SW5e - Player's Handbook - Final

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12/11/2018 PHB - Cover, Credits, Preface | GM Binder

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12/11/2018 PHB - Cover, Credits, Preface | GM Binder
https://www.gmbinder.com/documents/print/-LM7MTVrQCKDko5doP5V 3/5

CREDITS First and foremost, I have to thank the person who got me into D&D: my buddy, Ross. That
playgroup was not great, but it started my journey.
Second, I have to thank the original guinea pigs of this conversion: Drew, Eric, and Rickey. It was comically bad, but
we had fun with it.
Lastly, while I would love to say that I created everything in this conversion, that wouldn't be entirely true. The
following people deserve credit as well:
Shout out to the /r/sw5e mod team: /u/Grelite for all his help with editing and creation /u/karbacca for the epic cover
and SW5e logo /u/LordAelfric for the awesome theme /u/playking57 for his help with artwork /u/stormchaser6 for his
help with the Starships overhaul that you haven't seen yet
The following noteworthy contributors
/u/Charrmeleon for the entire Scholar class /u/Bioremnant for the overhaul of the Scholar class /u/MayB_259 for their
Human species /u/SpiketailDrake for the Bloodstorm Approach Berserker archetype
/u/TheGentGamer for the Warchief Approach Berserker archetype
And all of the reddit users on discord who have been greatly helpful and developing and reviewing new content:
If you don't see your name here, it's because I hate you. Or I forgot to add your name to the list.
This overhaul was made in accordance to Wizards of the Coast's Fan Content Policy. This is uno. cial content made by me,
/u/Galiphile, with some collaboration (listed below).
a_dnd_guy
ATrolllol
Big_D_McGee
BioRemnant
Butts_Are_Butts
ColdPlacentaSandwich
Croceus
EskrimadorNC
GAdvance
Jondragonskin
karbacca
LordAelfric
mowliegrowlie
OberonGypsy
playking57
Professorpenquin
Rhylith
Samuel_L_Blackson
Shock3600
spacenavy
Stoneward13
Stormchaser6
tomato-andrew
Xorius5

ART ASSETS Listed alphabetically


AdmYrrek
Jhomar Soriano
Andrew Johanson
Joel Hustak
Anna Christenson
Knight of Malta
Arden Beckwith
Matt Difa
Art of Bartlett
Metropolis-Hero1125
Audrey Wright
Mike Nash
AV-6R7
RamArtwork
Brandon Harris
Ron-faure
Brian Rood
Sam Wood
canuckcrazed007
Skip Skyhook
Chris Trevas
Smokeh
CloneCommanderNeyo
Solo: A Star Wars Story The
Cristi Balanescu
O cial Guide
Dangerous Covenants
Somarinoa
Dark Dream
Sperasoft
Darren Tan
Star Wars Battlefront
Dave Seeley
Star Wars Character Encyclopedia David Kegg
Star Wars Encyclopedia of David Nash
Star. ghters and Other Diogo Saito
Vehicles
echostain
Stu Cunningham
Eiluvision
Terryl Whitlatch
Entar0178
Fantasy Flight Games
Gregory Vlasenko
And of course Star Wars Star Wars: Rebels Star Wars: The Clone Wars Star Wars: The Old Republic
I hope you like it.
The New Essential Guide to Droids
The New Essential Guide to Vehicles and Vessels Hui Zou
Weasyl ianllanas
Whitelight369 Jake Murray
William O'Connor Jason Edmiston
If I missed you and you feel you deserve credit please let me know. I've been working on this for years, and I'm fallible.
CREDITS 2
12/11/2018 PHB - Cover, Credits, Preface | GM Binder

PREFACE This conversion has been a labor of love of mine starting three years ago. Back when I was a
edgling DM, I undertook the foolish e ort of attempting the
rst version of this overhaul, which was comically terrible. It featured four classes, which were just severely
bastardized versions of their standard counterparts.
This version, which I will call version 1.0 as an absolute snub to my rst attempt, I've been working on pretty
consistently for about nine consecutive months. I've had some help from various sources (who will be credited
accordingly), but for the most part this has come from mine own brain.
This book is designed to parallel the o cial D&D 5e Player's Handbook. It includes all the relevant chapters, reskinned
to t a Star Wars setting. The signi cant di erences will be listed below. WHAT'S DIFFERENT? While this
expansion utilizes the base rules of 5th Edition, there are signi cant di erences that will be illustrated here, broken
down by chapter. There is more information in each chapter, as per the SRD.
CHAPTER 1: STEP-BY-STEP CHARACTERS Reskinned for the setting, with no noteworthy di erences.
CHAPTER 2: SPECIES Races relabeled to species, all of which are brand new.
CHAPTER 3: CLASSES There are ten classes. Berserker, Monk, Operative, and Scout, are mostly reskinned,
with some variation to t the setting. Fighter utilizes my homebrew of baseline combat superiority. Engineer is based o
Arti cer, but extrapolated to be a full caster. Guardian is based o of Paladin, and Consular is based o of Sorcerer, with
changes to better t a force-wielder. Sentinel is a reimagining of a monk, but as a 2/3 caster. Scholar is a brand new
class.
CHAPTER 4: BACKGROUNDS For the most part, these are reskinned from 5E with one major di erence;
each background also o ers a choice of feat. This is a houserule I've been using for a while that has become quite
popular. You can very easily ignore this houserule if you're so inclined.
CHAPTER 5: EQUIPMENT Currency has been changed to credits, with roughly 1 gp = 10 cr. Magic items are
reskinned as enhanced or modi ed items, as appropriate, with rarities designed to mimic those of Star Wars: the Old
Republic. Equipment functions similarly, with the exception of the breakdown of weapons; rather than simply simple
and martial, they are broken down into blasters, lightsabers, and vibroweapons. This also utilizes a few houserules:
light, medium, and heavy shields with pro ciencies collapsed into the appropriate armor, new weapon features, etc.
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CHAPTER 6: CUSTOMIZATION OPTIONS New multiclassing requirements/pro ciencies, and with the
exception of the spell point variant (discussed in chapter 10), the only di erence is new or di erent feats.
CHAPTER 7: USING ABILITY SCORES Generally the same, with the exception of skills; Arcana, History,
and Religion have been collapsed into Lore, with Piloting and Technology being new skills.
CHAPTER 8: ADVENTURING Basically identical with some reskinning.
CHAPTER 9: COMBAT Basically identical with some reskinning with the exception of damage types.
Bludgeoning, piercing, and slashing are collapsed into kinetic damage. Ion is a new damage with improved e cacy against
constructs, droids, and electronics. Radiant has become energy damage. Thunder has become sonic damage.

CHAPTER 10: FORCE- AND TECH-CASTING There are two major changes in this section:
Spells are now called powers. Cantrips are now called at-will powers. My own interpretation and simpli cation of the spell
point variant from the DMG. Basically, casting a power at a given level costs that level + 1 points. Spellcasting has been
separated into force- and tech- casting.
Forcecasting uses Wisdom/Charisma and Force Points, which regenerate on a long rest.
Techcasting uses Intelligence and Tech Points, which regenerate on a short rest.
While a character can have both force- and tech- casting, they are kept completely separate. CHAPTERS 11 AND

12: FORCE AND TECH POWERS Chapter 11 has been broken down into two chapters to keep force and tech
powers separate.
MONSTER MANUAL There is a Monster Manual ready to use that you can
nd here.
STARSHIPS OF THE GALAXY There is a space expansion optional rule set called Starships of the Galaxy, in
honor of the Saga edition's book. You can nd it here. GOING FORWARD Additional content will be
released bi-weekly, on Tuesdays, for the foreseeable future.
3
PREFACE
12/11/2018 PHB - Cover, Credits, Preface | GM Binder

TABLE OF
CONTENTS
Introduction 5 Lethality Practice 83
Operative 79
Bith 15
Chapter 1: Step-By-Step Characters 9 Saboteur Practice 84
Gunslinger Practice 82
Bothan 16
Chapter 2: Species 14 Scholar 86
Chiss 17 Sith 127
Physician Pursuit 90
Armstech Engineering 51
Duros 18 Smuggler 128
Politician Pursuit 93
Astrotech Engineering 54
Human 19 Soldier 129
Tactician Pursuit 95
Fighter 58
Jawa 20 Spacer 130
Scout 98
Assault Specialist 62
Kel Dor 21 Chapter 5: Equipment 131
Deadeye Technique 102
Shield Specialist 63
Mon Calamari 22 Chapter 6: Customization Options 150
Hunter Technique 104
Tactical Specialist 64
Rodian 23 Chapter 7: Using Ability Scores 166
Stalker Technique 105
Guardian 65
Sith Pureblood 24 Chapter 8: Adventuring 174
Sentinel 106
Form I: Shii-Cho 69
Togruta 25 Chapter 9: Combat 180
Path of Aggression 110
Form II: Makashi 70
Trandoshan 26 Chapter 10: Force- and Tech-casting 189
Path of Focus 111
Form III: Soresu 71
Twi'lek 27 Chapter 11: Force Powers 192
Path of Shadows 112
Monk 72
Wookiee 28 Chapter 12: Tech Powers 216
Chapter 4: Backgrounds 113
Echani Order 76
Zabrak 29 Appendix A: Conditions 238
Agent 116
Nightsister Order 77
Chapter 3: Classes 30 Appendix B: Recommended Variant Rules 240
Bounty Hunter 117
Teräs Käsi Order 78
Berserker 31 Changelog 242
Criminal 118

Augmented Approach 34
Entertainer 119
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Marauder Approach 35
4
Gambler 120
In the Dungeons and Dragons game, each player
Warchief Approach 37 creates an adventurer (also called a character) and teams
Jedi 121 up with other adventurers (played by friends). Working
Consular 38 together, the group might explore a planet- encompassing
Mandalorian 122 city like Coruscant, the wilds of Kashyyk, or the war-torn
expanse of Oricon. The adventurers can solve puzzles, talk
Way of Balance 42
with other characters, battle the legendary Jedi or Sith, and
Mercenary 123
discover special modi ed items and other treasure.
Way of Lightning 43
One player, however, takes on the role of the Dungeon
Noble 124
Master (DM), the game’s lead storyteller and referee. The
Way of the Sage 44 DM creates adventures for the characters, who navigate its
Scientist 125 hazards and decide which paths to explore. The DM might
Engineer 45 describe the entrance to a Black Sun commpound, and the
Scoundrel 126 players decide what they want their adventurers to do. Will
they charge in, guns blazing? Convince the guardsmen they
Armormech Engineering 48
belong there? Or use other means to nd an entrance?
Then the DM determines the results of the adventurers’ This overhaul is designed as a Star Wars
actions and narrates what they experience. Because the reskinning of the core Dungeons and Dragons experience.
DM can improvise to react to anything the players attempt, The rules are generally the same, and so an experienced
D&D is in nitely exible, and each adventure can be exciting player of Fifth Edition should have no trouble jumping right in
and unexpected. to a Star Wars themed campaign. For the less experienced
The game has no real end; when one story or quest player, this Introduction will cover the basics of the Fifth
wraps up, another one can begin, creating an ongoing storyEdition of Dungeons and Dragons, appropriately reskinned
called a campaign campaign. Many people who play the for the setting.
game keep their campaigns going for months or years,
meeting with their friends every week or so to pick up the
story where they left o . The adventurers grow in might as Dungeon Master (DM): Dungeon Master (DM): After
the campaign continues. Each force defeated, each traveling the streets
adventure completed, and each relic recovered not only of Nar Shaddaa, you . nd yourself at the entrance to
adds to the continuing story, but also earns the adventurers the Black Sun compound. Security cameras scan the
surrounding area, and a cadre of bored looking
new capabilities. This increase in power is re ected by an
guardsmen wait impatiently by the door. Two twi'lek
adventurer’s level.
urchins plead for handouts from the Black Sun
There’s no winning and losing in the Dungeons and mercenaries, only to be yelled at and pushed away.
Dragons game—at least, not the way those terms are A shimmering barrier covers the entrance to the
usually understood. Together, the DM and the players compound, with a manned security console on its left
create an exciting story of bold adventurers who confront side. Rickey (playing Vinto): Rickey (playing Vinto): I
deadly perils. Sometimes an adventurer might come to a want to talk my way into
grisly end, torn apart by ferocious monsters or done in by a the compound. I approach the guards.
nefarious villain. Even so, the other adventurers can
Drew (playing Dash): Drew (playing Dash): I want
beseech a powerful Jedi to revive their fallen comrade, or
to throw a grenade
the player might choose to create a new character to carry
and then shoot them all.
on. The group might fail to complete an adventure
successfully, but if everyone had a good time and created a
memorable story, they all win. WORLDS OF Unlike a game of make-believe, D&D gives structure to the
stories, a way of determining the consequences of the
ADVENTURE The many worlds of the Dungeons adventurers’ action. Players roll dice to resolve whether their
and Dragons game are places of magic and monsters, of attacks hit or miss or whether their adventurers can scale a
brave warriors and spectacular adventures. They begin withcli. , roll away from the strike of a force wielder's shock, or
a foundation of medieval fantasy and then add the pull o some other dangerous task. Anything is possible, but
creatures, places, and magic that make these worlds the dice make some outcomes more probable than others.
unique.

Dungeon Master (DM): Dungeon Master (DM): OK,


one at a time. Rickey,
you're approaching the guardsmen?
Rickey: Rickey: Yeah. Do they seem to be
doing
anything? DM: DM: Make a Wisdom
check. Rickey: Rickey: Does my
INTRODUCTION 5
Perception skill apply?
INTRODUCTION DM: DM:
Sure!
he Dungeons and Dragons roleplaying game is about
Rickey (rolling a d20): Rickey (rolling a d20):
storytelling in worlds of swords and sorcery. It shares
Ugh. Seven. DM: DM: You can see a couple of
elements with childhood games of make- believe. Like those them crouching
games, D&D is driven by imagination. It’s about picturing the
over the ground but you can't make out what
towering castle beneath the stormy night sky and imagining they're doing. And Drew, Dash is prepping a
how a fantasy adventurer might react to the challenges that grenade?
scene presents. Naturally, this conversion is designed to explore the myriad
worlds of the Star Wars universe. I personally designed it erent things: one adventurer might search a container while
to be used in the Old Republic era as characterized by the a second examines a symbol engraved on a wall and a third
Knights of the Old Republic Knights of the Old Republic keeps watch for enemies. The players don’t need to take
games and The Old Republic The Old Republic MMORPG. turns, but the DM listens to every player and decides how to
Utilizing this timeframe allows greater justi cation for a resolve those actions.
prevelance of force-wielders. Sometimes, resolving a task is easy. If an adventurer
All these worlds share characteristics, but each wants to walk across a room and open a door, the DM
world is set apart by its own history and cultures, distinctive might just say that the door opens and describe what lies
monsters and species, fantastic geography, ancient ruins, beyond. But the door might be locked, the oor might hide a
and scheming villains. Some worlds are dominated by one deadly trap, or some other circumstance might make it
great story, like the Separatists' war on Ord Mantell. challenging for an adventurer to complete a task. In those
Ultimately they’re all Star Wars worlds, and you can use cases, the DM decides what happens, often relying on the
the rules in this book to create a character and play in any roll of a die to determine the results of an action.
one of them. 3. The DM narrates the results of the adventurers’ 3.
Your DM might set the campaign on one of these The DM narrates the results of the adventurers’ actions.
worlds or on one that he or she created. Because there is so actions. Describing the results often leads to another
much diversity among the worlds of Star Wars, you should decision point, which brings the ow of the game right back
check with your DM about any house rules that will a ect to step 1.
your play of the game. Ultimately, the Dungeon Master is the This pattern holds whether the adventurers are
authority on the campaign and its setting, even if the setting cautiously exploring a ruin, talking to a devious noble, or
locked in mortal combat against a mighty rancor. In certain
is a published world. USING THIS BOOK The
situations, particularly combat, the action is more
Player’s Handbook is divided into three parts. structured and the players (and DM) do take turns
Part 1 Part 1 is about creating a character, choosing and resolving actions. But most of the time, play
providing the rules and guidance you need to make the is uid and exible, adapting to the circumstances of the
character you’ll play in the game. It includes information on adventure.
the various species, classes, backgrounds, equipment, and Often the action of an adventure takes place in the
other customization options that you can choose from. Many imagination of the players and DM, relying on the DM’s
of the rules in part 1 rely on material in parts 2 and 3. If you verbal descriptions to set the scene. Some DMs like to use
come across a game concept in part 1 that you don’t music, art, or recorded sound e ects to help set the mood,
understand, consult the book’s index. and many players and DMs alike adopt di erent voices for
Part 2 Part 2 details the rules of how to play the the various adventurers, monsters, and other characters they
game, beyond the basics described in this introduction. That play in the game. Sometimes, a DM might lay out a map and
part covers the kinds of die rolls you make to determine use tokens or miniature
success or failure at the tasks your character attempts, and gures to represent each creature involved in a scene to
describes the three broad categories of activity in the game: help the players keep track of where everyone is.
exploration, interaction, and combat.
Part 3 Part 3 is all about the Force and technology. GAME DICE The game uses polyhedral dice with di erent
It covers the nature of force- and tech-casting in the worlds numbers of sides. You can nd dice like these in game stores
of Star Wars, the rules for them, and the huge variety of and in many bookstores.
In these rules, the di erent dice are referred to by the
powers available to characters in the game. HOW TO letter d followed by the number of sides: d4, d6, d8, d 10,
PLAY The play of the Dungeons and Dragons game d12, and d20. For instance, a d6 is a six-sided die (the
unfolds according to this basic pattern. 1. The DM describes typical cube that many games use).
1. The DM describes the environment. the environment. The Percentile dice, or d100, work a little di erently. You
DM tells the players where their adventurers are and what’s generate a number between 1 and 100 by rolling two di
around them, presenting the basic scope of options that erent ten-sided dice numbered from 0 to 9. One die
present themselves (how many doors lead out of a room, (designated before you roll) gives the tens digit, and the
what’s on a table, who’s in the cantina, and so on). 2. The other gives the ones digit. If you roll a 7 and a 1, for
players 2. The players describe what they want to do. example, the number rolled is 71. Two Os represent 100.
describe what they want to do. Sometimes one player Some ten-sided dice are numbered in tens (00, 10, 20, and
speaks for the whole party, saying, “We’ll take the east so on), making it easier to distinguish the tens digit from the
door,” for example. Other times, di erent adventurers do di ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0
is 100. throws succeed or fail.
When you need to roll dice, the rules tell you how many The target number for an ability check or a saving
throw is called a Di Di culty culty Class Class (DC). The
dice to roll of a certain type, as well as what modi ers to add.
For example, “3d8 + 5 ” means you roll three eight-sided target number for an attack roll is called an Armor Armor
dice, add them together, and add 5 to the total. Class Class (AC).
The same d notation appears in the expressions “1d3”
and “1d2.” To simulate the roll of 1d3, roll a d6 and divide ADVANTAGE AND DISADVANTAGE Sometimes
the number rolled by 2 (round up). To simulate the roll of an ability check, attack roll, or saving throw is modi ed by
1d2, roll any die and assign a 1 or 2 to the roll depending onspecial situations called advantage and disadvantage.
whether it was odd or even. (Alternatively, if the number Advantage re ects the positive circumstances surrounding a
rolled is more than half the number of sides on the die, it’s ad20 roll, while disadvantage re ects the opposite. When you
2.) have either advantage or disadvantage, you roll a second
d20 when you make the roll. Use the higher of the two rolls if
you have advantage, and use the lower roll if you have
disadvantage. For example, if you have disadvantage and
roll a 17 and a 5, you use the 5. If you instead have
advantage and roll those numbers, you use the 17. More
THE D20 Does an adventurer’s vibroblade swing hurt a detailed rules for advantage and disadvantage are presented
rancor or just bounce o its leathery hide? Will the guard in chapter 7. This simple rule governs the resolution of most
believe an outrageous blu ? Can a character swim across a tasks in D&D play.
raging river? Can a character avoid the main blast of a Chapter 7 provides more detailed rules for using
Sith's force storm, or does he or she take full damage from the d20 in the game.
the tempest? In cases where the outcome of an action is SPECIFIC BEATS GENERAL This book contains
uncertain, the Dungeons and Dragons game relies on rolls rules, especially in parts 2 and 3, that govern how the game
of a 20-sided die, a d20, to determine success or failure. plays. That said, many special traits, class features,
Every character and monster in the game has powers, unique items, monster abilities, and other game
capabilities de ned by six ability ability scores scores. The elements break the general rules in some way, creating an
abilities are Strength, Dexterity, Constitution, Intelligence, exception to how the rest of the game works. Remember
Wisdom, and Charisma, and they typically range from 3 to this: If a speci c rule contradicts a general rule, the speci c
18 for most adventurers. (Monsters might have scores as rule wins.
low as 1 or as high as 30.) These ability scores, and the Exceptions to the rules are often minor. For instance,
ability ability modi modi ers ers derived from them, are the many adventurers don’t have pro ciency with sniper ri es,
basis for almost every d20 roll that a player makes on a but every Chiss does because of a special trait. That trait
character’s or monster’s behalf. creates a minor exception in the game. Other examples of
Ability checks, attack rolls, and saving throws are rule-breaking are more conspicuous. For instance, an
the three main kinds of d20 rolls, forming the core of the adventurer can’t normally leap 30 feet, but some powers
rules of the game. All three follow these simple steps. make that possible. The Force and technology account for
1. 1. Roll Roll the the die die and and add add a a most of the major exceptions to the rules.
modi modi er. er. Roll a d20 and add the relevant modi er.
This is typically the modi er derived from one of the six ROUND DOWN There’s one more general rule you need
ability scores, and it sometimes includes a pro ciency bonus to know at the outset. Whenever you divide a number in the
to re ect a character’s particular skill. (See chapter 1 for game, round down if you end up with a fraction, even if the
details on each ability and how to determine an ability’s fraction is one-half or greater. ADVENTURES The
modi er.) 2. 2. Apply Apply circumstantial circumstantial Dungeons and Dragons game consists of a group of
bonuses bonuses and and penalties. penalties. A class characters embarking on an adventure that the Dungeon
feature, a power, a particular circumstance, or some other e Master presents to them. Each character brings particular
ect might give a bonus or penalty to the check. capabilities to the adventure in the form of ability scores and
3. 3. Compare Compare the the total total to to a a skills, class features, special traits, equipment, and special
target target number. number. If the total equals or exceeds items. Every character is di erent, with various strengths and
the target number, the ability check, attack roll, or saving weaknesses, so the best party of adventurers is one in which
throw is a success. Otherwise, it’s a failure. The DM is the characters complement each other and cover the
usually the one who determines target numbers and tells weaknesses of their companions. The adventurers must
players whether their ability checks, attack rolls, and saving cooperate to successfully complete the adventure.
The adventure is the heart of the game, a story with a THE FORCE AND TECHNOLOGY Few Star Wars
beginning, a middle, and an end. An adventure might be adventures end without interacting with a force- or tech-
created by the Dungeon Master or purchased o the shelf, caster. Whether helpful or harmful, powers appear
tweaked and modi ed to suit the DM’s needs and desires. Infrequently in the life of an adventurer, and it is the focus of
either case, an adventure features a wonderous setting, chapters 10 and 11.
whether it’s an underground enclave, a crumbling temple, a
In the worlds of Star Wars, practitioners of the
stretch of wilderness, or a bustling city. It features a rich cast
Force are uncommon, set apart from the masses of people
of characters: the adventurers created and played by the
by their extraordinary talent.
other players at the table, as well as nonplayer characters
For adventurers, though, the Force and technology
(NPCs). Those characters might be patrons, allies, enemies,
are key to their survival. Without the healing prowess of a
hirelings, or just background extras in an adventure. Often,
Jedi or a sawbones, adventurers would quickly succumb to
one of the NPCs is a villain whose agenda drives much of an
their wounds. Without the uplifting support of a scholar,
adventure’s action.
soldiers might be overwhelmed by powerful foes. Without
the sheer power and versatility of a consular, every threat
would be magni ed tenfold. The Force and technology are
also a favored tool of villains. Many adventures are driven by
the machinations of casters who are hell-bent on using
power for some ill end. A mercenary leader subjugates the
surrounding community, a renegade Sith saps the life from
their victims, a vindictive droid takes over a space station
with the intent of destroying its oppressors—these are just a
few of the threats that adventurers might face. With power of
their own, in the form of the Force and speciali items, the
adventurers might prevail!
THE THREE PILLARS OF ADVENTURING
Adventurers can try to do anything their players can
7
imagine, but it can be helpful to talk about their activities in
three broad categories: exploration, social interaction, and
Over the course of their adventures, the characters are
combat.
confronted by a variety of creatures, objects, and situations
that they must deal with in some way. Sometimes the Exploration Exploration includes both the adventurers’
adventurers and other creatures do their best to kill or movement through the world and their interaction with
capture each other in combat. At other times, the objects and situations that require their attention.
adventurers talk to another creature (or even a mystical Exploration is the give-and-take of the players describing
object) with a goal in mind. And often, the adventurers what they want their characters to do, and the Dungeon
spend time trying to solve a puzzle, bypass an obstacle, nd Master telling the players what happens as a result. On a
something hidden, or unravel the current situation. large scale, that might involve the characters spending a
Meanwhile, the adventurers explore the world, making day crossing the deserts of Tatooine or an hour making their
decisions about which way to travel and what they’ll try to way through the winding passages of an abandoned base.
do next. On the smallest scale, it could mean one character ipping a
Adventures vary in length and complexity. A short switch in a room to see what happens.
adventure might present only a few challenges, and it Social interaction Social interaction features the
might take no more than a single game session to adventurers talking to someone (or something) else. It might
complete. A long adventure can involve hundreds of mean demanding that a captured scout reveal the least well
combats, interactions, and other challenges, and take guarded entrance to the mercenary base, getting information
dozens of sessions to play through, stretching over weeks from a rescued prisoner, pleading for mercy from the leader
or months of real time. Usually, the end of an adventure is of a group of criminals, or persuading an informant to garner
marked by the adventurers heading back to safety to rest information about a distant location.
and enjoy the spoils of their labors. The rules in chapters 7 and 8 support exploration and
But that’s not the end of the story. You can think of social interaction, as do many class features in chapter 3
an adventure as a single episode of a TV series, made up of and personality traits in chapter 4.
multiple exciting scenes. A campaign is the whole series—a Combat Combat, the focus of chapter 9, involves
string of adventures joined together, with a consistent group characters and other creatures swinging weapons, casting
of adventurers following the narrative from start to nish. powers, maneuvering for position, and so on—all in an e ort
to defeat their opponents, whether that means killing every Building Obi-Wan, Step 1 Since Obi-Wan is a
enemy, taking captives, or forcing a rout. Combat is the human, we record all the special traits of humans on our
most structured element of a D&D session, with creatures character, including his speed of 30 feet and the
taking turns to make sure that everyone gets a chance to languages he knows: Galactic Basic and Twi'leki.
act. Even in the context of a pitched battle, there’s still plenty
of opportunity for adventurers to attempt wacky stunts like
2. CHOOSE A CLASS Every adventurer is a member of
sur ng down a ight of stairs on a shield, to examine the
a class. Class broadly describes a character’s vocation, what
environment (perhaps by
special talents he or she possesses, and the tactics he or
ipping a mysterious switch), and to interact with other
she is most likely to employ when exploring a city, ghting
creatures, including allies, enemies, and neutral parties.
monsters, or engaging in a tense negotiation. The character
classes are described in the Classes Classes chapter.
Your character receives a number of bene ts from your
choice of class. Many of these bene ts are class class
features features — capabilities (including force- or tech-
casting) that set your character apart from members of other
classes. You also gain a number of pro ciencies pro ciencies:
armor, weapons, skills, saving throws, and sometimes tools.
Your pro ciencies de ne many of the things your character
can do particularly well, from using certain weapons to telling
a convincing lie.
On your character sheet, record all the features that
your class gives you at 1st level.

