Saga Edition Transfer: Non-Force Users
This section contains the classes that are not able to use the force. These are your heroes that use their natural physical abilities and skills to do what they do. Characters like Han Solo and Boba Fett fall into this group.
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 either their employers or their quarry-although bounty hunters who hate their prey often make more spectacular kills.
Not all bounty hunters kill. Some employers reserve that pleasure for themselves or plan to give the quarry a more or less fair trial. Some bounty hunters have reservations about taking lives unnecessarily. Regardless of their methods, a bounty hunter still has to produce the quarry in order to receive payment. Overkill is generally not a good idea.
Creating a Bounty Hunter
Quick Build
You can make a bounty hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution. Second, choose the outlander background.
Class Features
As a bounty hunter, you gain the following class features
Hit Points
- Hit Dice: 1d12 per bounty hunter level level
- Hit Points at 1st Level: 36 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per bounty hunter level after 1st
Proficiencies
- Armor: Light armor, medium armor, and shields
- Weapons: Simple weapons, martial weapons, pistols, rifles
- Specialized Equiment: None
- Saving Throws: Strength, Constitution
- Skills: Two from Acrobatics, Animal Handling, Athletics, Galatic Lore, Insight, Intimidation, Investigation, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) half plate armor or (b) studded leather armor
- (a) a blaster rifle or (b) a blaster pistol
- (a) a dungeoneer's pack or (b) an explorer’s pack
- a non military, restricted, or illegal martial weapon and a utility belt
Hunter's Aim
At 1st level, you are skilled at placing your shot exactly where it needs to be. As a bonus action you can carefully aim before you fire if you only make a single attack against a target you gain one of the following benefits of your choice:
- You have advantage on your attack roll
- You ignore half or three-quarters cover
- You do not take a penalty to your attack roll for a called shot
Familiar Foe
At 1st level, you are skilled at analyzing your opponent and adjusting your methods accordingly. If you spend your action observing an opponent in combat you gain a +1 bonus to your attack rolls against that opponent and a bonus to your AC against attacks made by that opponent equal to half your proficiency modifier.
At 5th level, the bonus to your attack rolls increases by +1. It increases again at 9th, 13th, and 17th level.
Nowhere to Hide
At 2nd level, you are skilled at gathering information about your targets. You have advantage on Investigation checks and Charisma checks made to gather information about a specific individuals location.
Hunter Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your bounty hunter abilities: Force Hunter, Powertech, or Debt Collector, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 7th, 10th, 15th and 18th 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.
Bounty Hunter
Level | Proficiency Bonus | Features | |
---|---|---|---|
1st | +2 | Hunter's Aim, Familiar Foe | |
2nd | +2 | No Where to Hide | |
3rd | +2 | Hunter's Archetype | |
4th | +2 | Ability Score Improvement | |
5th | +3 | Extra Attack, Familiar Foe Improvement | |
6th | +3 | Familiar Enemies | |
7th | +3 | Hunter's Archetype Feature | |
8th | +3 | Ability Score Improvement | |
9th | +4 | Relentless, Familiar Foe Improvement | |
10th | +4 | Hunter's Archetype Feature | |
11th | +4 | Notorious | |
12th | +4 | Ability Score Improvement | |
13th | +5 | Tag, Familiar Foe Improvement | |
14th | +5 | Fearsome | |
15th | +5 | Hunter's Archetype Feature | |
16th | +5 | Ability Score Improvement | |
17th | +6 | Nowhere to Run, Familiar Foe Improvement | |
18th | +6 | Hunter's Archetype Feature | |
19th | +6 | Ability Score Improvement | |
20th | +6 | Master Hunter |
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Familiar Enemies
At 6th level, you are skilled enough to keep your eyes on multiple enemies at once. You can gain the benefits of familiar foe against two enemies at one time.
Relentless
At 9th level, you will let nothing stop you from reaching your target. You have advantage on saving throws against abilities used by a creature under the effect of familiar foe.
