SW5e - Player's Handbook
SW5e - Player's Handbook
SW5e - Player's Handbook
TABLE OF CONTENTS
Credits 5 Consular 59
Introduction 7 Way of Balance 63
Using This Book 8 Way of Lightning 64
How to Play 8 Way of the Sage 65
Specific Beats General 9 Way of Suggestion 66
Adventures 9 Engineer 67
The Three Pillars of Adventuring 10 Armormech Engineering 70
Chapter 1: Step-By-Step Characters 11 Armstech Engineering 73
Chapter 2: Species 17 Gadgeteer Engineering 76
Bith 18 Unstable Engineering 79
Bothan 19 Fighter 81
Cathar 20 Assault Specialist 85
Cerean 21 Blademaster Specialist 86
Chiss 22 Shield Specialist 87
Devaronian 23 Tactical Specialist 88
Droid, Class I 24 Guardian 89
Droid, Class II 25 Makashi Form 93
Droid, Class III 26 Niman Form 94
Droid, Class IV 27 Shien/Djem So Form 95
Droid, Class V 28 Soresu Form 97
Duros 29 Monk 98
Ewok 30 Crimson Order 103
Gamorrean 31 Echani Order 104
Gungan 32 Matukai Order 105
Human 33 Nightsister Order 106
Ithorian 34 Operative 107
Jawa 35 Acquisitions Practice 112
Kel Dor 36 Beguiler Practice 113
Mon Calamari 37 Lethality Practice 115
Nautolan 38 Sharpshooter Practice 116
Rodian 39 Scholar 117
Sith Pureblood 40 Gambler Pursuit 122
Togruta 41 Physician Pursuit 123
Trandoshan 42 Politician Pursuit 125
Tusken 43 Tactician Pursuit 126
Twi'lek 44 Scout 127
Weequay 45 Bulwark Technique 131
Wookiee 46 Hunter Technique 132
Zabrak 47 Slayer Technique 133
Chapter 3: Classes 49 Stalker Technique 134
Berserker 50 Sentinel 135
Ballistic Approach 54 Path of the Corsair 139
Cyclone Approach 55 Path of Focus 140
Juggernaut Approach 56 Path of the Forceblade 141
Marauder Approach 57 Path of Shadows 142
3 TABLE OF CONTENTS
TABLE OF CONTENTS (CONTINUED)
Chapter 4: Backgrounds 143 Chapter 6: Customization Options 185
Character Details 143 Multiclassing 185
Height and Weight 143 Feats 187
Languages 144 Fighting Styles 195
Inspiration 145 Fighting Masteries 199
Backgrounds 145 Lightsaber Forms 205
Customizing a Background 145 Chapter 7: Using Ability Scores 207
Agent 146 Advantage and Disadvantage 207
Bounty Hunter 147 Proficiency Bonus 208
Criminal 148 Ability Checks 208
Entertainer 149 Using Each Ability 210
Force Adept 150 Saving Throws 214
Gambler 151 Chapter 8: Adventuring 215
Investigator 152 Time 215
Jedi 153 Movement 215
Mandalorian 154 The Environment 217
Mercenary 155 Social Interaction 218
Noble 156 Resting 219
Nomad 157 Between Adventures 219
Outlaw 158 Chapter 9: Combat 221
Pirate 159 The Order of Combat 221
Scientist 160 Movement and Position 222
Scoundrel 161 Actions in Combat 223
Sith 162 Making an Attack 225
Smuggler 163 Attack Rolls 225
Soldier 164 Melee Attacks 225
Spacer 165 Ranged Attacks 226
Chapter 5: Equipment 167 Double- and Two-Weapon Fighting 226
Armor and Shields 168 Cover 226
Weapons 171 Damage and Healing 227
Adventuring Gear 175 Hit Points 227
Equipment Packs 175 Damage Rolls 227
Ammunition 175 Damage Resistance and Vulnerability 227
Communications 176 Healing 228
Data Recording and Storage 176 Dropping to 0 Hit Points 228
Explosives 177 Knocking a Creature Out 228
Life Support 178 Temporary Hit, Force, and Tech Points 229
Medical Supplies 178 Mounted and Underwater Combat 229
Storage 178 Chapter 10: Force- and Tech-casting 231
Utilities 179 Chapter 11: Force Powers 235
Weapon and Armor Accessories 180 Chapter 12: Tech Powers 269
Tools 182 Chapter 13: Maneuvers 303
Lifestyle Expenses 183 Appendix A: Conditions 311
Food, Drink, and Lodging 184 Appendix B: Recommended Variant Rules 313
Services 184 Index 315
TABLE OF CONTENTS 4
CREDITS
THE CONTRIBUTORS
This overhaul was made in accordance to Wizards of All of the contributors who have been greatly helpful in
the Coast's Fan Content Policy. This is unofficial developing and reviewing new content:
content made by me, Galiphile, with some
collaboration (listed below).
a_dnd_guy, AbsoluteHerasy, ATrolllol, Aziz,
Big_D_McGee, BioRemnant, Butts_Are_Butts,
Charrmeleon, ColdPlacentaSandwich, Creator, Croceus,
Dark-Lark, DarkMesa, Deb, EskrimadorNC, fynikz,
First and foremost, I have to thank the person who got GAdvance, Grelite, hugehuman, Jawa, J_Elliot,
me into D&D: my buddy, Ross. That playgroup was not
Jondragonskin, karbacca, LordAelfric, Luijenp,
great, but it started my journey.
MayB_259, mowliegrowlie, nerdyponcho, Noxlux013,
Second, I have to thank the original guinea pigs of OberonGypsy, playking57, Professorpenquin,
this conversion: Drew, Eric, and Rickey. It was comically ReykjavikPersonified, Rhylith, Samuel_L_Blackson,
bad, but we had fun with it.
Shock3600, spacenavy, speedreeder, Spiderguy21,
Lastly, while I would love to say that I created SpiketailDrake, Squee755, Stoneward13,
everything in this conversion, that wouldn't be entirely Stormchaser6, Stygian Emperor, Thanny Devitots,
true. The following people deserve credit as well: TheGentGamer, TLHikan, tomato-andrew, Xorius5,
Zepavil, Zodd
THE SW5E JEDI COUNCIL
Aeryn for the awesome new podcast (with
If I missed you and you feel you deserve credit please
toddmoonbounce, of course)
let me know. I've been working on this for years, and
Bob the Builder for his work on strongholds and feats
I'm fallible.
5 CREDITS
Fake Name, Ferno, Firefly fun house's new puppet Trevisus, Tyler, Tyler Panush, Vinicius Souza, Vorcha
Gatlin T., finessed.exe, ForceDragon, Forrest Garner, Boy, Welo Niheu, Wibba, Will Harris, William L Barnes,
Frank Smith, Frankto Vinneti, Fuskinari, Garrett William Merrill, William Robertson, Windsor Pipes,
Wingfield, Gary Tomlin, Gern Blanston, Gerrorism, Wisp, Xarius Quintus, Xen, Yuno Fromtivi, Yuri Valiente,
ghonz711, Golden Tree Ink, Greg Albright, GreyScriber, Yuval Jacob, Zachary Headings
Gustavo La Pasta, Henry Atticus Young, Henry Franke,
Higashi Genso, Hyvem1nd, Ian Fiebig, Ian Lowry, Ian ART ASSETS
Nelson, Ian Odell, Ian Sullivan, Infexious, ivan kalugin, Listed alphabetically
Jack, Jackgeary, Jacob, Jacob Buckland-Seward, Jacob
Ingalis, Jacob Lowder, Jacob Stablein, Jacob Tremblay- AdmYrrek Jason Edmiston
Veilleux, James, James Graham, James Wells, Jamey
MacIsaac, Jason Hettmansperger, Jason Malina, Jason Andrew Johanson Jhomar Soriano
McDonald, Jason Smith, Javan Spencer, Jay Anna Christenson Joel Hustak
Cunningham, Jeff Ricker, Jeremy M Cooper, Jeremy Arden Beckwith Knight of Malta
Serasinghe Watson, Jerome, Jerome Ricchetti, Jerry
Alderman, Jesiah McCann, Jessica Abood, Jess Torres, Art of Bartlett Matt Difa
J.M., João Lira, Joel Farley, Joel Hallet, John, John Audrey Wright Metropolis-Hero1125
Chambers IV, John Owens, John Parrington Jr, John
AV-6R7 Mike Nash
Ruth, john t. dylan, Jon Carper, Jon Childress, Jon
Gagnon, Jordan J, Joris Janssen, Josh, Joshua, Joshua Brandon Harris RamArtwork
Andrews, Joshua Scott, JP Morey, Jrooks92, Juan Munoz, Ben Newman Ron-faure
Julien Brun, Julius Pavlas III, Justin, Justin Boese, Justin
Brian Rood Sam Wood
McDonald-Schwartz, Justin Pfaff, Kairn Bloodwolf, kalle
van est, Katen Burgess, Keintol Solo, Keith, keith canuckcrazed007 Skip Skyhook
whitney, Kellen Yee, Kenneth Payne, KeonJ96, KHVRI Chris Trevas Smokeh
Mc, Klivian, Kyle Hastings, Kyle Knapp, L4s3n, Lars
Hermes, Leah Myers, Locoroco, Logan Corsetti, Lucas CloneCommanderNeyo Solo: A Star Wars Story The
Lesage, Luiggi Reffatti, Mad Madam Mimosa, Manuel Official Guide
Cristi Balanescu
Llano, marcellus stills, Marder301, Mari T, Mark Dangerous Covenants
Somarinoa
Creighton, Mark Dillon, Markus, Markus Zelinka, Sperasoft
Martin, Mason Anthony Martel, Matt Johnny, Matt Dark Arcanine
Worley, Matt Zimmerman, Matthew Curtiss, Matthew Star Wars Battlefront
Dark Dream
Sharkey, Max Marder, MericanJoe, Merrali, Michael, Star Wars Character
Darren Tan
Michael D Coots, Michael G Matasso, Michael Encyclopedia
Magarino, Michael Micco, Mike, Mike Hegger, Mikyle Dave Seeley
Star Wars Encyclopedia of
Meyer, MinimumFalcon, Miska Fredman, Mitchel David Kegg Starfighters and Other
Werner, MkL_J_FxX, Morgan Faulknor, Mr Warrick J Vehicles
Voyzey, mydogisbestdog, Narcie Ferreira, Nate Snider, David Nash
Nathan, Neal Scott, Neat Idea Media, Diogo Saito Stu Cunningham
NemeanGladiator, Neutrignome, Nicholas, Nick, Nick echostain Terryl Whitlatch
Andreozzi, Nick Edwardsen, Nicolas Schlarb, Nikki
Eiluvision The New Essential Guide to
Pratte, NinjaDuckie, Nolan Curtiss, OdiErgoSum, Olivia Droids
Sonell, Onoja, Orphan, Owen Soto, Parker Wing, Patrick Entar0178
Carson, Patrick Joynt, Peter Case, Petr Cooper, Phillip The New Essential Guide to
Fantasy Flight Games Vehicles and Vessels
Hunting, Preston Vanderfinch, Python 4.0, Raez1138,
Ralph Thomassen, Randall Krok, Ray Hlnkle, raymond Gregory Vlasenko Weasyl
moore, redleg8791, Reece Willy, Reznor, Ricardo, Rich Hui Zou Whitelight369
Glover, Richard Watkins, Rick sharp, Rick Williams,
Jacob Blackmon William O'Connor
Rickey Williams, RJH 123, RMLaRue, Robert, robert
hartshorne, Robert Hutcheson, Robert Reid sloan, Jake Murray
Robert W. Thomson, Roberto Paiz, RogueEnterprise,
And, of course:
Ronnie Sullivan, Rory Collier, Rose Bailey, Ross, RSilver,
Lucasfilm and Lucasarts, for Star Wars itself.
Runo, Ryan Brennan, Ryan Gerbig, Ryan Henderson,
Ryan Johnson, Ryan Kendy, Ryan Stredny, Scott
Anderson, Scott Kendrick, Scotty Truax, Sean Mclean,
Sean Smith, seth reynolds, Shades of Kin,
Shadow_Wolf2025, Shalashaska, Shannon Deland,
Shannon Lenihan, simmyown, Simone borgatti, Simon
Lawrence, Skip Stephenson, S. Lindsey, SoCalAshez,
Soso Ddox, SpawnoChaos, Stephen McBath, Steven E.
Burchett, Stewart Hanley, Tamira Cooper, Tcab
Sampson, Teddy Warren, Terryal, The Timewalker, The
Toering, They Call Him XD, Tiago Filipe, tito b, TJ
Harnung, Tk Alexander, Tom Cunningham, Tom
Jackson, Tomasz Chmielewski, Toni Tisch, ToNY
Grandinettl, Traivon, Travis Kraemer, Trev Madd,
CREDITS 6
INTRODUCTION
he Dungeons and Dragons roleplaying game is about
adventurers can scale a cliff, roll away from the strike
storytelling in worlds of swords and sorcery. It of a Force-wielder's shock, or pull off some other
shares elements with childhood games of make- dangerous task. Anything is possible, but the dice make
believe. Like those games, D&D is driven by some outcomes more probable than others.
imagination. It's about picturing the towering castle In the Star Wars Dungeons and Dragons game, each
beneath the stormy night sky and imagining how a player creates an adventurer (also called a character)
fantasy adventurer might react to the challenges that and teams up with other adventurers (played by
scene presents. friends). Working together, the group might explore a
This overhaul is designed as a Star Wars reskinning planet-encompassing city like Coruscant, the wilds of
of the core Dungeons and Dragons experience. The rules Kashyyyk, or the war-torn expanse of Oricon. The
are generally the same, and so an experienced player adventurers can solve puzzles, talk with other
of 5th Edition should have no trouble jumping right in characters, battle the legendary Jedi or Sith, and
to a Star Wars themed campaign. For the less discover special modified items and other treasure.
experienced player, this Introduction will cover the One player, however, takes on the role of the Game
basics of the 5th Edition of Dungeons and Dragons, Master (GM), the game's lead storyteller and referee.
appropriately reskinned for the setting. The GM creates adventures for the characters, who
navigate its hazards and decide which paths to explore.
The GM might describe the entrance to a Black Sun
Game Master (GM): After traveling the streets of compound, and the players decide what they want
Nar Shaddaa, you find yourself at the their adventurers to do. Will they charge in, guns
entrance to the Black Sun compound. Security blazing? Convince the guardsmen they belong there?
cameras scan the surrounding area, and a Or use other means to find an entrance?
cadre of bored-looking guardsmen wait Then the GM determines the results of the
impatiently by the door. Two twi'lek urchins adventurers' actions and narrates what they
plead for handouts from the Black Sun experience. Because the GM can improvise to react to
mercenaries, only to be yelled at and pushed anything the players attempt, D&D is infinitely flexible,
away. A shimmering barrier covers the and each adventure can be exciting and unexpected.
entrance to the compound, with a manned The game has no real end; when one story or quest
security console on its left side. wraps up, another one can begin, creating an ongoing
Rickey (playing Vinto): I want to talk my way into
story called a campaign. Many people who play the
game keep their campaigns going for months or years,
the compound. I approach the guards.
meeting with their friends every week or so to pick up
Drew (playing Dash): I want to throw a grenade the story where they left off. The adventurers grow in
and then shoot them all. might as the campaign continues. Each force defeated,
Eric (playing Kodo): ... each adventure completed, and each relic recovered
not only adds to the continuing story, but also earns
the adventurers new capabilities. This increase in
Unlike a game of make-believe, D&D gives structure to power is reflected by an adventurer's level.
the stories, a way of determining the consequences of There's no winning and losing in any Dungeons and
the adventurers' action. Players roll dice to resolve Dragons game—at least, not the way those terms are
whether their attacks hit or miss or whether their usually understood. Together, the GM and the players
create an exciting story of bold adventurers who
confront deadly perils. Sometimes an adventurer might
Game Master (GM): OK, one at a time. Rickey, come to a grisly end, torn apart by ferocious monsters
you're approaching the guardsmen? or done in by a nefarious villain. Even so, the other
adventurers can beseech a powerful Jedi to revive their
Rickey: Yeah. Do they seem to be doing
fallen comrade, or the player might choose to create a
anything?
new character to carry on. The group might fail to
GM: Make a Wisdom check. complete an adventure successfully, but if everyone
Rickey: Does my Perception skill apply? had a good time and created a memorable story, they
all win.
GM: Sure!
Rickey (rolling a d20): Ugh. Seven. WORLDS OF ADVENTURE
GM: You can see a couple of them crouching The many worlds of the Star Wars Dungeons and
over the ground but you can't make out what Dragons game are places of mysticism and monsters, of
they're doing. And Drew, Dash is prepping a brave warriors and spectacular adventures. They begin
grenade? with a foundation of science fiction and fantasy and
then add the creatures, places, and mystery that make
Drew: Yup! these worlds unique.
GM: Okay. Eric, what's Kodo doing?
Eric: ...
7 INTRODUCTION
Naturally, this conversion is designed to explore the Sometimes, resolving a task is easy. If an adventurer
myriad worlds of the Star Wars universe. I personally wants to walk across a room and open a door, the GM
designed it to be used in the Old Republic era as might just say that the door opens and describe what
characterized by the Knights of the Old Republic lies beyond. But the door might be locked, the floor
games and The Old Republic MMORPG. Utilizing this might hide a deadly trap, or some other circumstance
timeframe allows greater justification for a prevalence might make it challenging for an adventurer to
of force-wielders. complete a task. In those cases, the GM decides what
All these worlds share characteristics, but each world happens, often relying on the roll of a die to determine
is set apart by its own history and cultures, distinctive the results of an action.
monsters and species, fantastic geography, ancient 3. The GM narrates the results of the adventurers'
ruins, and scheming villains. Some worlds are actions. Describing the results often leads to another
dominated by one great story, like the Separatists' war decision point, which brings the flow of the game right
on Ord Mantell. Ultimately they're all Star Wars worlds, back to step 1.
and you can use the rules in this book to create a This pattern holds whether the adventurers are
character and play in any one of them. cautiously exploring a ruin, talking to a devious noble,
Your GM might set the campaign on one of these or locked in mortal combat against a mighty rancor. In
worlds or on one that he or she created. Because there certain situations, particularly combat, the action is
is so much diversity among the worlds of Star Wars, more structured and the players (and GM) do take
you should check with your GM about any house rules turns choosing and resolving actions. But most of the
that will affect your play of the game. Ultimately, the time, play is fluid and flexible, adapting to the
Game Master is the authority on the campaign and its circumstances of the adventure.
setting, even if the setting is a canon world. Often the action of an adventure takes place in the
imagination of the players and GM, relying on the GM's
USING THIS BOOK verbal descriptions to set the scene. Some GMs like to
The Player's Handbook is divided into twelve chapters. use music, art, or recorded sound effects to help set
Chapters 1-6 are about creating a character, the mood, and many players and GMs alike adopt
providing the rules and guidance you need to make the different voices for the various adventurers, monsters,
character you'll play in the game. It includes and other characters they play in the game.
information on the various species, classes, Sometimes, a GM might lay out a map and use tokens
backgrounds, equipment, and other customization or miniature figures to represent each creature
options that you can choose from. Many of the rules in involved in a scene to help the players keep track of
these chapters rely on material found later in the book. where everyone is.
If you come across a game concept that you don't
GAME DICE
understand, consult the book's table of contents.
Chapters 7-9 details the rules of how to play the The game uses polyhedral dice with different numbers
game, beyond the basics described in this introduction. of sides. You can find dice like these in game stores
It covers the kinds of die rolls you make to determine and in many bookstores.
success or failure at the tasks your character attempts, In these rules, the different dice are referred to by
and describes the three broad categories of activity in the letter d followed by the number of sides: d4, d6, d8,
the game: exploration, interaction, and combat. d 10, d12, and d20. For instance, a d6 is a six-sided die
Chapters 10-12 is all about the Force and (the typical cube that many games use).
technology. It covers the nature of casting in the worlds Percentile dice, or d100, work a little differently. You
of Star Wars, the rules for them, and the huge variety generate a number between 1 and 100 by rolling two
of powers available to characters in the game. different ten-sided dice numbered from 0 to 9. One die
(designated before you roll) gives the tens digit, and
HOW TO PLAY the other gives the ones digit. If you roll a 7 and a 1, for
example, the number rolled is 71. Two 0s represent
The play of the Dungeons and Dragons game unfolds 100. Some ten-sided dice are numbered in tens (00, 10,
according to this basic pattern. 20, and so on), making it easier to distinguish the tens
1. The GM describes the environment. The GM digit from the ones digit. In this case, a roll of 70 and 1
tells the players where their adventurers are and is 71, and 00 and 0 is 100.
what's around them, presenting the basic scope of When you need to roll dice, the rules tell you how
options that present themselves (how many doors lead many dice to roll of a certain type, as well as what
out of a room, what's on a table, who's in the cantina, modifiers to add. For example, "3d8 + 5" means you
and so on). roll three eight-sided dice, add them together, and add
2. The players describe what they want to do. 5 to the total.
Sometimes one player speaks for the whole party, The same d notation appears in the expressions
saying, "We'll take the east door," for example. Other "1d5", "1d3" and "1d2." To simulate the roll of a d5 or
times, different adventurers do different things: one d3, roll a d10 or d6, respectively, and divide the
adventurer might search a container while a second number rolled by 2 (round up). To simulate the roll of
examines a symbol engraved on a wall and a third 1d2, roll any die and assign a 1 or 2 to the roll
keeps watch for enemies. The players don't need to depending on whether it was odd or even.
take turns, but the GM listens to every player and (Alternatively, if the number rolled is more than half
decides how to resolve those actions. the number of sides on the die, it's a 2.)
INTRODUCTION 8
THE D20 SPECIFIC BEATS GENERAL
Does an adventurer's vibroblade swing hurt a rancor or This book contains rules, especially in parts 2 and 3,
just bounce off its leathery hide? Will the guard believe that govern how the game plays. That said, many
an outrageous bluff? Can a character swim across a special traits, class features, powers, unique items,
raging river? Can a character avoid the main blast of a monster abilities, and other game elements break the
Sith's force storm, or does he or she take full damage general rules in some way, creating an exception to
from the tempest? In cases where the outcome of an how the rest of the game works. Remember this: If a
action is uncertain, the Dungeons and Dragons game specific rule contradicts a general rule, the specific rule
relies on rolls of a 20-sided die, a d20, to determine wins.
success or failure. Exceptions to the rules are often minor. For instance,
Every character and monster in the game has many adventurers don't have proficiency with sniper
capabilities defined by six ability scores. The abilities rifles, but every Chiss does because of a special trait.
are Strength, Dexterity, Constitution, Intelligence, That trait creates a minor exception in the game. Other
Wisdom, and Charisma, and they typically range from 3 examples of rule-breaking are more conspicuous. For
to 18 for most adventurers. (Monsters might have instance, an adventurer can't normally leap 30 feet, but
scores as low as 1 or as high as 30.) These ability some powers make that possible. The Force and
scores, and the ability modifiers derived from them, technology account for most of the major exceptions
are the basis for almost every d20 roll that a player to the rules.
makes on a character's or monster's behalf.
Ability checks, attack rolls, and saving throws are the ROUND APPROPRIATELY
three main kinds of d20 rolls, forming the core of the Follow standard rules for rounding; if a number ends in
rules of the game. All three follow these simple steps. one-half or greater, round up, while if a number ends
1. Roll the die and add a modifier. Roll a d20 and in less than one-half, round down.
add the relevant modifier. This is typically the modifier
derived from one of the six ability scores, and it TARGETS
sometimes includes a proficiency bonus to reflect a Many features and powers include specific language on
character's particular skill. (See chapter 1 for details on what is a valid target, typically citing ally, friendly
each ability and how to determine an ability's creature or hostile creature. The definition of each is
modifier.) included below.
2. Apply circumstantial bonuses and penalties. A
class feature, a power, a particular circumstance, or ALLY
some other effect might give a bonus or penalty to the An ally is any creature that would be considered
check. friendly or neutral to you, but does not include you.
3. Compare the total to a target number. If the
total equals or exceeds the target number, the ability FRIENDLY CREATURE
check, attack roll, or saving throw is a success. A friendly creature is any creature that could be
Otherwise, it's a failure. The GM is usually the one who considered an ally to you, as well as you.
determines target numbers and tells players whether HOSTILE CREATURE
their ability checks, attack rolls, and saving throws A hostile creature is any creature that is antagonistic
succeed or fail. towards you.
The target number for an ability check or a saving
throw is called a Difficulty Class (DC). The target ADVENTURES
number for an attack roll is called an Armor Class (AC).
This simple rule governs the resolution of most tasks The Dungeons and Dragons game consists of a group of
in D&D play. Chapter 7 provides more detailed rules characters embarking on an adventure that the Game
for using the d20 in the game. Master presents to them. Each character brings
particular capabilities to the adventure in the form of
ADVANTAGE AND DISADVANTAGE ability scores and skills, class features, special traits,
Sometimes an ability check, attack roll, or saving throw equipment, and special items. Every character is
different, with various strengths and weaknesses, so
is modified by special situations called advantage and
the best party of adventurers is one in which the
disadvantage. Advantage reflects the positive
circumstances surrounding a die roll, while characters complement each other and cover the
weaknesses of their companions. The adventurers
disadvantage reflects the opposite. When you have
either advantage or disadvantage, you roll a second die must cooperate to successfully complete the
adventure.
when you make the roll. Use the higher of the two rolls
if you have advantage, and use the lower roll if you
have disadvantage. For example, if you have
disadvantage on a d20 roll, roll a 17 and a 5, you use
the 5. If you instead have advantage and roll those
numbers, you use the 17. More detailed rules for
advantage and disadvantage are presented in chapter
7.
9 INTRODUCTION
The adventure is the heart of the game, a story with a The Force and technology are also a favored tool of
beginning, a middle, and an end. An adventure might villains. Many adventures are driven by the
be created by the Game Master or purchased off the machinations of casters who are hell-bent on using
shelf, tweaked and modified to suit the GM's needs power for some ill end. A mercenary leader subjugates
and desires. In either case, an adventure features a the surrounding community, a renegade Sith saps the
wonderous setting, whether it's an underground life from their victims, a vindictive droid takes over a
enclave, a crumbling temple, a stretch of wilderness, or space station with the intent of destroying its
a bustling city. It features a rich cast of characters: the oppressors—these are just a few of the threats that
adventurers created and played by the other players at adventurers might face. With power of their own, in the
the table, as well as nonplayer characters (NPCs). form of the Force and special items, the adventurers
Those characters might be patrons, allies, enemies, might prevail!
hirelings, or just background extras in an adventure.
Often, one of the NPCs is a villain whose agenda drives THE THREE PILLARS OF ADVENTURING
much of an adventure's action. Adventurers can try to do anything their players can
Over the course of their adventures, the characters imagine, but it can be helpful to talk about their
are confronted by a variety of creatures, objects, and activities in three broad categories: exploration, social
situations that they must deal with in some way. interaction, and combat.
Sometimes the adventurers and other creatures do
their best to kill or capture each other in combat. At EXPLORATION
other times, the adventurers talk to another creature Exploration includes both the adventurers' movement
(or even a mystical object) with a goal in mind. And through the world and their interaction with objects
often, the adventurers spend time trying to solve a and situations that require their attention. Exploration
puzzle, bypass an obstacle, find something hidden, or is the give-and-take of the players describing what they
unravel the current situation. Meanwhile, the want their characters to do, and the Game Master
adventurers explore the world, making decisions about telling the players what happens as a result. On a large
which way to travel and what they'll try to do next. scale, that might involve the characters spending a day
Adventures vary in length and complexity. A short crossing the deserts of Tatooine or an hour making
adventure might present only a few challenges, and it their way through the winding passages of an
might take no more than a single game session to abandoned base. On the smallest scale, it could mean
complete. A long adventure can involve hundreds of one character flipping a switch in a room to see what
combats, interactions, and other challenges, and take happens.
dozens of sessions to play through, stretching over
weeks or months of real time. Usually, the end of an SOCIAL INTERACTION
Social interaction features the adventurers talking to
adventure is marked by the adventurers heading back
to safety to rest and enjoy the spoils of their labors. someone (or something) else. It might mean
demanding that a captured scout reveal the least well
But that's not the end of the story. You can think of
guarded entrance to the mercenary base, getting
an adventure as a single episode of a TV series, made
information from a rescued prisoner, pleading for
up of multiple exciting scenes. A campaign is the whole
mercy from the leader of a group of criminals, or
series—a string of adventures joined together, with a
persuading an informant to garner information about a
consistent group of adventurers following the narrative
distant location.
from start to finish.
The rules in chapters 7 and 8 support exploration
THE FORCE AND TECHNOLOGY and social interaction, as do many class features in
chapter 3 and personality traits in chapter 4.
Few Star Wars adventures end without interacting with
a force- or tech-caster. Whether helpful or harmful, COMBAT
powers appear frequently in the life of an adventurer, Combat, the focus of chapter 9, involves characters
and it is the focus of chapters 10, 11, and 12. and other creatures swinging weapons, casting
In the worlds of Star Wars, practitioners of the Force powers, maneuvering for position, and so on—all in an
are uncommon, set apart from the masses of people effort to defeat their opponents, whether that means
by their extraordinary talent. killing every enemy, taking captives, or forcing a rout.