LEVEL Typically, a character starts at 1st level and


advances in level by adventuring and gaining experience
points experience points (XP). A 1st-level character is
inexperienced in the adventuring world, although he or she
might have been a soldier or a pirate and done dangerous
things before.

The species you choose contributes to your character’s


identity in an important way, by establishing a general
appearance and the natural talents gained from culture and
ancestry. Your character’s species grants particular special
traits, such as special senses, pro ciency with certain
weapons or tools, pro ciency in one or more skills, or the
ability to use minor powers. These traits sometimes PART
dovetail
1 | STEP-BY-STEP CHARACTERS 9
with the capabilities of certain classes (see step 2). For our . rst step in playing an adventurer in the Dungeons &
example, the special traits of Lanniks make them exceptional Dragons game is to imagine and create a character of your
consulars, and Jawas tend to be powerful engineers. own. Your character is a combination of game statistics,
Sometimes playing against type can be fun, too. Ugnaught roleplaying hooks, and your imagination. You choose a
soldiers and Wookiee sentinels, for example, can be unusual species (such as human or twi'lek) and a class (such as
but memorable characters. sentinel or scout). You also invent the personality,
Your species also increases one or more of your appearance, and backstory of your character. Once
ability scores, which you determine in step 3. Note completed, your character serves as your representative in
these increases and remember to apply them later. the game, your avatar in the Dungeons & Dragons world.
Record the traits granted by your species on your Before you dive into step 1 below, think about the
character sheet. Be sure to note your starting kind of adventurer you want to play. You might be a
languages and your base speed as well. courageous . ghter, a skulking scoundrel, a fervent
consular, or a cruel guardian. Or you might be more
interested in an unconventional character, such as a brawny record, or a piece of notebook paper. An o cial D&D
scoundrel who likes hand-to-hand combat, or a character sheet is a ne place to start until you know what
sharpshooter who picks o enemies from afar. Do you like information you need and how you use it during the game.
non-Human species like Twi'leks or Wookiees? Try building
a character of one of those species. Do you want your Building Obi-Wan Each step of character creation
character to be the toughest adventurer at the table? includes an example of that step, with a player building the
Consider the soldier class. If you don’t know where else to iconic character Obi-Wan Kenobi, as he is portrayed during
begin, take a look at the illustrations in any Star Wars book the Clone Wars.
to see what catches your interest.
Once you have a character in mind, follow these 1. CHOOSE A SPECIES Every character belongs to a
steps in order, making decisions that re ect the character
species, one of the many intelligent humanoid species in the
you want. Your conception of your character might evolve
Star Wars worlds. The most common species in the galaxy
with each choice you make. What’s important is that you
is human, but there are a myriad of near-Human species
come to the table with a character you’re excited to play.
available for play, including the four-armed Besalisks, the
Throughout this section, we use the term character cunning Trandoshans, the dexterous Twi'leks, and the
sheet to mean whatever you use to track your character, utilitarian droid. The Species Species chapter provides more
whether it’s a formal character sheet character sheet (like information about these species.
the one at the end of these rules), some form of digital

CHAPTER 1: STEP-BY-STEP CHARACTERS


Starting o at 1st level marks your character’s entry you rest, you can spend Hit Dice to regain hit points (see
into the adventuring life. If you’re already familiar with the “Resting” in the Adventuring section).
game, or if you are joining an existing D&D campaign, your
DM might decide to have you begin at a higher level, on the PROFICIENCY BONUS The table that appears in your
assumption that your character has already survived a few class description shows your pro ciency bonus, which is +2
harrowing adventures. for a 1st-level character. Your pro ciency bonus applies to
many of the numbers you’ll be recording on your character
Record your level on your character sheet. If you’re
sheet:
starting at a higher level, record the additional elements your
class gives you for your levels past 1st. Also record your
Attack rolls using weapons you’re pro cient with Attack
experience points. A 1st-level character has 0 XP. A higher- rolls with powers you cast Ability checks using skills
level character typically begins with the minimum amount of you’re pro cient in Ability checks using tools you’re pro
XP required to reach that level (see “Beyond 1st Level” later cient with Saving throws you’re pro cient in Saving
in this section). throw DCs for powers you cast (explained in each
force- or tech-casting class)
Quick Build Each class description in the Classes
Your class determines your weapon pro ciencies,
section includes a section o ering suggestions to quickly
your saving throw pro ciencies, and some of your skill and
build a character of that class, including how to assign your
highest ability scores, a background suitable to the class, tool pro ciencies. (Skills are described in "Using Ability
and starting powers. Scores", tools in "Equipment.") Your background gives you
additional skill and tool pro ciencies, and some species give
you more pro ciencies. Be sure to note all of these pro
HIT POINTS AND HIT DICE Your character’s hit points
ciencies, as well as your pro ciency bonus, on your
de ne how tough your character is in combat and other
character sheet.
dangerous situations. Your hit points are determined by
Your pro ciency bonus can’t be added to a single die roll
your Hit Dice (short for Hit Point Dice).
or other number more than once. Occasionally, your pro
At 1st level, your character has 1 Hit Die, and the ciency bonus might be modi ed (doubled or halved, for
die type is determined by your class. You start with hit example) before you apply it. If a circumstance suggests
points equal to the highest roll of that die, as indicated in that your pro ciency bonus applies more than once to the
your class description. (You also add your Constitution modi same roll or that it should be multiplied more than once, you
er, which you’ll determine in step 3.) This is also your hit nevertheless add it only once, multiply it only once, and
point maximum hit point maximum. halve it only once.
Record your character’s hit points on your
character sheet. Also record the type of Hit Die your Building Obi-Wan, Step 2 Obi-Wan is best
character uses and the number of Hit Dice you have. After
depicted as a guardian, so we make a note of the of the highest three dice on a piece of scratch paper. Do this
guardian's pro ciencies and 1st-level class features on the ve more times, so that you have six numbers. If you want to
character sheet. save time or don’t like the idea of randomly determining
As a 1st-level guardian, Obi-Wan has 1 Hit Die—a d10 — ability scores, you can use the following scores instead: 15,
and starts with hit points equal to 10 + his Constitution modi 14, 13, 12, 10, 8.
er. Make a note of this; we will record the nal number after
Now take your six numbers and write each number
we determines Obi-Wan’s Constitution score (see step 3).
beside one of your character’s six abilities to assign scores
Also make note of the pro ciency bonus for a 1st-level
to Strength, Dexterity, Constitution, Intelligence, Wisdom,
character, which is +2.
and Charisma. Afterward, make any changes to your ability
Then, we choose powers. As a 1st-level guardian, Obi-
scores as a result of your species choice. After assigning
Wan knows 4 force powers of no higher than 1st- level, and
your ability scores, determine your ability modi ers ability
has 2 force points. We choose the force push/pull, force
jump, mind trick, and saber reflect powers. modi ers using the Ability Scores and Modi ers table. To
determine an ability modi er without consulting the table,
subtract 10 from the ability score and then divide the result
3. DETERMINE ABILITY SCORES Much of what by 2 (round down). Write the modi er next to each of your
your character does in the game depends on his or her six scores.
abilities: Strength Strength, Dexterity Dexterity, Constitution
Constitution, Intelligence Intelligence, Wisdom Wisdom, and
Charisma Charisma. Each ability has a score, which is a
number you record on your character sheet.
The six abilities and their use in the game are described
in the Using Ability Scores Using Ability Scores chapter.
The Ability Score Summary table provides a quick reference
for what qualities are measured by each ability, what
species increases which abilities, and what classes
consider each ability particularly important.
You generate your character’s six ability scores ability
scores randomly. Roll four 6-sided dice and record the total
Ability Scores and Modifiers
Score Score Modi Modi er er
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10
Your character’s background background describes where he or she came from, his or her original occupation, and
the character’s place in the D&D world. Your DM might o er additional backgrounds beyond the ones included in the
Personality and Background section, and might be willing to work with you to craft a background that’s a more precise
t for your character concept.
A background gives your character a background feature (a general bene t) and pro ciency in two skills, and it might
also give you additional languages or pro ciency with certain kinds of tools. Record this information, along with the
personality information you develop, on your character sheet.
YOUR CHARACTER'S ABILITIES Take your character’s ability scores and species into account as you esh out his
or her appearance and personality. A very strong character with low Intelligence might think and behave very di
erently from a very smart character with low Strength.
For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength
might be scrawny or plump.
11 PART 1 | STEP-BY-STEP CHARACTERS Building Obi-Wan, Step 3 We will use the standard set of scores (15,
14, 13, 12, 10, 8) for Obi-Wan’s abilities. Obi-Wan is wise and hardy, so we'll put his highest score, 15, in Wisdom. His next-
highest, 14, goes in Constitution. He then applies the 13 to Strength (so he can wear heavy armor), the 12 to Charisma, the
10 to Intelligence and the 8 to Dexterity. After applying his special bene ts (increasing Obi-Wan’s Constitution by 2, and his
Strength and Wisdom by 1), Obi-Wan’s ability scores and modi ers look like this: Strength 14 (+2), Dexterity 8 (-1),
Constitution 16 (+3), Intelligence 10 (+0), Wisdom 16 (+3), Charisma 12 (+1).
We then ll in Obi-Wan’s nal hit points: 10 + his Constitution modi er of +3, for a total of 13 hit points.
VARIANT: CUSTOMIZING ABILITY SCORES At your Dungeon Master’s option, you can use this variant for
determining your ability scores. The method described here allows you to build a character with a set of ability scores
you choose individually.
You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost
table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up
with, before applying special increases. You can’t have a score lower than 8.
This method of determining ability scores enables you to create a set of three high numbers and three low ones (15,
15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of
numbers between those extremes.
Ability Score Point Cost
Score Score Cost Cost
80
91
10 2
11 3
12 4
13 5
14 7
15 9
4. DESCRIBE YOUR CHARACTER Once you know the basic game aspects of your character, it’s time to
esh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she
looks like and how he or she behaves in general terms.
Using the information in the Personality Personality and and Background Background chapter, you can esh out your
character’s physical appearance and personality traits. Choose your character’s alignment alignment (the moral
compass that guides his or her decisions) and ideals ideals. The Personality Personality and and Background
Background chapter also helps you identify the things your character holds most dear, called bonds bonds, and the
aws aws that could one day undermine him or her.
A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and
awkward or heavy and thick- ngered.
A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with
low Constitution might be sickly or frail.
A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence
might speak simply or easily forget details. A character with high Wisdom has good judgment, empathy, and a general
awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.
A character with high Charisma exudes con dence, which is usually mixed with a graceful or intimidating presence.
A character with a low Charisma might come across as abrasive, inarticulate, or timid.

Building Obi-Wan, Step 4 We then ll in some of Obi-Wan’s basic details: his name, his sex (male), his height and
weight, and his alignment (neutral light). His high Wisdom and Constitution represent a strong attunement to the Force and
disciplined physique, and his low Dexterity represent an unexceptional nimbleness.
Obi-Wan is of course a Jedi, so we choose the Jedi background. Make a note of the pro ciencies and special feature
this background gives. We choose the Empathic feat for Obi-Wan's background feat.
We know that Obi-Wan is both noble and shrewd, so we skip the personality traits suggested in the Jedi background,
noting instead that Obi-Wan is loyal to his friends and puts the will of the Jedi Council rst. We choose the ideal of aspiration
from the list in the background, noting that Obi-Wan desires to be worthy of Qui-Gon's tutelage.
Obi-Wan's bond is his adherence to the Jedi code. His aw stems from the bond with his padawan Anakin, as well as his
paramour Satine.

5. CHOOSE EQUIPMENT Your class and background determine your character’s starting equipment starting
equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such
items are detailed in the Equipment section.
Instead of taking the gear given to you by your class and background, you can purchase your starting equipment.
You have a number of credits credits (cr) to spend based on your class, as shown in the Equipment section. Extensive lists
of equipment, with prices, also appear in that section.
Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in
pounds) exceeding your Strength score times 15. "Using Ability Scores Using Ability Scores" has more information on
carrying capacity.
ARMOR CLASS Your Armor Class Armor Class (AC) represents how well your character avoids being wounded in battle.
Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modi er. Not all
characters wear armor or carry shields, however.
Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modi er. If your character wears armor,
carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your character
sheet.
Your character needs to be pro cient with armor and shields to wear and use them e ectively, and your armor and shield
pro ciencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the
required pro ciency, as explained in the Equipment section.
Some powers and class features give you a di erent way to calculate your AC. If you have multiple features that give
you di erent ways to calculate your AC, you choose which one to use.

WEAPONS For each weapon your character wields, calculate the modi er you use when you attack with the weapon and
the damage you deal when you hit.
When you make an attack with a weapon, you roll a d20 and add your pro ciency bonus (but only if you are pro cient
with the weapon) and the appropriate ability modi er.

For attacks with melee weapons melee weapons, use your Strength modi er for attack and damage rolls. A weapon that has the
nesse property, such as a vibrorapier, can use your Dexterity modi er instead. For attacks with ranged weapons ranged
weapons, use your Dexterity modi er for attack and damage rolls. A weapon that has the thrown property, such as a vibrodagger,
can use your Strength modi er instead.

Building Obi-Wan, Step 5 We now write down the starting equipment from the guardian class and the Jedi
background. His starting equipment includes light battle armor and a medium shield, giving him an Armor Class of 14.
For Obi-Wan’s weapon, we choose a lightsaber. His lightsaber is a melee weapon, so Obi-Wan uses his Strength modi er for
his attacks and damage. His attack bonus is his Strength modi er (+2) plus his pro ciency bonus (+2), for a total of +4. The
lightsaber deals 1d8 energy damage, and Obi-Wan adds his Strength modi er to the damage when he hits, for a total of 1d8+2
energy damage.
PART 1 | STEP-BY-STEP CHARACTERS 12
6. COME TOGETHER Most Star Wars characters don’t work alone. Each character plays a role within a party party, a
group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party’s
chances to survive the many perils in the worlds of Star Wars. Talk to your fellow players and your DM to decide whether
your characters know one another, how they met, and what sorts of quests the group might undertake.