Notorious
At 11th level, your skill as a bounty hunter is known throughout the galaxy, even on fringe worlds. When you are not disguised, you have advantage on Intimidation checks. In addition, you have advantage on Persuasion checks when haggling the price of a bounty.
Additionally, as an action, you can instill bone-chilling fear in an opponent under the effect of your familiar foe feature. Your opponent makes a Wisdom Saving throw DC (8 + Intimidation skill bonus), on a failure the creature is frightened of you for as long as they remain in your line of sight.
Tag
At 13th level, you mark your targets for elimination by those you travel with. When you successfully damage an opponent under the effect of your familiar foe feature your allies gain +2 on attack rolls against that target until the start of your next turn.
Fearsome
At 14th level, your reputation precedes you, striking fear in your target. Any opponent within 30 feet of you gains a -1 on attack rolls made against you. Opponents immune to fear affects are unaffected by this ability.
Nowhere to Run
At 17th level, there is nowhere for those who you have marked to escape from you. You are able to make an attack of opportunity against a creature under the effect of your familiar foe without using your reaction.
Master Hunter
At 20th level, your skills at hunting your target are unparalleled. Whenever you deal weapon damage against a target affected by your familiar foe you gain a bonus on your damage roll equal to your level against that target.
Hunter's Archetype
Bounty Hunters have many features in common, including their unwavering focus, their precise and deadly approach to combat, and their devotion to eliminating their target. But different bounty hunters steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Force Hunter
Hunting Jedi is big business, many pay big bounty for the elimination of Jedi and other Force Users. However, given their powers and skills force users are among the most dangerous prey for bounty hunters to pursue.
Force Blank
At 3rd level, you are especially hard to detect using the Force. Attempts to detect you using any force powers you have advantage on the Saving Throw, or the user has disadvantage on attack rolls to target you.
Telekinetic Resistance
At 7th level, you are able to hold your ground against the powers of the Force to move you. Whenever you are moved by a force power you are only moved half the normal distance.
Precision Fire
At 10th level, you are able to aim precisely enough to negate the ability of Force users to deflect your ranged attacks. You can spend a bonus action to aim, any ranged weapon attacks you make cannot be affected by reactions by your opponents.
Lightsaber Evasion
At 15th level, you are able to maneuver around opponents wielding a lightsaber staying just out of reach. Whenever an enemy misses you with a melee attack with a saber, may move up to 10 feet in any direction. This movement does not provoke attacks of opportunity and doesn't use your reaction.
Steel Mind
At 18th level, you have trained your mind to resist the powers used by Force users to warp your mind. You add your level to your saving throws against mind-affecting force powers. If you resist a mind-affecting power you cannot be targetted by that opponent using the same power against you for the rest of the encounter.
Powertech
A Powertech wears heavy plating body armor like a second skin and never balks at taking on the newest prototype technology if it means greater protection and upgraded safeguards. The best in armor shielding, smart defensive tactics, and high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade, from which few enemies escape unscathed.
Powertech Equipment
At 3rd level, you begin to upgrade and experiment with various prototype equipment. You gain proficiency with heavy armor, flamethrowers, and robotics tools. You may choose one of the following upgrades to add to your armor, or augment your body using cybernetics:
Combat Gauntlet. You outfit your armor with robotics to allow you to strike harder then you would be able to normally. Your unarmed strikes deal 1d4 and you are considered proficient in them. If you already have damage dice for your unarmed strikes or gain unarmed strike damage from another source increases the damage die by one step. You may gain this upgrade by replacing your arm or arms with cybernetics.
Hydraulic Legs. You enhance your armor with powered augmentations to allow you to run faster and jump farther. Your movement speed increases by 10 feet, and you are able to jump as if you had a running start from standing. You may gain this upgrade by replacing your legs with cybernetics.
