-frills version of a starship of that size. To improve the design, use the starship modification rules to add and improve the systems and abilities you need. Building a starship costs half than buying one, but you have to succeed on a DC 25 crafting check in order to successfully make one. If you fail the check, the money is lost, and nothing gets built. Listed in the tables below are the costs to buy a starship and the statistics for common stock ship type.

Stock Ship Statistics
Stock Ship Size Speed HP Cost
Land Speeder Small 10 50 1,000
Basic 1-man Fighter Medium 5 60 30,000
Advanced 1-man Fighter Medium 6 90 100,000
Passenger Ship Large 2 100 20,000
Bulky 1-man Fighter Large 4 120 50,000
Bulky 2-man Fighter Large 3 150 50,000
Freighter Huge 2 120 20,000
Shuttle Huge 3 120 50,000
Gunship Huge 3 150 200,000
Large Freighter Gargantuan 1 400 500,000
Corvette Gargantuan 3 600 1 mil
Frigate Gargantuan 2 800 2 mil
Cruiser Colossal 2 1,500 10 mil
Battlecruiser Colossal 2 2,000 20 mil

Speed: This entry gives the ship's fly speed in squares, at starship scale.

Cost: The cost for the stock ship's basic frame. This does not include the cost of hyperdrives, cargo space, weapons, or shields. It does include the basic systems required for a ship to function, including ion drives, life support, and basic facilities. The given cost assumes a typical new starship from a typical production facility. Do not multiply the costs for stock ships by the cost multiple for ships of that size. All multipliers for the basic starship frame have already been included in these costs.

Stock Ship Statistics (Cont.)
Stock Ship Crew Passengers Cargo Consumables Emplacement Points
Battlecruiser 20,000 5,000 20,000 tons 2 years 200
Cruiser 5,000 1,000 10,000 tons 2 years 100
Frigate 1,000 200 5,000 tons 1 year 50
Corvette 50 200 2,000 tons 1 year 20
Large Freighter 10 10 100,000 tons 6 months 5
Gunship 4 4 5 tons 1 month 20
Shuttle 4 12 20 tons 1 month 5
Freighter 2 6 100 tons 2 months 5
Bulky 2-man Fighter 2 0 50 kg 2 days 10
Bulky 1-man Fighter 1 0 50 kg 2 days 5
Passenger Ship 2 8 50 kg 5 days 2
Advanced 1-man Fighter 1 0 50 kg 2 days 5
Basic 1-man Fighter 1 0 50 kg 2 days 3

Cost: The cost for the stock ship's basic frame. This does not include the cost of hyperdrives, cargo space, weapons, or shields. It does include the basic systems required for a ship to function, including ion drives, life support, and basic facilities. The given cost assumes a typical new starship from a typical production facility. Do not multiply the costs for stock ships by the cost multiple for ships of that size. All multipliers for the basic starship frame have already been included in these costs.

Emplacement Points: If you worsen a stock ship's starting value in a category by 25%, you gain a number of emplacement points equal to 10% of the ship's stock emplacement points (or twice that many if you worsen it by 50%), rounded up. For the purpose of the crew required to operate a starship, worsening means increasing the crew required by 25% or 50%, rounded up. Any emplacement points gained in this way may be kept as spares or used to purchase additional cargo space, adding tons of cargo capacity equal to the starship's cost modifier for each emplacement point spent.

Installation

Installing a new system, or modifying an old one, is normally a matter of work force, Time, and a Mechanics check. This assumes the starship in which you are installing the system is otherwise fully functional, the system to be installed is freely available, and you have the tools and space needed. Frequently, a given modification might be possible only if the heroes get hold of the system directly, such as stealing a shield generator from a Trade Federation shipyard, recovering moth balled fighters from an old Imperial supply depot, or trading rare spices to a Hutt crime lord for the last known example of a particular hyperdrive component. Whenever possible, a DM should make modifying the heroes' starship as much an adventure as a design issue.

Installation Work Force

The bigger a ship, the more people it takes to make modifications. For ships of Medium size or smaller, a single person can do everything necessary (though it's often much easier with help). For larger ships, the minimum work force is also larger: Huge, 5; Gargantuan, 10; Colossal (cruiser), 20; and Colossal (station), 50. The minimum work force can make a modification or add a new system in the normal installation time (see below). It isn't practical for a smaller workforce to make changes to such big ships, regardless of how much time the workers have. If your work force is bigger than your minimum, the installation can go faster, but the maximum work force that can be used on any given installation is 10 x the minimum work force for the ship 's size.

Installation Time

The base time needed to add a modification or system is calculated as follows:

time (days): (Emplacement Points) x (Ship's Cost Modifier)/ (Number of Workers)

In many cases, a new system can be added to a starfighter with just a single day of work. This is possible because many systems are modular, allowing different hyperdrives, weapons, and computer systems to be easily removed and new ones slotted in. Even something like reinforced bulkheads represents a predesigned kit of clamps and brackets that bolt on to existing hull plating. Still, some installations take large amounts of time unless a huge work force can be brought to the project.

Installation Checks

Proper installation requires a Mechanics check at the end of the installation time. The base DC for such a check is 15, + 1 for each point of emplacement a system or modification uses. If the check fails by less than 5, the installation is a partial failure. You can choose to complete the installation in twice the time and for twice the cost, or start over again (or even abandon the attempt altogether). . A check that fails by 10 or more is a total failure. All the time and money spent is wasted, and you must start over from the beginning.

Starship Systems

A starship's systems can be upgraded, replaced, and modified many times throughout the ship's operational lifetime. A starship system falls into one of four categories: movement, defense, offense, or accessories. Each system has a number of factors that affect its cost and availability, detailed in the table that accompanies each section.

Emplacement Points: This value is the number of emplacement points required to install the system in a starship without incurring an additional cost or time delay.

Availability: Some starship accessories have limited availability or are strictly regulated. A system that is normally available without restriction is categorized as common. Some restrictions are bypassed easily, you can purchase a pilot license at most stations which will allow you access to licensed items. However, some restrictions are heavier. You probably won't be able to procure military items without stealing them or with a connection inside the military or the black market.

Size Restriction: Some systems can be placed only in starships of a certain size. Systems are normally limited to ships of a given size or larger, and some systems can function only in smaller ships.

Cost: Sometimes a starship accessory has a flat cost or weight. Often the cost is determined by multiplying a base number by the starship's cost factor, which is determined by its size. If a cost is given as "base," you must multiply it by the cost modifier for the starship's size. If the cost is just given as a number of credits, the cost is the same no matter what size starship you add the system to.

Movement Systems

Starship movement falls into three basic categories – atmospheric, space, and hyperspace. A starship might be described as "fast" if it has an advanced hyperdrive, yet still be relatively slow at starship-scale movement. Movement systems are extremely popular modifications for pirates, smugglers, and - to a lesser degree - military designers.

Atmospheric Thrusters

Atmospheric thrusters increase a starship's speed when the ship is flying in the atmosphere of a planet. Any starship able to operate in an atmosphere has some engine system designed for air flight, normally a combination of repulsorlifts and ion engines. Atmospheric thrusters are an augmentation of these basic systems, designed to make the starship more competitive with a dedicated airspeeder. Atmospheric thrusters allow a pilot to maneuver at starship scale in a planetary atmosphere. Otherwise the ship is considered to be inoperable in the atmosphere, other than flying in a straight line until it reaches the exosphere.

Combat Thrusters

Often used by smugglers, bounty hunters, and blockade runners, combat thrusters are modifications to a space transport's existing engines and maneuvering thrusters that allow the ship to engage in space combat as though it were a starfighter. A pilot flying a ship with combat thrusters can, as a reaction, impose disadvantage on attack rolls when targeted by a ship of two sizes larger or more. Combat thrusters are only available for ships of Huge size or smaller.

Hyperdrive The hyperdrive is the most important piece of technology in the known galaxy. Modern civilization was driven by the realization of fast and reliable galactic travel thousands of years ago with the advent of the hyperdrive. Hyperdrives are required for hyperspace travel. Without them, it could take hundreds or thousands of years to reach another planetary system. To travel through hyperspace, first you have to pass a DC 15 Navigation check to properly input the coordinates of where you want to travel. During combat, this requires 1 action. Next, you simply have to enter hyperspace while nothing is directly in front of you. If you go into hyperspace while something is in front of you, your ship will likely crash and explode, and you will die.

Hyperdrive Sleds: A hyperdrive sled is bolted onto the exterierior of a ship that does not have a hyperdrive. The sled costs five times as much as a normal hyperdrive, but it requires no emplacement points, and it can be added with 1 hour of work and a DC 15 Mechanics check. A sled however gives disadvantage to a pilot on Dexterity saves and Piloting checks while attached.

Hyperdrive Rings: A hyperdrive ring is designed for only occasional or temporary use. A ring costs as much as a normal hyperdrive for a starfighter of a given size, but it requires no emplacement points. The pilot of a starfighter must use their action and make a DC 10 Piloting check to dock with or disconnect from a hyperdrive ring. If the check fails, the docking or undocking was unsuccessful; if it fails by 5 or more, a collision occurs, destroying the hyperspace ring. In addition to requiring docking and undocking, hyperspace rings have some other drawbacks. A hyperdrive ring imposes disadvantage to its pilot on Dexterity saves and Piloting checks while attached. A starfighter can't enter atmosphere or land with a hyperdrive ring attached, so it must be left in orbit.

Navicomputers A navicomputer is an astrogation calculator designed to make all the calculations necessary to travel through hyperspace. Most stars hips have navicomputers, but those that lack hyperdrives and some fighters that depend on astromech droids do not. A navicomputer allows you to automatically succeed on the Navigation check when you use your action to input the location of hyperspace travel.

Limited Navicomputers require no emplacement points, but they can only function for 2 hyperspace jumps before needing to recharge. Recharge time is 24 hours, and during the recharge time, you do not gain the navicomputer bonus.

Sublight Accelerator Motor A SubLight Accelerator Motor (SLAM) is an overdrive system designed to draw power from systems not in use to give a starship a brief burst of additional speed. A starship equipped with a SLAM system moves three times its base speed during the Dash action, instead of the usual two times. It can also move at full speed during the Disengage action, instead of the usual half speed.

Sublight Drives A sublight drive is what makes a ship move through space. Though a SubLight Accelerator Motor can enhance a ship's space speed, sometimes a new sublight drive is required to reach such speeds with minimal effort from the pilot. Replacing a ship's sublight drive can be expensive, though, and many ships cannot reach high speeds due to the bulk of their sublght drives. Additionally, only military vessel s are permitted to use incredibly fast ion drives. A sublight drive determines a ship's speed when moving through space. It replaces the ship's previous speed.

Movement Systems
System Emplacement Points Availability Size Restriction Cost
Atmospheric Thruster 2 Common Huge or smaller 2,000 credits
Combat Thruster 1 Common Huge or smaller 2,000 credits
Hyperdrive 2 Common 2,000 credits
Navicomputer, Limited 0 Common 500 credits
Navicomputer 1 Common 2,000 credits
SubLight Accelerator Motor 2 Restricted Large or smaller 25,000 credits
Sublight Drive (speed 1 square) 2 Common 1,000 credits
Sublight Drive (speed 2 squares) 3 Common 2,000 credits
Sublight Drive (speed 3 squares) 4 Licensed Colossal or smaller 5,000 credits
Sublight Drive (speed 4 squares) 5 Restricted Colossal or smaller 10,000 credits
Sublight Drive (speed 5 squares) 6 Military Huge or smaller 20,000 credits
Sublight Drive (speed 6 squares) 7 Military Large or smaller 100,000 credits

Defense Systems

Defense systems include anything that reduces the chance a starship will be destroyed. They are often less regulated than weapon systems.

Armor

A basic level of armor exists on all starships - it's a necessary part of building a hull strong enough to survive the rigors of space - and armor never has to be completely replaced, just patched up. However, it's possible to add additional armor beyond what's needed to keep a starship intact while traveling through hyperspace, and doing so can boost a ship's chance of making it out of a firefight. Heavier armor is generally obvious, giving a starship a blocky, military appearance. Armor uses the indicated Armor Class for the level of upgrade, instead of the default for the ship. Skilled pilots often prefer ships without heavy armor, since they can use their Dexterity bonus – which may prove more advantageous for less cost. Without any armor attachment, a ship's AC is 12 + their size, starting with Small at 0. For example, a Medium ship will have an AC of 13, and a Colossal ship will have an AC of 17.