BEYOND 1ST LEVEL As your character goes on adventures and overcomes challenges, he or she gains experience,
represented by experience points. A character who reaches a speci ed experience point total advances in capability. This
advancement is called gaining a level.

CLASS FEATURES AND HIT DICE When your character gains a level, his or her class often grants additional features, as
detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two
scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character's
pro ciency bonus increases at certain levels. Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add
your Constitution modi er to the roll, and add the total to your hit point maximum. Alternatively, you can use the xed value
shown in your class entry, which is the average result of the die roll (rounded up).
When your Constitution modi er increases by 1, your hit point maximum increases by 1 for each level you have
attained. For example, if your 7th-level soldier has a Constitution score of 17, when he reaches 8th level, he increases his
Constitution score from 17 to 18, thus increasing his Constitution modi er from +3 to +4. His hit point maximum then
increases by 8.
XP AND PROFICIENCY BONUS PROGRESSION The Character Advancement table summarizes the XP you need to
advance in levels from level 1 through level 20, and the pro ciency bonus for a character of that level. Consult the
information in your character's class description to see what other improvements you gain at each level.

Experience Experience Points Points Level Level Pro Pro ciency ciency Bonus Bonus
0 1 +2

300 2 +2

900 3 +2

2,700 4 +2

6,500 5 +3

14,000 6 +3

23,000 7 +3

34,000 8 +3

48,000 9 +4

64,000 10 +4

85,000 11 +4

100,000 12 +4

120,000 13 +5

140,000 14 +5

165,000 15 +5

195,000 16 +5

225,000 17 +6

265,000 18 +6

305,000 19 +6

355,000 20 +6
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CHAPTER 2: SPECIES
visit to any of the great cities in the worlds of Star Wars overwhelms the senses. Voices chatter in countless di. erent
languages. The smells of cooking in dozens of di. erent cuisines mingle with the odors of crowded streets and poor
sanitation. Buildings in myriad architectural styles display the diverse origins
SPECIAL TRAITS The description of each species includes special traits that are common to members of that
species. The following entries appear among the traits of most species.
of their inhabitants.
And the people themselves-people of varying size, shape, and color, dressed in a dazzling spectrum of styles and
hues-represent many di erent species, from diminutive Bothans and stalwart Cereans to majestic Twi'Leks and
towering Wookiees, mingling among a variety of human ethnicities.
Scattered among the members of these more common species are the true exotics: a hulking Besalisk here, pushing
his way through the crowd, and a sly Chiss there, lurking in the shadows with mischief in her eyes. A group of Jawas
chatters as one of them activates a clever mechanical toy that moves of its own accord. Zabraks and Devaronians
live and work alongside humans, without fully belonging. And there, well out of
ABILITY SCORE INCREASE Every species increases one or more of a character's ability scores.
AGE The age entry notes the age when a member of the species is considered an adult, as well as the species's
expected lifespan. This information can help you decide how old your character is at the start of the game. You can
choose any age for your character, which could provide an explanation for some of your ability scores. For example,
if you play a young or very old character, your age could explain a particularly low Strength or Constitution score,
while advanced age could account for a high Intelligence or Wisdom. the sunlight, is a lone Duros-a fugitive from the
the Galactic Republic, trying to make his way in a world.
ALIGNMENT Most species have tendencies toward certain CHOOSING A SPECIES Humans are the most
common people in the worlds of Star Wars, but they live and work alongside Ithorians, Ki ar, Mirialan, and countless
other fantastic species. Your character belongs to one of these peoples.
alignments, described in this entry. These are not binding for player characters, but considering why your Sith follows
the light side, for example, in de ance of the Sith Empire can help you better de ne your character.
Your choice of species a ects many di erent aspects
SIZE of your character. It establishes fundamental qualities
Characters of most species are Medium, a size category that exist throughout your character's adventuring
including creatures that are roughly 4 to 8 feet tall. career. When making this decision, keep in mind the
Members of a few species are Small (between 2 and 4 kind of character you want to play. For example, a
feet tall), which means that certain rules of the game Bothan can be a good choice for a sneaky operative, a
a ect them di erently. The most important of these Wookiee makes a tough berserker, and a Twi'lek can be
rules is that Small characters have trouble wielding a master of the Force.
heavy weapons and heavy shields, as explained in Your character species not only a ects your ability
chapter 6. scores and traits but also provides the cues for building your character's story. Each species's description
in this chapter includes information to help you roleplay a character of that species, including personality, physical
SPEED Your speed determines how far you can move when traveling (chapter 8) and ghting (chapter 9).
appearance, features of society, and special alignment
LANGUAGES tendencies. These details are suggestions to help you
By virtue of your species, your character can speak, think about your character; adventurers can deviate
read, and write certain languages. Each species typically widely from the norm for their species. It's worthwhile
speaks, or at least understands, Galactic Basic as well as to consider why your character is di erent, as a helpful
having a unique language of their own. Chapter 4s list way to think about your character's background
the most common languages of the Star Wars universe. and personality.
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BITH TRAITS As a Bith, you have the following special traits.
Ability Ability Score Score Increase. Increase. Your Intelligence score increases by 2, and your Dexterity score
increases by 1.
Age. Age. Bith reach adulthood in their late teens and live less than a century.
Alignment. Alignment. Biths' benevolent nature causes them to tend toward the light side, though there are
exceptions.
Size. Size. Bith typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that
range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Detail Detail Oriented. Oriented. You are practiced at scouring
for details. You have advantage on Intelligence (Investigation) checks within 5 feet.
Keen Keen Hearing Hearing and and Smell. Smell. You have advantage on Wisdom (Perception) checks that
involve hearing or smell.
Musician. Musician. You are pro cient in one musical instrument of your choice.
Programmer. Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are
considered pro cient in the Technology skill and add double your pro ciency bonus to the check, instead of your
normal pro ciency bonus.
Languages. Languages. You can speak, read, and write Galactic Basic, Bith, and one more language of your
choice.
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BIOLOGY AND APPEARANCE Bith are craniopods with pale pink, yellow, or green skin, large heads, large
lidless eyes, toeless feet, and long ngers. Their thumb and small nger were both fully opposable. The Bith's internal
systems are di erent from most humanoids, as the Bith have only one lung, and exhale through their skin. Bith also
lack a proper nose, instead having highly sensitive olfactory organs hidden in the skin- aps of their cheeks.
The other Bith senses are also acute. Bith can sense the tonal qualities of sound as well as other species sensed
colors. Their eyes, as big as a Menahuun's, can see microscopic details of nearby objects, but are extremely
nearsighted as a result. An interesting side e ect of their incredible sensors is the e ect of sonic grenades, or
screamers, on them. It is described as causing their heads to explode. Similarly, Bith have high manual dexterity
which helps them manipulate ne tools, though their physical prowess with gross motor skills was only average.
SOCIETY AND CULTURE Bith are one of the galaxy's most ancient civilizations, with a history going back
millions of years. This antiquity garners respect in certain quarters, such as among the Gree, who gave them more
respect than other, "younger" species. Their society is highly regimented, with everything from mate selection to
political leadership controlled by sophisticated computer programs.
NAMES Bith names are quite diverse. Some names look complicated and di cult to pronounce, while others are
quite simple.
Male Names. Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass Female Names. Female Names. Duhia,
F'hubama, R'hothal, Thidus Surnames. Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo
BITH
VISUAL CHARACTERISTICS
Skin Color Skin Color Green, pink, white, or yellow
Hair Color Hair Color None
Eye Color Eye Color Black
Large cranium, acute senses of smell and
Distinctions Distinctions
hearing
PHYSICAL CHARACTERISTICS
Height Height 4'9" +2d6"
Weight Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Clak'dor VII
Language Language Bith
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BIOLOGY AND APPEARANCE Bothans are a short species of furry humanoids. Bothans are covered in fur
which shifted in response to their emotional state by way of gentle ripplings. It is this trait, named Wrendui, that
betrays them when members of their kind intend to be duplicitous in their dealings with others. They possess tapered
pointed ears, and both males and females were known to sport beards. Bothans are able to interbreed with the other
species, though it is rare that they do so. Such hybrids somewhat resembled baseline humans with haunches,
hooves, fur, pointed ears and a long tail.
SOCIETY AND CULTURE Bothan culture is guided by the philosophy and principles from the ancient text
known as The Way, written by Golm Fervse'dra. In this "Bothan Way", the pursuit of power and in uence is
paramount. Thus, individual Bothans put their own political and economic success above all other concerns, and as a
species, Bothans put their own advancement ahead of other intergalactic interests. The volume of backstabbing,
subtle character assassination and political maneuvering in Bothan society is dizzying, and results in many species
stereotyping Bothans as untrustworthy. In fact, most Bothans are habitually paranoid, believing that anyone who's not
working with them, is working against them. In times of crisis, the focus of Bothan society shifts to a survivalist state
known as "ar'krai". When engaged in ar'krai, all t Bothans volunteer to defend their species from impending
extinction.
NAMES Male Bothan names are often trickey while female's are soft. Surnames are familial.
Male Names. Male Names. Garc, Hibriak, Nith, Tramom, Ventagt Female Names. Female Names. Ceerriah, Dhaim,
Gnam, Meenn, Vit Surnames. Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil
BOTHAN
VISUAL CHARACTERISTICS
Skin Color Skin Color Brown
Hair Color Hair Color Black, brown, or gray (with age)
Eye Color Eye Color Brown or green
Distinctions Distinctions Diminituive stature, mood-sensitive fur
PHYSICAL CHARACTERISTICS
Height Height 4'3" +2d4"
Weight Weight 60 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Bothawui
Language Language Bothese
BOTHAN TRAITS As a Bothan, you have the following special traits.
Ability Score Increase. Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score
increases by 1. Age. Age. Bothans reach adulthood in their late teens and live less than a century.
Alignment. Alignment. Bothans' duplicitous nature causes them to tend toward the dark side, though there are
exceptions.
Size. Size. Bothans stand 4-5 tall and weigh under 100 pounds. Regardless of your position in that range, your size
is Small.
Speed. Speed. Your base walking speed is 25 feet. Shrewd. Shrewd. You are pro cient in the Insight and Deception
skills.
Naturally Stealthy. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that
is at least one size larger than you.
Nimble Escape. Nimble Escape. Bothans can take the Disengage or Hide action as a Bonus Action on each of its
turns.
Languages. Languages. You can speak, read, and write Galactic Basic and Bothese. Bothese had a great in uence
on the forming of Galactic Basic; the two languages share many cognates.
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CHISS TRAITS As a chiss, you have the following special traits.
Ability Ability Score Score Increase. Increase. Your Intelligence score increases by 2, and your Charisma score

increases by 1.Age. Age. Chiss reach adulthood in their late teens and live less than a century.
Alignment. Alignment. Chiss' tactical and sel sh nature cause them to tend toward lawful dark side, though there are
exceptions.
Size. Size. Chiss typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in
that range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Tech Tech Resistance. Resistance. Growing up around
technology leaves an impact on Chiss. You have advantage on saving throws against tech powers.
Darkvision. Darkvision. You have a keen eyesight, especially in the dark. 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.
Martial Martial Pro Pro ciency. ciency. You have pro ciency with light and medium armor as well as the blaster
pistol and sniper ri e.
Languages. Languages. You can speak, read, and write Galactic Basic and Cheunh. Cheunh is a complex
language that is di cult for non-Chiss to learn. Chiss take pride in this di culty.
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BIOLOGY AND APPEARANCE The Chiss are a near-Human species distinguished by their blue skin and
glowing red eyes. Genetic analysis indicate that they are an o shoot of humanity, and it is believed that moving
underground led to a divergence between them and baseline Humans. Their blue skin, jet black hair and red eyes
generally command attention; these features make them physically striking and instantly recognizable.
SOCIETY AND CULTURE Chiss society is highly structured and ordered with the rule of law being enforced by
a group of four a liations known as the Ruling Families: the Csapla, Nuruodo, Inrokini and Sabosen. These are not
biological family groupings but instead di erent branches of their government. Every Chiss claims a liation to one of
the four families, as determined by both tradition and place of birth. The family names are more of a cultural holdover;
the bloodlines had grown so co-meddled that any Chiss could claim a liation to any of the ruling families. In spite of
the outward impression of calm and order that the Chiss like to project to outsiders, there were evidently tensions
within the Families; political assassinations are a real part of Chiss political life for the Ruling Families.
NAMES A Chiss true-name has 3 parts, each separated by an apostrophe. The rst part is their family name, the
second part is their root name, and the third part is their occupation. Chiss rarely share their true-name with non-
Chiss, and usually go by their root name. Male and female names do not signi cantly deviate. Names. Names.
Crorcu'ecuk'unist, Dash'esoru'ishur, Jerd'ecer'lonii, Kisk'egauw'eqhi, Pommo'icuote'nlerme, Vornu'wuzi'lerdim
CHISS
VISUAL CHARACTERISTICS
Skin Color Skin Color Blue or silver
Hair Color Hair Color Black, blue, or silver
Eye Color Eye Color Red
Glowing red eyes, above-average night
Distinctions Distinctions
vision
PHYSICAL CHARACTERISTICS
Height Height 4'11" +2d10"
Weight Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Csilla
Language Language Cheunh
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BIOLOGY AND APPEARENCE The Duros are humanoids with smooth blue-green skin, red eyes, lipless
mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes are responsible for their
sense of smell. Both females and males are bald, though both genders are easily distinguished. Their large red
goggle-like eyes have slit pupils. Duros females laid eggs as they are descended from ancient reptiles, and they are
born in a larval grub stage. Unlike similar species, the Duros take care of their o spring from birth.
SOCIETY AND CULTURE Their home planet Duro is primarily uninhabited due to massive pollution on the
world over time. Instead, it is covered with automated farms for food production. The Duros live in twenty orbital
space cities above the planet.
The Duros also established a vast, grand starship construction industry in the Duro system. The Duros set up their
government around a consortium of starship construction corporations, with all important political decisions made by
the stockholders of the corporations. This meant that any Duros that held stock in a company could participate in the
administration of the system.
With their strong memories, some Duros also choose to become extraordinary storytellers, renowned galaxy-wide for
their ability to learn a wide range of narratives by heart, and perform them all with stunning accuracy.
NAMES Duros names are generally melodic, with female names having softer intonations. Surnames are familial.
Male Names. Male Names. Cir, Fod, Mom, Rur, Zim Female Names. Female Names. Chochi, Fumsu, Kaleshef,
Raada Surnames. Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks
DUROS
VISUAL CHARACTERISTICS
Skin Color Skin Color Blue, green
Hair Color Hair Color None
Eye Color Eye Color Red
Noseless, large red eyes, a nity for
Distinctions Distinctions
space travel
PHYSICAL CHARACTERISTICS
Height Height 5'5" +2d10"
Weight Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Duro
Language Language Durese
DUROS TRAITS As a Duros, you have the following special traits. Ability Score Increase. Ability Score
Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1. Age. Age. Duros reach

adulthood in their 20s and live an average of 150 years.


Alignment. Alignment. Duros tend toward no particular alignment. The best and worst are found among them.
Size. Size. Duros stand around 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your
size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Darkvision. 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.
Galactic Traveler. Galactic Traveler. You have pro ciency in Lore. Pilot. Pilot. You have pro ciency in Piloting. Tech
Resistance. Tech Resistance. Duros grow up around technology, and while they may not all use it they all have
experience with it. You have advantage on saving throws against tech powers.
Languages. Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common
interstellar tongue used by prominent spacers and traders.
PART 1 | SPECIES 18
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HUMAN TRAITS As a human, you have the following special traits.
Ability Ability Score Score Increase. Increase. One ability score of your choice increases by 2, and two di erent
abilities of your choice increase by 1. Alternatively, four ability scores of of your choice each increase by 1.
Age. Age. Humans reach adulthood in their late teens and live less than a century.
Alignment. Alignment. Humans tend toward no particular alignment. The best and worst are found among them.
Size. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your
position in that range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. De De ant. ant. Humans are known to be stubborn and often
refuse to give up, even against the worst odds. You can add a d4 to a skill check or saving throw, after rolling but
before you know the outcome. You must then nish a short or long rest before you can use this feature again.
Pro Pro ciency. ciency. You gain pro ciency in one skill, one tool, and one weapon of your choice.
Languages. Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.
Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of
sprinkling their speech with words borrowed from other tongues: Trandoshan curses, Twi'lek musical expressions,
Chiss military phrases, and so on.
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BIOLOGY AND APPEARANCE Humans are an intelligent species that originated on Coruscant, but can be
found on many other planets across the galaxy, including Naboo, Tatooine, and Alderaan. They come in two sexes,
male and female, and give birth to live young. They are bipedal beings with a bilateral symmetry, having a front and a
back end, as well as an upside and downside. Their bodies are comprised of a torso with a head and four limbs
attached to it. The upper limbs, or arms, end in hands which had ve ngers each; the lower ones, called legs, end in
feet. The human ngers have multiple points of articulation, and one of them is an opposable thumb that allowed for ne
manipulation. Finally, they have one head perched atop their torso. Many other species, including Twi'leks, Mon
Calamari, or Zabraks, are referred to as "humanoids" because of their structural resemblance to humans.
SOCIETY AND CULTURE Humans can occupy a variety of employs, from politicians to bounty hunters, swoop
racers, smugglers, or even a farmer. There exist many planetary groups of humans with their own cultures, such as
the Alderaanians or the Pamarthens. Humans are the most populous species in the Galaxy.
NAMES Humans are the most populace species in the Galaxy, and thus their names vary drastically based on the
planet or culture with whom they reside.
Male Names. Male Names. Koth, Liorz, Satapak, Tin, Vuc Female Names. Female Names. Dhetia, Jhilk, Risha,
Thinnih, Tonu Surnames. Surnames. Jauli, Kudi, Melmi, Windu, Wobec
HUMAN
VISUAL CHARACTERISTICS
Skin Color Skin Color Light to dark tones
Black, blond, orange, brown, gray to
Hair Color Hair Color
white (usually with age)
Amber, blue, brown, gray, green, hazel,
Eye Color Eye Color
purple, or red
Biped with bilateral symmetry, opposable
Distinctions Distinctions
thumbs
PHYSICAL CHARACTERISTICS
Height Height 4'8" +2d10"
Weight Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Coruscant
Language Language Galactic Basic
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BIOLOGY AND APPEARANCE Jawas are easily identi able by their traditional brown hooded robes, though it
is not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small
stature and high pitched, quickly spoken language called Jawaese. Underneath their robes, Jawas appear to be
gaunt, rodent-like creatures, with shrunken faces and yellow eyes.
SOCIETY AND CULTURE Jawas are a communal, compulsive scavenger species who spend most of their life
devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from
millennia of star travel and technological advancement. Most non-Jawas regard the Jawas as scavengers and
thieves, a description that most Jawas actually nd pleasing.
The Jawa's uno cial motto is not to look for uses in a salvaged item, but rather to imagine someone else who
might nd a use for it. This is evidenced in their endless search for wares with which to trade with almost any being
Jawas encounter. They have a kind of instinctive feel for machinery and electronics, notorious for knowing how to get
a piece of equipment functioning just well enough to sell.
NAMES Jawa names are quickly spoken, complex, and often misunderstood. Jawas who spend the majority of
their time around other species respond well to nicknames. Male and female names do not signi cantly deviate.
Surnames are clan based.
Male names. Male names. Bilvu, Mnak, Penk, Plin, Vih Female names. Female names. Bahimos, Kola, Levu, Rhovi,
Uvet Surnames. Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel
JAWA
VISUAL CHARACTERISTICS
Skin Color Skin Color Black
Hair Color Hair Color Black
Eye Color Eye Color Yellow
Diminutive stature, mechanical aptitude,
Distinctions Distinctions
thieving nature
PHYSICAL CHARACTERISTICS
Height Height 2'9" +2d4"
Weight Weight 35 lb. x1 lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Tatooine
Language Language Jawaese
JAWA TRAITS As a Jawa, you have the following special traits. Ability Score Increase. Ability Score Increase.
Your Dexterity score increases by 2, and your Intelligence score increases by 1. Age. Age. Jawas are considered