For adventurers, though, the Force and technology Combat is the most structured element of a D&D
are key to their survival. Without the healing prowess session, with creatures taking turns to make sure that
of a Jedi or a sawbones, adventurers would quickly everyone gets a chance to act. Even in the context of a
succumb to their wounds. Without the uplifting pitched battle, there's still plenty of opportunity for
support of a scholar, soldiers might be overwhelmed adventurers to attempt wacky stunts like surfing down
by powerful foes. Without the sheer power and a flight of stairs on a shield, to examine the
versatility of a consular, every threat would be environment (perhaps by flipping a mysterious switch),
magnified tenfold. and to interact with other creatures, including allies,
enemies, and neutral parties.
INTRODUCTION 10
CHAPTER 1: STEP-BY-STEP CHARACTERS
our first step in playing an adventurer in the
These traits sometimes dovetail with the capabilities of
Dungeons and Dragons game is to imagine and certain classes (see step 2). For example, the special
create a character of your own. Your character is a traits of Lanniks make them exceptional consulars, and
combination of game statistics, roleplaying hooks, and Jawas tend to be powerful engineers. Sometimes
your imagination. You choose a species (such as playing against type can be fun, too. Ugnaught soldiers
human or twi'lek) and a class (such as sentinel or and Wookiee sentinels, for example, can be unusual
scout). You also invent the personality, appearance, but memorable characters.
and backstory of your character. Once completed, your Your species also increases one or more of your
character serves as your representative in the game, ability scores, which you determine in step 3. Note
your avatar in the Star Wars galaxy. these increases and remember to apply them later.
Before you dive into step 1 below, think about the Record the traits granted by your species on your
kind of adventurer you want to play. You might be a character sheet. Be sure to note your starting
courageous fighter, a skulking scoundrel, a fervent languages and your base speed as well.
consular, or a cruel guardian. Or you might be more
interested in an unconventional character, such as a Building Han Solo, Step 1
brawny scoundrel who likes hand-to-hand combat, or a
Since Han Solo is a human, we record all the special
sharpshooter who picks off enemies from afar. Do you traits of humans on our character, including his speed
like non-Human species like Twi'leks or Wookiees? Try of 30 feet and the languages he knows: Galactic Basic
building a character of one of those species. Do you and Shyriiwook.
want your character to be the toughest adventurer at
the table? Consider the fighter class. If you don't know
where else to begin, take a look at the illustrations in 2. CHOOSE A CLASS
any Star Wars book to see what catches your interest. Every adventurer is a member of a class. Class broadly
Once you have a character in mind, follow these describes a character's vocation, what special talents
steps in order, making decisions that reflect the he or she possesses, and the tactics he or she is most
character you want. Your conception of your character likely to employ when exploring a city, fighting
might evolve with each choice you make. What's monsters, or engaging in a tense negotiation. The
important is that you come to the table with a character classes are described in the Classes chapter.
character you're excited to play. Your character receives a number of benefits from
Throughout this section, we use the term character your choice of class. Many of these benefits are class
sheet to mean whatever you use to track your features — capabilities (including force- or tech-
character, whether it's a formal character sheet (like casting) that set your character apart from members of
the one at the end of these rules), some form of digital other classes. You also gain a number of proficiencies:
record, or a piece of notebook paper. An official D&D armor, weapons, skills, saving throws, and sometimes
character sheet is a fine place to start until you know tools. Your proficiencies define many of the things your
what information you need and how you use it during character can do particularly well, from using certain
the game. weapons to telling a convincing lie.
On your character sheet, record all the features that
Building Han Solo your class gives you at 1st level.
Each step of character creation includes an example of LEVEL
that step, with a player building the iconic character Typically, a character starts at 1st level and advances in
Han Solo, as he is portrayed during the events of
level by adventuring and gaining experience points
Episode IV.
(XP). A 1st-level character is inexperienced in the
adventuring world, although he or she might have
1. CHOOSE A SPECIES been a soldier or a pirate and done dangerous things
Every character belongs to a species, one of the many before.
intelligent humanoid species in the Star Wars worlds. Starting off at 1st level marks your character's entry
The most common species in the galaxy is human, but into the adventuring life. If you're already familiar with
there are a myriad of near-Human species available for the game, or if you are joining an existing D&D
play, including the four-armed Besalisks, the cunning campaign, your GM might decide to have you begin at
Trandoshans, the dexterous Twi'leks, and the a higher level, on the assumption that your character
utilitarian droid. The Species chapter provides more has already survived a few harrowing adventures.
information about these species.
The species you choose contributes to your Quick Build
character's identity in an important way, by Each class description in the Classes section includes a
establishing a general appearance and the natural section offering suggestions to quickly build a
talents gained from culture and ancestry. Your character of that class, including how to assign your
character's species grants particular special traits, such highest ability scores, a background suitable to the
as special senses, proficiency with certain weapons or class, and starting powers.
tools, proficiency in one tools, proficiency in one or
more skills, or the ability to use minor powers.
Character Advancement
Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6
PHYSICAL CHARACTERISTICS
Height 4'9" +2d6"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Clak'dor VII
Language Bith
CHAPTER 2 | SPECIES 18
BOTHAN
VISUAL CHARACTERISTICS
Skin Color Brown
Hair Color Black, brown, or gray (with age)
Eye Color Brown or green
Distinctions Diminutive stature, mood-sensitive fur
PHYSICAL CHARACTERISTICS
Height 4'3" +2d4"
Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Bothawui
Language Bothese
NAMES
Shrewd. You are proficient in the Insight and
Male bothan names are often trickey while female's are Deception skills.
soft. Surnames are familial. Languages. You can speak, read, and write Galactic
Male Names. Garc, Hibriak, Nith, Tramom, Ventagt Basic and Bothese. Bothese had a great influence on
Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit the forming of Galactic Basic; the two languages share
Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil many cognates.
19 CHAPTER 2 | SPECIES
CATHAR
VISUAL CHARACTERISTICS
Skin Color Gold to yellow-brown with dark stripes
Hair Color Brown, black, or grey
Eye Color Yellow or brown
Distinctions Lion-like features
PHYSICAL CHARACTERISTICS
Height 4'9" +2d12"
Weight 130 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cathar
Language Catharese
PHYSICAL CHARACTERISTICS
Height 5'8" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Cerea
Language Cerean
PHYSICAL CHARACTERISTICS
Height 4'11" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Csilla
Language Cheunh
CHAPTER 2 | SPECIES 22
DEVARONIAN
VISUAL CHARACTERISTICS
Skin Color Red, pink, brown, or white
Hair Color Brown, black, or white
Eye Color Black
Distinctions Horns or horn spots, long pointed ears
PHYSICAL CHARACTERISTICS
Height 4'10" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Devaron
Language Devaronese
PHYSICAL CHARACTERISTICS
Height 4'5 +2d10"
Weight 115 lb. x(2d4) lb. CLASS I DROID TRAITS
As a class I droid, you have the following special traits.
CREATION CHARACTERISTICS Ability Score Increase. Your Intelligence score
increases by 2, and your Wisdom or Charisma score
Cybot Galactica,
Manufacturer increases by 1.
Industrial Automaton
Age. Droids don't age, though they require
Primary Language Varies based on location maintenance to retain functionality.
Alignment. Droids tend toward no particular
alignment. The best and worst are found among them.
Size. Class I droids stand between 5 and 6 feet tall
PLAYERS AS DROIDS and weigh about 170 lbs. Regardless of your position in
Work with your GM to determine if playing as a droid that range, your size is Medium.
is appropriate for your campaign. Droids are Speed. Your base walking speed is 25 feet.
impervious to many effects and vulnerable to others. Type. Your creature type is droid.
If your GM approves this choice of species, Work with
Armor Integration. You can not wear armor, but you
them to determine your droids designation, name,
and appearance. If you want to play a different type of
can have the armor professionally integrated into your
droid, work with your GM to find suitable traits to chassis over the course of a long rest. This work must
realize your character. be done by someone proficient with astrotech's
implements. You must be proficient in armor in order
to have it integrated.
Droid Resistances. You are resistant to necrotic,
poison, and psychic damage, and are immune to
poison and disease.
Droid Systems. You do not need to eat, drink, or
breathe. Additionally, you no longer require a tech
APPEARANCE
focus to cast tech powers.
Class I droids are typically vaguely human-like in both Droid Vulnerabilities. You are vulnerable to ion
shape and size, standing at around 6 feet, although damage. Additionally, you have disadvantage on saving
some are smaller. They are usually a polished metallic throws against effects that would deal ion or lightning
color, though this can vary based on tasks for which damage.
they are created, their affiliation, or quirks of their Force-Insensitive. While droids can be manipulated
owner. by many force powers, they can not sense the Force.
You can not use force powers or take levels in
UTILITY forcecasting classes.
Class I droids are programmed for the mathematical, Knowledge Protocol. You have proficiency in two
medical, or physical sciences. Subcategories of the first Intelligence, Wisdom, or Charisma skills of your choice.
degree are medical droids, biological science droids, Maintenance Mode. Rather than sleep, you must
physical science droids, and mathematics droids. spend 3 hours performing routine maintenance during
Medical droids, also known as meddroids, med a long rest to gain its benefits, during which you have
droids, medical units or surgical droids are a type of disadvantage on Wisdom (Perception) checks.
droid designed to heal living beings, and are the most Additionally, if your long rest would be interrupted, you
commonly found Class I droids. only need to complete the long rest instead of
restarting it.
NAMES Rapid Reconstruction. You are built with internal
Droids are typically called by their designation, given to repair mechanisms. As a bonus action, you can choose
them when they are created, or some affectation given to spend one of your Hit Dice to recover hit points.
to them by their owner. Often this affectation is a play Languages. You can speak, read, and write Galactic
on their designation. Occasionally, noteworthy droids Basic and one language of your choice. You can
will earn monikers based on their accomplishments. understand spoken and written Binary, but you can not
Designations (Names). 2MED2 (Toomedtoo), GH-7 speak it.
(Geeaych-Seven), TX-20 (Tee-Ex Twenty)
PHYSICAL CHARACTERISTICS
Height 5'6" +2d4"
Weight 120 lb. x(2d6) lb.
PHYSICAL CHARACTERISTICS
Height 5'2" +2d8"
CLASS IV DROID TRAITS
Weight 110 lb. x(2d4) lb.
As a class IV droid, you have the following special traits.
Ability Score Increase. Your Constitution score
CREATION CHARACTERISTICS increases by 2, and your Strength or Dexterity score
increases by 1.
Holowan Mechanicals,
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Duro
Language Durese
29 CHAPTER 2 | SPECIES
EWOK
VISUAL CHARACTERISTICS
Skin Color Brown
Hair Color Shades of white, brown, red, and black
Eye Color Black
Distinctions Furry, short stature, acute sense of smell
PHYSICAL CHARACTERISTICS
Height 2'9" +2d6"
Weight 40 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Forest Moon of Endor
Language Ewokese
EWOK TRAITS
As an Ewok, you have the following special traits.
Ability Score Increase. Your Dexterity score
increases by 2, and your Constitution score increases
BIOLOGY AND APPEARANCE by 1.
Ewoks are sentient humanoid mammals, averaging Age. Ewoks reach adulthood in their early teens and
about one meter in height, which can provide an live about 50 years.
advantage when trying to hide. They are covered in fur Alignment. Ewoks are inherently accepting, albeit
from head to toe, with brown and black the most naive, and tend toward the light side, though there are
common colors. Other Ewoks have near-white or exceptions.
reddish fur, but red fur is supposedly the rarest shade Size. Ewoks stand between 3 and 4 feet tall and
an Ewok can get. Most Ewoks have solid-colored fur, weigh about 50 lbs. Regardless of your position in that
though a few sport stripes. Ewoks have large, bright range, your size is Small.
eyes, small humanoid noses, and hands that possess Speed. Your base walking speed is 25 feet.
two fingers and an opposable thumb. Despite their Crude Weapon Specialists. Ewoks are used to
small size, Ewoks are physically strong enough to making do with less. You can spend 1 hour, which you
overpower combat-trained Humans. Their appearance can do over the course of a short rest, crafting a
has been likened to "little bears," though they are weapon out of loose materials. You can craft any
sometimes referred to as "mini Wookiees." simple kinetic weapon, but the weapon's damage
suffers a -1 penalty.
SOCIETY AND CULTURE Keen Smell. You have advantage on Wisdom
Most Ewoks live high among the trees of the forest (Perception) checks that rely on smell.
moon, in villages built between the closely spaced Mask of the Wild. You can attempt to hide even
trees. The basic design of a tree village has a "Central when you are only lightly obscured by foliage, heavy
Village" of thatched-roof huts on the primary limbs. rain, falling snow, mist, and other natural phenomena.
These huts are high enough above the ground to be Musical Culture. Ewoks incorporate music in their
out of reach of predators. Suspended bridges connect celebrations and rituals. You have proficiency in an
the gaps between trees, adjoining distant huts. Knotted instrument of your choice.
rope ladders allow access up or down. Natural Survivalist. You have proficiency in Nature
Ewoks enjoy singing and playing music during and Survival.
celebrations and rituals. They are resourceful and tend Treeclimber. You have a climbing speed of 25 feet.
to make use of everything they get their hands on; they You have advantage on Strength saving throws and
use a variety of crude drums, horns, flutes, and other Strength (Athletics) checks that involve climbing.
instruments in their music. Undersized. Your small stature makes it hard for
you to wield bigger weapons. You can't use heavy
NAMES shields. Additionally, you can't use martial weapons
Ewok names are comprised of growled consonants. with the two-handed property unless it also has the
light property, and if a martial weapon has the versatile
Female names always end in a vowel. Surnames are
property, you can only wield it in two hands.
clan-based.
Languages. You can speak, read, and write Ewokese.
Male Names. Coostick, Erphek, Grarphil, Moodoo
You can understand spoken and written Galactic Basic,
Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi
but your vocal cords do not allow you to speak it.
Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa
Distinctions
horns
PHYSICAL CHARACTERISTICS
Height 4'10" +2d8"
Weight 150 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Gamorr
Language Gamorrese
PHYSICAL CHARACTERISTICS
Height 5'5" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Naboo
Language Gungan
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Coruscant
Language Galactic Basic
33 CHAPTER 2 | SPECIES
ITHORIAN
VISUAL CHARACTERISTICS
Skin Color Brown, dark red or green
Hair Color Brown, gray, or white
Eye Color Black or blue
Curved neck, two mouths, aural flaps,
Distinctions
locomotion tubes, throat sack
PHYSICAL CHARACTERISTICS
Height 5'9" +2d12"
Weight 135 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ithor
Language Ithorese
ITHORIAN TRAITS
As an Ithorian, you have the following special traits.
BIOLOGY AND APPEARANCE Ability Score Increase. Your Charisma score
Ithorians have two mouths and four throats, allowing increases by 2, and your Wisdom score increases by 1.
them to speak in stereo. Female Ithorians have two Age. Ithorians reach adulthood in their late teens
humps on the back of their head, while males have and live an average of 85 years.
only one. They have glossy, usually brown flesh. Their Alignment. Ithorians tend toward the light side,
reflexes and coordination are somewhat slower than though there are exceptions.
that of average humanoids. Size. Shorter Ithorians stand around 6 feet while
In addition to allowing them to speak their unique taller reach over 7 and a half. Regardless of your
stereophonic language, the Ithorians' four throats also position in that range, your size is Medium.
have the ability to violently expel air, resulting in a Speed. Your base walking speed is 30 feet.
deafening and potentially concussive scream. Despite Call for Peace. As an action on your turn, you can
this fact, most Ithorians go their entire lives without emphatically demand that your foes embrace peace,
ever resorting to violence, and so the ability remained thereby distracting them. Until the end of your next
relatively ambiguous. turn, enemies within 10 feet of you that can see you
gain disadvantage on attack rolls against your allies.
SOCIETY AND CULTURE Once you use this trait, you can't use it again until you
Ithorians worship the "Mother Jungle," a spiritual entity finish a short or long rest.
embodying the lush, tropical ecology of their world, Hold Breath. Ithorians have a great lung capacity
Ithor. They are generally devoted environmentalists, and can hold their breath for up to 15 minutes at a
staunch herbivores, and complete pacifists, devoting time.
much time to contemplating their ecology, studying Law of Life. Ithorians have a sacred respect for the
plants and their uses and the overall respecting of all natural world, taking great care to preserve and study
living things. Most Ithorians never set foot on their own it. You have proficiency in the Nature skill and the
planet, instead living in floating cities above their world bioanalysis kit.
called herdships. Only three of their continents have Sonic Scream. As an action, you can violently expel
been explored and harvested, the other two never air in a 15-foot cone. When you do so, each creature in
having been touched by Ithorian hands. They the area of the exhalation must make a Wisdom saving
demonstrate extreme belief in the protection and throw (DC = 8 + your proficiency bonus + your
sustaining of their environment as dictated by their Constitution modifier). A creature takes 2d6 sonic
"Law of Life." damage on a failed save, and half as much damage on
a successful one. The damage increases to 4d6 at 5th
NAMES level, 6d6 at 11th level, and 8d6 at 17th level. This
Ithorian names are quite varied in length but most ability has no effect on constructs. You can use this
names are soft and melodic. They are often difficult to feature a number of times equal to your proficiency
prounounce by other species, so many Ithorians adopt bonus. You regain all expended uses when you
nicknames. complete a long rest.
Male Names. Del, Gizorthej, Pexxocl, Steorthibs Languages. You can speak, read, and write Ithorese.
Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo You can understand spoken and written Galactic Basic,
Surnames. Afleehl, Crukid, Tondand, Wamunn but your vocal cords do not allow you to speak it.
35 CHAPTER 2 | SPECIES
KEL DOR
VISUAL CHARACTERISTICS
Skin Color Orange, red
Hair Color None
Eye Color Black, silver
Rebreathers to survive in oxygen
Distinctions
environments
PHYSICAL CHARACTERISTICS
Height 4'6" +2d12"
Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Dorin
Language Kel Dor
CHAPTER 2 | SPECIES 36
MON CALAMARI
VISUAL CHARACTERISTICS
Reddish brown, brown, red, cyan,
Skin Color
mottle, salmon, gold, blue, grey, or white
Hair Color None
Eye Color Yellow, orange, blue, or gray
Large, goggle-like eyes, high-domed
Distinctions
heads, webbed hands
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Mon Cala
Language Mon Cal
37 CHAPTER 2 | SPECIES
NAUTOLAN
VISUAL CHARACTERISTICS
Skin Color Blue, brown, green, purple, or grey
Hair Color None
Eye Color Black, brown, or red
Extrasensory head tentacles capable of
Distinctions
detecting chemicals
PHYSICAL CHARACTERISTICS
Height 5'1" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Glee Anselm
Language Nautila
PHYSICAL CHARACTERISTICS
Height 4'9" +2d10"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Rodia
Language Rodese
39 CHAPTER 2 | SPECIES
SITH PUREBLOOD
VISUAL CHARACTERISTICS
Skin Color Black or red
Hair Color Black, brown, gray, red, or white
Eye Color Orange, red, or yellow
Tentacle facial appendages, often wear
Distinctions
jewelry or have tattoos, bone spurs
PHYSICAL CHARACTERISTICS
Height 4'8" +2d10"
Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Korriban
Language Sith
CHAPTER 2 | SPECIES 40
TOGRUTA
VISUAL CHARACTERISTICS
Blue, green, orange, purple, red, white,
Skin Color
or yellow
Hair Color None
Black, blue, green, orange, purple,
Eye Color
yellow, or red
Sharp canine teeth, two montrals, three
Distinctions
or four head-tails
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Shili
Language Togruti
41 CHAPTER 2 | SPECIES
TRANDOSHAN
VISUAL CHARACTERISTICS
Skin Color Green, yellow, brown, orange, red
Hair Color None
Eye Color Yellow, orange
Reptilian, scaly skin, regenerative
Distinctions
properties
PHYSICAL CHARACTERISTICS
Height 5'5" +2d12"
Weight 130 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Trandosha
Language Dosh
TRANDOSHAN TRAITS
BIOLOGY AND APPEARANCE As a trandoshan, you have the following special traits.
Trandoshans are a large, bipedal sentient species, with Ability Score Increase. Your Strength score
scaly skin which was shed roughly once every standard increases by 2, and your Wisdom score increases by 1.
year and was thought to be very durable. Cold-blooded Age. Trandoshans reach adulthood in their early
reptiles, trandoshans had two super-sensitive varied teens and rarely live to be older than 70.
color eyes with horizontal black pupils, which could see Alignment. Trandoshans tend toward the dark side,
far into the infrared range. Each of their four limbs though there are exceptions.
ends in three razor sharp claws. These are perfect for Size. Trandoshans stand as tall as 7 and a half feet
combat, but did not grant them manual dexterity, and can weigh over 300 lbs. Regardless of your
making a trandoshan's finger movements somewhat position in that range, your size is Medium.
clumsy and awkward. Speed. Your base walking speed is 30 feet.
Claws. Your claws are natural weapons, which you
SOCIETY AND CULTURE can use to make unarmed strikes. Additionally, your
Trandoshans worship their goddess, the Scorekeeper, unarmed strikes deal 1d4 kinetic damage.
whom they would appease through acts which Darkvision. Your vision can easily cut through
increased their Jagannath points. This is done by living darkness. You can see in dim light within 60 feet of you
a lifestyle which was, by non-trandoshan standards, as if it were bright light, and in darkness as if it were
overtly aggressive, leading many trandoshans to dim light. You can’t discern color in darkness, only
become bounty hunters, mercenaries, or slavers. shades of gray.
Trandoshans especially prize wookiee pelts, which Hide. You have a thick hide. While you are
consequently play a large part in earning Jagannath unarmored or wearing light armor, your AC is 12 + your
points-capturing the pelts of particularly infamous Dexterity modifier.
wookiees would give the hunter a large increase in Regenerative. When you take damage, you can use
Jagganath points. To be shamed or captured during a your reaction and expend a Hit Die to regain hit points
hunt would zero one's Jagganath points-effectively as long as the damage would not reduce your hit
making their life forfeit in the eyes of the Scorekeeper. points to 0.
They could, however, win all those points back by Saving Face. Trandoshans are careful not to show
killing the one who zeroed their score. weakness in front of their allies, for fear of losing
status. If you miss with an attack roll or fail an ability
NAMES check or a saving throw, you can gain a bonus to the
Trandoshan names are quite harsh and contain a lot of roll equal to the number of allies you can see within 30
elongated sounds, as well as a lot of s's. Differences feet of you (maximum bonus of +5). Once you use this
between male and female names are often very subtle, trait, you can’t use it again until you finish a short or
but there is a higher chance for female names to long rest.
contain softer sounds. Languages. You can speak, read, and write Galactic
Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss Basic and Dosh. Dosh is characterized by its harsh
Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss grunts, hisses and growls, and its written form that
Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot used alphabetic glyphs.
CHAPTER 2 | SPECIES 42
TUSKEN
VISUAL CHARACTERISTICS
Skin Color Brown, gray, or tan
Hair Color Black
Eye Color Pale gray or black
Full-body wrappings, goggles, mouth
Distinctions
filter
PHYSICAL CHARACTERISTICS
Height 4'9" +2d8"
Weight 110 lb. x(2d4) lb.
PHYSICAL CHARACTERISTICS
Height 5'3" +2d12"
Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Ryloth
Language Twi'leki
CHAPTER 2 | SPECIES 44
WEEQUAY
VISUAL CHARACTERISTICS
Skin Color Brown, gray, red, or yellow
Hair Color Black or blond
Eye Color Black, gold, or gray
Tough, leathery skin that provided
Distinctions
resistance to blasterfire
PHYSICAL CHARACTERISTICS
Height 5'5" +2d8"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Sriluur
Language Sriluurian
PHYSICAL CHARACTERISTICS
Height 6'3" +2d12"
Weight 190 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Kashyyyk
Language Shyriiwook
WOOKIEE TRAITS
As a wookiee, you have the following special traits.
Ability Score Increase. Your Strength score
increases by 2, and your Constitution score increases
by 1.
BIOLOGY AND APPEARANCE Age. Wookiees reach adulthood at about 40 and can
Wookiees are a tall species of furry giants from the live to be 400.
planet Kashyyyk, who can grow to a height of over Alignment. Wookiees tend toward the light side,
eight feet. They are covered from head to toe in a thick, though there are exceptions.
shaggy coat of hair with water-shedding properties Size. Wookiees tend to tower over other species,
that notably came in shades of brown, black, gray, and reaching heights over 8 feet and weighing 300 pounds.
white. The species has two sexes, female and male. Regardless of your position in that range, your size is
The latter grows long beards in adult life. Wookiee eye Medium.
colors are usually blue, green, yellow, golden, brown, Speed. Your base walking speed is 30 feet.
or red. Claws. Your claws are natural weapons, which you
can use to make unarmed strikes. Additionally, your
SOCIETY AND CULTURE unarmed strikes deal 1d4 kinetic damage.
Wookiees greatly value honor and loyalty. Therefore, Darkvision. Your vision can easily cut through
their notion of "family" encompassed much more than darkness. You can see in dim light within 60 feet of you
just blood ties. A part of that most sacred tradition was as if it were bright light, and in darkness as if it were
the social institution of life debt: when a wookiee's life dim light. You can’t discern color in darkness, only
was saved by someone else, regardless of the species, shades of gray.
they would frequently devote themselves to a lifetime Hide. You have a thick hide. While you are
of service to their savior and their family. Through the unarmored or wearing light armor, your AC is 13 + your
mechanism of the life debt, the People of the Trees Dexterity modifier. Additionally, you have advantage on
used to develop unbreakable bonds with their boon Constitution saving throws made to avoid exhaustion
companions and true friends, forming a "honor family." due to extreme cold.
Menacing. You have proficiency in the Intimidation
NAMES skill.
Wookiee names are diverse; some names are simple Powerful Build. Your carrying capacity and the
and short while others are long and complicated. The weight you can push, drag, or lift doubles. If it would
majority of names often have softer big sounds and already double, it instead triples.
more melodic tones to them. Since offworlders have Treeclimber. You have a climbing speed of 30 feet.
trouble using wookiees' real names, they often adopt You have advantage on Strength saving throws and
simpler nicknames to go by. Strength (Athletics) checks that involve climbing.
Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Languages. You can speak, read, and write
Lavgaeffoak, Snrowbishutchuh, Zufiaarkaykkk Shyriiwook. You can understand spoken and written
Female Names. Bulabba, Bonbaegnh, Hopakleupo, Galactic Basic, but your vocal cords do not allow you to
Keumnebheu, Onninh, Osstatiemmyock speak it.
CHAPTER 2 | SPECIES 46
ZABRAK
VISUAL CHARACTERISTICS
Pale to dark brown, red, orange and
Skin Color
yellow
Hair Color Black, blonde, brown, red, or purple
Yellow, green, orange, brown, blue, red,
Eye Color
or purple
Distinctions Horns, two hearts, facial tattoos
PHYSICAL CHARACTERISTICS
Height 5'1" +2d12"
Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworlds Iridonia, Dathomir
Language Zabraki
47 CHAPTER 2 | SPECIES
CHAPTER 3: CLASSES
dventurers are extraordinary people, driven by a thirst direction or enable an entirely new playstyle, such as
for excitement into a life that others would never allowing raging in heavy armor for Juggernaut
dare lead. They are heroes, compelled to explore the Approach berserkers or granting techcasting to Shield
dark places of the world and take on the challenges Specialist fighters. Each archetype grants additional
that lesser women and men can't stand against. features at higher levels, varying by class, as shown in
Class is the primary definition of what your character the class table.
can do. It's more than a profession; it's your character's Additionally, each class has a second level of
calling. Class shapes the way you think about the world customization, such as a consular's Force-Empowered
and interact with it and your relationship with other Casting or a scholar's Discoveries. The level at which
people and powers in the galaxy. A fighter, for each class obtains this second level varies. If a class's
example, might view the world in pragmatic terms of customization requires a level, that refers to class level.
strategy and maneuvering, and see herself as just a If a customization has prerequisites, the character
pawn in a much larger game. A consular, by contrast, must meet them to learn it. A character can learn a
might see himself as a willing servant of the Force. customization at the same time it meets the
While the fighter has contacts in a mercenary company customization's prerequisites. Unless otherwise
or army, the consular might know a number of Jedi or specified, a customization can only be taken once.
Sith who share his faith.
Your class gives you a variety of special features, MULTICLASSING
such as a fighter's mastery of weapons and armor, and Adventurers sometimes advance in more than one
an engineer's powers. At low levels, your class gives class. An operative might switch direction in life and
you only two or three features, but as you advance in become an engineer, or a berserker might discover
level you gain more and your existing features often latent Force-sensitivity and dabble in the guardian
improve. Each class entry in this chapter includes a class while continuing to advance as a berserker.
table summarizing the benefits you gain at every level, Optional rules for combining classes in this way, called
as well as a detailed explanation of each one. multiclassing, appear in chapter 6.
At 3rd level, each class gains an archetype, or
subclass, that helps that class focus in a specific Choose from the following class options:
CLASSES
Hit
Primary
Saving Throw
PRIMAL INSTINCT
People of towns and cities take pride in how their
civilized ways set them apart from animals, as if
denying one's own nature was a mark of superiority. To
a berserker, though, civilization is no virtue, but a
civilized don't.