Helmet Overlay. You install various upgrades into your helmet to aid your ability to see. You gain darkvision out to 60 feet. You can gain this upgrade by replacing one of your eyes with a robotic one.
With these upgrades comes a slight risk, when you are hit by lightning damage there is a chance for them to seize up or short. When you take lightning damage roll a d100 if the number rolled is less then 10, or the damage you take, whichever is higher, you lose the benefits of your upgrade until you spend an action to make a Robotics check, DC equal to 10 or the damage you take whichever is higher. When you take a short rest you are able to repair the upgrade no matter the DC.
At 7th level, and again at 10th level, you choose another upgrade and gain it.
In addition, you gain a flamethrower of your own design.
Prototype equipment
At 7th level, you add prototype equipment to your armor. You choose one of the following prototypes to add to your armor:
Hidden Blades. You modify your combat gauntlet with retractable blades. As a bonus action, you can extend or retract your blades which are considered a melee weapon that deals 1d8 slashing damage. You are unable to hold or interact with anything with the blades extended, and you can't make unarmed strikes with it as before. If you have the embedded weapon you can not install this upgrade on the same arm.
Embedded Weapon. You modify your combat gauntlet to allow it to hold and fire small ranged weapons. You are able to install a Light crossbow, flamethrower, or any pistol into the gauntlet. You are able to fire it as normal, but you can no longer be disarmed of the weapon. If you have the hidden blades you cannot install this upgrade on the same arm.
Advanced Hydraulics. You upgrade the hydraulics on your legs to further increase your capabilities. As a bonus action, you can use a surge of power to take the dash action or triple your jump distance until the start of your next turn.
Adaptive Language Module. You install a translator into your helmet overlay. You can understand all languages.
Heuristic Processor. You install a processor into your helmet overlay to enhance your aiming and perception. You have advantage on perception checks that involve sight and ignore half and three-quarter cover.
Rocket Pack. You install a rocket pack onto your armor that allows you to fly short distances. You gain a flight speed equal to half your walking speed. You can only move a total distance of 600 feet before you need to refuel. Refueling takes 10 minutes.
At 10th, 15th and 18th level you choose an additional upgrade to add.
In addition, you install a shield generator onto your armor. You add half your proficiency modifier to your AC.
Also, you install capacitors to protect your equipment from electric shock. You roll 2d100 when you take lightning damage comparing the total of the rolls to damage you took to check the functionality of your equipment.
Bionic Implants
At 10th level, you get cybernetic implants installed in your body to enhance your capabilities. Choose one of the cybernetic implants from the equipment section, you gain the benefits of that implant.
At 18th level, you choose another implant to gain. This second implant ignores the rule against having more then one implant.
Improved Flamethrower
At 15th level, you have modified your flamethrower to better suit your needs. As a bonus action, you can change between different fire methods of your flamethrower. You gain one of the following benefits:
Spread. Your flamethrower fires in a 30-foot cone instead of a line.
Extended. Your flamethrower fires in a 60-foot line.
Superheated. Your flamethrower's damage die increases by one step.
Flaming Strikes
At 18th level, you have mastered the incorporation of your flamethrower into your combat sequences. Whenever you make a weapon attack you can make a single attack with your flamethrower as a bonus action.
Debt Collector
Debt Collectors are specialists in dealing with those that owe money, whether that is to a group or an individual doesn't matter so long as they get paid. Due to the nature of their targets, it is often to their benefit to bring in their targets alive. As such, they specialize in techniques that allow them to do so.
Worth More Alive
At 3rd level, you are able to take precision strikes and specializes in techniques to incapacitate instead of kill. When you reduce a creature to 0 or less, you can render them unconscious and stable, instead of killing them.
Cuff Expert
At 7th level, you have learned how to use cuffs in combat and to quickly subdue your opponents. You can treat cuffs as a weapon that you are proficient with, they deal 1d6 bludgeoning damage. As a bonus action when you attack someone with a pair of cuffs you can attempt to cuff the target. Your target makes a athletics or acrobatics check against your grapple check, on a failure you successfully cuff them and they are unable to use their hands to fight.