adults when they make their rst sale and live less than a century.
Alignment. Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though
there are exceptions.
Size. Size. Jawas stand around 3 to 4 feet tall and weigh about 40 lbs. Regardless of your position in that range,
your size is Small.
Speed. Speed. Your base walking speed is 25 feet. Darkvision. 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.
Grovel, Cower, and Beg. Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract
nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet
of you that can see you. Once you use this trait, you can't use it again until you nish a short or long rest.
Tech Dabbler. Tech Dabbler. You know the ion blast at-will tech power. When you reach 3rd level, you can cast the
repair droid tech power once per day. When you reach 5th level, you can also cast the hold droid tech power once
per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these
powers.
Thieves. Thieves. You have pro ciency in Sleight of Hand. Tinker. Tinker. You have pro ciency with tinker's tools.
You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can
take the Use an Object action to have your device cause one of the following e ects: create a small explosion, create
a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical re. You can maintain a
number of these devices up to your pro ciency bonus at once, and a device stops functioning after 24 hours away
from you. You can dismantle the device to reclaim the materials used to create it.
Languages. Languages. You can speak, read, and write Jawaese. You can understand spoken and written Galactic
Basic, but your vocal cords do not allow you to speak it. Jawaese blends quickly spoken, semi-meaningless syllables

with scents to be understood.PART 1 | SPECIES 20


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KEL DOR TRAITS As a Kel Dor, you have the following special traits.
Ability Ability Score Score Increase. Increase. Your Wisdom score increases by 2, and your Dexterity score
increases by 1.
Age. Age. Kel Dor reach adulthood in their late teens and live less than a century.
Alignment. Alignment. Kel Dors' structured nature causes them to tend toward lawful balanced, though there are
exceptions.
Size. Size. Kel Dor typically stand around 6 feet tall and weigh about 160 lbs. Regardless of your position in that
range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Darkvision. Darkvision. Your natural evolution allows you to
see what others do not in dim and dark 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.
Foreign Foreign Biology. Biology. You cannot breathe oxygen. The Kel Dors have created a breathing apparatus to
negate the negative e ects of living in an oxygen rich environment, but if your mask is removed while you are in such
an environment, you lose consciousness.
Life Life in in the the Void. Void. You can survive for one hour within the vacuum of space. You have resistance to
Necrotic damage.
Telepathy. Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a
language with the target in order to communicate in this way.
Languages. Languages. You can speak, read, and write Galactic Basic and Kel Dor.
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BIOLOGY AND APPEARENCE Due to Dorin having a unique atmosphere composed of helium and a gas
unique to their world, the Kel Dors are forced to wear an antiox breath mask and protective goggles whenever in
atmospheres of a di erent composition. Without their protective goggles, Kel Dors were considered e ectively blind
when away from Dorin. They were also able to survive in the vacuum of space for a short time, though it was
unknown exactly how long they could withstand it.
The Kel Dors also have heightened re exes, a result of the extrasensory organs in their heads. They are typically
quick and wise.
SOCIETY AND CULTURE Kel Dors are noted for their simple approach to justice, and they typically see moral
issues in black and white. On the one hand, the Kel Dor are noted for their hospitality; they would never turn away a
stranger in need. Yet, Kel Dors are not averse to taking the law into their own hands, and have no compunctions
about putting to death a thief who was merely stealing to feed himself.
Kel Dor Force-sensitives are often trained as Baran Do Sages, who have an honored place in Kel Dor culture. They
often serve as advisers to rich and powerful Kel Dor families. Wars and disasters have been averted simply by the
insight of a Baran Do Sage.
NAMES Kel Dor names are base on sound generated by Dorin's unique atmosphere. Surnames are based on
ancient family trades.
Male Names. Male Names. Bil, I'zers, Nullo, Taciss, Zaln Female Names. Female Names. Arri'ku, Bhi're, Chu, So'ro,
Thirza Surnames. Surnames. Andugai, Borak, Haimnech, Vitchess
KEL DOR
VISUAL CHARACTERISTICS
Skin Color Skin Color Orange, red
Hair Color Hair Color None
Eye Color Eye Color Black, silver
Rebreathers to survive in oxygen
Distinctions Distinctions
environments
PHYSICAL CHARACTERISTICS
Height Height 4'6" +2d12"
Weight Weight 80 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Dorin
Language Language Kel Dor
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BIOLOGY AND APPEARENCE The Mon Calamari are a bipedal, amphibious species with high-domed heads,
webbed hands and large, goggle-like eyes. In addition to being webbed, the Mon Calamari hand presents three
suction-cup like holes on its palm, and featured ve claw-tipped ngers: one opposable thumb, two long middle ngers,
and two very short outer ngers. Although they are shaped like
ippers, their feet can nevertheless t into boots designed for human-like feet. The females are distinguished from the
males by their more prominent chest areas.
SOCIETY AND CULTURE The Mon Calamari have developed a very advanced and civilized culture. Their art,
music, literature, and science show a creativity surpassed by few in the galaxy. Mon Calamari literature depicts stars
as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon
Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their
concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a
near-legendary quality of being both determined and dedicated; once a Mon Calamari decides on a course of action,
they are not easily swayed from that decision. They often xate themselves on "lost causes."
NAMES Mon Calamari names generally have a melodic feel.
Male Names. Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa Female Names. Female Names. Afwa, Lel,
Mhirim, Ri, Theya Surnames. Surnames. Dualda, Gradi, Tua, Valec, Winab
MON CALAMARI
VISUAL CHARACTERISTICS
Reddish brown, brown, red, cyan, mottle,
Skin Color Skin Color
salmon, gold, blue, grey, or white
Hair Color Hair Color None
Eye Color Eye Color Yellow, orange, blue, or gray
Large, goggle-like eyes, high-domed
Distinctions Distinctions
heads, webbed hands
PHYSICAL CHARACTERISTICS
Height Height 4'9" +2d8"
Weight Weight 100 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Mon Cala
Language Language Mon Cal
MON CALAMARI TRAITS As a Mon Calamari, you have the following special traits.
Ability Score Increase. Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or
Wisdom score increases by 1.
Age. Age. Mon Calamari reach adulthood in their late teens and live less than a century.
Alignment. Alignment. Mon Calamaris' love of the arts cause them to tend toward the light side, though there are
exceptions.
Size. Size. Mon Calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your
position in that range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Amphibious. Amphibious. You can breathe air and water.
Darkvision. Darkvision. Accustomed to life underwater, you have superior vision in low light 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.
Mon Calamari Resistance. Mon Calamari Resistance. You have advantage on saving throws against slow e ects

and you have resistance against cold damage (explained in chapter 9). Musical. Musical. You have pro ciency in one

musical instrument of your choice.


Swim. Swim. You have a swimming speed of 30 feet. Languages. Languages. You can speak, read, and write
Galactic Basic, Mon Cal, and one language of your choice.
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RODIAN TRAITS As a Rodian, you have the following their heads, which served to detect vibrations. The exible
special traits. Ability Ability Score Score Increase. snouts augmented the Rodians' nely tuned olfactory senses,
Increase. Your Dexterity score increases by 2, and your collecting and
ltering the air. Their characteristically large
Constitution score increases by 1.Age. Age. Rodians reacheyes indicated a primarily nocturnal ancestry and
were capable of seeing into the infrared part of the
adulthood in their late teens and live less than a century. spectrum. Due to their love of ghting and active
Alignment. Alignment. Rodian culture's violent focus lifestyles, most Rodians kept in good condition,
causes them to tend toward the dark side, though there normally lean and wiry; however, some wealthy
are exceptions. Rodians became complacent and obese.
Size. Size. Rodians typically stand 5 to 6 feet tall and
weigh 160 lbs. Regardless of your position in that range, SOCIETY AND CULTURE Rodian culture is obsessed
your size is Medium. with violence and death, due to behaviors and practices that
Speed. Speed. Your base walking speed is 30 feet. Adept are ingrained since their earliest ancestry. Their densely
packed jungle homeworld is ill-suited for agriculture,
Adept Climbers. Climbers. You have a climbing speed of
requiring Rodians to compete with vicious predators for most
30 feet.Darkvision. Darkvision. You can see in dim light of their food, some of which can wipe out entire Rodian
villages. As the Rodians developed cunning hunting tactics
within 60 feet of you as if it were bright light, and in darknessto survive, the hunt became central to their culture.
as if it were dim light. You can't discern color in darkness, Eventually, having driven most of the other predators on the
only shades of gray. planet to near extinction, they began to hunt each other in
Hunter. Hunter. You are pro cient in Survival and various wars and gladiatorial contests.
Stealth. Keen Keen Hearing Hearing and and Smell.
Smell. You have advantage on Wisdom (Perception) NAMES Female names tend to be longer than male
checks that involve hearing or smell. names. Surnames are familial.
Languages. Languages. You can speak, read, and Male Names. Male Names. Dagon, Dwedd, Gweym,
write Galactic Basic and Rodese. Rodians can Steech, Xeep Female Names. Female Names.
communicate with eachother using pheromones. Force- Heebmu, Iissi, Teezle, Whunam Surnames. Surnames.
sensitives can detect this communication, though they Bluchosso, Encekserr, Gieeseaagg
can't understand it.
BIOLOGY AND APPEARENCE The Rodians are
green-skinned humanoids from the planet Rodia. They PART 1 | SPECIES 10/16
possess distinctive faces: large, round, multifaceted eyes;
tapir-like snouts; and a pair of saucer-shaped antennae on RODIAN
VISUAL CHARACTERISTICS
Skin Skin Color Color Blue, green, purple, turquoise, or
yellow

Hair Hair Color Color


None

Eye Eye Color Color Blue, black, green, purple, or


red

Distinctions
Distinctions

PHYSICAL CHARACTERISTICS
Height Height 4'9" +2d10"

Weight Weight 115 lb. x(2d4) lb.


SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Rodia

Language Language Rodese


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BIOLOGY AND APPEARANCE Sith are a proud and violent species of humanoids that evolved on Korriban, a
planet within the Horuset system in an isolated Outer Rim region called the Stygian Caldera. Sith have a larger than
average number of individuals with potential to use the Force in their species, so high in fact that the entire species
was considered strongly Force-sensitive.
Sith Purebloods are characterized by their expressive facial appendages, bone spurs, cranial horns, and predatory
gaze.
SOCIETY AND CULTURE Sith culture is a rigid and strati ed caste-based society. For the Sith, war and
violence are just as much a part of the natural order of life as peace or serenity. Though they are in an almost
constant state of war, their civilization is quite sophisticated; they see these acts not as cruel or barbaric, but simply
basic aspects of existence. Their constant warring led to a dwindling of the population on their original homeworld of
Korriban as well as cultivated an intensely xenophobic society.
NAMES Sith Pureblood names are not conventional. They are often named for virtues in the Sith tongue. Sith rarely
share surnames, since they do not value family ties. When a Sith Pureblood achieves a success or victory, they often
change their name to match their perceived newfound status. Since force sensitivity is common in Sith Purebloods,
and their culture is built around strength, most Sith are called simply "My Lord," or some other epithet, by their
underlings.
Male Names. Male Names. Aqorzum, Khashai, Sihmot, Wirjol Female Names. Female Names. Aqurwia, Cliriu,
Nupax, Ubhesosiuth
SITH PUREBLOOD
VISUAL CHARACTERISTICS
Skin Color Skin Color Black or red
Hair Color Hair Color Black, brown, gray, red, or white
Eye Color Eye Color Orange, red, or yellow
Tentacle facial appendages, often wear
Distinctions Distinctions
jewelry or have tattoos, bone spurs
PHYSICAL CHARACTERISTICS
Height Height 4'8" +2d10"
Weight Weight 110 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Korriban
Language Language Sith
SITH PUREBLOOD TRAITS As a Sith Pureblood, you have the following special traits.
Ability Score Increase. Ability Score Increase. Your Charisma score increases by 2, and your Strength or Dexterity
score increases by 1.
Age. Age. Sith reach adulthood in their late teens and live less than a century.
Alignment. Alignment. The cruelty of the Sith causes them to tend toward chaotic dark side, though there are
exceptions.
Size. Size. Sith generally stand between 5 and 6 feet tall and weigh less than 200 lbs. Regardless of your position in
that range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Darkvision. Darkvision. Your vision can easily cut through
darkness. 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.
Force Sensitive. Force Sensitive. You know the denounce at-will force power. When you reach 3rd level, you can
cast the curse force power once per day. When you reach 5th level, you can also cast the darkness force power
once per day. Charisma is your forcecasting ability for these powers.
Menacing. Menacing. You gain pro ciency in the Intimidation skill.
Sadistic. Sadistic. You have pro ciency with saberwhips, vibrowhips, and nets.
Languages. Languages. You can speak, read, and write Galactic Basic and Sith. Sith is an agglutinative language,

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TOGRUTA TRAITS As a Togruta, you have the following special traits.
Ability Ability Score Score Increase. Increase. Your Wisdom score increases by 2, and your Strength or Dexterity
score increases by 1.
Age. Age. Togruta reach adulthood in their late teens and live less than a century.
Alignment. Alignment. Togruta culture focuses on unity which causes them to tend toward the light side, though
there are exceptions.
Size. Size. Togruta typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that
range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Darkvision. Darkvision. Your vision can easily cut through
darkness. 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.
Montral Montral Reception. Reception. You have tremorsense out to 30 feet. You can detect and pinpoint the origin
of vibrations within a speci c radius, provided that monster and the source of the vibrations are in contact with the
same ground or substance. Tremorsense can't be used to detect ying or incorporeal creatures
Wild Wild Hunters. Hunters. You have pro ciency with the Survival skill.
Languages. Languages. You can speak, read, and write Galactic Basic and Togruti. Togruti is an ornate language
characterized by trills and long vowel sounds which are modi ed by subtle tremors in the Togruta's head-tails. This
language is heavily in uenced by Basic, but also incorporates some native idioms, which caused Basic- speaking
Togruta to use seemingly strange expressions.
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BIOLOGY AND APPEARENCE Togruta have rusty skin tones ranging in hue from blue to red to green, with
white pigmentation on their faces, greyish lips, and white stripes adorn various parts of their bodies. The pattern of
stripes varies from individual to individual. This red and white pattern was a phenotype left over from their ancestor's
camou age that helped them to blend in with Shili's natural surroundings.
Their heads bear two montrals, with three to four head-tails, whose stripes were darker than those of the montrals.
Togruta have the ability to sense the proximity and movement of physical objects around them by means of their
hollow montrals, which detect space ultrasonically. Young Togrutas' montrals and posterior head-tail do not fully grow
until adolescence, when their montrals curve and their nal head-tail grows to the length of their other head-tails.
SOCIETY AND CULTURE Togruta have a strong sense of unity and togetherness. On their native homeworld
of Shili, they rely on each other and band together to take a stand against the massive monsters that hunt them. The
creatures of Shili most often attack in groups, which was even more reason for the native Togruta to work together.
While most of Shili is covered in the scrublands where the Togruta hunt their herbivorous prey, the Togruta live in
small communities in the forest valleys.
NAMES Togruta names are typically long. Surnames are familial.
Male Names. Male Names. Acanaar, Mukraas, Obolak, Tokrym Female Names. Female Names. Akoma, Maasha,
Okohlo, Shola Surnames. Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin
TOGRUTA
VISUAL CHARACTERISTICS
Blue, green, orange, purple, red, white, or
Skin Color Skin Color
yellow
Hair Color Hair Color None
Black, blue, green, orange, purple, yellow,
Eye Color Eye Color
or red
Sharp canine teeth, two montrals, three
Distinctions Distinctions
or four head-tails
PHYSICAL CHARACTERISTICS
Height Height 4'9" +2d8"
Weight Weight 115 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Shili
Language Language Togruti
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BIOLOGY AND APPEARANCE Trandoshans are a large, bipedal sentient species, with scaly skin which was
shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, Trandoshans had
two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Each of
their four limbs ends in three razor sharp claws. These are perfect for combat, but did not grant them manual
dexterity, making a Trandoshan's nger movements somewhat clumsy and awkward.
SOCIETY AND CULTURE Trandoshans worship their goddess, the Scorekeeper, whom they would appease
through acts which increased their Jagannath points. This is done by living a lifestyle which was, by non-Trandoshan
standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers.
Trandoshans especially prize Wookiee pelts, which consequently play a large part in earning Jagannath points-
capturing the pelts of particularly infamous Wookiees would give the hunter a large increase in Jagganath points. To
be shamed or captured during a hunt would zero one's Jagganath points-e ectively making their life forfeit in the eyes
of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.
NAMES Trandoshan names are quite harsh and contain a lot of elongated sounds, as well as a lot of s's. Di
erences between male and female names are often very subtle, but there is a higher chance for female names to
contain softer sounds.
Male Names. Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss Female Names. Female Names. Aksa, Idwiks,
Kluks, Mezuus, Shokss Surnames. Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot
TRANDOSHAN
VISUAL CHARACTERISTICS
Skin Color Skin Color Green, yellow, brown, orange, red
Hair Color Hair Color None
Eye Color Eye Color Yellow, orange
Reptilian, scaly skin, regenerative
Distinctions Distinctions
properties
PHYSICAL CHARACTERISTICS
Height Height 5'5" +2d12"
Weight Weight 130 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Trandosha
Language Language Dosh
TRANDOSHAN TRAITS As a Trandoshan, you have the following special traits.
Ability Score Increase. Ability Score Increase. Your Strength score increases by 2, and your Wisdom score
increases by 1.
Age. Age. Trandoshans reach adulthood in their early teens and rarely live to be older than 70.
Alignment. Alignment. Trandoshans tend toward the dark side, though there are exceptions.
Size. Size. Trandoshans stand as tall as 7 and a half feet and can weigh over 300 lbs. Regardless of your position in
that range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Darkvision. Darkvision. Your vision can easily cut through
darkness. 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.
Hold Breath. Hold Breath. You can hold your breath for up to 15 minutes at a time.
Regenerative. Regenerative. When you take damage, you can use your reaction and expend a hit die to regain

health as long as the damage would not reduce your hit points to 0. Saving Face. Saving Face. Trandoshans are
careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an
ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30
feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you nish a short or long rest.
Languages. Languages. You can speak, read, and write Galactic Basic and Dosh. Dosh is characterized by its
harsh grunts, hisses and growls, and its written form that used alphabetic glyphs.
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TWI'LEK TRAITS As a Twi'lek, you have the following special traits. Ability Ability Score Score Increase.
Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age. Age. Twi'leks reach adulthood in their late teens and live less than a century.
Alignment. Alignment. Twi'leks harsh upbringing cause them to tend toward the dark side, though there are
exceptions.
Size. Size. Twi'leks stand between 5 and 7 feet tall and weigh up to 200 lbs. Regardless of your position in that
range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Darkvision. Darkvision. Your vision can easily cut through
darkness. 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.
Elegant Elegant Dancers. Dancers. You have pro ciency with the Performance skill.
Natural Natural Antitoxins. Antitoxins. You have advantage on saving throws against poison and disease, and you

have resistance against poison damage (explained in Chapter 9).Unarmed Unarmed Combatant. Combatant. Your

unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modi er for the
attack and damage rolls. You must use the same modi er for both rolls.
Languages. Languages. You can speak, read, and write Galactic Basic and Twi'leki. You can communicate non-
verbally with other Twi'leks through a complex language of subtle head-tail motions.
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BIOLOGY AND APPEARENCE Twi'leks are usually thin, although corpulent individuals were known to exist.
Twi'leks are omnivores; this diet is essential given that food is scarce on their homeworld, Ryloth. Twi'leks possess
multiple stomachs, an unusual trait that enables them to eat almost any food. When traveling o their homeworld,
Twi'leks rarely refused food, which frequently leads to obesity among starfarers. Twi'lek society also associates
obesity as a sign of a uence and success.
SOCIETY AND CULTURE The natural grace and exotic beauty of the female Twi'leks make them a popular
target among slave traders. Slavery is the main currency of Ryloth. Some see it as a chance to make money by
kidnapping or selling orphaned children, while others see slavery as a way of saving children from growing up in
Ryloth's harsh environment. A number of Twi'leks believe that slavery is an e cient way to proliferate their species
and preserve their culture, as the Twi'leks lack their own means of inter-planetary travel. Regardless of how it came
about, many Twi'leks live as slaves or entertainers and are considered status symbols, especially the females of rarer
skin hues. Twi'leks that manage to escape from captivity usually turned to a life of thievery or prostitution, with both
genders making use of their powers of seduction.
NAMES Twi'lek names combine their rst name and a clan name into a single name, rather than having a separate
surname.
Male Names. Male Names. Ecrizsati, Gaj'mogos, Ukelweko Female Names. Female Names. Arag'mure, Oanicfuba,
Unaecripi
TWI'LEK
VISUAL CHARACTERISTICS
Skin Skin Color Color
Blue, brown, dark grey, green, orange, pink, purple, red, tan, teal, white, yellow, or striped
Hair Hair Color Color None
Black, blue, brown, green, hazel, orange,
Eye Eye Color Color pink, purple, or yellow
Lekku, sharp claw-like nails, males often
Distinctions Distinctions
le their teeth to points
PHYSICAL CHARACTERISTICS
Height Height 5'3" +2d12"
Weight Weight 125 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Ryloth
Language Language Twi'leki
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BIOLOGY AND APPEARANCE Wookiees are a tall species of furry giants from the planet Kashyyyk, who can
grow to a height of over eight feet. They are covered from head to toe in a thick, shaggy coat of hair with water-
shedding properties that notably came in shades of brown, black, gray, and white. The species has two sexes, female
and male. The latter grows long beards in adult life. Wookiee eye colors are usually blue, green, yellow, golden,
brown, or red.
SOCIETY AND CULTURE Wookiees greatly value honor and loyalty. Therefore, their notion of "family"
encompassed much more than just blood ties. A part of that most sacred tradition was the social institution of life
debt: when a Wookiee's life was saved by someone else, regardless of the species, they would frequently devote
themselves to a lifetime of service to their savior and their family. Through the mechanism of the life debt, the People
of the Trees used to develop unbreakable bonds with their boon companions and true friends, forming a "honor
family."
NAMES Wookiee names are diverse; some names are simple and short while others are long and complicated.
The majority of names often have softer big sounds and more melodic tones to them. Since o worlders have trouble
using Wookiees' real names, they often adopt simpler nicknames to go by.
Male Names. Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Lavgae oak, Snrowbishutchuh, Zu aarkaykkk
Female Names. Female Names. Bulabba, Bonbaegnh, Hopakleupo, Keumnebheu, Onninh, Osstatiemmyock
WOOKIEE
VISUAL CHARACTERISTICS
Skin Color Skin Color Gray
Di erent shades of black, brown, and
Hair Color Hair Color
white in varying combinations
Blue, green, yellow, golden, brown, or
Eye Color Eye Color
red
Tall, hair covered, retractable climbing
Distinctions Distinctions claws, long life spans
PHYSICAL CHARACTERISTICS
Height Height 6'3" +2d12"
Weight Weight 190 lb. x(2d6) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Kashyyyk
Language Language Shyriiwook
WOOKIEE TRAITS As a wookiee, you have the following special traits.
Ability Score Increase. Ability Score Increase. Your Strength score increases by 2, and your Constitution score
increases by 1.
Age. Age. Wookiees reach adulthood at about 40 and can live to be 400.
Alignment. Alignment. Wookies tend toward the light side, though there are exceptions.
Size. Size. Wookies tend to tower over other species, reaching heights over 8 feet and weighing 300 pounds.
Regardless of your position in that range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Claws. Claws. Wookies have retractable claws. You are pro
cient with your claws, which deal 1d4 kinetic damage on a hit.
Darkvision. Darkvision. Your vision can easily cut through darkness. 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.
Hide. Hide. You have a thick hide. When you aren't wearing armor, your AC is 13 + your Dexterity modi er.
Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's
Guide.
Powerful Build. Powerful Build. You count as one size larger when determining your carrying capacity and the
weight you can push, drag, or lift.
Treeclimber. Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws
and Strength (Athletics) checks that involve climbing. Languages. Languages. You can speak, read, and write
Shyriiwook. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.
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ZABRAK TRAITS As a Zabrak, you have the following special traits.
Ability Ability Score Score Increase. Increase. Your Constitution score increases by 2, and your Strength or
Dexterity score increases by 1.
Age. Age. Zabraks reach adulthood in their late teens and live less than a century.
Alignment. Alignment. Zabraks tend toward no particular alignment. The best and worst are found among them.
Size. Size. Zabraks stand anywhere from 5 to 7 feet tall and weigh up to 300 lbs. Regardless of your position in that
range, your size is Medium.
Speed. Speed. Your base walking speed is 30 feet. Coercive. Coercive. You have pro ciency with Persuasion or
Intimidation (your choice).
Crafters. Crafters. You have pro ciency with with one artisan's tool of your choice.
Darkvision. Darkvision. Your vision can easily cut through darkness. 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.
Second Second Heart. Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit
point instead. You can't use this feature again until you nish a long rest.
Unarmed Unarmed Combatant. Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your
choice of your Strength or Dexterity modi er for the attack and damage rolls. You must use the same modi er for both
rolls.
Languages. Languages. You can speak, read, and write Galactic Basic and Zabraki.
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BIOLOGY AND APPEARANCE Zabrak are Near-Human, but have a number of signi cant physical
characteristics that set them apart from baseline Humanity. The most striking of these are a series of vestigial horns
that crown the heads of both males and females. These horns grow at puberty in varying patterns and signi ed that
their rite of passage is drawing near.
In addition to their horns, another of the traits that make Zabrak instantly recognizable are their facial tattoos, which
are made up of thin lines received during their rite of passage. These could symbolize many things, including but not
limited to family lineage, place of birth, or even a design that re ected their individual personalities.
Lastly, Zabraks possess a second heart.
SOCIETY AND CULTURE Zabrak are often seen by most other species as being single-minded, an
observation that is not terribly incorrect. This single-minded determination comes from the fact that they are a species
with a strong sense of self-assuredness, con dent that they are able to accomplish any task that they set out to do.
However, this does not lead a Zabrak to develop a sense of prideful superiority towards others. Though it is not
uncommon to see competition between colonies, this is not seen as a negative. The Zabraks believe that the various
experiences of the di erent colonies only serve to add to the species's overall value throughout the galaxy.
NAMES Zabrak names are usually derived from the animals living on their planet. Zabraks don't use surnames.
Male Names. Male Names. Kadro, Muraa, Neqama, Ruvroo, Xadra Female Names. Female Names. Blostopa, Mega,
Novrar, Rebroke
ZABRAK
VISUAL CHARACTERISTICS
Pale to dark brown, red, orange and
Skin Color Skin Color
yellow
Hair Color Hair Color Black, blonde, brown, red, or purple
Yellow, green, orange, brown, blue, red,
Eye Color Eye Color
or purple
Distinctions Distinctions Horns, two hearts, facial tattoos
PHYSICAL CHARACTERISTICS
Height Height 5'1" +2d12"
Weight Weight 120 lb. x(2d4) lb.
SOCIOCULTURAL CHARACTERISTICS
Homeworld Homeworld Iridonia or Dathomir
Language Language Zabraki
become an engineer. A berserker might discover latent
CHAPTER 3: CLASSES force sensitivity and dabble in the guardian class while
continuing to advance as a berserker. Sith purebloods are
dventurers are extraordinary people, driven by a thirst for known to combine martial mastery with force training and
excitement into a life that others would never dare lead. advance as ghters and consulars simultaneously. Optional
They are heroes, compelled to explore the dark places of rules for combining classes in this way, called multiclassing,
the world and take on the challenges that lesser women appear in chapter 6.
and men can’t stand against.
Class is the primary de nition of what your character Many classes and subclass add material costs to obtain
can do. It’s more than a profession; it’s your character’s features integral to the class while most others don't. Your
calling. Class shapes the way you think about the world and DM can choose to waive the time and cost component if
interact with it and your relationship with other people and they choose to do so.
powers in the galaxy. A ghter, for example, might view the
world in pragmatic terms of strategy and maneuvering, and Choose from the following class options:
see herself as just a pawn in a much larger game. A
consular, by contrast, might see himself as a willing servant
of the Force. While the
ghter has contacts in a mercenary company or
army, the consular might know a number of Jedi or Sith
who share his faith.
Your class gives you a variety of special features,
such as a ghter’s mastery of weapons and armor, and an
engineer’s powers. At low levels, your class gives you only
two or three features, but as you advance in level you gain
more and your existing features often improve. Each class
entry in this chapter includes a table summarizing the bene
ts you gain at every level, and a detailed explanation of each
one.

Hit
Hit
Die
CLASSES Die
Hit
Hit
Class Class Die
Description Description Die
Saving Primary
Saving Throw Primary
Throw Pro Ability
Pro ciencies Ability
ciencies Primary
Adventurers sometimes advance in more than one Primary
class. An operative might switch direction in life and
Ability Primary
Ability Ability
Primary Ability
Berserker Melee combatant who utilizes rage to increase prowess d12 Strength Strength & Constitution

Consular Force-wielder who focuses on utilizing force powers d6 Wisdom Wisdom & Charisma

Engineer Tech caster who enhances items to bene. t allies d8 Intelligence Constitution & Intelligence

Fighter Versatile combatant who excels at both range and in melee d10 Strength Strength & Constitution

Guardian Force-wielder specializing in melee combat d10 Strength Constitution & Charisma

Monk Unarmed combatant who uses focus to fuel abilities d8 Dexterity Strength & Dexterity

Operative Controller who focuses on stealth and techniques d8 Dexterity Dexterity & Intelligence

Scholar Academic who uses wits and allies to control the battle. eld d8 Intelligence Dexterity & Intelligence

Scout Versatile combatant who blends tech powers with weapons d10 Dexterity Strength & Dexterity

Sentinel Force-wielder who blends melee combat with the Force d8 Dexterity Dexterity & Charisma

BERSERKE A LIFE OF DANGER Not every person deemed


“berserkers” by scions of civilized society has the berserker
R class. A true berserker among these people is as
A MASSIVE WOOKIEE HUNTER PROWLS THROUGH THE FOREST, uncommon as a skilled ghter in a town, and he or she plays
HEFTING his vibroaxe. With a roar he charges at the pair of
a similar role as a protector of the people and a leader in
trandoshans who dared poach his kin. times of war. Life in the wild places of the world is fraught
with peril: rival tribes, deadly weather, and terrifying
A gamorrean snarls at the latest challenger to his
monsters. Berserkers charge headlong into that danger so
authority over their savage tribe, ready to break his neck
that their people don’t have to.
with his bare hands as he did to the last six rivals.
Their courage in the face of danger makes
Frothing at the mouth, a nikto slams his helmet
berserkers perfectly suited for adventuring. Wandering is
into the face of his foe, then turns to drive his armored
often a way of life for their native tribes, and the rootless life
elbow into the gut of another.
of the adventurer is little hardship for a berserker. Some
These berserkers, di erent as they might be, are de berserkers miss the close-knit family structures of the tribe,
ned by their rage: unbridled, unquenchable, and unthinking but eventually nd them replaced by the bonds formed
fury. More than a mere emotion, their anger is the ferocity of among the members of their adventuring parties.
a cornered predator, the unrelenting assault of a storm, the
CREATING A BERSERKER When creating a
churning turmoil of the sea. For every berserker, rage is a
berserker character, think about where your character comes
power that fuels not just a battle frenzy but also uncanny re
from and his or her place in the world. Talk with your DM
exes, resilience, and feats of strength.
about an appropriate origin for your berserker. Did you come
from a remote planet, making you a stranger in the area of
the campaign? Or is the campaign set in a rough-and-tumble
PRIMAL INSTINCT People of towns and cities take frontier where berserkers are common?
pride in how their civilized ways set them apart from What led you to take up the adventuring life? Were you
animals, as if denying one’s own nature was a mark of lured to settled planets by the promise of riches? Did you
superiority. To a berserker, though, civilization is no virtue, join forces with soldiers of those lands to face a shared
but a sign of weakness. The strong embrace their animal threat? Did monsters or an invading horde drive you out of
nature keen instincts, primal physicality, and ferocious your homeland, making you a rootless refugee? Perhaps
rage. Berserkers are uncomfortable when hedged in by you were a prisoner of war, brought in chains to “civilized”
walls and crowds. They thrive where the civilized don't. lands and only now able to win your freedom. Or you might
Berserkers come alive in the chaos of combat. have been cast out from your people because of a crime you
They can enter a berserk state where rage takes over, committed, a taboo you violated, or a coup that removed you
giving them superhuman strength and resilience. A from a position of authority.
berserker can draw on this reservoir of fury only a few times
without resting, but those few rages are usually su cient to QUICK BUILD You can make a berserker quickly by
defeat whatever threats arise. following these suggestions. First, put your highest ability
score in Strength, followed by Constitution. Second, choose
the barbarian background.

THE BERSERKER

Level Rage
Level Damage
Pro Pro Damage
ciency Rage
ciency Rage
es Rages Rages Damage
Rage Damage

1st +2 Rage, Unarmored Defense 2 +2

2nd +2 Reckless Attack, Danger Sense 2 +2

3rd +2 Berserker Approach 3 +2

4th +2 Ability Score Improvement 3 +2

5th +3 Extra Attack, Fast Movement 3 +2

6th +3 Path feature 4 +2

7th +3 Feral Instinct 4 +2

8th +3 Ability Score Improvement 4 +2

9th +4 Brutal Critical (1 die) 4 +3

10th +4 Path Feature 4 +3

11th +4 Relentless Rage 4 +3

12th +4 Ability Score Improvement 5 +3

13th +5 Brutal Critical (2 dice) 5 +3

14th +5 Path Feature 5 +3

15th +5 Persistent Rage 5 +3

16th +5 Ability Score Improvement 5 +4

17th +6 Brutal Critical (3 dice) 6 +4

18th +6 Indomitable Might 6 +4

19th +6 Ability Score Improvement 6 +4

20th +6 Primal Champion Unlimited +4

CLASS FEATURES As a berserker, you


gain the follow class features.

HIT POINTS Hit Hit Dice: Dice: 1d12 per berserker level 1st PROFICIENCIES Armor: Armor: Light armor,
Hit Hit Points Points at at 1st 1st Level: Level: 12 + your medium armor Weapons: Weapons: All vibroweapons,
Constitution modi er Hit Hit Points Points at at Higher Higher simple blasters Tools: Tools: None
Levels: Levels: 1d12 (or 7) + your
Saving Saving Throws Throws: Strength, Constitution
Constitution modi er per berserker level after
Skills: Skills: Choose two from Animal Handling, or (b) two vibrospears An explorer's pack
Athletics,
VARIANT: STARTING WEALTH In lieu of the equipment
Intimidation, Nature, Perception, Survival
granted by your class and background, you can elect to
EQUIPMENT You start with the following equipment, in
purchase your starting gear. If you do so, you receive no
addition to the equipment granted by your background:
equipment from your class and background, and instead roll
(a) a martial vibroweapon and a light or medium shield for your starting wealth using the criteria below:
generator or (b) two martial vibroweapons (a) two techaxes
Class Cla
Berserker 1,000 + 2d4 x 100 cr

PART 1 | CLASSES 32
RAGE In battle, you ght with primal ferocity. On your DANGER SENSE At 2nd level, you gain an uncanny
turn, you can enter a rage as a bonus action. sense of when things nearby aren’t as they should be,
While raging, you gain the following bene ts if giving you an edge when you dodge away from danger.
you aren’t wearing heavy armor: You have advantage on Dexterity saving
throws against e ects that you can see, such as traps
You have advantage on Strength checks and Strength and powers. To gain this bene t, you can’t be blinded,
saving throws. When you make a melee weapon attack deafened, or incapacitated.
using Strength, you gain a bonus to the damage roll that
increases as you gain levels as a berserker, as shown in the BERSERKER APPROACH At 3rd level, you choose
Rage Damage column of the Berserker table. You have an approach that shapes the nature of your rage which is
resistance to kinetic and energy damage.
detailed at the end of the class description. Your choice
If you are able to cast powers, you can’t cast them grants you features at 3rd level and again at 6th, 10th, and
or concentrate on them while raging. 14th levels.

Your rage lasts for 1 minute. It ends early if you are ABILITY SCORE IMPROVEMENT When you reach
knocked unconscious or if your turn ends and you haven’t 4th level, and again at 8th, 12th, 16th, and 19th level, you
attacked a hostile creature since your last turn or taken can increase one ability score of your choice by 2, or you
damage since then. You can also end your rage on your turn can increase two ability scores of your choice by 1. As
as a bonus action. normal, you can’t increase an ability score above 20 using
Once you have raged the number of times shown this feature. Alternatively, you can choose a feat (see
for your berserker level in the Rages column of the Chapter 6 for a list of feats).
Berserker table, you must nish a long rest before you can EXTRA ATTACK Beginning at 5th level, you can attack
rage again. twice, instead of once, whenever you take the Attack action
on your turn.
UNARMORED DEFENSE While you are not wearing
any armor, your Armor Class equals 10 + your Dexterity FAST MOVEMENT Starting at 5th level, your speed
modi er + your Constitution modi er. You can use a shield increases by 10 feet while you aren’t wearing heavy
and still gain this bene t. armor.

RECKLESS ATTACK Starting at 2nd level, you can FERAL INSTINCT By 7th level, your instincts are so
throw aside all concern for defense to attack with erce honed that you have advantage on initiative rolls.
desperation. When you make your rst attack on your turn,
Additionally, if you are surprised at the start of combat
you can decide to attack recklessly. Doing so gives you
and aren’t incapacitated, you can act normally on your rst
advantage on melee weapon attack rolls using Strength
turn, but only if you enter your rage before doing anything
during this turn, but attack rolls against you have advantage
else on that turn.
until your next turn.
BRUTAL CRITICAL Beginning at 9th level, you
can roll one additional weapon damage die when approach at 3rd level, you learn the mending and analyse
determining the extra damage for a critical hit with a tech powers and can cast them without the use of a wristpad
melee attack. or spending tech points. You can cast analyse this way a
This increases to two additional dice at 13th level and number of times equal to your Constitution modi er
three additional dice at 17th level. (minimum of one). You regain all expended uses when you
complete a long rest.
RELENTLESS RAGE Starting at 11th level, your rage
can keep you ghting despite grievous wounds. If you drop toOVERDRIVE ENHANCEMENT Also at 3rd level, you
0 hit points while you’re raging and don’t die outright, you gain a cybernetic enhancement. Choose one of the following
can make a DC 10 Constitution saving throw. If you succeed, enhancements and gain its feature. You must undergo
you drop to 1 hit point instead. cybernetic surgery by a person pro cient in biotech's tools
Each time you use this feature after the rst, the DC that incorporates this enhancement into your body. This
increases by 5. When you nish a short or long rest, the DC surgery costs 100 credits and takes 8 hours.
resets to 10.
DERMAL ARMOR While raging you have resistance to all
PERSISTENT RAGE Beginning at 15th level, your damage except psychic damage.
rage is so erce that it ends early only if you fall MORBID PROTRUSIONS While raging, your unarmed
unconscious or if you choose to end it. strike deals 1d4 + Strength modi er kinetic damage and
when you take the Attack action and attack with a melee
INDOMITABLE MIGHT Beginning at 18th level, if your
weapon or unarmed strike, you can use a bonus action to
total for a Strength check is less than your Strength score,
make an unarmed attack.
you can use that score in place of the total.
This unarmed attack die increases to 1d6 at 5th
PRIMAL CHAMPION At 20th level, you embody the level, 1d8 at 11th level, and 1d10 at 17th level.
power of the wilds. Your Strength and Constitution scores
PRESSURISED LIMBS While raging, you can use your
increase by 4. Your maximum for those scores is now 24.
bonus action to leap up to 30 feet to an empty space you
BERSERKER APPROACHES Rage can see. When you land you deal kinetic damage equal to
burns in every berserker’s heart, a furnace that drives him your Strength modi er to each creature within 5 feet of
or her toward greatness. Di erent berserkers attribute their where you land. You can use this feature a number of times
rage to di erent sources, however. For some, it is an equal to your Consitution modi er (minimum of one). You
internal reservoir where pain, grief, and anger are forged regain all expended uses when you complete a long rest.
into a fury hard as steel, while for others see it as a spiritual
blessing. TWITCHLOCK ACTUATORS While you're raging, other
creatures have disadvantage on opportunity attack rolls
against you, you can also use the Dash action as a bonus
action on your turn.

SUPPORT ENHANCEMENT At 6th level you gain


an additional cybernetic enhancement. Choose one of the
following enhancements and gain its feature. You must
undergo cybernetic surgery by a person pro cient in
biotech's tools that incorporates this enhancement into your
33 body. This surgery costs 600 credits and takes 8 hours.

BODY SCULPTING You gain pro ciency in two skills of


your choice from Athletics, Acrobatics, Stealth, and
AUGMENTED APPROACH The Sleight of Hand.
Augmented Approach is for those who seek to increase HOLDOUT CAVITY You have a shielded compartment
their prowess through cybernetic enhancement. Some who built into your body that can be used to store and hide a
take this path go so far they are left with little more than light weapon or item of similar size.
the memory of the body they once owned, all to achieve in
combat what they cannot with a body made of esh and KRYKNA ANCHORS You gain a climbing speed equal
bone. to your movement speed.

