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  Version 1.0 
   
   
   
   
  
  Table of contents 
   
  SPECIES  
   
   
   
   
   
  Pg. 3 
  THE DARK SIDE 
   
   
   
   
  Pg. 8 
  CLASSES, SKILLS & BACKGROUNDS  
  Pg. 10 
   
  The Adept  
   
   
   
   
  Pg. 12 
   
  The Fringer 
   
   
   
   
  Pg. 17 
   
  The Jedi 
   
   
   
   
   
  Pg. 21 
   
  The Noble  
   
   
   
   
  Pg. 26 
   
  The Soldier 
   
   
   
   
  Pg. 31 
   
  The Specialist  
   
   
   
  Pg. 36 
  EQUIPMENT 
   
   
   
   
   
  Pg. 43 
  VEHICLES  
   
   
   
   
   
  Pg. 45 
  FORCE POWERS 
   
   
   
   
  Pg. 46 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  Species
  The Star Wars galaxy contains a bewildering variety of species, 
  each with its own unique outlook and civilization. Although 
  Humans dominate the known galaxy, there are many intelligent 
  alien species that can be encountered wherever you travel. 
   
  KNOWN LANGUAGES 
   
   
   
   
  The primary language used throughout known space is called 
  Basic. Most characters can speak Basic, and all characters 
  understand it even if they can’t speak it. Nonhuman characters 
  can also speak, read, and write the language associated with 
  their species.  Other prevalent languages include Huttese 
  (particularly common in the Outer Rim), Binary (used by droids 
  and programmers), and Bocce (a trade language that can be 
  spoken by almost any species). A few of the more common 
  languages are listed below: 
   
      Basic  
       Gamorrean 
   
  Quarrenese 
   
      Binary  
       High Galactic  
  Rodese 
      Bocce  
       Huttese 
   
  Ryl 
      Bothese 
       Ithorese 
   
  Shyriiwook 
      Cerean 
       Jawa Trade 
   
  Sullustese 
      Dosh  
       Kel Dor 
   
  Zabrak 
      Durese 
       Mon Calamarian 
   
   
   
   
   
   
   
   
   
   
   
   
   
  HUMANS 
   
   
   
   
   
   
  Humans dominate the Core Worlds can be 
  found in virtually every corner of the 
  galaxy. They are the descendants of early 
  spacefaring pioneers, conquerors, traders, 
  travelers, and refugees. Humans have 
  always been people on the move. As a 
  result, they can be found on almost every 
  inhabited planet. As a species, Humans 
  are physically, culturally, and politically diverse. Hardy or fine, 
  light-skinned or dark, Humans remain one of the most 
  dominant species throughout all eras of play. 
       Ability Score Increase. Two different ability scores of your 
  choice increase by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and one language of your choice. 
        Skills. You gain proficiency in one skill of your choice. 
        Feat. You gain one feat of your choice. 
   
  BOTHANS 
   
   
   
   
   
   
  Native to Bothawui, these short, fur-
  covered humanoids have had hyper-
  space travel for thousands of years. 
  Bothans use information as a measure of 
  wealth and power, even wielding it as a 
  weapon when necessary. The Bothan 
  SpyNet, one of the largest intelligence 
  agencies during most eras, plays an 
  important role in the Galactic Civil War. 
       Ability Score Increase. Your Dexterity score increases by 2, 
  and Intelligence increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Bothese. 
        Iron Will. You have advantage on Wisdom saves. 
        SpyNet. You have advantage on Charisma checks made to 
  gather information. 
   
  1
  
  CEREANS 
   
   
   
   
   
   
  Cereans are a sophisticated and 
  cultured humanoid species native to 
  Cerea, a world on the fringes of 
  known space. Their elongated heads 
  distinguish them from most other 
  humanoid species.   
       Ability Score Increase. Your 
  Intelligence score increases by 2, and 
  Wisdom increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet.  
       Languages. You know Basic and Cerean. 
        Intuitive Initiative. You may choose to reroll any Initiative 
  check, but the result of the reroll must be accepted even if it is 
  worse. 
        Perceptive. You are proficient in the Perception skill. 
   
   
  DROIDS 
   
   
   
   
   
   
  From small probes to massive haulers, 
  droids can be found virtually 
  anywhere in the galaxy. They are used 
  for communication, personal 
  accompaniment, maintenance, or 
  combat. Where there are many droid 
  makes and models, those of the 
  Fourth Degree are the most 
  independent variety – making them the most likely to be 
  encountered on adventures. 
       Ability Score Increase. Your Strength and Constitution scores 
  increase by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Binary. 
       Chassis. You can permanently adhere any armor you wear to 
  your frame with 1 hour of work. Once adhered, you suffer no ill 
  effects of resting while wearing armor.  You can remove your 
  armor with another 1 hour of work. 
       Composite Plating. Your base frame grants you a +1 bonus to 
  your Armor Class. 
       Construct. You are immune to poison damage, as well as the 
  effects of poison and disease. You do not need to eat or 
  breathe.  Instead of sleeping, you enter an inactive state for 2 
  hours each day.  You are not aware of your surroundings for 
  this time period, though you become awakened if you are 
  moved or affected in any way. 
       Electronics. You are vulnerable to lightning damage. 
   
   
  DUROS 
   
   
   
   
   
   
  Tall, hairless humanoids from the Duro 
  system, Duros were one of the first 
  species to become a major influence in 
  the Galactic Republic, and many 
  respected scholars credited the Duros 
  with creating the first hyperdrive. The 
  Duros have a natural affinity for space 
  travel, possessing an innate grasp of the 
  mathematical underpinnings of astrogational computations. 
       Ability Score Increase. Your Intelligence score increases by 2 
  and your Dexterity score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Durese. 
       Expert Pilot. You gain proficiency in Vehicles (Space). You 
  also have advantage on Vehicle (Space) skill checks. 
       Galactic Traveler. You gain proficiency in Galactic Lore. 
   
  GAMORREANS 
   
   
   
   
   
  Gamorreans are green-skinned, 
  porcine creatures native to Gamorr. 
  Their tendency toward violence makes 
  them valued as criminal enforcers. 
  Though viewed as mindless brutes, 
  they don’t care so long as they are 
  paid to fight. 
       Ability Score Increase. Your 
  Strength and Constitution scores increase by 2. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic (but cannot speak it) and 
  Gamorrean. 
       Great Fortitude. You have advantage on Constitution saves. 
       Toughness. Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level. 
   
  ITHORIANS  
   
   
   
   
   
  Ithoreans are tall humanoids 
  whose appearance leads many to 
  refer to them colloquially as 
  “Hammerheads.” Peaceful and 
  gently, Ithoreans are widely 
  recognized as talented artists, 
  brilliant agricultural engineers, 
  and skilled diplomats. 
       Ability Score Increase. Your Charisma score increases by 2 
  and your Wisdom score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
  2
  
       Languages. You know Basic and Ithorian. 
       Bellow. As an action, you can open all four of your throats 
  and emit a terrible subsonic bellow. Each creature and 
  unattended object within a 15 foot cone originating from you 
  must make a Constitution save, the DC equal to your 
  Constitution score. On a failed save, they take 3d6 sonic 
  damage. Once you use this ability, you must take a short or long 
  rest to use it again. 
       Green Thumb, Silver Tongue. You gain proficiency in Nature 
  and Persuasion. 
   
  KEL DOR 
   
   
   
   
   
   
  The Kel Dor evolved on Dorun, a world 
  with an atmosphere consisting mostly 
  of helium and a gas that is unique to 
  that world. As such, Kel Dor cannot 
  breathe on planets with common 
  atmospheres. Conversely, Dorin’s 
  atmosphere is toxic to most nonnative 
  life.  Calm and kind, the Kel Dor never 
  turn away a being in need. Still, most believe in quick, simple 
  justice. 
       Ability Score Increase. Your Dexterity and Wisdom ability 
  scores increase by 2. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Kel Dor. 
       Darkvision. Having evolved on a planet with a dense 
  atmosphere, you have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet of you as if it 
  were bright light, and in darkness as if it were dim light. You 
  can’t discern color in darkness, only shades of gray. 
       Keen Force Sense. You are proficient in Force and have 
  advantage on Force ability checks. 
       Special Equipment. You suffer limitations outside of your 
  native atmosphere. Without protective goggles, you are 
  considered blind. Without an antiox breath mask, you suffer a 
  level of exhaustion every round. You begin with this equipment, 
  which is also poisonous to other species. 
   
  MIRALUKA  
   
   
   
   
   
  Miraluka are remarkable similar to 
  Humans, except for two important 
  and distinctive differences. Miraluka 
  have no eyes, but they do have a 
  natural ability to “see” by using the 
  Force. Since they appear Human – 
  including their speech and 
  mannerisms – Miraluka attempt to 
  blend with Humans when traveling throughout the galaxy. Thus, 
  estimating how often they travel or how many live off their 
  home planet of Alpheridies is difficult, but the number is 
  relatively low. Since their homeworld was decimated during the 
  Jedi Civil War, no major Miraluka settlements exist outside of 
  Alpheridies, though individuals can still be encountered 
  anywhere in the galaxy. 
       Ability Score Increase. Your Wisdom or Charisma score 
  increases by 2, at your choice. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Miralukese. 
       Force Sight. Although blind, you can “see” by using the 
  Force. You act normally without taking any penalties for 
  blindness or darkness. This trait enables you to make 
  Perception checks, and can read and write as a sighted person.  
  You also have blindsight to 30 feet. 
       Keen Force Sense. You are proficient in Force and have 
  advantage on Force ability checks. 
   
  MON CALAMARI  
   
   
   
   
  Amphibious land-dwellers, the Mon 
  Calamari share their Outer Rim 
  homeworld with the aquatic 
  Quarren. They tend to be soft-spoken 
  but vigorously defend causes that 
  inspire them. Mon Calamari suffered 
  under great oppression at the hands 
  of the Galactic Empire, thus it was 
  one of the first worlds to openly 
  declare support for the Rebel Alliance. 
       Ability Score Increase. Your Intelligence score increases by 2 
  and your Dexterity score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. Your base swim 
  speed is 20 feet. 
       Languages. You know Basic and Mon Calamarian. 
       Amphibious. You can breathe both air and water, and cannot 
  drown in water. 
       Darkvision. Hailing for an underwater realm, you have 
  superior vision in dark and dim conditions. You can see in dim 
  light within 60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern color in 
  darkness, only shades of gray. 
       Expert Swimmer. You have advantage on Strength (Athletics) 
  ability checks used to swim. In addition, if you roll less than a 10 
  on these checks, you are treated as if you had rolled a 10. 
        
   
   
   
  3
  
  QUARREN  
   
   
   
   
   
  The Quarren hail from the distant Outer 
  Rim world of Mon Calamari, sharing the 
  world with the sentient humanoid 
  species of the same name. The Mon 
  Calamari live on the surface of the 
  world, while the more isolationist 
  Quarren dwell in oxygen-filled cities in 
  the deep recesses of the oceans. 
       Ability Score Increase. Your Constitution score increases by 2 
  and your Strength score increases by 1.  
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. Your base swim 
  speed is 20 feet. 
       Languages. You know Basic and Quarrenese. 
       Amphibious. You can breathe both air and water, and cannot 
  drown in water. 
       Darkvision. Hailing for an underwater realm, you have 
  superior vision in dark and dim conditions. You can see in dim 
  light within 60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern color in 
  darkness, only shades of gray. 
       Negotiator. You are proficient in Persuasion, and have 
  advantage on Persuasion ability checks if you do not have a 
  weapon visible. 
   
  RODIANS 
   
   
   
   
   
   
  Rodians hail from the Tyrius star system 
  in the Mid Rim, their homeworld humid 
  and choked with heavy rain forests 
  teeming with dangerous life forms. In this 
  hostile environment, the Rodians evolved 
  into brutal hunters and killers to survive. 
  As a result, the Rodian culture centers 
  around the concept of “the hunt.” Their art glorifies violence 
  and the act of stalking prey. The more intelligent and dangerous 
  a hunter’s prey, the more honorable the hunt. 
       Ability Score Increase. Your Dexterity score increases by 2 
  and your Wisdom score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 35 feet. 
       Languages. You know Basic and Rodese. 
       Darkvision. Having been raised under a dense canopy, you 
  have superior vision in dark and dim conditions. You can see in 
  dim light within 60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern color in 
  darkness, only shades of gray. 
       Heightened Awareness. You have advantage on Wisdom 
  (Perception) ability checks. 
       Hunter. You are proficient in Survival and Stealth. 
  SULLUSTANS 
   
   
   
   
   
  To survive the natural perils of their 
  harsh, volcanic homeworld, the 
  Sullustans evolved in the planet’s 
  numerous caves. They prefer to 
  dwell underground, constructing 
  highly advanced cities of such great 
  beauty that wealthy sightseers come 
  from all over the galaxy to visit them. 
  Living underground helped the Sullustans to develop acute 
  senses, and they are renowned for their navigational and 
  piloting skills. 
       Ability Score Increase. Your Dexterity score increases by 2 
  and your Wisdom score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Sullustese. 
       Expert Climber. You have advantage on Strength (Athletics) 
  ability checks used to climb. In addition, if you roll less than a 10 
  on these checks, you are treated as if you had rolled a 10. 
       Heightened Awareness. You have advantage on Wisdom 
  (Perception) ability checks. 
       Superior Darkvision. You can see in dim light within 120 feet 
  of you as if it were bright light, and in darkness as if it were dim 
  light. You can’t discern color in darkness, only shades of gray. 
   
  TOGRUTA  
   
   
   
   
   
  Togruta are natives of the planet 
  Shili, a world of dense forests, wild 
  scrublands, and ever-growing 
  urban areas. The most striking 
  features of Togruta are their 
  brightly colored horns, head, tails, 
  and skin. These patterns serve as a 
  sort of camouflage that helps them stalk prey through the red 
  and white, tall turu-grass of the scrublands. 
       Ability Score Increase. Your Wisdom score increases by 2 
  and your Dexterity score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Togruti. 
       Pack Hunter. You have advantage on melee attacks against 
  creatures if an ally is adjacent to the enemy and threatening it. 
       Sneaky. You are proficient in Stealth. 
       Spatial Awareness. You can sense your surroundings using 
  passive echolocation. You have blindsight to 15 feet. Creatures 
  that attack you within this radius do not have advantage for 
  being invisible or during a surprise round. 
   
   
  4
  
  TRANDOSHANS 
   
   
   
   
   
  The reptilian Trandoshans are known for 
  their great strength and warlike natures. 
  Many of these beings dedicate 
  themselves to martial training, and 
  some follow the path of the hunter on 
  their native world. A few have even 
  become renowned (or infamous) bounty 
  hunters in galactic society. Trandoshans 
  have a long-standing enmity with Wookiees, and the two 
  species have fought often over the centuries. 
       Ability Score Increase. Your Strength score increases by 2. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet.  
       Languages. You know Basic and Dosh. 
       Darkvision. You can see in dim light within 60 feet of you as 
  if it were bright light, and in darkness as if it were dim light. You 
  can’t discern color in darkness, only shades of gray. 
       Natural Armor. Your thick skin grants you a +1 bonus to your 
  Armor Class. 
       Regeneration. When you expend hit dice to regain hit points 
  during a short rest, you regain an additional amount equal to 
  your Constitution modifier. 
       Toughness. Your hit point maximum increases by 1, and it 
  increases by 1 every time you gain a level. 
   
  TWI’LEKS 
   
   
   
   
   
   
  From the dry, rocky world or Ryloth, 
  Twi’leks have made a place for 
  themselves along the galactic rim. These 
  tall, thin humanoids include a variety of 
  distinct subraces, but all are instantly 
  recognizable by their tentacular “head-
  tails” (called lekku) that protrude from 
  the backs of their heads. 
       Sly, calculating beings, Ti’leks prefer to avoid trouble and 
  stick to the shadows until an opportunity to at without undue 
  danger to themselves presents itself. 
       Ability Score Increase. Your Charisma score increases by 2 
  and your Dexterity score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Togruti. 
       Darkvision. You can see in dim light within 60 feet of you as 
  if it were bright light, and in darkness as if it were dim light. You 
  can’t discern color in darkness, only shades of gray. 
       Deceptive. You are proficient in Deception. 
       Great Fortitude. You have resistance to poison damage, and 
  you have advantage on ability saves against environmental 
  hazards. 
  WOOKIEES  
   
   
   
   
   
  Wookies are widely recognized as 
  one of the strongest and fiercest 
  intelligent species in the galaxy. 
  Wookies have many customs and 
  traditions that revolve around honor 
  and loyalty, including the special 
  bond called the life debt. A Wookie 
  never uses his or her climbing claws 
  in combat; doing this is considered dishonorable and a sign of 
  madness. 
       Ability Score Increase. Your Strength score increases by 2 
  and your Constitution score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic (but cannot speak it) and 
  Shyriiwook. 
       Expert Climber. You have advantage on Strength (Athletics) 
  ability checks used to climb. In addition, if you roll less than a 10 
  on these checks, you are treated as if you had rolled a 10. 
       Rage. As a bonus action, you can launch into a rage that lasts 
  for 1 minute. You gain a bonus to strength-based melee attack 
  rolls and damage rolls equal to your Constitution modifier. Once 
  you use this ability, you must take a long rest to use it again. 
       Recuperation. When you expend hit dice to regain hit points 
  during a short rest, you regain an additional amount equal to 
  your Constitution modifier. 
   
  ZABRAK 
   
   
   
   
   
   
  The Zabrak are an early spacefaring 
  race distinguished by patters of 
  vestigial horns on their heads. Zabrak 
  hail from many worlds and have been 
  spacefarers for so long that they 
  define themselves and each other 
  according to their colony of origin. 
  The harness of Iridonia, their 
  homeworld, forged in the Zabrak an 
  unbreakable will to survive and escape their planet. 
       Ability Score Increase. One ability score of your choice 
  increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Zabrak. 
       Heightened Awareness. You have advantage on Wisdom 
  (Perception) ability checks. 
       Great Fortitude. You have resistance to poison damage, and 
  you have advantage on ability saves against environmental 
  hazards. 
        Feat. You gain one feat of your choice. 
  5
  
   
   
   
   
   
   
   
   
   
   
   
  THE DARK sidE
  The Force has two aspects, one light and one dark. The dark 
  side lurks in the shadows, whispering to Force-users, tempting 
  them with quick and easy access to power.  While seemingly 
  stronger, the dark side is only easier.  It consists of the 
  destructive impulses of all living beings. Anger, fear, hatred, and 
  aggression are expressions of the dark side, and such emotions 
  can quickly lead a Force-user down the dark side's corrupting 
  path. Early on in her training, a Force-user finds that the dark 
  side greatly enhances her abilities. After a time, the dark side 
  demands more and more of those in its embrace.  
   
  DARK SIDE SCORE  
   
   
   
   
  Your Dark Side score measures the extent to which you’ve been 
  corrupted by the dark side of the Force. A 1st-level character 
  begins play with a Dark Side Score of 0. The only way to 
  increase one’s Dark Side Score is to commit evil acts. 
          A character who commits an evil act increases hit Dark Side 
  Score by 1. What constitutes an evil act is discussed under Dark 
  Side Transgressions, below. Regardless of how many evil acts a 
  character commits, the maximum Dark Side Score a character 
  can possess is equal to his Wisdom Ability Score. For example, a 
  character with a Wisdom score of 15 can have a maximum Dark 
  Side Score of 15. 
         A character whose Dark Side Score equals his higher ability 
  score has fully embraced the dark side and is whole evil. A hero 
  who falls to the dark side becomes an NPC (unless the GM 
  chooses to allow the player to continue playing the dark side 
  character as a sort of campaign anti-hero). 
   