Disabling Attacks
At 10th level, you are skilled in aiming for specific body parts to incapacitate your opponents. When you take the attack action you can choose to only make one attack to gain one of the following effects:
Arms. The target must make a Strength saving throw DC equal to 10 or the damage dealt whichever is higher or drop 1 held item.
Legs. The target must make a Strength saving throw DC equal to 10 or the damage dealt whichever is higher or be knocked prone.
Sleeper Hold
At 15th level, you are skilled at rending grappled foes unconscious. If you have an opponent grappled you can force them to make a Constitution saving throw, DC equal to 8 + your proficiency bonus + your Strength modifier, or be rendered unconscious.
Crippling Strikes
At 18th level, you are skilled at reducing your targets ability to escape. Whenever you hit a creature with a weapon attack their movement speed is reduced by 10 feet until the start of your next turn. This ability stacks with itself, so if you hit an opponent with more then one attack their movement speed is reduced by 10 feet for each attack they are hit by.
Warrior
Warriors combine discipline with martial skills to become the best pure fighters in the galaxy. Warriors can be stalwart defenders of those in need, cruel marauders, or brave adventurers. They can be hired guns, noble champions, or cold-hearted killers. They fight for glory, for honor, to right wrongs, to gain power, to acquire wealth, or simply for the thrill of battle.
Creating a Warrior
Quick Build
You can make a warrior quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background.
Class Features
As a warrior, you gain the following class features
Hit Points
- Hit Dice: 1d10 per warrior level
- Hit Points at 1st Level: 30 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warrior level after 1st
Proficiencies
- Armor: All Armor and shields
- Weapons: Simple weapons, martial weapons, pistols, rifles
- Specialized Equipment: None
- Saving Throws: Strength, Constitution
- Skills: Two from Acrobatics, Animal Handling, Athletics, Galatic Lore, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) plate armor or (b) studded leather armor
- (a) a non military, restricted, or illegal martial weapon and a shield or (b) two non military, restricted, or illegal martial weapons
- (a) a blaster rifle or (b) a blaster pistol
- (a) a dungeoneer's pack or (b) an explorer’s pack
- a utility belt
Fighting Style
At 1st level, you adopt a 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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon 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 shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of 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 1d 10 + your warrior 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.
Warrior's Training
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Commando, Mandalorian, Trooper 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.
Warrior
Level | Proficiency Bonus | Features | |
---|---|---|---|
1st | +2 | Fighting Style, Second Wind | |
2nd | +2 | Action Surge (one use) | |
3rd | +2 | Warrior's Training | |
4th | +2 | Ability Score Improvement | |
5th | +3 | Extra Attack | |
6th | +3 | Ability Score Improvement | |
7th | +3 | Warrior's Training Feature | |
8th | +3 | Ability Score Improvement | |
9th | +4 | Indomitable (one use) | |
10th | +4 | Warrior's Training Feature | |
11th | +4 | Extra Attack (2) | |
12th | +4 | Ability Score Improvement | |
13th | +5 | Indomitable (two uses) | |
14th | +5 | Ability Score Improvement | |
15th | +5 | Warrior's Training Feature | |
16th | +5 | Ability Score Improvement | |
17th | +6 | Action Surge (two uses), Indomitable (three uses) | |
18th | +6 | Warrior's Training Feature | |
19th | +6 | Ability Score Improvement | |
20th | +6 | Extra Atttack (3) |
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.
Warrior's Training
Different warriors choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Commando
You use advanced combat tactics to take down your enemies quickly, shield your comrades, and endure whatever challenges are thrown your way.
See the Battle Master Fighter Archetype
Mandalorian
Mandolorains are talented and ferocious warriors. Their skillful training, warrior culture, and advanced combat abilities make them formidable foes in any era.