BASIC CYBERNETICS When you choose this PANSPECTRAL OPTICS You can see up to 1 mile away
with no di culty. You are able to discern even ne details as from the depths of their fury. When a marauder unleashes
though looking at something no more than 100 feet away their rage, they channel their brute strength into primal might,
from you. Additionally, dim light doesn't impose disadvantageand uses it to devastate his foes in a hail of re, blades, and
on your Wisdom (Perception) checks. blood. Due to the uncontrolled nature of their powers,
marauders have a dangerous predilection for the strength
SUPPORT STRUCTURE Your carrying capacity and raw power o ered by the dark side, and many fall into it's
(including maximum load and maximum lift) is doubled clutches. Even those who do not are always temped by the
and you have advantage on Strength checks made to voices of fury barely contained within.
push, pull, lift, or break objects.
FORCECASTING When you choose this approach at
3rd level, you have derived powers from your primal
MORE MACHINE THAN MAN Starting at 10th
connection to the Force. See chapter 10 for the general
level, your cybernetics allow you to become immune to
rules of forcecasting and chapter 11 for the force powers
poison and disease. Additionally, you ignore unenhanced
list.
di cult terrain.
FORCE POWERS KNOWN You learn 4 force powers of
FINAL ENHANCEMENT At 14th level you gain a nal your choice, and you learn more at higher levels, as shown
cybernetic enhancement. Choose one of the following in the Force Powers Known column of the Marauder
enhancements and gain its feature. You must undergo Approach Forcecasting table. You may not learn a force
cybernetic surgery by a person pro cient in biotech's tools power of a level higher than your Max Power Level, and you
that incorporates this enhancement into your body. This may learn a force power at the same time you learn its
surgery costs 2000 credits and takes 8 hours. prerequisite.
HOLOSKIN EMITTERS While you're raging any creature FORCE P
within 5 feet of you that's hostile to you has disadvantage on
to your be
attack rolls against targets other than you or another
as shown
character with this feature. An enemy is immune to this e ect
Approach
if it can't see or hear you or if it can't be frightened.
cast force
HYDRAULIC OVERRIDES While you're raging you can when you
use a bonus action on your turn to knock a Large or smaller
MAX POW
creature prone when you hit it with melee weapon attack.
overpowe
INTEGRATED BOOSTERS While raging you have a ying greater e
speed equal to your current walking speed. This bene t maximum
works only in short bursts; you fall if you end your turn in shown in t
the air and nothing else is holding you aloft. Approach
You may only cast force powers at 4th-level once. You regain the abili
YSALAMIR CAPACITOR MESH When you are forced to
make a saving throw against a force power, you can FORCEC
immediately use your reaction to move up to half your speed based on
towards the source power's caster. If you end this movement your Wisd
within 5 feet of the target, you can immediately make one powers, a
melee weapon attack against the target as a part of that choice). Y
reaction. refers to y
ability sco
force pow
one.

Fo
cie

Force
MARAUDER APPROACH Few things are cie
more terrifying than being in the path of a Berserker who has
learned the ways of the Force. Those who follow this path
unlock something deep within them, a well of untamed power FURIOU
Casting force powers during rage counts as attacking for the purposes

MARAUDER APPROACH FORCECASTING

Points
Max Max
Force Force Power
Powers Power
Powers Level Level
Known Max Max
Known Power
Force Power
Force Level Level
Points Max Max
Points Power
Force Power
Force Level Level
Points
3rd 4 3 1st

4th 5 4 1st

5th 6 5 1st

6th 7 6 1st

7th 8 7 2nd

8th 9 8 2nd

9th 10 9 2nd

10th 11 10 2nd

11th 12 11 2nd

12th 13 12 2nd

13th 14 13 3rd

14th 15 14 3rd

15th 16 15 3rd

16th 17 16 3rd

17th 18 17 3rd

18th 18 18 3rd

19th 18 19 4th

20th 18 20 4th
RECKLESS POWER At 6th level, weapons and the
force are equally an extension of your rage. While you are
raging and you use your action to cast a force power, you
can make a single melee weapon attack as a bonus
action.

POWERFUL PRESENCE Starting at 10th level, as a


bonus action, you unleash a battle cry infused with force
energy. Select up to ten other creatures of your choice within
60 feet of you that can hear you. Friendly creatures have
advantage on attack rolls and saving throws until the start of
your next turn, and hostile creatures have disadvantage on
attack rolls and saving throws until the end of your next turn.
Once you've used this feature, you can't use it again until you nish a long rest.

FORCE STORM At 14th level, you can expel the might


of your rage all at once to unleash a devastating storm of
force energy. When you end your rage early as an action, all
creatures within 15 feet of you must make a Dexterity saving
throw. On a failed save, a creature takes 1d6 force damage
for each round you've spent in rage, or half as much on a
successful save.

PART 1 | CLASSES 36

WARCHIEF APPROACH For some INSPIRING PRESENCE At 6th level your mere
berserkers, it is their duty or birthright to lead their tribe and presence on the battle eld rallies your allies. When you rage,
kin to battle and victory. The Warchief Approach is one choose up to 3 allies that you can see within 30 feet of you.
forged from alliances, bonds, and strategy. In combat, your Each creature gains temporary hit points equal to half your
rages are less mindless, and more focused. Ignoring the berserker level (rounded down) + your Charisma modi er
distractions of unimportant events, your attention hones in on (minimum of one).
the battle eld and how best to direct and control it. You guide
your allies' strikes, and your presence is enough to wash
RAID PLANNING Starting at 10th level, you learn to are
away their fatigue. up your allies' drive for combat, urging them to follow you
into the fray. During a long rest, you tell sagas, sing battle
SAVAGE DIPLOMAT Your path necessitates that songs, and give inspiring speeches. At the end of the long
you build relationships with others, for the betterment rest choose up to 5 creatures that can hear and understand
of your tribe or yourself. you (which can include yourself) to add your Charisma modi
er (minimum of one) to their next initiative roll, and a 10 foot
When you choose this approach at 3rd level,
bonus to their speed on their rst turn of combat.
you gain pro ciency in one of the following skills of
your choice: Persuasion or Intimidation. You can WAR CHANT By 14th level you have memorized the
choose to learn one language in place of the skill pro litanies, songs, and chants of your people and their
ciency. dedication to war. When you enter a rage you can take a
commanding stance. If you do so, for the duration of your
COMMANDING RAGE Also at 3rd level, when in your rage you have a special reaction you can take on a number
rage, you become more aware of your allies, and their intent of allies' turns equal to your Charisma modi er (minimum of
when ghting at your side. While you are raging, when an ally one). You can only use this special reaction to use your
within 10 ft of you makes an attack roll against an enemy, Commanding Rage feature.
you can use your reaction to grant advantage to that attack Additionally, during this rage, when an enemy within 10
and add your rage damage bonus to the damage roll, if the feet of you makes an attack roll against an ally, you can
attack hits. use your reaction to reduce that roll by an amount equal to
your Charisma modi er.
Once you've used this as the Sith channels his lightning into his failed apprentice,
feature, you must leaving nothing but a charred husk behind.
complete a long rest Sitting cross-legged on a dense patch of grass, a
before you can use it miraluka mystic meditates on the Force. With every breath,
again. the trees sway with a rhythmic breeze. Though she lacks
simple vision, she can see the Force as it moves
everything around her.
A drably-robed human focuses inward, channeling
the Force into the ground around him. Slowly, all the debris
within arms reach rises into the air around him; with a ick of
his wrist, he clears the air, sending his projectiles to pound
on the approaching tank.
Consulars are the supreme wielders of the Force, de
ned and united by the powers they cast. Drawing on the
omnipresent Force that permeates the universe, consulars
cast powers of rejuvenating healing and destructive lightning,
draining life-force and manipulating minds; the most powerful
with the Force can even experience brief glimpses of the
future.

STRONG WITH THE FORCE Refraining from


drawing their lightsabers except as a measure of last resort,
consulars spend a great deal of time studying the mysteries
of the Force. Their knowledge allows them to channel the
Force to greater heights, unlocking unrivaled power, and
twisting those powers to greater e ect.

37
SAGE OR SORCERER Consulars who follow the light
side of the Force, using their powers to better their
CONSULAR A TWI’LEK IN BLACK ROBES STEPS ON A communities and people, are often called sages, while
consulars who fall to the dark side and subjugate or cast
TERRIFIED RODIAN, WHO scampers away on the ground.
aside all in their path are commonly called sorcerers.
Lightning sparks from his ngers, illuminating his red and
Alternatively, they may tend toward the middle, refraining
black tattoos. The rodian’s pleas for mercy fall on deaf ears
from politics and war, spending their time in isolation and you treat strangers, and how do they treat you once they
study. know your abilities? What was your family like, or what did
CREATING A CONSULAR While creating your you have instead of a family? Do you see the Force as light
consular, consider your personal philosophy in regards to and dark, or an impartial river of gray?
the Force and its most famous practitioners – the Jedi and
QUICK BUILD You can make a consular quickly by
the Sith. Are you a member of one of the two orders, or do
following these suggestions. First, make Wisdom or
you walk a di erent path? Perhaps you were ostracized from
Charisma your highest ability score, followed by
your primitive village out of superstition or jealousy. You may
Dexterity. Second, choose the Jedi or Sith background.
have been brutally trained from a young age in the dark side,
fueling your innate thirst for power, or perhaps you were
trained as a padawan in one of the Jedi temples. How do

THE CONSULAR
Level Level
Pro Pro ciency ciency
Force Force Powers Powers
Force Force Bonus Bonus Features Features
Known Known
Points Points
Max Max Power Power Level Level
1 +2 Forcecasting, Force Recovery 8 4 1st
2 +2 Force-Empowered Casting, Hidden Force 9 8 1st
3 +2 Consular Tradition 11 12 2nd
4 +2 Ability Score Improvement 12 16 2nd
5 +3 — 14 20 3rd
6 +3 Tradition feature 15 24 3rd
7 +3 — 17 28 4th
8 +3 Ability Score Improvement 18 32 4th
9 +4 — 20 36 5th
10 +4 Tradition feature 21 40 5th
11 +4 — 23 44 6th
12 +4 Ability Score Improvement 24 48 6th
13 +5 — 26 52 7th
14 +5 Tradition feature 27 56 7th
15 +5 — 29 60 8th
16 +5 Ability Score Improvement 30 64 8th
17 +6 — 32 68 9th
18 +6 Tradition feature 33 72 9th
19 +6 Ability Score Improvement 34 76 9th
20 +6 One with the Force 35 80 9th

CLASS FEATURES As a consular, you gain the following class features.


HIT POINTS Hit Hit Dice: Dice: 1d6 per consular level Hit Hit Points Points at at 1st 1st Level: Level: 6 + your Constitution
modi er Hit Hit Points Points at at Higher Higher Level: Level: 1d6 (or 4) + your Constitution
modi er per consular level after 1st PROFICIENCIES Armor: Armor: None Weapons: Weapons: Simple vibroweapons,
simple lightweapons Tools: Tools: None
Saving Saving Throws: Throws: Wisdom, Charisma Skills: Skills: Choose two from Deception, Insight, Intimidation,
Investigation, Lore, Medicine, and Persuasion.
EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple lightweapon or (b) a simple vibroweapon (a) a scholar's pack, (b) an explorer's pack, or (c) a diplomat's pack
VARIANT: STARTING WEALTH In lieu of the equipment granted by your class and background, you can elect to
purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll
for your starting wealth using the criteria below:
Class Class Funds Funds
Consular 1,000 + 2d4 x 100 cr
39
PART 1 | CLASSES
FORCECASTING In your meditations on the force, you have learned powers, fragments of knowledge that imbue you
with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

FORCE POWERS KNOWN You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the
Force Powers Known column of the Consular class table. You may not learn a force power of a level higher than your Max
Power Level, and you may learn a force power at the same time you learn its prerequisite.

FORCE POINTS You have a number of force points equal to your consular level x 4, and you earn more at higher levels,
as shown in the Force Points column of the Consular class table. You use these force points to cast force powers. You
regain all expended force points when you
nish a long rest.

MAX POWER LEVEL Many force powers can be overpowered, consuming more force points to create a greater e ect.
You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level
column of the Consular class table.
You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a short or
long rest.

FORCECASTING ABILITY Your forcecasting ability varies based on the alignment of the powers you cast. You use your
Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice).
You use this ability score modi er whenever a power refers to your forcecasting ability. In addition, you use this ability score
modi er when setting the saving throw DC for a force power you cast and when making an attack roll with one.

Force save DC Force save DC = 8 + your pro ciency bonus + your forcecasting ability modi er

Force attack modi er Force attack modi er = your pro ciency bonus + your forcecasting ability modi er

FORCE RECOVERY Also at 1st level, you have learned to regain some of your energy by brie y meditating. When you
nish a short rest, you can regain a number of force points equal to your Wisdom or Charisma modi er (your choice) + half
your consular level, rounded down. Once you've used this feature, you must complete a long rest before you can use it
again.
FORCE-EMPOWERED CASTING At 2nd level, you gain the ability to twist your powers to suit your needs. When
you cast a force power, you can expend additional force points to modify the power. You gain two of the following
Empowerment options of your choice. You gain another one at 10th and 17th level.
You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

CAREFUL POWER When you cast a power that forces other creatures to make a saving throw, you can protect some of
those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those
creatures up to your Wisdom or Charisma modi er (your choice, minimum of one). A chosen creature automatically
succeeds on its saving throw against the power.

DISTANT POWER When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point
to double the range of the power.
When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power
30 feet.

EXTENDED POWER When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force
point to double its duration, to a maximum duration of 24 hours.

HEIGHTENED POWER When you cast a power that forces a creature to make a saving throw to resist its e ects, you can
spend 3 additional force points to give one target of the power disadvantage on its rst saving throw made against the power.

IMPROVED POWER When you roll damage for a power, you can spend 1 additional force point to reroll a number of the
damage dice up to your Wisdom or Charisma modi er (your choice, minimum of one). You must use the new rolls.
You can use Improved Power even if you have already used a di erent Empowerment option during the casting of the
power.

LINGERING POWER When you cast a power that requires concentration to maintain you can choose to spend 3 additional
force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

PINPOINT POWER When you cast a power that allows you to force creatures in an area to make a saving throw you can
instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the
target su ers the e ects as though they failed their saving throw.

PART 1 | CLASSES 40
QUICKENED POWER When you cast a power that has a casting time of 1 action, you can spend 2 additional force
points to change the casting time to 1 bonus action for this casting.

REFOCUSED POWER When you are forced to make a Constitution saving throw to maintain concentration on a power
you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option
even if you have already used a di erent Empowerment option during the casting of the power.

TWINNED POWER When you cast a power that targets only one creature and doesn’t have a range of self, you can spend
a number of additional force points equal to the power’s level to target a second creature in range with the same power (1
force point if the power is at-will).

HIDDEN FORCE Also at 2nd level, you learn how to conceal the casting of your force powers. When you cast a force
power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power
can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that
you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this
check. A creature that can not see you automatically fails this check.
You can use this feature a number of times equal to your Wisdom or Charisma modi er (your choice, a minimum of
once). You regain all expended uses when you nish a short or long rest.

CONSULAR TRADITION When you reach 3rd level, you choose a consular tradition, which is detailed at the end of
the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of
feats).

ONE WITH THE FORCE At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score
increases by 4, and your maximum for this score is now 24. Additionally, you gain mastery over a single force power, and
can cast it with little e ort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at
3rd level without expending force points. When you do so, you can’t do so again until you nish a short or long rest.
If you want to cast it at a higher level,

you must expend force points as normal. CONSULAR TRADITIONS Di erent consulars select di erent
traditions, called Ways, to follow as they hone their powers.
41

WAY OF BALANCE There is serenity in balance, and no one knows this better than the consular. Those
consulars who follow the Way of Balance focus on utilizing the Force to equalize the battle eld. They bend the Force to
shield their allies and expose their foes.

FORCE BARRIER When you choose this tradition at 3rd level, you can weave the Force around yourself for
protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create
a barrier on your- self that lasts until you nish a long rest. The barrier has hit points equal to twice your consular level +
your Wisdom modi er. Your barrier can never have hit points greater than twice your consular level + your Wisdom modi er.
Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit
points, you take any remaining damage.
While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a universal
power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.
Once you create the barrier, you can't create it again until you nish a long rest.

PROJECTED BARRIER At 6th level, when a creature that you can see within 30 feet of you takes damage, you can
use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the
warded creature takes any remaining damage.

AT-WILL BARRIER Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier.
When you cast an at-will universal power, the barrier regains 1 hit point.

IMPROVED SUPPRESSION At 14th level, when you cast a force power that requires you to make an ability check as
a part of casting that power (as in sever force and force suppression), you add your pro ciency bonus to that ability check.
FORCE RESISTANCE Starting at 18th level, you have advantage on saving throws
against force powers. Addition- ally, you have resist- ance against the damage of force
powers.
PART 1 | CLASSES 42

WAY OF LIGHTNING Of all of the dark arts of the Force, little can match the spectacle and devastation of
Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy,
overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable -- if not dead.

STUNNING SHOCKS When you choose this tradition at 3rd level, any time a creature fails a saving throw against a
force power you cast that deals lightning damage, you can force them to become shocked until the end of their next turn.
You can use this feature a number of times equal to your Charisma modi er (a minimum of once). You regain all
expended uses when you nish a short or long rest.

POTENT LIGHTNING At 6th level you add your Charisma modi er to any damage you deal with force powers that
deal lightning damage.

SHOCKING REBUKE Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an
attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature
takes 1d10 plus your consular level lightning damage and becomes shocked until the end of their next turn. On a successful
save, the creatures takes half as much damage and isn't shocked.
You can use this feature a number of times equal to your Charisma modi er (a minimum of once). You
regain all expended uses when you
nish a long rest.
ELECTRIC AFFINITY At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore
resistance to lightning damage.

UNLIMITED POWER Starting at 18th level, you can increase the power of your simpler lightning force powers. When
you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.
You can use this feature with no adverse e ects a number of times equal to your Charisma modi er (a minimum of
once). If you use this feature beyond this before you nish a long rest, you take 2d12 necrotic damage for each level of the
power, immediately after you cast it. Each time you use this feature again before nishing a long rest, the necrotic damage
per power level increases by 1d12. This damage can not be reduced in any way.
43

WAY OF THE SAGE The rejuvenating power of the Force is incredible, and the consular is the master of this
usage. Those consulars who follow the Way of the Sage assist with an array of Force healing powers that grant allies the
strength to continue through even the harshest of encounters. Separated from the heart of the fray, the sage can be an
unfailing warden to those in need.

DISCIPLE OF LIFE When you choose this tradition at 3rd level, your healing powers become more e ective. Whenever
you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2
+ the power’s level.

PRESERVE LIFE At 6th level, as an action, you can channel the Force and evoke healing energy that restores a
number of hit points equal to ve times your consular level. Choose any creatures within 30 feet of you, and divide those hit
points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no e
ect on droids or constructs.
You can use this feature a number of times equal to your Wisdom modi er (a minimum of once). You regain all
expended uses when you nish a short or long rest.

BLESSED HEALER Beginning at 10th level, the healing powers you cast on others heal
you as well. When you cast a light side power that restores hit points to a creature other than
you, you regain hit points equal to 2 + the power’s level.
BLESSED BY THE FORCE At 14th level you gain the ability to overcome grievous injuries. As a bonus action when
you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point
maximum.
Once you've used this feature, you can’t use it again until you nish a long rest.

SUPREME HEALING Starting at 18th level, when you would normally roll one or more dice to restore hit points with a
power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a
creature, you restore 12.
PART 1 | CLASSES 44

ENGINEER
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 nally takes o .
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 Star ghters scream in from the clouds. The pilot rolls the
ship, nimbly evading incoming
re. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near
depletion, the exosphere and stars beyond blur into streaks of light. In a ash, they warp to safety.
A Cerean o cer surveys the battle eld, looking for weaknesses. When he identi es a potential problem, he keys in a
quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into
place, the o cer leaps into the air,
ying overhead and raining destruction on the opposition.
Every machine needs an engineer to run it, and a living crew is no di erent. Engineers are the experts and
professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be ghters,
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 guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and
welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and
their crew) intact.

UNFLAPPABLE It takes bravery for a soldier to enter a battle eld. It perhaps takes more for someone who is unarmed,
and untrained in combat, to do the same. Engineers 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 con ict.
CREATING AN ENGINEER While creating your engineer 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
x swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in
the edgling 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?

QUICK BUILD You can make an engineer quickly by following these suggestions. First, make Intelligence your highest
ability score. Your next-highest score should be Constitution. Second, choose the guild artisan background.

45
THE ENGINEER
Level Level
Pro Pro ciency ciency
Tech Tech Powers Powers
Tech Tech
Max Max Power Power Bonus Bonus Features Features
Known Known
Points Points
Level Level
Upgrade Upgrade Slots Slots
1 +2 Techcasting, Potent Aptitude (d6) 6 2 1st —
2 +2 Infuse Item 7 4 1st —
3 +2 Tool Understanding, Engineering Discipline 9 6 2nd 3
4 +2 Ability Score Improvement 10 8 2nd 3
5 +3 Potent Aptitude (d8), Quick Thinking 11 10 3rd 4
6 +3 Engineer Discipline feature 12 12 3rd 4
7 +3 — 13 14 4th 5
8 +3 Ability Score Improvement 14 16 4th 5
9 +4 — 15 18 5th 6
10 +4 Potent Aptitude (d10) 16 20 5th 6
11 +4 — 17 22 6th 7
12 +4 Ability Score Improvement 18 24 6th 7
13 +5 — 19 26 7th 8
14 +5 Engineer Discipline feature 20 28 7th 8
15 +5 Potent Aptitude (d12) 21 30 8th 9
16 +5 Ability Score Improvement 22 32 8th 9
17 +6 — 23 34 9th 10
18 +6 Engineer Discipline feature 24 36 9th 10
19 +6 Ability Score Improvement 25 38 9th 11
20 +6 Tech Mastery 26 40 9th 12

CLASS FEATURES As a engineer, you gain the following class features.