  DARK SIDE TRANSGRESSIONS  
   
   
  The GM should use the considerations detailed below as 
  guidelines for whether or not to increase a character’s Dark 
  Side Score. The guidelines are separated by degree: Major 
  transgressions are acts that definitely deserve an increase, 
  moderate transgressions are acts that probably deserve an 
  increase, and minor transgressions are acts that could be 
  considered dark but probably don’t deserve an increase. 
   
   
  MAJOR TRANSGRESSIONS 
  Any of the following transgressions should increase a 
  character’s Dark Side Score by 1: 
       Performing a blatantly evil act: This includes deliberately 
  killing or injuring another character who hasn’t done anything 
  wrong or who honestly seeks redemption for evil acts 
  performed in the past. 
       Using a Force power with the Dark descriptor: A few Force 
  powers are, by their very nature, evil. Examples of Force powers 
  with the Dark descriptor include Force lightning, which channels 
  dark energy, and dark rage, which feeds on negative emotions. 
       Using the Force in anger: Using the Force in anger or hatred 
  is bat, but this can be hard to enforce. The GM should increase 
  a character’s Dark Side Score by 1 in these situations only when 
  the player specifically states that his character is feeling fear, 
  anger, hatred, pride, jealousy, greed, vengeance, and so forth. 
   
  MODERATE TRANSGRESSIONS 
  Any of the following transgressions might increase a character’s 
  Dark Side Score by 1, at the GM’s discretion: 
       Using the Force to cause undue harm: Many of the uses of 
  the Force are not overtly of the dark side, but they can be 
  harmful or even fatal in their applications. When a Force power 
  that isn’t specifically tied to the dark side is used to harm living 
  beings, the GM should consider increasing the character’s Dark 
  Side Score to 1. 
       Performing a questionably evil act: Some acts, while 
  seemingly cruel, aren’t necessarily evil. The GM should consider 
  the intent behind the action before deciding to increase a 
  character’s Dark Side Score. For example, it may be a 
  transgression to deliberately kill or injure (or allow someone 
  else to kill or injure) a character known to have committed evil 
  acts without remorse, but who is otherwise helpless. 
   
  MINOR TRANSGRESSIONS 
  Any of the following transgressions should probably not 
  increase a character’s Dark Side Score, unless the GM feels 
  there’s a food cause to make an exception 
  : 
  6
  
       Performing a dubiously evil act: Increase a character’s Dark 
  Side Score only when the act is out of proportion to the 
  situation. In most cases, the GM shouldn’t increase a 
  character’s Dark Side Score for a single incident, but multiple 
  incidents may indicate that a character has an unconscious 
  cruel streak. For example, a hero who kills an opponent in 
  combat while ignoring opportunities to end the situation 
  without the loss of life might deserve an increased Dark Side 
  Score, though a specific situation might not appear so clear. 
   
  DARK SIDE SCORE TRACKER 
   
   
   
  The Dark Side Score tracker is a useful tool for tracking a hero’s 
  devotion to the dark side. The box below could be drawn or 
  copied onto a standard character sheet. A character’s Dark Side 
  Score tracker should have a number of empty boxes equal to 
  the character’s Wisdom score. Any extra boxes should be 
  shaded in or blacked out. For example, a character with a 
  Wisdom Score of 13 has a tracker that looks like this: 
   
  DARK SIDE SCORE 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
   
         Whenever a hero’s Dark Side Score increases by 1, the 
  player fills in one of the empty boxes on the character’s Dark 
  Side Score tracker. When a character has no more empty boxes 
  on his Dark Side Score tracker, he is considered to be dark. He is 
  now effectively lost to the dark side and has little hope of 
  finding redemption. 
         Whenever a character’s Wisdom score increases by 1, he 
  gets an additional empty box on his Dark Side Score tracker. 
  This box remains empty until his Dark Side Score increases by 1. 
         A hero who still has empty boxes on his Dark Side Score 
  tracker may be tainted by the dark side, but not beyond 
  redemption. A tainted character can rid himself of the dark 
  side’s corruption through heroic deeds (as determined by the 
  GM) and certain Force powers. A dark character’s only path 
  back to the light is to accomplish a truly epic act of heroism 
  against the dark and in the service of the light. The road back 
  from darkness is a long and difficult one, but possible for all. 
   
  DRAMATIC HEROISM 
   
   
   
   
  A dark character may attempt to turn away from the dark side 
  by performing an act of dramatic heroism without calling upon 
  the dark side of the Force. Such an act should require extreme 
  personal cost, made in a selfless manner, and provide a 
  significant benefit to the galactic balance. 
         Darth Vader performed such an act of dramatic heroism at 
  the end of Return of the Jedi when he sacrificed his own life to 
  save his son and destroy the Emperor. Kyp Durron (in the 
  expanded Star Wars universe) performed a similar act of 
  dramatic heroism by destroying the Sun Crusher, a super 
  weapon prototype. Additionally, Jedi history tells of a Jedi 
  named Bastila Shan (from Knights of the Old Republic) falling to 
  the dark side, but in an act of dramatic heroism she turned the 
  Republic fleet against Darth Malak using a powerful form of 
  Battle Meditation. 
         If the GM accepts the act as being appropriately heroic, 
  dramatic, and selfless, the character’s Dark Side Score drops to 
  1, and he clears all but one of the boxes on his Dark Side Score 
  tracker (so that he has a number of empty boxes equal to one 
  less than is Wisdom or score). Henceforth, the character must 
  strive to walk the path of the light side. 
   
  THE POWER OF THE DARK SIDE 
   
   
  The Dark Side is not without its benefits. While some, such as 
  dark adepts or Sith, revel in its power, it holds a an allure than 
  be enticing to anyone. All characters can voluntarily tap into the 
  dark side, increasing their Dark Side Score by 1, to gain any of 
  the following benefits or abilities: 
   
  • Immediately reroll a missed weapon or Force power attack. 
  • Automatically cause an attack made against you to miss 
     (even once the attack is resolved). 
  • Take an action on someone else’s turn. 
  • Cause an adjacent creature to take the same amount of 
     damage as you just received as a reaction. 
  • As an action, regain a number of expended Force power 
     slots equal to your current Dark Side score. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Classes, Skills and backgrounds 
  Star Wars heroes seek credits, glory, justice, fame, influence, 
  and knowledge, among other goals. Some of these goals are 
  honorable, some base. Each character chooses a different way 
  to achieve these goals, from brutal combat power to subtle 
  skills to mastery of the Force. Some adventurers prevail and 
  grow in experience, wealth, and power. Others die. 
         The new features in this handbook represent much of the 
  more common archetypes and personalities to be found 
  throughout the galaxy. There is always room for expansion, but 
  the following builts onto the Dungeons & Dragons 5th Edition 
  mechanics to cover the basics. 
   
  NEW CLASSES 
   
   
   
   
   
  Six new classes are available in this Star Wars homebrew 
  conversion. They are: 
   
  Adept: Mystic users of the Force that focus more on mental 
  power than physical combat. 
   
  Fringer: Tricky, skillful rogues who succeed by stealth and 
  wit instead of brute force. 
   
  Jedi: Guardians of peace and justice in the galaxy, balancing 
  use of the Force and skill with the lightsaber. 
   
  Noble: Shrewd bargainers and negotiators who inspire 
  confidence as leaders and speakers. 
   
  Soldier: Warriors with exceptional combat capability and 
  unequaled skill with weapons. 
   
  Specialist: Skilled professionals whose expertise keeps any 
  team up and running. 
   
   
   
  OLD CLASSES 
   
   
   
   
   
  The original classes found in Chapter 3 of the Player’s 
  Handbook, while still compatible with this conversion, do not fit 
  well into the Star Wars universe. They could possibly be used to 
  represent a more primitive character, but it would be a rarity. 
         Beyond the nature of the classes, virtually all aspects of the 
  original classes have been borrowed, edited or incorporated in 
  some way into the new classes. Having a character of an 
  original class may find their features less unique as they interact 
  with characters of the new classes. 
   
  SKILLS 
   
   
   
   
   
   
  All of the original skills in the Player’s Handbook are compatible 
  with this conversion, and are used by Star Wars characters. 
         In addition, there are three new skills added into the mix: 
   
  INTELLIGENCE (GALACTIC LORE) 
  Your Intelligence (Galactic Lore) measures your ability to recall 
  general information about planets and whether they are safe, 
  whether a species is known for something in particular, what 
  languages someone is likely to speak, or similar information. 
   
  INTELLIGENCE (MECHANICS) 
  Your Intelligence (Mechanics) check represents your skill and 
  knowledge with electronics systems, either hardware or 
  software. Make an Intelligence (Mechanics) check whenever 
  you want to diagnose damage to machinery, hack a secure 
  computer, locate archived records, or disable an errant droid. 
   
  WISDOM (FORCE) 
  Wisdom (Force) not only represents your knowledge of the 
  Force, its techniques, and its practitioners, but proficiency also 
  indicates that you are Force-sensitive. Make a Wisdom (Force) 
  check whenever you want to sense the strength of the Force in 
  another, ask the DM if you have an uneasy feeling about a place 
  or action, or identify a Force power or technique. 
  8
  
  CHARISMA (FORCE) 
  Charisma (Force) functions identically to the Wisdom version, 
  but is geared more toward the Dark Side. It is used by Adepts 
  instead of Wisdom, as they wrest control of the Force using 
  their own strength of personality through deception and 
  intimidation – as opposed to the open conduit and perception 
  that Wisdom provides. 
   
  BACKGROUNDS 
   
   
   
   
   
  All of the original backgrounds in the Player’s Handbook are 
  compatible with this conversion, and are used by Star Wars 
  characters. With some slight adjustment and imagination, there 
  is no need to replace or add anything. 
         Luke Skywalker, for example, could easily have the Folk 
  Hero background. Obi-Wan Kenobi could be an Acolyte in the 
  prequel films, or a Hermit in the original trilogy. Han Solo would 
  likely be a Criminal. The list goes on.   
         One minor adjustment is to the Acolyte background. 
  Representing monastic orders like the Jedi, Sith, Jal Shey, and 
  others, the associated skills would more appropriately be 
  History and Force. 
   
  Similarly the Sailor background could be Spacer, with 
  associated skills being Mechanics and Perception, and of course 
  space vehicles instead of sea. 
   
  HEALING 
   
   
   
   
   
   
  One other homebrew note. In this Star Wars conversion, 
  characters do not fully heal with a long rest. There are several 
  class abilities and other features to aid in healing over time, but 
  heroes cannot do it on their own. Instead, a long rest is treated 
  the same as a short rest in regards to regaining hit points. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9
  
   
   
  ADEPT  
   
   
   
   
   
   
  A Twi’lek in black robes steps a terrified Rodian, who scampers 
  away on the ground. He pulls and ignites a red-bladed 
  lightsaber, which complements his red and black tattoos. The 
  Rodian’s pleas for mercy fall on deaf ears as the Sith brings 
  down the blade and cuts his failed underling in twain. 
         Sitting cross-legged on a dense patch of grass, a Miralukan 
  mystic meditates on the Force. With every breath, the trees 
  sway with a rhythmic breeze. Though she has no eyes, for a 
  time she feels as though she can see everything around her. 
         A dark-skinned human quickly runs down a corridor, the 
  metal armor under his grey cloak clanking with each step. He 
  round the corner into the prison while the lights and power are 
  still out, urging the weakened prisoners to escape. Just then a 
  handful of slavers arrive and ready their blasters. The man 
  draws and ignites a white-bladed lightsaber, ready to die for the 
  strangers behind him. 
         Adepts come from all walks of life, and embark on many 
  paths. They are Force-users outside of the Jedi Order, often 
  possessing philosophies and origins too difficult or dark for 
  most to comprehend.  
   
  DARK SECRETS 
   
   
   
   
   
  Adepts usually hail from primitive cultures that revere or fear 
  them for their Force powers. Some strive to keep their powers 
  secret, both because they do not fully understand them and 
  because they are afraid of how others might treat them. Others 
  embrace their power and use it to dominate or intimidate their 
  enemies. Depending on how they are encountered and treated, 
  they can be powerful allies or deadly adversaries.  
   
  BY ANY OTHER NAME 
   
   
   
   
  The Adept is strong in the Force, but follows a different path 
  than the Jedi. To the Adept, the Force and the air it provides is 
  more mysterious, more supernatural.  They come from varied 
  traditions, with different beliefs and codes of conduct. Some 
  call the Force by its familiar name, while others refer to it by 
  some other term entirely. Adepts themselves might be called 
  wizards, shamans, witches, or prophets, depending on where 
  they come from and what traditions they follow. 
   
   
  Most Adepts follow the Light  
  Side of the Force (or at least their  
  version of it), but some fully  
  embrace the Dark Side and use  
  the Force for evil or selfish intent. 
   
  CREATING AN ADEPT 
   
  While creating your Adept character,  
  consider your personal philosophy in  
  regards to the Force and its most  
  famous practitioners – the Jedi.  
  Perhaps you were ostracized from  
  your primitive village out of  
  superstition or jealously. You may  
  have been brutally trained from a  
  young age in Dark Arts, fueling your  
  innate thirst for power.  
         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 an Adept quickly by following these suggestions. 
  First, make Charisma your highest ability score, followed by 
  Strength.  (Some Adepts who prefer more finesse may opt for 
  Dexterity instead.)  Second, choose the Hermit background. 
   
  CLASS FEATURES 
  As an Adept you gain the following class features. 
   
  HIT POINTS 
  Hit Dice: 1d8 per Adept level 
  Hit Points at 1st Level: 8 + your Constitution modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution  
  modifier per Adept level after 1st 
   
   
  10
  
  PROFICIENCIES 
  Armor: Light armor 
  Weapons: Simple weapons,  
  unarmed 
  Tools: Choose any one 
  Saving Throws: Strength, Wisdom 
  Skills: Choose Force and any two  
  others from Acrobatics, Athletics,  
  History, Intimidation, Nature,  
  Perception, Religion and Survival. 
  Languages: None 
   
   
  EQUIPMENT 
  You start with the following  
  equipment, in addition to the  
  equipment granted by your  
  background. 
   
  • (a) a lightsaber or (b) any simple weapon 
  • (a) a sling and 20 stones or (b) any simple weapon 
  • (a) initiate armor or (b) ceremonial armor (if proficient) 
  • (a) a mystic’s pack or (b) a traveler’s pack 
  • A Force crystal power focus  
   
  FORCE POWERS 
   
   
   
   
   
  As both a conduit and source of great energy, you can cast 
  Force powers. 
   
  FORCE TRICKS 
  You know three Force tricks of your choice from the Adept 
  Force power list. You learn additional tricks of your choice at 
  higher levels, as shown in the Tricks Known column of the 
  Adept table. 
   
  PREPARING AND CASTING POWERS 
  The Adept table shows how many power slots you have to cast 
  your powers of 1st level and higher. To cast one of these 
  powers, you must expend a slot of the power’s level or higher. 
  You regain all expended power slots when you finish a long rest. 
   
  You prepare the list of Adept powers that are available for you 
  to cast, choosing from the Adept power list. When you do so, 
  choose a number of Adept powers equal to your Charisma 
  modifier + your Adept level (minimum of one power). The 
  powers must be of a level for which you have power slots. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table 1-1: The Adept 
   
  For example, if you are a 3rd-level Adept, you have four 1st-
  level and two 2nd-level power slots. With a Charisma of 16, 
  your list of prepared powers can include six powers of 1st or 
  2nd level, in any combination. If you prepare the 1st-level 
  power charm person, you can cast it using a 1st-level or 2nd-
  level slot. Casting the power doesn’t remove it from your list of 
  prepared powers. 
         You can change your list of prepared powers when you 
  finish a long rest. Preparing a new list of Adept powers requires 
  time spent in focus and meditation: at least 1 minute per power 
  level for each power on your list. 
    
  FORCE CASTING ABILITY 
  Charisma is your Force casting ability for your Adept powers. 
  Your power comes from a command of the Force, which both 
  bends to your will and subverts the will of others. You can use 
  your Charisma whenever a power refers to your Force casting 
  ability. In addition, you use your Charisma modifier when setting 
  the saving throw DC for an Adept power you cast and making an 
  attack roll with one. 
   
           Power save DC = 8 + your proficiency bonus + 
                              Your Charisma modifier 
        Power attack modifier = your proficiency bonus + 
                              your Charisma modifier 
   
  RITUAL CASTING 
  You can cast an Adept power as a ritual if that power has the 
  ritual tag and you have the power prepared. 
   
  11
  
  POWER FOCUS 
  You can use a Force crystal (see rules on inventory) as a Force 
  casting focus for Adept powers that require one. This most often 
  takes the form of a finely-crafted pendant. 
   
  TRADITION  
   
   
   
   
  Choose one code of ethics that guides your path: Dark, Gray, or 
  Mystic. Your choice grants you path powers and other features 
  when you choose it at 1st level. It also grants you additional 
  ways to use Channel Force when you gain that feature at 2nd 
  level, and additional benefits at 6th, 8th, and 17th levels. 
   
  PATH POWERS 
  Each Tradition has a list of path powers – that you gain at the 
  Adept levels noted in the tradition description. Once you gain a 
  path power, you always have it prepared, and it doesn’t count 
  against the number of powers you can prepare each day. 
   
  CHANNEL FORCE  
   
   
   
   
  At 2nd level, you gain the ability to channel the Force, using that 
  energy to fuel incredible effects. You start with two such 
  effects: Power Recovery and an effect determined by your 
  tradition. Some traditions grant you additional effects as you 
  advance in levels, as noted in the tradition description. 
         When you use your Channel Force, you choose which effect 
  to create. You must then finish a short or long rest to use your 
  Channel Force again. 
   
  Some Channel Force effects require saving throws. 
  When you use such an effect from this class, the DC equals your 
  Adept power save DC. 
   
  Beginning at 6th level, you can use your Channel Force 
  twice between rests, and beginning at 18th level you can use it 
  three times between rests. When you finish a short or long rest, 
  you regain your expended uses. 
   
  CHANNEL FORCE: POWER RECOVERY 
  As an action, you extend your hand and reach out with the 
  Force. Each living creature within 30 feet of you must make a 
  Constitution saving throw. If at least one creature fails its saving 
  throw, you regain the use of one level of power slots. This 
  initially grants one additional use of a 1st level power. 
         At 8th level, this increases to two levels of power slots. It 
  could then immediately restore either one 2nd level slot or two 
  1st level slots, at your choice. This increases to three power slots 
  levels at 11th level, four levels at 14th level, and five levels at 17th 
  level. If all creatures succeed in their Constitution saves, this 
  ability has no effect. It is not expended, however, and you can 
  attempt it again in later rounds until you succeed. 
   
  ABILITY SCORE IMPROVEMENT  
   
   
  When you reach 4th level, and again at 8th, 12th, 16th, and 19th 
  level, you can increase one ability score of your choice by 2, or 
  you can increase 2 ability scores of your choice by 1. As normal, 
  you can’t increase an ability score above 20 using this feature. 
   
  FORCE GHOST 
   
   
   
   
   
  Beginning at 10th level, you draw the attention of a Force ghost. 
  These are often the spirits of mentors, ancestors, or other 
  personal acquaintances. They follow you, unseen, but can be 
  called upon in times of need. 
         Imploring your ghost’s aid requires you to use your action. 
  Describe the assistance you seek, and roll a percentile dice. If 
  you roll a number equal to or lower than your Adept level, your 
  ghost accepts your plea. Assistance can come in the form of 
  granting knowledge, exploring areas, contacting others, or 
  similar endeavors. The DM chooses the nature of the aid, and 
  the ghost usually returns to confirm the deed is done. 
         If your ghost assists you, you can’t use this feature again for 
  3 days. Otherwise you can use it again after finishing a long rest. 
   
