Version Character Creation

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1 Version 1.85 Character Creation 1. Pick a race. Choose any race that fits your character concept. Races have no effect on ingame stats and exist only for roleplaying purposes. 2. Pick a class. Each class sets its own base ability scores and grants features at certain levels. 3. No powergaming. There is no multiclassing and no feats. 4. This ruleset assumes that you familiar with the basics of Dungeons & Dragons 5e and the Star Wars universe.

2 Player ClassAgent Level 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th 10 th Proficiency Bonus Features Sniper, Probe Droid Focused Shot, Expertise Critical Opportunity, Vanish Extra Attack Stealth Field Generator Reliable Talent Base Ability Scores: Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 14 Hit Points Hit Dice: 1d8 Hit Points at 1 st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 5 + your Constitution modifier Proficiencies Armor: Light Armor Weapons: Blaster Sniple Rifles Skills: Choose any six. Martial Ranged Weapons Name Damage Properties Blaster Sniper Rifle 1d10 radiant (Range 250/1000), Heavy, Two-Handed Light Armor Name Armor Class Strength Stealth Leather Armor 12 + Dex modifier Class Features Sniper. At 1 st level, you gain a bonus to attack rolls you make with blaster attacks. Attacking at long range with a blaster doesn't impose disadvantage on your ranged weapon attack rolls. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Probe Droid. Also at 1 st level, you gain the use of a DSH-3 probe, which is a tiny, sphereshaped droid with a fly speed of 30 feet. Your probe droid obeys your commands, and as long as you are both on the same planet, the droid can relay its findings to your PAC20 visual wrist comlink. This droid is most commonly used for scouting and reconnaissance missions and is not programmed for combat. 2

3 Focused Shot. At 2 nd level, when you make a ranged attack roll with a blaster, you can gain a +10 bonus to the roll. Once you use this feature, you must finish a short or long rest before you can use it again. Expertise. Also at 2 nd level, choose four of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies. Critical Opportunity. At 3 rd level, your blaster attacks score a critical hit on a roll of 19 or 20. Also, any hit you make with a blaster against an enemy that is surprised is a critical hit. Vanish. Also at 3 rd level, you can use the Hide action as a bonus action on your turn.. At 4 th level, and again at 8 th level, your Dexterity score increases by 2, and your Intelligence and Charisma scores each increase by 1. Extra Attack. At 5 th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10 th level in this class. Stealth Field Generator. At 6 th level, you have advantage on all Stealth checks. Reliable Talent. At 10 th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. 3

4 Player ClassJedi Level Proficiency Bonus Force Points Increased Movement Features 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th 10 th ft. +5 ft. +5 ft. +10 ft. +10 ft. +10 ft. +10 ft. +15 ft. +15 ft. Lightsaber Training, Force Speed Force Defense Force Points, Force Powers Jedi Tradition, Deflect Bolts Extra Attack Additional Force Powers Battle Meditation Base Ability Scores: Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 10 Hit Points Hit Dice: 1d8 Hit Points at 1 st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 5 + your Constitution modifier Proficiencies Armor: None Weapons: Lightsabers Skills: Force Attunement and any five. Exotic Melee Weapons Name Damage Properties Lightsaber 1d8 radiant Finesse Class Features Lightsaber Training. At 1 st level, when you take the Attack action with a lightsaber on your turn, you can make one additional lightsaber attack as a bonus action. Also, when you make a melee attack against a creature, you don t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Force Speed. Your speed increases by 5 feet while you are not wearing armor. This bonus increases when you reach certain class levels, as shown in the Jedi class table. Kicker (2 nd level)you can spend 1 force point to take the Disengage or Dash action as a bonus action on your turn. When you do, your jump distance is also tripled for the duration of your turn. Force Defense. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Kicker (2 nd level)you can spend 1 force point to take the Dodge action as a bonus action on your turn. 4