HIT POINTS Hit Hit Dice: Dice: 1d8 per engineer level Hit Hit Points Points at at 1st 1st Level: Level: 8 + your Constitution
modi er Hit Hit Points Points at at Higher Higher Levels: Levels: 1d8 (or 5) + your Constitution
modi er per engineer level after 1st PROFICIENCIES Armor: Armor: Light armor Weapons: Weapons: Simple blasters,
simple vibroweapons Tools: Tools: Tinker's tools
Saving Saving Throws: Throws: Constitution, Intelligence Skills: Skills: Choose three from Investigation, Lore, Medicine,
Nature, Piloting, and Technology
EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple vibroweapon or (b) a simple blaster and two power cells (a) a dungeoneer's pack or (b) an explorer's pack
Combat suit, a set of tinker's tools, a vibrodagger, and a wristpad
VARIANT: STARTING WEALTH In lieu of the equipment granted by your class and background, you can elect to
purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll
for your starting wealth using the criteria below:
Class Class Funds Funds
Engineer 1,000 + 3d4 x 100 cr
PART 1 | CLASSES 46
TECHCASTING During your training you have derived powers from schematics with the aid of your wristpad. See
chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

TECH POWERS KNOWN You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the
Tech Powers Known column of the Engineer class table. You may not learn a tech power of a level higher than your Max
Power Level.

TECH POINTS You have a number of tech points points equal to your engineer level x 2, and you earn more at higher
levels, as shown in the Tech Points column of the Engineer class table. You use these tech points to cast tech powers. You
regain all expended tech points when you
nish a short or long rest.

MAX POWER LEVEL Many tech powers can be overcharged, consuming more tech points to create a greater e ect. You
can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level
column of the Engineer class table.
You may only cast tech powers at 5th, 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a short
or long rest.

TECHCASTING ABILITY Intelligence is your techcasting ability for your tech powers. You use your Intelligence
whenever a power refers to your techcasting ability. In addition, you use your Intelligence modi er when setting the saving
throw DC for a tech power you cast and when making an attack roll with one.

Tech Tech save save DC DC = 8 + your pro ciency bonus + your Intelligence modi er

Tech Tech attack attack modi modi er er = your pro ciency bonus + your Intelligence modi er

TECHCASTING FOCUS You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

POTENT APTITUDE Your technological experience lends you an uncommon insight that you can use to bolster your
allies. To do so, you use a 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 Potent Aptitude 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 Potent Aptitude die,
but must decide before the DM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost. A
creature can have only one Potent Aptitude die at a time.
You can use this feature a number of times equal to your Intelligence modi er (a minimum of once). You regain any
expended uses when you nish a long rest. Your Potent Aptitude 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.

INFUSE ITEM At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you
can touch one unenhanced object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or
until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and
damage rolls if it’s a weapon. Once you've used this feature, you can’t use it again until you nish a long rest.

TOOL UNDERSTANDING Starting at 3rd level, you have advantage on any ability check you make that uses any of
the tool pro ciencies you gain from this class.

ENGINEERING DISCIPLINE Also at 3rd level, you begin to focus on a speci c engineering discipline, which is
detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and
18th level.

ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of
feats).

QUICK THINKING Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when
you nish a short or long rest.

TECH MASTERY At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores
increase by 2. Your maximum for those scores is now 22.
Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.
ENGINEERING DISCIPLINES The wide range of tool applications gives birth to well de ned distinctions
between di erent engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool.
47

ARMORMECH ENGINEERING Those engineers who choose the Armormech Engineering discipline
focus on the ability to work with hard metals and electronic shielding to construct and enhance all types of personal armor.

BONUS PROFICIENCIES When you choose this discipline at 3rd level, you gain pro ciency in armormech's tools,
medium armor, and heavy armor.

MODIFIED ARMOR Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your
armormech knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order
to modify it. You must have the armor, materials, and armormech's tools in order to perform this modi cation.
Your modi ed armor requires attunement, and can only be used by you. Your modi ed armor has 3 upgrade slots,
and it gains more at higher levels, as shown in the Upgrade Slots column of the Engineer class table.
Some upgrade e ects require saving throws. When you use such an e ect from this class, the DC equals your
tech save DC.
Over the course of a long rest, you can change a number of upgrades up to your Intelligence modi er (minimum
of one).
At 9th level, you can maintain both a modi ed suit of armor and shield. The total upgrade slots are split across the
two items.

DAMAGE AVOIDANCE Lastly at 3rd level, when a creature hits you with an attack roll, you can expend one use of
your Potent Aptitude to attempt to turn that hit into a miss. Roll the die and subtract it from the attack roll.

EXTRA ATTACK Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.
COMBAT TECH At 14th level, when you use your action to a cast a tech power, you can make one weapon attack as a
bonus action.

SUIT RELIABILITY Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or
saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be
wearing your modi ed armor to gain this bene t.
PART 1 | CLASSES 48

ARMORMECH UPGRADES If an upgrade has prerequisites, you must meet them to install it. You can install
the upgrade at the same time that you meet its prerequisites.

ABSORPTION SHIELD Prerequisite: Light Shield Generator You modify your light shield generator to block incoming
damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modi er.
These hit points last for one hour. You can use this feature a number of times equal to your Intelligence modi er (a minimum
of once). You regain any expended uses when you nish a long rest.

ACCELERATED MOVEMENT Prerequisite: Armor You reduce the weight of your modi ed armor’s bulk and increase the
power to joints. If the armor has a Strength requirement, you ignore it. The modi ed armors weight is reduced by 15 lbs.
While wearing your modi ed armor your speed increases by 10 feet. This applies to all movement speeds you have while
wearing your armor.

ADAPTABLE ARMOR Prerequisite: Armor You integrate deployable hooks and ns into your armor, augmenting its
mobility. While wearing your modi ed armor, you gain a climbing speed equal to your walking speed, and you can move up,
down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a
swim speed equal to your walking speed.

ADVANCED ENHANCEMENT Prerequisite: 15th level Prerequisite: Prototype Enhancement You ne tune your modi
ed armor or shield. The modi ed armor or shield gains an additional +1 bonus to armor class.

ADVANCED POWER FIST Prerequisite: 11th level, Armor Prerequisite: Prototype Power Fist You further upgrade
your modi ed armor's gauntlet with increased reinforcement and weight. Your modi ed armor's unarmed strike deals 1d8
kinetic damage. Additionally, your unarmed strikes score a critical hit on a roll of 19 or 20.

ARTIFICIALLY INTELLIGENT Prerequisite: 7th level You install an arti cial intelligence into your modi ed armor. While
wearing your modi ed armor, when you make an ability check, your armor's arti cial intelligence can take the Help action.
You can use this feature a number of times equal to your Intelligence modi er (minimum of 1). You regain all
expended uses when you complete a long rest.
COLLAPSIBLE SUIT Prerequisite: 5th level, Light Armor Your modi ed armor can collapse into a case for easy storage.
When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action
you can don or do the armor, allowing it to transform as needed.

DARKVISION VISOR Prerequisite: Armor While wearing your modi ed armor, you have darkvision to a range of 60 feet.
If you already have darkvision, this upgrade increases its range by 30 feet.

ENHANCED ENDURANCE Prerequisite: Armor When you are reduced to 0 hit points while wearing your modi ed
armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you nish a long
rest.

ELETROSHOCK SHIELD Prerequisite: Heavy Shield You install eletroshockers in your shield. Whenever an enemy
misses a melee attack against you by an amount equal to or less than your shield modi er the shield deals 1d4 lightning
damage to the attacker.

ENHANCEMENT Prerequisite: 5th level You ne tune your modi ed armor or shield. The modi ed armor or shield gains
a +1 bonus to armor class and is now considered enhanced.

FLIGHT Prerequisite: 9th level, Armor You integrate a propulsion system into your modi ed armor. While wearing your
modi ed armor you have an enhanced ying speed of 30 feet.

GRAPPLING HARPOON Prerequisite: Armor Your modi ed armor gains an integrated grappling harpoon set into your
gauntlet. With this harpoon,you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic
damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon.
Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target
by a 60 foot cable.
While the harppon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the
target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the
cable (no action required).
Once you've used this feature, you can't use it again until you recover and reinsert the harpoon as an action.

49

HEAVY SUIT Prerequisite: 5th level, Heavy Armor You enhance your suit, making it di cult to move. As a bonus action,
you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and
Strength Saving Throws, and you count as one size larger when determining your carrying capacity and the weight you can
push, drag, or lift.

INFILTRATION SUIT Prerequisite: Armor You install a cloaking device in your modi ed armor. This device has 2
charges. As an action you can use 1 charge to cast in ltrate targeting yourself.
The cloaking device regains all expended charges after a long rest.

OVERLOAD SHIELD Prerequisite: Light or Medium Shield Generator You modify your shield generator to overload. As
an action you can overload your shield generator. Each Large or smaller creature within 5 feet of you must make a Dexterity
or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and
knocked prone.
You can use this feature a number of times equal to your Intelligence modi er (a minimum of once). You regain
any expended uses when you nish a long rest.

POWER FIST Prerequisite: Armor You upgrade your modi ed armor gauntlet with increased reinforcement and
weight. Your modi ed armor's unarmed strike deals 1d4 kinetic damage.
Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed
attack as a bonus action.

PROTOTYPE ENHANCEMENT Prerequisite: 9th level, Enhancement You further ne tune your modi ed armor or
shield. The modi ed armor or shield gains an additional +1 bonus to armor class.

PROTOTYPE POWER FIST Prerequisite: 7th level, Armor Prerequisite:: Power Fist You further upgrade your modi ed
armor gauntlet with increased reinforcement and weight. Your modi ed armor's unarmed strike deals 1d6 kinetic damage
and has the following property.
If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the rst unarmed
attack you make deals additional damage equal to your Intelligence modi er.

RESISTANCE Prerequisite: Armor You tune your modi ed armor against certain forms of damage. Choose acid, cold,
energy, re, kinetic, lightning, or sonic damage. While wearing your modi ed armor you have resistance to that type of
damage.
You can select this upgrade multiple times. Each time you do so, you must choose a di erent damage type.
SEALED SUIT Prerequisite: 5th level, Armor As a bonus action you can hermetically seal your modi ed armor, giving you
an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your
armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.
Additionally, while you are wearing your modi ed armor you are considered adapted to cold and hot climates as well as
high altitude, as described in chapter 5 of the Dungeon Master's Guide.

SENTIENT ARMOR Prerequisite: 13th level Prerequisite: Arti cially Intelligent Your arti cial intelligence has learned to
control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.
While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points
equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until
you nish a long rest.

SHIELD AMPLIFIER Prerequisite: Medium Shield Generator You modify your medium shield generator to project
outward. As a bonus action you can amplify your medium shield generator until the start of your next turn. Each creature
within 5 feet of you gains a bonus to AC qual to your shield's bonus.
You can use this feature a number of times equal to your Intelligence modi er (a minimum of once). You regain any
expended uses when you nish a long rest.

SHIELD COVER Prerequisite: Heavy Shield You modify your heavy shield to be used as a portable source of cover. As
a bonus action you can anchor your heavy shield to the ground. While anchored, your heavy shield provides three-
quarters cover, but can not be moved. You can unanchor using a bonus action.

TECH BLAST Prerequisite: Armor You upgrade your modi ed armor gauntlet to allow you to make a ranged tech attack.
The weapon res blasts of energy which deal 1d8 + your Intelligence modi er energy damage with a range of 30 feet. When
you would make a ranged weapon attack, you can use this ranged tech attack in place of it.

TECHCASTING EQUIPMENT You can use your modi ed armor or shield as a techcasting focus for your tech powers
instead of your wristpad. Any enhancements are applied to your tech attack modi er and tech save DC.

WEAPON INTEGRATION Prerequisite: Medium Armor You can integrate a single weapon that weighs no more than 8 lb.
into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength
saving throws to avoid being disarmed.

PART 1 | CLASSES 50

ARMSTECH ENGINEERING Those engineers who choose the Armstech Engineeering discipline focus on
the skill of constructing and modifying blasters, vibroweapons.

BONUS PROFICIENCIES When you choose this discipline at 3rd level, you gain pro ciency in armstech's tools,
medium armor, martial blasters, and martial vibroweapons.

MODIFIED WEAPONRY Also at 3rd level, you learn to modify one unenhanced weapon with which you are pro cient
utilizing your technological knowledge. Over the course of a long rest, you can expend materials equal to half the cost of a
weapon in order to modify it. You must have the weapon, materials, and armstech's tools in order to perform this modi cation.
Your modi ed weapon requires attunement, and can only be used by you. Your modi ed weapon has 3 upgrade
slots, and it gains more at higher levels, as shown in the Upgrade Slots column of the Engineer class table.
Some upgrade e ects require saving throws. When you use such an e ect from this class, the DC
equals your tech save DC.
Over the course of a long rest, you can change a number of upgrades up to your Intelligence modi
er (minimum of one).
At 9th level, you can maintain two mod- i ed weapons. The total upgrade slots are split across the
two weapons.

CLOSE CALL Lastly at 3rd level, when you make an attack roll with your modi ed weapon and miss, you can expend one
use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.
EXTRA ATTACK Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.
COMBAT TECH At 14th level, when you use your action to a cast a tech power, you can make one weapon attack as a
bonus action.

VARIABLE SHOTS Starting at 18th level, once per turn, when you hit with your modi ed weapon, you can change the
damage type to acid, cold, energy, re, ion, kinetic, lightning, or sonic damage.
51

ARMSTECH UPGRADES If an upgrade has prerequisites, you must meet them to install it. You can install the
upgrade at the same time that you meet its prerequisites.

ADVANCED ENHANCEMENT Prerequisite: 15th level Prerequisite: Prototype Enhancement You ne tune your
modi ed weapon. The modi ed weapon gains an additional +1 bonus to attack and damage rolls made with it.

AUGMENTED STEPS Once per turn, when you deal damage with your modi ed weapon, your walking speed increases by
10 feet until the start of your next turn, and the damaged creature can't make opportunity attacks against you for the rest of
your turn.

BAYONET Prerequisite: Blaster You a x a short blade to the barrel of your modi ed blaster weapon, allowing you to make
a melee weapon attack with it. The blade is a melee weapon with the
nesse property that you are pro cient with, and deals 1d6 kinetic damage.

BURST FIRE Prerequisite: 9th level, Blaster Your weapon gains the burst property, with a burst number equal to half
its capacity.

BOOMING STRIKES Prerequisite: 7th level You pack extra power into your modi ed weapon. Once per turn, when you hit
with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard
100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely
on sound have advantage.

COLLAPSIBLE HILT Prerequisite: Vibroweapon You install an expandable hilt on your modi ed weapon. Your
modi ed weapon gains the reach property.

ENHANCEMENT Prerequisite: 5th level You ne tune your modi ed weapon. The modi ed weapon gains a +1 bonus to
attack and damage rolls made with it.

EXPANDED MAGAZINE Prerequisite: Blaster Your modi ed weapon can hold two power cells at a time, allowing you to
expend both before a reload is required. You can only reload one power cell at a time.

FLASHLIGHT You a x a targeted light to your weapon. As a bonus action, you can toggle the light on or o . While on, your
weapon sheds bright light in a 60-foot cone.
HARPOON REEL Prerequisite: 5th level You install a secondary remode that launches a harpoon attached to a tightly
coiled cord. With this harpoon,you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic
damage. This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon.
Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target
by a 60 foot cable.
While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the
target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the
cable (no action required).
Once you've used this feature, you can't use it again until you recover and reinsert the harpoon as an action.

IMBUE WEAPON Prerequisite: 9th level Prerequisite: Techcasting Weapon You modify your weapon to carry a charge.
Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with
your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power
would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target su ers the
power's normal e ects.

INTEGRATED MAGAZINE Prerequisite: Expanded Magazine Your modi ed weapon can hold three power cells at a
time, and you can replace all three power cells with the same action.
JAGGED EDGE Prerequisite: Vibroweapon When you critically hit with the weapon, you deal an additional 1d8 kinetic
damage.

KEEN EDGE Prerequisite: 11th level Prerequisite: Jagged Edge Your weapon now scores a critical hit on a roll of 19 or
20.

OVERCHARGE WEAPON Prerequisite: 11th level Prerequisite: Booming Strikes You gain the ability to channel your
tech power to enhance your weapon's damage. You can expend one tech slot to deal additional damage to the target. The
extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The
damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this
damage to the extra damage of your Booming Strikes.

PART 1 | CLASSES 52
PROTOTYPE ENHANCEMENT Prerequisite: 9th level Prerequisite: Enhancement You further ne tune your modi
ed weapon. The modi ed weapon gains an additional +1 bonus to attack and damage rolls made with it.

POWER TRANSFER Prerequisite: 7th level When you hit with the weapon, you can choose to gain temporary hit points
equal to half the damage dealt.
Once you've used this feature, you must complete a long rest before you can use it again.

RETURNING WEAPON Prerequisite: Vibroweapon You install a retractible chain in your modi ed vibroweapon. If the
weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, when you throw the
weapon, it immediately returns to your hand.
Once you've used this feature, you must complete a long rest before you can use it again.

SCREENING WEAPON You upgrade your modi ed weapon with a sound dampening module. When you make a weapon
attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have
disadvantage.

SIEGE WEAPON You modify your weapon to be more e ective against barriers. Your weapon deals double damage
against structures.

SHOCK ABSORBER Prerequisite: Techcasting Weapon You add a reclamation device to your modi ed weapon to
gather energy from the surroundings when it is present. As a reaction to taking acid, cold, energy, re, ion, kinetic, lightning,
or sonic damage, you can cast absorb energy without expending tech points. When absorbed in this method, you can apply
the bonus damage granted by Absorb Elements to your next modi ed weapon attack even if you make a ranged attack.
Once you've used this feature, you must complete a short or long rest before you can use it again.

SHOCK HARPOON Prerequisite: 9th level Prerequisite: Harpoon Reel After hitting a creature with the harpoon re mode,
you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the
target as if you were standing in the target's space. If the power requires a saving throw, the target has disadvantage.
Once you've used this feature, you can't use it again until you recover the harpoon.
SHOCKING STRIKE Prerequisite: 9th level, Vibroweapon When you hit with the weapon, you can create an electronic
burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your
tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.
Once you've used this feature, you must complete a long rest before you can use it again.

SNAP FIRE Prerequisite: 9th level, Blaster You upgrade your modi ed blaster weapon for quick shots. You can use your
reaction to take a opportunity attack with your modi ed weapon if an enemy comes within 10 ft of you. You have
disadvantage on this attack.

STAGGERING STRIKE Prerequisite: Vibroweapon When you hit with the weapon, you can force the target to make a
Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.
Once you've used this feature, you must complete a long rest before you can use it again.

TECHCASTING WEAPON You can use your modi ed weapon as a techcasting focus for your tech powers instead of
your wristpad. Any weapon enhancements are applied to your tech attack modi er and tech save DC.

TRACKER Prerequisite: 5th level You add a tracking mechanism to your modi ed weapon. The tracker has 3 charges.
As a bonus action you can use 1 charge to cast hunter's mark. As an action you can use 2 charges to cast detect
invisibility.
The tracker regains all expended charges after a long rest.

TRUELIGHT Prerequisite: 11th level Prerequisite: Flashlight When toggled on, your ashlight now automatically
dispels illusions and can detect invisibility, as with truesight.

VENOMOUS WEAPON Prerequisite: 7th level, Vibroweapon As a bonus action, you can coat your weapon in a thin
layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw
against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.
Once you've used this feature, you must complete a long rest before you can use it again.

53

ASTROTECH ENGINEERING Those engineers who choose the Astrotech Engineering discipline focus on
crafting and upgrading their droid companions.

BONUS PROFICIENCIES When you choose this discipline at 3rd level, you gain pro ciency in astrotech's tools.