Berserkers come alive in the chaos of combat. They
can enter a berserk state where rage takes over, giving
them superhuman strength and resilience. A berserker
can draw on this reservoir of fury only a few times
without resting, but those few rages are usually
sufficient to defeat whatever threats arise.
A LIFE OF DANGER
Not every person deemed "berserkers" by scions of
civilized society has the berserker class. A true
berserker among these people is as uncommon as a CREATING A BERSERKER
skilled fighter in a town, and he or she plays a similar When creating a berserker character, think about
role as a protector of the people and a leader in times where your character comes from and his or her place
of war. Life in the wild places of the world is fraught in the world. Talk with your GM about an appropriate
with peril: rival tribes, deadly weather, and terrifying origin for your berserker. Did you come from a remote
monsters. Berserkers charge headlong into that planet, making you a stranger in the area of the
danger so that their people don't have to. campaign? Or is the campaign set in a rough-and-
Their courage in the face of danger makes tumble frontier where berserkers are common?
berserkers perfectly suited for adventuring.
What led you to take up the adventuring life? Were
Wandering is often a way of life for you lured to settled planets by the promise of riches?
their native tribes, and the
Did you join forces with soldiers of those lands to face
rootless life of the adventurer is
a shared threat? Did monsters or an invading horde
little hardship for a berserker.
drive you out of your homeland, making you a rootless
Some berserkers miss the
refugee? Perhaps you were a prisoner of war, brought
close-knit family structures
in chains to "civilized" lands and only now able to win
of the tribe, but eventually
your freedom. Or you might have been cast out from
find them replaced by the
your people because of a crime you committed, a
bonds formed
taboo you violated, or a coup that removed you from a
among the
position of authority.
members of their
CLASS FEATURES
As a berserker, you gain the follow class features.
In battle, you fight with primal ferocity. On your turn, You can increase one ability score by 2, or you can
you can enter a rage as a bonus action if you aren't increase two ability scores by 1. You can't increase an
wearing heavy armor. ability score above 20 using this feature.
While raging, you gain the following benefits:
EXTRA ATTACK
You have advantage on Strength checks and Strength
Berserker: 5th level
saving throws. You can attack twice, instead of once, whenever you
When you make a melee weapon attack using Strength, take the Attack action on your turn.
you gain a bonus to the damage roll that increases as
you gain levels as a berserker, as shown in the Rage FERAL IMPULSE
Damage column of the berserker table.
Berserker: 7th level
the Rages column of the berserker table. You regain all You can roll one additional weapon damage die when
expended uses when you complete a long rest. determining the extra damage for a critical hit with a
melee attack.
UNARMORED DEFENSE This increases to two additional dice at 13th level
Berserker: 1st level
and three additional dice at 17th level.
While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution RELENTLESS RAGE
modifier. You can use a shield and still gain this Berserker: 11th level
levels, as shown in the Berserker Instincts column of If your total for a Strength check is less than your
the berserker table. Strength score, you can use that score in place of the
total.
DANGER SENSE
Berserker: 3rd level
PRIMAL CHAMPION
You gain an uncanny sense of when things nearby Berserker: 20th level
aren't as they should be, giving you an edge when you You embody the power of the wilds. Your Strength or
dodge away from danger. You have advantage on Dexterity score increases by 2, and your Constitution
Dexterity saving throws against effects that you can score increases by 2. Your maximum for those scores
see, such as traps and powers. To gain this benefit, you increases by 2.
can't be blinded, deafened, or incapacitated. Additionally, you can enter rage an unlimited
number of times, and entering rage no longer requires
BERSERKER APPROACH your bonus action on your turn.
Berserker: 3rd, 6th, 10th, and 14th level
BLURRG'S INSTINCT While you're raging any creature within 5 feet of you
Whether mounted or on foot, your travel pace is that's hostile to you has disadvantage on attack rolls
doubled, as is the travel pace of up to ten companions against targets other than you or another character
while they're within 60 feet of you and you're not with this feature. An enemy is immune to this effect if it
incapacitated. can't see or hear you or if it can't be frightened.
BOGGDO'S INSTINCT TACTICIAN'S INSTINCT
Prerequisite: 13th level
When you use your Reckless Attack feature, you can
While raging you have a flying speed equal to your choose to not have advantage on your attack rolls this
current walking speed, though you fall if you end your turn. If you do so, friendly creatures within 5 feet of a
turn in the air and nothing else is holding you aloft. hostile creature that is within 5 feet of you have
advantage on attack rolls against that creature.
CHIRODACTYL'S INSTINCT
Prerequisite: 7th level
TRACKER'S INSTINCT
While raging, you have blindsight to a range of 30 feet, Prerequisite: 7th level
and you have advantage on Wisdom (Perception) You can track other creatures while traveling at a fast
checks that rely on sound, as long as you aren't pace, and you can move stealthily while traveling at a
deafened. normal pace.
DEWBACK'S INSTINCT TERENTATEK'S INSTINCT
Choose three damage types other than true damage. Prerequisite: 13th level
While raging, you have resistance to the chosen When you are forced to make a saving throw against a
damage types. force power, you can immediately use your reaction to
move up to half your speed towards the source
FIGHTER'S INSTINCT
power's caster. If you end this movement within 5 feet
You adopt a particular style of fighting as your
of the target, you can immediately make one melee
specialty. Choose one of the Fighting Style options,
weapon attack against the target as a part of that
detailed in Chapter 6.
reaction.
FYRNOCK'S INSTINCT
VARACTYL'S INSTINCT
While raging, you can use your bonus action to leap up
Prerequisite: 13th level
You can see up to 1 mile away with no difficulty. You as steel. Your approach grants you
are able to discern even fine details as though looking features at 3rd, 6th, 10th, and 14th
or rapid property. Additionally, you've learned to use While raging, you gain the following benefits:
ranged weapons with untold fury. While wielding a
blaster with which you are proficient, you gain the Your blaster weapon damage rolls gain a minimum roll
following benefits: threshold, discussed in chapter 7.
You add your rage damage to damage rolls from
ranged weapon attacks using Strength.
At 9th level, when a creature rolls a 1 on a saving throw
against your burst or rapid property, you can add your
Brutal Critical dice to the damage.
RAMPAGE
Ballistic Approach: 6th level
BRAWN
Ballistic Approach: 14th level
this approach learn to move quickly to avoid attacks The distance you can jump is doubled, and you do not
and can become a whirlwind of fury and steel, cleaving provoke attacks of opportunity if you leave a hostile
through hordes of enemies. creature's reach while jumping.
DUAL WIELDER TORNADO
Cyclone Approach: 3rd level
Cyclone Approach: 14th and 17th level
When you engage in Two-Weapon Fighting, you can Once on each of your turns, you can become a tornado
add your Strength or Dexterity modifier (your choice) of attacks. When you take the Attack action on your
to the damage of your Two-Weapon Fighting attack as turn, you can forgo one of your regular attacks to make
long as it doesn't already include that modifier. a melee attack against any number of creatures within
5 feet of you, with a separate attack roll for each target.
DOUBLE SWING
If you are wielding a separate melee weapon in each
Cyclone Approach: 3rd level
hand, each successful hit against a target deals
Once on each of your turns when you miss with an damage equal to the damage dice of both weapons +
attack while raging, you can immediately make a melee your ability modifier + any other modifiers.
weapon attack with a weapon wielded in a different You can use this feature five times. You gain an
hand. additional use at 17th level. You regain all expended
uses when you finish a short or long rest.
TWISTING WINDS
Cyclone Approach: 6th level
so, you must make a Strength (Athletics) check When you successfully push a creature into a surface
contested by the target's Strength (Athletics) check. If or another creature while raging, the pushed creature
you move at least 10 feet before moving through a takes kinetic damage equal to your Rage Damage.
hostile creature's space, and that creature is your size Additionally, the first time you hit with a melee weapon
or smaller, they have disadvantage on the check. If you attack using Strength each turn, you can attempt to
succeed, you don't treat the movement as difficult damage another creature with the same attack.
terrain, the creature is pushed 5 feet in a direction of Choose another creature within 5 feet of the original
your choice, and you don't provoke opportunity attacks target and within your reach. If the original attack roll
from that creature until the end of your turn. would hit the second creature, it takes damage equal
to your Strength modifier. The damage is of the same
type dealt by the original attack.
RELENTLESS ASSAULT
Juggernaut Approach: 14th level
Those who follow this path unlock something deep You can cast force powers while raging as long as the
within them, a well of untamed power from the depths power's casting time is no more than 1 action, the
of their fury. When a marauder unleashes their rage, power does not require concentration, and you are not
they channel their brute strength into primal might, wearing heavy armor. While raging, you add your rage
and uses it to devastate his foes in a hail of fire, blades, damage to damage rolls from force powers you cast
and blood. Due to the uncontrolled nature of their that require a force attack or saving throw. If a force
powers, marauders have a dangerous predilection for power damages more than one target, you may only
the strength and raw power offered by the dark side, apply your rage damage to one of them.
and many fall into it's clutches. Even those who do not
Casting force powers during rage counts as attacking
are always temped by the voices of fury barely for the purposes of maintaining rage, and you can use
contained within. your Reckless Attack feature to gain advantage when
casting a force power that requires a force attack.
FORCECASTING
Marauder Approach: 3rd level
POWERFUL PRESENCE
Marauder Approach: 10th level
FORCE STORM
Marauder Approach: 14th level
SAGE OR SORCERER
Consulars who follow the light side of the Force, using
their powers to better their communities and people,
are often called sages, while consulars who fall to the
dark side and subjugate or cast aside all in their path
are commonly called sorcerers. Alternatively, they may
tend toward the middle, refraining from politics and
war, spending their time in isolation and study.
CREATING A CONSULAR
While creating your consular, consider your personal
philosophy in regards to the Force and its most famous
practitioners – the Jedi and the Sith. Are you a member
of one of the two orders, or do you walk a different
path? Perhaps you were ostracized from your primitive
village out of superstition or jealousy. You may have
been brutally trained from a young age in the dark
side, fueling your innate thirst for power, or perhaps
you were trained as a padawan in one of the Jedi
temples. How do you treat strangers, and how do they
treat you once they know your abilities? What was your
family like, or what did you have instead of a family? Do
you see the Force as light and dark, or an impartial
river of gray?
QUICK BUILD
You can make a consular quickly by following these
suggestions. First, make Wisdom or Charisma your
highest ability score, followed by Dexterity. Second,
choose the Jedi or Sith background.
CLASS FEATURES
As a consular, you gain the following class features.
In your meditations on the force, you have learned You gain the ability to twist your powers to suit your
powers, fragments of knowledge that imbue you with needs. When you cast a force power, you can expend
an abiding force ability. See chapter 10 for the general additional force points to modify the power. You gain
rules of forcecasting and chapter 11 for the force two Force-Empowered Casting options, located at the
powers list. end of the class description, and you learn more at
higher levels, as shown in the Force-Empowered
FORCE POWERS KNOWN Casting Options of the consular table.
You learn 9 force powers of your choice, and you learn You can use only one Force-Empowered Casting
more at higher levels, as shown in the Force Powers option on a power when you cast it, unless otherwise
Known column of the consular table. You may not noted.
learn a force power of a level higher than your Max
Power Level, and you may learn a force power at the FORCE SHIELD
same time you learn its prerequisite.
Consular: 2nd level
FORCE POINTS You learn how to defend yourself purely through your
You have a number of force points equal to your strength with the Force. When you are hit by an attack,
consular level x 4, as shown in the Force Points column you can use your reaction to shroud yourself in Force
of the consular table, + your Wisdom or Charisma energy. Until the start of your next turn, you have a
modifier (your choice). You use these force points to bonus to AC equal to your Wisdom or Charisma
cast force powers. You regain all expended force points modifier (your choice, minimum of +1). This includes
when you finish a long rest. the triggering attack.
You can use this feature twice. You gain an additional
MAX POWER LEVEL use at 5th, 9th, 13th, and 17th level. You regain all
Many force powers can be overpowered, consuming expended uses when you finish a long rest.
more force points to create a greater effect. You can
overpower these abilities to a maximum level, which FORCE AFFINITY
increases at higher levels, as shown in the Max Power Consular: 3rd level
Level column of the consular table. You've developed an affinity for one of the three
You may only cast force powers at 6th, 7th, 8th, and aspects of the Force: the Ashla, the Bendu, or the
9th-level once. You regain the ability to do so after a Bogan. Choose one from the following:
long rest.
ASHLA
FORCECASTING ABILITY When you successfully cast a light side power, either
Your forcecasting ability varies based on the alignment your or the target's (your choice) hit point maximum
of the powers you cast. You use Wisdom for light side and current hit points increase by an amount equal to
powers, Charisma for dark side powers, and Wisdom the power's level. This effect lasts for 1 minute. You can
or Charisma for universal powers (your choice). You only have one instance of this effect active at a time.
use this ability whenever a power refers to your
forcecasting ability. Additionally, you use this ability BENDU
modifier when setting the saving throw DC for a force You can add both your Wisdom and Charisma modifier
power you cast and when making an attack roll with to your maximum number of force points, instead of
one. just one.
consular level + your Wisdom or Charisma modifier You can increase one ability score by 2, or you can
(your choice, minimum of one). Once you've used this increase two ability scores by 1. You can't increase an
feature, you must complete a long rest before you can ability score above 20 using this feature.
use it again.
SEEKING POWER
If you miss with a force power that calls for an attack
roll, you can spend 2 force points to reroll the attack.
You must use the new roll.
You can use Seeking Power even if you have already
used a different Force-Empowered Casting option
during the casting of the power.
TWINNED POWER
When you cast a power that can only have one target
and doesn't have a range of self, you can spend a
number of additional force points equal to the power's
level to choose a second target in range with the same
power (1 force point if the power is at-will).
CONSULAR TRADITIONS
Different consulars select different traditions, called
Ways, to follow as they hone their powers. Your
tradition grants you features at 3rd, 6th, 10th, 14th,
and 18th level.
the Way of Balance focus on utilizing the Force to You have advantage on saving throws against force
equalize the battlefield. They bend the Force to shield powers. Additionally, you have resistance against the
their allies and expose their foes. damage of force powers.
FORCE BARRIER
Way of Balance: 3rd level
(your choice).
Whenever you take damage, the barrier
takes the damage instead. If this damage
PROJECTED BARRIER
Way of Balance: 6th level
AT-WILL BARRIER
Way of Balance: 10th level
IMPROVED SUPPRESSION
Way of Balance: 14th level
When you cast a force power that deals lightning You add your governing ability modifier (minimum of
damage, you can use Wisdom or Charisma as your +1) to any damage you deal with force powers that
forcecasting ability for it. deal lightning damage that don't already include that
Additionally, when you cast a damage-dealing force modifier.
power that requires a force attack or saving throw, you
can cause that power to instead deal lightning damage. BLISTERING REBUKE
If the power would call for a saving throw other than Way of Lightning: 10th, 13th, and 17th level
Dexterity, it instead calls for a Dexterity saving throw. If When a creature within 5 feet of you that you can see
hits you with an attack, you can use your reaction to
cause the creature to make a Dexterity saving throw
against your universal force save DC. On a failed save,
the creature takes 1d10 plus your consular level
lightning damage, is pushed back 10 feet, and becomes
shocked until the end of their next turn. On a
successful save, the creature takes half as much
damage and isn't moved or shocked.
You can use this feature four times. You gain an
additional use at 13th and 17th level. You regain all
expended uses when you finish a long rest.
ELECTRIC ATTUNEMENT
Way of Lightning: 14th level
UNLIMITED POWER
Way of Lightning: 18th level
consulars who follow the Way of the Sage assist with You gain the ability to overcome grievous injuries. As a
an array of healing powers that grant allies the bonus action when you have fewer than half your hit
strength to continue through even the harshest of points remaining, you can regain a number of hit
encounters. Separated from the heart of the fray, the points equal to half your hit point maximum.
sage can be an unfailing warden to those in need. Once you've used this feature, you can't use it again
DISCIPLE OF LIFE until you finish a long rest.
you can use Wisdom or Charisma as your forcecasting When you would normally roll one or more dice to
ability for it. restore hit points with a power, you instead use the
Additionally, whenever you use a force power of 1st highest number possible for each die. For instance,
level or higher to restore hit points to a creature, the instead of restoring 2d6 hit points to a creature, you
creature regains extra hit points equal to 2 + the restore 12.
power's level.
PRESERVE LIFE
Way of the Sage: 6th, 9th, 13th, and 17th level
BLESSED HEALER
Way of the Sage: 10th level
UNFLAPPABLE
It takes bravery for a soldier to
your primary skill set is and how you use it. You could
to do the same. Engineers put
number one skill you are known for? Why are you
Whether they come from an
your role?
and conflict.
QUICK BUILD
You can make an engineer quickly by following these
suggestions. First, make Intelligence your highest
ability score. Your next-highest score should be
Constitution. Second, choose the scientist background.
CLASS FEATURES
As an engineer, you gain the following class features.
9th-level once. You regain the ability to do so after a You gain expertise in any tool proficiencies you gain
long rest. from this class.
TECHCASTING ABILITY ENGINEERING DISCIPLINE
Intelligence is your techcasting ability for your tech
powers. You use your Intelligence whenever a power Engineer: 3rd, 6th, 14th, and 18th level
refers to your techcasting ability. Additionally, you use You begin to focus on a specific engineering discipline,
your Intelligence modifier when setting the saving which is detailed at the end of the class description.
throw DC for a tech power you cast and when making
an attack roll with one. ABILITY SCORE IMPROVEMENT
Engineer: 4th, 8th, 12th, 16th, and 19th level
You use a wristpad (found in chapter 5) or the tools in Your mastery of technology is unrivaled. Your
which you are granted proficiency by this class as a Constitution and Intelligence scores increase by 2. Your
maximum for those scores increases by 2.
tech focus for your tech powers.
Additionally, when you roll initiative and have no
POTENT APTITUDE uses of Potent Aptitude left, you regain one use.
Engineer: 1st level
When you take damage, you can use your reaction and
expend one use of your Potent Aptitude to absorb
some of that damage. When you do so, the damage
you take from the attack is reduced by the amount
rolled on the die + your Intelligence modifier (minimum
of +1). You must be wearing your modified armor or
wielding your modified shield to gain this benefit.
EXTRA ATTACK
Armormech Engineering: 6th level
ARMORMECH'S CELERITY
Armormech Engineering: 14th and 17th level
SUIT RELIABILITY
Armormech Engineering: 18th level
damage. As a bonus action you can activate this ability While wearing your modified armor, you have
and gain temporary hit points equal to 1d4 + darkvision to a range of 60 feet. If you already have
Intelligence modifier, which last for one hour. darkvision, this modification increases its range by 30
You can use this feature twice. You gain an additional feet.
use at 5th, 9th, 13th, and 17th level. You regain any
expended uses when you finish a long rest. ENHANCED ENDURANCE
Prerequisite: Armor
ACCELERATED MOVEMENT When you are reduced to 0 hit points while wearing
Prerequisite: Armor
your modified armor but not killed outright, you can
You reduce the weight of your modified armor's bulk drop to 1 hit point instead. You can't use this feature
and increase the power to joints. If the armor has a again until you finish a long rest.
Strength requirement, you ignore it. The modified
armor's weight is reduced by 15 lbs. While wearing ELECTROSHOCK SHIELD
your modified armor your speed increases by 10 feet. Prerequisite: Shield Generator
This applies to all movement speeds you have while You install electroshockers in your shield generator.
wearing your armor. Whenever an enemy misses you with a melee attack,
you can use your reaction to do 1d4 + your Intelligence
ADAPTABLE ARMOR modifier lightning damage to the attacker.
Prerequisite: Armor
You install a cloaking device in your modified armor. As a bonus action you can hermetically seal your
This device has 2 charges. As an action you can use 1 modified armor, giving you an air supply for up to 1
charge to cast infiltrate targeting yourself. hour and making you immune to poison (but not
The cloaking device regains all expended charges curing you of existing poisoned conditions). Your
after a long rest. armor regains 1 minute of air for every minute that you
are not submerged and the armor is not sealed.
MAGNETIZED SHIELD Additionally, while you are wearing your modified
Prerequisite: Physical Shield
armor you are considered adapted to cold and hot
You modify your physical shield such that when a climates as well as high altitude, as described in
melee weapon attack misses you by an amount less chapter 5 of the Dungeon Master's Guide.
than or equal to your bonus to AC from your shield, the
attacking creature must make a Strength check against SENTIENT ARMOR
your tech save DC. On a failed save, the creature's Prerequisite: 13th level, Artificially Intelligent
weapon adheres to the shield. As an action, a creature Your artificial intelligence has learned to control the
can repeat this check. On a success, the weapon is suit without you being in it. It is now a valid target of
freed. the tracker droid interface tech power.
While your armor is acting independently, it uses
OVERLOAD SHIELD your ability scores, saving throws, and skills, and it has
Prerequisite: Shield Generator
hit points equal to your engineer level. If reduced to 0
You modify your shield generator to overload. As an hit points, it falls directly to the ground, and it can not
action you can overload your shield. Each Large or be equipped again until you finish a long rest.
smaller creature within 5 feet of you must make a
Dexterity or Strength saving throw (their choice). On a SHIELD AMPLIFIER
failed save, they are pushed back 5 feet and knocked Prerequisite: Shield Generator
Additionally, when you take the Attack action and You modify your shield to be used as a portable source
make an unarmed strike, you can make an additional of cover. As an action, you can anchor or deanchor the
unarmed strike as a bonus action. shield. While anchored, you gain no benefit from a
shield, and it does not require the use of a hand.
PROTOTYPE POWER FIST Instead, while anchored, a light shield provides one-
Prerequisite: 5th level, Power Fist
quarter cover, a medium shield provides half cover,
You further modify your modified armor gauntlet with and a heavy shield provides three-quarters cover.
increased reinforcement and weight. Your modified
armor's unarmed strike deals 1d6 kinetic damage and TECH BLAST
has the following property. Prerequisite: Armor
If you or your target move at least 10 feet in a You modify your modified armor gauntlet with a
straight line immediately before making an unarmed blaster weapon with which you are proficient. The
strike, the first unarmed strike you make deals weapon uses your Intelligence modifier for its attack
additional damage equal to your Intelligence modifier. and damage rolls, and deals 1d8 energy damage on a
hit. It has a normal range of 30 feet and a long range of
REINFORCED UNDERLAY 120 feet.
Prerequisite: 5th level
You gain a +1 bonus to AC against ranged attacks. This WEAPON INTEGRATION ARMORING
bonus increases to +2 at 9th level and +3 at 13th level. Prerequisite: Armor
You learn to modify one unenhanced weapon with When you use your Targeting Matrix feature, and the
which you are proficient utilizing your armstech tech power would affect more than one creature, you
experience. Over the course of a long rest, you can can instead attack each affected creature that would
modify the weapon. You must have the weapon and be in the range of the power. Make a separate attack
armstech's implements in order to perform this roll for each target. On a hit, each target suffers the
modification. effects as though they failed their saving throw.
Your modified weapon is enhanced, requires
attunement, can only be used by you, and counts as a
tech focus for your tech powers while you are attuned
to it. Your modified weapon has 4 modification slots,
and it gains more at higher levels, as shown in the
Modification Slots column of the engineer table. For
each modification installed in excess of your
proficiency bonus, your tech point maximum is
reduced by 1. Over the course of a long rest, you
CLOSE CALL
Armstech Engineering: 3rd level
ARMSTECH'S STRIKE
Armstech Engineering: 6th level
cable.
Your weapon gains the burst property, with a burst
While connected in this manner, you can use your
number equal to its reload number.
bonus action to activate the reel, pulling yourself to the
BOOMING STRIKES location if the target is your size or larger. A creature or
Prerequisite: 5th level
object smaller than you is pulled to you. Alternatively,
You pack extra power into your modified weapon. you can opt to release the cable (no action required).
Once per turn, when you hit with the weapon, you can Once you've used this feature, you can't use it again
deal an additional 1d6 damage. If you do so, the until you recover and reinsert the harpoon as an
weapon makes a loud boom which can be heard 100 action.
feet away. If you are hidden, Intelligence (Investigation)
IMBUE WEAPON
and Wisdom (Perception) checks made to locate you
Prerequisite: 9th level
vibroweapon, removing the dexterity property from it. Your modified weapon can be more efficiently
reloaded. You can reload your modified weapon twice
CONTOURED GRIP without using an action. You can't use this feature
Prerequisite: 5th level, Vibroweapon
again until you reload the weapon with an action.
You gain a +1 bonus to attack rolls made with this
weapon. This bonus increases to +2 at 9th level and +3 JAGGED OSCILLATOR
at 13th level. Prerequisite: Vibroweapon
enhance your weapon's damage. You can expend one When you hit with the weapon, you can create an
tech slot to deal additional damage to the target. The electronic burst. Each creature in a 15-foot cone
extra damage is 1d6 for a 1st-level tech slot, plus 1d6 centered on the creature you hit must make a
for each slot level higher than 1st, to a maximum of Dexterity saving throw, taking 1d8 lightning damage on
5d6. The damage is the same type as the weapon a failed save or half as much on a successful one.
damage. If you also use your Booming Strikes with an Once you've used this feature, you must complete a
attack, you add this damage to the extra damage of long rest before you can use it again.
your Booming Strikes.
SNAP FIRE
POWER LOOP Prerequisite: 9th level, Blaster
Additionally, it gains the returning property. You add a tracking mechanism to your modified
weapon. The tracker has 3 charges. As a bonus action
SCREENING WEAPON you can use 1 charge to cast target lock. As an action
You modify your modified weapon with a sound you can use 2 charges to cast detect invisibility.
dampening module. When you make a weapon attack The tracker regains all expended charges after a long
with your weapon while hidden, Investigation and rest.
Perception checks made to locate you that rely on
sound have disadvantage. TRUELIGHT
Prerequisite: 11th level, Flashlight
SHOCK ABSORBER You modify your flashlight with a toggle allowing you to
You add a reclamation device to your modified weapon briefly gain enhanced sight. As a bonus action, you can
to gather energy from the surroundings when it is activate the truesight feature of your flashlight. When
present. While wielding your modified weapon, you can toggled on, for the next minute your flashlight now
cast the absorb energy tech power and the power's automatically dispel illusions and can detect invisibility,
extra damage applies to both melee and ranged as with truesight.
weapon attacks. Once you've used this feature, you must complete a
SIEGE WEAPON short or long rest before you can use it again.
You modify your weapon to be more effective against VENOMOUS OSCILLATOR
barriers. Your weapon deals double damage against Prerequisite: 9th level, Vibroweapon
equals your tech save DC. You can take a second bonus action on each of your
turns. You can use this feature three times. You gain an
additional use at 9th, 13th, and 17th level. You regain
all expended uses when you finish a long rest.
REINFORCED BARRIERS
Gadgeteer Engineering: 14th level
ADAPTIVE BARRIER
Gadgeteer Engineering: 18th level
ADVANCED GROUNDING SYSTEM You gain a +1 bonus to ranged tech attack rolls. This
Prerequisite: 13th level, Prototype Grounding System
bonus increases to +2 at 9th level and +3 at 13th level.
While wearing your gadgeteer harness you have
immunity to lightning damage. INTELLIGENCE CORE OVERRIDE
Prerequisite: 9th level
AUTO-INJECTION REGENERATOR You can cast the override interface tech power at 5th
Prerequisite: 5th level
level without spending tech points.
You install a special kolto injector into your gadgeteer Once you've used this feature, you must complete a
harness that can inject you with kolto in response to long rest before you can use it again.
pain. When you take damage, you can use your
reaction and expend a Hit Die to regain health as long JET PACK
as the damage would not reduce your hit points to 0. You integrate a jet pack into your gadgeteer harness to
grant you temporary, limited flight. Activating or
AUTOTHRUSTERS deactivating the jets requires a bonus action and, while
Prerequisite: Jet Pack
active, you have a flying speed of 30 feet.
You can take the Dash and Disengage actions as a The jet pack last for 1 minute before deactivating.
bonus action while your jet pack is active. Once the jets have been activated, they can't be
activated again until you finish a short or long rest.
CLIMBING GLOVES
Your jet pack's speed increases to 40 feet at 5th level,
You craft a set of gloves with a powerful assisted grip.