  ONE WITH THE FORCE 
   
   
   
   
  At 20th level, your call for assistance succeeds automatically, no 
  roll required. Furthermore, if you die your spirit becomes a 
  Force ghost. You are then free to aid another worthy Adept. 
   
  TRADITIONS 
  The Jedi Order is far from the only Force tradition in the galaxy, 
  nor are they the oldest. From primitive jungle moons to 
  underground cities to the seat of the Galactic Senate, Force 
  Adepts can be found everywhere. While each sect has its own 
  unique views and practices, they can be categorized into three 
  primary traditions – Dark, Gray, and Mystic. 
   
  DARK ADEPT 
   
   
   
   
   
  The shadows of the galaxy shelter many who revel in the 
  darkness. From the vengeful Sith to secretive Dathomir 
  Witches, these Adepts not only use the Dark Side of the Force 
  but thirst for more of the power that it provides. Dark Adepts 
  excel in coercion, corruption and the intimidation of their foes. 
   
  DARK PATH POWERS 
         Adept Level Powers 
   
  1st 
  false life, witchbolt 
   
  3rd 
  crown of madness, darkness 
   
  5th 
  fear, lightning bolt 
   
  7th 
  confusion, phantasmal killer 
   
  9th 
  dominate person, seeming 
  12
  
  BONUS PROFICIENCY 
  When you choose this tradition at 1st level, you gain proficiency 
  with martial weapons. 
   
  POWER OF THE DARK SIDE 
  At 1st level, you gain proficiency in either Deception or 
  Intimidation, at your choice. You also have advantage on ability 
  saves against fear effects. 
   
  CHANNEL FORCE: RAGE 
  You let your anger swell into a rage. For one minute, or until 
  you end your rage as an action, you gain a bonus on melee 
  weapon attack rolls and melee damage rolls equal to your 
  Charisma modifier.  
         While raging, you cannot use skills that require patience 
  and concentration, such as Mechanics or Stealth, nor can you 
  cast Force powers or rituals that take longer than one action. 
   
  EMBRACE THE DARK SIDE 
  Starting at 6th level, you have advantage on any attack rolls for 
  Force powers with the Dark descriptor. Creatures also have 
  disadvantage on their ability saves against Force powers you 
  cast with the Dark descriptor. 
   
  DARK HEALING 
  At 8th level, you gain the ability to infuse your weapon strikes 
  with dark energy. Once on each of your turns when you hit a 
  creature with a weapon attack or Force power that deals 
  damage, you can cause the attack to deal an extra 1d8 + your 
  Charisma modifier in necrotic damage. If the creature you hit 
  has a Dark Side score of 0 or higher, they have resistance to this 
  extra damage. 
   
  TEMPTATION 
  Starting at 17th level, you perfect the Dun Möch, an ancient and 
  vile technique for tempting others to tap into the Dark Side of 
  the Force.  As an Action, you target one creature within 30 feet 
  of you that must make a Wisdom save against your Force 
  casting DC. If that save fails, the target is filled with fear or 
  anger, briefly giving in to the Dark Side. If the target makes an 
  attack or casts a Force power that deals damage before your 
  next turn, it must either add 1 point to its Dark Side score or 
  take an amount of nonlethal damage equal to your Charisma 
  modifier as it is overcome by nightmarish fury. 
   
   
   
   
  GRAY ADEPT 
   
   
   
   
   
  Often called Gray Jedi, not all Gray Adepts are related to the 
  order. They are Force practitioners who walk the line between 
  Light and Dark, never straying to either side. They see the Force 
  as little more than a tool, but one which requires dedication 
  and an open mind, without ethical bias, to use properly. 
   
  GRAY PATH POWERS 
         Adept Level Powers 
   
  1st 
  cure wounds, detect magic 
   
  3rd 
  blur, invisibility 
   
  5th 
  counterspell, dispel magic 
   
  7th 
  dimension door, greater invisibility 
   
  9th 
  telekinesis, wall of force 
   
   
  BONUS PROFICIENCIES 
  When you choose this tradition at 1st level, you gain proficiency 
  with medium armor and two weapons of your choice. 
   
  BALLISTAKINESIS 
  Also at 1st level, with a flick of your wrist you can interpose a 
  piece of debris between yourself and an attacking enemy. 
  When you are attacked by a creature within 30 feet of you that 
  you can see, you can use your reaction to impose disadvantage 
  on the attack roll, causing a stone or other small object to fly in 
  the way of the attack before it hits or misses. 
         You can use this feature a number of times equal to your 
  Charisma modifier (minimum of once). You regain all expended 
  uses when you finish a long rest. 
   
  CHANNEL FORCE: BALANCE 
  You know how to use aspects of the Force many would consider 
  dark or unnatural, without falling to the Dark Side. For 1 
  minute, you can use Force powers with the Dark descriptor 
  even if you don’t have any Dark Side points. Furthermore, any 
  Dark Force powers you cast do not increase your Dark Side 
  points for the duration of your Balance feature. 
   
  IMPROVED BALLISTAKINESIS 
  Starting at 6th level, you can also use your Ballistakinesis feature 
  when a creature that you can see within 30’ of you attacks a 
  creature other than you. 
   
  POTENT FORCE 
  Starting at 8th level, you add your Charisma modifier to the 
  damage you deal with any Adept Force trick. 
   
   
   
  13
  
  FORCE CLOAK 
  When you reach 17th level, you fade into the river of the Force. 
  You are considered invisible to electronic surveillance, including 
  droids. As an action you can also render yourself invisible to any 
  living creatures that fail a Wisdom save, the DC equal to your 
  Force casting DC. Enemies can attempt this save every round, 
  and if you make an attack or cast a Force power, the cloak ends. 
  Otherwise the cloak lasts for 1 minute or until you dismiss it 
  with another action. 
    
  MYSTIC ADEPT 
   
   
   
   
   
  From the Voss Seers to Mirialan Sages, mystics constitute the 
  oldest and most common Force tradition in the galaxy. Seen as 
  primitive shaman to many civilized cultures, including the Jedi, 
  Mystic Adepts wield a power and connection to the natural 
  forces of the universe that most cannot fathom. 
   
  MYSTIC PATH POWERS 
         Adept Level Powers 
   
  1st 
  comprehend languages, detect thoughts 
   
  3rd 
  beastsense, detect thoughts 
   
  5th 
  clairvoyance, fly 
   
  7th 
  arcane eye, dominate beast 
   
  9th 
  commune with nature, scrying 
   
   
  BONUS PROFICIENCIES 
  When you choose this tradition at 1st level, you gain proficiency 
  in two of the following skills of your choice: Animal Handling, 
  Insight, Nature or Survival. 
   
  ATTUNE ITEM 
  Also at 1st level, you can form a connection with your Force 
  focus. As long as you wear the focus, your proficiency bonus is 
  doubled for two skills of your choice. 
         Alternatively, you can attune your armor. As long as you 
  wear that armor, you receive a bonus to your armor class equal 
  to your Charisma modifier. 
         Attuning an item is a ritual that requires 10 minutes of 
  uninterrupted meditation and focus, and you can change the 
  items you have attuned with a new ritual. You can only perform 
  this ritual once per long rest. 
   
   
   
   
   
   
   
  CHANNEL FORCE: CHARM BEASTS AND PLANTS 
  Starting at 2nd level, you can use your Channel Force to charm 
  animals and plants. 
        As an action, you focus on your attuned crystal and reach 
  out with an open hand. Each beast or plant creature that can 
  see or hear you within 30 feet of you must make a Charisma 
  saving throw. If the creature fails its saving throw, it is charmed 
  by you for 1 minute or until it takes damage. While it is 
  charmed by you, it is friendly to you and other creatures you 
  designate. 
   
  READ THOUGHTS 
  Starting at 6th level, you can use your action to read a creature’s 
  thoughts. You can then use your access to the creature’s mind 
  to command it. 
         As an action, choose one creature that you can see within 6- 
  feet of you. That creature must make a Charisma saving throw. 
  If the creature succeeds on the saving throw, you can’t use this 
  feature on it again until you finish a long rest. 
         If the creature fails its save, you can read its surface 
  thoughts (the foremost on its mind, reflecting its current 
  emotions and what it is actively thinking about) when it is 
  within 60 feet of you. This effect lasts until the end of your next 
  turn. 
         During that time, you can use your action to end this effect 
  and cast the mind trick power on the creature without 
  expending a Force slot. The target automatically fails its saving 
  throw against the power.  
   
  OPPORTUNE MOMENT 
  Beginning at 8th level, you occasionally see a window of 
  opportunity in a threat before it happens. When a creature rolls 
  a 1 on an attack roll against you, either with a weapon or Force 
  power, you can use your reaction to either attack them with 
  your own weapon (provided they are valid targets within range) 
  or a Force power of your own that targets only one creature. 
   
  SIGNS AND PORTENTS 
  Starting at 17th level, glimpses of the future begin to press in on 
  your awareness. When you finish a long rest, roll four d20s and 
  record the numbers rolled. You can replace any attack roll, 
  saving throw, or ability check made by you or a creature that 
  you can see with one of these foretelling rolls. You must choose 
  to do so before the roll, and you can replace a roll in this way 
  only once per turn. 
         Each foretelling roll can only be used once. When you finish 
  a long rest, you lose any unused foretelling rolls.  
   
   
   
  14
  
   
   
   
   
   
   
  Fringer  
   
   
   
  A Bothan infiltrator takes a moment to adjust her infrared 
  goggles. Nimbly sidestepping the laser grid in the room, she 
  slips to the computer at the far end. Counting down the 
  seconds in her head, she hacks the mainframe. Twenty seconds. 
  Ten seconds. A handful of soldiers bursts into the room, but she 
  is already gone – with the data in hand. 
         With a wary eye on the door, a scruffy-looking Duros plays 
  pazaak in a seedy cantina. When two city guards appear at the 
  exit, he smiles and reaches under the table. Before they can 
  move in, the smuggler flips the table and opens fire. The crowd 
  scatters in panic, giving him just enough cover to escape. 
         A gorgeous young human dances before an intoxicated 
  senator in his parlor. She winks enticingly through her golden 
  blonde hair as she sways closer. Leaning in for a kiss, the 
  senator is instead surprised by the barrel of a hold-out blaster 
  pistol shoved into his mouth. He has no time to shout before 
  the assassin pulls the trigger. 
         Fringers are rogues – good, bad, and neutral – who either 
  live outside the law or fight against it in order to get the upper 
  hand. They can come from any world or region in the galaxy, 
  with origins from the lowliest scoundrel to the once social elite. 
   
  LOOKING OUT FOR NUMBER ONE 
   
   
  Fringers have a knack for getting into and 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 fringers 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. 
   
  ON THE FRINGES  
   
   
   
   
  Fringers don’t often start out seeking to defy authority and 
  break the law. Some are thrust into the profession as a means 
  of rebellion. Others wind up on the wrong side of the law due 
  to bad luck, poor decisions, or circumstances beyond their 
  control. The skills they pick up along the way make them great 
  members of any mission team. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CREATING A FRINGER 
   
   
   
   
  While creating your Fringer character, consider how you first 
  stepped outside the bounds of law and society. Maybe you 
  were raised on the street and fell into the criminal element as a 
  means of survival. You could be a simple trader who decided to 
  strike against the Empire when it encroached on your business.  
         What would you say is your greatest skill set? What is your 
  core, the truest essence about yourself that keeps you focused? 
  Why would society treat you as a criminal, yet your allies hold 
  you as a loyal companion? 
   
  QUICK BUILD 
  You can make a Fringer quickly by following these suggestions. 
  First, make Dexterity your highest ability score, followed by 
  Charisma. (Some Fringers who rely more on awareness than 
  people skills opt for Wisdom instead.) Second, choose the 
  Criminal background. 
   
   
   
  15
  
  CLASS FEATURES 
  As a Fringer you gain the following class features. 
   
  HIT POINTS 
  Hit Dice: 1d8 per Fringer level 
  Hit Points at 1st Level: 8 + your Constitution  
  modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your    
  Constitution modifier per Fringer level  
  after 1st 
   
  PROFICIENCIES 
  Armor: Light armor 
  Weapons: Simple weapons, unarmed, pistols, rifles 
  Tools: Security kit, tool kit 
  Saving Throws: Dexterity, Charisma 
  Skills: Choose four from Acrobatics, Athletics, Deception,  
         Galactic Lore, Insight, Intimidation, Investigation,  
         Mechanics, Perception, Performance, Persuasion, Sleight of  
         Hand, and Stealth. 
  Languages: Choose any two 
   
  EQUIPMENT 
  You start with the following equipment, in addition to the 
  equipment granted by your background. 
   
  • (a) a blaster pistol or (b) any simple weapon 
  • (a) a blaster pistol or (b) a rifle 
  • (a) a smuggler’s pack or (b) a traveler’s pack 
  • Blast armor, a vibrodagger, and security kit 
   
  EXPERTISE  
   
   
   
   
   
  At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with thieves’ tools. 
  Your proficiency bonus is doubled for any ability check you 
  make that uses either of the chosen proficiencies. 
         At 6th level, you can choose two more of your proficiencies 
  (in skills or with thieves’ tools) to gain this benefit. 
   
  SNEAK ATTACK 
   
   
   
   
   
  Beginning at 1st level, you know how to strike subtly and exploit 
  a foe’s distraction. Once per turn, you can deal an extra 1d6 
  damage to one creature you hit with an attack if you have 
  advantage on the attack roll. The attack must use a finesse or a 
  ranged weapon. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
        
  Table 1-3: The Fringer 
   
  You don’t need advantage on the attack roll if another enemy 
  of the target is within 5 feet of it, that enemy isn’t incapacitated 
  and you don’t have disadvantage on the attack roll. 
         The amount of the extra damage increases as you gain 
  levels in this class, as shown in the Sneak Attack column of the 
  Fringer table. 
   
  BAD FEELING 
   
   
   
   
   
  You have a wary eye, bordering on paranoia. When you roll for 
  initiative, you can make an immediate move action before the 
  initiative order is determined. This movement is considered 
  part of a surprise round, even if you are surprised yourself. 
         Once you use this feature, you can’t use it again until you 
  finish a long rest. 
   
  CUNNING ACTION  
   
   
   
   
  Starting at 2nd level, your quick thinking and agility allow you to 
  move and act quickly. You can take a bonus action on each of 
  your turns in combat. This action can be used only to take the 
  Dash, Disengage, or Hide action. 
   
  PROFESSION 
   
   
   
   
   
  At 3rd level, you choose an archetype that you emulate in the 
  exercise of your abilities: Assassin, Infiltrator, or Smuggler. Your 
  choice grants you features at 3rd level and then again at 9th, 
  13th, and 17th level. 
   
   
  16
  
  ABILITY SCORE IMPROVEMENT  
   
   
  When you reach 4th level, and again at 8th, 10th, 12th, 16th, 
  and 19th level, you can increase one ability score of your choice 
  by 2, or you can increase two ability scores of your choice by 1. 
  As normal, you can’t increase an ability score above 20 using 
  this feature. 
   
  UNCANNY DODGE  
   
   
   
   
  Starting at 5th level, when an attacker that you can see hits you 
  with an attack, you can use your reaction to halve the attack’s 
  damage against you. 
   
  EVASION 
   
   
   
   
   
   
  Beginning at 7th level, you can nimbly dodge out of the way of 
  certain area effects, such as a grenade or a radius Force power. 
  When you are subjected to an effect that allows you to make a 
  Dexterity saving throw to take only half damage, you instead 
  take no damage if you succeed on the saving throw, and only 
  half damage if you fail. 
   
  RELIABLE TALENT  
   
   
   
   
  By 11th level, you have refined your chosen skills until they 
  approach perfection. Whenever you make an ability check that 
  lets you add your proficiency bonus, you can treat a d20 roll of 
  9 or lower as a 10. 
   
  BLINDSENSE  
   
   
   
   
   
  At 14th level, if you are able to hear, you are aware of the 
  location of hidden or invisible creatures within 10 feet of you. 
   
  SLIPPERY MIND 
   
   
   
   
   
  By 15th level, you have acquired greater mental strength. You 
  gain proficiency in Wisdom saving throws. 
   
  ELUSIVE 
   
   
   
   
   
   
  Beginning at 18th level, you are so evasive that attackers rarely 
  gain the upper hand against you. No attack roll has advantage 
  against you while you aren’t incapacitated. 
   
  STROKE OF LUCK  
   
   
   
   
  At 20th level, you have an uncanny knack for succeeding when 
  you need to. If your attack misses a target within range, you can 
  turn the miss into a hit. Alternatively, if you fail an ability check, 
  you can treat the d20 roll as a 20. 
         Once you use this feature, you can’t use it again until you 
  finish a short or long rest. 
   
  PROFESSIONS 
  Fringers have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. But 
  different fringers steer those talents in varying directions, 
  embodied by the fringer professions. You skills, after all, 
  determine your primary source of income. 
   
  ASSASSIN 
   
   
   
   
   
   
  You focus your training on the grim art of death. Those who 
  adhere to this archetype are diverse: hired killers, spies, bounty 
  hunters, and even lone rebels looking for revenge. Stealth, 
  poison, and disguise help you eliminate your foes with deadly 
  efficiency. 
   
  BONUS PROFICIENCIES 
  When you choose this archetype at 3rd level, you gain 
  proficiency with the disguise kit and the poisoner’s kit. 
   
  ASSASSINATE 
  Starting at 3rd level, you are at your deadliest when you get the 
  drop on your enemies. You have advantage on attack rolls 
  against any creature that hasn’t taken a turn in the combat yet. 
  In addition, any hit you score against a creature that is surprised 
  is a critical hit. 
   
  ESPIONAGE 
  Starting at 9th level, you can unfailingly create false identities 
  for yourself. You must spend seven days and 100 credits to 
  establish the history, profession, and affiliations for an identity. 
  You can’t establish an identity that belongs to someone else. 
  For example, you might acquire appropriate clothing, letters of 
  introduction, and official-looking certification to establish 
  yourself as a member of the Galactic Senate from a remote 
  planet so you can insinuate yourself into the company of other 
  politicians.     
         Thereafter, if you adopt the new identity as a disguise, 
  other creatures believe you to be that person until given an 
  obvious reason not to. 
   
  IMPOSTER 
  At 13th level, you gain the ability to unerringly mimic another 
  person’s speech, writing, and behavior. You must spend at least 
  three hours studying these three components of the person’s 
  behavior, listening to speech, examining handwriting, and 
  observing mannerisms. 
         Your ruse is indiscernible to the casual observer. If a wary 
  creature suspects something is amiss, you have advantage on 
  any Charisma (Deception) check you make to avoid detection. 
  17
  
  DEATH STRIKE 
  Starting at 17th level, you become a master of instant death. 
  When you attack and hit a creature that is surprised, it must 
  make a Constitution saving throw (DC 8 + your Dexterity 
  modifier + your proficiency bonus). On a failed save, double the 
  damage of your attack against the creature. 
   
   
  INFILTRATOR 
   
   
   
   
   
  Infiltrators come in many guises, such as spies, moles, special 
  forces operatives, and secret agents. Infiltrators specialize in 
  secretly penetrating enemy strongholds or organizations and 
  carrying out their missions from within. 
   
  FAST HANDS 
  Starting at 3rd level, you can use the bonus action granted by 
  your Cunning Action to make a Dexterity (Sleight of Hand) 
  check, use your security kit to disarm a trap or open a lock, or 
  take the Use an Object action. 
   