Jammer

Jammers come in many forms, from small jamming suites used in Medium to Large size ships, to massive jamming arrays carried vessels of Gargantuan size or larger. A sensor jamming system is capable of blinding enemy sensors and fire-control computers, making the starship carrying the jammer a more elusive target. As a Bonus Action,a system operator or co-pilot can activate a jammer, affecting all enemy starships within 6 squares (or 10, if an array) of the starship carrying it, regardless of the size of those ships. Maintaining the jammer every round also takes a Bonus Action. Affected ships cannot send or receive communications, and suffer disadvantage on attack rolls against any target. An opposing pilot can attempt to overcome the effect of a jammer. Doing this is a Bonus Action and involves a Mechanics contest with the pilot of the ship with the jammer. On a successful result, the jammed ship takes no penalties from jamming until the start of their next turn.

Regenerating Shields

Because of the importance of shields, many engineers have tried to devise ways to improve their performance. All these systems are essentially ways to have shields regenerate more quickly, even if they work on different principles.

If you have regenerating shields, your current shield rating increases by 5 (up to the ship's maximum shield rating) at the start of each of your turns.

Reinforced Bulkheads

The overall durability of a craft can be increased by reinforcing its internal bulkheads. Reinforced bulkheads of Grade 1 provide resistance to physical damage. Grade 2 provides resistance to energy damage in addition to Grade 1 resistances. Grade 3 provides resistance to ion and explosive damage in addition to Grade 1 and 2 resistances.

Shields

Deflector Shields give a ship temporary hit points to protect against damage. Unlike personal energy shields, large deflector shields are not vulnerable to ion damage. As an action, you can recharge the shield, giving it an additional 5 temporary hit points up to its maximum.

Defense Systems
System Emplacement Points Availability Size Restriction Cost
Armor, 12 + Dex Modifier 2 Licensed 2,000 credits
Armor, 14 + Dex Modifier 5 Restricted Huge or larger 5,000 credits
Armor, 16 10 Military Gargantuan or larger 10,000 credits
Armor, 20 20 Military Colossal or larger 20,000 credits
Jammer 1 Common 5,000 credits
Jamming Array 5 Common Huge or larger 20,000 credits
Regenerating Shields 2 Restricted 5,000 credits
Reinforced Bulkheads, Grade 1 2 Common -- 2,000 credits
Reinforced Bulkheads, Grade 2 5 Licensed -- 5,000 credits
Reinforced Bulkheads, Grade 3 10 Restricted -- 10,000 credits
Shields, SR 10 1 Common -- 750 credits
Shields, SR 20 1 Common Large or larger 1,250 credits
Shields, SR 30 2 Common Large or larger 2,000 credits
Shields, SR 40 2 Common Huge or larger 3,000 credits
Shields, SR 50 3 Common Huge or larger 5,000 credits
Shields, SR 60 3 Common Gargantuan or larger 8,000 credits
Shields, SR 70 3 Common Gargantuan or larger 10,000 credits
Shields, SR 80 4 Common Gargantuan or larger 12,500 credits
Shields, SR 90 4 Common Gargantuan or larger 15,000 credits
Shields, SR 100 5 Common Gargantuan or larger 20,000 credits
Shields, SR 125 6 Common Gargantuan or larger 25,000 credits
Shields, SR 150 7 Common Colossal or larger 30,000 credits
Shields, SR 175 8 Common Colossal or larger 40,000 credits
Shields, SR 200 10 Common Colossal or larger 50,000 credits

Weapon Systems

Most starships carry a t least one or two weapons, for defense against pirates and asteroids if nothing else. Every weapon is required to have an arms load-out permit, but as long as a civilian ship isn't bristling with proton torpedo launchers, very few officials care to check such things. Similarly, no matter what documentation you have, a vessel outfitted with heavy turbolasers is viewed with suspicion unless it belongs to a well-known ally. Several common (and some not-so-common) weapon systems are detailed below. Note that the damage given for these weapons is typical, not absolute, and naming conventions are far from universal. It's impossible to detail every weapon system for every manufacturer throughout every era. These values are representative, and a DM is free to modify them as he desires.

Autoblaster

Blaster cannons can be designed with a higher cyclic firing rate so long as they have sufficient cooling systems to keep the firing elements from overheating. Only single - mounted blasters are generally made into autoblasters, however.

Blaster Cannons Blasters are more commonly found on airspeeders and ground vehicles than on starships, but they are frequently mounted on starfighters. Blasters are somewhat less expensive than lasers, but they have a more limited range.

Cannon, Double/Quad Double and quad versions of blasters, lasers, ion cannons, and turbolasers are available, creating reciprocating multibarrel weapons. A double or quad cannon has the given availability or the availability of its base weapon, whichever is more restrictive.

Triple Cannons:

Some starships also carry triple cannons. These are functionally identical to double cannons, using three cannons (with slightly less power individually) instead of two standard cannons.

Cannon Enhancements

It's possible to boost the damage output of a blaster, a laser (but not a turbolaser), or an ion cannon with a series of modifications designed to increase power draw and the cohesion of the energy bolts. These create weapons with increased power. Advanced cannon enhancements are also available, but they are substantially more expensive.

Docking Guns Smugglers and pirates often add character-scale weapons to fighters and freighters, in order to allow them to open fire while docked without risking blowing up an entire docking facility. Any regular ranged weapon can be added as a docking gun. Docking guns count as heavy weapons once installed . They draw power from the ship, operating as long as the ship has power, instead of requiring power packs.The cost of a docking gun is for the mount only - the gun itself is bought normally.

Gravity Well Projector

Gravity well projectors are unique weapons in that they do not deal damage but instead produce a special effect. Projecting a gravity well is treated like firing a weapon in an area attack; the gravity well operator must choose a 4x4-square (starship scale) area within the generator's range. The gravity well projector creates a hyperspace interdiction field in those target squares. Any starship that starts its turn in a square covered by a hyperspace interdiction field may not activate its hyperdrive on that turn.

Ion Bombs

Ion bombs are primitive, fin-stabilized weapons used to knock out electronics and droid targets on the surface of a world. Because of their guidance system, the bombs are usable only in an atmosphere, and attacks with them take a -5 penalty. Ion bombs may target a square directly beneath the ship that deploys them. On impact, they create a strong ion field that deals 5d10 points of ion damage within a 10-square radius. Ion bomb racks can hold up to four ion bombs.

Ion Cannons

Ion cannons are like laser cannons, but deal ion damage instead of energy.

Laser Cannons

Laser cannons are the most common starship weapons, carried by starfighters and space transports as primary armament and capital ships as point-defense weapons. They generally have a better range than blaster cannons, but they are somewhat more expensive.

Missiles

A standard missile carries a warhead containing a compact energy pack. When one explodes, it gives off a powerful explosive blas. Because of their bulk, missiles are generally preferred for space transports and capital ships. All concussion missiles have a 4-square splash radius.

Advanced Missiles: Advanced missiles do exist, designed to overcome even the most durable armors. Armor-piercing concussions missiles ignore resistance to Explosive damage provided by ship armor plating.

Missile Launchers: The ammunition capacity of a missile launcher is determined by its size: light, 6; medium, 16; heavy, 30. Additional capacity can be added, increasing the cost by 200% for each additional missile (up to a maximum of double capacity).

Point-defense weapons

Normally, only blaster cannons, laser cannons, and light ion cannons can be point-defense weapons. Modifying a weapon to be a point-defense weapon costs 4,000 credits per weapon but has no emplacement point requirement (other than what is required to mount the weapon itself). A point-defense weapon ignores the benefits of a target’s Combat Thrusters.

Proton Torpedoes

Proton torpedoes use a proton-scattering warhead that essentially causes a miniature nuclear explosion on the target's surface. Because of their small size and compact launcher, they are preferred for starfighters and other relatively small vessels. All proton torpedoes have a 4-square splash radius.

Torpedo Launcher: A standard proton torpedo launcher holds three torpedoes. Additional capacity may be added, increasing the cost by 250% for each additional torpedo (up to a maximum of sixteen torpedoes).

Shield Buster Torpedoes

Shield Buster Torpedoes do double damage to a ship's temporary hit points. However, they only do half damage to a ship's regular hit points.

Torpedo Launcher: A standard shield buster torpedo holds four torpedoes. Additional capacity may be added, increasing the cost by 250% for each additional torpedo (up to a maximum of eight torpedoes)

Space Mines

A space mine can be deployed as a bonus action at any point along a starship's movement path, being deployed behind the starship as it moves. Whenever any ship enters a square in which a space mine was deployed, the mine detonates and the entering ship’s pilot must make a Dexterity save against a DC of 15. On a failure, it deals full damage to the target; on a success, it deals only half damage. It is also possible for mines to be designed not to be detonated by ships with specific IFF codes (to allow defenders to fly freely past them) or to be command-detonated (requiring a pilot or gunner to detonate them as a standard action, often after readying an action). Whenever a starship is about to enter the same square as a space mine, the pilot can make a Perception check as a reaction against a DC of 10 + the deploying pilot’s Intelligence modifier to notice the mine and choose a different square to move into instead.

Mine Launcher: All mine launchers hold six mines. Additional capacity may be added, increasing the cost by 250% per each additional mine (up to a maximum of twelve mines)

Tractor Beams

Massive devices that require enormous outlays of energy to operate, tractor beams are generally found only on capital ships and stations. A crew member can use a tractor beam to target a ship of two sizes smaller or less. The crew member makes a ranged attack roll, using their Intelligence modifier instead of their Dexterity. On a success, the target ship is considered grappled (see conditions appendix) and the deployer of the tractor beam can move the target ship up to 2 squares closer to the ship per round as a bonus action. The crew member must make this attack roll every round (with advantage if they succeeded the first time) and if they miss twice in succession, the target ship is freed of the effect. A tractor beam has an effective range of 10 squares.

Turbolasers

Turbolasers are capital ship weapons designed to use the immense power necessary to blast through the dense armor and shielding of other large targets. Because of the immense time required to load and power these weapons, they require two actions to fire; one to load and aim, and another to fire.

Weapons Systems
Weapon Damage Emplacement Points Availability Size Restriction Cost
Blaster Cannon, Light 5d10 energy 1 Licensed 1,200
Blaster Cannon, Medium 7d10 energy 1 Restricted 2,500
Blaster Cannon, Heavy 9d10 energy 2 Military Large or Larger 5,500
Cannon, Double +1d10 +0 Licensed X3
Cannon, Quad +2d10 +1 Restricted X5
Cannon Enhancements +1d10 +1 Military X2
Cannon Enhancements, Advanced +2d10 +2 Military X5
Missile, Light 14d10 explosive 0 Military 500
Missile, Medium 18d10 explosive 0 Military 750
Missile, Heavy 22d10 explosive 0 Military Huge or Larger 2,000
Missile Launcher, Light 2 Military 2,000
Missile Launcher, Medium 5 Military 2,000
Missile Launcher, Heavy 20 Military Huge or Larger 30,000
Docking Gun By Weapon 1 Licensed +1,000
Gravity Well Projector Special 5 Military Huge or Larger 50,000
Ion Bomb 5d10 ion Military 500
Ion Bomb Rack 1 Military 1,000
Ion Cannon, Light 5d10 ion 1 Licensed 2,000
Ion Cannon, Medium 10d10 ion 2 Restricted 3,000
Ion Cannon, Heavy 15d10 ion 5 Military Huge or Larger 6,000
Ion Cannon, Hapan Triple 20d10 ion 3 Illegal 12,000
Laser Cannon, Light 6d10 energy 1 Licensed 1,500
Laser Cannon, Medium 8d10 energy 1 Restricted 4,000
Laser Cannon, Heavy 10d10 energy 2 Military 6,000
Point-Defense Weapon 0 Restricted Huge or Larger +4,000
Proton Torpedo 18d10 explosive 0 Military 800
Proton Torpedo Launcher 1 Military 2,500
Shieldbuster Torpedo 20d10 ion 0 Military 1,000
Shieldbuster Torpedo Launcher 3 Military 10,000
Space Mine, Standard 15d10 explosive 0 Military 1,000
Space Mine, Advanced 20d10 explosive 0 Military 5,000
Space Mine, Heavy 30d10 explosive 0 Military 5,000
Space Mine Launcher 2 Military 5,000
Space Mine Launcher, Heavy 4 Military Huge or Larger 5,000
Tractor Beam Special 10 Licensed 10,000
Turbolaser, Light 15d10 energy 2 Military Huge or Larger 5,000
Turbolaser, Medium 25d10 energy 5 Military Huge or Larger 10,000
Turbolaser, Heavy 35d10 energy 10 Military Gargantuan or Larger 20,000

Weapon Type Weapon Range
Blaster Cannon 5/15
Gravity Well Projector 10
Laser Cannon 10/30
Missile/Torpedo 15
Tractor Beam 10
Turbolaser 15/45

Miscellaneous Systems

The following are systems that do not fit into the above categories.