While wearing these gloves, you have a climbing speed 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th
level, and 80 feet at 20th level.
of 20 feet, and you have advantage on Strength saving
throws and Strength (Athletics) checks that involve MECHANICAL ARM
climbing. You create a mechanical arm which mounts to your
shoulder, which you can use independently. You can
DARKVISION GOGGLES
only gain the benefit of items held by two of your arms
You craft a pair of sight-enhancing goggles. While
at any given time.
wearing these goggles, you have darkvision to a range
of 60 feet. If you already have darkvision, this You can choose this modification twice.
modification increases its range by 30 feet. MIMICKER
EXTENDED TANK Prerequisite: 9th level
Your jet pack now lasts up to 10 minutes when harness. Your mimicker casts a shadow that makes you
activated. appear to be standing in a place near your actual
location, causing any creature to have disadvantage on
FLAME VENTS attack rolls against you. If you take damage, the
Prerequisite: 9th level, Jet Pack
property ceases to function for 1 minute. Your
You learn the flame sweep tech power and can cast it mimicker is suppressed while you are incapacitated,
at first level without using tech points. Once you have restrained, or otherwise unable to move.
used this ability, you cannot use it again until you finish
a short or long rest. MINIATURIZED HYDRAULICS
Additionally, while your jet pack is active, you can Your gadgeteer harness can store 20 pounds of
equipment without adding to your encumbrance.
cast flame sweep using your bonus action instead of
your action. OIL SPILL
As an action, you can cast the oil slick tech power
FRAILCASTING INHIBITOR
Prerequisite: 5th level
without expending tech points. When you cast the
power in this way, the oil will remain in place for the
You gain a +1 bonus to the tech save DC of powers you
cast that requires a Strength or Constitution saving full duration of the power.
throw. This bonus increases to +2 at 9th level and +3 at Once you've used this feature, you must complete a
13th level. short or long rest before you can use it again.
immune to the shocked condition. While your wrist-mounted grappling hook is deployed,
when you cast a tech power with a range of touch, your
INTEGRATED AMPLIFIER hook can deliver the power as if it had cast it.
Prerequisite: 5th level
You gain a +1 bonus to melee tech attack rolls. This PROTOTYPE GROUNDING SYSTEM
bonus increases to +2 at 9th level and +3 at 13th level. Prerequisite: 9th level, Grounding System
You gain a +1 bonus to the tech save DC of powers you You create an augmented belt that functions as a
cast that requires a Dexterity or Intelligence saving portable, personal cloaking device. Activating or
throw. This bonus increases to +2 at 9th level and +3 at deactivating the generator requires a bonus action
13th level. and, while active, you have advantage on Dexterity
(Stealth) ability checks that rely on sight. The generator
QUICK START ENGINE lasts for 1 minute. This effect ends early if you make an
Prerequisite: 5th level, Jet Pack
attack or cast a force- or tech- power.
You can now activate your Jet Pack as an object Once the belt has been activated, it can't be
interaction rather than as a bonus action. activated again until you finish a short or long rest.
RECYCLED ADRENALS SHOCKING BARRIER
You can augment a single adrenal to regain its charge. Prerequisite: 5th level
This adrenal can only be used by you, and it can only You enhanced your barriers. Whenever a creature with
affect you. Once you've used this adrenal, you can't use one of your barriers active takes damage from a
it again until you finish a long rest. creature within 5 feet of it, the damaged creature can
RECYCLED EXPLOSIVES roll your Potent Aptitude die, dealing the result of the
You can augment a single explosive to regain its die as lightning damage to the creature that damaged
charge. This explosive can only be used by you, and it it.
uses your tech save DC instead of its own, unless its TRUESIGHT GOGGLES
own DC would be higher. Once you've used this Prerequisite: 11th level, Darkvision Goggles
explosive, you can't use it again until you finish a long You modify your goggles with a toggle allowing you to
rest. briefly gain enhanced sight. As a bonus action, you can
RECYCLED STIMPACS activate the truesight feature of your goggles. When
You can augment a single stimpac to regain its charge. toggled on, for the next minute your goggles now
This stimpac can only be used by you, and it can only automatically dispel illusions and can detect invisibility,
affect you. Once you've used this stimpac, you can't as with truesight.
use it again until you finish a long rest. Once you've used this feature, you must complete a
short or long rest before you can use it again.
SENTRY TURRET
You learn how to craft small sentry turrets shaped like WEAPON INTEGRATION
globes that can adhere to any surface. As an action or You can integrate a single weapon that weighs no more
bonus action (your choice), you can throw a sentry to a than 8 lb. into your gadgeteer harness. While
point you can see within range (30 feet + your Strength integrated, that weapon gains the hidden and fixed
modifier x 5). At the end of each of your turns, a properties.
deployed sentry automatically targets a hostile WITHERCASTING INHIBITOR
creature within 10 feet of it. If multiple targets are Prerequisite: 5th level
available, one is chosen at random. The target must You gain a +1 bonus to the tech save DC of powers you
make a Dexterity saving throw. On a failed save, it cast that requires a Wisdom or Charisma saving throw.
takes 1d4 energy damage and gains 1 slowed level This bonus increases to +2 at 9th level and +3 at 13th
until the end of your next turn. If a creature would be level.
targeted by more than one of these sentries, it only
makes this saving throw once, taking an additional d4 WRIST-MOUNTED GRAPPLING HOOK
damage for each sentry beyond the first. You craft a wrist-mounted grappling hook weapon
The sentries have 1 hit point, an armor class of 10, attached to a tightly coiled cord. With this contraption,
and can be repaired over the course of a long rest. you can make a ranged weapon attack with a range of
Each sentry lasts for 1 minute before deactivating. You 30/60. On a hit, it deals 1d4 kinetic damage. This attack
can maintain a number of sentries equal to your can target a surface, object, or creature.
Intelligence modifier. Once a sentry has been activated, A creature struck by this attack is impaled by the
it can't be activated again until you finish a short or hook. As an action, a creature can attempt to remove
long rest. the hook. Removing the hook requires a Strength
check. While the hook is stuck in the target, you are
SHOCKING HOOK connected to the target by a 60 foot cable.
Prerequisite: 9th level, Wrist-Mounted Grappling Hook
While the hook is deployed, you can use your bonus
After hitting a creature with your grappling hook, you action to activate the reel, pulling yourself to the
can use the connection to deliver an at-will tech power. location if the target is your size or larger. A creature or
As a bonus action, you can cast an at-will tech power at object smaller than you is pulled to you. Alternatively,
the target with a range of touch. If the power requires you can opt to release the cable (no action required).
an attack roll, you have advantage. If the target Once you've used this feature, you can't use it again
requires a saving throw, the target has disadvantage. until you recover and reinsert the hook as an action.
Once you've used this feature, you can't use it again
until you recover the hook.
must have tinker's implements in order to perform this You gain a modicum of control over your surges.
modification. Whenever you roll on the Unstable Engineering Surge
Whenever you cast a tech power of 1st level or table and use one of your overrides, you can choose
higher while wielding your tinkercannon, you risk either total.
unexpected complications. Your GM can have you roll a
d20. If you roll a 1, roll on the Unstable Engineering ENGINEERING BOMBARDMENT
Surge table to create a random effect. Unstable Engineering: 18th level
Additionally, your tinkercannon come equipped with The harmful energies of your tech powers and class
four overrides, and they gain more at higher levels, as features intensify. When you roll damage for a tech
shown in the Modification Slots column of the engineer power or class feature and roll the highest number
table. Each time you trigger an Unstable Engineering possible on any of the dice, you can roll it again and
Surge, you can use an override to reroll the percentile use both results. You can only use this ability once per
dice. You must use the new result, you can only do this tech power or class feature.
once per surge, and each time you do so in excess
rest.
UNSTABLE VOLLEY
Unstable Engineering: 3rd, 9th,
on a successfu one.
The range at which you can launch your
bounty.
With his muscular arms held wide, a
alone as the
gladiatorial
champion.
Taking a deep
CLASS FEATURES
As a fighter, you gain the following class features.
You adopt a particular style of fighting as your You've adopted a fighter strategy, as detailed at the
specialty. Choose one of the fighting style options, end of the class description, and you adopt more at
detailed in Chapter 6. higher levels, as shown in the Strategies Known column
of the fighter table.
SECOND WIND
Fighter: 1st level
FIGHTER SPECIALTY
You have a limited well of stamina that you can draw Fighter: 3rd, 7th, 10th, 15th, and 18th level
on to protect yourself from harm. On your turn, you You choose a specialty that you strive to emulate in
can use a bonus action to regain hit points equal to your combat styles and techniques, which is detailed at
1d10 + your fighter level. the end of the class description.
Once you've used this feature, you must finish a
short or long rest before you can use it again. ABILITY SCORE IMPROVEMENT
Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level
ACTION SURGE You can increase one ability score by 2, or you can
Fighter: 2nd level
increase two ability scores by 1. You can't increase an
You can push yourself beyond your normal limits for a ability score above 20 using this feature.
moment. On your turn, you can take one additional
action on top of your regular action. EXTRA ATTACK
Once you've used this feature, you must finish a Fighter: 5th level
short or long rest before you can use it again. Starting You can attack twice, instead of once, whenever you
at 17th level, you can use it twice before a rest, but take the Attack action on your turn.
only once on the same turn.
INDOMITABLE
COMBAT SUPERIORITY Fighter: 9th level
maneuver per attack, and you may only use each You can attack three times, instead of twice, whenever
maneuver once per turn. you take the Attack action on your turn.
Each time you learn new maneuvers, you can also Additionally, when you use a bonus action to engage
replace one maneuver you know with a different one. in Double- or Two-Weapon Fighting, you can make two
attacks, instead of one.
SUPERIORITY DICE
You have two superiority dice, which are d4s, and you MASTER OF COMBAT
earn more at higher levels, as shown in the Superiority Fighter: 20th level
Dice Quantity column of the fighter table. This die You are the master of combat. Your Strength or
changes as you gain fighter levels, as shown in the Dexterity score increases by 2, and your Constitution
Superiority Dice Size column of the fighter table. A score increases by 2. Your maximum for those scores
superiority die is expended when you use it. increases by 2.
You regain all of your expended superiority dice Additionally, you can attack four times, instead of
when you finish a short or long rest. three times, whenever you take the Attack action on
your turn.
MANEUVER ABILITY
Your maneuver ability varies based on the type of the
maneuver you use. You use Strength, Dexterity, or
Constitution for physical maneuvers (your choice),
Intelligence, Wisdom, or Charisma for mental
maneuvers (your choice), and an ability of your choice
for general maneuvers. You use this ability whenever a
maneuver refers to your maneuver ability. Additionally,
you use this ability modifier when setting the saving
throw DC for a maneuver you use.
FIGHTER SPECIALTIES
Different fighters choose different approaches to
perfecting their fighting prowess. The fighter specialty
you choose to emulate reflects your approach. Your
specialty grants you features at 3rd, 7th, 10th, 15th,
and 18th level.
BRUTE FORCE
Assault Specialist: 3rd, 10th, and 16th level
IMPROVED CRITICAL
Assault Specialist: 3rd level
REMARKABLE ATHLETE
Assault Specialist: 7th level
BRUTISH DURABILITY
Assault Specialist: 10th, 13th, and 17th level
Once per round, you can roll a d8 and add the die to a
saving throw you make. If applying this bonus to a
death saving throw increases the total to 20 or higher,
you gain the benefits of rolling a 20 on the d20.
This die increases to a d10 at 13th level and a d12 at
17th level.
DEVASTATING CRITICAL
Assault Specialist: 15th level
SURVIVOR
Assault Specialist: 18th level
shield, your AC equals 10 + your Dexterity modifier + When you score a critical hit with a melee weapon
your Strength modifier. attack, you regain an expended use of your Adaptive
Fighting.
ADAPTIVE FIGHTING
Blademaster Specialist: 3rd level
RESILIENT FIGHTING
You've learned to make adaptations to your fighting Blademaster Specialist: 10th level
style on the fly. You have three such effects: Change When you expend a use of your Adaptive Fighting, you
Up, Draw, and Stow. When you use your Adaptive gain resistance to energy and kinetic damage dealt by
Fighting, you choose which effect to create. weapons until the start of your next turn.
You can use this feature twice. You gain an additional
use at 5th, 9th, 13th, and 17th level. You regain all ADRENALINE RUSH
expended uses when you complete a short or long Blademaster Specialist: 15th level
rest. When you use your Action Surge feature, you can take
an extra bonus action on top of the additional action.
CHANGE UP
You can use your object interaction and expend a use BLADESTORM
of your Adaptive Fighting to change the Fighting Style
option granted to you by your fighter class feature. Blademaster Specialist: 18th level
You can take the Guard action as a bonus action on you that also failed its saving throw against the same
effect. If that creature can see or hear you, it can reroll
your turn.
its saving throw and must use the new roll.
RALLYING CRY
GREATER INSPIRING SURGE
Shield Specialist: 7th level
and artistry that are reflected in the Tactical Specialty, Level Known Dice Quantity
but those who do are well-rounded fighters of great
skill and knowledge. 3rd 4 4
4th 5 4
BONUS PROFICIENCIES
5th 6 5
Tactical Specialist: 3rd level
6th 7 5
You gain proficiency in your choice of artisan's
implements. 7th 9 6
8th 10 6
IMPROVED COMBAT SUPERIORITY
9th 11 7
Tactical Specialist: 3rd level
your own. The GM tells you if the creature is your Once per turn, your superiority dice rolls gain a
equal, superior, or inferior in regard to two of the minimum roll threshold, discussed in chapter 7.
following characteristics of your choice:
RELENTLESS
Tactical Specialist: 15th level
MANEUVER MASTERY
Tactical Specialist: 18th level
PROTECTOR OR DESTROYER
An unstoppable agent of the Force, the guardian
channels the power flowing through him into his
weapons. Their skills with a lightsaber are unrivalled.
Subduing their enemies and bolstering their allies, the
guardian uses the Force to control what happens
around them.
NATURAL LEADERS
The guardian's command of the Force lends them a
powerful presence. Whether through fear and
intimidation or respect and admiration, the guardian is
one of the greatest generals on the battlefield. They
are a symbol of power to their followers.
CREATING A GUARDIAN
While creating your guardian, consider your attraction
to the Force and its most famous practitioners – the
Jedi and the Sith. Are you a member of one of the two
orders, or do you walk a different path? Are you a
soldier tapping into a latent Force-sensitivity? Were you
trained in the force from a young age, or did you
discover it as an adult? How do you treat those weaker
than you? What was your family like? Do you see the
Force as light and dark, or an impartial river of gray?
QUICK BUILD
You can make a guardian quickly by following these
suggestions. First, make Strength your highest ability
score, followed by Constitution. Second, choose the
Jedi or Sith background.
CLASS FEATURES
As a guardian, you gain the following class features.
Many force powers can be overpowered, consuming When you hit a creature with a melee weapon attack,
more force points to create a greater effect. You can you can expend force points to deal additional damage
overpower these abilities to a maximum level, which to the target, which is the same type as the weapon's
increases at higher levels, as shown in the Max Power damage. The additional damage is 1d8 for each point
Level column of the guardian table. spent in this way. You can't deal more additional
You may only cast force powers at 4th and 5th-level damage than the amount shown in the Focused Strikes
once. You regain the ability to do so after a long rest. column of the guardian table.
of the powers you cast. You use Wisdom for light side You adopt a particular style of fighting as your
powers, Charisma for dark side powers, and Wisdom specialty. Choose one of the fighting style options,
or Charisma for universal powers (your choice). You detailed in Chapter 6.
use this ability whenever a power refers to your
forcecasting ability. Additionally, you use this ability GUARDIAN AURA
modifier when setting the saving throw DC for a force Guardian: 3rd level
power you cast and when making an attack roll with You gain an aura of your choice, as detailed at the end
one. of the class description, and you gain more at higher
levels, as shown in the Auras Known column of the
Force save DC = 8 + your proficiency bonus +
effect to create. You can increase one ability score by 2, or you can
Some Channel the Force effects require saving increase two ability scores by 1. You can't increase an
throws. When you use such an effect from this class, ability score above 20 using this feature.
the DC equals your universal force save DC.
You can use this feature twice. You gain an additional
use at 5th, 9th, 13th, and 17th level. You regain all
expended uses when you finish a short or long rest.
You can attack twice, instead of once, whenever you You can use your action and expend a use of your
take the Attack action on your turn. Channel the Force ability to end one force power on
yourself or on one willing creature that you touch.
FORCE PURITY
Guardian: 6th level
GUARDIAN AURAS
The Force flowing through you makes you immune to The auras are presented in alphabetical order. If
poison and disease. multiple guardians grant the same aura, affected
creatures can only benefit from it once. You must be
IMPROVED FORCE-EMPOWERED STRIKES conscious to grant the benefits of your auras.
Guardian: 11th level
AURA OF CONQUEST
You are so in tune with the Force that all your melee
Whenever a creature who is frightened of you starts its
weapon strikes carry the power of the Force with them.
turn within 5 feet of you, its gains 4 slowed levels and
Whenever you hit a creature with a melee weapon
takes psychic damage equal to half your guardian level.
attack, the creature takes an extra 1d8 damage. The
damage is the same type as the weapon's damage. AURA OF CONVICTION
You and friendly creatures within 5 feet of you have
advantage on saving throws against effects that would
cause you to be charmed or frightened.
AURA OF HATRED
You and friendly creatures within 5 feet of you gain a
bonus to the first melee weapon damage rolls you
make each round equal to your Charisma modifier
(minimum of +1).
AURA OF PRESENCE
Whenever you or a friendly creature within 5 feet of
you must make a saving throw, the creature can add
your Wisdom modifier to the saving throw.
AURA OF PROTECTION
Whenever a creature within 5 feet of you takes
damage, you can use your reaction to take that
damage instead of that creature taking it. This feature
doesn't transfer any other effects that might
accompany the damage, and this damage can't be
reduced in any way.
AURA OF VIGOR
Whenever a friendly creature starts its turn within 5
feet of you, that creature gains temporary hit points
equal to your Wisdom or Charisma modifier (your
choice, minimum of one).
AURA OF WARDING
You and friendly creatures within 5 feet of you have
resistance to damage from force powers.
GUARDIAN FOCI
Different guardians focus on different lightsaber styles,
called Forms, as they hone their powers. Your focus
grants you features at 3rd, 7th, 15th, and 20th level.
FORCE-EMPOWERED REFLEXES
Makashi Form: 7th level
manipulation with their melee weapon strikes, pushing You gain the following Channel the Force option.
their opponents off-balance to create an opening. TELEKINETIC SLASH
When you deal damage with an at-will force power that
FORM BASICS
requires a force attack or a saving throw, you can
Niman Form: 3rd level
expend a use of your Channel the Force and expend
You gain the Niman lightsaber form, detailed in force points to deal additional damage to the target,
Chapter 6. If you already know this form, you can which is the same type as the power's damage. The
instead choose another lightsaber form. additional damage is 1d8 for each point spent in this
way. You can't deal more additional damage than the
THE WAY OF THE RANCOR amount shown in the Focused Strikes column of the
Niman Form: 3rd level
guardian table.
As a bonus action, you can enter a balanced stance for
one minute. As a part of this bonus action, and as a ENLIGHTENMENT
bonus action on each of your turns, when you use your Niman Form: 7th level
action to cast a force power, you can make one melee When you reduce a hostile creature to 0 hit points with
weapon attack. Additionally, for the duration, you can a force power, or you restore hit points to a friendly
use Wisdom or Charisma instead of Strength or creature that is at 0 hit points with a force power, you
Dexterity for the attack and damage rolls of your melee gain temporary force points equal to your Wisdom or
weapon attacks. You must use the same modifier for Charisma modifier (your choice, minimum of one).
both rolls. Once you've done so, you can't do so again until you
This effect ends early if you are incapacitated or die. complete a short or long rest.
Once you've used this feature, you can't use it again
until you finish a long rest. REDIRECT
Niman Form: 15th level
MASTER OF MODERATION
Niman Form: 20th level
BONUS PROFICIENCIES
Shien/Djem So Form: 3rd level
FORM BASICS
Shien/Djem So Form: 3rd level
RELIABLE VIGOR
If the d20 result for a Strength check or saving throw is
less than your guardian level, you can use your
guardian level in place of the result. You can use this
feature three times. You gain an additional use at 9th,
13th, and 17th level. You regain all expended uses
when you complete a long rest.
PRESENCE
Shien/Djem So Form: 15th level
PRECISE REFLECTION
When you hit with an attack made by the saber reflect
power, you can expend force points to deal additional
damage to the target, which is the same type as the
weapon's damage. The additional damage is 1d8 for
each point spent in this way. You can't deal more
additional damage than the amount shown in the
Focused Strikes column of the guardian table.
BRUTAL STRIKES
The Force flowing through you grants you incredible
strength. Your Force-Empowered Strikes and Improved
Force-Empowered Strikes damage rolls gain a
minimum roll threshold, discussed in chapter 7.
Additionally, when you spend force points to use your
Force-Empowered Strikes feature, you gain temporary
hit points equal to twice the number of points spent.
MASTER OF PERSEVERANCE
Shien/Djem So Form: 20th level
CIRCLE OF SHELTER
Soresu Form: 7th, 9th, 13th, and 17th level
CLASS FEATURES
As a monk, you gain the following class features.
Your practice of martial arts gives you mastery of your Wisdom or Charisma modifier (your choice)
combat styles that use unarmed strikes and monk
weapons, which are vibroweapons with which you are Focus attack modifier = your proficiency bonus +
proficient that lack the dexterity, heavy, special, and your Wisdom or Charisma modifier (your choice)
two-handed properties.
You gain the following benefits while you are FLURRY OF BLOWS
unarmed or wielding only monk weapons and you When you make your Martial Arts bonus action attack,
aren't wearing armor or wielding a shield: you can spend 1 focus point to make an additional
unarmed strike (no action required). At 11th level, you
Your unarmed strikes and monk weapons gain the can instead spend 2 focus points to make two
finesse property. additional unarmed strikes.
You can roll a d4 in place of the normal damage of your
PATIENT DEFENSE
unarmed strike or monk weapon. This die changes as
When you use your bonus action to Disengage, you can
you gain monk levels, as shown in the Martial Arts
spend 1 focus point to also Dodge (no action required).
column of the monk table.
At 11th level, you can instead spend 2 focus points to
You can use Dexterity instead of Strength whenever
Dodge and gain an additional reaction until the start of
you would make a Strength (Athletics) check to grapple, your next turn.
shove, or trip a creature.
When you use the Attack action with an unarmed strike STEP OF THE WIND
or a monk weapon on your turn, you can make one When you use your bonus action to Dash, you can
unarmed strike as a bonus action. spend 1 focus point to double your jump distance for
You can take the Dash or Disengage actions as a bonus the turn. At 11th level, you can instead spend 2 focus
action. points to gain a flying speed equal to your walking
speed until the end of your turn, though you fall if you
Variant: Monks with Lightweapons end your speed in the air and nothing else is holding
you aloft.
If monks gain lightweapon proficiency, consider letting
them use lightweapons as monk weapons, provided
the weapon lacks the dexterity, heavy, special, and
MONASTIC VOWS
two-handed properties. Monk: 2nd level
While you are wearing no armor and not wielding a UNARMORED MOVEMENT
shield, your AC equals 10 + your Dexterity modifier + Monk: 3rd and 9th level
of Blows, Patient Defense, and Step of the Wind. You You can use your reaction to deflect a projectile when
learn more focus features as you gain levels in this
you are dealt damage by a ranged weapon attack.
class. When you do so, the damage you take from the attack
When you spend a focus point, it is unavailable until is reduced by 1d10 + your Dexterity modifier + your
you finish a short or long rest, at the end of which you monk level.
draw all of your expended focus back into yourself. You
If you reduce the damage to 0, and the damage is
must spend at least 30 minutes of the rest meditating kinetic, energy, or ion, you can redirect it at another
to regain your focus points. target if you have a weapon capable of doing so. You
You use your choice of Wisdom or Charisma for your can spend 1 focus point to make a ranged attack with a
focus ability. You use the chosen ability modifier range of 20/60 as you deflect the projectile, as part of
whenever a feature refers to your focus ability. the same reaction. You make this attack with
Additionally, you use the chosen ability modifier when proficiency, regardless of your weapon proficiencies,
making an attack with a focus feature or setting the and the projectile counts as a monk weapon for the
saving throw DC for one. attack.
You commit yourself to one monastic order, which is Your focus sustains you so that you suffer none of the
detailed at the end of the class description. frailty of old age, and you can't be aged abnormally.
You can still die of old age, however. Additionally, when
ABILITY SCORE IMPROVEMENT you complete a short rest, you can expend a Hit Die to
Monk: 4th, 8th, 10th, 12th, 16th, and 19th level
remove 1 level of exhaustion or slowed.
You can increase one ability score by 2, or you can
increase two ability scores by 1. You can't increase an EMPTY BODY
ability score above 20 using this feature. Monk: 18th level
You can interfere with an opponent's body. When you The vows are presented in alphabetical order.
hit another creature with a melee weapon attack, you
VOW OF DEFLECTION
can spend 1 focus point to attempt a stunning strike.
You can use your reaction to divert a strike when you
The target must succeed on a Constitution saving
are dealt damage by a melee weapon attack. When you
throw or be stunned until the end of your next turn.
do so, the damage taken by the attack is reduced by
ENHANCED STRIKES 1d10 + your Dexterity modifier + your monk level.
Monk: 6th level
VOW OF THE DEVOTED
Your unarmed strikes count as enhanced for the You gain a limited ability to manipulate the Force. See
purpose of overcoming resistance and immunity to chapter 10 for the general rules of forcecasting and
unenhanced attacks and damage. chapter 11 for the force powers list.
Force Powers Known. You learn 2 force powers of
EVASION your choice. You learn an additional power at 3rd, 5th,
Monk: 7th level
7th, 9th, 11th, 13th, 15th, and 17th level. You may not
Your instinctive agility lets you dodge out of the way of learn a force power of a level higher than your Max
certain area effects. When you are subjected to an Power Level, and you may learn a force power at the
effect that allows you to make a Dexterity saving throw same time you learn its prerequisite. You may only
to take only half damage, you instead take no damage learn universal powers in this way.
if you succeed on a saving throw, and only half damage Force Points. Rather than force points, powers you
if you fail. learn through this vow are cast using your focus points,
at 1 focus point per power level. You may only cast
STILLNESS OF MIND universal powers in this way.
Monk: 7th level
Max Power Level. Many force powers can be
You can use your action or bonus action to end one overpowered, consuming more focus points to create a
effect on yourself that is causing you to be charmed or greater effect. You can overpower these abilities to a
frightened. maximum level, which increases at higher levels. Your
Max Power Level is 1st. It increases to 2nd at 7th level,
PURITY OF BODY 3rd at 13th level, and 4th at 17th level. You may only
cast force powers at 4th-level once. You regain the
Monk: 13th level
You are immune to disease and poison and resistant to ability to do so after a long rest.
poison damage. Forcecasting Ability. You use your focus ability
whenever a power refers to your forcecasting ability. If
DIAMOND SOUL a power you cast with focus points calls for a saving
throw, you use your focus save DC. If a power you cast
Monk: 14th level
with focus points calls for an attack roll, you use your
Your mastery of focus grants you proficiency in all focus attack modifier.
saving throws, and when you fail a saving throw, you
can spend 1 focus point to reroll it, taking the new roll.
specialty. Choose one of the fighting Style options, Your critical hit range with unarmed strikes increases
detailed in Chapter 6. by 1.
VOW OF THE FOCUSED VOW OF REQUITAL
You can substitute Strength, Constitution, or Prerequisite: 13th level
Intelligence (chosen when you take this vow) for When you take the Dodge action and an attack made
Wisdom or Charisma for your monk class features, by a creature within 5 feet of you misses you before
except for other vows and Monastic Tradition features. the start of your next turn, you can use your reaction
to make one melee weapon attack with a monk
VOW OF FORTITUDE weapon or unarmed strike against that creature.
Prerequisite: 7th level
You can use your action or bonus action to end one VOW OF RESTORATION
effect on yourself that is causing you to be blinded or When you would make an unarmed strike, you can
deafened. spend 1 focus point to instead touch a willing creature
within your reach. Roll your Martial Arts die. The target
VOW OF FREEDOM gains hit points equal to the amount rolled + your
You ignore unenhanced difficult terrain, and when you Wisdom or Charisma modifier (your choice, minimum
would use your action to break free of an effect that is of +1).
grappling or restraining you, you can instead use your
bonus action. VOW OF THE SENTRY
You gain proficiency in light and medium armor.
VOW OF INTUITION Additionally, you can now gain the benefits of your
You can no longer have disadvantage on attack rolls Martial Arts and Unarmored Movement features while
against creatures within 10 feet of you due to not being wearing light or medium armor as long as you are not
able to see them. wielding a shield.
VOW OF THE LIMBER VOW OF SERENITY
Prerequisite: 7th level
Your maximum focus increases by an amount equal to
When you make your first unarmed strike on your turn, half your Wisdom or Charisma modifier (your choice,
you can choose to spend 1 focus point. If you do so, minimum of +1).
your reach with your unarmed strikes increases by 5
feet until the end of your turn. VOW OF SPIRIT
You can use your choice of Wisdom or Charisma
VOW OF THE NEMESIS instead of Strength or Dexterity for the attack and
Prerequisite: 13th level
damage rolls of your unarmed strikes and monk
As a bonus action, you can choose one creature within weapons. You must use the same modifier for both
30 feet that you can see. The creature must make a rolls.