5 Force Points. At 2 nd level, your access to the force is represented by a number of force points. The Jedi table shows how many force points you have at your level. You can use any force power available to you, as long as you have force points available to fuel to those powers. When you spend a force point, it is unavailable until you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your force points. Some of your force powers require you to make a force attack roll, consisting of your proficiency bonus plus your Wisdom modifier, to hit your target. Force Powers. Also at 2 nd level, you learn the Force Guidance, Jedi Mind Trick, Telekinesis, Telepathy and Force Push powers. At 3 rd and 6 th level, you learn one additional power from your force tradition. Jedi Tradition. At 3 rd level, you must choose between the Jedi Guardian and Jedi Consular force traditions. Your choice determines which additional force powers you gain at 3 rd and 6 th level. Deflect Bolts. Also at 3 rd level, when you are not surprised, you can use your lightsaber to deflect blaster bolts. Trigger: An enemy you can see within 60 feet of you makes a blaster attack against you. Effect: You can spend 1 force point to use your reaction to impose disadvantage on all ranged blaster attack rolls made against you until the beginning of your next turn. Kicker (6 th level)if an enemy you can see within 60 feet of you misses you with a blaster attack, you can spend 1 additional force point to make a ranged attack with the bolt, sending it flying back towards your attacker. You make this attack with proficiency, regardless of your weapon proficiencies.. At 4 th level, and again at 8 th level, your Dexterity score increases by 2, and your Wisdom score increases by 1. Extra Attack. At 5 th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Battle Meditation. At 10 th level, you can use the Battle Meditation ability. As an action, you can use your connection to the force to strengthen your allies and weaken your enemies for 1 minute, or until you end the effect as a free action. While you are engaged in Battle Meditation, all allies within 60 feet of you have advantage on their attack rolls, and all enemies within 60 feet of you have disadvantage on their attack rolls. While concentrating on this force power, you can neither move nor take any actions, and the effect ends if you are killed or knocked unconscious. Once you use this ability, you must complete a long rest before you can use it again. Force Powers Force Guidance. You can roll a d4 and add the number rolled to one ability check of your choice. You must roll the die at the same time you make the ability check. Jedi Mind Trick. You use your Force Arcana skill instead of your Deception or Persuasion skill when making a bluff or diplomacy check. Some species are immune to the Jedi Mind Trick and might become hostile if you attempt to use it against them. Telekinesis. You move an object you can see within 60 feet of you that weighs no more than 10 pounds. Kicker (6 th level)you can spend 1 force point to extend the range of this power to 180 feet, and increase the amount you can lift to 100 pounds. This effect lasts for 1 minute. 5

6 Telepathy. You communicate telepathically with one creature you can see within 60 feet of you. Kicker (6 th level)you can spend 1 force point to communicate telepathically with one creature you are familiar with. You must be on the same planet for this power to work. This effect lasts for 1 minute. Force Push. 2 force points. You make a ranged force attack against a creature you can see within 30 feet of you. On a hit, the target takes 3d10 bludgeoning damage and is pushed up to 20 feet away from you and knocked prone. Kicker (6 th level)you can spend 1 additional force point to use this power as a bonus action. Healing Touch (3 rd Level Jedi Consular Required). 2 force points. You touch a nearby creature and restore a number of hit points to that creature equal to 2d8 + your Wisdom modifier. This power has no effect on droids. Kicker (6 th level)you can spend 1 additional force point to cure one disease or poison affecting the target. Force Shield (3 rd Level Jedi Guardian Required). 1 bonus action. 2 force points. You gain a bonus to AC for 1 minute. Kicker (6 th level)when you use this power, you can spend 1 additional force point to also have it affect a second target within 30 feet of you. Inspire Hope (6 th Level Jedi Consular Required). 1 bonus action. 3 force points. Choose any number of creatures within 30 feet of you. For 1 minute, each target's hit point maximum and current hit points increase by 5, and each target regains the maximum number of hit points possible from any healing. Energy Resistance (6 th Level Jedi Guardian Required). 3 force points. You gain resistance to radiant damage for 1 minute. 6