Boarding Tunnel. This allows easy travel from one ship to another. Originally intended for easy cargo transfer, this has also become quite popular with pirates as a way to board other vessels. Using the border ramp requires a system operator to make a ranged weapon attack against a ship at least 1 size smaller than it. On a hit, the tunnel attaches to the ship. A ship can try to break free with a DC 20 Piloting check.

Cloaking Device

A cloaking device creates a field of invisibility around a ship, making it nearly impossible to detect with sensors or the naked eye. A cloaked ship is considered to invisible.

Medical Bay.

This area allows a person who spends their time there to fully recover all health and conditions over the course of space travel, no matter how long the journey is.

Prisoner Hold. This creates an energy field that restrains a single creature of Medium size or less in its area.

Workbench. A workbench allows you to upgrade or modify weapons and armor on your ship.

Miscellaneous Systems
System Emplacement Points Availability Size Restriction Cost
Boarding Tunnel 2 Licensed Gargantuan or Larger 5,000 credits
Cloaking Device 5 Restricted Huge or smaller 30,000 credits
Medical Bay 2 Huge or larger 5,000 credits
Prisoner Hold 1 Restricted 5,000 credits
Workbench 0 Large or larger 500 credits

Escape Pods

All space transports and capital ships automatically include enough escape pods for all nondroid passengers and crew-they're built into the cost of the ship. By law, starships are required to have sufficient escape pods on board at all times, but military starships are exempt from this rule and may carry fewer than the normal amount (see Gaining Emplacement Points, page 9). If a Colossal or larger starship is destroyed, any character on board who survives may make a DC 20 Acrobatics or Athletics check to reach an escape pod. On a failed check, the character is stuck in a bit of wreckage that has enough air and heat to keep them alive for about an hour. (Obviously, a character who gets into an escape pod prior to a ship's destruction does not need to make a check.) Typical escape pods are small, single-use vehicles providing 1 day of life support for eight Medium creatures plus rations for another week and just enough fuel to reach a nearby planet. Many large ships upgrade their escape pods to more capable models.


Basic Escape Pod

Small starship


  • Armor Class 15
  • Hit Points 40
  • Speed 1 square (cannot change direction)

  • Crew 0
  • Passengers 8
  • Cargo none
  • Consumables 1 day
  • Cost 1,200 credits

Droids

Droids are mechanical creations that can assist someone in a variety of ways. There are many different types of droids, all with a focus on a certain service the droid needs to provide, whether it's waiting tables, repairing swoop bike parts, or protecting their owner from Mynocks. You can buy droids at a droid shop, who will accompany you on your adventure and follow your orders. Droid companions roll their own initiative in combat, and will follow your orders. If you do not give them any orders, they will carry out their primary operative on their turn, which is dependent on their type. All droids have a 0 modifier to their special skills, with the exception of the Expert Droid. If a droid is reduced to 0 hit points, it is destroyed. Below are some statistics for droid companions that you can get.


Combat Droid Mark I

Medium Droid


  • Armor Class 16
  • Hit Points 40
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (0) 18 (+4) 14 (+2) 13 (+1) 8 (-1) 2 (-4)

  • Condition Immunities poisoned, frightened, charmed, sleep
  • Damage Immunities poison, necrotic
  • Damage Vulnerabilities Ion
  • Senses passive Perception 10
  • Languages Basic, Binary
  • Challenge Level 2
  • Cost 6,000 credits

Customizable. You can change the standard attack of this droid by giving it a different weapon.

Primary Operative. If its master does not give the Combat Droid an order, the Combat Droid will use its action to attack the nearest hostile creature.

Actions

Multiattack. The Combat Droid makes two Blaster Rifle attacks.

Blaster Rifle. Ranged Weapon Attack +5 to hit, range (100/400), one target. Hit: 8 (1d8 +4) energy damage.


Combat Droid Mark II

Medium Droid


  • Armor Class 18
  • Hit Points 75(1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 13 (+1) 8 (-1) 2 (-4)

  • Condition Immunities poisoned, frightened, charmed, sleep
  • Damage Immunities poison, necrotic
  • Damage Vulnerabilities Ion
  • Senses passive Perception 12
  • Languages Basic, Binary
  • Challenge Level 4
  • Cost 10,000 credits

Customizable. You can change the standard attack of this droid by giving it a different weapon.

Primary Operative. If its master does not give the Combat Droid an order, the Combat Droid will use its action to attack the nearest hostile creature.

Actions

Multiattack. The Combat Droid makes two Blaster Rifle attacks.

Blaster Rifle. Ranged Weapon Attack +6 to hit, range (100/400), one target. Hit: 8 (1d8 + 4 ) energy damage.

Energy Shield. This covers the droid in an energy field that absorbs the first 20 points of energy damage dealt to it.


Combat Droid Mark III

Medium Droid


  • Armor Class 18
  • Hit Points 100
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 14 (+2) 8 (-1) 2 (-4)

  • Condition Immunities poisoned, frightened, charmed, sleep
  • Damage Immunities poison, necrotic
  • Damage Vulnerabilities Ion
  • Senses passive Perception 12
  • Languages Basic, Binary
  • Challenge 6
  • Cost 20,000 credits

Customizable. You can change the standard attack of this droid by giving it a different weapon. You can also change its Grenade attack by giving it different grenades

Primary Operative. If its master does not give the Combat Droid an order, the Combat Droid will use its action to attack the nearest hostile creature.

Actions

Multiattack. The Combat Droid makes three Blaster Rifle attacks, or one Blaster Rifle attack and a Grenade attack.

Blaster Rifle. Ranged Weapon Attack: +8 to hit, range (100/400), one target. Hit 10 (1d8 + 5) energy damage.

Energy Shield. This covers the droid in an energy field that absorbs the first 60 points of energy damage dealt to it.

Grenade. the droid throws a frag grenade at one point within 30 feet of it. All creatures within 10 feet of that point must make a Dexterity saving throw, DC 20. Target takes 5d4 physical damage on a failed save, and half as much damage on a successful one.


Medical Droid

Small Droid


  • Armor Class 15
  • Hit Points 30
  • Speed 40 ft. (Hover)

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 10 (0)

  • Condition Immunities poisoned, frightened, charmed, sleep
  • Damage Immunities poison, necrotic
  • Damage Vulnerabilities ion
  • Senses passive Perception 10
  • Languages Basic, Binary
  • Challenge 1/4
  • Cost 2,000 credits

Customizable. You can change the healing rate of the Medpac action of this droid by giving it a different Medpac.

Primary Operative. If its master does not give the Medical Droid an order, the Medical Droid will use its Medpac action on the party member with the lowest health, if their health is lower than half its maximum. Otherwise, the Medical Droid will do nothing.

Actions

Medpac. The droid administers a medpac to one creature within 5 feet of it, healing the creature for 2d4 + 2 points. This has no effect on droids. Antidote Kit. The droid administers an antidote kit to one creature within 5 feet of it, curing the creature of the poisoned condition and of all diseases.


Expert Droid

Small Droid


  • Armor Class 16
  • Hit Points 30
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 10 (0) 20 (+5) 10 (+0) 10 (0)

  • Condition Immunities poisoned, frightened, charmed, sleep
  • Damage Immunities poison, necrotic
  • Damage Vulnerabilities Ion
  • Senses passive Perception 10
  • Languages Basic (cannot speak) Binary
  • Challenge 1/4
  • Cost 3,000 credits

Skilled. This droid has a +5 modifier in all special skills.

Pilot Assist. while this droid is plugged into a starship's system, the pilot has advantage on all Piloting checks.

Navigation Assist. While this droid is plugged into a starship's system, it can act as a navicomputer if there is none onboard.

Primary Operative. If its master does not give the Expert Droid an order, the Expert Droid will use the Disengage action and try and leave the area of combat so that it does not take any damage.

Actions

Small Blaster. Ranged Weapon Attack: +3 to hit, range (30/120), one target. Hit 3 (1d4 + 1) energy damage.



## Gonk Droid

small droid


  • Armor Class 10
  • Hit Points 10
  • Speed 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 1 (-4) 2 (-4) 1 (-4) 2 (-4) 1 (-1)

  • Condition Immunities poisoned, frightened, charmed, sleep
  • Damage Immunities poison, necrotic
  • Damage Vulnerabilities ion
  • Senses passive Perception 10
  • Languages Gonk
  • Challenge 0
  • Cost 500 credits

Gonk. Gonk.... Gonk....

Primary Operative. Gonk.... Gonk.....

Actions

Help. The Gonk Droid helps one creature within 5 feet of it. That creature has advantage on its next attack roll, skill check, or saving throw.



Protocol Droid

Medium droid


  • Armor Class 15
  • Hit Points 30
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 10 (0) 10 (0) 18 (+4)

  • Condition Immunities poisoned, frightened, charmed, sleep
  • Damage Immunities poison, necrotic
  • Damage Vulnerabilities ion
  • Senses passive Perception 10
  • Languages All
  • Challenge 1/4

Linguist. This droid speaks every language.

Primary Operative. If its master does not give the Protocol Droid an order, the Protocol Droid will use the Disengage action and try and leave the area of combat so that it does not take any damage.

Actions

Help. The Protocol Droid helps one creature within 5 feet of it. That creature has advantage on its next attack roll, skill check, or saving throw.

Core Skills

Core skills are tied to a specific ability score, and they all perform different actions. For example, trying to climb up a wall will require an Athletics, check, convincing an Imperial officer that you aren't violating any law will require a Persuasion check, and discerning what kind of flower you're looking at will require a Nature check. To make a skill check, roll a d20, and add the relevant skill modifier. If you're proficient in the skill, you can also add your proficiency bonus. The list of all skills, their relevant ability scores, and a description of what they do are listed below.

Athletics (Strength)

Athletics determines athleticism. An athletics check would be used for climbing, skating, grabbing onto something, etc.

Acrobatics (Dexterity)

Similar to athletics, acrobatics determines nimbleness. An acrobatics check would be used for jumping, balancing, dodging, etc.

Force Knowledge (Wisdom)

Force Knowledge applies to a person's ability to recall information about the Force, the Jedi, or the Sith. A force knowledge check would be used for studying Sith ruins, understanding a Jedi's power, etc.

Galactic Lore (Intelligence)

Galactic Lore relates to a person's ability to recall information about the Galaxy, especially regarding to History. A Galactic Lore check would be used for remembering the origin of an item, trying to solve an ancient puzzle, etc.

Investigation (Intelligence)

Investigation determines someone's ability to discern information about their situation. While a perception check would be able to discern immediate danger, it cannot give someone details like an investigation check can. An investigation check would be used for trying to determine if someone's lying, Investigating an abandoned apartment, trying to crack a code, etc.

Insight (Wisdom)

Insight determines someone's ability to be a Mary Sue. Insight can give a person immediate knowlege that they had forgotten or hadn't realized yet. An insight check would be used for trying to pilot if someone's never piloted before, trying to solve a problem when you have no idea what you're doing, etc.

Mechanics (Intelligence)

Mechanics determines someone's ability to tinker with technical objects. A mechanics check would be used for altering a hyperdrive, trying to determine what's wrong with your droid, etc.

Nature (Intelligence)

Nature refers to a person's ability to handle plants and animals. A nature check would be used for trying to calm an angry Akk dog, determining the species of a plant, etc.

Navigation refers to someone's ability to navigate. A navigation check would be used for trying to determine where the nearest city is while you're stuck in a desert, plugging in coordinates for hyperspace travel, etc.

Perception (Wisdom)

Perception refers to your ability to use your senses. A perception check would be used for trying to detect an ambush, trying to decipher the source of an odd smell, etc.

Persuasion (Charisma)

Persuasion refers to someone's ability to persuade, intimidate, and deceive. A persuasion check would be used for convincing a guard to let you into a restricted area, passing yourself off as someone else, etc.

Piloting (Wisdom)

Piloting refers to someone's ability to drive vehicles. A piloting check would be used for trying to fly through an asteroid field, win a swoop race, etc.

Sleight of Hand (Dexterity)

Sleight of Hand refers to someone's ability to prestidigitate. A sleight of hand check would be used for pickpocketing someone, swiping something from a table without anyone noticing, etc.

Stealth (Dexterity)

Stealth refers to someone's ability to sneak. A stealth check would be used for sneaking past a guard, slipping through blockade's defense systems, etc.

Survival (Wisdom)

Survival refers to someone's ability to survive. A survival check would be used for cooking a wild animal you've killed, foraging for food, etc.

Special Skills

Special Skills and Special Skill checks are different from core skill checks. At 1st level and at least every level above 1st, you will gain at least 1 skill point. At any point, you can allocate these skill points into Special Skills. The amount of skill points you have allocated in a certain skill affects the modifier with a certain skill. You do not have to allocate your points as soon as you level up.