Wisdom saving throw against your focus save DC. On a
successful save, the creature becomes immune to this VOW OF THE VERSATILE
feature for 24 hours. On a failed save, for the next When you would make an unarmed strike as part of
minute, the creature has disadvantage on attack rolls your Martial Arts bonus action attack or your Flurry of
against creatures other than you, and it must make an Blows, you can instead make a weapon attack with a
additional Wisdom saving throw each time it attempts monk weapon you are wielding, using your Martial Arts
to move to a space that is more than 30 feet away from die in place of the weapon's damage.
you; if it succeeds on this saving throw, this feature
doesn't restrict its movement for that turn. MONASTIC ORDERS
This feature ends early if you attack another Orders of monastic pursuit are common in the locales
creature, if you target another hostile creature with a scattered across the galaxy. Each order is based in a
power or class feature, if a friendly creature damages specific culture and is mutually exclusive, despite
the target, if a friendly creature targets it with a power relying on the same basic techniques. Your order
or class feature, or if you target another creature with grants you features at 3rd, 6th, 11th, and 17th level.
this feature.
CRIMSON SQUALL
Crimson Order: 6th, 11th, and 17th level
VIGILANT SENTINEL
Crimson Order: 11th level
voluntarily or because of
UNERRING ACCURACY
Echani Order: 17th level
FORCE-ENHANCED STRIKES
Matukai Order: 3rd level
INSTINCTIVE LEAP
Matukai Order: 6th level
ABSORB DAMAGE
Matukai Order: 11th, 13th, and 17th level
You gain a new attack option that you can use with the DARK MAGICK
Attack action. This special attack is a ranged focus Nightsister Order: 6th level
attack with a range of 30 feet. You are proficient with it, You can use your action to force each creature within
and you add your focus ability modifier to its attack 30 feet of you that can see you to make a Wisdom
and damage rolls. Its damage is necrotic, it counts as saving throw against your focus save DC or be
an unarmed strike for the sake of your Martial Arts charmed or frightened (your choice) of you until the
feature, and it uses your Martial Arts die for its damage end of your next turn.
die.
MASTERY OF DEATH
Nightsister Order: 11th level
successful one.
EVADING DANGER
Operatives have a knack for getting out of trouble.
They have an instinct for self-preservation that keeps
them alive, but it's usually tempered with a need to
experience the thrills that their profession has to offer,
and many adventurous operatives are also saddled
with a sense of honor that sometimes makes them go
against their natural inclinations. No matter what their
immediate concerns may be, survival is the name of
the game.
decisions, or circumstances
CLASS FEATURES
As an operative, you have the following class features.
Choose two of your skill proficiencies, or one of skill When an attacker that you can see deals damage to
proficiencies and one of your tool proficiencies, or two you with an attack, you can use your reaction to halve
of your tool proficiencies. You gain expertise in those the attack's damage against you.
skills or tools.
At 6th level, you can choose two more of your EVASION
proficiencies (in skills or tools) to gain this benefit. Operative: 7th level
the same as the weapon's damage, and the attack You have refined your chosen skills until they approach
must use a finesse or a ranged weapon. perfection. Ability checks you make that let you add
You don't need advantage on the attack roll if your proficiency bonus gain a minimum roll threshold,
another enemy of the target is within 5 feet of it, that discussed in chapter 7.
enemy isn't incapacitated, and you don't have
disadvantage on the attack roll. BLINDSENSE
The amount of the extra damage increases as you Operative: 14th level
gain levels in this class, as shown in the Sneak Attack If you are able to hear, you are aware of the location of
column of the operative table. any hidden or invisible creature within 10 feet of you.
CUNNING ACTION SLIPPERY MIND
Operative: 2nd level
Operative: 15th level
Your quick thinking and agility allow you to move and You have acquired greater mental strength. You gain
act quickly. You can take the Dash, Disengage, or Hide proficiency in Wisdom saving throws.
actions as a bonus action.
ELUSIVE
OPERATIVE EXPLOITS
Operative: 18th level
You choose a practice that you emulate in the exercise OPERATIVE EXPLOITS
of your operative abilities, which is detailed at the end The exploits are presented in alphabetical order.
of the class description. Your practice choice grants
you features at 3rd level and then again at 9th, 13th, COMMANDER'S EXPLOIT
and 17th level. You gain proficiency in medium armor.
until the end of its next turn and it makes the first
You can use the bonus action granted by your Cunning
Dexterity saving throw before the end of its next turn
Action to make a Dexterity (Sleight of Hand) check, use
with disadvantage.
your demolitions kit or security kit to disarm a trap or
open a lock, or take the Use an Object action. PILFER
Additionally, climbing no longer costs you extra You attempt to pick your target's pockets. The target
movement, and you gain the ability to move in flying must make a Wisdom saving throw. On a failed save,
leaps with incredible speed, precision, and power. you have advantage on the first Dexterity (Sleight of
When you move, instead of using your walking speed, Hand) check you make against the target before the
you may take two short movements by flying. Each end of your next turn.
movement is at half your speed, and you must end
each one on a solid object, a surface, or on the ground. TUMBLE
If you do not, you fall and your movement ends. If you You attempt to nimbly roll away. You immediately
Dash, your bonus movement is applied to your normal move 10 feet in a direction of your choice, and the
speed, not this movement. target must make a Dexterity saving throw. On a failed
save, this movement does not provoke opportunity
DEFT HANDS attacks from the creature.
Acquisitions Practice: 3rd level
your Sneak
AERIAL AGILITY
Attack dice
Acquisitions Practice: 13th level
to perform
Your agility in the air grants you the following benefits:
a deft hand
THIEF'S REFLEXES
Acquisitions Practice: 17th level
You can take two turns during the first round of any
combat. You take your first turn at your normal
initiative and your second turn at your initiative minus
10. You can't use this feature when you are surprised.
Additionally, you learn to utilize the momentum of
your fall to make deadly vertical strikes. Whenever you
fall at least 50 feet and land within 5 feet of an enemy
creature you can use your reaction to make one
weapon attack against that creature. If the attack is a
Sneak Attack, you can deal three additional weapon
dice worth of damage and the creature must succeed
on a Dexterity saving throw against your Deft Hands
save DC or be knocked prone.
more at higher levels, as shown in the Force Powers your forcecasting ability modifier
Known column of the Beguiler Practice Forcecasting
table. You may not learn a force power of a level higher
than your Max Power Level, and you may learn a force
power at the same time you learn its prerequisite.
FORCE POINTS
You have a number of force points equal to your
operative level, as shown in the Force Points column of
the Beguiler Practice Forcecasting table, + your
Wisdom or Charisma modifier (your choice). You use
these force points to cast force powers. You regain all
expended force points when you finish a long rest.
MAX POWER LEVEL
Many force powers can be overpowered, consuming
more force points to create a greater effect. You can
overpower these abilities to a maximum level, which
increases at higher levels, as shown in the Max
Charisma modifier (minimum of one). Each target must Level Known Points Level
succeed on a Wisdom saving throw (DC = 8 + your 3rd 4 3 1st
proficiency bonus + your Charisma modifier) or be 4th 6 4 1st
charmed by you. While charmed in this way, the target
idolizes you, speaking glowingly of you to anyone who 5th 7 5 1st
talks to it. Additionally, it hinders anyone who opposes 6th 8 6 1st
you, although it avoids violence unless it was already
7th 10 7 2nd
inclined to fight on your behalf. This effect ends on a
target after 1 hour, if it takes any damage, if you attack 8th 11 8 2nd
it, or if it witnesses you attacking or damaging any of its 9th 12 9 2nd
allies. If a target succeeds on this saving throw, the
10th 13 10 2nd
target has no hint you tried to charm it.
Once you've used this feature, you must complete a 11th 14 11 2nd
long rest before you can use it again. 12th 15 12 2nd
MESMERIZING PRESENCE 13th 17 13 3rd
Beguiler Practice: 9th level
14th 18 14 3rd
You have advantage on attack rolls against creatures 15th 19 15 3rd
charmed by you.
16th 20 16 3rd
ENTHRALLING VIGOR 17th 22 17 4th
Beguiler Practice: 13th level
18th 23 18 4th
Whenever a creature fails a Wisdom or Charisma
19th 24 19 4th
saving throw against a force power or class feature you
use, you can gain temporary hit points equal to half 20th 25 20 4th
your operative level + your Charisma modifier
(minimum of +1).
You can use this feature five times. You gain an
additional use at 17th level. You regain all expended
uses when you finish a short or long rest.
Once you've used this feature, you must complete a
DISTRACTING COUNTENANCE short or long rest before you can use it again.
Beguiler Practice: 17th level
turn.
LETHALITY PRACTICE
Those operatives who choose the Lethality Practice INFILTRATOR
hone their skills in the art of death. They use precise
and surprising attacks to dispatch their foes with fatal Lethality Practice: 9th level
efficiency. You have become a master at avoiding detection.
When you or a creature within 5 feet of you fails a
ASSASSINATE Dexterity (Stealth) check, you can use your reaction to
allow that creature to reroll the check. It must use the
Lethality Practice: 3rd level
new roll.
When you hit a creature that you are hidden from with
a weapon attack, you can choose to turn that hit into a BUSHMASTER
critical hit. If the attack reduces the creature to 0 hit
points, it does not automatically reveal your presence Lethality Practice: 13th level
to any remaining creatures. Make a Dexterity (Stealth) You excel at leading ambushes and acting first in a
check contested by the creatures' Wisdom (Perception) fight.
check. On a success, you remain hidden. If you would You have advantage on initiative checks. Additionally,
already be able to make a Dexterity (Stealth) check to the first creature you hit during the first round of a
remain hidden as part of the attack, you instead gain combat becomes easier for you and others to strike;
advantage on the check. attack rolls against that target have advantage until the
You can use this feature once. You gain an additional start of your next turn.
use at 9th and 17th level. You regain all expended uses
when you finish a long rest. DEATH STRIKE
Lethality Practice: 17th level
PRIMING ATTACK
You attempt to prime the target. The target must make
a Dexterity, Constitution, or Wisdom saving throw (your
choice). On a failed save, the next time you deal Sneak
Attack damage against the target before the end of
your next turn, you roll four additional Sneak Attack
dice.
TARGET ASSESSMENT
You attempt to infer crucial details about your foe. The
creature must make a Charisma saving throw. On a
failed save, the GM tells you two of the following
characteristics of your choice:
VULNERABLE STRIKE
You attempt to stagger the target. The target must
make a Wisdom saving throw. On a failed save, the
next time you would make an attack roll against the
target before the end of your next turn, you can
instead force the target to make a saving throw with
the ability score of your choice. On a failed save, the
creature takes normal weapon damage, is subjected to
any additional effects that would occur on a hit, and
you can apply your Sneak Attack damage to the roll.
You don't need advantage on your attack roll to use DISARMING SHOT
You attempt to disarm a creature with your attack. The
your Sneak Attack if your target is greater than 30 feet
target must succeed on a Strength saving throw or be
from you and no enemies are within 5 feet of you.
forced to drop one item of your choice that it's holding.
Additionally, standing up from prone now only costs 5
The object lands at its feet.
feet of movement.
Additionally, you gain proficiency with two martial PENETRATING SHOT
blasters of your choice. You attempt to damage another target with the same
attack. Choose a second target within 15 feet of and
PLACED SHOTS directly behind your initial target. If the original attack
Sharpshooter Practice: 3rd level
roll would hit the second target, it takes two dice worth
You perfect the art of placing distant shots for of Sneak Attack damage.
maximum effectiveness in debilitating and controlling The damage is of the same type dealt by the original
your enemies. When you deal Sneak Attack damage to attack.
a creature, you may choose to forgo two of your Sneak
Attack dice to make the attack a placed shot. SUPPRESSIVE SHOT
You attempt to pin the target to its location. The target
must succeed on a Wisdom saving throw or be
frightened of you until the end of its next turn.
HEAD SHOT
Sharpshooter Practice: 9th level
DISTRACTING SHOT
Sharpshooter Practice: 13th level
DOUBLE TAP
Sharpshooter Practice: 17th level
TO LEARN, TO KNOW
For scholars, mundane life is often too slow. When life
becomes stagnant or when an answer cannot be
found, the call to adventure rings louder. Scholars will
often go to ancient, forgotten, and often dangerous
places to find something to quench their thirst for
knowledge.
CREATING A SCHOLAR
As you create a scholar, it's important to think of where
you gained your knowledge. Did you serve as an
apprentice under a master? Did you attend college or
other formal education? Perhaps you gained it on your
own, searching out and pouring over dusty tomes
found in forgotten places. Where did your thirst for
knowledge come from? Insatiable curiosity? Always
wanting to know the right answer? Or do you have
something to prove? Think about what field you wish to
pursue and think of what is driving you in that
direction.
QUICK BUILD
You can make a scholar quickly by following these
suggestions. First, make Intelligence your highest
ability score. Your next-highest score should be
Dexterity. Second, choose the noble background.
CLASS FEATURES
As a scholar, you gain the following class features.
You learn maneuvers that are fueled by special dice As you adventure, your studies have helped you
called superiority dice. See chapter 13 for the discover new practices you can apply to your skills. You
maneuvers list. master two discoveries of your choice. Your discovery
options are detailed at the end of the class description.
MANEUVERS KNOWN When you gain certain scholar levels, you gain
You learn one maneuver of your choice, and you earn additional discoveries of your choice, as shown in the
more at higher levels, as shown in the Maneuvers Discoveries column of the scholar table.
Known column of the scholar table. Many maneuvers Additionally, when you gain a level in this class, you
enhance an attack in some way. You can use only one can choose one of the discoveries you know and
maneuver per attack, and you may only use each replace it with another discovery that you could learn
maneuver once per turn. at that level.
Each time you learn new maneuvers, you can also
replace one maneuver you know with a different one. SAGE ADVICE
SUPERIORITY DICE Scholar: 2nd and 13th level
You have three superiority dice, which are d4s, and you You can spend 1 minute spreading your knowledge
earn more at higher levels, as shown in the Superiority and experience, advising those around you. When you
Dice Quantity column of the scholar table. This die do so, choose a skill or tool you are proficient with and
changes as you gain scholar levels, as shown in the a number of friendly creatures up to your Intelligence
Superiority Dice Size column of the scholar table. A modifier within 30 feet of you who can hear you and
superiority die is expended when you use it. who can understand you. Once within the next hour,
You regain all of your expended superiority dice the next time each creature would make an ability
when you finish a short or long rest. check with the chosen skill or tool, they may add their
proficiency bonus to the roll if they are not already
MANEUVER ABILITY proficient. A creature may only benefit from this
Your maneuver ability varies based on the type of the feature once. If a creature is targeted by this feature
maneuver you use. You use Strength, Dexterity, or again before using it, they can choose to retain the first
Constitution for physical maneuvers (your choice), benefit or replace it with the new skill or tool instead.
Intelligence, Wisdom, or Charisma for mental Once you've used this feature, you can't use it again
maneuvers (your choice), and an ability of your choice until you finish a long rest. Starting at 13th level, you
for general maneuvers. You use this ability whenever a regain the ability to use it after you complete a short or
maneuver refers to your maneuver ability. Additionally, long rest.
you use this ability modifier when setting the saving
throw DC for a maneuver you use. EXPERTISE
Scholar: 3rd and 10th level
see within 60 feet of you. For the next minute, or until You dedicate your studies towards a pursuit, which is
you analyze another target, you gain the following detailed at the end of the class description.
benefits:
ABILITY SCORE IMPROVEMENT
When you analyze a hostile creature, your attack and
damage rolls made with weapons with the finesse
Scholar: 4th, 8th, 12th, 16th, and 19th level
When you make a saving throw caused by an effect you You are able to effectively prepare for any mission on
can see, you may gain a bonus to the saving throw hand. At the end of a long rest, you may choose one of
equal to your Intelligence modifier. the discoveries you know and replace it with another
You can use this feature five times. You gain an discovery that you could learn at that level.
additional use at 17th level. You regain all expended
uses when you complete a long rest. KNOWLEDGE UNBOUND
Scholar: 20th level
DISCOVERIES
The discoveries are presented in alphabetical order.
ACADEMIC MEMORY
You can recall anything you have read in the past
month that you understand. This includes but is not
limited to books, maps, signs, and lists.
ADAPTIVE
Prerequisite: 15th level
HARDENED MIND
Prerequisite: 9th level
When you use your Sage Advice feature, the first time TECH AMATEUR
each targeted creature makes the chosen skill check, You learn and can cast one 1st-level tech power once
they gain an additional bonus to the roll equal to your per long rest. Your techcasting ability is Intelligence.
Critical Analysis ability modifier. You require use of a wristpad for this power.
You can select this discovery multiple times. Each
MENTAL PROWESS time you do so, you must choose a different power.
When you make a Strength (Athletics) or Dexterity
(Acrobatics) check to grapple a creature or break out of UNIVERSAL LANGUAGE
a grapple, net, and other restraining equipment, you You can communicate simple ideas with any creature
can use your Critical Analysis ability modifier instead of with an Intelligence score of 6 or higher through basic
Strength or Dexterity. expressions and gestures.
MODERATELY ARMORED VERSATILE MANEUVERS
Prerequisite: 5th level
Choose two maneuvers you know. The chosen
You gain proficiency in medium armor. maneuvers count as general maneuvers for you. You
can choose another maneuver at 5th, 9th, 13th, and
PERFECT MANEUVER 17th level. Whenever you gain a level in this class, you
Your superiority die rolls gain a minimum roll can replace one of these maneuvers with another
threshold, discussed in chapter 7. maneuver you know.
QUICK ANALYSIS
Prerequisite: 9th level
ACADEMIC PURSUITS
When you roll initiative and aren't surprised, you can Your pursuit is a representation of which fields you
use your reaction to use your Critical Analysis feature. have studied or how you practically apply your
knowledge. Your pursuit grants you features at 3rd,
RANCOR'S DISCIPLINE 6th, 9th, and 17th level.
You can substitute Wisdom or Charisma (chosen when
you study this discipline) for Intelligence for your
scholar class features, except for other discoveries and
Academic Pursuit features.
RELIABLE SOURCES
Prerequisite: 9th level
You gain proficiency with your choice of gaming set ACE UP YOUR SLEEVE
and your choice of the Insight, Deception, Persuasion, Whenever you make a Dexterity (Sleight of Hand) or
or Sleight of Hand skills. Additionally, you can't have Charisma (Deception) check, you can expend a
disadvantage on checks you make with them. superiority die, adding the result to your total for the
check.
RISK VERSUS REWARD
AGAINST THE HOUSE
Gambler Pursuit: 3rd, 9th, 13th, and 17th level
Whenever you would make a Charisma (Persuasion)
When you make your first attack on your turn against check involving haggling, you can instead challenge the
the target of your Critical Analysis feature, you can target to a game of chance. If they accept your offer,
decide to gamble by rolling a d6. On a roll of 4 or you can make an ability check with an available gaming
higher, you have advantage on attack rolls against that set. If you win the challenge, you automatically succeed
creature until the start of your next turn. On a roll of 3 on the Charisma (Persuasion) check.
or lower, that creature instead has advantage on attack
rolls against you until the start of your next turn. ANTE UP
This die increases to d8 at 9th level, d10 at 13th level, When you roll initiative, are not surprised, and end up
and d12 at 17th level. first in the initiative order, you can take one additional
action on top of your regular action and a possible
LUCKY NUMBER 7 bonus action during your first turn in combat.
Gambler Pursuit: 6th level
CALCULATED BLUFF
Whenever you roll a 7 on an attack roll against the When you make an ability check using Charisma, you
target of your Critical Analysis feature, the attack can choose to instead make the check using your
automatically hits and you regain an expended Intelligence or Wisdom modifier (your choice).
superiority die.
When attacking with advantage or disadvantage, this COLD READ
effect applies if either roll is a 7. If both rolls are a 7, Prerequisite: 5th level
the attack is a critical hit. As an action, you may make a Wisdom (Insight) check
contested by a target's Charisma (Deception) check. On
TELL ME THE ODDS a success, you know the next action the target intends
Gambler Pursuit: 9th, 13th, and 17th level
to take, so long as the situation does not change
If the target of your Critical Analysis hits you with a dramatically.
weapon attack roll, you can use your reaction to roll a
d8. On a 4 or higher, you impose disadvantage on the FEELING THE PRESSURE
roll. If the target already had disadvantage, they must Prerequisite: 13th level
instead reroll one of the dice once (your choice). Whenever you roll a 4 or higher on your Risk Versus
This die increases to d10 at 13th level and d12 at Reward feature, the target of your Critical Analysis
17th level. feature also has disadvantage on attack rolls made
against you until the start of your next turn.
BORROWED LUCK TAKE A CHANCE
Gambler Pursuit: 17th level
Prerequisite: 9th level
You have gained the ability to unnaturally alter luck in Before making an attack roll, you can expend a
your favor. Once per round, after an attack roll, saving superiority die. On a miss, you lose that superiority die
throw, or ability check is rolled by you or a creature and do not benefit from it in any way. On a hit, you can
that you can see, you can replace the number on the choose two other maneuvers that you know, and
d20 with a 7. Note the number on the d20 of the roll subject the target to both maneuvers, without
that you replaced. That number becomes your expending additional superiority dice.
borrowed luck roll.
While you have a borrowed luck roll, you can expend THE MAGIC NUMBER
it and replace any ability check, attack roll, or saving Prerequisite: 7th level
throw made by you or a creature that you can see with Whenever you roll a 7 on an ability check or saving
the value of the borrowed luck roll. You can only have throw, you can reroll the ability check or saving throw
one borrowed luck roll at a time, and you lose any with advantage.
MEDICAL PRACTITIONER
Physician Pursuit: 3rd level
REMOTE HEALER
Physician Pursuit: 3rd level
FIELD SURGEON
Physician Pursuit: 6th and 11th level
RESUSCITATE
Physician Pursuit: 9th level
PANACEA
Physician Pursuit: 17th level
The range of your Remote Healer feature increases to The creature's legs become swollen. The creature gains
3
1 slowed level.
60 feet.
4 The creature becomes one size larger or smaller.
EXPERIMENTAL TREATMENTS
The skin at their joints turns into a wooden material,
Your medication and treatments are known to be 5
giving them a bonus of +2 to AC.
untested and unstable. Immediately after you use a
maneuver that causes a creature to regain hit points or The creature's body starts producing powerful stomach
gain temporary hit points, you can choose to roll on acid in high amounts. The creature can use an action to
the Side Effects table to the right. The condition or spew stomach acid in a 15 feet cone. The DC for this
effect lasts until the creature completes a long rest, or saving throw equals 8 + your proficiency bonus + your
6
you use this feature again. Constitution modifier. A creature takes 2d6 acid damage
You can use this feature twice. You gain an additional on a failed save, and half as much damage on a
use at 5th, 9th, 13th, and 17th level. You regain all successful one. The damage increases to 3d6 at 5th
level, 4d6 at 11th level, and 5d6 at 17th level.
expended uses when you finish a short or long rest.
The creature becomes mute and has uncontrollable gas.
FROM THE BRINK 7 They have disadvantage on Dexterity (Stealth) checks
Prerequisite: 7th level
that rely on smell.
If the target of your Critical Analysis feature would be
The creature's eyes glows bright red. The creature also
reduced to 0 hp, you may use your reaction and end
8 gains darkvision, but if they already have darkvision
your Critical Analysis feature to have them be reduced
they get a light headache instead.
to 1 hp instead. Once a creature has benefited from
this feature, they must complete a long rest before The creature gains advantage on perception checks
they can do so again. 9 based on hearing, but everything seems uncomfortably
loud to them. They gain vulnerability to sonic damage.
HEALTH ADVISOR The treatment slows down their brain function,
Whenever a creature that is a target of your Critical 10
reducing their Intelligence by 4.
Analysis feature begins their turn, you can use your
reaction to give them temporary hit points equal to The creature's skin turns dark purple. If they are already
11
one-fourth your scholar level + your proficiency bonus, purple, they turn bright pink instead.
as shown in the scholar table, which last until the start The creature becomes covered in sickly, green pustules.
of their next turn. 12 When the creature is hit by a melee attack, the attacker
takes 1d4 poison damage.
PATIENT PROTECTOR
The creature's skin starts to seriously bloat up from
Prerequisite: 5th level
into doing their bidding or allow them and their allies Humanoids within 60 feet are particularly susceptible
to carry out their business without impediment. They to your presence. Humanoids within range have
also understand the importance of self-preservation disadvantage on saving throws against any charm or
for a political figure. fear effects that originate from you.
within range that can hear and understand you. As a bonus action, you can call out to a humanoid who
Creatures that can't be charmed are immune to this can understand you that is charmed by you or
effect. The suggestion must be worded in such a frightened of you to direct their next action. The target
manner as to make the course of action sound
must succeed a Wisdom saving throw against your
reasonable. Asking the creature to stab itself, throw maneuver save DC. On a failed save, until the end of
itself onto a spear, immolate itself, or do some other your next turn, the creature takes only the actions you
obviously harmful act ends the effect.
choose, and doesn't do anything that you don't allow it
The target must make a Wisdom saving throw to do.
against your maneuver save DC. On a failed save, the During this time you can use your reaction to force
target is charmed by you, and it pursues the course of the creature to use its reaction.
action you described to the best of its ability. The
Once you've used this feature, you must complete a
suggested course of action can continue for up to 24
short or long rest before you can use it again.
hours. If the suggested activity can be completed in a
shorter time, the effect ends when the subject finishes INFLUENCER
what it was asked to do. Prerequisite: 5th level
You can also specify conditions that will trigger a The range on the your Motivating Diplomat feature is
special activity during the duration. For example, you increased to 15 feet.
might suggest that an officer givers her gun to the first
smuggler she meets. If the condition isn't met before RELIABLE WORDS
the effect ends, the activity isn't performed. Prerequisite: 9th level
If you or any of your companions damage the target, Charisma (Deception, Intimidation, or Persuasion)
the effect ends. checks you make gain a minimum roll threshold,
You can use this feature three times. You gain an discussed in chapter 7.
additional use at 9th, 13th, and 17th level. You regain
SOCIAL OPPORTUNIST
all expended uses when you finish a long rest.
You can add half your proficiency bonus to any
REASSEMBLE Charisma check you make that doesn't already include
your proficiency bonus.
Politician Pursuit: 9th level
You may use to a bonus action to call your allies TYRANT'S FEROCITY
towards you. When you do so, choose a number of You have advantage on any attack against a creature
creatures that you can see within 60 feet of you equal that is charmed by you or frightened of you.
to your Critical Analysis ability modifier (minimum of
one). They can use their reaction to immediately move
a number of feet equal to their speed. This movement
does not provoke opportunity attacks, and they must
end this movement closer to you than they started.
Once you've used this feature, you must complete a
short or long rest before you can use it again.
deftly eliminate their foes through clever positioning, You can use your action to initiate an all-out attack.
and fierce, timely attacks. Choose a number of allies up to your Critical Analysis
ability modifier within 60 feet who can see or hear you.
BATTLE DISPLAY The chosen allies may then immediately use their
reaction to make one weapon attack against a target of
Tactician Pursuit: 3rd level
your choice. You may choose the target for each attack
You gain proficiency in martial blasters and martial
separately.
vibroweapons.
Once you use this feature, you cannot use it again
TACTICAL MASTERY until you finish a short or long rest.
Tactician Pursuit: 3rd level
TACTICIAN DISCOVERIES
You learn to better command your allies to victory
When you select this pursuit, you gain access to new
from afar. Your Critical Analysis range is increased to
discoveries which reflect your mastery in the field of
90 feet.
combat. Whenever you learn a new discovery, you can
FIRE AS ONE choose from any of the following as well. The
discoveries are listed in alphabetical order.
Tactician Pursuit: 6th level
You can focus your target down with the help with an COMMANDER'S ARMOR
ally. Once per round, whenever the creature that is the Prerequisite: 5th level
target of your Critical Analysis feature is attacked by You gain proficiency in medium armor. If you are
someone other than you, you can use your reaction to already proficient in medium armor, you instead gain
make one weapon attack against them. proficiency in heavy armor.
TACTICAL RETREAT
When you take the Dash action, opportunity attacks
made against you are made at disadvantage.
UNBOUND COMMANDER
Prerequisite: 12th level
DEADLY HUNTERS
Warriors in their own right, scouts specialize in tracking
and hunting the monsters that threaten civilization—
humanoid raiders, rampaging beasts and
monstrosities, terrible Force-wielders, and renegade
droids. They learn to track their quarry as a predator
does, moving stealthily through any terrain and hiding
themselves in brush and rubble. Scouts focus their
combat training on techniques that are particularly
useful against their specific favored foes.
Scouts acquire the ability to cast tech powers
through utilization of a wristpad. Their powers, like
their combat abilities, emphasize speed, stealth, and
the hunt. A scout's talents and abilities are honed with CREATING A SCOUT
deadly focus on the grim task of protecting the As you create your scout character, consider the
civilization. nature of the training that gave you your particular
capabilities. Did you train with a single mentor, tracking
INDEPENDENT ADVENTURERS together until you mastered the scout's ways? Did you
Though a scout might make a living as a bounty hunter, leave your apprenticeship, or was your mentor slain—
a guide, or a tracker, a scout's true calling is to defend perhaps by some kind of bestial monstrosity on which
civilization from the ravages of monsters and you've sworn revenge? Or perhaps you learned your
humanoid hordes that press in. In some places, scouts skills as part of a band of mercenaries.
gather in secretive orders, though many scouts are What's the source of your particular hatred of a
independent almost to a fault, knowing that, when a certain kind of enemy? Did a monster kill someone you
rancor or a band of pirates attacks, a scout might be loved or destroy your home village? Or did you see too
the first—and possibly the last—line of defense. This much of the destruction these monsters cause and
fierce independence makes scouts well suited to commit yourself to reining in their depredations? Is
adventuring, since they are accustomed to life far from your adventuring career a continuation of your work,
the comforts of a dry bed and a hot bath. Faced with or a significant change?
city-bred adventurers who grouse and whine about the What made you join up with a band of adventurers?
hardships of the wild, scouts respond with some Do you find it challenging to teach new allies the ways
mixture of amusement, frustration, and compassion. of the wild, or do you welcome the relief from solitude
But they quickly learn that other adventurers who can that they offer?
carry their own weight in a fight against civilization's
foes are worth any extra burden. Coddled city folk QUICK BUILD
might not know how to feed themselves or find fresh You can make a scout quickly by following these
water in the wild, but they make up for it in other ways. suggestions. First, make Strength or Dexterity your
highest ability modifier, depending on whether you
want to focus on melee combat or on ranged weapons
(or finesse weapons). Your next-highest score should
be Intelligence. Second, choose the bounty hunter
background.