7 Player ClassScoundrel Level 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th 10 th Proficiency Bonus Illegal Modification 1d6 1d6 2d6 2d6 3d6 3d6 4d6 4d6 5d6 5d6 Features Gunslinger, Illegal Modification Expertise, Quick Action Combat Medic Heightened Evasion Stealth Field Generator Reliable Talent Base Ability Scores: Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 14 Hit Points Hit Dice: 1d8 Hit Points at 1 st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 5 + your Constitution modifier Proficiencies Armor: Light Armor Weapons: Blaster Pistols Skills: Choose any six. Simple Ranged Weapons Name Damage Properties Blaster Pistol 1d6 radiant (Range 80/320), Light Light Armor Name Armor Class Strength Stealth Leather Duster 12 + Dex modifier Class Features Gunslinger. At 1 st level, being within 5 feet of a hostile creature doesn t impose disadvantage on your ranged attack rolls with a blaster. When you use the Attack action and attack with a one-handed weapon in your main hand, you can use a bonus action to attack with a blaster pistol you are holding in your off-hand. Illegal Modification. At 1 st level, you have modified your blaster with illegal parts that allow you to do enhanced damage. Once per turn, you can deal extra damage to one creature you hit with a blaster attack. The amount of the extra damage increases as you gain levels in this class, as shown in the Illegal Modification column of the Scoundrel table. Expertise. At 2 nd level, choose four of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies. 7

8 Quick Action. At 2 nd level, you can take a bonus action on each of your turns in combat. This action can be used to take the Dash, Disengage, or Hide action, to Use an Object, or to make a Dexterity (Sleight of Hand) or an Intelligence (Slicing) check. Combat Medic. At 3 rd level, you can use the bonus action granted by your Quick Action to tend to a creature with a medpac and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature s level. The creature can t regain hit points from this feature again until it finishes a short or long rest.. At 4 th level, and again at 8 th level, your Dexterity score increases by 2, and your Intellgience and Charisma scores each increase by 1. Heightened Evasion. At 5 th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack s damage against you. Stealth Field Generator. At 6 th level, you have advantage on all Stealth checks. Reliable Talent. At 10 th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. 8

9 Player ClassSith Level Proficiency Bonus Force Points Increased Movement Features 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th 10 th ft. +5 ft. +5 ft. +10 ft. +10 ft. +10 ft. +10 ft. +15 ft. +15 ft. Lightsaber Training, Force Speed Force Defense Force Points, Force Powers Sith Tradition, Deflect Bolts Extra Attack Additional Force Powers Battle Meditation Base Ability Scores: Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 10 Hit Points Hit Dice: 1d8 Hit Points at 1 st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 5 + your Constitution modifier Proficiencies Armor: None Weapons: Lightsabers Skills: Force Attunement and any five. Exotic Melee Weapons Name Damage Properties Lightsaber 1d8 radiant Finesse Class Features Lightsaber Training. At 1 st level, when you take the Attack action with a lightsaber on your turn, you can make one additional lightsaber attack as a bonus action. Also, when you make a melee attack against a creature, you don t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Force Speed. Your speed increases by 5 feet while you are not wearing armor. This bonus increases when you reach certain class levels, as shown in the Sith class table. Kicker (2 nd level)you can spend 1 force point to take the Disengage or Dash action as a bonus action on your turn. When you do, your jump distance is also tripled for the duration of your turn. Force Defense. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Kicker (2 nd level)you can spend 1 force point to take the Dodge action as a bonus action on your turn. 9