There are five different special skills: Computer Use, Crafting, Repair, Security, and Treat Injury. When making a check with one of these skills, you do not add any Ability Score modifier or proficiency bonus. Instead, you add the relevant Special Skill modifier to the d20.

Every 2 skill points increases a Special Skill modifier by 1, to a maximum of +15 at 30 skill points. For example, a scoundrel tries to unlock a metal case with a Security check. Since this lock is fairly advanced, the DC will be 15. The scoundrel's Security rank is 10, which means they get a +5 to Security checks. The scoundrel rolls a 12 on their d20, and then adds their +5 modifier. Since the final value is 17, the lock opens.

Below are the five special skills, along with a description of what they do.

Computer Use

Computer Use relates to hacking and slicing into data terminals, personal computers, and advanced networking relays. When you make a Computer Use check, add your Computer Use modifier to the roll.

Crafting

Crafting relates to creating weapons, armor, and other equipment, as well as upgrading items. When you make a Crafting check, add your Crafting modifier to the roll.

Repair

Repair relates to repairing droids and vehicles. While a Mechanics check helps out discerning and possibly altering droids and vehicles, repairing them while most likely require a Repair check. When you make a Repair check, add your Repair modifier to the roll. Also, when you use an item to heal a droid(s), they regain extra hit points equal to your Repair modifier.

Security

Security relates to opening locks and disabling mines. When you make a Security check, add your Security modifier to the roll.

Treat Injury

Treat Injury relates to your ability to heal others and yourself. When you use a medpac, healing Force power, or another means of healing someone, the person you heal gains extra hit points equal to your Treat Injury modifier.

Feats

There are a number of feats you can choose from in SWRPG. Each class gets a different number of feats at level one and as they level up. These feats are an additional way to customize your character to your liking, but they could also mean the difference between life and death, so choose wisely; after you choose a feat, you cannot un-choose it. You also must choose a feat when you receive one. You cannot choose a feat if you do not meet its prerequisite requirements. You cannot choose a feat more than once, unless the feat says you can.

Feat List

Armor Proficiency: Heavy

Prerequisite: Proficiency with Medium Armor

You become proficient with Heavy Armor.

Armor Proficiency: Light

You become proficient with Light Armor.

Armor Proficiency: Medium

Prerequisiste: Proficiency with Light Armor

You become proficicent with Medium Armor.

Augmented

You can use any level of cybernetic implant.

Blaster Master

You do not have disadvantage when performing a ranged weapon attack in melee range.

Conditioning

You gain a +1 to all saving throws. You can choose this feat up to 3 times.

Critical Strike

Before you make an attack with a weapon you're proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Dual Wielder

You gain a +2 to attack rolls while wielding a weapon in each hand. You can choose this feat up to 3 times.

Dueling

You gain a +1 to AC while wielding a weapon with one hand and you are wielding no other weapons. You can choose this feat up to 3 times.

Finesse: Melee

All melee weapons gain the finesse property while you wield them if they do not have the property already.

Finesse: Lightsabers

All lightsabers gain the finesse property while you wield them if they do not have the property already.

Force Adept

Prerequisite: force-sensitivity

You can reduce the hand requirement of any Force Power you use by 1.

Force Immunity

Prerequisite: Jedi Sentinel/Sith Assassin

You are immune to the following conditions: Frightened, Stunned, and Paralyzed.

Force Focus

Prerequisite: Jedi Consular/Sith Lord

You gain a +1 to saving throws against Force Powers. This increases to +2 at level 6, and +4 at level 12.

Force-Sensitive

Prerequisite: not already force-sensitive

You become force-sensitive. Choose three Base Force Powers and two 1st-level powers from the Force Powers list. You can use the base powers at will, and you can use either of the 1st-level powers once at its lowest level before a Long Rest.

Gear Head

You gain a +1 to the Computer Use, Repair, and Security skills. You can choose this feat up to 3 times.

Grappler

When you make a melee weapon attack or unarmed attack against a target, you can use a bonus action to attempt to grapple it. Grappled enemies have disadvantage on Strength checks to escape your grapple. While you are grappling a creature, you can use a bonus action to make another grapple check. If you succeed, you suplex the creature, making it prone while grappled.

Grenade Chucker

When you throw a grenade, you can use your Strength modifier instead of your Dex modifier for the save DC.

Handy

You gain a +1 to the Crafting and Treat Injury skills. You can choose this feat up to 3 times.

Heavy Armor Master

You gain a +1 to AC while wearing Heavy Armor.

Improved Jedi Defense

Prerequisite: Jedi Guardian/Sith Marauder

While you are wielding a lightsaber, if a ranged attack that does energy damage misses you, you can use your reaction to deflect the bolt back at the attacker. Make a ranged attack against the creature's AC, using your Strength score instead of your Dexterity. On a hit, you roll whatever damage the blaster does.

The attack roll to hit increases by +2 at level 4, +4 at level 8, and +6 at level 12.

Jedi Defense

Prerequisite: Jedi/Sith

While you are wielding a lightsaber, you gain a +2 to AC.

Jedi Sense

Prerequisite: force-sensitive

You gain a +5 to Passive Perception. You can sense the presence of someone powerful with the Force, but you cannot pinpoint their location.

Jedi Slayer

You have advantage on saving throws against Force Powers.

Light Armor Master

You gain a +1 to AC while wearing light armor.

Linguist

You learn two languages of your choice. This feat can be chosen multiple times.

Lucky

You have inexplicable luck that seems to kick in at just the right moment. You have 2 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

Observant

If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.

Quick Fire

You ignore the recoil quality of ranged weapons that have them.

Resilient

You gain proficiency in one Saving Throw of your choice. You can choose this feat multiple times.

Savage Attacker

On your turn, when you score a critical hit or reduce a creature to 0 hit points with a weapon attack, you can make one weapon attack with the same weapon as a bonus action.

Shield Master

You can use an Energy Shield as a bonus action instead of an action on your turn.

Skilled

You become proficient in two core skills of your choice.

Starship Designer

You have learned to push the limits of starship technology, creating unique effects. You gain the following benefits:

  • When you are the pilot or co-pilot of a ship, you roll all Piloting checks with advantage.

• When you personally oversee the installation of ship systems, the installation takes half the time and 1 emplacement point less (minimum 1 emplacement point).

• When you are the co-pilot of a starship, you can use your reaction to grant the pilot or any ship gunner advantage on an attack roll against another ship.

Stealthy Mover

You can run while in Stealth.

Strength Shooter

All ranged weapons gain the raw quality if they do not have it already.

Tinkerer

Prerequisite: Specialist

You have advantage on all Crafting and Mechanics checks.

Toughness

You gain a +1 to your maximum hit points and an additional +1 every time you level up. When you choose this feat, this is also applied to all retroactive levels. You can choose this feat up to three times, for a total of +3.

Two Handed Adept

When you hit a creature with a weapon that you are wielding with both hands, the creature must succeed on a Strength saving throw, DC equal to 8 + your Strength or Dexterity modifier (you choose) + your Proficiency bonus or be knocked prone.

Two-weapon Master

You can dual-wield weapons that don't have the light quality, as long as they don't have the two-handed quality.

Weapon Focus: Heavy Weapons

You gain a +1 to attack and damage rolls with heavy weapons.

Weapon Focus: Lightabers

You gain a +1 to attack and damage rolls with lightsabers.

Weapon Focus: Melee weapons

You gain a +1 to attack and damage rolls with melee weapons.

Weapon Focus: Blaster Pistols

You gain a +1 to attack and damage rolls with blaster pistols.

Weapon Focus: Blaster Rifles

You gain a +1 to attack and damage rolls with blaster rifles.

Weapon Proficiency: Heavy Weapons

You become proficient with heavy weapons.

Weapon Proficiency: Lightsabers

You become proficient with lightsabers.

Weapon Proficiency: Melee Weapons

You become proficient with melee weapons.

Weapon Proficiency: Blaster Pistols

You become proficient with blaster pistols.

Weapon Proficiency: Blaster Rifles

You become proficient with blaster rifles.

Weapon Specialization: Heavy Weapons

prerequisite: Weapon Focus: Heavy Weapons, Soldier

You gain a +2 to attack and damage rolls with heavy weapons.

Weapon Specialization: Lightsabers

prerequisite: Weapon Focus: Lightsabers, Jedi Guardian/Sith Marauder

You gain a +2 to attack and damage rolls with lightsabers.

Weapon Specialization: Melee Weapons

prerequisite: Weapon Focus: Melee Weapons

You gain a +2 to attack and damage rolls with melee weapons.

Weapon Specialization: Blaster Pistols

prerequisite: Weapon Focus: Blaster Pistols, Soldier, Scout, or Scoundrel

You gain a +2 to attack and damage rolls with blaster pistols.

Weapon Specialization: Blaster Rifles

prerequisite: Weapon Focus: Blaster Rifles, Soldier or Scout You gain a +2 to attack and damage rolls with blaster rifles.

Using The Force

The Force is an integral part of all life in the Galaxy. However, it plays a passive role in most people's lives. Despite this, here are a select few people in this world who have the ability to feel the force, and wield it. These people are known as force-sensitive. There are considered to be two sides of the Force: the light and the dark. The two are in constant conflict with one another, and through this conflict, there is a balance.

What is a Force Power?

By channeling the Force, a force-sensitive person is able to use a variety of powers that the average person would consider supernatural. It can let you persuade people, lift objects without touching them, or even shoot out bolts of lightning at an enemy. Force powers can be tools, weapons, or protective shields. They can deal damage, prevent damage, or heal people.

Force Power Level

Every Force Power has a level from 0 to 5. A Force power's level is a general indicator of how powerful it is. With the lowly Cure at 1st level and the fearsome Death Field at level 5. Base Powers- simple powers that can be cast by any force-sensitive person with ease- are level 0. The higher a power's level, the higher level a force-sensitive person must be to use that ower.

Force Power level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 5th level, to cast a 5th-level power.

Known and Prepared Powers

Before a Force user can use a power, they must have the power firmly fixed in their mind. The number of powers a Force user can have fixed in mind at any given time depends on the character’s level.

The Force and Armor

In order to use a Force Power in armor, you must be proficient with the armor you're wearing. Additionally, some force powers can't be used in armor at all, meaning you must not be wearing armor to use them. Whether the power can be used in armor or not is detailed in the power's description.

Power Slots

Regardless of how many powers a force user knows or prepares, they can use only a limited number of powers before resting. Manipulating the Force and channeling its energy into even a simple power is physically and mentally taxing, and higher-level powers are even more so. Thus, each Jedi's class description (except that of the Jedi guardian) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level Jedi consular Iziz has four 1st-level spell slots and two 2nd-level slots. When a character uses a force power, they expend a slot of that power’s level or higher, effectively “filling” a slot with the power. You can think of a power slot as a groove of a certain size—small for a 1st-level slot, larger for a power of higher level. A 1st-level power fits into a slot of any size, but a 5th-level power fits only in a 5th-level slot. So when Iziz casts cure, a 1st-level spell, he spends one of his four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see part 2 for the rules on resting).

Some characters have special abilities that let them use a power without expending a slot. For example, a Kel Dor can use the 2nd-level power Alter Weather once a day without using a power slot.

Base Force Powers

A Base Force Power is a power that can be used at will, without using a power slot and without being prepared in advance. Repeated practice has fixed the power in the user’s mind and infused the user with the ability needed to produce the effect over and over. A base power's Force level is 0.

Force Rituals

Certain Force powers have a special tag: ritual. Such a power can be cast following the normal rules for using the Force, or the power can be cast as a ritual. The ritual version of a power takes 10 minutes longer to cast than normal. It also doesn’t expend a power slot, which means the ritual version of a power can’t be used at a higher level. To use a power as a ritual, a force-sensitive person must have a feature that grants the ability to do so. The user must also have the power prepared or on their list of powers known, unless the character’s ritual feature specifies otherwise.

The Light and Dark Sides

There are two sides and disciplines of the Force: the dark and the light. Because of this, Force powers are classified as either Dark Side Powers, Light Side Powers, or Universal Powers. The classification has no bearing on whether or not a Force user can use the power; A Dark Jedi can use the Force Armor power, and a Light Jedi can use the Force Choke power. However, it will be harder for a force user to utilize a power of a side that he is not on. There are also a select few powers that can only be used if the user is aligned with the Dark or the Light. A character's beginning alignment will affect what side of the Force they are on, as well as their actions in-game. What the sides are and what they mean to using the Force is detailed below.