  LIGHT FEET 
  Also beginning at 3rd level, you have advantage on Dexterity 
  saving throws against effects that you can see, such as 
  explosives or Force powers from a visible opponent. To gain this 
  benefit, you can’t be blinded, deafened, or incapacitated. 
         In addition, when you make a running jump, the distance 
  you cover increases by a number of feet equal to your Dexterity 
  modifier. 
   
  SUPREME SNEAK 
  Starting at 9th level, you have advantage on a Dexterity 
  (Stealth) check if you move no more than half your speed on 
  the same turn. 
   
  UNARMED TAKEDOWN 
  By 13th level, you have learned to rely on nonlethal techniques 
  to avoid detection. Your unarmed damage increases to 1d8. 
  When you deal nonlethal damage, you deal an extra 1d8 – in 
  addition to sneak attack or other damage bonuses. 
         If you damage an opponent that is unaware of you, the 
  opponent cannot speak or make other noises until the end of 
  your next turn. This is a stunning effect. 
   
  LEAD INFILTRATOR 
  When you reach 17th level, you have become an effective 
  leader of infiltration teams. As long as allies are within 30 feet 
  of you and within line of sight, they can use the result of your 
  Dexterity (Stealth) checks in place of their own. 
  SMUGGLER  
   
   
   
   
  Smugglers can be found in nearly every spaceport and cantina 
  in the galaxy. They make their living by transporting illegal or 
  restricted goods under the watchful eye of local governments, 
  turning a profit and undermining the authorities. They tend to 
  be fast talkers, and even faster with the trigger finger. 
   
  WHO SHOT FIRST? 
  Starting at 3rd level, you make a Dexterity (Sleight of Hand) 
  check to draw and attack with a weapon without begin seen, 
  opposed by a Wisdom (Perception) check. If your target fails the 
  check, you have advantage on the attack. 
         Other observers can make the Perception check as well. If 
  they fail, they do not notice where the attack came from. 
   
  EMPTY SLEEVES 
  Also beginning at 3rd level, you have advantage on Sleight of 
  Hand checks you make to hide weapons or objects on your 
  body.  This does not apply to the Who Shot First feature. 
   
  NOTHING TO SEE HERE 
  Starting at 9th level, you can attempt to persuade watchful eyes 
  to look elsewhere. As an action, you can target anyone within 
  30 feet of you that you can see and that can hear you. Those 
  targets must make a Wisdom saving throw against your 
  Deception check. On a failure, the targets move to a location of 
  your choosing, no more than 100 feet from you. The targets will 
  continue moving to the location every round until they reach it, 
  they are attacked, or they are persuaded otherwise. 
   
  IMPROVED COVER 
  Beginning at 13th level, any time you have half cover, you are 
  treated as if you have three-quarters cover. Any time you 
  actually do have three-quarters cover, you are treated as if you 
  have total cover. 
   
  TRICK SHOT 
  When you reach 17th level, you can add half of your Fringer 
  level (rounded up) to the damage you deal with pistols. This 
  damage is doubled on a critical hit, as normal. 
         In addition, when you deliver a critical hit you can also add 
  one of the following effects: 
   
  The target is disarmed of one held weapon 
   
  The target is knocked prone 
   
  The target is stunned until the end of its next turn 
   
  The target’s speed is reduced by half until the end of its 
  next turn 
   
   
  18
  
   
   
   
   
   
   
   
   
   
   
  Jedi  
   
   
   
   
      
  A human female meditates in an empty room, sitting cross-
  legged on the floor. Reaching out with her mind she visualizes 
  the face and voice of her sister. When the image and sound 
  returns to her, her heart races. Her sister is in peril. The 
  padawan opens her eyes and, despite the warning of her 
  master, runs toward the exit. 
         A Zabrak general twirls his yellow lightsaber, deflecting 
  multiple blaster bolts as he ducks around the corner. Both ends 
  of the hallway are swarming with enemy mercenaries and he 
  takes a moment to focus. Finally he turns back out and extends 
  a hand, knocking the thugs to the ground with a blast of Force 
  energy. 
         Carrying her wounded and heavily-armored companion 
  through a cave, a Togruta Jedi takes a moment to lower the 
  soldier to the ground. She places a hand to his bleeding ribs, 
  healing him with almost divine power. The battle outside sound 
  like distant thunder which shakes a stalactite loose. The Jedi 
  quickly raises her hands, levitating the falling stones with her 
  mind. With one last push, she hurls them away. 
         The Jedi are defenders of peace and guardians against 
  darkness. Few are strong enough in the Force to walk the Jedi’s 
  path, but those few are rewarded with a powerful ally indeed. 
   
  STRONG IN THE FORCE  
   
   
   
  While the Force can be sensed and even used by an uncommon 
  minority in the cosmos, fewer still have the strength and control 
  to become Jedi. The Jedi Order is an ancient institution of rigid 
  tenants and near endless training. A Jedi is taught to wield a 
  lightsaber and use the Force, but above all practice peace and 
  diplomacy. They are the first and last line of defense for much 
  of the civilized galaxy.  
   
  ENEMY OF ONE 
   
   
   
   
   
  It is said that the greatest threat a Jedi will face is himself. The 
  Jedi, who possess an innate power far greater than most, must 
  constantly focus to prevent that power from becoming an  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  obsession. This inner struggle is often lost, with Jedi from the 
  newest Padawan to the strongest Master falling to the Dark 
  Side. As such the Jedi’s greatest asset is self-control, and 
  forgiveness their greatest weapon. 
   
  CREATING A JEDI  
   
   
   
   
  While creating your Jedi character, consider how you first took 
  your steps toward mastering the Force. Perhaps you were 
  indoctrinated into the Jedi Order at a young age. Maybe you’re 
  a Force-sensitive adept who was only recently learned the ways 
  of the Jedi from one of the order’s knights or masters.  
         How do your skills with the lightsaber (or other primary 
  weapon) compare to that of the Force? What has propelled you 
  from leaving your cloistered life to adventure throughout the 
  galaxy? Who or what keeps you focused, or deters you from the 
  Dark Side? 
   
  QUICK BUILD 
  You can make a Jedi quickly by following these suggestions. 
  First, make Wisdom your highest ability score, followed by 
  Dexterity. (Some Jedi who prefer brute force to finesse may opt 
  for Strength instead.) Second, choose the Acolyte background. 
  19
  
  CLASS FEATURES 
  As a Jedi you gain the following class features. 
   
  HIT POINTS 
  Hit Dice: 1d10 per Jedi level 
  Hit Points at 1st Level: 10 + your Constitution  
  modifier 
  Hit Points at Higher Levels: 1d10 (or 6) + your    
  Constitution modifier per Jedi level  
  after 1st 
   
  PROFICIENCIES 
  Armor: None 
  Weapons: Simple weapons, unarmed, lightsabers 
  Tools: Choose any one 
  Saving Throws: Dexterity, Wisdom 
  Skills: Choose Force and any two others from Acrobatics, 
  Athletics, Galactic Lore, History, Insight, Investigation,  
  Perception and Persuasion. 
  Languages: Choose any two 
   
  EQUIPMENT 
  You start with the following equipment, in addition to the 
  equipment granted by your background. 
   
  • (a) a lightsaber or (b) any simple weapon 
  • (a) a tool kit or (b) a utility belt 
  • (a) a diplomat’s pack or (b) a traveler’s pack 
   
  FORCE POWERS 
   
   
   
   
   
  Through training and focus you have begun to gain control of 
  the Force, and can use it in remarkable ways. You can use the 
  powers of the Force to aid you in battle, sense your 
  surroundings or unravel the secrets of the galaxy. 
   
  FORCE TRICKS 
  You know two Force tricks of your choice from the Jedi Force 
  power list. You learn additional tricks of your choice at higher 
  levels, as shown in the Tricks Known column of the Jedi table. 
   
  FORCE SLOTS 
  The Jedi table shows how many Force slots you have. The table 
  also shows what the level of those slots is; all of your Force slots 
  are the same level. To use one of your Jedi powers of 1st level or 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        Table 1-3: The Jedi 
   
  higher, you must expend a Force slot. You regain all expended 
  Force slots when you finish a short or long rest. 
         For example, when you are 5th level, you have two 3rd-level 
  Force slots. To cast the 1st level power force blast, you must 
  spend one of those slots, and you cast it as a 3rd-level power. 
   
  POWERS KNOWN OF 1ST LEVEL AND HIGHER 
  At 1st level, you know two 1st-level powers of your choice from 
  the Jedi power list. 
         The Powers Known column of the Jedi table shows when 
  you learn more Jedi powers of your choice of 1st level and 
  higher. A power you choose must be of a level no higher than 
  what’s shown in the table’s Slot Level column for your level. 
  When you reach 6th level, for example, you learn a new Jedi 
  power, which can be 1st, 2nd or 3rd level. 
         Additionally, when you gain a level in this class, you can 
  choose one of the Jedi powers you know and replace it with 
  another power from the Jedi power list, which also must be of a 
  level for which you have power slots. 
   
  FORCE CASTING ABILITY 
  Wisdom is your Force casting ability for your Jedi powers, so you 
  can use your Wisdom whenever a power refers to your Force 
  casting ability. In addition, you use your Wisdom modifier when 
  setting the saving throw DC for a Jedi power you cast and making 
  an attack roll with one. 
   
           Power save DC = 8 + your proficiency bonus + 
                              your Wisdom modifier 
        Power attack modifier = your proficiency bonus + 
                              your Wisdom modifier 
  20
  
  POWER FOCUS 
  You can use a lightsaber (see rules on inventory)  as a Force 
  casting forcus for Jedi powers that require one. 
   
  UNARMORED DEFENSE  
   
   
   
  Beginning at 1st level, while you are wearing no armor and not 
  wielding a shield, your AC equals 10 + your Dexterity modifier + 
  your Wisdom modifier. 
   
  FORCE POOL 
   
   
   
   
   
  Starting at 2nd level, your training allows you to harness the 
  mystic power of the Force is a pool of energy that flows through 
  you. Your Jedi level determines the number of Force points you 
  have, as show in the Force Points column of the Jedi table. 
         You can spend these points to fuel various Force features. 
  You start knowing three such features:  Rapid Strike, Recovery 
  and Surge. You learn more Force features as you gain levels in 
  this class. 
         When you spend a Force point, it is unavailable until you 
  finish a short or long rest, at the end of which you draw all of 
  your meditate on the Force to regain the points back into 
  yourself. You must spend at least 30 minutes of the rest 
  meditating to regain your points. 
         Some of your Force features require your target to make a 
  saving throw to resist the feature’s effects. The saving throw DC 
  is this case is equal to your Force power DC as listed above. 
   
  RAPID STRIKE 
  Immediately after you take the Attack action on your turn, you 
  can spend 1 Force point to make an additional unarmed attack 
  or with a lightsaber as a bonus action. 
   
  RECOVERY 
  Immediately after falling prone by some effect, you can spend 1 
  Force point as a bonus action to regain your standing and 
  upright position. 
         Alternatively, you can spend 1 Force point as a bonus action 
  to draw your lightsaber or use the Force to pull it to your hand 
  from up to 30 feet away. The lightsaber is ignited immediately 
  upon reaching your hand. If another target possesses your 
  lightsaber at the time, they can make a Dexterity save against 
  your Force casting DC. On a success they maintain possession, 
  but on a failure you wrench it from their grasp. 
   
  SURGE 
  You can spend 1 Force point to take the Disengage or Dodge 
  action as a bonus action on your turn, and your jump distance is 
  doubled for the turn. 
  JEDI BRANCH 
   
   
   
   
   
  When you reach 3rd level, you begin your Jedi trials that guide 
  you into one of the three primary Jedi branches: Jedi Consular, 
  Jedi Guardian or Jedi Sentinel. All are detailed at the end of the 
  class description. Your tradition grants you features at 3rd level 
  and again at 6th, 14th and 20th level. 
   
  DEFLECT 
   
   
   
   
   
   
  Starting at 3rd level, you can use your reaction to deflect a 
  melee or ranged attack targeting you with your lightsaber. 
  When you do so, the damage you take from the attack is 
  reduced by 1d10 + your Dexterity modifier + your Jedi level. 
  Your ne wielding a lightsaber in order to use this feature. 
   
  Alternatively you can also spend 1 Force point as part 
  of your reaction to help resist Force powers used against you. 
  When you do this, you have advantage on any ability save you 
  must make to resist the Force power. 
   
  ABILITY SCORE IMPROVEMENT  
   
   
  When you reach 4th level, and again at 8th, 12th, 16th, and 19th 
  level, you can increase one ability score of your choice by 2, or 
  you can increase 2  ability scores of your choice by 1. As normal, 
  you can’t increase an ability score above 20 using this feature. 
   
  BUILD LIGHTSABER 
   
   
   
   
  At 5th level you draw near your initiation as a Jedi Knight. One of 
  the core aspects of this appointment is the construction of your 
  own lightsaber. This ritual requires time and materials. You 
  must spend 1,000 credits to obtain the basic components (if 
  you do not possess them already) and 24 uninterrupted hours 
  constructing the weapon. At the end of this time, make a DC 15 
  Force skill check. If the check succeeds, you complete the 
  lightsaber’s construction. If the check fails, you must spend 
  another 24 hours dismantling and rebuilding the weapon. 
         Once the lightsaber is constructed, you must spend a Force 
  point to attune it as an Action. From that point on, you gain a 
  +2 bonus on attack rolls and damage rolls made with your 
  scratch-built lightsaber. No one else who wields the weapon 
  gains this bonus. 
         You can build a double-bladed lightsaber or two identical 
  lightsabers (long or short), but the cost for components 
  increases to 3.000 credits. 
   
  FORCE TRANCE 
   
   
   
   
   
  Starting at 6th level, you no longer need to sleep. Instead, you 
  can meditate deeply, remaining semiconscious, for 4 hours a 
  day. While meditating, you can use the Force skill to sense the 
  emotions and general status of any target with whom you are 
  21
  
  familiar, regardless of distance as long as they are conscious. 
  After resting in this way, you gain the same benefit that you 
  normally would from 8 hours of sleep. 
         Alternatively, you can also spend 1 Force point on your turn 
  in combat to enter a Force Trance. In doing so, you regain a 
  number of hit points equal to 1d8 + your Jedi level. You can 
  maintain this Trance in subsequent rounds by spending further 
  Force points. Once you break out of your Trance in this fashion, 
  you cannot enter another Trance until you take a long rest. 
   
  REDIRECT 
   
   
   
   
   
   
  Beginning at 10th level, your Deflect feature improves. If you 
  successfully reduce a melee or ranged attack against you to 
  zero hit point damage, you can then make a counterattack 
  against the attacking target. If it was a melee attack, you make 
  a melee attack with your lightsaber or unarmed strike. If it was 
  a ranged attack, you make a ranged attack using your Force 
  power attack bonus and the damage on a successful hit equals 
  the original damage caused by the ranged attack. 
        If you had spent a Force point to rebuke a Force power and 
  succeed in the ability save, you suffer no partial effects from the 
  power. Furthermore the attacking target must immediately 
  make the same ability save or suffer the effects of the Force 
  power as normal. 
   
  JEDI MASTER 
   
   
   
   
   
  When you reach 20th level, you reach the pinnacle of training 
  within the Jedi Order. By obtaining the rank of Jedi Master, you 
  take it upon yourself to turn your attention toward younger or 
  newer padawans and knights who look up to you. 
         You receive a number of Force points equal to your Wisdom 
  modifier, in addition to your normal allotment. When you enter 
  a Force Trance, you can also make Perception checks at any 
  range, regardless of line of sight. To do so, you must sense a 
  familiar target in the area or be familiar with the area. 
   
  JEDI BRANCHES 
  While the Jedi Order has many branches and divisions, they are 
  primarily defined as Consulars, Guardians or Sentinels. These 
  branches form columns that support the Order as diplomats, 
  warriors and keepers of peace throughout the galaxy. 
   
  JEDI CONSULAR 
   
   
   
   
   
  Jedi that follow the path of the Consular are skilled negotiators 
  and talented ambassadors. They prefer to use the strength of 
  their words and the wisdom that the Force provides to solve 
  conflicts. By relying less on physical combat than the other 
  branches, Consulars become exceptionally strong in the Force 
  and wield it with great power and effect. 
  ADEPT NEGOTIATOR 
  Beginning at 3rd level, you use your words to distract and hinder 
  those who would do you harm. Choose one target you can see. 
  You have advantage on any Charisma checks or Charisma-based 
  skill checks against that target.  You also add your Charisma 
  modifier to your Armor Class when attacked by your chosen 
  target. Both of these bonuses disappear if you attack or use 
  Force powers against that target or its allies. 
   
  DEMAND SURRENDER 
  Starting at 6th level, you can attempt to force your enemies into 
  compliance through sheer will. As an action, you can shout to a 
  target with 60 feet that can see and hear you. Roll 1d10 + your 
  Jedi level + your Charisma modifier. If the total matches or 
  exceeds the target’s remaining hit points, they immediately 
  drop their weapon and surrender to you.  
         Once you use this feature, you must take a short or long 
  rest to use it again. 
   
  FORCE SECRET 
  At 14th level, your diligent training unlocks stronger Force 
  power that most Jedi have access to. Choose one 6th level 
  power from the Jedi power list as this secret. 
         You can cast your secret once without expending a Force 
  slot. You must finish a long rest before you can do so again. 
         At higher levels, you gain more Jedi powers of your choice 
  that can be cast in this way: one 7th-level power at 16th level, 
  one 8th-level power at 18th level, and one 9th level power at 20th 
  level. You regain all uses of your Force Secrets when you finish a 
  long rest. 
   
  AMBASSADOR OF PEACE 
  By reaching 20th level, you become an icon of peaceful 
  negotiations. When you use the Demand Surrender feature, 
  you can target all enemies with a 60’ radius. The amount you 
  roll is applied to each target individually. Even those targets 
  who you fail to force into surrendering are stunned for 1 round. 
   
  JEDI GUARDIAN 
   
   
   
   
   
  Jedi that follow the path of the Guardian are more combat-
  oriented than other Jedi, honing their skills to become deadly 
  combatants. They are often the first on the ground when 
  conflicts arise, and the last to remain behind as they ensure 
  others make it to safety. 
   
  BONUS PROFICIENCIES 
  At 3rd level, you become proficient with all martial weapons. 
   
   
  22
  
  FIGHTING STYLE 
  Also starting at 3rd level, you adopt a style of fighting as your 
  specialty. Choose one of the following options. You can’t take a 
  Fighting style option more than once, even if you later get to 
  choose again. 
   
  DEFENSE: While wielding a lightsaber or other finesse 
  weapon, you gain a +1 bonus to AC. 
  DUELING: When you are wielding a melee weapon in one 
  hand and no other weapons, you gain a +2 bonus to 
  damage rolls with that weapon. 
  GREAT WEAPON FIGHTING: When you roll a 1 or 2 on 
  a damage die for an attack you make with a melee weapon 
  that you are wielding with two hands, you can reroll the die 
  and must use the new roll, even if the new roll is a 1 or a 2. 
  The weapon must have the two-handed or versatile 
  property for you to gain this benefit. 
  PROTECTION:  When a creature you can see attacks a 
  target other than you that is within 5 feet of you, you can 
  use your reaction to impose disadvantage on the attack 
  roll. You must be wielding a lightsaber. 
  TWO-WEAPON FIGHTING: When you engage in two-
  weapon fighting, you can add your ability modifier to the 
  damage of the second attack. 
   