Mandolorian Glory
At 3rd level, above everything else, you fight for glory in battle. When you reduce an opponent's hit points to 0, you have advantage on your next attack roll. If combat ends before your next attack you lose this benefit.
Mandolorian Advance
At 7th level, you know how to move on the battlefield. You can take the dash action as a bonus action in combat
Armored Mandolorain
At 10th level, you wear armor constantly and learn to take an impact on the strongest section of your armor. You add your Constitution modifier to your AC while wearing armor you are proficient with.
Mandolorian Durability
At 15th level, you are able to fight through injuries better than many other warriors. As a reaction to taking damage, you can reduce the damage by half. You can use this feature a number of times equal to your Consitution modifier.
Any expended uses are refreshed after a long rest.
Mandolorian Ferocity
At 18th level, you are an incredible vicious fighter and bring a ferocity few can stand against. You deal an additional die of damage with weapons you are proficient with.
Trooper
In war, soldiers stand side by side against deadly foes, and you have learned how to keep yourself and your comrades alive in battle.
Watch your Back
At 3rd level, you are adept at keeping your allies safe through strategic positioning. If you are adjacent to at least one ally, enemies gain no benefit from flanking you or any adjacent allies.
Comrades in Arms
At 7th level, you are extremely skilled at fighting in groups. You gain a +1 bonus to your attack and damage rolls while within 15 feet of an ally.
Focused Targetting
At 10th level, you are skilled in opening up enemies for your allies to devastate. When you damage a target with a weapon attack, all allies within 15 feet of you gain a +2 damage bonus to damage rolls against the target until the beginning of your next turn.
Stick Together
At 15th level, you are skilled in coordinating movement with your allies. Whenever you move all allies within 15 feet of you may use their reaction move up to their movement speed provided they end this movement within 15 feet of you.
Group Tactics
At 18th level, you are skilled at coordinating you allies assault against a single target or group. When you make a successful attack against a target you can use your bonus action to allow your allies to take the attack action, doing so does not spend their reaction. If your allies attack the same target as you they have advantage on their attack rolls.
You can only use this ability once per short or long rest.
Scoundrel
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 of the galaxy. Most use their intelligence and dexterity to accomplish tasks, and many rely on charisma as a fallback when all else fails. The scoundrel gets by with bravado, cunning, duplicity, and trickery. They live by their wits lying, cheating, stealing, and even fighting when the need arises.
Creating a Scoundrel
Quick Build
You can make a Scoundrel quickly by following these suggestions. First, Dexterity should be your highest ability score, followed close by Intelligence or Charisma. Second, choose the Charlatan background.
Class Features
As a Scoundrel, you gain the following class features
Hit Points
- Hit Dice: 1d8 per scoundrel level
- Hit Points at 1st Level: 24 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scoundrel level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, martial weapons, and pistols
- Specialty Equipment: Security Kit
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Mechanics, Perception, Performance. Persuasion, Sleight of Hand, Stealth, and Use Computer
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a non military, restricted, or illegal martial weapon or (b) a blaster pistol
- (a) a burglar's pack or (b) an explorer’s pack
- studded leather armor, two vibrodaggers, a security kit, and a utility belt
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.
At 6th level, you can choose two more of your proficiencies to gain this benefit.
Sneak Attack
Beginning 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.
Thieves' Cant
During your scoundrel training, you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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.
Scoundrel's Archetype
At 3rd level, you choose an archetype that guides your training as a sentinel: Slicer, Assassin, Smuggler, or Biotech Specialist, all detailed at the end of the class description. Your archetype 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.