CLASS FEATURES
As a scout, you gain the following class features.
Once per turn, when you hit the target with a weapon TECHCASTING ABILITY
attack, you can deal 1d4 additional damage to it of the Intelligence is your techcasting ability for your tech
same type as the weapon's damage. This die changes powers. You use your Intelligence whenever a power
as you gain scout levels, as shown in the Ranger's refers to your techcasting ability. Additionally, you use
Quarry column of the scout table. your Intelligence modifier when setting the saving
You have advantage on any Wisdom (Perception) or throw DC for a tech power you cast and when making
Wisdom (Survival) check you make to find it while it's an attack roll with one.
on the same planet as you.
Tech save DC = 8 + your proficiency bonus +
You can only have one creature marked in this way your Intelligence modifier
at a time. Beginning at 5th level, you can use your
reaction to mark a creature when it enters your line of Tech attack modifier = your proficiency bonus +
Even when you are engaged in another activity while You've developed one routine, as detailed at the end of
traveling (such as foraging, navigating, or tracking), you the class description, and you gain more at higher
remain alert to danger. levels, as shown in the Routines Known column of the
If you are traveling alone, you can move stealthily at a scout table. Your routine has a radius of 5 feet, which
normal pace. increases at higher levels, as shown in the Routine
When you forage, you find twice as much food. Radius column of the scout table.
You have advantage on Survival checks.
SCOUT TECHNIQUE
TECHCASTING Scout: 3rd, 7th, 11th, and 15th level
TECH POWERS KNOWN You can increase one ability score by 2, or you can
You learn 4 tech powers of your choice, and you learn increase two ability scores by 1. You can't increase an
more at higher levels, as shown in the Tech Powers ability score above 20 using this feature.
Known column of the scout table. You may not learn a
tech power of a level higher than your Max Power EXTRA ATTACK
Level.
Scout: 5th level
TECH POINTS You can attack twice, instead of once, whenever you
You have a number of tech points equal to your scout take the Attack action on your turn.
level, as shown in the Tech Points column of the scout
table, + your Intelligence modifier. You use these tech EXPERTISE
points to cast tech powers. You regain all expended Scout: 6th and 14th level
tech points when you finish a short or long rest. Choose two of your skill proficiencies, or one of skill
proficiencies and one of your tool proficiencies, or two
MAX POWER LEVEL of your tool proficiencies. You gain expertise in those
Many tech powers can be overcharged, consuming skills or tools.
PROJECTED MAELSTROM
You gain proficiency in heavy armor.
You create an unstable energy maelstrom in a 5-foot
PERSONAL BARRIER cube at a point you can see within 30 feet that lasts
until the start of your next turn. A creature takes 4d4
Bulwark Technique: 3rd level
energy damage when it enters the area for the first
You gain access to a powerful personal barrier. time on a turn or starts its turn there. You can maintain
Whenever you complete a short or long rest, you the barrier by spending an additional barrier hit point
create a barrier on yourself that lasts until you finish a at the start of each of your turns (no action required).
short or long rest. That barrier has hit points equal to This feature's damage increases by 1d4 when you
twice your scout level + your Intelligence modifier. Your reach 11th level (5d4) and 17th level (6d4).
barrier can never have hit points greater than twice
your scout level + your Intelligence modifier. PROJECTED WAVE
Whenever you take damage, the barrier takes the You create a wave of barrier energy in a 15-foot cone.
damage instead. If this damage reduces the barrier to Each creature within the cone must make a Dexterity
0 hit points, you take any remaining damage. saving throw. On a failed save, a creature takes 2d6
While the barrier has 0 hit points, it can't absorb energy damage and is pushed back to the edge of the
damage, but its power remains. Whenever you cast a cone. On a success, they take half damage and
tech power of 1st level or higher, your barrier regains aren't pushed.
hit points equal to the number of tech points spent. This feature's damage increases by 1d6
Additionally, for as long as your barrier has hit when you reach 11th level (3d6) and 17th
Hostile creatures that hit you with melee attacks take make a saving throw and you succeed,
energy damage equal to your Intelligence modifier your personal barrier regains hit points
modifier.
MARK OF THE BULWARK
Bulwark Technique: 3rd level
ADAPTIVE BARRIER
When the target of your Ranger's Quarry feature Bulwark Technique: 15th level
makes a melee attack against a friendly creature within When your personal barrier takes
5 feet of you, you can use your reaction to force the damage, you can have it gain
attack to target you instead. If the attack hits, and your resistance to subsequent
Personal Barrier has hit points, the attacking creature damage of that type until
takes bonus damage equal to your Ranger's Quarry the start of your next turn
create new effects. As an action, you can spend three which type it gains
of your barrier's hit points to create a unique effect. resistance to. Your
You have three such effects: Projected Sphere, barrier can only have
use your Projected Barrier, you choose which effect to type of damage at a time.
create.
Some Projected Barrier Effects require saving
throws. When you use such an effect from this class,
the DC equals your tech save DC.
If your barrier's hit points are reduced to 0, any
Projected Barrier features immediately end.
of the Hunter Technique learn specialized fighting When you use your Ranger's Quarry feature, the first
techniques for use against the most dire threats, from time you make a tech or weapon attack against the
an onslaught of soldiers to towering walkers. target of your Ranger's Quarry each turn, roll your
Ranger's Quarry die and add it to the roll.
HUNTER'S PREY
Hunter Technique: 3rd level
DEFENSIVE TACTICS
You gain one of the following features of your choice. Hunter Technique: 7th level
COLOSSUS SLAYER You gain one of the following features of your choice.
Your tenacity can wear down the most potent foes. ESCAPE THE HORDE
When you hit a creature with a weapon attack, the Opportunity attacks against you are made with
creature takes an extra 1d8 damage if it's below its hit disadvantage.
point maximum. You can deal this extra damage only
once per turn, and this damage is the same type as the MULTIATTACK DEFENSE
weapon's damage. When a creature hits you with an attack, you gain a +4
bonus to AC against all subsequent attacks made by
GIANT KILLER that creature for the rest of the turn.
When a Large or larger creature within 5 feet of you
hits or misses you with an attack, you can use your STEEL WILL
reaction to attack that creature immediately after its You have advantage on saving throws against being
attack, provided that you can see the creature. frightened.
HORDE BREAKER MULTIATTACK
Once on each of your turns when you make a weapon
BONUS PROFICIENCIES
Slayer Technique: 3rd level
SLAYER'S PRIDE
Slayer Technique: 3rd level
SUPERNATURAL DEFENSE
Slayer Technique: 7th level
NEMESIS
Slayer Technique: 11th level
SLAYER'S COUNTER
Slayer Technique: 15th level
normal effects.
violence of battle. Followers of the Stalker Technique Whenever a creature attacks you and does not have
hone their abilities to track others utilizing a variety of advantage, you can use your reaction to impose
techniques: camouflage, infiltration, surveillance, and disadvantage on the creature's attack roll against you.
target acquisition. You can use this feature before or after the attack roll
ACCOMPLISHED AMBUSHER is made, but it must be used before the outcome of the
roll is determined.
Stalker Technique: 3rd level
CONCEALMENT
Stalker Technique: 7th, 9th, 13th, and 17th level
STALKER'S FLURRY
Stalker Technique: 11th level
SOLITARY ACTION
Sentinels are notoriously independent, most
comfortable acting alone and without backup; where
some use a team to make up for their weaknesses, the
sentinel uses the Force to overcome theirs. While some
take this independent streak to the extreme, they are
usually accepting of authority, as long as they are
allowed to carry out directions using their preferred
methods.
CREATING A SENTINEL
While creating your sentinel, consider your personal
philosophy in regards to the Force and its most famous
practitioners – the Jedi and the Sith. Are you a member
of one of the two orders, or do you walk a different
path? Are you an operative tapping into a latent Force-
sensitivity? Were you trained in the force from a young
age, or did you discover it as an adult? How do you
treat those weaker than you? What was your family
like? Do you see the Force as light and dark, or an
impartial river of gray?
QUICK BUILD
You can make a sentinel quickly by following these
suggestions. First, make Dexterity your highest ability
score, followed by Wisdom or Charisma. Second,
choose the Jedi or Sith background.
CLASS FEATURES
As a sentinel, you gain the following class features.
modifier (your choice). You use these force points to You adopt ideals that exemplify your bond with the
cast force powers. You regain all expended force points Force. You adopt two ideals of your choice, as detailed
when you finish a long rest. at the end of the class description, and you adopt more
at higher levels, as shown in the Ideals Known column
MAX POWER LEVEL of the sentinel table.
Many force powers can be overpowered, consuming You can manifest your ideals a combined total of
more force points to create a greater effect. You can twice, and you can manifest them more times at higher
overpower these abilities to a maximum level, which levels as shown in the Ideal Manifests column of the
increases at higher levels, as shown in the Max Power sentinel table. You regain all expended uses when you
Level column of the sentinel table. complete a long rest.
You may only cast force powers at 5th, 6th, and 7th-
level once. You regain the ability to do so after a long SENTINEL CALLING
rest.
Sentinel: 3rd, 7th, 13th, and 18th level
use this ability whenever a power refers to your You can increase one ability score by 2, or you can
forcecasting ability. Additionally, you use this ability increase two ability scores by 1. You can't increase an
modifier when setting the saving throw DC for a force ability score above 20 using this feature.
power you cast and when making an attack roll with
one. EXTRA ATTACK
Sentinel: 5th level
LED BY THE FORCE You have fully learned how to meld your physical self
with the Force. When you take the Dodge or Disengage
Sentinel: 1st level
actions, or use your action to cast a force power, you
You can add half your proficiency bonus to any ability can make one weapon attack as a bonus action.
check you make that doesn't already include your
proficiency bonus. ENLIGHTENED EVASION
FORCE-EMPOWERED SELF Sentinel: 15th level
FORCE-EMPOWERED DETONATORS
Path of the Corsair: 3rd, 5th, 9th, 13th, and 17th
level
REMOTE START
Path of the Corsair: 7th level
PATH OF FOCUS
The ways of the Force can reveal themselves to a
sentinel through intense concentration and, most
importantly, focus. Those sentinels who follow the Path
of Focus use debilitating bursts of lightsaber strikes
and force powers to exhaust their foes, crushing any
hopes they had of mounting an effective defense.
FOCUSED BURST
Path of Focus: 3rd level
You learn the burst force power, which does not count
against your total powers known. Additionally, you can
use The Double Strike Force-Empowered Self options
when you cast it as your action. If more than one
creature would be affected, only one creature takes
the additional damage. Finally, you add your Wisdom
or Charisma modifier (your choice, minimum of +1) to
damage rolls with it, and creatures that succeed on
their saving throw take half damage, instead of none.
BLADE DANCE
Path of Focus: 3rd level
BLADE STORM
Path of Focus: 7th level
FOCUSED FLOW
Path of Focus: 13th level
MASTER STRIKE
Path of Focus: 18th level
DEAD SILENCE
Path of Shadows: 3rd level
CLOAK OF SHADOWS
Path of Shadows: 3rd level
SHADOW STRIKE
Path of Shadows: 7th level
SHADOW STEP
Path of Shadows: 13th level
turn.
SHADOW'S WRATH
Path of Shadows: 18th level
CHARACTER DETAILS
Your character's name and physical description might OTHER PHYSICAL CHARACTERISTICS
be the first things that the other players at the table You choose your character's age and the color of his or
learn about you. It's worth thinking about how these her hair, eyes, and skin. To add a touch of
characteristics reflect the character you have in mind. distinctiveness, you might want to give your character
an unusual or memorable physical characteristic, such
NAME as a scar, a limp, or a tattoo.
Your character's species description includes sample
names for members of that species. Put some thought ALIGNMENT
into your name even if you're just picking one from a A typical creature in the galaxy has an alignment, which
list. broadly describes its moral and personal attitudes.
Alignment is a combination of two factors: one
SEX identifies morality, and is typically defined in terms of
You can play a male or female character without the Force: (light, dark, or balanced), and the other
gaining any special benefits or hindrances. Think about describes attitudes toward society and order (lawful,
how your character does or does not conform to the chaotic, or neutral). Thus, nine distinct alignments
broader culture's expectations of sex, gender, and define the possible combinations.
sexual behavior. These brief summaries describe the typical behavior
You don't need to be confined to binary notions of of a creature with that alignment. Individuals might
sex and gender. Some species believe in vary significantly from that typical behavior, and few
companionship that doesn't take into account gender. people are perfectly and consistently faithful to the
You could also play a female character who presents precepts of their alignment.
herself as a man or a man who feels trapped in a You can pick your alignment or roll to determine it
female body. Likewise, your character's sexual randomly. Roll separately for Morality and Society.
orientation is for you to decide.
d6 Morality
HEIGHT AND WEIGHT 1-2 Light: Usually the needs of others outweigh my own, (...)
You can decide your character's height and weight, 3-4 Dark: Usually my needs outweigh others', (...)
using the information provided in your species
Balanced: Usually circumstances dictate whose needs
description. Think about what your character's ability 5-6
are more important, (...)
scores might say about his or her height and weight. A
weak but agile character might be thin. A strong and
Durable character might be tall or heavy. d6 Society
You can also roll randomly for your character's 1-2 Lawful: (...) but the means are as important as the end.
height and weight using that species's Physical 3-4 Chaotic: (...) but the ends justify the means.
Characteristics table, as shown above. The first dice roll
given in the second column determines the character's Neutral: (...) but either the ends or the means may be
5-6
more important, depending.
extra height (in inches) beyond the base height. That
same number multiplied by the second dice roll or
quantity given in the second column determines the ALIGNMENT IN THE GALAXY
character's extra weight (in pounds) beyond the base For many thinking creatures, alignment is a moral
weight. choice. Humans and ugnaughts can choose whether to
For example, as a human, Obi-Wan has a height of 4 follow the paths of darkness or light, of law or chaos.
feet 8 inches plus 2d10 inches. We roll 2d10 and gets a Lanniks tend to follow the light side, while sith
total of 12, so Obi-Wan stands 5 feet 8 inches tall. Then purebloods tend toward the dark. Chiss are lawful,
we use that same roll of 12 and multiplies it by 2d4 while aqualish are often chaotic.
pounds. His 2d4 roll is 3, so Obi-Wan weighs an extra
36 pounds (12x3) on top of his base 110 pounds, for a
total of 146 pounds.
Skill Proficiencies: Choose two from Deception, Insight, Charity. I steal from the wealthy so that I can help
3
Persuasion, and Stealth people in need. (Light)
Tool Proficiencies: Your choice of demolitions kit, security Greed. I will do whatever it takes to become wealthy.
4
kit, or slicer's kit (Dark)
Languages: One of your choice People. I'm loyal to my friends, not to any ideals, and
Equipment: A set of clothes appropriate to your duties, a 5
everyone else can jog on for all I care. (Neutral)
set of binders, and a pouch containing 200 cr
6 Redemption. There's a spark of good in everyone. (Light)
FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment d6 Bond
of society that your chosen quarries move through. I'm trying to pay off an old debt I owe to a generous
These people might be associated with the criminal 1
benefactor.
underworld, the rough-and-tumble folk of the streets,
2 My ill-gotten gains go to support my family.
or members of high society. This connection comes in
the form of a contact in any city you visit, a person who Something important was taken from me, and I aim to
3
provides information about the people and places of steal it back.
the local area. 4 I will become the greatest thief that ever lived.
BACKGROUND FEAT I'm guilty of a terrible crime. I hope I can redeem myself
5
for it.
As a further embodiment of the experience and
training of your background, you can choose from the Someone I loved died because of a mistake I made. That
6
following feats: will never happen again.
2 Burglar 6 Hired killer Charity. I steal from the wealthy so that I can help
3
people in need. (Light)
3 Enforcer 7 Pickpocket
Greed. I will do whatever it takes to become wealthy.
4 Fence 8 Thug 4
(Dark)
People. I'm loyal to my friends, not to any ideals, and
FEATURE: CRIMINAL CONTACT 5 everyone else can take a trip down the Styx for all I care.
You have a reliable and trustworthy contact who acts (Neutral)
as your liaison to a network of other criminals. You 6 Redemption. There's a spark of good in everyone. (Light)
know how to get messages to and from your contact,
even over great distances; specifically, you know the d6 Bond
local messengers, corrupt caravan masters, and seedy
sailors who can deliver messages for you. I'm trying to pay off an old debt I owe to a generous
1
benefactor.
BACKGROUND FEAT 2 My ill-gotten gains go to support my family.
As a further embodiment of the experience and Something important was taken from me, and I aim to
training of your background, you can choose from the 3
steal it back.
following feats:
4 I will become the greatest thief that ever lived.
d8 Feat d8 Feat I'm guilty of a terrible crime. I hope I can redeem myself
5
1 Silver-Tongued 5 Competitor for it.
FEATURE: LET'S MAKE IT INTERESTING I tend to make friends out of enemies, and enemies out
7
of friends.
You can convince nearly anyone to put up something
they aren't normally willing to part with (property or 8 I prefer one game above all others.
information) in a game of chance. Your GM might rule
that they will only agree to a game of their choosing, d6 Ideal
and they may only agree if they feel the odds are in 1 Risk. Nothing worth doing is ever a sure thing. (Chaotic)
their favor.
Victory. Never make a bet unless you're sure you can
2
BACKGROUND FEAT win. (Lawful)
As a further embodiment of the experience and 3 Greed. Anything that isn't mine soon will be. (Dark)
training of your background, you can choose from the Charity. I share my winnings with the less fortunate.
4
following feats: (Light)
d6 Flaw
1 I can't step away from the table when I'm losing.
2 I spend money faster than I can make it.
3 Everyone has a price. Mine happens to be pretty low.
4 I assume everyone is hiding something from me.
5 I tend to value money more than people.
I like to think I could drink anyone under the table, but
6
I'm really a lightweight.
d6 Flaw
The monstrous enemy we faced in battle still leaves me
1
quivering with fear.
I have little respect for anyone who is not a proven
2
warrior.
I made a terrible mistake in battle that cost many lives,
3
and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.
3 Loremaster 7 Inspiring Leader 6 The common folk must see me as a hero of the people.
4 Charmer 8 Observant
d6 Flaw
1 I secretly believe that everyone is beneath me.
SUGGESTED CHARACTERISTICS
Nobles are born and raised to a very different lifestyle I hide a truly scandalous secret that could ruin my
2
than most people ever experience, and their family forever.
personalities reflect that upbringing. A noble title I too often hear veiled insults and threats in every word
comes with a plethora of bonds—responsibilities to 3
addressed to me, and I'm quick to anger.
family, to other nobles (including the sovereign), to the
4 I have an insatiable desire for carnal pleasures.
people entrusted to the family's care, or even to the
title itself. But this responsibility is often a good way to 5 In fact, the world does revolve around me.
undermine a noble. By my words and actions, I often bring shame to my
6
family.
d6 Flaw
1 I am too enamored of ale, wine, and other intoxicants.
2 There's no room for caution in a life lived to the fullest.
I remember every insult I've received and nurse a silent
3
resentment toward anyone who's ever wronged me.
I am slow to trust members of other species, tribes, and
4
societies.
5 Violence is my answer to almost any challenge.
Don't expect me to save those who can't save
6 themselves. It is nature's way that the strong thrive and
the weak perish.
Skill Proficiencies: Choose two from Athletics, Deception, 5 I never let witnesses escape from a raid.
Intimidation, and Piloting 6 I take what I need, but I don't kill without reason.
Tool Proficiencies: One type of gaming set, your choice of 7 I always have an exit planned.
demolitions kit, security kit, or slicer's kit
Equipment: One set of traveler's clothes, a gaming set you 8 I assume everyone else wants to take what I have.
are proficient with, poorly wrought maps of Outer Rim
worlds in your territory, a small piece of jewelry worth d6 Ideal
100 cr from some exotic planet, and a pouch containing Equal Shares. All hands who spend sweat and blood
1
50 cr earn their share of the credits. (Lawful)
FEATURE: GALACTIC SCOURGE Adventure. I'm far from home, and everything is strange
2
and wonderful! (Chaotic)
You've been from one end of the galaxy to the other.
You know the most lucrative trade routes. You have Greater Good. I raid to weaken the Empire that
expert knowledge of the various hyperlanes. In 3 threatens my people, but I don't steal from civilians.
addition to this, you know a large number of the (Light)
models and designs of common space ships that are Strength. The weak exist to feed the strong, and I am
4
found in the galaxy. Further, the bonds you formed strong. (Dark)
with your crew are strong, and you can call on their aid Crew. A ship is nothing without her crew. Protect your
even if you've been away from their side for some 5
mates. (Neutral)
time. You can expect your former comrades to offer
you passage aboard ship, reasonable aid, or shelter Ambition. One day I will be so much more than a
6
when you are in need. Keep in mind that this bond captain. (Any)
goes both ways, and they may come to you expecting
the same. d6 Bond
My band and I will be known across the world, and we'll
BACKGROUND FEAT 1
never be forgotten.
As a further embodiment of the experience and 2 My ill-gotten gains go to support my family.
training of your background, you can choose from the
following feats: 3 Everything I do is for the good of my people.
My ship and many of her crew were lost to treachery,
d8 Feat d8 Feat 4
and I won't rest until I discover who was behind it.
1 Brawny 5 Competitor My ship comes first, and all other loyalties simply pale in
5
2 Silver-Tongued 6 Specialist comparison.
3 Threatening 7 Feigned Confidence A crew member of a ship we raided saved my life, and I
6
don't know how to resolve that debt.
4 Ace Pilot 8 Force of Personality
d6 Flaw
SUGGESTED CHARACTERISTICS
Despite the cutthroat nature of the business, pirates 1 I never back down from a fight.
come in all shapes and personalities. Some are When faced with a choice between money and my
2
bloodthirsty brigands who leave no survivors, others friends, I usually choose the money.
are free spirits who believe in strength over weakness. I was drunk on watch when my ship was lost to an
The hardened warriors of deep space can be 3
ambush. I can't set the shame aside.
implacable foes who often form unshakable bonds
with their crewmates. The same circumstances that I feel I'm entitled to a greater share of the spoils, no
4
matter the circumstances.
give them their edge can also grind them down, leaving
them vulnerable to greed, shame, and the scars of fear 5
I won't let myself be captured. If a raid goes sour, I'm
and horror left by battle. the first to run for cover.
I get lost in the thrill of the raid and can't focus on the
6
details of a plan.
Skill Proficiencies: Choose two from Deception, Insight, I lie about almost everything, even when there's no
5
Performance, and Sleight of Hand good reason to.
Tool Proficiencies: Disguise Kit, Forgery Kit 6 Sarcasm and insults are my weapons of choice.
Equipment: A set of fine clothes, a disguise kit, a I keep multiple symbols on me and invoke whatever
memento of a former con, and a belt pouch containing 7
power might come in useful at any given moment.
150 cr
8 I pocket anything I see that might have some value.
FAVORITE SCHEMES
Every scoundrel has an angle they use in preference to d6 Ideal
other schemes. Choose a favorite scam or roll on the
table below. Independence. I am a free spirit— no one tells me what
1
to do. (Chaotic)
d6 Scam Fairness. I never target people who can't afford to lose a
2
1 I cheat at games involving chance. few creds. (Lawful)
2 I shave creds or forge documents. Charity. I distribute the money I acquire to the people
3
who really need it. (Light)
I insinuate myself into people's lives to prey on their
3 4 Creativity. I never run the same con twice. (Any)
weakness and secure their fortunes.
4 I put on new identities like clothes. Friendship. Material goods come and go. Bonds of
5
friendship last forever. (Light)
5 I run sleight-of-hand cons on street corners.
Aspiration. I'm determined to make something of
I convince people that worthless junk is worth their 6
6 myself. (Any)
hard-earned money.
d6 Bond
FEATURE: FALSE IDENTITY
I fleeced the wrong person and must work to ensure
You have created a second identity that includes 1 that this individual never crosses paths with me or
documentation, established acquaintances, and those I care about.
disguises that allow you to assume that persona.
I owe everything to my mentor—a horrible person
Additionally, you can forge documents including 2
who's probably rotting in jail somewhere.
official papers and personal letters, as long as you have
seen an example of the kind of document or the 3
Somewhere out there, I have a child who doesn't know
handwriting you are trying to copy. me. I'm making the world better for him or her.
I come from a noble family, and one day I'll reclaim my
BACKGROUND FEAT 4
lands and title from those who stole them from me.
As a further embodiment of the experience and A powerful person killed someone I love. Some day
training of your background, you can choose from the 5
soon, I'll have my revenge.
following feats:
I swindled and ruined a person who didn't deserve it,
6
d8 Feat d8 Feat and I seek to atone for my misdeeds.
1 Silver-Tongued 5 Specialist
d6 Flaw
2 Empathic 6 Force of Personality
1 I can't resist a pretty face.
3 Performer 7 Snappy Interjection
I'm always in debt. I spend my ill-gotten gains on
4 Quick-Fingered 8 Actor 2
decadent luxuries faster than I bring them in.
I'm convinced that no one could ever fool me the way I
SUGGESTED CHARACTERISTICS 3
fool others.
Scoundrels are colorful characters who conceal their
true selves behind the masks they construct. They I'm too greedy for my own good. I can't resist taking a
4
reflect what people want to see, what they want to risk if there's money involved.
believe, and how they see the world. But their true I can't resist swindling people who are more powerful
5
selves are sometimes plagued by an uneasy than me.
conscience, an old enemy, or deep-seated trust issues. I hate to admit it and will hate myself for it, but I'll run
6
and preserve my own hide if the going gets tough.
Skill Proficiencies: Choose two from Deception, Insight, Patience. I will defeat my enemies in the end, I'm in no
1
rush. (Lawful)
Intimidation, and Lore
Tool Proficiencies: Artificer's tools Disdain. I never try to help those in need, regardless of
2
Languages: One of your choice how simple it would be. (Dark)
Equipment: A copy of the Sith code, a set of common Knowledge. The path to power and self-improvement is
clothes including a robe, and a belt pouch containing 3
through knowledge. (Neutral)
150 cr
Power. I hope to one day rise to the rank of Dark Lord of
4
FEATURE: FEARED the Sith. (Dark)
As a Sith, you instill fear in those who are aware of your 5
Might. If I become strong, I can take what I want—what I
standing. When you are in a civilized environment, you deserve. (Dark)
can get away with minor criminal offenses, such as 6 Aspiration. I'll succeed in my goals at any cost. (Any)
refusing to pay for food at a cantina or cutting through
doors at a local shop, since most people will not report d6 Bond
your activity to the authorities.
I would die to recover an ancient Sith relic that was lost
1
BACKGROUND FEAT long ago.
As a further embodiment of the experience and 2 I care only about myself.
training of your background, you can choose from the I owe my life to the Sith who took me in when my
following feats: 3
parents died.
1 Silver-Tongued 5 Linguist Someone I love was killed. Some day soon, I'll have my
5
revenge.
2 Empathic 6 Crafter
6 My loyalty to my master is unwavering.
3 Threatening 7 Formfighting Dabbler
4 Loremaster 8 Force-Sensitive d6 Flaw
1 I am too merciful, and empathize with those I shouldn't.
SUGGESTED CHARACTERISTICS
2 I put too much trust in those who rule over me.
Sith are shaped by their training. They study the Sith
code and use it to oppress the weak and quell 3 I will never fully trust anyone other than myself.
resistance. Their study of the Sith code affects their 4 I am inflexible in my thinking.
mannerisms and ideals. Their flaws might be some
hidden hypocrisy or heretical idea, or an ideal or bond 5 My pride will probably lead to my destruction.
taken to an extreme. Failure frightens me, and I get desperate if I think I
6
might fail.
d6 Flaw
"Trust nobody, not even yourself." I am plagued by
1
paranoia.
I'm so charismatic that sometimes I woo myself. Who
2
am I, Narcissus?
Money is my greatest motivator. I'll do almost anything
3
given enough of it, even if I'll regret it later.
4 I would betray anyone to save my own skin.
I detach myself from the results of my actions in order
5
to sleep better at night.
Someone who knows me well might call me "two-faced"
6
but those who don't have no idea what hit 'em.
ARMOR PROPERTIES
Many armors and shield have special properties
related to their use, as shown in the Armor table.
BULKY
While wearing armor with this property, you have
disadvantage on Dexterity (Stealth) checks that rely on
sound.