  BATTLE MEDITATION 
  Starting at 6th level, you can spend 1 Force point as a bonus 
  action to create a 60’ radius centered on yourself. Any allies 
  within the radius, including you, have advantage on the first 
  attack they make every round. This aura lasts for 1 minute or 
  until you are incapacitated or stunned. 
         Allies with this aura, including you, also have advantage to 
  saves against fear effects.  
   
  ELUSIVE TARGET 
  Beginning at 14th level, whenever an enemy misses you with a 
  melee or ranged attack, you can immediately move up to 10 
  feet as a reaction.  This movement provokes opportunity 
  attacks as normal. 
         Alternatively, if you are adjacent to a different enemy when 
  the attack misses, you can choose to have the attack target that 
  second enemy instead. 
   
   
   
   
   
   
  WALL OF LIGHT 
  When you reach 20th level, you can use Deflect and Redirect to 
  defend allies who are adjacent to you. You also no longer have 
  a limit on how many times you can Deflect in a round. 
   
  JEDI SENTINEL 
   
   
   
   
   
  Jedi that follow the path of the Sentinel are the true enemies of 
  the Dark Side, hunting down evil and stopping the spread of 
  darkness wherever they go. They are masters of subtlety and 
  difficult to tempt with the Dark Side, even when constantly 
  confronted with its power. 
   
  DARK SIDE SENSE 
  The presence of the Dark Side registers on your senses like a 
  noxious odor, and you are trained to sniff it out. At 3rd level you 
  can, as an action, expend 1 Force point to open your awareness 
  to detect such darkness. For the remainder of your turn, you 
  know the location of any creature within 60 feet of you that has 
  a Dark Side score of 1 or higher. You know of their presence, 
  but not their identity. If the creature is within 30 feet of you, 
  you also know their Dark Side score. You can maintain this 
  sense as an action in subsequent rounds. 
   
  DARK SIDE SCOURGE 
  Starting at 6th level, you become resistant to necrotic damage. 
  Furthermore, you add your Wisdom modifier to any weapon or 
  Force power damage you deal to creatures with a Dark Side 
  score of 1 or higher. 
   
  FORCE HAZE 
  Beginning at 14th level, you can spend 1 Force point to create a 
  30’ radius aura centered on yourself that lasts for 1 minute. You 
  and any allies within that radius are considered invisible to any 
  targets that fail a Wisdom save, the DC equal to your Force 
  casting DC. Enemies can attempt this save every round, and if 
  you or any allies within the haze makes an attack or casts a 
  Force power, the enemy creature has advantage on their save. 
   
  REDEMPTION 
  When you reach 20th level, whenever you deal weapon or Force 
  power damage to a creature with a Dark Side score of 1 or 
  higher, you reduce their Dark Side score by an amount equal to 
  your Wisdom modifier. If the creature’s Dark Side score reaches 
  0 in this fashion, they are incapacitated for 1 round. 
   
   
   
   
   
  23
  
   
   
   
   
   
   
   
   
   
   
  Noble  
   
   
   
   
  With a practiced smile and rigid bow, a human senator bows to 
  his constituents from the balcony above. He gives a rousing 
  speech, shouting to be heard above the roaring masses. If he 
  expected to remain in office for a record seventh term, he 
  would have to choose his words carefully. 
         A green-skinned Twi’lek lowers her heels, which were 
  kicked up on her desk, as three mercenaries enter her dark 
  room. She sighs through the bad news. More trouble with the 
  Hutts. One mercenary demands more pay, to which the 
  beautiful and deadly boss snaps her fingers. Six well-armed 
  Gamorrean bodyguards arrive to give the mercenary his pay. 
        Ducking enemy fire, a Cerean lieutenant reloads his 
  spent blaster pistol. A half-dozen of his men dress their 
  wounds, looking to him for direction. With quick gestures 
  and clear commands, he stirs them back into action. 
         Nobles are leaders of incredible charisma, clarity and 
  respect. They are coordinators on the battlefield and 
  orchestrators behind the scenes. Whether the voice of 
  the people or their dictator, nobles are a presence to be 
  reckoned with. 
   
  MOUTHS AND MINDS 
   
   
   
   
  Most nobles wind up in dangerous situations because of 
  something they believe in or because their job calls for it. 
  Others hope to use their negotiating talents to navigate a 
  course through the troubles around them, or seek to find profit 
  in the troubles of others. Whatever their initial motivations, 
  nobles usually wind up taking to a cause and a goal that sustains 
  them through the roughest missions.  
   
  WALKS OF LIFE 
   
   
   
   
   
  Nobles come to their profession in a variety of ways. Altruistic 
  nobles believe it is their duty and responsibility to serve and 
  lead. More selfish nobles seek the fame, wealth, and power 
  often associated with the positions they aspire to. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Power-hungry nobles take advantage of the system and wind 
  up helping others only to help themselves. The halls of power 
  are calling. How the noble answers can make all the difference. 
   
  CREATING A NOBLE 
   
   
   
   
  While creating your Noble character, consider how you 
  obtained authority and what you intend to do with it. You could 
  be from a rich and prosperous family, who uses wealth to buy 
  loyalty from those around you. Perhaps you are a military 
  officer, who earns respect by leading from the front. 
         How did you first come to power? Who or what do you 
  consider your greatest enemies? If you no longer have the 
  support of your subordinates, what will you do? 
   
  QUICK BUILD 
  You can make a Noble quickly by following these suggestions. 
  First, make Charisma your highest ability score, followed by 
  Intelligence. Second, choose the Noble background. 
   
   
  24
  
  CLASS FEATURES 
  As a Noble you gain the following class features. 
   
  HIT POINTS 
  Hit Dice: 1d6 per Noble level 
  Hit Points at 1st Level: 6 + your Constitution  
  modifier 
  Hit Points at Higher Levels: 1d6 (or 4) + your    
  Constitution modifier per Adept level  
  after 1st 
   
  PROFICIENCIES 
  Armor: None 
  Weapons: Simple weapons, pistols 
  Tools: Choose any two 
  Saving Throws: Intelligence, Charisma 
  Skills: Choose any four from Deception, Galactic Lore, History, 
  Insight, Intimidation, Investigation, Performance or Persuasion. 
  Languages: Choose any three 
   
  EQUIPMENT 
  You start with the following equipment, in addition to the 
  equipment granted by your background. 
   
  • (a) a hold-out blaster or (b) any simple weapon 
  • (a) a tool kit or (b) a utility belt 
  • a diplomat’s pack 
  • a credit stick with 500 credits 
   
  INSPIRATION 
   
   
   
   
   
  You can inspire others through stirring words or dire threats. To 
  do so, use your bonus action on your turn to choose one 
  creature other than yourself within 60 feet of you who can hear 
  you. That creature gains one Inspiration die, a d6. 
         Once within the next 10 minutes, the creature can roll the 
  die and add the number rolled to one ability check, attack roll, 
  or saving throw it makes. The creature can wait until after it 
  rolls the d20 before deciding to use the Inspiration die, but 
  must decide before the GM says whether the roll succeeds or 
  fails. Once the Inspiration die is rolled, it is lost. A creature can 
  have only one Inspiration die at a time. 
         You can use this feature a number of times equal to your 
  Charisma modifier (a minimum of once). You regain any 
  expended uses when you finish a long rest. 
         Your Inspiration die changes when you reach certain levels 
  in this class. The die becomes a d8 at 5th level, a d10 at 10th 
  level, and a d12 at 15th level. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        Table 1-4: The Noble 
   
  LEADERSHIP  
   
   
   
   
   
  Starting at 1st level, your presence swells into a reserve of 
  influence that you can extend to your followers. Your Noble 
  level determines the number of leadership points you have, as 
  shown in the Leadership Points column of the Noble table. 
         You can spend these points to fuel various Noble features. 
  You start knowing four such features:  Cease Fire, Delegate, 
  Fervor, and Presence. You learn more leadership features as 
  you gain levels in this class. 
         When you spend a leadership point, it is unavailable until 
  you finish a short or long rest, at the end of which you draw all 
  of your remaining points back into your aura. You must spend 
  at least 30 minutes of the rest speaking to your followers to 
  regain your points. 
         Some of your Leadership features require your target to 
  make a saving throw to resist the feature’s effects. The saving 
  throw DC is this case is equal 8 + your proficiency bonus + your 
  Charisma modifier. 
         At 6th level, the core Leadership features below can be used 
  on two targets instead of one. This increases to three targets at 
  15th level of this class. 
   
  CEASE FIRE 
  Immediately after you or one of your allies reduces an enemy 
  you can see to 0 Hit Points, you can expend 1 Leadership Point 
  as a reaction to spare that enemy from death. The creature is 
  instead left with 1 Hit Point and is stable, but is incapacitated 
  for 1 round. 
   
   
  25
  
  DELEGATE 
  You can expend 1 Leadership Point as a bonus action to select 
  one ally within 30 feet of you. That ally can then immediately 
  make either a move or an action, chosen by you.  
   
  FERVOR 
  When you are hit by an attack or affected by a Force power, 
  provided you are not incapacitated by the action, you can spend 
  1 Leadership Point as a reaction to designate one ally within 30 
  feet. That ally can immediately make an attack on the target 
  who attacked you, and they do so with advantage. 
   
  PRESENCE 
  When you are attacked by a creature within 30 feet of you that 
  you can see, you can use your reaction to impose disadvantage 
  on the attack roll, shouting a threat or demand that causes 
  them to second-guess their attack before it hits or misses. 
   
  RESTFUL ORATORY  
   
   
   
   
  Beginning at 2nd level, you can use your words of wisdom and 
  motivation to revitalize your wounded allies during a short rest. 
  If you or any friendly creatures who can hear your speech 
  regain hit points at the end of the short rest, each of those 
  creatures regains an extra 1d6 hit points. 
         The extra hit points increase when you reach certain levels 
  in the class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 
  at 17th level. 
   
  LINEAGE 
   
   
   
   
   
   
  When you reach 3rd level, your noble roots branch out to fulfill 
  your true calling in one of three archetypes: Aristocrat, Officer, 
  or Vigo. All are detailed at the end of the class description. Your 
  choice grants you features at 3rd level and again at 6th and 14th 
  level. 
   
  EXPERTISE  
   
   
   
   
   
  At 3rd level, choose two of your skill proficiencies. Your 
  proficiency bonus is doubled for any ability check you make that 
  uses either of the chosen proficiencies. 
         At 10th level, you can choose another two skill proficiencies 
  to gain this benefit. 
   
  ABILITY SCORE IMPROVEMENT  
   
   
  When you reach 4th level, and again at 8th, 12th, 16th, and 19th 
  level, you can increase one ability score of your choice by 2, or 
  you can increase 2 ability scores of your choice by 1. As normal, 
  you can’t increase an ability score above 20 using this feature. 
   
  FONT OF INSPIRATION 
   
   
   
   
  Beginning when you reach 5th level, you regain all expended 
  uses of Inspiration when you finish a short or long rest.. 
   
  MINION 
   
   
   
   
   
   
  At 7th level, you gain the services of a minion. This person can 
  serve as a person aid, bodyguard or other capacity as you 
  choose with unquestioning loyalty. Should your minion be 
  killed, you receive a new one in about 24 hours – provided you 
  are in an area where civilized reinforcements can find you.  Your 
  lineage determines the NPC template for your minion. 
         At 11th level, you receive a second minion. 
   
  EXPANDED KNOWLEDGE  
   
   
   
  By 10th level, you have explored the galaxy and learned many 
  new things. Choose one skill from any class, including this one. 
  You are proficient in that skill. 
         You gain proficiency in another skill from any class at 14th 
  level and again at 18th level. 
   
  SUPERIOR INSPIRATION  
   
   
   
  At 20th level, when you roll initiative and have no uses of 
  Inspiration left, you regain one use. 
   
   
  LINEAGES 
  The first step a noble takes into the cosmos often guides the 
  rest. A noble’s origin is also their occupation, and serves as a 
  template for their leadership abilities. 
   
  ARISTOCRAT  
   
   
   
   
   
  Senators. Royalty. Wealthy patrons. Aristocrats are the social 
  elite of the galaxy, whose power and influence can be felt on 
  even the most backwater of worlds. From altruistic politicians 
  to greedy businessmen, they have the connections to pull many 
  strings from the safety of their luxurious estates. 
   
  WEALTH 
  Beginning at 3rd level, your rich inheritance comes to fruition. 
  Every time you gain a level from this class (including this one), 
  you receive an amount of credits equal to 1,000 x your noble 
  level. You can spend these credits as you see fit.  The credits 
  appear in a civilized, accessible location of your choice or in 
  your private bank account. 
   
   
  26
  
  CONNECTIONS 
  Starting at 6th level, you can obtain licensed, restricted, military, 
  or illegal equipment without having to pay a licensing fee or 
  endure a background check, provided the total cost of the 
  desired equipment is equal to or less than your Noble level x 
  1,000 credits.  
           In addition, you make Deception, Intimidation and 
  Persuasion checks with advantage if you can cite the 
  organization or authority of the creature you are targeting. 
   
  MINION: BODYGUARD 
  At 7th level, you are assigned a bodyguard for your protection. 
  This bodyguard uses the statistics found at the end of this 
  packet. A bodyguard will fight to the death for you under most 
  circumstances, but shrewd nobles may find the loyalty of their 
  underlings wanting. 
         Use the Guard NPC template from Appendix B of the 
  Monster Manual, changing the ranged damage to Radiant. 
   
  REGAL PRESENCE 
  Beginning at 14th level, you and any allies within 60 feet of you 
  have advantage on Persuasion checks. 
         In addition, you gain a bonus to your Armor Class equal to 
  your Charisma modifier. 
   
   
  OFFICER 
   
   
   
   
   
   
  Even the best-trained troops need someone to make decisions 
  and provide direction. The officer fills that role but also takes 
  responsibility when the troops fail in their appointed tasks. Yet 
  still they frequently suffer the disrespect of their subordinates, 
  who often see the uniform as a symbol of oppression. 
   
  BONUS PROFICIENCIES 
  At 3rd level, you become proficient with rifles and tool kits. 
   
  SHIFT MANEUVER 
  Also starting at 3rd level, can spend 1 Leadership point as an 
  action to grant yourself and all allies within 60 feet that can 
  hear you advantage on attack rolls, but enemies also have 
  advantage on their attacks against you and affected allies. 
         Alternatively, you can impose attack roll disadvantage on 
  yourself and all allies within 60 feet that can hear you. If so, 
  enemies also have disadvantage on attack rolls against you and 
  affected allies. 
         Allies can choose not to listen to you, and thus not be 
  affected, though this would be insubordination. 
   
  TACTICAL EDGE 
  Starting at 6th level, you can spend a Leadership point to 
  perform any appropriate maneuver as a bonus action, instead 
  of an action. 
   
  MINION: TROOPER 
  At 7th level, you are assigned a trooper under your military or 
  civil command. This trooper uses the statistics found at the end 
  of this packet. A trooper will fight to the death for you under 
  most circumstances, but dishonorable officers may find the 
  loyalty of their troopers wanting. 
         Use the Scout NPC template from Appendix B of the 
  Monster Manual, changing the ranged damage to Radiant. 
   
  TAKE COVER 
  Beginning at 14th level, whenever an enemy damages an ally 
  within 30 feet that you can see, you can use your reaction to 
  shout a warning and reduce their damage taken by half. 
         If you spend 1 Leadership point when using this feature, you 
  can reduce the damage of all allies within 30 feet who are 
  damaged by an area attack – including yourself. 
   
   
  VIGO  
   
   
   
   
   
   
  Though coined by the notorious Black Sun Syndicate, a Vigo is a 
  crime boss or leader of organized and illicit activities. Vigo’s 
  often buy the loyalty of those they cannot intimidate or inspire, 
  and are as cunning and deadly as the mercenaries they hire. 
   
  INSPIRE FEAR 
  Beginning at 3rd level, your infamy and reputation are such that 
  any opponent whose character level is equal to or less than 
  your Noble level suffer disadvantage on attack rolls and 
  opposed ability checks made against you. You also have 
  advantage against any Force powers they may use against you. 
  This is a mind-affecting fear effect. 
   
  TAKE THE HIT 
  Starting at 6th level, when standing adjacent to an ally loyal to 
  you, you can use your reaction to interpose them between you 
  and an attacker. You and the ally take half of the damage from 
  the attack. You can attempt to command an unwitting ally into 
  taking the hit, forcing them to make a Charisma save against a 
  DC of 8 + your proficiency bonus + your Charisma modifier. 
         If you spend 1 Leadership point when using the feature, the 
  ally still takes half damage but you suffer no damage.  Once you 
  use this feature, you must take a short or long rest to use it 
  again. 
  27
  
  MINION: THUG 
  At 7th level, you are assigned two thugs for your protection, 
  instead of the usual one. These thugs use the statistics found at 
  the end of this packet. A thug can often be paid off by enemies, 
  but particularly intimidating or wealthy vigos may have more 
  loyal hirelings. At 11th level, you receive a third minion. 
         Use the Thug NPC template from Appendix B of the 
  Monster Manual, changing the ranged damage to Radiant. 
   
  NOTORIOUS 
  Beginning at 14th level, your infamy and reputation are such 
  that any opponent whose character level is equal to or less than 
  your Noble level suffer disadvantage on attack rolls and 
  opposed ability checks made against you. You also have 
  advantage against any Force powers they may use against you. 
  This is a mind-affecting fear effect. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  28
  
   
   
   
   
   
   
  Soldier  
   
   
  A Trandoshan runs frantically across rooftops, constantly 
  looking over his shoulder. As he prepares to leap a gap, a bolt of 
  electricity hit him in the back and renders him unconscious. His 
  blurry vision barely makes out the figure of a masked woman 
  who casually approaches, ready to collect her bounty. 
         With his muscular and cybernetic arms held wide, a 
  grizzled-looking human grins to his bloodthirsty crowd. He turns 
  back to his arena opponent just in time to see the Wookie take 
  a swing. He ducks, punching the furry fighter in the gut. Two 
  wild haymakers later, and he stands alone as the gladiatorial 
  champion. 
         Taking a deep breath, a Clone Trooper looks out onto the 
  war zone waging across the sands of Genoshia. He grips his 
  carbine rifle tightly then, with a nod to the dozen identical 
  squadmates beside him, he charges onto the battlefield. 
         Soldiers combine discipline with martial skills to become the 
  best pure warriors in the galaxy. Soldiers can be stalwart 
  defenders of those in need, cruel marauders, or brave 
  adventurers. They fight for glory, honor, to right wrongs, to gain 
  power, to acquire wealth, or simple for the thrill of battle. 
   
  ALL IN A DAY’S WORK 
   
   
   
   
  Many soldiers see adventures, raids on enemy strongholds, and 
  dangers missions as their jobs. Some want to defend those who 
  can’t defend themselves. Others seek to use their muscle to 
  carve their own place of importance in the galaxy. Soldiers can 
  take the form of guards, champions, bounty hunters, enforcers, 
  mercenaries, freedom fighters, or simply armed explorers. 
   
  CODE RED  
   
   
   
   
   
  Most soldiers come to the profession after receiving at least 
  some amount of formal training from a military organization, 
  local militia, or private army. Some attend formal academies;  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  others are self-taught and well tested. A soldier may have taken 
  up his weapon to escape a mundane life. Another may be 
  following a proud family tradition. Whatever their origins, most 
  soldiers share an unshakeable loyalty to their cause, unit, or 
  employer. Soldiers follow orders with little hesitation, as failure 
  could mean death for themselves or those under their watch.  
   
  CREATING A SOLDIER 
   
   
   
   
  While creating your Soldier character, consider where your 
  loyalties lie. You could be part of a formal military, one of 
  countless troopers fighting for your enterprise. Perhaps you are 
  a gun-for-hire, traveling the galaxy in search of your next gig.  
         What weapons do you prefer and specialize in? Who or 
  what do you fight for? Do you have aspirations of a life beyond 
  the battlefield, or have you been at war so long you know of 
  nothing else? 
   