Force Score

A character's affinity to the light or dark side of the force is measured by their Force Score. This is determined by the alignment from their character at character creation, as well as any actions they might take during the adventure. Force Score determines how adept a character is at casting a certain kind of force power. A character's Power Modifier will be part of the equation in determining their Force Ability Modifier for a certain kind of force power. Be sure to keep track of your Force Score and Power Modifiers on your character sheet. The Force Scores and how they affect powers are listed below:

Force Score
Force Score Light Power Modifier Universal Power Modifier Dark Power Modifier
-5 -4 0 +4
-4 -2 +1 +2
-3 -2 +1 +2
-2 -1 +2 +1
-1 -1 +2 +1
0 0 +3 0
+1 +1 +2 -1
+2 +1 +2 -1
+3 +2 +1 -2
+4 +2 +1 -2
+5 +4 0 -4

A negative Force Score indicates affinity towards the dark side, while a positive Force Score indicates affinity towards the light. A score of 0 indicates neutrality.

Alignment

A character's moral alignment will affect their force score. When you choose your character's alignment at the beginning of the game, you are given a Force Score for that alignment:

  • A good character will start with a Force Score of +1.
  • A neutral character will start with a Force Score of 0.
  • An evil character will start with a Force Score of -1.

Your alignment may change, depending on your actions in-game, or you might want to keep your alignment the same.

Moral Decisions

Throughout an adventure, there will be certain points where a player must make a Moral Decision. These Moral Decisions vary in severity, and can impact a person's Force Score. Most actions do not affect Force Score. However, depending on the Moral Decision a character makes, the GM could alter the character's Force Score. For example, if a character decides to extort money from innocent people, the GM could decide to subtract their Force Score by 1 for committing an act of evil. The amount of change to your score is determined by the GM, who warrants the moral value of the action you've taken. Not all Moral Decisions will affect your score, and each Decision can affect the score in a different amount. For example, a GM might not change your Force Score for helping an innocent old lady across the street, but if you decide to murder that old lady in cold blood, the GM might reduce your score by 2 instead of 1, since you committed a particularly heinous act of evil. Your Force Score will increase for acts of good, decrease for acts of evil, and stay the same for acts of neutrality or acts of good or evil that the GM considers not serious enough to warrant a change. Make sure to note any and all changes to your Force Score and your Force Power Modifiers in your character sheet when a change occurs. If a party is arguing over a Moral Decision, the GM might change each individual's Force Score based on their intent, or might change each character's Force Score based on the group decision if they arrive at one. An important thing to remember is that it is much easier to be evil than be good, meaning it is much easier to reduce your Force Score than to raise it.

Special Equipment

Sometimes, unique equipment requires a character to be of a certain alignment to wield it. Ancient Sith artifacts will most likely require an evil character to wield it, while the robes of a Jedi War Hero will require a character to be a warrior of the light. If you come across this equipment in an adventure, you must have a negative Force Score to use dark side equipment, and a positive Force Score to use light side equipment. Characters with a Force Score of 0 cannot use any equipment with an alignment requirement.

Using a Force Power

When a character uses a Force Power, the same basic rules are followed, regardless of the character’s class or the power’s effects. Each Force Power description begins with a block of information, including the power's name, level, casting time, range, hand requirement and duration. The rest of the entry describes the power’s effect.

Casting Time

Most Force Powers require a single action to use, but some powers require a bonus action, a reaction, or a longer amount of time.

Bonus Action

A power cast with a bonus action is especially swift. You must use a bonus action on your turn to use the power, provided that you haven’t already taken a bonus action this turn. You can’t use another power during the same turn, except for a Base Power with a casting time of 1 action.

Reaction

Some powers can be cast as reactions. These powers take a fraction of a second to bring about and are cast in response to some event. If a power can be cast as a reaction, the description tells you exactly when you can do so.

Longer Casting Times

Certain powers (including powers cast as rituals) require more time to use: minutes or even hours. When you use a power with a casting time longer than a single action or reaction, you must spend your action each turn using the power, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the power fails, but you don’t expend a power slot. If you want to try using the power again, you must start over.

Range

The target of a power must be within the power’s range. For a power like force choke, the target is a creature. For a power like force wave, the target is the point in space where where the wave emanates. Most powers have ranges expressed in feet. Some powers can target only a creature (including you) that you touch. Other powers, such as force shield, affect only you. These powers have a range of self. Powers that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the force’s effect must be you (see “Areas of Effect” later in the this section). Once a power is used, its effects aren't limited by its range, unless the description says otherwise.

Hand Requirement

Some powers require a free hand (or 2). In each spell's description, it will tell you the number of free hands you need to use a power. If a power requires 1 open hand or more, you cannot cast it if your hands are full. If you are wielding 2 weapons, a weapon that needs to be 2-handed, or if your hands are busy holding or doing something else, you will not be able to cast these spells. If a spell requires concentration and has a hand requirement of 1 or more, you must continue to have the number of hands free in order to maintain concentration.

Duration

A Force Power's duration is the length of time the power persists. A duration can be expressed in rounds, minutes, hours, or even years. Some powers specify that their effects last until the powers are dispelled or destroyed.

Instantaneous

Many powers are instantaneous. The power harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its power exists only for an instant.

Concentration

Some powers require you to maintain concentration in order to keep their effects active. If you lose concentration, such a power ends. If a power must be maintained with concentration, that fact appears in its Duration entry, and the power specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

  • Using another power that requires concentration. You lose concentration on a power if you use another power that requires your concentration. You can't concentrate on two powers at once.
  • Taking damage. Whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as a blaster bolt and a grenade, you make a separate saving throw for each source of damage.
  • Being incapacitated or killed. You lose concentration on a power if you become incapacitated or die.

The GM might also decide that certain environmental phenomena, such as an incredibly strong gust of wind knocking you back on a stormy planet, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a power.

Targets

A typical power requires you to pick one or more targets to be affected by the power's effects. A power's description tells you whether the power targets creatures, objects, or a point of origin for an area of effect (described below). Unless a power has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a power says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point o f origin comes into being on the near side of that obstruction.

Targeting Yourself

If a power targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a power you cast, you can target yourself.

Areas of Effect

Certain powers like Force Wave and Death Field cover an area, allowing them to affect multiple creatures at once. A power’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the power’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some powers have an area whose origin is a creature or an object. A power’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the power’s area.

Saving Throws

Many powers specify that a target can make a saving throw to avoid some or all of a power’s effects. The power specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your spells equals 8 + your force ability modifier + your proficiency bonus + your Force Score + any special modifiers.

Attack Rolls

Some powers require the user to make an attack roll to determine whether the power effect hits the intended target. Your attack bonus with a power attack equals your force ability modifier + your proficiency bonus + your Force Score. Most powers that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

Combining Effects

The effects of different powers add together while the durations of those powers overlap. The effects of the same power cast multiple times don't combine, however. Instead, the most potent effect—such as the highest bonus—from those uses applies while their durations overlap.

Force Score Restrictions

While most Force users can use any power regardless of it's alignment classification, there are a select few powers that have a restriction like "Light Side Only" or "Dark Side Only". If a power has this restriction, you must be aligned with that side to use its power. For example, you must have a positive Force Score to use the Force Haste power, and you must have a negative Force Score to use the Kill power.

Force Powers

This section lists and details all the Force Powers a force-sensitive person can learn. Any force-sensitive character can learn powers from levels 0 to 1, regardless of class or species, and any Jedi class can learn powers from 0 to 4. However, only Jedi Consulars and Sith Lords can learn 5th level powers.

Base Powers (0 Level)
  • Create Light
  • Create Sound
  • Energy Resistance
  • Force Guidance
  • Force Mending
  • Force Pull
  • Force Push
  • Intimidate
  • Jump
  • Mind Trick
  • Move Minor Object
  • Reckless Lunge
  • Throw Lightsaber
  • Weapon Empowerment
1st Level
  • Advanced Mind Trick
  • Burst of Speed
  • Comprehend Languages
  • Cure
  • Cure Condition
  • Blindness/Deafness
  • Detect Force
  • Fear
  • Force Aura
  • Force Camouflage
  • Force Choke
  • Force Shock
  • Force Slam
  • Force Vitality
  • Guide Ship
  • Hurl Ship
  • Imitate Sound
  • Levitate Creature
  • Move Object
  • Read Thoughts
  • Silence
  • Slow
  • Slow Fall
  • Stop Bullet
  • Stun
  • Stun Droid
  • Underwater Breathing
  • Vengeful Strike
  • Violence
2nd Level
  • Alter Weather
  • Anger
  • Command Animal
  • Destroy Droid
  • Divination
  • Drain Life
  • Force Lightning
  • Force Shield
  • Force Suppression
  • Force Vision
  • Force Storm
  • Force Whirlwind
  • Heal
  • Inflict Poison
  • Insanity
  • Mass Energy Resistance
  • Move Large Object
  • Redirect Force
  • Scream
  • Sorcerous Insanity
  • Teleport
  • Unlock
3rd Level
  • Force Haste
  • Force Valor
  • Force Wave
  • Ion field
  • Mass Terror
  • Move Huge Object
  • Plague
  • Stasis Field
4th Level
  • Darkness Field
  • Energy Siphon
  • Force Explosion
  • Imprison
  • Mass Sleep
  • Mass Lightning
  • Move Enormous Object
  • Regeneration
5th Level
  • Battle Meditation
  • Death Field
  • Kill
  • Maelstrom
  • Revitalize
  • Slow Time
  • Ultimate Shield

Force Power Descriptions

The powers are presented in alphabetical order.

Advanced Mind Trick

1st-level Universal power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hand Requirement: 0
  • Duration: 1 hour

You attempt to bend the will of a humanoid creature you can see within range. It must make a Charisma saving throw, and does so with advantage if you or your companions are fighting it. On a failed save, the target is Charmed by you (see the conditions appendix) until the spell ends or until it is harmed in any way. While charmed, the creature regards you as a friendly acquaintance and will follow basic directions as long as it doesn't involve hurting themselves. This has no effect on droids.

At Higher Levels: When you use this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Alter Weather

2nd-level Universal Ritual power


  • Casting Time: 10 minutes
  • Range: Self (5-mile radius)
  • Hand Requirement: 0
  • Duration: Concentration, up to 10 hours
  • Restricted by Armor

You take control of the weather within 5 miles of you for the duration. You must be outdoors to use this power. If you move to a place where the sky is not visible, the power ends.

When you use the power, you change the current weather conditions. You can change precipitation and temperature It takes 1D4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. You can also change the direction the wind is flowing.

Precipitation
Stage Condition
1 Clear
2 Light Clouds
3 Overcast or Fog
4 Rain, Hail or Snow
Temperature
Stage Condition
1 Hot
2 Warm
3 Cool
4 Cold

Anger

2nd-level Dark Side Power


  • Casting Time: 1 bonus action
  • Range: self
  • Hand Requirement: 0
  • Duration: Concentration, up to 1 minute

You fly into a rage for 1 minute, seething with anger. During the duration of the rage, you do extra damage with attacks with melee weapons and lightsabers equal to your Dark Power Modifier + your Strength Modifier, you have advantage on all strength checks and saving throws, and you can't be charmed or frightened.

Battle Meditation

5th-level Universal


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Concentration, up to 1 minute
  • Restricted By Armor

Up to 6 creatures that you can see within range gain the following benefits:

  1. The target gains a +4 to attack rolls and damage.
  2. The target gets a +4 to all saving throws and AC
  3. The target's speed is doubled
  4. The target can't be charmed or frightened
  5. The target gains an additional action on each of its turns

The creatures affected can not use their extra action to use a force power, but can take all other actions as normal.

Blindness/Deafness

1st-level Dark Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: 1 minute
  • Restricted by Armor

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the power ends. This has no effect on droids.

At Higher Levels. When you cast this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Burst of Speed

1st-level Universal power


  • Casting Time: 1 action
  • Range: self
  • Hands Required: 0
  • Duration: 1 minute
  • Restricted By Armor

You imbue your footsteps with the power of the Force, doubling your walking speed for the duration. You can also take the Disengage Action as a bonus action each round during the duration.

Comprehend Languages

1st-level Universal power


  • Casting Time: 1 action
  • Range: Self
  • Hands Required: 0
  • Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

Command Animal

2nd-level Univeral power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Concentration, up to 1 hour

One Alien Beast within range must make a Wisdom saving throw, with advantage if it is fighting you. On a failed save, you take command of the creature. The creature regards you as an ally, and takes its own turns. It will follow any command you give it to the best of its ability. If you don't give it a command, it will defend itself against hostile creatures, but otherwise take no action. The power's effect ends after 1 hour or if you dismiss it as an action.

At Higher Levels: When you use this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Create Light

Base Universal Power


  • Casting Time: 1 action
  • Range: Touch
  • Hands Required: 1
  • Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you use it again or dismiss it as an action.