OBTRUSIVE
While wielding a shield with this property, you have
disadvantage on Dexterity (Stealth) checks that rely on
sight.
STRENGTH
While wearing armor or wielding a shield with this
property, your speed is reduced by 10 unless your
Strength score meets or exceeds the strength number.
VIBROWEAPONS
Name Cost Damage Weight Properties
Simple Vibroweapons
Techaxe 75 cr 1d6 kinetic 1.00 lb Light, thrown (range 25/75)
Vibrodagger 50 cr 1d4 kinetic 0.50 lb Finesse, light, thrown (range 20/60)
Vibrodart 5 cr 1d4 kinetic 0.50 lb Finesse, special, thrown (range 20/60)
Vibroknuckler 75 cr 1d6 kinetic 1.25 lb Hidden, light
Vibromace 700 cr 1d10 kinetic 7.00 lb Dexterity 11, heavy, two-handed
Vibrospear 125 cr 1d6 kinetic 4.00 lb Thrown (range 25/75), versatile (2d4)
Vibrostaff 100 cr 1d6 kinetic 4.00 lb Versatile (2d4)
Martial Vibroweapons
Chakram 175 cr 1d6 kinetic 3.00 lb Finesse, returning, thrown (range 30/90)
Doubleblade 400 cr 1d6 kinetic 3.50 lb Double (1d6 kinetic), finesse, light
Doublesword 450 cr 1d8 kinetic 5.50 lb Double (1d8 kinetic), finesse
Hidden blade 75 cr 1d4 kinetic 1.00 lb Finesse, fixed, hidden, light
Net 300 cr — 3.00 lb Light, finesse, special, thrown (range 15)
Techblade 100 cr 1d6 kinetic 1.50 lb Finesse, light
Techstaff 650 cr 2d4 kinetic 5.25 lb Dexterity 11, double (2d4 kinetic), light
Vibroaxe 950 cr 1d12 kinetic 9.25 lb Dexterity 11, heavy, two-handed
Vibroblade 200 cr 1d8 kinetic 5.00 lb Versatile (1d10)
Vibropike 950 cr 1d10 kinetic 9.25 lb Dexterity 11, reach, two-handed
Vibrorapier 150 cr 1d8 kinetic 3.50 lb Finesse
Vibrosword 1,150 cr 2d6 kinetic 9.25 lb Dexterity 11, two-handed
Vibrowhip 275 cr 1d4 kinetic 3.50 lb Finesse, reach
DATACARD
A datacard or data disk is a flat, hand-held device used
in conjunction with a datapad to store information. HOLORECORDER
A holorecorder is a device used to record and project
DATACRON
holograms. Some droid models are equipped with
A datacron is a type of holocron that can be accessed
internal holorecorders.
by non-Force-sensitives and are mainly used to store
encrypted data. They are complete with an interactive STYLUS PEN
projection to access the information. A stylus pen is designed to write on both solid surfaces
and touch screen interfaces.
DATAPAD
A datapad is a small electronic device used for the WRISTPAD
input, storage and displaying of information. It features A wristpad is a harness with an integrated datapad and
a holoprojective surface for 3D viewing. holoprojector interface that fits on the forearm and
includes self-charging battery packs.
When a creature enters the fog or starts its turn can prime and set a mine on
there, it creature must make a DC 14 Constitution a surface you can reach, which
saving throw. The creature takes 2d6 poison damage arms at the start of your next turn.
on a failed save, or half as much damage on a When detonated, the mine fills the
successful one. Additionally, on a failed save, the air in a 15-foot-radius sphere with yellow-green fog for
creature is poisoned while it is in the cloud. Droids, 1 minute. The fog spreads around corners, and its area
constructs and humanoids wearing appropriate is heavily obscured. It lasts for 1 minute or until a wind
protective equipment are unaffected. of at least 10 miles per hour disperses it.
When a creature enters the fog or starts its turn
GRENADE, ION there, it creature must make a DC 14 Constitution
Grenades can be set to detonate on impact or with a saving throw. The creature takes 2d6 poison damage
timer that causes them to explode on initiative count on a failed save, or half as much damage on a
20 (losing all initiative ties). As an action, you can prime successful one. Additionally, on a failed save, the
and throw a grenade at a point you can see within 30 creature is poisoned while it is in the cloud. Droids,
feet + your Strength modifier x 5. Each creature within constructs and humanoids wearing appropriate
10 feet must make a DC 14 Dexterity saving throw. A protective equipment are unaffected.
creature takes 2d6 ion damage on a failed save, or half
as much as on a successful one. Any electronics within MINE, INCENDIARY
the blast radius are disabled until rebooted. Mines can be set to detonate when a creature comes
within up to 15 feet of it or paired with a remote
GRENADE, PLASMA detonator. As an action, you can prime and set a mine
Grenades can be set to detonate on impact or with a on a surface you can reach, which arms at the start of
timer that causes them to explode on initiative count your next turn. When detonated, the mine sets the
20 (losing all initiative ties). As an action, you can prime ground in a 15-foot radius ablaze for 1 minute. The fire
and throw a grenade at a point you can see within 30 ignites any flammable objects in the area that aren't
feet + your Strength modifier x 5. Each creature within being worn or carried.
10 feet must make a DC 14 Dexterity saving throw. A When a creature enters the fire or starts its turn
creature takes 2d10 energy damage on a failed save, or there, it creature must make a DC 14 Dexterity saving
half as much as on a successful one. throw. The creature takes 2d8 fire damage on a failed
save, or half as much damage on a successful one.
MINE, FRAGMENTATION
Mines can be set to detonate when a creature comes THERMAL DETONATOR
within up to 15 feet of it or paired with a remote Thermal detonators are unique in that can only be
detonator. As an action, you can prime and set a mine turned off by whoever turned them on. They can be set
on a surface you can reach, which arms at the start of to detonate on impact or with a timer that causes them
your next turn. When detonated, each creature within to explode on initiative count 20 (losing all initiative
15 feet of it must make a DC 14 Dexterity saving throw. ties). As an action, you can prime and throw a grenade
A creature takes 2d10 kinetic damage on a failed save, at a point you can see within 30 feet + your Strength
or half as much as on a successful one. modifier x 5. Each creature within 20 feet must make a
DC 14 Dexterity saving throw. A creature takes 2d6 fire
MINE, GAS and 2d10 kinetic damage on a failed save, or half as
Mines can be set to detonate when a creature comes much as on a successful one. Additionally, on a failed
within up to 15 feet of it or paired with a remote save, the creature is knocked prone.
per power cell (to a maximum of 10 minutes) and can their total encumbrance.
be recharged by a power source or replacing the
power cells. TRIPOD
A tripod is a device mounted to
of the weapon.
Self-Sufficiency
The expenses and lifestyles described in this chapter
assume that you are spending your time between
adventures in cities, availing yourself of whatever
services you can afford— paying for food and shelter,
paying townspeople to repair your equipment, and so
on. Some characters, though, might prefer to spend
their time away from civilization, sustaining
themselves in the wild by hunting, foraging, and
repairing their own gear.
Maintaining this kind of lifestyle doesn't require you
to spend any coin, but it is time-consuming. If you
spend your time between adventures practicing a
profession, as described in chapter 8, you can eke out
the equivalent of a poor lifestyle. Proficiency in the
Survival skill lets you live at the equivalent of a
comfortable lifestyle.
Increase your Constitution score by 1, to a maximum of Increase your Strength score by 1, to a maximum of 20.
20. You gain a climbing speed equal to your movement
When you roll a 19 or a 20 on the d20 for a death speed.
saving throw, you regain 1 hit point. You have advantage on ability checks and saving
When you are reduced to 0 hit points but not killed throws to avoid falling off or down while climbing.
outright, you can drop to 1 hit point instead. Once You can spend 5 minutes instructing, pointing out
you've used this ability, you must complete a long rest handholds, and guiding other creatures before making
before you can use it again. a climb. When you do so, choose up to six friendly
creatures (which can include yourself) within 30 feet of
BOUNTIFUL LUCK you. Each creature can add a 1d6 to any ability check or
Prerequisite: 4th level, Lucky feat
saving throw they make for that climb.
Your people have extraordinary luck, which you have
learned to lend to your companions when you see COMPETITOR
them falter. You're not sure how you do it; you just You have a strong aptitude for competing. Select one
wish it, and it happens. Surely a sign of fortune's favor! gaming set. You gain the following benefits:
When an ally you can see within 30 feet of you rolls a
1 on the d20 for an attack roll, an ability check, or a Increase an ability score of your choice by 1, to a
saving throw, you can use your reaction and expend 1 maximum of 20.
luck point to let the ally reroll the die. The ally must use You gain proficiency in the chosen gaming set. If you
the new roll. When you use this ability, you can't use are already proficient with it, you instead gain expertise
luck points before the end of your next turn. with it.
As long as you spend at least 1 minute using your
BRAWNY gaming set, you can't have disadvantage on Intelligence
You become stronger, gaining the following benefits: checks you make to use the gaming set, Charisma
(Deception) checks you make to bluff with the gaming
Increase your Strength score by 1, to a maximum of 20. set, or Wisdom (Insight) checks you make to read an
You gain proficiency in the Athletics skill. If you are opponent with whom you are competing with the
already proficient in it, you instead gain expertise in it. gaming set.
Your carrying capacity and the weight you can push,
drag, or lift doubles. If it would already double, it You can take this feat multiple times. Each time you
instead triples. do so, you must choose a different gaming set.
CHARMER COMMANDO
You've master the art of charming those around you, You've practiced fighting while prone, gaining the
gaining the following benefits: following benefits:
Increase your Charisma score by 1, to a maximum of Increase your Dexterity score by 1, to a maximum of
20. 20.
You gain proficiency in the Persuasion skill. If you are You gain a crawling speed equal to your movement
already proficient in it, you instead gain expertise in it. speed.
If you spend 1 minute talking to someone who can While prone, you no longer have disadvantage on
understand what you say, you can make a Charisma ranged attack rolls against targets within 30 feet due to
(Persuasion) check contested by the creature's Wisdom being prone.
(Insight) check. If you or your companions are fighting When you attempt to hide on your turn while prone,
the creature, your check automatically fails. If your you can opt to not move on that turn. If you avoid
check succeeds, the target is charmed by you as long as moving, you are considered lightly obscured. You lose
it remains within 60 feet of you and for 1 minute this benefit if you move or stand up, either voluntarily
thereafter. or because of some external effect. You are still
automatically detected if any effect or action causes
you to no longer be hidden. If you are still hidden on
your next turn, you can continue to remain motionless
and gain this benefit until you are detected.
You can take this feat multiple times. Each time you FANATIC
do so, you must choose a different set of artisan's Prerequisite: 4th level
implements. Every blow that hits your enemies make you feel closer
to victory, making you shake in excitement. You gain
DUNGEON DELVER the following benefits:
Alert to the hidden traps and secret doors found in
many dungeons, you gain the following benefits: When you score a critical hit with an attack roll or
reduce a creature to 0 hit points, you can make one
Increase your Intelligence or Wisdom score by 1, to a weapon attack as a bonus action.
maximum of 20. Whenever a creature you can see within 30 feet is
You have advantage on Wisdom (Perception) and reduced to 0 hit points, you go into a fervor gaining
Intelligence (Investigation) checks made to detect the temporary hit points equal to 1d4 + your Constitution
presence of secret doors. modifier.
You have advantage on saving throws made to avoid or
resist traps. FEIGNED CONFIDENCE
You have resistance to the damage dealt by traps. You've spent years pretending you know what you're
Traveling at a fast pace no longer imposes a −5 penalty doing, gaining the following benefits:
to your passive Wisdom (Perception) score.
Increase your Charisma score by 1, to a maximum of
DURABLE 20.
Hardy and resilient, you gain the following benefits: When you would make an ability check with a skill or
tool that doesn't add your proficiency bonus, you can
Increase your Constitution score by 1, to a maximum of first make a DC 15 Charisma (Deception) check. On a
20. success, you can add your proficiency bonus to the
When you roll a Hit Die to regain hit points, the initial ability check. You can use this feature a number
minimum number of hit points you can regain from the of times equal to your proficiency bonus. You regain all
roll equals twice your Constitution modifier (minimum expended uses when you finish a short or long rest.
of 2).
Your hit point maximum increases by an amount equal FIGHTING MASTER
to twice your level when you gain this feat. Whenever Prerequisite: 4th level
you gain a level thereafter, your hit point maximum You've mastered a particular style of fighting. Choose
increases by an additional 2 hit points. one of the fighting mastery options, detailed later in
this chapter. You can take this feat multiple times.
EMPATHIC
You possess keen insight into how other people think
and feel. You gain the following benefits:
You've learned to utilize your gift with the Force in a FORMFIGHTING DABBLER
specific, unique way. You gain the following benefits Prerequisite: The ability to cast force powers
Increase your Wisdom or Charisma score by 1, to a You've dabbled in the basics of the known forms of
maximum of 20.
lightsaber combat. You gain the following benefits:
Choose a skill or tool in which you are proficient. When
Increase an ability score of your choice by 1, to a
you make an ability check with the chosen skill or tool,
maximum of 20.
you can add half your Wisdom or Charisma modifier
You learn one lightsaber form, detailed later in this
(your choice, minimum of one) to the check if it doesn't
chapter. If you already know at least one lightsaber
already include that modifier. You can use this feature
form, you instead learn three lightsaber forms. If you
a number of times equal to your proficiency bonus. You already know at least three lightsaber forms, you
regain all expended uses when you complete a long instead learn seven lightsaber forms. If you already
rest. know at least ten lightsaber forms, you instead learn
You can take this feat multiple times. Each time you the remaining forms.
do so, you must choose a different skill or tool.
GALVANIZING PRESENCE
FORCE OF PERSONALITY Your presence on the battlefield is a source of
Rooms never go unalerted to your presence, and the inspiration. You gain the following benefits:
strength of your personality make others lose focus on
Increase your Charisma score by 1, to a maximum of
their own social game. Powers and other effects
20.
infrequently override your force of will. You gain the
As a bonus action, you let out a rallying war cry, ending
following benefits:
the frightened or charmed condition on yourself and a
Increase your Charisma score by 1, to a maximum of number of allies that can hear you equal to your
20. Charisma modifier (minimum of one). Once you've
You can use your Charisma modifier instead of your used this ability, you must complete a short or long rest
Wisdom modifier when making Insight checks. before you can use it again.
When you would make a Wisdom saving throw, you can
instead make a Charisma saving throw. You can use
HAGGLER
this feature a number of times equal to your Your skills at bartering have granted you the following
proficiency bonus. You regain all expended uses of this benefits:
feature when you complete a long rest.
Increase your Charisma score by 1 up to a maximum of
FORCE-SENSITIVE 20.
You have advantage on Charisma (Persuasion) and
Prerequisite: Type humanoid
You can spend 10 minutes inspiring your companions, You have inexplicable luck that seems to kick in at just
shoring up their resolve to fight. When you do so, the right moment.
choose up to six friendly creatures (which can include You have 3 luck points. Whenever you make an
yourself) within 30 feet of you who can see or hear you attack roll, an ability check, or a saving throw, you can
and who can understand you. Each creature can gain spend one luck point to roll an additional d20. You can
temporary hit points equal to your level + your choose to spend one of your luck points after you roll
Charisma modifier. A creature can't gain temporary hit the die, but before the outcome is determined. You
points from this feat again until it has finished a short choose which of the d20s is used for the attack roll,
or long rest. ability check, or saving throw.
You can also spend one luck point when an attack
INVESTIGATOR roll is made against you. Roll a d20, and then choose
You have an eye for detail and can pick out the whether the attack uses the attacker's roll or yours. If
smallest clues. You gain the following benefits: more than one creature spends a luck point to
influence the outcome of a roll, the points cancel each
Increase your Intelligence score by 1, to a maximum of other out; no additional dice are rolled.
20. You regain your expended luck points when you
You gain proficiency in the Investigation skill. If you are finish a long rest.
already proficient in it, you instead gain expertise in it.
You can take the Search action as a bonus action. MARINER
You've spent an exorbitant amount of time in water.
KEEN MIND You gain the following benefits:
You have a mind that can track time, direction, and
detail with uncanny precision. You gain the following Increase your Constitution score by 1, to a maximum of
benefits. 20.
You gain a swimming speed equal to your movement
Increase your Intelligence score by 1, to a maximum of speed.
20. You have advantage on a ability checks and saving
You always know which way is north. throws related to swimming.
You always know the number of hours left before the You can hold your breath for a number of minutes
next sunrise or sunset. equal to 1 + twice your Constitution modifier.
You can accurately recall anything you have seen or
heard within the past month. MEDIC
You master the physician's arts, gaining the following
LINGUIST
benefits:
You have studied languages and codes, gaining the
following benefits: Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Medicine skill. If you are
Increase your Intelligence score by 1, to a maximum of already proficient in it, you instead gain expertise in it.
20. During a short rest, you can clean and bind the wounds
You learn three languages of your choice. of up to six willing beasts and humanoids. Make a DC
You can ably create written ciphers. Others can't 15 Wisdom (Medicine) check for each creature. On a
decipher a code you create unless you teach them, success, if a creature spends a Hit Die during this rest,
they succeed on an Intelligence check (DC = your that creature can forgo the roll and instead regain the
Intelligence score + your proficiency bonus), or they use maximum number of hit points the die can restore. A
a power to decipher it. creature can do so only once per rest, regardless of
how many Hit Dice it spends.
You learn the toxin scan tech power. You can cast it When you gain this feat, choose one of the following
once, using supplies scavenged around you, without damage types: acid, cold, fire, force, lightning, or
the use of a wristpad and without spending tech points, necrotic. Powers you cast ignore resistance to damage
and you regain the ability to do so when you finish a of the chosen type. In addition, when you roll damage
long rest. for a power you cast that deals damage of that type,
you can treat any 1 on a damage die as a 2.
OBSERVANT You can take this feat multiple times. Each time you
Quick to notice details of your environment, you gain do so, you must choose a different damage type.
the following benefits:
POWER CHANNELING
Increase your Intelligence or Wisdom score by 1, to a
Prerequisite: 4th level, the ability to cast force or tech
maximum of 20.
powers
Wisdom, or Charisma 13
You have the blood of heroes flowing through your
You have uncanny resilience of both body and mind. veins. You gain the following benefits:
You gain the following benefits:
Increase your Constitution score by 1, to a maximum of
Increase your Strength, Constitution, Wisdom, or 20.
Charisma score by 1, to a maximum of 20. Whenever you take the Dodge action in combat, you
Whenever you have advantage on a saving throw using can spend one Hit Die to heal yourself. Roll the die, add
Strength, Constitution, Wisdom, or Charisma you can your Constitution modifier, and regain a number of hit
reroll one of the dice once. points equal to the total (minimum of one).
SURVIVALIST WEAPON EXPERT
You master wilderness lore, gaining the following You have practiced extensively with a variety of
benefits: weapons, gaining the following benefits:
Increase your Wisdom score by 1, to a maximum of 20. Increase your Strength, Dexterity, or Constitution score
You gain proficiency in the Survival skill. If you are by 1, to a maximum of 20.
already proficient in it, you instead gain expertise in it. You gain proficiency with all blasters. If you are already
You learn the alarm tech power. You can cast it once, proficient with all blasters, instead once per turn when
using supplies scavenged around you, without the use you would roll weapon damage using a blaster, you can
of a wristpad and without spending tech points, and choose to have advantage.
you regain the ability to do so when you finish a long You gain proficiency with all lightweapons. If you are
rest. already proficient with all lightweapons, instead once
per turn when you would roll weapon damage using a
TECH DABBLER
lightweapon, you can choose to have advantage.
You know two at-will tech powers. When you reach 3rd You gain proficiency with all vibroweapons. If you are
level, you learn and can cast one 1st-level tech power already proficient with all vibroweapons, instead once
once per long rest. When you reach 5th level, you learn per turn when you would roll weapon damage using a
and can cast one 2nd-level tech power once per long vibroweapon, you can choose to have advantage.
rest. Your techcasting ability is Intelligence. You require
use of a wristpad for these powers. Additionally, you You can take this feat twice.
lose the Tech-Impaired special trait if you have it.
DUAL WIELD STYLE You can take the Guard action as a bonus action. If you
You are skilled at fighting with two weapons. You gain could already take the Guard action as a bonus action,
the following benefits: you can instead take it as a reaction on your turn.
When you move on your turn, you can use a bonus
When you engage in Two-Weapon Fighting, you can action to allow a willing ally within 5 feet of you to move
add your ability modifier to the damage roll of your with you (no action required by the ally). The ally must
Two-Weapon Fighting attack as long as it doesn't end this movement within 5 feet of you, and this
already include that modifier. movement can't exceed the ally's speed.
You can draw or stow two weapons when you would When you choose to let an attack that would hit a
normally be able to draw or stow only one. guarded ally hit you instead, the creature rolls the
damage as normal instead of choosing the maximum.
DUELIST STYLE
You are skilled in the art of fighting with a single FORMFIGHTING STYLE
weapon. You gain the following benefits: Prerequisite: The ability to cast force powers
You can take the Search action as a bonus action. If you You learn one maneuver, detailed in Chapter 13. Your
could already take the Search action as a bonus action, maneuver ability is Strength, Dexterity, or Constitution
you can instead take it as a reaction on your turn. for physical maneuvers (your choice), Intelligence,
You have advantage on ability checks and saving Wisdom, or Charisma for mental maneuvers (your
throws to determine the nature of illusions. If you choice), and an ability of your choice for general
would already have advantage, you can instead reroll maneuvers.
one of the dice once. You gain one superiority die, which is a d4. This die
changes as you gain levels: to d6 at 5th level, to d8 at
SPLIT STYLE 9th level, to d10 at 13th level, and to d12 at 17th level.
You are skilled at fighting with interlocking weapons.
A superiority die is expended when you use it. You
You gain the following benefits:
regain all of your expended superiority dice when you
When you engage in Double-Weapon Fighting, you can finish a short or long rest.
add your ability modifier to the attack roll of your THROWING STYLE
Double-Weapon Fighting attack as long as it doesn't You are skilled with the techniques of throwing
already include that modifier. weapons. You gain the following benefits:
When you engage in Two-Weapon Fighting, you can
add your ability modifier to the damage roll of your Whenever you make a ranged attack with a thrown
Two-Weapon Fighting attack as long as it doesn't weapon, you can immediately draw another weapon.
already include that modifier. Whenever you make a ranged attack with a thrown
weapon, you can move up to 5 feet without provoking
opportunity attacks.
When you miss with a ranged attack with a thrown
weapon, you can use your bonus action to repeat the
attack against a creature within 15 feet and behind
your initial target. Any modifications to the original
attack roll, such as advantage, disadvantage, or without
your proficiency bonus, also affect this attack roll.
TWIN-BLADE STYLE
You are skilled at fighting with double-bladed weapons.
You gain the following benefits:
VERSATILE STYLE
You are skilled at using weapons in different ways. You
gain the following benefits:
You have advantage on ability checks and saving When you take the Guard action, the guarded ally has
throws to avoid being disarmed. advantage on Dexterity saving throws that would affect
While you are wielding a weapon in one hand with only them while guarded.
which you are proficient and no other weapons, when When a creature misses an ally within 5 feet of you with
you take the Attack action, you can choose to attack a weapon attack, you can use your reaction to make a
with haste at the expense of accuracy. Your weapon weapon attack against that creature without your
attack is made without the aid of your proficiency proficiency bonus.
bonus, but you can use your reaction to make an When a creature hits an ally within 5 feet of you with a
additional weapon attack, also without your proficiency weapon attack, you can use your reaction to impose a
bonus. If you would make more than one attack when penalty to the attack roll equal to your proficiency
you take the Attack action, only one attack is made bonus, potentially causing the attack to miss.
without your proficiency bonus.
While you are wielding a weapon in one hand with
FORMFIGHTING MASTERY
Prerequisite: The ability to cast force powers
When determining the save DC of a grenade, mine, or On your turn, when you score a critical hit or reduce a
missile you control, you can use 8 + your proficiency creature to 0 hit points with a melee weapon attack,
bonus + your Intelligence modifier, if it would be higher you can make one melee weapon attack as a bonus
than the item's DC. action.
You have advantage on saving throws against While you are wielding a two-handed light- or vibro-
grenades, mines, and missiles you control. weapon with which you are proficient, when you miss
When using a grenade, mine, or missile that requires a with a melee weapon attack, you can use your bonus
saving throw and deals damage, you can take a penalty action to repeat the attack against the same target. Any
to the save DC equal to your proficiency bonus. If you modifications to the original attack roll, such as
do so, the item's damage increases by an amount equal advantage, disadvantage, or without your proficiency
to your proficiency bonus. bonus, also affect this attack roll. On a hit, this attack
deals kinetic damage equal to your Strength modifier.
You have advantage on ability checks and saving
throws to avoid being disarmed.
While you are wielding a two-handed light- or vibro-
weapon with which you are proficient, before you make
a melee weapon attack, you can choose to forgo your
proficiency bonus. If the attack hits, you add twice your
proficiency bonus to the attack's damage.
You can move through a hostile creature's space If your mount is subjected to an effect that allows it to
regardless of that creature's size. make a Dexterity saving throw to take only half
When you hit a creature with an opportunity attack, damage, you can use your reaction to have it instead
you can move up to half your speed (no action take no damage if it succeeds on the saving throw, and
required) without provoking opportunity attacks from only half damage if it fails.
that creature. While mounted on a controlled beast, you can use your
When a hostile creature moves to within 5 feet of you, bonus action to have your mount make a single melee
you can use your reaction to Disengage and move up attack against a creature within its reach. If you could
to half your speed. already use your bonus action to have your mount
Once per turn, when you hit a creature with a weapon make an attack, you can instead do so as a reaction on
attack, another enemy of the creature is within 5 feet of your turn.
it, and that enemy isn't incapacitated, you can deal While mounted on a vehicle, you can take a vehicle
additional damage equal to twice your proficiency action with your bonus action, instead of your action. If
bonus. you could already take a vehicle action as a bonus
action, you can instead do so as a reaction on your
GUNNING MASTERY
turn. You can't take the same action twice in one turn.
You've mastered using blasters in unique ways,
Once per turn, you can choose to have advantage on a
controlling the battlefield. You gain the following
melee weapon attack roll against an unmounted
benefits:
creature that is smaller than your mount. If the attack
When a creature succeeds on the saving throw against hits, you deal additional damage equal to your
the burst or rapid property of your weapon, they take proficiency bonus.
damage equal to the weapon's governing ability
ONSLAUGHT MASTERY
modifier. You've mastered using your momentum to your
You treat the strength number of weapons as one step advantage, effectively pummeling creatures into
lower (19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the submission and keeping them down once they fall. You
strength number is 11, you ignore it entirely. gain the following benefits:
When you use the burst property of a weapon, you can
choose to forgo your proficiency bonus to the save DC. When a creature falls prone within 5 feet of you, they
If you do so, each creature that fails the save takes provoke an opportunity attack from you.
additional damage equal to your proficiency bonus. When you would have advantage on a melee weapon
When you use the rapid property of a weapon, you can attack due to a creature being prone, you can reroll
choose to forgo your proficiency bonus to the save DC. one of the dice once.
If you do so, and the target fails the save, they take When a prone creature within 5 feet of you attempts to
additional damage equal to twice your proficiency stand, they provoke an opportunity attack from you.
bonus. Once on each of your turns, if you move at least 10 feet
in a straight line towards a creature immediately before
hitting it with a melee weapon attack, you can deal
additional damage equal to your proficiency bonus.
POISONER MASTERY
You are skilled at with the subtlety of poisons, causing
untold destruction. You gain the following benefits:
DJEM SO FORM
Before the end of your next turn, you can add half your
Wisdom or Charisma modifier (your choice, minimum
of +1) to one ability check or attack roll you make using
Strength.
DRALLIG FORM
Until the start of your next turn, you gain a special
reaction. When a creature enters your reach or moves
while within your reach, you can use this special
reaction to leap to an unoccupied space you can see
within 10 feet without provoking opportunity attacks
from that creature.
CONTESTS
PROFICIENCY BONUS
Sometimes one character's or monster's efforts are
Characters have a proficiency bonus determined by directly opposed to another's. This can occur when
level, as detailed in chapter 1. Monsters also have this
both of them are trying to do the same thing and only
bonus, which is incorporated in their stat blocks. The
one can succeed, such as attempting to snatch up a
bonus is used in the rules on ability checks, saving ring that has fallen on the floor. This situation also
throws, and attack rolls.
applies when one of them is trying to prevent the other
Your proficiency bonus can't be added to a single die
one from accomplishing a goal—for example, when a
roll or other number more than once. For example, if monster tries to force open a door that an adventurer
two different rules say you can add your proficiency is holding closed. In situations like these, the outcome
bonus to a Wisdom saving throw, you nevertheless add
is determined by a special form of ability check, called
the bonus only once when you make the save. a contest.