  QUICK BUILD 
  You can make a Soldier quickly by following these 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 Constitution.  Second, choose the Soldier 
  background.  
   
   
   
   
  29
  
  CLASS FEATURES 
  As a Soldier you gain the following class features. 
   
  HIT POINTS 
  Hit Dice: 1d12 per Soldier level 
  Hit Points at 1st Level: 12 + your Constitution modifier 
  Hit Points at Higher Levels: 1d12 (or 7) + your    
  Constitution modifier per Soldier level after 1st 
   
  PROFICIENCIES 
  Armor: All armor, shields 
  Weapons: Simple weapons, martial weapons, unarmed,  
         pistols, rifles 
  Tools: Medical kit, tool kit 
  Saving Throws: Strength, Constitution 
  Skills: Choose two skills from Acrobatics, Athletics,  
         Galactic Lore, History, Insight, Intimidation, Investigation,  
         Mechanics, Perception, and Survival 
  Languages: None 
   
  EQUIPMENT 
  You start with the following equipment, in addition to the 
  equipment granted by your background. 
   
  • (a) a blaster pistol or (b) any martial weapon 
  • (a) a blaster pistol or (b) a rifle 
  • (a) blast armor, (b) trooper armor or (c) power armor 
  • (a) a soldier’s pack or (b) a traveler’s pack 
  • A vibrodagger and a utility belt 
   
   
  FIGHTING STYLE 
   
   
   
   
   
  You adopt a particular style of fighting as your specialty. Choose 
  one of the following options. You can’t take a Fighting Style 
  option more than once, even if you later get to choose again. 
   
  BOMBADIER 
  When you roll a 1 or 2 on a damage die for an attack you make 
  with a weapon that damages an area (such as a grenade or 
  autofire weapon), you can reroll the die and must use the new 
  roll, even if the new roll is a 1 or a 2. 
   
  DEFENSE 
  While you are wearing armor, you gain a +1 bonus to AC. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table 1-5: The Soldier 
  DUELING 
  When you are wielding a melee weapon in one hand and no 
  other weapons, you gain a +2 bonus to damage rolls with that 
  weapon. This applies to unarmed damage as well, but only for 
  the primary attack, not an off-hand attack. 
   
  PROTECTION 
  When a creature you can see attacks a target other than you 
  that is within 5 feet of you, you can use your reaction to impose 
  disadvantage on the attack roll.  
   
  TWO-WEAPON FIGHTING 
  When you engage in two-weapon fighting, you can add your 
  ability modifier to the damage of the second attack.  
   
  SECOND WIND 
   
   
   
   
   
  You have a limited well of stamina that you can draw on to 
  protect yourself from harm. On your turn, you can use a bonus 
  action to regain hit points equal to 1d10 + your soldier level. 
         Once you use this feature, you must finish a short or long 
  rest before you can use it again. 
   
  ACTION SURGE 
   
   
   
   
   
  Starting at 2nd level, you can push yourself beyond your normal 
  limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus 
  action. 
  30
  
         Once you use this feature, you must finish a short or long 
  rest before you can use it again. Starting at 17th level, you can 
  use it twice before a rest, but only once on the same turn. 
   
  MARTIAL ARCHETYPE 
   
   
   
   
  At 3rd level, you choose an archetype that you strive to emulate 
  in your combat styles and techniques: Bounty Hunter, Brawler, 
  or Vanguard. Your archetype grants you features at 3rd level 
  and again at 7th, 10th, 15th, and 18th level. 
   
  ABILITY SCORE IMPROVEMENT  
   
   
  When you reach 4th level, and again at 6th, 8th, 12th, 14th, 
  16th, and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two ability scores of your 
  choice by 1. As normal, you can’t increase an ability score above 
  20 using this feature. 
   
  EXTRA ATTACK 
   
   
   
   
   
  Beginning at 5th level, you can attack twice, instead of once, 
  whenever you take the Attack action on your turn. 
         The number of attacks increases to three when you reach 
  11th level in this class and to four when you reach 20th level in 
  this class. 
   
  INDOMITABLE 
   
   
   
   
   
  Beginning at 9th level, you can reroll a saving throw that you 
  fail. If you do so, you must use the new roll, and you can’t use 
  this feature again until you finish a long rest. 
         You can use this feature twice between long rests starting 
  at 13th level and three times between long rests starting at 
  17th level. 
   
   
  MARTIAL ARCHETYPES 
  Different soldiers choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
   
  BOUNTY HUNTER  
   
   
   
   
  The bounty hunter capitalizes on the vendettas of others, 
  tracking down fugitives for their enemies, their masters, or 
  simply for justice. The best bounty hunters are the ones who 
  can stay emotionally detached from their employers or their 
  quarry – although bounty hunters who hate their prey make 
  even more dangerous predators. 
   
   
  HUNTER’S TARGET 
  Beginning at 3rd level, you have significant experience studying, 
  tracking, hunting and investigating your assigned mark. 
         Choose one target that you either know personally or on 
  whom you were given a significant amount of background 
  information.  You have advantage on Wisdom (Survival) checks 
  to track them, on Intelligence checks to recall information 
  about them, and on Charisma checks to gather intel on them. 
         In addition, you gain a bonus on weapon damage rolls equal 
  to your Wisdom modifier against your target. You can change 
  your Hunter’s Target as an action once per long rest. 
   
  NOWHERE TO HIDE 
  Starting at 7th level, you ignore half cover and three-quarters 
  cover when attacking your Hunter’s Target. You also do not 
  suffer disadvantage for attacking them in dim light. 
   
  NOTORIOUS 
  At 10th level, your skill as a bounty hunter becomes known 
  throughout the galaxy, even on fringe worlds. When you are 
  not disguised, you have advantage on Charisma (Intimidation) 
  checks. 
         The first time you damage a creature in an encounter, you 
  can force them to make a Wisdom save against your 
  Intimidation check. On a failure, they are Frightened until either 
  you take damage, they are incapacitated, or the end of the 
  encounter. Once you use this feature, you must take a short or 
  long rest to use it again. 
   
  RELENTLESS 
  Beginning at 15th level, your pursuit of your target hardens you 
  to their attacks. You have resistance to all damage caused by 
  your Hunter’s Target. 
   
  NEMESIS 
  By 17th level, you have become so familiar with hunting 
  dangerous foes that your skill in fighting them is legendary. 
  When attacking your Hunter’s Target, you always have 
  advantage. Your target also has disadvantage against you, and 
  does not gain advantage for attacking you while unseen. 
   
   
  BRAWLER 
   
   
   
   
   
   
  Not all soldiers prefer guns. Some prefer, or are forced, to favor 
  their bare fists or melee weapons instead. From cantina 
  bouncers to martial artists, the close range of brawlers should 
  never be mistaken as a disadvantage.   
   
   
   
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  IMPROVED UNARMED 
  Beginning at 3rd level, your unarmed damage begins to increase 
  greatly over time. Your unarmed damage becomes 1d6, and 
  you can choose to use either your Strength or Dexterity 
  modifier for attack and damage rolls. 
         Your unarmed damage increases to 1d10 at 7th level and 
  1d12 at 15th level. 
   
  STUNNING STRIKE 
  Starting at 7th level, you can attempt to knock an opponent 
  senseless. When you hit another creature with a melee weapon 
  attack, the target must succeed on a Constitution saving throw 
  or be stunned until the end of your next turn. The DC is equal to 
  8 + your proficiency bonus + your Strength or Dexterity modifier 
  (depending on which ability you used for your attack). 
         You can use this feature a number of times equal to your 
  Constitution modifier, and then you must take a short or long 
  rest to use it again.  You cannot use this feature more than one 
  time per round, even if you have multiple attacks. 
  MOVING TARGET 
  At 10th level, you begin to truly hone your skill in combating 
  ranged opponents. You can Dodge as a bonus action.  
         In addition, when an enemy misses you with a ranged 
  attack, you can use your reaction to move up to your base 
  move speed.  
   
  STUNNING FLURRY 
  Beginning at 15th level, when any of your Stunning Strikes stuns 
  an enemy, you can make two additional unarmed attacks. 
  These attacks do not need to be made against the same 
  opponent. You can only use this feature one per round. 
   
  IRON GRIP 
  By 17th level, you have mastered close-quarters combat and 
  grappling. You have advantage on Strength (Athletics) checks to 
  grapple creatures. Those you grapple can make no actions or 
  reactions on their turns other than trying to escape. Every 
  round that you maintain the grapple, you deal unarmed 
  damage to the grappled creature automatically. 
         In addition, you can move up to your normal speed while 
  holding a grappled enemy, instead of the usual half. 
   
   
  VANGUARD  
   
   
   
   
   
  The vanguard represents an individual who has received 
  advanced combat training. More than a mere soldier, the 
  vanguard is highly trained and capable of taking on any number 
  of combat-related missions, whether defending an important 
  location or participating in a forward assault. 
   
  COMBAT SUPERIORITY 
  At 3rd level, you learn maneuvers that are fueled by special dice 
  called superiority dice. 
         Maneuvers. You learn three maneuvers of your choice, 
  which are detailed under “Maneuvers” below. Many maneuvers 
  enhance an attack in some way. You can use only one 
  maneuver per attack. 
         You learn two additional maneuvers of your choice at 7th, 
  10th, and 15th level. Each time you learn new maneuvers, you 
  can also replace one maneuver you know with a different one. 
         Superiority Dice. You have four superiority dice, which are 
  d8s. A superiority die is expended when you use it. You regain 
  all of your expended superiority dice when you finish a short or 
  long rest. 
         You gain another superiority die at 7th level and one more 
  at 15th level. 
         Saving Throws. Some of your maneuvers require your 
  target to make a saving throw to resist the maneuver’s effects. 
  The saving throw DC is calculated as follows: 
   
  Maneuver save DC = 8 + your proficiency bonus + 
  your Strength or Dexterity modifier (your choice) 
   
  GALACTIC TRAVELER 
  Also at 3rd level, you gain proficiency in Galactic Lore and one 
  language of your choice. 
   
  PROWESS 
  Starting at 7th level, you can add half your proficiency bonus 
  (round up) to any Strength, Dexterity, or Constitution check you 
  make that doesn’t already use your proficiency bonus. 
          In addition, when you make a running long jump, the 
  distance you can cover increases by a number of feet equal to 
  your Strength modifier. 
   
  ELITE TRAINING 
  At 10th level, your superiority dice turn into d10s. Your weapon 
  attacks score a critical hit on a roll of 19–20. 
         At 15th level, your superiority dice turn into d12s, and your 
  our weapon attacks score a critical hit on a roll of 18–20. 
   
  SURVIVOR 
  At 18th level, you attain the pinnacle of resilience in battle. At 
  the start of each of your turns, you regain hit points equal to 5 + 
  your Constitution modifier if you have no more than half of 
  your hit points left. You don’t gain this benefit if you have 0 hit 
  points. 
   
   
   
  32
  
  MANEUVERS 
  The maneuvers are presented in alphabetical order. 
         Bunker Buster. When a creature as behind total cover, you 
  can expend one superiority die as an action to target one of the 
  squares of cover. The target must make a Dexterity save or take 
  full damage, or half damage on a successful save. The cover 
  takes the full damage amount. 
         Commander’s Strike. When you take the Attack action on 
  your turn, you can forgo one of your attacks and use a bonus 
  action to direct one of your companions to strike. When you do 
  so, choose a friendly creature who can see or hear you and 
  expend one superiority die. That creature can immediately use 
  its reaction to make one weapon attack, adding the superiority 
  die to the attack’s damage roll. 
         Disarming Attack. When you hit a creature with a weapon 
  attack, you can expend one superiority die to attempt to disarm 
  the target, forcing it to drop one item of your choice that it’s 
  holding. You add the superiority die to the attack’s damage roll, 
  and the target must make a Strength saving throw. On a failed 
  save, it drops the object you choose. The object lands at its feet. 
         Distracting Strike. When you hit a creature with a weapon 
  attack, you can expend one superiority die to distract the 
  creature, giving your allies an opening. You add the superiority 
  die to the attack’s damage roll. The next attack roll against the 
  target by an attacker other than you has advantage if the attack 
  is made before the start of your next turn. 
         Evasive Footwork. When you move, you can expend one 
  superiority die, rolling the die and adding the number rolled to 
  your AC until you stop moving. 
         Feinting Attack. You can expend one superiority die and use 
  a bonus action on your turn to feint, choosing one creature 
  within 5 feet of you as your target. You have advantage on your 
  next attack roll against that creature. If that attack hits, add the 
  superiority die to the attack’s damage roll. 
         Goading Attack. When you hit a creature with a weapon 
  attack, you can expend one superiority die to attempt to goad 
  the target into attacking you. You add the superiority die to the 
  attack’s damage roll, and the target must make a Wisdom 
  saving throw. On a failed save, the target has disadvantage on 
  all attack rolls against targets other than you until the end of 
  your next turn. 
         Lunging Attack. When you make a melee weapon attack on 
  your turn, you can expend one superiority die to increase your 
  reach for that attack by 5 feet. If you hit, you add the 
  superiority die to the attack’s damage roll. 
         Maneuvering Attack. When you hit a creature with a 
  weapon attack, you can expend one superiority die to 
  maneuver one of your comrades into a more advantageous 
  position. You add the superiority die to the attack’s damage roll, 
  and you choose a friendly creature who can see or hear you. 
  That creature can use its reaction to move up to half its speed 
  without provoking opportunity attacks from the target of your 
  attack. 
         Menacing Attack. When you hit a creature with a weapon 
  attack, you can expend one superiority die to attempt to 
  frighten the target. You add the superiority die to the attack’s 
  damage roll, and the target must make a Wisdom saving throw. 
  On a failed save, it is frightened of you until the end of your 
  next turn. 
         Parry. When another creature damages you with a melee 
  attack, you can use your reaction and expend one superiority 
  die to reduce the damage by the number you roll on your 
  superiority die + your Dexterity modifier. 
         Precision Attack. When you make a weapon attack roll 
  against a creature, you can expend one superiority die to add it 
  to the roll. You can use this maneuver before or after making 
  the attack roll, but before any effects of the attack are applied. 
         Pushing Attack. When you hit a creature with a weapon 
  attack, you can expend one superiority die to attempt to drive 
  the target back. You add the superiority die to the attack's 
  damage roll, and if the target is Large or smaller, it must make a 
  Strength saving throw. On a failed save, you push the target up 
  to 15 feet away from you. 
         Rally. On your turn, you can use a bonus action and expend 
  one superiority die to bolster the resolve of one of your 
  companions. When you do so, choose a friendly creature who 
  can see or hear you. That creature gains temporary hit points 
  equal to the superiority die roll + your Charisma modifier. 
         Return Fire. When a creature misses you with a ranged 
  attack, you can use your reaction and expend one superiority 
  die to make a ranged weapon attack against the creature. If you 
  hit, you add the superiority die to the attack's damage roll. 
         Riposte. When a creature misses you with a melee attack, 
  you can use your reaction and expend one superiority die to 
  make a melee weapon attack against the creature. If you hit, 
  you add the superiority die to the attack's damage roll. 
         Sweeping Attack. When you hit a creature with a melee 
  weapon attack, you can expend one superiority die to attempt 
  to damage another creature with the same attack. Choose 
  another creature within 5 feet of the original target and within 
  your reach. If the original attack roll would hit the second 
  creature, it takes damage equal to the number you roll on your 
  superiority die. The damage is of the same type dealt by the 
  original attack. 
         Trip Attack. When you hit a creature with a weapon attack, 
  you can expend one superiority die to attempt to knock the 
  target down. You add the superiority die to the attack’s damage 
  roll, and if the target is Large or smaller, it must make a 
  Strength saving throw. On a failed save, you knock the target 
  prone. 
   
   
  33
  
   
   
   
   
   
   
   
  Specialist  
   
   
  Flinching occasionally as a blaster bolt hits the nearby bulkhead, 
  a Sullustan mechanic quickly solders a large wire. He peers 
  through his tinted goggles, ignoring the shouts of his ship 
  captain as the enemy descends on the hanger. Finally he shouts 
  with pride as the repaired coupling powers up, causing the 
  frigate to hum with energy. He gathers his tools and runs into 
  the ship moments before it finally takes off. 
         Inside, the human captain jumps into the cockpit. She nods 
  to her droid co-pilot, who quickly begins charting a course 
  home. Before the calculations can be completed, enemy 
  Starfighters scream in from the clouds. The pilot rolls the ship, 
  nimbly evading incoming fire. She reroutes the power to 
  shields, leaving just enough for astrogation. Just as the energy 
  reserves near depletion, the exosphere and stars beyond blur 
  into streaks of light. In a flash, they warp to safety. 
         A Cerean medic waits until warp travel has been established 
  before he walks along the frigate corridors. He enters the 
  medical bay, where his Rodian patient is waiting. Examining the 
  blaster scorch marks, he gathers supplies and begins medical 
  care. A few injections and an energy scan later, and the Rodian 
  breathes more easily. The wounds heal slowly and, patient 
  stabilizing, the medic pardons himself to examine the rest of 
  the crew. 
       Every machine needs a specialist to run it, and a living crew is 
  no different. Specialists are the experts and professionals who 
  rely on skill and bravery to survive and keep others alive. While 
  they do not claim to be fighters, their mere presence can turn 
  the tide of battle or simply keep operations running. 
   
  BEHIND THE CURTAIN 
   
   
   
   
  While perhaps not as intimidating as a heavily-armored trooper, 
  or as exotic as a lighsaber-wielding Jedi, specialists are no less 
  vital to group dynamic. They are electricians, welders, medics, 
  psychologists, pilots or any other facet to be found in facilities 
  across the galaxy. Their work, often unsung, is what keeps 
  starships (and their crew) intact. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  UNSHAKEABLE 
   
   
   
   
   
  It takes bravery for a soldier to enter a battlefield. It perhaps 
  takes more for someone who is unarmed, and untrained in 
  combat, to do the same. Specialists put their lives on the line 
  for a living, whether by choice or acknowledging their plights as 
  an occupational hazard. Whether they come from an elite 
  training academy or learned their talents surviving in the slums, 
  they are no strangers to danger and conflict. 
   
  CREATING A SPECIALIST  
   
   
   
  While creating your Specialist character, consider what your 
  primary skill set is and how you use it. You could be a street-
  smart mechanic who taught yourself how to fix swoop bikes as 
  a teenager. Perhaps you are the recent graduate of an 
  esteemed  medical college, or a rookie pilot in the fledgling 
  Rebel Alliance. 
         What is the number one skill you are known for? Why are 
  you willing to enter battles when you have no combat training? 
  How do you view the more adventurous members of your 
  group, and how do they see you and your role? 
   
   
   
  34
  
  QUICK BUILD 
  You can make a Specialist by following these suggestions.  
  First, make Intelligence your highest ability score, followed  
  by Dexterity. Second, choose the Folk Hero background. 
   
  CLASS FEATURES 
  As a Specialist you gain the following class features.  
   
  HIT POINTS 
  Hit Dice: 1d6 per Specialist level 
  Hit Points at 1st Level: 6 + your Constitution modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your    
  Constitution modifier per Specialist level after 1st 
   
  PROFICIENCIES 
  Armor: Light armor 
  Weapons: Simple weapons, pistols 
  Tools: Security kit, tool kit 
  Saving Throws: Dexterity, Charisma 
  Skills: Choose four skills 
  Languages: Choose any three 
   
  EQUIPMENT 
  You start with the following equipment, in addition to the 
  equipment granted by your background. 
   