Create Sound

Base Univeersal Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hand Required: 1
  • Duration: 1 minute

You create a distracting sound emanating from a point in space within range. All creatures within 60 feet of the sound that can hear it excluding you must make an Intelligence saving throw or be distracted by the sound until the power ends. While distracted, the creatures move towards the sound, and any creatures trying to sneak past them will have advantage on Stealth Rolls. The power ends if you use it again or dismiss it as an action.

Cure

1st-level Light Side Power


  • Casting Time: 1 action
  • Range: Touch
  • Hands Required: 1
  • Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your Light Side Force Ability Modifier. This power has no effect on droids.

At Higher Levels: When you use this power using a spell slot of 2nd level or higher, the Healing increases by 2d8 for each slot level above 1st.

Cure Condition

1st-level Light Side Power


  • Casting Time: 1 action
  • Range: Touch
  • Hands Required: 2
  • Duration: Instantaneous

A creature you touch is automatically alleviated from the following conditions: blinded, charmed, poisoned, deafened, charmed, paralyzed, and stunned. The target is also relieved of any diseases they might have. This has no effect on droids.

Darkness Field

4th-level Dark Side power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Concentration, up to 1 minute
  • Restricted By Armor
  • Dark Side Only Darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and light can't illuminate it. You are the only one who can see in this darkness.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

Death Field

5th-level Dark Side Power


  • Casting Time: 1 action
  • Range: self
  • Hands Required: 1
  • Duration: Instantaneous
  • Dark Side Only

You drain the life force out of all creatures within a 30-foot radius of you. All creatures within that range must make a Constitution saving throw. On a failed save, the creatures take 20d6 necrotic damage, and you regain hit points equal to half the damage dealt. On a succesful save, the creatures only take half damage, and you regain no hit points. This has no effect on droids.

Destroy Droid

2nd-level Light Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Instantaneous

You target one droid within range. The droid must make a Constitution saving throw or take 6d6 force damage and be paralyzed. On a successful save, the droid takes half damage and is not paralyzed. At the end of each of its turns, the droid can perform another Constitution saving throw with disadvantage. If it succeeds, it is no longer paralyzed.

Detect Force

1st-level Universal Ritual Power


  • Casting Time: 1 action
  • Range: self
  • Hands Required: 0
  • Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of the Force within 30 feet of you. If you sense the Force you can use your action to see a faint aura around any visible creature or object in the area that is strong in the Force, and you learn whether it is the Dark Side of the Force or the Light. If it is an object, you learn its properties.

Divination

2nd-Level Universal Ritual Power


  • Casting Time: 10 minutes
  • Range: self
  • Hands Required: 2
  • Duration: Instantaneous

You meditate and concentrate on a plan or event in the future. By using the power of the Force, The GM gives you a vision of anything unique that takes place in that plan or event, like a powerful enemy or a picture of the location of an ancient map. The vision only provides a possible outcome, however; the vision can be changed if the players take different courses of action.

Drain Life

2nd-Level Dark Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Up to 1 minute
  • Restricted By Armor

You siphon the life energy of another living creature. Make a ranged Force attack against 1 creature in range. On a hit, the target takes 4d6 necrotic damage, and you regain hit points equal to half the amount of damage dealt. Until the power ends, you can make the attack again on each of your turns as an action, without having to make an attack roll. This has no effect on droids.

At Higher Levels: When you use this power using a power slot of 3rd level or higher, increase the damage dealt by 1d6 for each slot level above 2nd.

Energy Resistance

Base Universal Power


  • Casting Time: 1 action
  • Range: Touch
  • Hands Required: 1
  • Duration: Up to 1 minute

One creature you touch is shrouded by a mystical shield. This shield absorbs energy damage equal to your Universal Force Ability modifier. Any excess damage transfers over to your hp.

Energy Siphon

4th-level Dark Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Instantaneous
  • Restricted by Armor

You drain all energy from another living creature. Target one creature within range. Target must succeed on a Wisdom saving throw or take 4d10 necrotic damage, and you regain hit points equal to half the amount of damage dealt. If the target is force-sensitive and fails the save, they also lose 1d4 force slots of 3rd level or lower (losing the highest first) as if they had expended them, and you replenish your expended force slots up to the amount they lost. You cannot drain more than the number of unused force slots the target has available. If the target succeeds on the save, they take half damage, you regain no health, and they lose no force slots. This power has no effect on droids.

Fear

1st-level Dark Side Power


  • Casting Time: 1 action
  • Range: self
  • Hands Required: 0
  • Duration: Up to 1 minute

You use the power of the Dark Side to make your enemies cower before you. Each creature in a 30-foot cone in front of you must succeed on a Wisdom saving throw or drop whatever they're holding and become frightened (see conditions appendix) for the duration.

While frightened by you, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the creature is no longer frightened.

Force Aura

1st-level Light Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: up to 1 minute
  • Restricted by Armor

Up to 6 willing creatures that you can see within range get a bonus to AC and all saving throws equal to your Light Power Modifier + 1.

At Higher Levels: When you use this power using a power slot of 2nd level or higher, the bonus increases by 1 point for each slot level above 1st.

Force Camouflage

1st-level Universal Power


  • Casting Time: 1 action
  • Range: self
  • Hands Required: 0
  • Duration: Up to 1 hour

You shroud yourself in the Force, becoming invisible. Anything you carry becomes invisible too as long as it is on your person. The effect ends if you attack or use another power.

Force Choke

1st-level Dark Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Concentration, up to 1 minute

You constrict an enemy's lungs using the Force. Target one creature within range. The target must succeed on a Wisdom saving throw or take 2d8 physical damage. The target is also lifted up into the air and is considered restrained (see conditions appendix) for the duration of the spell. Until the power ends, you can use this power again, and the target automatically fails on the saving throw. At the end of each of the target's turns, the creature can make a Wisdom saving throw. On a successful save, the power ends. This power has no effect on droids.

At higher levels: When you use this power using a power slot of 2nd level or higher, increase the damage by 1d8 for each slot level above 1st.

Force Explosion

4th-level Universal Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Instantaneous

You create an explosion of the Force by pointing your finger. Choose one point in space within range. The point can be on a creature or object, or simply somewhere in space. All creatures within a 20-foot radius sphere of that point must make a Dexterity saving throw. On a failed save, a target takes 10d6 force damage and is knocked away from the center point of the sphere by 30 feet. If they ram into a wall or other hard object, they take an additional 4d6 physical damage. On a successful save, a target takes half damage, and they are not knocked back.

Force Guidance

Base Light Side Power


  • Casting Time: 1 action
  • Range: Touch
  • Hands Required: 1
  • Duration: Up to 1 minute

You touch one willing creature. Once before the power ends, the target can add your Light Power Score to one ability check of its choice. It can add the bonus before or after making the ability check. The power then ends.

Force Haste

3rd-level Light Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 0
  • Duration: Up to 1 minute
  • Light Side Only

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action.

Force Lightning

2nd-level Dark Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1 or 2
  • Duration: Instantaneous
  • Restricted by Armor

You create bolts of blue lightning from your fingertips to electrocute your enemies. You create 3 bolts if you only use one hand, and 6 bolts if you use both hands. Each bolt hits a creature that you can see within range. A bolt does 1d12 electric damage. The bolts all hit simultaneously and you can direct them to all hit one creature or several.

At higher levels: When you use this power using a power slot level of 3rd or above, you can create 1 more bolt per hand used for all slot levels above 2nd.

Force Mending

Base Universal Power


  • Casting Time: 1 minute
  • Range: Touch
  • Hands Required: 2
  • Duration: Instantaneous

This power can repair any simple object you touch, such as a broken lock, a torn fabric, a nick in armor, etc. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This power can put back together more advanced technological items like blasters and datapads, but it cannot restore functionality to them, or perform any advanced repair like rewiring.

Force Pull

Base Universal Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Instantaneous

You pull someone towards you with the Force. Target one creature within range. The target must succeed on a Strength saving throw or be pulled 10 feet in your direction. If the creature is pulled within 5 feet of you by this effect, you can make a melee attack against them as a reaction.

The distance the target is pulled increases to 15 feet at 5th level, 20 feet at 7th level, and 30 feet at 11th level.

Force Push

Base Universal Power


  • Casting Time: 1 action
  • Range: self (10-foot cone)
  • Hands Required: 1
  • Duration: Instantaneous

You use a blast of the force from your hand to push back and knock down your opponents. Each creature within a 10-foot cone must make a Strength saving throw. On a failed save, the target is pushed back 10 feet. After they are pushed back, they must succeed on a Strength saving throw or be knocked prone. If the target runs into a wall or another solid object, they take an extra 2d6 physical damage.

The distance the target is pushed increases to 15 feet at 5th level, 20 feet at 7th level, and 30 feet at 11th level.

Force Shield

2nd-level Light Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 2
  • Duration: up to 1 minute
  • Restricted by Armor

Up to 6 willing creatures within range are protected by the Force. They gain AC equal to your Light Power Score + your Wisdom Modifier, and they are resistant to energy, physical, fire, and electric damage. The effects end if you fall unconscious or die.

Force Shock

1st-level Dark Side Power


  • Casting Time: 1 action
  • Range: Touch
  • Hands Required: 1
  • Duration: Instantaneous

You imbue your hand with crackling electricity and use it to shock a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal or is a droid. On a hit, the target takes 1d12 electric damage and must make a Constitution saving throw. On a failed save, the target is paralyzed (see conditions appendix) for 1 round.

At higher levels: when you use this power using a power slot level of 2nd or higher, increase the damage by 1d12 for each slot level above 1st.

Force Slam

1st-level Universal power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Instantaneous

You attempt to lift a creature in range up and slam it against the ground, a wall, a ceiling, or an object that is within 10 feet of it. Target must succeed on a Wisdom saving throw or be slammed violently against an object within 10 feet of it and fall prone. Any normal object it slams against will make the target take 4d6 physical damage.

At Higher levels: when you use this power using a power slot level of 2nd or higher, you can target 1 additional creature for each slot level above 1st.

Force Storm

3rd-level Dark Side Power


  • Casting Time: 1 action
  • Range: 120 feet
  • Hands Required: 1
  • Duration: Up to 10 minutes
  • Restricted by Armor

A storm cloud appears in the shape of a Cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The power fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you use the power, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 electric damage on a failed save, or half as much damage on a successful one. On each of your turns until the power ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

Force Suppression

2nd-level Universal Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Require: 0
  • Duration: Instantaneous
  • Restricted by Armor

Choose any creature, object, or effect caused by the Force within range. Any Force power of 2nd level or lower on the target ends. For each spell of or higher on the target, make a Wisdom check. The DC equals 13 + the power's level. On a successful check, the power ends.

At Higher Levels: When you use this power using a power slot of 3rd level or higher, you automatically end the effects of a power on the target if the power's level is equal to or less than the level of the power slot you used.

Force Valor

3rd-level Light Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 0
  • Duration: Up to 1 minute

Up to 6 willing creatures within range cannot be charmed or frightened, and gain a damage bonus on all weapon rolls equal to your Light Side Force Ability Modifier.

Force Vision

2nd-level Universal Power


  • Casting Time: 1 action
  • Range: self (500-foot sphere)
  • Hands Required: 0
  • Duration: Up to 10 minutes

You augment your vision with the Force, allowing you to see things you couldn't normally see. You are able to identify life forms through walls, ceilings, and other obstacles that would normally obstruct your view. If the life form is force-sensitive, you can see if they are Dark, Light, or neutral, and the GM will tell you roughly how powerful a force user they are.

Force Vitality

1st-level Light Side Power


  • Casting Time: 1 bonus action
  • Range: Self
  • Hands Required: 0
  • Duration: Up to 1 hour

You gain temporary hit points equal to your Light Side Force Ability Modifier.

Force Wave

3rd-level Universal Power


  • Casting Time: 1 action
  • Range: self (20-foot sphere)
  • Hands Required: 0
  • Duration: Instantaneous

You create a blast of force that emanates from you. Each creature within a 20-foot sphere of you must make a Strength Saving throw or take 2d10 force damage and be knocked prone. If they are knocked prone, they must also succeed on a Constitution saving throw or be stunned for 1 round.

Force Whirlwind

2nd-level Universal Power


  • Casting Time: 1 action
  • Range: 20 feet
  • Hands Required: 0
  • Duration: Up to 1 minute

You create a small whirlwind to scoop up one creature. Choose one point on the ground within range. A whirlwind springs up from that point, and all creatures within 5 feet of that point must succeed on a Wisdom saving throw or be caught up in a small localized tornado. While inside the whirlwind, the target takes 2d10 force damage at the start of each of his turns, and it is lifted up in the air and considered restrained (see conditions appendix). A creature can spend its action during its turn to try and get out of the whirlwind. In this case, the target makes a Strength or Wisdom saving throw (target's choice). On a successful save, they get out of the whirlwind, but the whirlwind remains in that spot.