Occasionally, your proficiency bonus might be Both participants in a contest make ability checks
multiplied or divided (doubled or halved. for example) appropriate to their efforts. They apply all appropriate
before you apply it. If a circumstance suggests that
bonuses and penalties, but instead of comparing the
your proficiency bonus applies more than once to the total to a DC, they compare the totals of their two
same roll, you still add it only once and multiply or checks. The participant with the higher check total wins
divide it only once. the contest. That character or monster either succeeds
By the same token, if a feature or effect allows you to at the action or prevents the other one from
multiply your proficiency bonus when making an ability succeeding.
check that wouldn't normally benefit from your If the contest results in a tie, the situation remains
proficiency bonus, you still don't add the bonus to the the same as it was before the contest. Thus, one
check. For that check your proficiency bonus is 0, given contestant might win the contest by default. If two
the fact that multiplying 0 by any number is still 0. For
characters tie in a contest to snatch a ring off the floor,
instance, if you lack proficiency in the Lore skill, you neither character grabs it. In a contest between a
gain no benefit from a feature that lets you double monster trying to open a door and an adventurer
your proficiency bonus when you make Intelligence
trying to keep the door closed, a tie means that the
(Lore) checks. door remains shut.
In general, you don't multiply your proficiency bonus
for attack rolls or saving throws. If a feature or effect Ability Check DCs
allows you to do so, these same rules apply.
Task Difficulty DC
EXPERTISE Very easy 5
Certain features, such as the Expertise class feature or Easy 10
Ace Pilot feat, grant expertise in a skill or tool, letting Medium 15
you double your proficiency bonus with that skill or
tool. As usual, you can only gain expertise in a skill or Hard 20
tool once. Very hard 25
Far less common, though still possible, a creature Nearly impossible 30
can gain expertise in a saving throw. Creatures cannot
gain expertise in weapons, however.
chapter 9.
FORCECASTING ABILITY
Forcecasters use Wisdom as their forcecasting ability
for their light side and universal powers, which helps
determine the saving throw DCs of powers they cast.
FORCECASTING ABILITY
Forcecasters use Charisma as their forcecasting ability
for their dark side and universal powers, which helps
determine the saving throw DCs of powers they cast.
you, you fall unconscious (see appendix A). This weapon attack, or blaster weapon
unconsciousness ends if you regain any hit points. that deals ion or energy damage,
this one isn't tied to any ability score. You are in the
and is
tech points. If you have temporary force or tech points mount changes to match yours when you
and receive more of them, you decide whether to keep mount it. It moves as you direct it, and it has
the ones you have or gain the new ones. only three action options: Dash, Disengage,
Unless a feature that grants you temporary force or and Dodge. A controlled mount can
tech points has a duration, they last until they're move and act even on the turn that
depleted or you finish a long rest. you mount it. All vehicles are
When adventurers pursue karkarodons back to their place in the initiative order. Bearing
undersea domain, fight off gungans in an ancient a rider puts no restrictions on the
shipwreck, or find themselves in a flooded dungeon actions the mount can take, and it
room, they must fight in a challenging environment. moves and acts as it wishes. It might
Underwater the following rules apply. flee from combat, rush to attack and
When making a melee weapon attack, a creature devour a badly injured foe, or otherwise
that doesn't have a swimming speed (either natural or act against your wishes.
granted by a power) has disadvantage on the attack In either case, if the mount provokes
roll unless the weapon is a vibrodagger or vibrospear. an opportunity attack while you're on
A ranged weapon attack automatically misses a it, the attacker can target you or the
When you learn a power, either an at-will, 1st-level, Level Cost Level Cost
or higher, you choose from the list of powers provided
in Chapters 11 and 12. You can learn powers from any 0 0 5 6
level up to your Max Power Level, including at-will 1 2 6 7
powers. The total number of powers you learn in this 2 3 7 8
way can't exceed your Force or Tech Powers Known for
your class. 3 4 8 9
If a power is granted to you by a class feature, that 4 5 9 10
power does not count against your powers known and
you can't voluntarily unlearn it. If you already know AT-WILL POWERS
that power, you may learn an additional power that is An at-will power is one that can be cast without
available to you. expending force or tech points. An at-will power's level
Additionally, every time you learn a new power as a is 0.
result of gaining a level, you can choose one of the
powers you know and replace it with another power of CASTING FOCUSES
the same type, as long as that power is not of a higher
While forcecasting doesn't require a focus to cast force
level than your Max Power Level.
powers, techcasting requires that you have a tech
focus in order to cast tech powers.
DRAIN LIFE
4th-level dark side power
Prerequisite: Drain Vitality
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You draw the life force from a creature you can see
within range. The target must make a Constitution
saving throw. The target takes 8d8 necrotic damage on
a failed save, or half as much damage on a successful
one. If you reduce a hostile creature to 0, you gain
temporary hit points equal to half the damage dealt.
This power has no effect on droids or constructs.
Force Potency. When you cast this power using a
force slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
GUIDANCE HEAL
At-will light side power 1st-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Duration: Concentration, up to 1 minute Duration: Instantaneous
You touch one willing creature. Once before the A creature you touch regains a number of hit points
power ends, the target can roll a d4 and add the equal to 1d8 + your forcecasting ability modifier. This
number rolled to one ability check of its choice. The power has no effect on droids or constructs.
power then ends. Force Potency. When you cast this power using a
This power's die increases at higher levels: to a d6 at force slot of 2nd level or higher, the healing increases
5th level, a d8 at 11th level, and a d10 at 17th level. by 1d8 for each slot level above 1st.
HALLUCINATION HEROISM
2nd-level dark side power 1st-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You craft a dangerous illusion in the mind of a A willing creature you touch is imbued with bravery.
creature that you can see within range. The target Until the power ends, the creature is immune to being
must make a Wisdom saving throw. On a failed save, frightened and gains temporary hit points equal to
you create a phantasmal object, creature, or other your forcecasting ability modifier at the start of each of
visible phenomenon of your choice that is no larger its turns. When the power ends, the target loses any
than a 10-foot cube and that is perceivable only to the remaining temporary hit points from this power. This
target for the duration. This power has no effect on power has no effect on droids or constructs.
droids or constructs. Force Potency. When you cast this power using a
The hallucination includes sound, temperature, and force slot of 2nd level or higher, you can target one
other stimuli, also evident only to the creature. additional creature for each slot level above 1st.
The target can use its action to examine the
hallucination with an Intelligence (Investigation) check
against your force power save DC. If the check
succeeds, the target realizes that the hallucination is an
illusion, and the power ends.
You return a dead creature you touch to life, 2-6 The creature doesn't move or take actions this turn.
provided that it has been dead no longer than 1 hour. The creature uses its action to make a melee attack
If the creature's soul is both willing and at liberty to 7-8
against a randomly determined creature within its
rejoin the body, the creature returns to life with all its reach. If there is no creature within its reach, the
hit points. This power has no effect on droids or creature does nothing this turn.
constructs.
This power also neutralizes any poisons and cures At the end of each of its turns, an affected target can
diseases that affected the creature at the time it died. make a Wisdom saving throw. If it succeeds, this effect
This power closes all mortal wounds and restores ends for that target.
any missing body parts. Force Potency. When you cast this power using a
Coming back from the dead is an ordeal. The target power slot of 6th level or higher, the radius of the
takes a -4 penalty to all attack rolls, saving throws, and sphere increases by 5 feet for each force slot level
ability checks. Every time the target finishes a long rest, above 5th.
the penalty is reduced by 1 until it disappears.
KILL
IMPROVED SABER THROW 9th-level dark side power
2nd-level universal power Prerequisite: Ruin
Prerequisite: Saber Throw Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 60 feet Duration: Instantaneous
Duration: Instantaneous You compel one creature you can see within range to
As a part of the action used to cast this power, you die instantly. If the creature you choose has 100 hit
must make a ranged force attack with a lightweapon or points or fewer, it dies. Otherwise, the power has no
vibroweapon against one target within the power's effect.
range, otherwise the power fails. On a hit, the target
takes 2d8 damage of the same type as the weapon's KNIGHT SPEED
damage and must make a Constitution saving throw. 3rd-level universal power
On a failed save, the target gains 1 slowed level until Prerequisite: Burst of Speed
the end of its next turn and the weapon then Casting Time: 1 action
immediately returns to your hand. The next attack Range: 30 feet
made against the target that hits it before the end of Duration: Concentration, up to 1 minute
the target's next turn deals an additional 1d10 force
Choose a willing creature that you can see within
damage. On a successful save, the target takes half as
range. Until the power ends, the target's speed is
much additional force damage on the next attack that
doubled, it gains a +2 bonus to AC, it has advantage on
hits it, and suffers no additional effect. The weapon
Dexterity saving throws, and it gains an additional
then immediately returns to your hand.
action on each of its turns. That action can be used
Force Potency. When you cast this power using a
only to take the Attack (one weapon attack only), Dash,
force slot of 3rd level or higher, the force damage
Disengage, Hide, or Use an Object action.
increases by 1d10 for each slot level above 2nd.
When the power ends, the target can't move or take
INSANITY actions until after its next turn, as a wave of lethargy
5th-level dark side power sweeps over it.
Prerequisite: Horror
Casting Time: 1 action
Range: Self (30-foot sphere)
Duration: Concentration, up to 1 minute
This power assaults and twists creatures' minds,
spawning delusions and provoking uncontrolled action.
Each creature in a 30-foot-radius sphere centered on
you must succeed on a Wisdom saving throw when you
cast this power or be affected by it.
An affected target can't take reactions and must roll
a d8 at the start of each of its turns to determine its
behavior for that turn. This power has no effect on
constructs or droids.
TELEMETRY VALOR
1st-level universal power 1st-level light side power
NEUROTOXIN OVERHEAT
7th-level tech power 2nd-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Instantaneous Duration: Concentration, up to 1 minute
You release a series of darts filled with neurotoxin. Choose a manufactured metal object, such as a
Choose any number of creatures you can see within blaster or a suit of heavy or medium metal armor, that
range. Each creature must make a Constitution saving you can see within range. You cause the object to glow
throw. On a failed save, a creature suffers an effect red-hot. Any creature in physical contact with the
based on its current hit points: object takes 2d8 fire damage when you cast the power.
Until the power ends, you can use a bonus action on
60 hit points or fewer: poisoned for 1 minute each of your subsequent turns to cause this damage
50 hit points or fewer: poisoned and deafened for 1 again.
minute If an object is held, worn, or integrated, and a
40 hit points or fewer: poisoned, deafened, and blinded creature takes the damage from it, the creature must
for 10 minutes succeed on a Constitution saving throw or drop the
30 hit points or fewer: poisoned, blinded, deafened, object if it can. If it doesn't—or can't—drop the object,
and stunned for 1 hour it has disadvantage on attack rolls and ability checks
20 hit points or fewer: killed instantly until the start of your next turn.
Overcharge Tech. When you cast this power using a
This power has no effect on droids or constructs. tech slot of 3rd level or higher, the damage increases
OIL SLICK by 1d8 for each slot level above 2nd.
1st-level tech power OVERLOAD
Casting Time: 1 action 1st-level tech power
Range: 60 feet Casting Time: 1 action
Duration: 1 minute Range: Self (15-foot cube)
You cover the ground in a 10-foot square within Duration: Instantaneous
range in oil. For the duration, it is difficult terrain. You expel a burst of power. Each creature in a 15-
When the oil appears, each creature standing in its foot cube originating from you must make a Dexterity
area must succeed on a Dexterity saving throw or fall saving throw. On a failed save, a creature takes 2d6 ion
prone. A creature that enters the area or ends its turn damage and is pushed 10 feet away from you. On a
there must also succeed on a Dexterity saving throw. successful save, the creature takes half as much
The oil is flammable. Any 5 foot square of the oil damage and isn't pushed.
exposed to fire burns away in one round. Each Overcharge Tech. When you cast this power using a
creature who enters the fire or starts it turn there must tech slot of 2nd level or higher, the damage increases
make a Dexterity saving throw, taking 3d6 fire damage by 1d6 for each slot level above 1st.
on a failed save, or half as much on a successful one.
The fire ignites any flammable objects in the area that
aren't being worn or carried.
SHUTDOWN
5th-level tech power
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You emit an electromagnetic pulse, shutting down all
electronic devices, with the exception of your tech
focus, that are not held by or under the direct control
of a creature. If it is, the creature must succeed on an
Intelligence saving throw to stop the device from being
shut down. While the power is active, no electronic
device in range can be started or restarted.
As an action, you can expend a superiority die to tend When a creature makes an attack roll against you, you
to a creature you can touch. The creature regains a can use your reaction and expend a superiority die and
number of hit points equal to the number rolled + your command a willing ally within 5 feet of that creature to
maneuver ability modifier. use their reaction to intercede. The creature is then
forced to make an attack on the ally instead. If the
ADMINISTER AID (GREATER) attack misses, the ally can immediately make a weapon
Mental maneuver
attack against that creature as a part of that same
Prerequisite: Administer Aid (Improved) maneuver
reaction. Roll the superiority die, and add the result to
You can use your Administer Aid maneuver as an the ally's attack roll.
action, bonus action, or reaction on your turn.
CALL TO ARMS
ADMINISTER AID (IMPROVED) Mental maneuver
Mental maneuver
Prerequisite: Proficiency in Persuasion
You can use an action and expend one superiority die maneuver
to inject a creature with regenerative medication that When you use your Call to Arms maneuver, you can roll
temporarily enhances their agility. When you do so, a the superiority die and extend the benefits of the
creature you can touch regains hit points equal to the maneuver to a number of allies up to the result of the
superiority die roll. Additionally, until the start of your roll, provided those allies can see or hear you.
next turn, when that creature would take damage, the
amount is reduced by an amount equal to your CHARGE
maneuver ability modifier. Mental maneuver
When a creature makes a saving throw against a tech If you move at least 10 feet towards your target before
power you cast, you may expend a superiority die, successfully hitting them with a melee attack, you may
subtracting the number rolled from their total. expend a superiority die, causing the target to take
BODY OVER BOTHER additional damage equal to the result, and forcing it to
Physical maneuver
make a Strength saving throw. On a failed save the
creature is knocked prone.
When you are forced to make an Strength, Dexterity, or
Constitution saving throw, you can expend a CHARMING PRESENCE
superiority die to change the saving throw ability to Mental maneuver
When you take the Attack action on your turn, you can When you hit a creature with a weapon attack, you can
forgo one of your attacks and use a bonus action to expend one superiority die to distract the creature,
direct one of your companions to strike. When you do giving your allies an opening. You add the superiority
so, choose a friendly creature who can see or hear you die to the attack's damage roll. The next attack roll
and expend one superiority die. That creature can against the target by an attacker other than you has
immediately use its reaction to make one weapon advantage if the attack is made before the start of your
attack, adding the superiority die to the attack's next turn.
damage roll.
EFFECTIVE FLANKING
COMMANDER'S STRIKE (GREATER) Mental maneuver
Physical maneuver
As a bonus action, you choose a target within 30 feet
Prerequisite: Commander's Strike (Improved)
that you can see to make a Wisdom saving throw. On a
maneuver
failed save, roll a superiority die; the result is added to
When you use the Commander's Strike maneuver, you the first attack roll against the creature before the start
can choose to forgo an attack or use your bonus of your next turn.
action, rather than both. All the other rules of
Commander's Strike still apply to you. EFFECTIVE FLANKING (GREATER)
Mental maneuver
Physical maneuver
maneuver
General maneuver
Prerequisite: Effective Flanking maneuver
When you hit a creature with a weapon attack, you can Prerequisite: Proficiency in Insight
expend one superiority die to cripple the creature. You When you make an Insight check, you can expend a
add the superiority die to the attack's damage roll and superiority die, rolling the die and adding it to the d20
the creature's gains 1 slowed level until the end of their roll.
next turn.
ENCOURAGING PACE
DECEIVE Mental maneuver
General maneuver
You can use a bonus action to expend and roll a
Prerequisite: Proficiency in Deception
superiority die. When you do so, a number of friendly
When you make an Deception check, you can expend a creatures equal to your maneuver ability modifier can
superiority die, rolling the die and adding it to the d20 immediately use their reaction to move a number of
roll. feet equal to 5 times the number rolled on the
superiority die.
DISARMING BLOW
Physical maneuver
ENCOURAGING SPEECH
When you hit a creature with a weapon attack, you can Mental maneuver
expend one superiority die to attempt to disarm the Prerequisite: Proficiency in Persuasion
target, forcing it to drop one item of your choice that You can expend a superiority die to give an
it's holding. You add the superiority die to the attack's encouraging speech, spending the next minute rallying
damage roll, and the target must make a Strength your allies. You grant two allies temporary hit points
saving throw. On a failed save, it drops the object you equal to the amount rolled on the superiority die +
choose. If you have a free hand and are within 5 feet of your maneuver ability modifier.
the creature, you can catch the item. Otherwise, the This increases to three allies at 5th level, four allies at
object lands at the creature's feet. 9th level, five allies at 13th level, and six allies at 17th
level.
As an action, you can expend one superiority die to Immediately after you deal damage to a target with a
inject a creature you can touch with enhancements, force attack, you can expend a superiority die and
granting them temporary hit points equal to the target a second creature that you can see within 30
superiority die roll + your maneuver ability modifier, feet of the first creature. Roll the die, and the second
which last for 1 minute. Additionally, when the target creature takes force damage equal to the roll + your
makes a Strength or Constitution check or saving throw forcecasting modifier.
while it has these temporary hit points, it gains a bonus
equal to your maneuver ability modifier. FORTUNE AND GLORY
Mental maneuver
Physical maneuver
When you would make a weapon attack against a
When you hit a creature with a weapon attack, you can target within 30 feet, you can instead manipulate the
expend a superiority die and deal additional true Force to expend a superiority die and make a Sleight of
damage equal to the number rolled. Hand check using your universal forcecasting ability to
plant or conceal something on the target or remove
EVASIVE FOOTWORK something from it. Roll the superiority die, and add the
General maneuver
result to the check.
When you move, you can expend one superiority die,
rolling the die and adding the number rolled to your AC GOADING ATTACK
until you stop moving. Mental maneuver
General maneuver
Prerequisite: Proficiency in Animal Handling
You can expend one superiority die and use a bonus When you make an Animal Handling check, you can
action on your turn to feint, choosing one creature expend a superiority die, rolling the die and adding it to
within 5 feet of you as your target. You have advantage the d20 roll.
on your next attack roll against that creature this turn.
If that attack hits, add the superiority die to the attack's HEADS UP
damage roll. Mental maneuver
number rolled to the result of that saving throw. Prerequisite: Proficiency in Technology
expend a superiority die, rolling the die and adding it to Prerequisite: Proficiency in Persuasion
the d20 roll. On your turn, you can use an action and expend one
superiority die to bolster the resolve of one ally within
30 feet who can see or hear you. The ally can add your
maneuver ability modifier to every damage roll they
make until the start of your next turn.
As an action, you can expend and roll one superiority Prerequisite: Proficiency in Medicine
die, gaining temporary hit points equal to the result of When you make an attack roll, you can expend a
the roll + your maneuver ability modifier. superiority die and add it to the attack roll. On a hit,
the creature's next attack has disadvantage and it
INTIMIDATING PRESENCE cannot regain hit points until the start of your next
Mental maneuver
turn.
Prerequisite: Proficiency in Intimidation
frighten a humanoid creature who can see or hear you Whenever you or an ally you can see makes an
within 60 feet. Add the superiority die to the roll. The opportunity attack, you can expend a superiority die. If
target makes a contested Wisdom (Insight) check. If the attack hits, roll the superiority die and add the
your check succeeds, the target is frightened of you result to the damage roll. Additionally, the affected
until the end of your next turn. creature gains 4 slowed levels until the start of its next
turn.
INVESTIGATE
General maneuver
ONE WITH THE FORCE
Prerequisite: Proficiency in Investigation
Mental maneuver
When you make an Investigation check, you can Prerequisite: The ability to cast force powers
expend a superiority die, rolling the die and adding it to Once per turn, when you make a Constitution saving
the d20 roll. throw to maintain concentration on a force power, you
can expend a superiority die and add the number
LUNGING ATTACK rolled to the saving throw.
Physical maneuver
When you make a melee weapon attack on your turn, ONE STEP AHEAD
you can expend one superiority die to increase your Physical maneuver
reach for that attack by 5 feet. If you hit, you add the When you roll initiative and you are not surprised, you
superiority die to the attack's damage roll. can expend a superiority die and add the number
rolled to your Initiative check.
MANEUVERING ATTACK
General maneuver
ONE WITH SHADOWS
When you hit a creature with a weapon attack, you can General maneuver
expend one superiority die to maneuver one of your Prerequisite: Proficiency in Stealth
comrades into a more advantageous position. You add When you are in an area of dim light or darkness, you
the superiority die to the attack's damage roll, and you can use your action and expend one superiority die to
choose a friendly creature who can see or hear you. become invisible until you move or take a hostile
That creature can use its reaction to move up to half action.
its speed without provoking opportunity attacks from
the target of your attack. OVERCAPACITY POWERS
Mental maneuver
Mental maneuver
When you cast a tech power of 1st-level or higher, you
When you hit a creature with a weapon attack, you can may expend a superiority die to cast the power at a
expend one superiority die to attempt to frighten the higher level, provided it does not exceed your
target. You add the superiority die to the attack's Maximum Power Level. Roll the superiority die, and
damage roll, and the target must make a Wisdom add it to the level at which you are casting the power.
saving throw. On a failed save, it is frightened of you You can choose to cast it at this new power level or
until the end of your next turn. lower.
When you are forced to make an Intelligence, Wisdom, Prerequisite: The ability to cast force powers
or Charisma saving throw, you can expend a Once per round, when a creature succeeds on a force
superiority die to change the saving throw ability to power you cast or your class feature that requires a
your maneuver ability modifier. Wisdom or Charisma saving throw, you can expend a
superiority die to make a universal forcecasting ability
NATURALIZE check with proficiency, substituting the result of the
General maneuver
roll for the save DC for that power.
Prerequisite: Proficiency in Nature
you can expend one superiority die to attempt to Prerequisite: Proficiency in Technology
damage another creature with the same attack. When you make an Technology check, you can expend
Choose up to two creatures within 15 feet of and a superiority die, rolling the die and adding it to the
directly behind your initial target. If the original attack d20 roll.
roll would hit the second creature(s), it takes damage
equal to the number you roll on your superiority die. PURE SABACC
The damage is of the same type dealt by the original Physical maneuver
attack. When you score a critical hit with a weapon attack, you
can expend a superiority die and roll it. On a roll of 4 or
PERCEIVE higher, you deal maximum damage on the weapon's
General maneuver
damage roll, including the superiority die. On a roll of 3
Prerequisite: Proficiency in Perception
or lower, you instead deal the minimum.
When you make a Perception check, you can expend a
superiority die, rolling the die and adding it to the d20 PUSHING ATTACK
roll. Physical maneuver
General maneuver
On your turn, you can use a bonus action and expend
Prerequisite: Proficiency in Persuasion
one superiority die to bolster the resolve of one of your
When you make a Persuasion check, you can expend a companions. When you do so, choose a friendly
superiority die, rolling the die and adding it to the d20 creature who can see or hear you. That creature gains
roll. temporary hit points equal to the superiority die roll +
your maneuver ability modifier.
PILOT
General maneuver
RAMPAGE
Prerequisite: Proficiency in Piloting
Physical maneuver
When you make a Piloting check, you can expend a When you reduce a creature to 0 hit points, you can
superiority die, rolling the die and adding it to the d20 use your bonus action to expend a superiority die and
roll. move up to half your speed. If you end this movement
within 5 feet of a creature, you can make a single
PRECISE MOVEMENTS melee weapon attack against that creature, adding the
General maneuver
result of the superiority die roll to the attack roll.
When you or a friendly creature you can see that can
see or hear you moves, you can expend a superiority RATTLE
die to give them verbal guidance and encouragement. Physical maneuver
As an action, you can expend a superiority die and call When you cast a force power of 1st-level or higher that
out to a creature within 60 feet that can see or hear has a casting time of 1 action, you can expend a
you that is charmed, frightened, or stunned. When you superiority die to change the casting time to 1 bonus
do so, that creature immediately makes another saving action for this casting.
throw, adding the amount rolled to the save.
STEADY THE NERVES
REMOVE TOXINS General maneuver
Mental maneuver
Prerequisite: Proficiency in Persuasion
Physical maneuver
When you make a melee weapon attack against a
When a creature misses you with a ranged attack, you creature, you can expend one superiority die and add
can use your reaction and expend one superiority die the number rolled to the attack roll. On a hit, the target
to make a ranged weapon attack against the creature. takes additional force damage equal to the number
If you hit, you add the superiority die to the attack's rolled.
damage roll.
STUDY
RIPOSTE General maneuver
Physical maneuver
Prerequisite: Proficiency in Lore
When a creature misses you with a melee attack, you When you make an Lore check, you can expend a
can use your reaction and expend one superiority die superiority die, rolling the die and adding it to the d20
to make a melee weapon attack against the creature. If roll.
the attack hits, you add the superiority die to the
attack's damage roll. SUBTLE EXECUTION
Mental maneuver
Physical maneuver
When you cast a tech power, you may expend a
Prerequisite: Riposte maneuver
superiority die to cast the power without any visual or
When a creature misses an ally within 30 feet you can auditory cues. Creatures have disadvantage on any
see with a melee attack, and that ally can see or hear Intelligence (Investigation) or Wisdom (Perception)
you, you can expend one superiority die (no action checks made to determine if you were the caster.
required), and the chosen ally use their reaction to
make a melee weapon attack against the creature. If SURVIVE
the attack hits, the ally adds the superiority die to the General maneuver
may expend a superiority die to extend the duration of When you hit a creature with a melee weapon attack,
the power by a number of rounds equal to the number you can expend one superiority die to attempt to
rolled on your superiority die. damage another creature with the same attack.
Choose another creature within 5 feet of the original
SELF-PRESERVATION target and within your reach. If the original attack roll
General maneuver
would hit the second creature, it takes damage equal
As a reaction when you make a saving throw against an to the number you roll on your superiority die. The
effect you can see, you can expend a superiority die damage is of the same type dealt by the original attack.
and add it to the result. You can use this maneuver
before or after making the saving throw, but before
any effects of the saving throw are determined.
Mental maneuver
When you hit a creature within 5 feet of you with an
When an ally who can see or hear you makes an attack opportunity attack, you may expend a superiority die.
against a creature, you can use your reaction to The creature takes additional damage equal to your
expend a superiority die. You add the superiority die to superiority die, and you may attempt to grapple the
the attack roll, and the damage roll if it hits. You can target as part of the same reaction.
use this maneuver before or after the attack roll, but
before the GM determines whether or not the attack VANITY
hits. General maneuver
roll. If you begin this movement hidden from a Prerequisite: Proficiency in Medicine
creature, and you end this movement in a space that When you hit a creature with a weapon attack, you can
could be hidden from the creature, this movement expend a superiority die to temporarily daze the
does not reveal your presence to that creature. creature. Add the number rolled to the damage of the
weapon attack and the creature must succeed on a
THREATEN Constitution saving throw or be stunned until the end
General maneuver
of its next turn.
Prerequisite: Proficiency in Intimidation
When you make an Intimidation check, you can expend WORLD ON FIRE
a superiority die, rolling the die and adding it to the Physical maneuver
d20 roll. On your turn, when you hit with a weapon attack, you
can use a bonus action to expend and roll one
TRIP ATTACK superiority die to ignite phosphorescent powder on
Physical maneuver
your target, dealing extra fire damage equal to the
When you hit a creature with a weapon attack, you can result of the roll. Additionally, the target sheds dim
expend one superiority die to attempt to knock the light in a 5-foot radius and can't become invisible until
target down. You add the superiority die to the attack's the end of your next turn, and becomes visible if it was
damage roll, and if the target is Large or smaller, it already invisible.
must make a Strength saving throw. On a failed save,
you knock the target prone. WRESTLE AND DRAG
Physical maneuver
General maneuver
When you make a Strength (Athletics) check to grapple
Prerequisite: Proficiency in Acrobatics
or shove a creature, you can expend a superiority die.
When you make an Acrobatics check, you can expend a Until the end of your turn, you can drag the grappled
superiority die, rolling the die and adding it to the d20 creature with you without your speed being halved.
roll. Additionally, if the creature is moved at least 5 feet,
you can roll the superiority die, dealing kinetic damage
TYRANNICAL STRIKE to the creature equal to the result of the roll.
Mental maneuver
expend one superiority die and use your reaction to Prerequisite: The ability to cast force powers
issue a one-word command to a creature who can see When you or a friendly creature that you can see
or hear you. You add the superiority die to the attack's reduces a hostile creature to 0 hit points, you can use
damage roll, and the target must succeed on a Wisdom your reaction and expend a superiority die to give
saving throw. On a failed save, the target must follow yourself or that friendly creature temporary hit points
the command on its next turn. equal to the number rolled + your universal
forcecasting modifier.
SHOCKED
A shocked creature can't take reactions.
On its turn, a shocked creature can take either an
action or a bonus action, but not both.
SLOWED
Some abilities, effects, and hazards can lead to a
special condition called slowed. Slowed is measured in
four levels. An effect can give a creature one or more
levels of slowed, as specified in the effect's description.
Slowed Level
Level Effect
1 Speed reduced by 15 feet
2 Speed reduced by 25 feet
3 Speed reduced by 30 feet
Speed reduced to 0, and
and fight vile and malevolent creatures from Scum and Villainy.