  • (a) a blaster pistol or (b) any simple weapon 
  • (a) a medical kit or (b) a tool kit 
  • (a) a smuggler’s pack or (b) a traveler’s pack 
  • Blast armor and a vibrodagger 
   
  EXPERTISE  
   
   
   
   
   
  At 1st level, choose two of your skill proficiencies, or one of 
  your skill proficiencies and your proficiency with either a tool kit 
  or medical kit. Your proficiency bonus is doubled for any ability 
  check you make that uses either of the chosen proficiencies. 
         At 6th level, you have advantage on all ability check you 
  make that uses either of the chosen proficiencies. At 20th level, 
  any time you roll less than a 15 on either of the chosen 
  proficiencies, you are treated as if you had rolled a 15. 
   
  SPECIALTY  
   
   
   
   
  At 1st level, you choose a primary focus of your skills and 
  profession: Medicine, Piloting, and Technology. Your choice 
  grants you features at 3rd level and then again at 9th, 13th, and 
  17th level. It also determines the Knack you learn at 1st level, 
  and qualifications for Talents beginning at 3rd level. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
        
   
  Table 1-6: The Specialist 
  KNACK 
   
   
   
   
   
   
  Beginning at 1st level, your Specialty determines a primary 
  ability as described in the Specialty details. Knacks are potent 
  abilities usable without limit, and serves as one of the 
  Specialist’s core functions. 
         Using a Knack requires an action or reaction, and provides 
  1d6 of a benefit determined by your Specialty. You can use a 
  Knack a number of times equal to your class level + your 
  Intelligence modifier, after which you must take a long rest to 
  use it again. 
         At 15th level, you can make your Knack a Potent Knack. In 
  doing so, the numerical value of the Knack is maximized. For 
  example, at 15th level the Knack – which is at 8d6 – would be 
  considered 48. Once you use a Potent Knack, you must take a 
  long rest to use it again. 
   
  TALENTS 
   
   
   
   
   
   
  In your dedication of skill perfection and focus, you learn talents 
  and tools that aid you in your pursuits.  
         At 2nd level, you gain two talents of your choice. Your talent 
  options are detailed at the end of the class description. When 
  you gain certain Specialist levels, you gain additional talents of 
  your choice, as show in the Talents column of the Specialist 
  table. 
         Additionally, when you gain a level in this class, you can 
  choose one of the talents you know and replace it with another 
  talent that you could learn at that level. 
   
   
   
  35
  
  ATTACK ROLLS AND SAVING THROWS 
  Some talents can be used as weapons, allowing you to make 
  an attack roll. The ability score bonus added to this attack roll 
  is listed in the text for the description for that particular gadget. 
   
  Talent attack modifier = your proficiency bonus + your 
  Intelligence modifier. 
  Talent save DC = 8 + your proficiency bonus + your 
  Intelligence modifier 
   
  ACTIVATING TALENTS 
  Some talents provide a continuous benefit for certain durations. 
  Other talents have an effect that requires you to take an action 
  in order to activate it. The type of action required to activate 
  the effect will be listed in the description of the talent. Most 
  talents that need to be activated require you to take a short or 
  long rest to use again, taking the time to reset or reestablish the 
  talent involved. 
   
  ABILITY SCORE IMPROVEMENT  
   
   
  When you reach 4th level, and again at 8th, 10th, 12th, 16th, 
  and 19th level, you can increase 1 ability score of your choice by 
  2, or increase two scores of your choice by 1. As normal, you 
  can’t increase an ability above 20 using this feature. 
   
  STEADY HANDS 
   
   
   
   
   
  Starting at 5th level, you learn to operate under pressure. You 
  gain advantage on ability saves against fear effects.  
         At 18th level, you become immune to fear effects. 
  Furthermore, any ally within 30 feet of you that can see and 
  hear you gains advantage on ability saves against fear effects. 
   
  QUICK TALENT 
   
   
   
   
   
  Beginning at 7th level, you can rapidly perform a talent that 
  requires an action – instead using it as a bonus action. Once you 
  use a Quick Talent in this fashion, you must take a short or long 
  rest to accelerate one again. 
         At 14th level, you can use two Quick Talents before needing 
  to take a short or long rest. 
   
  ALWAYS A CHANCE 
   
   
   
   
  Starting at 14th level, whenever you roll a 1 on an attack roll, 
  ability check, or saving throw, you can reroll the die. 
   
  SPECIALTIES 
  Specialists place great emphasis on their primary field of study, 
  source of training or set of skills. These Specialties guide their 
  abilities and, by extension, their profession and role at large. 
  MEDICINE  
   
   
   
   
   
  The galaxy is a dangerous place. Vicious creatures, massive 
  battles, barroom brawls, lethal environments, and other kinds 
  of threats imperil people everywhere. Doctors, nurses, and 
  other medical personnel provide vital care to the critically 
  injured, but are less available to those operating in the field. 
  The Medicine Specialist fills this void, providing on-the-spot 
  advanced medical treatment and support. 
   
  KNACK: TREAT INJURY 
  When you choose this archetype at 1st level, you gain the ability 
  to heal a creature with a touch. As an action, you utilize tools on 
  an adjacent ally, healing them for 1d6 damage. The amount you 
  heal increases as you take more levels in this class, as listed in 
  the Knack column of the Specialist Table. 
   
  HEALER 
  Starting at 3rd level, you can gain the Healer feat. When you 
  use a healer’s kit to stabilize a dying creature, that creature also 
  regains a number of hit points equal to your Intelligence 
  modifier – instead of the usual 1 hit point. 
   
  LONG-TERM CARE 
  Starting at 9th level, you get used to busy night shifts in the 
  medical bay. You only need 4 hours of sleep to benefit from the 
  effects of a long rest. You can use the remainder of the long rest 
  to tend to your allies. When do so, each ally you treat is healed 
  once by your Knack talent. 
   
  INNOCULATION 
  At 13th level, you become immune to the effects of poison and 
  disease, and have resistance to poison damage. Furthermore, if 
  an ally is currently being affected by a poison or disease, they 
  are cured of the condition when healed by your Knack. 
       You also have advantage on ability saves against 
  environmental hazards, such as smoke or gas. 
   
  BRING THEM BACK 
  Starting at 17th level, you can revitalize fallen allies. When you 
  use your Knack on a creature that was died anytime within a 
  number of minutes equal to your Intelligence modifier, they are 
  brought back to life at 1 hit point.  The revived creature does 
  not benefit from any other healing from the use of the Knack, 
  but can be healed normally with subsequent uses thereafter. 
   
   
   
   
   
  36
  
  PILOTING 
   
   
   
   
   
   
  Pilot specialists often define themselves by the vehicles they fly.  
  Their arms and armor are the weapons and shields of a sleep 
  starship soaring through space or an airspeeder shrieking 
  through the atmosphere. A veteran of countless engagements, 
  the pilot has proven his or her skill again and again by virtue of 
  facing the enemy and surviving – and making sure the enemy 
  did not. 
   
  KNACK: VEHICULAR DODGE 
  When you choose this archetype at 1st level, you become skilled 
  at veering away from enemy fire. As a reaction when you’re a 
  vehicle you are piloting is damaged by an outside source, you 
  can reduce that damage by 1d6.  You must be able to see the 
  damage source, such as an enemy fighter or space hazard. The 
  amount you decrease increases as you take more levels in this 
  class, as listed in the Knack column of the Specialist Table. 
   
  VEHICULAR EVASION 
  Starting at 3rd level, when a vehicle you are piloting is subjected 
  to an effect that allows you to make a Dexterity saving throw to 
  take only half damage, you instead take no damage if you 
  succeed on the saving throw and only half damage if you fail. 
         If by combination of Vehicular Evasion and Vehicular Dodge 
  you take no damage from such an effect, you can Dash with 
  your vehicle as a bonus action. 
   
  BOOST SHIELDS 
  Starting at 9th level, you’ve learn how to reroute systems to 
  keep your ship in the fight. As an action, you can roll your Knack 
  and add the result to the temporary hit points granted by your 
  vehicle’s shields. You must take a short or long rest before using 
  this feature again. 
   
  DOGFIGHTER 
  At 13th level, your quick thinking and agility allow you to move 
  and act quickly. You can take a bonus action on each of your 
  turns in combat. This action can be used only to take the Attack, 
  Dash, Dodge or Disengage and all such actions apply only to the 
  vehicle you are piloting. 
   
  KEEP IT TOGETHER 
  Starting at 17th level, you can keep your vehicle intact for a few 
  precious moments. When the vehicle you are piloting is 
  reduced to 0 hit points but not destroyed outright, you can 
  have it drop to 1 hit point instead. You can use this feature a 
  number of times equal to your Intelligence modifier, after 
  which you can’t use it again until you finish a long rest. 
   
  TECHNOLOGY 
   
   
   
   
   
  As prevalent as they are diverse, tech specialists focus on 
  modifying and enhanced fantastic technology to fit his or her 
  needs. Tech specialists range from brilliant engineers to 
  prodigious outlaw techs, though all share a love for the guns, 
  gear, and gadgets found throughout the galaxy. They are 
  mechanics, engineers, and designers – found from 
  cosmopolitan city-planets to remote jungle moons. 
   
  KNACK: REPAIR 
  When you choose this archetype at 1st level, you gain the ability 
  to repair damaged droids, vehicles, and other machinery. As an 
  action, you use your tool kit on an adjacent machine, healing it 
  for 1d6 damage. The amount you repair increases as you take 
  more levels in this class, as listed in the Knack column of the 
  Specialist Table. 
   
  GIMMICK 
  Starting at 3rd level, can use the Interact With Object option as 
  a bonus action instead of a normal action. This can only be used 
  on mechanical devices, and not weaponry. 
   
  OUTLAW TECH 
  Starting at 9th level, you can temporarily improve the gear of 
  yourself and your allies. By spending 1 minute adjusting a set of 
  armor, a vehicle, or a weapon, you can add one of the following 
  benefits. These benefits last for 24 hours. 
   
   
  Increase armor AC by 1 x your INT modifier 
   
  Remove heavy armor speed reduction 
   
  Grant armor (helmet) darkvision to 60 feet 
   
  Grant armor damage resistance against 1 damage type 
   
  Increase vehicle speed by 1 square x your INT modifier 
   
  Increase vehicle armor by 1 x your INT modifier 
   
  Increase vehicle hit points by 10 x your INT modifier 
   
  Increase weapon damage by 1 x your INT modifier 
   
  Grant +1 weapon accuracy bonus x your INT modifier 
   
  Allow weapon to bypass damage type reduction 
   
  A set of armor, a vehicle, or a weapon cannot have more than 
  one tech improvement at any given time. If you adjust the gear 
  to add a different improvement, the prior improvement is 
  removed.   
         You can add a number of improvements total equal to your 
  Intelligence modifier. You must then take a long rest to use this 
  feature again. 
   
   
   
  37
  
  REASSEMBLE 
  At 13th level, you can rebuild destroyed machines and droids. 
  When you use your Knack on a machine that was destroyed 
  anytime within a number of minutes equal to your Intelligence 
  modifier, they are rebuilt and stable at 1 hit point.  The 
  reassembled machine does not benefit from any other repairs 
  from the use of the Knack, but can be repaired normally with 
  subsequent uses thereafter. 
   
  MASTER TECH 
  Starting at 17th level, your Outlaw Tech upgrades become 
  greatly improved. The upgrades are now permanent, and you 
  can place two improvements on an item instead of one. 
   
   
  TALENTS 
  If a Specialist Talent has prerequisites, you must meet them to 
  learn it. You can learn the talent at the same time that you 
  meet the prerequisites. 
   
  ADAPTIVE ARMOR 
  Prerequisite: Technology specialist 
  With this enhancement equipped to armor, the wearer can use 
  their reaction to activate it whenever they are targeted by an 
  attack, power, or effect that deals acid, cold, fire, lightning, 
  sonic, or radiant damage. Until the end of their next turn, you 
  gain resistance to damage of the same type as the attack. Once 
  used this enhancement must be recharged and cannot be reset 
  again until you complete a short or a long rest. You can use this 
  talent on multiple sets of armor. 
   
  BACTA TANK 
  Prerequisite: 15th level, Medicine specialist 
  You can select a number of creatures equal to your Intelligence 
  modifier. Each creature, when taking a long rest, regains all lost 
  hit points and is fully healed. Those who are missing limbs 
  reattach or regrow one limb per long rest with this talent. 
   
  DOGFIGHT 
  Prerequisite: 3rd level, Piloting specialist 
  You can make a Dexterity (Space Vehicles) proficiency check 
  opposed by another target, who does the same. If you meet or 
  exceed their result, you lock onto their ship. Enemy vehicles 
  caught in a dogfight move at half speed, and you automatically 
  move with and behind them. You have advantage on attack 
  rolls against the enemy, and they have disadvantage against 
  you. Once you use this talent you must take a short or long rest 
  to use it again. 
   
  DROID SCANNER 
  Prerequisite: 5th level, Technology specialist 
  When this talent is equipped you can use your action to scan for 
  droids in your vicinity. You can detect how many droids are 
  within 100 feet of you. You know the number of droids, the 
  target size, and their approximate distance and direction from 
  you. If remote-controlled, you also detect the direction and 
  approximate distance of the droid controller. Living creatures 
  cannot be detected in this way. You can maintain this scan 
  every round as an action. Once used, the gadget must be 
  recharged and cannot be used again until you complete a short 
  or long rest. 
   
  EVASIVE MANEUVERS 
  Prerequisite: Piloting specialist 
  You can add your Dexterity modifier to the armor class of any 
  vehicle you pilot. 
   
  EXEMPLARY SKILL 
  Prerequisite: 10th level 
  Choose two skills with which you are proficient. Allies that you 
  designate with 30 feet of you, that can see and hear you, 
  receive a bonus to those skills equal to your Intelligence 
  modifier. 
   
  EXTRA HEALING 
  Prerequisite: 5th level, Medicine specialist 
  When you use your Knack, you can use it again as a bonus 
  action. You can either heal the same creature or a different one, 
  but both must be adjacent to you. 
   
  GHOST SHIP 
  Prerequisite: 7th level, Piloting specialist 
  You have learned to utilize frequencies, security signals, and 
  other measures to mask the electronic signature of your ship. 
  You can make a Charisma (Deception) check to trick a spaceport 
  tower, carrier, or other landing authority that your ship is 
  something other than it is – or carrying passengers it is not. You 
  can add your Intelligence modifier to this roll. 
   
  HERBAL REMEDIES 
  Prerequisite: Medicine specialist 
  You become proficient in Nature and Survival. Furthermore, you 
  can create your own healer’s kit with an hour of work and a DC 
  15 Survival check. If you fail the check, it takes another hour to 
  gather materials and make the attempt again. 
   
   
   
   
  38
  
  HOLOGRAPHIC DISGUISE 
  Prerequisite: 7th level, Technology specialist 
  When you activate this gadget by taking an object interaction, it 
  projects a three dimensional holographic image around you or 
  an ally, making either of you—including your clothing, armor, 
  weapons, and other belongings on your person—look different. 
  You can seem up to 1 foot shorter or taller and can appear thin, 
  fat, or in between. You can’t change your body type, so you 
  must adopt a form that has the same basic arrangement of 
  limbs. Otherwise, the extent of the disguise is up to you: you 
  might use the hologram to add or change a minor feature, make 
  yourself appear to be wearing different clothing, or to look like 
  a completely different person. 
         The changes wrought by this gadget fail to hold up to 
  physical inspection. For example, if you use the hologram to 
  add a helmet to your outfit, objects pass through the helmet, 
  and anyone who attempts to touch the helmet would feel 
  nothing or would feel your head and hair. If you use this gadget 
  to appear thinner than you are, the hand of someone who 
  reaches out to touch you would bump into you while it was 
  seemingly still in midair. 
         To discern that you are disguised, a creature can use its 
  action to inspect your appearance and must succeed on an 
  Intelligence (Investigation) check against your Intelligence 
  (Mechanics) check. 
        The disguise lasts for 10 minutes or until you take an object 
  interaction to cancel it. Once used, it cannot be used again until 
  you complete a short or a long rest. 
   
  IMPROVED SABOTAGE 
  Prerequisite: 15th level, Technology specialist, Sabotage 
  Droids of vehicles rendered inoperable or put under your 
  control by the Sabotage talent remain so permanently, unless 
  someone else makes an Intelligence (Mechanics) check that 
  meets or exceeds the one you made. 
   
  LIFE FORM SCANNER 
  Prerequisite: 10th level, Medicine specialist 
  When this talent is equipped you can use your action to scan for 
  living beings in your vicinity. You can detect how many 
  creatures are within 100 feet of you. You know the number of 
  creatures, the creature size, and their approximate distance and 
  direction from you, but no other information about them. 
  Droids and other lifeless creatures cannot be detected in this 
  way. You can maintain this scan every round as an action. Once 
  used, the gadget must be recharged and cannot be used again 
  until you complete a short or long rest. 
   
   
   
  LINGUIST 
  Prerequisite: 15th level 
  You are able to communicate in any language, provided you 
  read it or a creature first speaks the language to you. You 
  cannot write in the language, unless you know it already. 
   
  LIST LAZILY TO THE LEFT 
  Prerequisite: 10th level, Piloting specialist 
  As an action, you can perform a deceptively simple set of 
  maneuvers to lost pursuers. You can make a Dexterity (Stealth) 
  check. If an observer fails its Perception check against the 
  result, you are effectively invisible to that observer’s vessel for a 
  number of rounds equal to your Intelligence modifier, or until 
  you attack. Once you use this talent, you must take a short or 
  long rest to use it again. 
   
  MILITIA TRAINING 
  Prerequisite: 3rd level 
  You gain proficiency in one of the following: martial weapons, 
  medium armor or rifles.  
   
  NIGHT SCOPE 
  Prerequisite: Technology specialist 
  The ranged weapon to which you adhere this gadget grants its 
  user darkvision to 120 feet while looking through it, and its base 
  range is doubled. 
   
  NURSE 
  Prerequisite: 3rd level, Medicine specialist 
  You gain the services of a Nurse NPC. A nurse will not 
  accompany you into battle, but will maintain a designated 
  medical area in your absence – including administration of 
  medpacks, healing kits, and other forms of care. 
   
  SABOTAGE 
  Prerequisite: 10th level, Technology specialist 
  As an action, you can attempt to override the circuitry of an 
  adjacent droid or vehicle. To do so, make an Intelligence 
  (Mechanics) check against a DC of 15 or opposed by the target’s 
  Constitution save, if it has one. For a droid, they must be 
  helpless or grappled first. On a success, you choose either to 
  render the droid or vehicle inert an inoperable for 1 minute or 
  under your control for the same duration. You can delay the 
  onset of sabotage by a number of minutes equal to your 
  Intelligence modifier, chosen when you use this talent. After 
  using this talent, you must take a long rest before using again. 
   
   
   
  39
  
  SET TO STUN 
  Prerequisite: 5th level 
  Whenever you deal nonlethal damage with a ranged or melee 
  weapon, the target creature must make a Constitution save 
  against a DC equal 8 + your proficiency bonus + your 
  Intelligence modifier. On a failure, they are stunned for 1 round. 
  Enemy pilots use the ship’s Constitution instead of their own. 
   
  SHIP SCANNER 
  Prerequisite: 5th level, Piloting specialist 
  When this talent is equipped you can use your action to scan for 
  ships in your vicinity. You can detect how many droids are 
  within 20 squares of you. You know the number of vehicles, the 
  vehicle size, and their approximate distance and direction from 
  you. You also detect the approximate number of creatures on 
  board – choosing either living or droid when you scan. 
   