Guide Ship

1st-level Universal Power


  • Casting Time: 1 action
  • Range: Self (Ship)
  • Hands Required: 0
  • Duration: Up to 1 minute

You guide one vehicle you are piloting with the Force, allowing you to perform maneuvers that would normally be impossible. For the duration, you have advantage on all attack rolls, ability checksm and saving throws made with the vehicle, and the vehicle gains +4 to AC.

Heal

2nd-level Light Side Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Instantaneous
  • Light Side Only

You emanate a healing wave of the Force. Up to 6 creatures that you can see within range regain hit points equal to 3d8 + your Light Side Force Ability Modifier. This has no effect on droids.

At Higher Levels: When you use this power using a power slot of 3rd or higher, increase the amount healed by 1d8 for each level above 2nd.

Hurl Ship

1st-level Universal Power


  • Casting Time: 1 action
  • Range: 100 feet
  • Hands Required: 2
  • Duration: Instantaneous
  • Restricted by Armor

You attempt to use the Force to throw one vehicle of size Large or smaller in range into the ground, an asteroid, another vehicle, or a different object. Make a ranged force attack against the vehicle. On a hit, the vehicle is thrown up to 100 feet into a direction of your choice.

If the vehicle and another object collide, the vehicle takes 6d6 physical damage, and the object takes 3d6 physical damage per size of the vehicle. For example, an object would take 3d6 if it collides with a vehicle of Small size, and 9d6 with a vehicle of Large size. If the vehicle thrown is reduced to 0 hit points by this effect, it explodes, and the object it collides with takes an extra 4d6 fire damage per size of the vehicle.

At Higher Levels: When you use this power using a force slot level of 2nd or higher, you can increase the size of ship able to be thrown by 1 per slot level above 1st to a maximum of Colossal at 4th level. You also increase the damage done upon collision by 3d6 per size of the vehicle for every slot level above 1st.

Imitate Sound

1st-level Universal Power


  • Casting Time: 1 action
  • Range: Self
  • Hands Required: 0
  • Duration: Up to 1 minute

You use the force to influence your voice. By using your action, you can have your voice become another sound you have heard for the duration. It can be another person's voice, the sound of a hundred troops marching, or the roar of a Krayt Dragon. Anyone that hears the sound believes it is genuine. A creature can use their action to perform an Intelligence check DC equal to your Force Save DC, with advantage if they can see you, and if they succeed, they realize that the sound is an illusion.

Imprison

4th-level Universal Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 2
  • Duration: Until Dispelled

You attempt to bind a creature with the Force. One creature within range must succeed on a Strength saving throw or be bound by this power. If it succeeds, it is immune to this power if you use it again. On a failed save, the target is held in Place by the Force, and is considered restrained (see conditions appendix. While it is bound by this power, the target cannot use the Force. By using its action, the target can attempt another Wisdom saving throw on its turn, with disadvantage. On a success, it is freed from the effect.

Inflict Poison

2nd-level Dark Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Up to 1 hour
  • Restricted by Armor

You use the Force to taint a person's life force. Target one creature within range. The target must succeed on a Constitution saving throw or take 2d10 poison damage and is considered poisoned for the duration(see conditions appendix).

At Higher levels: When you use this power using a power slot of 3rd or higher, the target takes 1d10 poison damage for each level above 2nd.

Insanity

2nd-level Dark Side Power


  • Casting Time: 1 action
  • Range: 120 feet
  • Hands Required: 1
  • Duration: Concentration, up to 1 minute

One creature of your choice that you can see within range must succeed on a Charisma saving throw or become charmed by you for the duration. This power has no effect on droids.

The charmed target must use its action on each of its turns to make an attack against a creature other than itself that you mentally choose.

The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

Intimidate

Base Dark Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 0
  • Duration: Up to 1 minute

You use the Dark Side of the Force to augment your ability to frighten and intimidate people. Target one creature within range. The creature must succeed on a Charisma saving throw or be frightened by you (see conditions appendix) for the duration. At the each of end of the target's turns, it can attempt a Wisdom saving throw. If it succeeds, it is no longer frightened. This power has no effect on droids.

Ion Field

3rd-level Light Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 0
  • Duration: Instantaneous

Choose one point within range. All creatures within a 20-foot sphere of that point must make a Constitution saving throw. Droids automatically fail on this save. On a failed save, the target takes 10d6 ion damage, and half as much damage on a successful one. All electronic items not being worn or carried in this sphere also take the damage.

At Higher levels: When you use this power using a power slot of 4th level or higher, increase the damage by 2d6 for every slot level above 3rd.

Jump

Base Universal Power


  • Casting Time: 1 action
  • Range: self
  • Hands Required: 0
  • Duration: 1 minute

Your jump distance is tripled for the duration.

Kill

5th-level Dark Side Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: 1
  • Duration: Instantaneous
  • Dark Side Only
  • Restricted by Armor

You attempt to rip the very life out of one creature within range, killing it instantly. If the creature you choose has 100 hit points or less, it dies. Otherwise, the spell has no effect. This has no effect on droids.

Levitate Creature

1st-level Universal Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: up to 10 minutes

One creature of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the Duration. You can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on Your Turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power's range.

When the power ends, the target floats gently to the ground if it is still aloft.

Maelstrom

5th-level Universal power


  • Casting Time: 1 action
  • Range: 120 feet
  • Hands Required: 2
  • Duration: Concentration, up to 10 minutes
  • Restricted by Armor

Choose one point within range. You create a hurricane that takes the shape of a 30-foot wide, 80-foot tall cylinder centered on that point. The hurricane is dispersed when the duration ends, if you lose concentration, or if you do not use your action to keep the hurricane present. Any creature or object already inside the hurricane, within 5 feet of the hurricane, or that moves within 5 feet of it must make a Strength saving throw. Creatures and objects of Gargantuan or Colossal size automatically succeed on this throw. On a failed save, the target is sucked into the hurricane for 3 turns. Creatures concentrating on a force power automatically lose their concentration. The target is considered restrained while inside the hurricane, and on the end of each of its turns inside the hurricane the target takes 5d10 force damage.

At the end of the 3rd turn that it is inside the hurricane, after taking the damage for the third time, the target is flung 100 feet in a random direction. When it comes into contact with an object or a hard surface after being flung, the target takes 6d6 physical damage, and must succed on a Dexterity saving throw or be knocked prone.

On a successful save, targets are pushed back out of the range of the hurricane, and must succeed on a Dexterity saving throw or be knocked prone.

You must use your action to keep the hurricane present every turn for the duration. You can use a bonus action on each of your turns to move the hurricane up to 10 feet in any direction.

Mass Energy Resistance

2nd-level Universal Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Up to 1 minute

Up to 6 creatures that you can see within range are shrouded by a mystical shield. This shield absorbs energy damage equal to 1d10 + your Universal Force Ability Modifier. Any excess damage transfers over to your hp.

At Higher Levels: When you use this power using a power slot of 3rd level or higher, increase the shield absorption by 1d10 for every level above 2nd.

Mass Lightning

4th-level Dark Side Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 2
  • Duration: Instantaneous
  • Restricted by Armor

You create several bolts of blue lightning from the sky to electrocute your enemies. Up to 10 creatures that you can see within range must make a Dexterity saving throw. On a failed save, the target takes 4d12 electric damage and must succeed on a Constitution saving throw or become paralyzed (see conditions appendix) for 1 round. If the target is force-sensitive and they fail the save, they lose 1d4 1st-level force slots. On a successful save, the target takes half damage, it loses no force slots, and it is not paralyzed.

Mass Sleep

4th-level Light Side Power


  • Casting Time: 1 action
  • Range: 100 feet
  • Hands Required: 1
  • Duration: 10 minutes
  • Restricted by Armor

You subdue a large amount of people using the Force. Up to 20 creatures that you can see within range must succeed on a Constitution saving throw or fall unconscious (see conditions appendix). The target remains unconscious until the power ends, they take damage, or someone uses an action to wake them. This power has no effect on droids.

Mass Terror

3rd-level Dark Side Power


  • Casting Time: 1 action
  • Range: Self (30-foot sphere)
  • Hands Required: 0
  • Duration: Up to 1 minute

You tap into the fears of all living creatures near you. Each creature in a 30-foot sphere centered on you must make a Wisdom saving throw. On a failed save, the target becomes Frightened (see conditions appendix) for the duration. At the end of each of the target's turns before the power ends, the target must succeed on a Wisdom saving throw or take 3d10 psychic damage. On a successful save, the power ends. This power has no effect on droids.

Mind Trick

Base Universal Power


  • Casting Time: 1 action
  • Range: 10 feet
  • Hands Required: 1
  • Duration: Instantaneous

After you use this power, you can issue a 1-sentence command to any one creature that can understand you within range. The target must succeed on a Wisdom saving throw or follow this command to the best of its ability, as long as the command does not involve anything that could make the target hurt itself or another creature.

Move Enormous Object

4th-level Universal Power


  • Casting Time: 1 action
  • Range: 100 feet
  • Hands Required: 2
  • Duration: Up to 10 minutes
  • Restricted by Armor

You use the force to manipulate or move an object of enormous size. Choose one vehicle or object you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

Vehicle: You can try to move a Colossal or smaller vehicle. Make a Wisdom check contested by the vehicle's Strength check. If you win the contest, you move the vehicle up to 80 feet in any direction, including upward but not beyond the range of the power.

Object: You can try to move an object that weighs up to 300 tons. If the object isn't being worn or carried, you automatically move it up to 80 feet in any direction, but not beyond the range of the power.

If the object is worn or carried by a creature, you must make a Wisdom check contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 80 feet in any direction but not beyond the range of the power.

You can exert fine control on objects with your grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Move Huge Object

3rd-level Universal Power


  • Casting Time: 1 action
  • Range: 100 feet
  • Hands Required: 2
  • Duration: Up to 10 minutes

You use the force to manipulate or move an object of huge size. Choose one vehicle or object you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

Vehicle: You can try to move a Huge or smaller vehicle. Make a Wisdom check contested by the vehicle's Strength check. If you win the contest, you move the vehicle up to 80 feet in any direction, including upward but not beyond the range of the power.

Object: You can try to move an object that weighs up to 20 tons. If the object isn't being worn or carried, you automatically move it up to 80 feet in any direction, but not beyond the range of the power.

If the object is worn or carried by a creature, you must make a Wisdom check contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 80 feet in any direction but not beyond the range of the power.

You can exert fine control on objects with your grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Move Large Object

2nd-level Universal Power


  • Casting Time: 1 action
  • Range: 100 feet
  • Hands Required: 1
  • Duration: Up to 10 minutes

You use the force to manipulate or move an object of large size. Choose one vehicle or object you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch Targets, the prior target is no longer affected by the power.

Vehicle: You can try to move a Large or smaller vehicle. Make a Wisdom check contested by the vehicle's Strength check. If you win the contest, you move the vehicle up to 80 feet in any direction, including upward but not beyond the range of the power.

Object: You can try to move an object that weighs up to 2 tons. If the object isn't being worn or carried, you automatically move it up to 80 feet in any direction, but not beyond the range of the power.

If the object is worn or carried by a creature, you must make a Wisdom check contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 80 feet in any direction but not beyond the range of the power.

Move Minor Object

Base Universal Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Up to 1 minute

You use the force to move or interact with a very small object within range. Using your mind, you can lift an object of no more than 10 pounds and move it up to 30 feet in any direction, but not beyond the range of the power.

You can exert fine control on objects with your grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Move Object

*1st-level Universal Power


  • Casting Time: 1 action
  • Range: 100 feet
  • Hands Required: 1
  • Duration: Up to 10 minutes

You use the force to manipulate or move an object of average size. Choose one vehicle or object you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch Targets, the prior target is no longer affected by the power.

Vehicle: You can try to move a Medium or smaller vehicle. Make a Wisdom check contested by the vehicle's Strength check. If you win the contest, you move the vehicle up to 80 feet in any direction, including upward but not beyond the range of the power.

Object: You can try to move an object that weighs up to 500 pounds. If the object isn't being worn or carried, you automatically move it up to 80 feet in any direction, but not beyond the range of the power.

If the object is worn or carried by a creature, you must make a Wisdom check contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 80 feet in any direction but not beyond the range of the power.

You can exert fine control on objects with your grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Plague

3rd-level Dark Side Power


  • Casting Time: 1 action
  • Range: self (30-foot sphere)
  • Hands Required: 1
  • Duration: Up to 1 minute

You spread poison and disease all around you, debilitating your enemies. All creatures within a 30-foot sphere centered on you must make a Constitution saving throw. On a failed save, the target is affected by this power. This has no effect on droids.