Scoundrel
Level | Proficiency Bonus | Features | Sneak Attack |
---|---|---|---|
1st | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
2nd | +2 | Cunning Action | 1d6 |
3rd | +2 | Scoundrel's Archetype | 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 | Scoundrel's Archetype Feature | 5d6 |
10th | +4 | Ability Score Improvement | 5d6 |
11th | +4 | Reliable Talent | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | Scoundrel's Archetype Feature | 7d6 |
14th | +5 | Blind Sense | 7d6 |
15th | +5 | Slippery Mind | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | Scoundrel's Archetype Feature | 9d6 |
18th | +6 | Elusive | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Stroke of Luck | 10d6 |
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. 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.
Blind Sense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning 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.
Scoundrel's Archetype
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 rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Slicer
You are a master at hacking and use it to gain information for sale or to aid in your mission.
Bonus Proficiencies
At 3rd level, if you are not already proficient you gain proficiency in Mechanics and Use Computer and the Tool Kit. You also make a personal computer, this computer is treated as helpful to you.
Fast Hands
At 3rd level, you can use the bonus action granted by cunning action to use your Security Kit or make a Use Computer check to hack a computer.
Trace
At 9th level, you are skilled at gathering information through computers. You can make a Use Computer check instead of an Investigation check to gather information provided you have a computer available to you.
Hack Device
At 13th level, you are able to hack into robotics and computers to control them. As an action, you can use your tool kit to force a droid or other computer operated device, if the droid or devices CR is equal to or lower then your Use Computer check you take over the droid or device and can tell it to act as you wish.
Master Slicer
At 17th level, you have become a master at hacking and slicing. You have advantage on all Mechanics, and Use Computer checks.
Assassin
See Assassin Rogueish Archetype
Smuggler
Smuggling is part skill, part talent, and part luck. The most notorious smugglers in the galaxy get along by making use of their quick wit and savvy.
Illicit Dealings
At 3rd level, you have a knack for locating and negotiating illicit deals. You have advantage on persuasion checks to haggle for restricted, military, or illegal goods.
Art of Concealment
At 9th level, you are adept at hiding contraband and weapons, even on your person. You have advantage on Sleight of Hand checks made to conceal an item on your person and can do so as a free action.
Hidden Weapons
At 13th level, you are adept at drawing a hidden weapon and attacking with it in one motion. You can make a sleight of hand check to draw a weapon you have concealed if you are not seen drawing the weapon you can make an attack against a creature that didn't see you draw the weapon with advantage.
Suprise Strike
At 17th level, sometimes you have to fight your way out of a bad situation. If you fail any Deception checks to convey false information you can initiate combat and make a single weapon attack as a free action in the surprise round; all other combatants are considered surprised even if they are aware of you. In addition, you roll d8s instead of d6s for the extra damage dealt by sneak attack for this attack.
Biotech Specialist
You are a specialist in the use and manipulation of Yuuzhan Vong biotechnology. The legality of your tools of the trade is questionable, your skill with them is not.
Bonus Proficiency
At 3rd level, you gain proficiency in Medicine, with Biotech tools, with the amphistaff, razorbug, and thudbug, and you treat the amphistaff as a finesse weapon. You are also granted an amphistaff, two razor bugs, and two thud bugs.
Bio-Implant
At 3rd level, you alter your body with Yuuzhan Vong biotechnology. You gain the benefits of one of the bio-implants described in the equipment section.
You gain the benefits of another bio-implant at 9th, 13th, and 17th level.
Surprising Weapons
At 9th level, your weapons are shocking to those you fight. Whenever you successfully hit an enemy with an amphistaff, thud bug, or razor bug, the target must make a Wisdom saving throw, DC 10 or the amount of damage dealt whichever is higher or have disadvantage on attack rolls until the start of your next turn. You also have advantage on Deception and Stealth checks made to conceal any biotechnology or any biotech implants you possess.
Curved Throw
At 13th level, you are able to coax your weapons to fly to your enemies. You can use a bonus action to ignore half and three-quarters cover with your next attack with a thud bug or a razor bug.
Bugbite
At 17th level, you have developed a close relationship with your weapons. You increase the damage die by one step for damage rolls with thud bugs or razor bugs.