  SPECIALIZED ARMOR 
  Prerequisite: 3rd level, Technology specialist 
  With this enhancement equipped to armor, the wearer 
  becomes resistant to bludgeoning, slashing, piercing, acid, cold, 
  fire, lightning, sonic, or radiant damage – chosen by you when 
  applied. This resistance lasts for 24 hours. You cannot use this 
  talent again until you complete a short or a long rest.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  STIM PACK 
  Prerequisite: 7th level, Medicine specialist 
  As an action, you can grant one of the following to an adjacent 
  living creature. The effects last for 1 minute. 
      • Grants one additional bonus action per round 
      • Regenerates hit points per round equal to your INT modifier 
      • Removes one condition affecting the target 
      • Increases base land speed by 5 feet 
         Once you use this talent, you must take a short or long rest 
  to use it again. 
   
  VITALITY SCANNER 
  Prerequisite: Medicine specialist 
  With you use this talent as an action, you instantly know the 
  current hit points of every creature within a 15 foot cone, as 
  well as detect any poison or disease they may have. Once you 
  use this talent you must take a short or long rest to use it again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  40
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Equipment 
  In a galaxy of high-tech wonders, the only limits to what types of equipment are commercially available depend on the inventors, 
  merchants, and corporations that manufacture and supply them. Most of the items described in this section are available through 
  legitimate arms and equipment traders. 
         
  The Star Wars universes credits as the standard currency. For the sake of simplicity, they are considered equivalent to gold 
  pieces in this conversion. 
        
  While a host of weapons, armor, gear and gadgets will be released in future homebrew materials, the following is a general 
  collection of common gear. 
   
  Ranged weapons with the Ammunition property have a clip of 20 shots before requiring a reload. 
   
  ARMOR 
  Armor 
  Cost 
  Armor Class (AC) 
  Strength 
  Stealth 
  Weight 
  Light Armor 
   
   
   
   
   
       Padded 
  5 cr 
  11 + Dex modifier 
  --- 
  Disadvantage 
  8 lb. 
       Blast 
  10 cr 
  11 + Dex modifier 
  --- 
   
  10 lb. 
       Initiate 
  45 cr 
  12 + Dex modifier 
  --- 
   
  13 lb. 
  Medium Armor 
   
   
  --- 
   
   
       Scout 
  50 cr 
  13 + Dex modifier (max 2) 
  --- 
   
  20 lb. 
       Ceremonial 
  50 cr 
  14 + Dex modifier (max 2) 
  --- 
  Disadvantage 
  40 lb. 
       Trooper 
  750 cr 
  15 + Dex modifier (max 2) 
  --- 
  Disadvantage 
  45 lb. 
  Heavy Armor 
   
   
   
   
   
       Mercenary 
  75 cr 
  15 
  --- 
  Disadvantage 
  40 lb. 
       Power 
  200 cr 
  16 
  Str 13 
  Disadvantage 
  60 lb. 
       Armored Spacesuit 
  1,500 cr 
  18 
  Str 15 
  Disadvantage 
  65 lb. 
  Shield 
   
   
   
   
   
       Energy Shield 
  10 cr 
  +2 
  -- 
  -- 
  5 lb. 
   
   
  WEAPONS 
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Simple Melee Weapons 
   
   
   
   
       Club 
  .1 cr 
  1d4 bludgeoning 
  2 lb. 
  Light 
       Combat Gloves 
  1 cr 
  1d4 piercing 
  1 lb. 
  Light 
       Knife 
  2 cr 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (range 20/60) 
       Mace 
  5 cr 
  1d6 bludgeoning 
  4 lb. 
  --- 
       Spear 
  1 cr 
  1d6 piercing 
  3 lb. 
  Thrown (range 20/60), versatile (1d8) 
       Stun Baton 
  7 cr 
  1d6 lightning (nonlethal) 
  2 lb. 
  Light 
       Quarterstaff 
  .2 cr 
  1d6 bludgeoning 
  4 lb. 
  Versatile (1d8) 
       Unarmed Strike 
  -- 
  1 bludgeoning 
  --- 
  --- 
       Vibroblade 
  5 cr 
  1d6 slashing 
  2 lb. 
  Light 
       Vibrodagger 
  5 cr 
  1d6 piercing 
  1 lb. 
  Light 
  Simple Ranged Weapons 
   
   
   
   
       Bowcaster 
  25 cr 
  1d8 radiant 
  5 lb. 
  Ammunition (range 80/320), loading, two-handed 
       Sling 
  .1 cr 
  1d4 piercing 
  --- 
  Ammunition (range 30/120) 
  41
  
   
  WEAPONS (CONTINUED) 
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Martial Melee Weapons 
   
   
   
   
       Electrostaff 
  20 cr 
  1d10 lightning 
  6 lb. 
  Heavy, reach, two-handed 
       Force Pike 
  20 cr 
  1d10 piercing 
  10 lb. 
  Heavy, reach, two-handed 
       Lightsaber  
  1,500 cr 
  1d8 radiant 
  3 lb. 
  Finesse, versatile (1d10) 
       Lightsaber (Double) 
  4,000 cr 
  1d8 radiant 
  5 lb. 
  Two-Handed 
       Lightsaber (Short) 
  1,000 cr 
  1d6 radiant 
  2 lb. 
  Finesse, light 
       Sith Sword 
  1,000 cr 
  1d8 slashing 
  3 lb. 
  Finesse, versatile (1d10) 
       Vibroaxe 
  10 cr 
  1d8 slashing 
  7 lb. 
  Versatile (1d10) 
  Martial Ranged Weapons 
   
   
   
   
       Flamethrower 
  75 cr 
  1d10 fire 
  2 lb. 
  Ammunition (range 30 line) 
       Grenade, Frag 
  50 cr 
  2d8 force and piercing 
  1 lb. 
  Finesse, thrown (range 20/60) 
       Grenade, Ion 
  50 cr 
  2d8 force and lightning 
  1 lb. 
  Finesse, thrown (range 20/60) 
       Grenade, Stun 
  50 cr 
  2d8 force (nonlethal) 
  1 lb. 
  Finesse, thrown (range 20/60) 
  Pistols 
   
   
   
   
       Blaster  
  50 cr 
  1d8 radiant 
  5 lb. 
  Ammunition (range 80/320) 
       Heavy Blaster 
  70 cr 
  1d10 radiant 
  8 lb. 
  Ammunition (range 100/400), heavy 
       Hold-Out Blaster  
  20 cr 
  1d6 radiant 
  2 lb. 
  Ammunition (range 30/120) 
       Ion Blaster 
  30 cr 
  1d8 lightning 
  5 lb. 
  Ammunition (range 80/320) 
  Rifles 
   
   
   
   
       Blaster 
  70 cr 
  1d10 radiant 
  8 lb. 
  Ammunition (range 150/600), loading, two-handed 
       Heavy Carbine 
  200 cr 
  1d12 radiant 
  12 lb. 
  Ammunition (range 100/400), heavy, two-handed 
       Ion Rifle 
  60 cr 
  1d10 lightning 
  8 lb. 
  Ammunition (range 150/600), loading, two-handed 
       Light Repeating 
  150 cr 
  1d10 radiant 
  3 lb. 
  Ammunition (range 30/120), light 
   
   
   
   
  Equipment packs 
  The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. Most of the 
  original packs found on Page 151 of the Dungeons & Dragons Player’s Handbook are applicable – with some imagination for what 
  space adventures necessitate. The new packs listed in the Star Wars class descriptions are detailed below. If you are buying your 
  starting equipment, you can purchase a pack for the price shown. 
   
  Mystic’s Pack (15 cr). Includes a handful of inert crystals, a piece of animal fur or scales, 10 days of rations, a glow rod (15 
  foot radius), three writing tablets, a symbol of your order or tribe, and 10 feet of synthrope. 
   
  Soldier’s Pack (75 cr). Includes a spare power cell for a pistol, a spare power cell for a rifle, a comlink (1 mile range), a small 
  knife, a heat belt, 5 days of rations, a crest of your order or division, and 20 feet of synthrope. 
   
  Smuggler’s Pack (50 cr). Includes a security kit, false documentation for arrival at one space port, 3 digital maps, a spare 
  power cell for a pistol, and a medpac (which heals 1d8 HP as an action). 
   
  Traveler’s Pack (50 cr). Includes a sleeping sac, a self-building tent, 10 days of rations, a small knife, 2 digital maps, a change 
  of common clothes, two glow rods, a medpac, and 50 feet of synthrope. 
   
  Utility Belt (75 cr). Includes 3 days of rations, a medpack, a tool kit, a spare power cell for a pistol or lightsaber, a glow rod, 
  a comlink (1 mile range), and 20 feet of synthrope. 
   
  42
  
  vehicles 
   
  Space combat is an integral facet of the Star Wars experience. While there are countless dozens of ships and options 
  pertaining to them, such as class skills and feats, the following is a brief introduction. More ships and materials are planned for 
  future homebrew releases and errata. 
   
  The ships below, and to come, use the following statistics as illustrated in the table: 
   
  Armor Class. The Armor Class of the vehicle is mechanically the same as armor worn by heroes, in regards to attacks made 
  against them. Unless the pilot of the vehicle has traits that say otherwise, there are no modifiers such as Dexterity added to the AC. 
  Shields. Functionally, shields are extra hit points before attacks hit the vehicle itself. Whenever the vehicle takes damage, 
  the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the vehicle takes any remaining damage. Once 
  reduced to 0 hit points, shields are considered inert unless restored. Otherwise, shields return to full capacity following a short rest.  
  Hit Points. Every vehicle as a finite amount of damage it can take. Once it reaches 0 hit points, the vehicle is destroyed. All 
  creatures within the vehicle are automatically reduced to 0 hit points and Dying. If they manage to make their Death Saves, they 
  suffer 1 level of exhaustion every round thereafter.  
  Speed. Vehicle speed is represented by squares. Land vehicles move at the same ratio as characters, with one square 
  representing 5 feet of movement. Air and space vehicles, however, cover far greater and more abstract distances. These squares are 
  not adaptable to character distances, and are considered their own scale without representing a specific unit of measurement. 
  Gunners. Regardless of how many types of weapons are aboard a vehicle, they need gunners to fire them. The pilot is 
  always considered Gunner #1. Any numbers of 2 or higher represent weapons that can be manned by co-pilots, turret operators, or 
  the like. For example, the YT-1300 has one weapon type listed, but 2 gunners. Either pilot or one other gunner could fire the primary 
  weapon, if they chose to. 
  Weapon 1. This is the primary weapon of the vehicle (if any). 
  Weapon 2. This is the secondary weapon of the vehicle (if any). 
  Crew. The crew represents the minimum number of characters requires to operate the vehicle under normal 
  circumstances. The pilot is always considered Crew #1. Vehicles with an asterix (*) in this column indicate the addition is a droid 
  only, generally an astromech droid. 
  Passengers. This column lists the capacity for characters besides the pilot and crew, or “nonessential personnel.” This 
  includes travelers, medical staff, or other transported units. 
  Cost. While some vehicles may be difficult or nearly impossible to acquire, depending on the setting or militaristic nature of 
  the vehicle, the cost is a general estimate in credits what one could feasibly expect to pay in appropriate situations. 
   
  VEHICLES 
   
   
  Name 
  AC 
  SH 
  HP 
  SPD 
  Gun 
  Weapon 1 
  Weapon 2 
  Crew 
  Pass 
  Cost 
  Land Vehicles 
   
   
   
   
   
   
   
   
   
   
      Land Speeder 
  14 
  -- 
  50 
  10  
  0 
  ----- 
  ----- 
  1 
  3 
  1,000 
      Swoop Bike 
  18 
  -- 
  40 
  12 
  1 
  ----- 
  ----- 
  1 
  1 
  2,000 
  Starfighters 
   
   
   
   
   
   
   
   
   
   
      TIE Fighter 
  16 
  20 
  80 
  8 
   
  Laser Cannon 
     4d10 Radiant Damage 
     Range 20/80 sq 
  ----- 
  1 
  0 
  80,000  
      X-Wing Fighter 
  18 
  10 
  100 
  8  
  1 
  Laser Cannon 
     4d10 Radiant Damage 
     Range 20/80 sq 
  Proton Torpedo (Ammo 10) 
     4d10 Fire Damage 
     Range 20/80 sq 
  2* 
  0 
  80,000  
  Freighters 
   
   
   
   
   
   
   
   
   
   
      Ghtroc 720  
  14 
  -- 
  120 
  6  
  2 
  Laser Cannon 
     6d10 Radiant Damage 
     Range 30/120 sq 
  ----- 
  2 
  10 
  90,000  
      YT-1300 Transport 
  13 
  30 
  120 
  6  
  2 
  Laser Cannon 
     6d10 Radiant Damage 
     Range 30/120 sq 
  ----- 
  2 
  6 
  100,000  
  43
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Force powers 
  Functionally and mechanically, Force 
  Powers are identical to magic spells from 
  the core Dungeons & Dragons 5th Edition 
  source material. Some powers may have 
  a more familiar Star Wars name 
  (included in parenthesis for comparison). 
  Refer to the Player’s Handbook or other 
  materials as noted for spell descriptions. 
         A key difference is Force powers do 
  not use verbal or material components. 
  Somatic components are still required for 
  the powers or spells that require them. 
   
  [D] Dark. Increases Dark Side Score by 1 
  [L] Light. Requires Dark Side Score of 0 
   
  ADEPT POWERS 
   
   
   
  TRICKS (0 LEVEL) 
  Blade Ward 
  Eldritch Blast (Force Blast) 
  Friends 
  Guidance 
  Light [L] 
  Mage Hand (Move Light Object) 
  Mending 
  Message 
  Minor Illusion 
  Resistance 
  True Strike 
   
  1st LEVEL 
  Charm Person (Mind Trick) 
  Comprehend Languages 
  Cure Wounds (Force Heal) 
  Detect Magic 
  Disguise Self 
  Expeditious Retreat (Surge) 
  False Life [D] 
  Feather Fall 
  Identify 
  Inflict Wounds [D] 
  Jump 
  Mage Armor 
  Magic Missile 
  Ray of Sickness [D] 
  Shield 
  Silent Image 
  Sleep 
  Speak with Animals 
  Thunderwave 
  Unseen Servant 
  Witch Bolt [D] 
    
  2nd Level 
  Beast Sense 
  Blindness/Deafness 
  Blur 
  Crown of Madness [D] 
  Darkness 
  Darkvision 
  Detect Thoughts 
  Gust of Wind (Force Push) 
  Hold Person (Force Stun) 
  Invisibility 
  Levitate 
  Locate Animals or Plants 
  Locate Object 
  Mirror Image 
  Moonbeam 
  Pass Without Trace 
  Phantasmal Force [D] 
  See Invisibility 
  Shatter 
  Suggestion (Mind Trick 2) 
   
   
  3rd LEVEL 
  Bestow Curse [D] 
  Blink 
  Clairvoyance 
  Counterspell (Rebuke) 
  Daylight [L] 
  Dispel Magic 
  Fear [D] 
  Fly 
  Haste 
  Lightning Bolt [D] 
  Major Image 
  Nondetection 
  Protection from Energy 
  Remove Curse 
  Revivify [D] 
  Sending 
  Slow 
  Spirit Guardians 
  Tongues 
  Vampiric Touch [D] 
   
  4th LEVEL 
  Arcane Eye 
  Confusion 
  Dimension Door 
  Dominate Beast 
  Evard’s Black Tentacles [D] 
  Grasping Vine 
  Greater Invisibility 
  Locate Creature 
  Otiluke’s Resilient Sphere 
  Phantasmal Killer [D] 
  Polymorph 
   
  5th LEVEL 
  Animate Objects 
  Bigby’s Hand 
  Commune with Nature 
  44
  
  Dominate Person 
  Dream 
  Geas 
  Hold Monster 
  Legend Lore 
  Modify Memory 
  Raise Dead [D] 
  Rary’s Telepathic Bond 
  Scrying (Farseeing) 
  Seeming 
  Telekinesis (Move Object) 
  Teleportation Circle 
  Wall of Force 
   
  6th LEVEL 
  Chain Lightning [D] 
  Circle of Death [D] 
  Disintegrate [D] 
  Eyebite 
  Globe of Invulnerability 
  Harm 
  Mass Suggestion 
  Sunbeam [L] 
  True Seeing 
   
  7th LEVEL 
  Blight [D] 
  Etherealness 
  Finger of Death [D] 
  Forcecage 
  Project Image 
  Regenerate 
  Resurrection 
  Reverse Gravity 
  Sequester 
  Teleport 
   
  8th LEVEL 
  Antimagic Field 
  Antipathy/Sympathy 
  Clone 
  Dominate Monster 
  Feeblemind 
  Maze 
  Mind Blank 
  Power Word Stun 
  Sunburst [L] 
  Telepathy 
  Trap the Soul [D] 
   
   
  9th LEVEL 
  Antilife Shell [D] 
  Cloudkill [D] 
  Astral Projection 
  Foresight 
  Gate 
  Imprisonment 
  Power Word Kill [D] 
  Time Stop 
  True Resurrection [D] 
  Weird [D] 
  Wish 
   
  JEDI POWERS 
   
   
   
  TRICKS (0 LEVEL) 
  Blade Ward 
  Eldritch Blast (Force Blast) 
  Friends 
  Guidance 
  Light [L] 
  Mage Hand (Move Light Object) 
  Mending 
  Message 
  Resistance 
  Spare the Dying 
  True Strike 
   
  1st LEVEL 
  Bane 
  Bless 
  Charm Person (Mind Trick) 
  Command 
  Comprehend Languages 
  Cure Wounds 
  Detect Magic 
  Expeditious Retreat (Surge) 
  Feather Fall 
  Identify 
  Jump 
  Mage Armor 
  Magic Missile 
  Shield 
  Sleep 
  Thunderwave 
  Unseen Servant 
   
  2nd Level 
  Aid 
  Augury 
  Calm Emotions 
  Darkvision 
  Detect Thoughts 
  Gust of Wind (Force Push) 
  Hold Person (Force Stun) 
  Invisibility 
  Lesser Restoration 
  Levitate 
  Locate Object 
  See Invisibility 
  Shatter 
  Suggestion (Mind Trick 2) 
   
  3rd LEVEL 
  Beacon of Hope 
  Clairvoyance 
  Counterspell (Rebuke) 
  Daylight [L] 
  Dispel Magic 
  Haste 
  Sending 
  Slow 
  Tongues 
   
  4th LEVEL 
  Divination 
  Freedom of Movement 
  Guardian of Faith 
  Greater Invisibility 
  Locate Creature 
   
  5th LEVEL 
  Commune 
  Dominate Person 
  Geas 
  Greater Restoration 
  Hold Monster 
  Legend Lore 
  Mass Cure Wounds 
  Modify Memory 
  Rary’s Telepathic Bond 
  Scrying (Farseeing) 
  Telekinesis (Move Object) 
  Wall of Force 
   
  6th LEVEL 
  Find the Path 
  Globe of Invulnerability 
  Heal 
  Mass Suggestion 
  True Seeing 
   
  45
  
  7th LEVEL 
  Etherealness 
  Forcecage 
  Reverse Gravity 
  Regenerate 
  Sequester 
   
   
  8th LEVEL 
  Antimagic Field 
  Antipathy/Sympathy 
  Feeblemind 
  Mind Blank 
  Power Word Stun 
  Sunburst [L] 
  Telepathy 
  9th LEVEL 
  Astral Projection 
  Foresight 
  Imprisonment 
  Power Word Heal 
  Time Stop 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Star Wars - D&D5e Conversion v1.0.pdf