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature's Abilities or unique items, it can't make more than one melee or ranged Attack during its turn. The target is also poisoned (see conditions appendix).

If the creature attempts to use a Force Power with a Casting Time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

A creature affected by this power makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

Read Thoughts

1st-level Universal Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 0
  • Duration: Concentration, up to 1 minute

You attempt to read another creature's thoughts. Conduct a Wisdom contest with one creature within range. If you win, you can read the target's mind and learn information that they know for the duration. If the creature wins, the power fails, and the creature is immune to this power for 24 hours. This has no effect on droids.

Reckless Lunge

Base Universal Power


  • Casting Time: 1 bonus action
  • Range: Self
  • Hands Required: 0
  • Duration: Instantaneous

After you use this power, if you make an attack this turn, the roll has advantage, but all attack rolls made against you for the rest of the turn have advantage as well.

Redirect Force

2nd-level Light Side Power


  • Casting Time: 1 reaction, when you see creature within range cast a damaging force power
  • Range: 30 feet
  • Hands Required: 1
  • Duration: Instantaneous

You attempt to stop an offensive Force Power that targets you or an ally and redirect it. If a creature uses a force power that affects you or another creature within 30 feet of you besides itself that would do damage, you can use your reaction to try and redirect the power's effects. Make a Wisdom check. The DC is 13 + the level of the power. If you succeed, the power does not affect the targeted creature (if the power affects multiple creatures, one creature you choose isn't affected), and you redirect the power's effect towards the creature that cast the power as if you had cast it, using your Light Side Ability Modifier for the DC or the attack roll.

Regeneration

4th-level Light Side Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Up to 1 hour

Up to six creatures within range become affected by this power for the duration.

While a creature is affected by this power, any lost limbs or body parts regenerate completely after 30 minutes with full functionality. An affected creature also regains hit points equal to 1d10 + your Light Force Score at the end of each of its turns. This has no effect on droids.

Revitalize

5th-level Light Side Power


  • Casting Time: 1 action
  • Range: 100 feet
  • Hands Required: 2
  • Duration: Up to 1 hour
  • Restricted by Armor
  • Light Side Only

Up to 10 creatures within range become affected by this power for the duration.

While a creature is affected by this power, if it dies, it automatically comes back to life with half hit points. If a creature is already dead or unconscious when targeted by this power, it comes back to life with full hit points. An affected creature also gains temporary hit points equal to your Jedi Consular Level, and regains hit points equal to 2d10 + your Light Side Ability Modifier at the end of each of its turns. This has no effect on droids.

Scream

2nd-level Universal Power


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Hands Required: 0
  • Duration: Instantaneous

You use the force to magnify your voice to deafening levels. All creatures within a 15 foor cone originating from you must make a Constitution saving throw. On a failed save, a target takes 3d6 sonic damage and is deafened for 1 hour. On a successful save, the target takes half damage, and is not deafened. Objects in the area of effect also take the damage.

At Higher Levels: When you cast this power using a power slot of 3rd or higher, increase the damage by 2d6 for each slot above 2nd.

Silence

1st-level Universal Power


  • Casting Time: 1 action
  • Range: Self
  • Hands Required: 0
  • Duration: Up to 1 hour

You shroud yourself in a veil of silence and shadow. For the duration, you have a +10 to Stealth checks and cannot be tracked. Force-sensitive creatures cannot detect your presence. You and anything you interact with make no sound.

Slow

1st-level Dark Side Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Up to 1 minute

You slow up to 6 creatures within range with the Force. Up to 6 creatures that you can see within range must make a Wisdom saving throw or be affected by the spell for the duration.

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature's Abilities or Unique Items, it can't make more than one melee or ranged Attack during its turn.

A creature affected by the power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Slow Fall

1st-level Universal Power


  • Casting Time: 1 reaction, when you or a creature within 60 feet of you falls
  • Range: 60 feet
  • Components: 0
  • Duration: 1 minute

Choose up to five Falling creatures within range. A Falling creature's rate of descent slows to 60 feet per round until the power ends. If the creature lands before the power ends, it takes no Falling damage and can land on its feet, and the power ends for that creature.

Slow Time

5th-level Universal Power


  • Casting Time: 1 action
  • Range: self
  • Hands Required: 0
  • Duration: 4 rounds
  • Restricted by Armor

You briefly slow down time for everyone but yourself. For the duration, you can take 2 turns in a row every round instead of one during which you can use actions and move as normal. During this time, creatures cannot make opportunity attacks against you, all attack rolls have disadvantage against you, and you have advantage on all Dexterity saving throws.

The effect ends after 4 rounds or if you move to a place more than 1,000 feet from the location where you cast it.

Sorcerous Insanity

2nd-level Dark Side Power


  • Casting Time: 1 action
  • Range: 120 feet
  • Hands Required: 1
  • Duration: Concentration, up to 1 minute

Using Sith Sorcery, you project illusory nightmare's into a person's mind, destroying their sanity. The target must make an Intelligence saving throw. On a failed save, the target becomes Frightened for the duration. While affected by this power, the target must use its action each turn to attack the closest creature to it. If it cannot attack a creature, it takes 2d10 psychic damage at the end of its turn. At the end of each of the target's turns before the power ends, the target must succeed on an Intelligence saving throw or take 4d10 psychic damage. On a successful save, the power ends.

At Higher Levels: When you use this power using a power slot of 3rd level or higher, the damage increases by 2d10 for each slot level above 2nd.

Stasis Field

1st-level Light Side Power


  • Casting Time: 1 action
  • Range: self (30-foot sphere)
  • Hands Required: 1
  • Duration: Up to 1 minute
  • Restricted by Armor

All creatures within a 30 foot sphere centered around you must make a Wisdom saving throw or be paralyzed for the duration. A creature affected by this power can use its action to make another Wisdom saving throw. If it succeeds, it is no longer paralyzed. This has no effect on droids.

Stop Bullet

1st-level Universal Power


  • Casting Time: 1 reaction, when you are targeted with a ranged attack
  • Range: self
  • Hands Required: 1
  • Duration: Concentration, up to 1 minute

When you are targeted by a ranged attack that does energy or physical damage, you can use your reaction to try and stop the projectile in its path. Make a Wisdom check. The DC is equal to the max damage of the ranged weapon + the Dexterity modifier of the shooter. On a success, the bullet stops in its tracks. Once the power ends, the projectile moves normally on the same path.

Stun

1st-level Light Side Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Up to 1 minute

Choose one creature within range. The target must succeed on a Wisdom saving throw or be stunned for the duration. This has no effect on droids.

Stun Droid

1st-level Light Side Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Up to 1 minute

Target one droid within range. The target must succeed on a Wisdom saving throw or be stunned for the duraiton.

Teleport

2nd-level Universal Power


  • Casting Time: 1 action
  • Range: Self
  • Hands Required: 0
  • Duration: Instantaneous

You teleport up to 100 feet to an unoccupied space you can see.

Throw Lightsaber

Base Universal Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 0
  • Duration: Instantaneous
  • **Requires Lightsaber

You throw your lightsaber at one creature within range. Make a weapon attack with your lightsaber at one creature within range, but use your Dexterity modifier on the attack and damage rolls instead of your strength, as if you were making a ranged attack. After throwing the lightsaber, you use the force to recall it back to your hand.

At 5th level, you can make the lightsaber hit the same creature again on the way back. At 11th level, you can make the lightsaber hit the same creature again or hit a different creature within range. At 17th level, you can make two seperate throws every time you use this power, with each throw hitting the creature twice.

Underwater Breathing

1st-level Universal Ritual Power


  • Casting Time: 1 action
  • Range: 30 feet
  • Hands Required: 0
  • Duration: Up to 1 hour

Up to 6 creatures you can see within range gain the ability to breathe underwater for the duration. The effect ends for a creature if it moves further than 30 feet away from you. Affected creatures also retain their normal mode of respiration.

Unlock

2nd-level Universal Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of Manacles, a padlock, or another object that contains a mundane or technological means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is locked by technological means, whatever technology that inhibits entry in place is suppressed for 10 minutes, during which time the target can be opened or shut manually.

Ultimate Shield

5th-level Light Rital Power


  • Casting Time: 1 action
  • Range: self (100-foot sphere)
  • Hands Required: 2
  • Duration: Concentration, up to 1 hour
  • Restricted by Armor
  • Light Side Only

By pressing your hands against the ground, You can deploy a force field that has a radius of 100 feet centered on where you put your hands. Ranged attacks do not go through the field, from the inside or outside, and all creatures inside the field are unaffected by all force powers coming from outside the field. Creatures that don’t have your permission to enter the field and try to do so, or any creatures that don't have your permission to enter and are inside the field's range when you use this power must make a Constitution saving throw. On a failed save, the creature takes 4d10 force damage and is knocked back 25 feet. On a successful save, the target can enter the field. The field dissipates if you move your hands from the ground. The field cannot move. You and creatures that have your permission to enter the field cannot attack or use damaging force powers while inside the field, or the field will disappear.

Vengeful Strike

1st-level Dark Side Power


  • Casting Time: 1 reaction, when you take damage from an attack
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Instantaneous

You point your finger, and you project your pain from the damage you just took onto the creature that damaged you. The creature must make a Wisdom saving throw. It takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. This has no effect on droids.

At Higher Levels: When you use this power using a power slot of 2nd level or higher, increase the damage by 2d10 for every slot level used above 1st.

Violence

1st-level Dark Side Power


  • Casting Time: 1 action
  • Range: 60 feet
  • Hands Required: 1
  • Duration: Instantaneous

You compel violence from a creature. Target one creature you can see within range. An unwilling creature must make a Wisdom saving throw. On a failed save, the target immediately makes an attack with the weapon it's holding against a creature within its attack range that you choose.

Weapon Empowerment

Base Universal Power


  • Casting Time: 1 action
  • Range: Touch
  • Hands Required: 0
  • Duration: 1 minute
  • Requires Weapon

You imbue whatever weapon you're currently holding with the Force. For the duration, you can use your Wisdom ability instead of Strength or Dexterity for the attack and damage rolls of the weapon. The weapon also gets a +1 to damage. The power ends if you use it again or let go of the weapon.

Conditions Appendix

Blinded

• A blinded creature can’t see and automatically fails any ability check that requires sight.

• Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Charmed

• A charmed creature can't attack the charmer or target the charmer with harmful abilities or Force powers.

Deafened

• A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Disoriented

  • A disoriented creature has disadvantage on all Dexterity skill checks and saving throws.

Frightened

• A frightened creature has disadvantage on ability checks and attack rolls while the source o f its fear is within line of sight.

• The creature can’t willingly move closer to the source of its fear.

Grappled

• A grappled creature’s speed becomes 0, and it can't benefit from any bonus to its speed.

• The condition ends if the grappler is incapacitated (see the condition).

• The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the force push power.

Incapacitated

• An incapacitated creature can’t take actions or reactions.

Invisible

• An invisible creature is impossible to see without the aid of a force power or thermal vision. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any n oise it makes or any tracks it leaves.

• Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Paralyzed

• A paralyzed creature is incapacitated (see the condition) and can’t move or speak.

• The creature automatically fails Strength and Dexterity saving throws.

• Attack rolls against the creature have advantage.

• Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Poisoned

• A poisoned creature has disadvantage on attack rolls and ability checks.

Prone

• A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.

• The creature has disadvantage on attack rolls.

• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Restrained

• A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

• Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

• The creature has disadvantage on Dexterity saving throws.

Stunned

• A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.

• The creature automatically fails Strength and Dexterity saving throws.

• Attack rolls against the creature have advantage.

Unconscious

• An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings

• The creature drops whatever it’s holding and falls prone.

• The creature automatically fails Strength and Dexterity saving throws.

• Attack rolls against the creature have advantage.

• Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Exhaustion

Some Special Abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a Special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Exhaustion
Level Effects
1 Disadvantage on Ability Checks
2 Speed Halved
3 Disadvantage on Attack Rolls and Saving Throws
4 Hit Point Maximum Halved
5 Speed Reduced to 0
6 Death

Language Appendix

Below is a list of basic languages known throughout the galaxy.

  • Basic
  • Arkanian
  • Gamorrean
  • Quarrenese
  • Binary
  • Rodese
  • Bocce
  • Huttese
  • Ryl
  • Bothese
  • Ithorese
  • Shyriiwook
  • Jawaese
  • Nautila
  • Sullustese
  • Geonosian
  • Dosh
  • Kel Dor
  • Zabrak
  • Durese
  • Mon Calamarian