DROID COMPANION Also at 3rd level, you gain the aid of a droid companion, either through construction or purchase.
If you choose to construct your droid companion, you must have astrotech's tools, you must spend half the cost of the droid
in materials, and you must spend a number of days equal to the droid's cost divided by 100. The character is assumed to
work for 8 hours each of those days.
Choose a droid companion, which is detailed at the end of this discipline. Over the course of 1 hour, which can be
done during a short rest, you can expend 500 credits worth of materials and circuitry to interface your wristpad with that
droid. It then becomes a valid target of the tracker droid interface tech power.
If your droid is irreparable destroyed, or you want to interface with a di erent droid, you can spend an additional 250
credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.
Your droid gains a variety of bene ts while it is interfaced with you:

The droid obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions,
decisions, attitudes, and so on. If you are incapacitated or absent, your droid acts on its own. Your droid's level equals your
engineer level, and for each engineer level you gain after 3rd, your droid companion gains an additional hit die and increases its
hit points accordingly. Your droid has the pro ciency bonus of a player character of the same level. Whenever you gain the
Ability Score Improvement class feature, your droid’s abilities also improve. Your droid can increase one ability score of your
choice by 2, or it can increase two ability scores of your choice by 1. As normal, your droid can’t increase an ability score above
20 using this feature unless its description speci es otherwise. Your droid can not wear armor, but you can have the armor
professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the
armor in order to integrate it into your droid. Your droid must be pro cient in armor in order to have it integrated.

Additionally, you can upgrade your droid. Your droid companion has 3 upgrade slots, and it gains more at higher
levels, as shown in the Upgrade Slots column of the Engineer class table.
Over the course of a long rest, you can change a number of upgrades up to your Intelligence modi er (minimum
of one).
POTENT INTEGRATION Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to
expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the
attack hits.

COORDINATED ATTACK Beginning at 6th level, when you take the Attack action, if your companion can see you, it
can use its reaction to make a weapon attack against the same creature.

DROID DEFENSE At 14th level, while your droid can see you, it has advantage on all saving throws.

SUPERIOR DROID DEFENSE Starting at 18th level, whenever an attacker that your droid can
see hits it with an attack, it can use its reaction to halve the attack's damage against it.
PART 1 | CLASSES 54

ASTROTECH UPGRADES If an upgrade has prerequisites, you must meet them to install it. You can install
the upgrade at the same time that you meet its prerequisites.

ADVANCED POWER CORE Prerequisite: 7th level, d10 hit die You greatly improve the power core of your droid. It's
hit die becomes a d12.

ALARM PROTOCOL You install an alarm module in your droid, granting the following bene ts:

Your droid gains a +5 bonus to initiative. You can't be surprised while your droid is conscious.

ARM CANNONS You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid
can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid's
tech save DC (8 + Intelligence modi er + pro ciency bonus).
You can choose this upgrade multiple times. Each time you do so, the arm cannons gain another charge, to a
maximum of 4. The arm cannons regain all charges after a long rest.

BACK-UP PROTOCOL Prerequisite: 7th level, Class Four Droid You install an emergency protocol in your droid,
prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to
1.
Once your droid uses this feature, it must nish a short or long rest before it can use it again.

CHARISMA CHIP Prerequisite: Class Three Droid You install a charisma chip in your droid granting the following bene
t:

When an ally your droid can see makes attack roll, ability check, or saving throw, your droid can use its reaction to give them
advantage on the roll. Once your droid uses this ability, it can't use it again until it nishes a short or long rest. You install the
newest social interaction chip to your droid. Your droid has advantage on Charisma (Performance) checks.

CELERITY AUGMENT You augment your droid to move a little faster. Your droid's speed increases by 5 feet.
You can choose this upgrade twice.

DURABILITY MODULE You enhance your droid's durability, granting the following bene ts:

When your droid rolls a Hit Die to regain hit points, the minimum number of hit points your droid can regain from the roll equals
twice your droid's Constitution modi er (minimum of 2).
Your droid's hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your
droid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.

EMERGENCY MODE Prerequisite: 15th level, Class Four Droid Prerequisite: Back-Up Protocol You upgrade your
droid's back-up protocol. When your droid's back-up protocol is initiated, it can immediately use its reaction to make one
attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll
has advantage.

ENERGY SHIELD You install an energy shield in your droid. The energy shield has 1 charge. As an action, your droid
can use 1 charge to cast the energy shield tech power.
You can choose this upgrade multiple times. Each time you do so, the energy shield gains another charge, to a
maximum of 3. The energy shield regains all expended charges after a long rest.

EXPERTISE PROTOCOL Prerequisite: 5th level You install a protocol in your droid that grants it expertise in a skill.
Choose a skill that your droid is pro cient with. Your droid's pro ciency bonus is doubled for any ability check it makes
with that skill.

FALSE COMBUSTION Prerequisite: Class Two Droid You install a panic protocol in your droid. As a reaction in response
to taking damage, your droid can feign an explosion. For 1 minute, your droid appears to be destroyed to all outward
inspection. A creature can use its action to inspect the droid and make an Intelligence (Investigation) check against your
droid's tech save DC (8 + Intelligence modi er + pro ciency bonus). If it succeeds, it becomes aware that the target is
disguised.

FIGHTING STYLE PROTOCOL Your droid adopts a particiular style of ghting as its specialty. Choose one of the
Fighting Style options, detailed in chapter 6. Your droid can't take a Fighting Style option more than once, even if it later
gets to choose again.

FLAMETHROWER You install a amethrower in your droid. The


amethrower has 1 charge. As an action, your droid can cast the jet of ame tech power or use 1 charge to cast the ame
sweep tech power at 1st level. The saving throw is made against your droid's tech save DC (8 + Intelligence modi er + pro
ciency bonus).
You can choose this upgrade multiple times. Each time you do so, the amethrower gains another charge, to a maximum
of 3. If the amethrower has multiple charges, you can use multiple charges to cast ame sweep at a higher level, 1 point per
charge. The ame thower regains all expended charges after a long rest.

55

FOUR-ARMED COMBATANT Prerequisite: 9th level, Class Four Droid You install two additional arms to improve your
droid's combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain
the bene t of items held by two of its arms at any given time, and once per round your droid can switch which arms it is
bene ting from (no action required).
When your droid hits a creature with a melee weapon attack on its turn, it can use a bonus action to attempt to
grapple the target.
While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.

HEAVY PLATING Prequisite: Medium Armor pro ciency Your droid gains pro ciency in heavy armor. If your droid is
already pro cient in heavy armor, instead kinetic and energy damage that your droid takes from unenhanced weapons is
reduced by an amount equal to its pro ciency bonus.

LIGHT PLATING Your droid gains pro ciency in light armor. If your droid is already pro cient in light armor, instead your
droid's speed increases by 5 feet while light armor is integrated.

MEDIUM PLATING Prequisite: Light Armor pro ciency Your droid gains pro ciency in medium armor. If your droid is
already pro cient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while
medium armor is integrated.

OBSERVANT PROTOCOL Prerequisite: 7th level Prerequisite: Alarm Protocol You upgrade the alarm module in your
droid, granting the following bene ts:

If your droid can see a creature’s mouth while it is speaking a language it understands, your droid can interpret what it’s
saying by reading its lips. Your droid has a +5 bonus to its passive Wisdom (Perception) and passive Intelligence
(Investigation) scores.

PERFORMANCE PROTOCOL Prerequisite: 7th level, Class Three Droid You upgrade your droid's charisma chip,
granting the following bene ts:

Your droid has advantage on Charisma (Performance) checks. Your droid can also use its bonus action to motivate an ally
within 30 feet of it. Until the start of your droid's next turn, the ally can add the droid's Charisma modi er (minimum of +1) to the
rst attack roll, ability check, or saving throw they make. Your droid can use this feature a number of time equal to its Charisma
modi er, and it regains all expended uses after it completes a long rest.
PREMIUM POWER CORE You improve the power core of your droid. It's hit die becomes a d8.

PROFICIENCY PROTOCOL You install a protocol in your droid that grants it pro ciency in a tool or skill. Your droid gains
pro ciency in a tool or skill of your choice.
PROTOTYPE POWER CORE Prerequisite: d8 hit die You further improve the power core of your droid. It's hit die
becomes a d10.

REPULSOR COIL Prerequisite: 7th level, Class Two Droid You install repulsor coils in your droid's legs. Your droid gains
a ight speed equal to its walking speed.

SENSOR AUGMENTATION You augment your droid with an advanced sensor, granting the following bene ts:

Your droid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of
secret doors. Your droid has advantage on saving throws made to avoid or resist traps. Your droid has resistance to the
damage dealt by traps. Your droid can search for traps while traveling at a normal pace, instead of only at a slow pace.

STUN RAY You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast
the hold droid or paralyze humanoid tech power. The saving throw is made against your droid's tech save DC (8 +
Intelligence + pro ciency).
You can choose this upgrade multiple times. Each time you do so, the stun ray gains another charge, to a maximum of
3. The stun ray regains all expended charges after a long rest.

TECHCASTING PROTOCOL Your droid learns two at-will tech powers, and one 1st- level tech power, which it casts at its
lowest level. Once your droid casts it, your droid must nish a long rest before it can cast it again. Intelligence is your droid's
techcasting ability for these powers. It does not require use of a wristpad for these powers.

TOUGHNESS MODULE Prerequisite: 11th level Prerequisite: Durability Module You upgrade the durability
module in your droid, granting the following bene t:

Your droid becomes pro cient in Constitution saving throws. If it is already pro cient, it becomes pro cient in another saving throw
of your choice. Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its
Constitution modi er, and it regains a number of hit points equal to the total (minimum of one).

PART 1 | CLASSES 56

GENERATING YOUR DROID Choosing your droid companion is an integral part of being an Astrotech
Engineer. The class of droid you choose determines the upgrade slots they have available. Class two, three, and four
droids are all appropriate options, with their statistics listed below.
Once you've selected your type of droid class, you assign your droid's ability scores using standard array (15, 14,
13, 12, 10, 8) as you see t.

DROID FEATURES All droids share the following features.


RESISTANCES AND VULNERABILITIES Droid Droid Resistances: Resistances: Your droid is resistant to necrotic,
poison, and psychic damage, and immune to poison and disease. Droid Droid Vulnerabilities: Vulnerabilities: Your droid is
vulnerable to ion and
lightning damage. TRAITS Creature Creature Type: Type: Droid

CLASS TWO DROID Class two droids are programmed for engineering and other technical sciences. They di
ered from class one droids because they applied the science to real-life situations. Class two droids were rarely equipped
with Basic vocabulators, instead communicating through Binary. Class two droids are astromech droids, exploration droids,
environmental droids, engineering droids, maintenance droids.
As a class two droid, your droid companion has the following features.

HIT POINTS Hit Hit Dice: Dice: 1d6 per class two droid level Hit Hit Points Points at at 1st 1st Level: Level: 6 + your droid's
Constitution
modi er Hit Hit Points Points at at Higher Higher Levels: Levels: 1d6 (or 4) + your droid's
Constitution modi er per class two droid level after 1st PROFICIENCIES Armor: Armor: Light armor plating, medium
armor plating Weapons: Weapons: Simple blasters and simple vibroweapons with
the light property Tools: Tools: Your choice of demolition's kit, security kit, or
slicer's kit

Languages: Languages: Class two droids can speak, read, and write
Binary. They can understand spoken and written Galactic Basic and one language of your choice, but they can not speak it. Saving
Saving Throws: Throws: Dexterity, Intelligence Skills: Skills: Two of your choice FEATURES Size: Size: Small Speed: Speed: 25 ft.
CLASS THREE DROID Class three droids are programmed to interact with humans. They are said to be the
most advanced droids ever invented. Class three droids are protocol droids, servant droids, tutor droids, and child care
droids.
As a class three droid, your droid companion has the following features.

HIT POINTS Hit Hit Dice: Dice: 1d8 per class three droid level Hit Hit Points Points at at 1st 1st Level: Level: 8 + your
droid's Constitution
modi er Hit Hit Points Points at at Higher Higher Levels: Levels: 1d8 (or 5) + your droid's
Constitution modi er per class three droid level after 1st PROFICIENCIES Armor: Armor: Light armor plating Weapons:
Weapons: All blasters, All vibroweapons Tools: Tools: None

Languages: Languages: Class three droids can speak and understand


all registered languages. Saving Saving Throws: Throws: Wisdom, Charisma Skills: Skills: None
FEATURES Size: Size: Medium Speed: Speed: 20 ft.

CLASS FOUR DROID Class four droids are programmed to ght. Almost all class four droids carry weapons.
Armed combat droids are among the rst droids ever created. Class four droids are security droids, gladiator droids, battle
droids, and assassin droids.
As a class four droid, your droid companion has the following features.

HIT POINTS Hit Hit Dice: Dice: 1d8 per class four droid level Hit Hit Points Points at at 1st 1st Level: Level: 8 + your droid's
Constitution
modi er Hit Hit Points Points at at Higher Higher Levels: Levels: 1d8 (or 5) + your droid's
Constitution modi er per class four droid level after 1st PROFICIENCIES Armor: Armor: All armor plating Weapons:
Weapons: All blasters, All vibroweapons Tools: Tools: None

Languages: Languages: Class four droids can speak, read, and write
Binary, Galactic Basic, and one language of your choice. Saving Saving Throws: Throws: Strength, Constitution Skills: Skills:
None FEATURES Size: Size: Medium Speed: Speed: 30 ft.
57

FIGHTER A TRANDOSHAN RUNS FRANTICALLY ACROSS ROOFTOPS, CONSTANTLY looking over his shoulder. As he prepares to
leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the gure of a
masked woman who casually approaches, ready to collect her bounty.
With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He
turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the
four-armed
ghter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial
champion.
Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen
surface of Ilum. He grips his blaster ri e tightly then, with a nod to the dozen squad- mates beside him,
he charges onto the battle eld.
Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters
can be stalwart defenders of those in need, cruel marauders, or brave advent- urers. They ght 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 ghters see adventures, raids on enemy strongholds, and dangerous missions as
their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their
own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers,
mercenaries, freedom
ghters, or simply armed explorers.

CODE RED Most ghters come to the profession after receiving at least some amount of formal training from a military
organization. Some attend formal academies; others are self-taught and well tested. A ghter may have taken up his
weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most
ghters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.
CREATING A FIGHTER While creating your ghter character, consider where your loyalties lie. You could be part of a
formal military, one of countless troopers ghting 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 ght for? Do you have
aspirations of a life beyond the battle eld, or have you been at war so long you know of nothing else?

QUICK BUILD You can make a ghter quickly by following these suggestions. First, make Strength or Dexterity your highest
ability modi er, depending on whether you want to focus on melee combat or on ranged weapons (or nesse weapons). Your
next-highest score should be Constitution. Second, choose the soldier background.

PART 1 | CLASSES 58
THE FIGHTER

Level Level Pro Pro ciency ciency Bonus Bonus Features Features
Superiority Superiority Dice Dice
Maneuvers Maneuvers Known Known
Maneuvers Maneuvers Known Known
1st +2 Fighting Style, Second Wind — —
2nd +2 Action Surge (one use), Combat Superiority 2 2

3rd +2 Fighter Specialty 2 2

4th +2 Ability Score Improvement 2 2

5th +3 Extra Attack 2 2

6th +3 Ability Score Improvement 2 2

7th +3 Fighter Specialty feature 3 3

8th +3 Ability Score Improvement 3 3

9th +4 Indomitable (one use) 3 3

10th +4 Fighter Specialty feature 3 3

11th +4 Greater Extra Attack 3 4

12th +4 Ability Score Improvement 3 4

13th +5 Indomitable (two uses) 3 4

14th +5 Ability Score Improvement 3 4

15th +5 Fighter Specialty feature 4 5

16th +5 Ability Score Improvement 4 5

17th +6 Action Surge (two uses), Indomitable (three uses) 4 5

18th +6 Fighter Specialty feature 4 5

19th +6 Ability Score Improvement 4 5

20th +6 Master of Combat 4 5

CLASS FEATURES As a ghter, you gain


the following class features.

HIT POINTS Hit Hit Dice: Dice: 1d10 per ghter level Hit Hit dungeoneer's pack or (b) an explorer's pack
Points Points at at 1st 1st Level: Level: 10 + your
Constitution modi er Hit Hit Points Points at at Higher Higher VARIANT: STARTING WEALTH In lieu of the equipment
Levels: Levels: 1d10 (or 6) + your granted by your class and background, you can elect to
purchase your starting gear. If you do so, you receive no
Constitution modi er per ghter level after 1st
equipment from your class and background, and instead roll
PROFICIENCIES Armor: Armor: All armor
for your starting wealth using the criteria below:
Weapons: Weapons: All blasters, all vibroweapons
Tools: Tools: None
Class Cla
Saving Saving Throws: Throws: Strength, Constitution Skills:
Fighter 1,0
Skills: Choose two skills from Acrobatics, Animal Handling,
Athletics, Lore, Insight, Intimidation, Perception, and
Survival
EQUIPMENT You start with the following equipment, in
addition to the equipment granted by your background:

(a) light battle armor or (b) combat suit, blaster ri e, and two
power cells (a) a martial vibroweapon and a light or medium
shield generator or (b) two martial vibroweapons (a) a hold-FIGHTING STYLE Beginning at 1st level, you adopt
out and a power cell or (b) two vibrodaggers (a) a a particular style of
ghting as your specialty. Choose one of the on your turn, you can forgo one of your attacks and use a
Fighting Style options, detailed in Chapter 6. You can't bonus action to direct one of your companions to strike.
take a Fighting Style option more than once, even if you When you do so, choose a friendly creature who can see or
later get to choose again. hear you and expend one superiority die. That creature can
immediately use its reaction to make one weapon attack,
SECOND WIND You have a limited well of stamina that adding the superiority die to the attack’s damage roll.
you can draw on to protect yourself from harm. On your turn,
you can use a bonus action to regain hit points equal to 1d DISARMING ATTACK When you hit a creature with a
10 + your ghter level. weapon attack, you can expend one superiority die to
Once you've used this feature, you must nish a short attempt to disarm the target, forcing it to drop one item of
or long rest before you can use it again. your choice that it’s holding. You add the superiority die to
the attack’s damage roll, and the target must make a
ACTION SURGE Starting at 2nd level, you can push Strength saving throw. On a failed save, it drops the object
yourself beyond your normal limits for a moment. On your you choose. The object lands at its feet.
turn, you can take one additional action on top of your
DISTRACTING STRIKE When you hit a creature with a
regular action and a possible bonus action.
weapon attack, you can expend one superiority die to
Once you've used this feature, you must nish a short distract the creature, giving your allies an opening. You add
or long rest before you can use it again. Starting at 17th the superiority die to the attack’s damage roll. The next
level, you can use it twice before a rest, but only once on the attack roll against the target by an attacker other than you
same turn. has advantage if the attack is made before the start of your
next turn.
COMBAT SUPERIORITY Also at 2nd level, you
learn maneuvers that are fueled by special dice called EVASIVE FOOTWORK When you move, you can expend
superiority dice. one superiority die, rolling the die and adding the number
rolled to your AC until you stop moving.
MANEUVERS You learn two maneuvers of your choice,
which are detailed under "Maneuvers" below, and you earn FEINTING ATTACK You can expend one superiority die
more at higher levels, as shown in the Maneuvers Known and use a bonus action on your turn to feint, choosing one
column of the Fighter class table. Many maneuvers creature within 5 feet of you as your target. You have
enhance an attack in some way. You can use only one advantage on your next attack roll against that creature. If
maneuver per attack, and you may only use each maneuver that attack hits, add the superiority die to the attack’s
once per turn. damage roll.
Each time you learn new maneuvers, you can also
replace one maneuver you know with a di erent one. GOADING ATTACK When you hit a creature with a
weapon attack, you can expend one superiority die to
SUPERIORITY DICE You have two superiority dice, which attempt to goad the target into attacking you. You add the
are d4s, and you earn more at higher levels, as shown in superiority die to the attack’s damage roll, and the target
the Superiority Dice column of the Fighter class table. A must make a Wisdom saving throw. On a failed save, the
superiority die is expended when you use it. You regain all target has disadvantage on all attack rolls against targets
of your expended superiority dice when you nish a short or other than you until the end of your next turn.
long rest.
LUNGING ATTACK When you make a melee weapon
SAVING THROWS Some of your maneuvers require your attack on your turn, you can expend one superiority die to
target to make a saving throw to resist the maneuver’s e increase your reach for that attack by 5 feet. If you hit, you
ects. The saving throw DC is calculated as follows: add the superiority die to the attack’s damage roll.

Maneuver save DC Maneuver save DC = 8 + your pro MANEUVERING ATTACK When you hit a creature with a
ciency bonus + your Strength or Dexterity modi er weapon attack, you can expend one superiority die to
(your choice) maneuver one of your comrades into a more advantageous
position. You add the superiority die to the attack’s damage
MANEUVERS The maneuvers are presented in roll, and you choose a friendly creature who can see or
alphabetical order. hear you.
COMMANDER’S STRIKE When you take the Attack action That creature can use its reaction to move up to half its speed without
your attac
PART 1 | CLASSES 60

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