10 Force Points. At 2 nd level, your access to the force is represented by a number of force points. The Sith table shows how many force points you have at your level. You can use any force power available to you, as long as you have force points available to fuel to those powers. When you spend a force point, it is unavailable until you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your force points. Some of your force powers require you to make a force attack roll, consisting of your proficiency bonus plus your Wisdom modifier, to hit your target. Force Powers. Also at 2 nd level, you learn the Force Guidance, Jedi Mind Trick, Telekinesis, Telepathy and Force Push powers. At 3 rd and 6 th level, you learn one additional power from your force tradition. Sith Tradition. At 3 rd level, you must choose between the Sith Assassin and Sith Sorcerer force traditions. Your choice determines which additional force powers you gain at 3 rd and 6 th level. Deflect Bolts. Also at 3 rd level, when you are not surprised, you can use your lightsaber to deflect blaster bolts. Trigger: An enemy you can see within 60 feet of you makes a blaster attack against you. Effect: You can spend 1 force point to use your reaction to impose disadvantage on all ranged blaster attack rolls made against you until the beginning of your next turn. Kicker (6 th level)if an enemy you can see within 60 feet of you misses you with a blaster attack, you can spend 1 additional force point to make a ranged attack with the bolt, sending it flying back towards your attacker. You make this attack with proficiency, regardless of your weapon proficiencies.. At 4 th level, and again at 8 th level, your Dexterity score increases by 2, and your Wisdom score increases by 1. Extra Attack. At 5 th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Battle Meditation. At 10 th level, you can use the Battle Meditation ability. As an action, you can use your connection to the force to strengthen your allies and weaken your enemies for 1 minute, or until you end the effect as a free action. While you are engaged in Battle Meditation, all allies within 60 feet of you have advantage on their attack rolls, and all enemies within 60 feet of you have disadvantage on their attack rolls. While concentrating on this force power, you can neither move nor take any actions, and the effect ends if you are killed or knocked unconscious. Once you use this ability, you must complete a long rest before you can use it again. Force Powers Force Guidance. You can roll a d4 and add the number rolled to one ability check of your choice. You must roll the die at the same time you make the ability check. Force Illusion. You create a sound or an image of an object within 30 feet of you that lasts for 1 minute. The illusion also ends if you dismiss it as an action or use this power again. If you create a sound, its volume can range from a whisper to a scream. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the effect ends. If you create an image of an objectit must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it 10

11 is an illusion with a successful Intelligence (Investigation) check contested by your Wisdom (Force Attunement) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Telekinesis. You move an object you can see within 60 feet of you that weighs no more than 10 pounds. Kicker (6 th level)you can spend 1 force point to extend the range of this power to 180 feet, and increase the amount you can lift to 100 pounds. This effect lasts for 1 minute. Telepathy. You communicate telepathically with one creature you can see within 60 feet of you. Kicker (6 th level)you can spend 1 force point to communicate telepathically with one creature you are familiar with. You must be on the same planet for this power to work. This effect lasts for 1 minute. Force Push. 2 force points. You make a ranged force attack against a creature you can see within 30 feet of you. On a hit, the target takes 3d10 bludgeoning damage and is pushed up to 20 feet away from you and knocked prone. Kicker (6 th level)you can spend 1 additional force point to use this power as a bonus action. Sith Alchemy (3 rd Level Sith Assassin Required). 2 force points. You make yourself including your clothing, armor, weapons, and other belongings on your personlook different for 1 hour or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this power fail to hold up to physical inspection. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check contested by your Wisdom (Force Attunement) check. Sith Lightning (3 rd Level Sith Sorcerer Required). 2 force points. Make a ranged force attack against each creature in a 15-foot cone originating from you. A creature takes 3d6 lightning damage on a hit, or half as much damage on a miss. Kicker (6 th level)you can spend 1 additional force point to cause any creature hit by your Sith Lightning to be knocked prone. Shadowmeld (6 th Level Sith Assassin Required). 3 force points. You become invisible for 1 hour. Anything you are wearing or carrying is invisible as long as it is on your person. The effect ends if you attack or use a force power. Inspire Fear (6 th Level Sith Sorcerer Required). 3 force points. You make a ranged force attack against each creature in a 30-foot cone originating from you. Any affected creature drops whatever it is holding and becomes frightened for 1 minute. While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can roll a d20. On a roll of 11 or higher, the effect ends for that creature. 11

12 Player ClassSoldier Level 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th 10 th Proficiency Bonus Features Blaster Training, Stimpak Blaster Volley Blaster Critical Extra Attack (1) Extra Attack (2) Base Ability Scores: Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 10 Hit Points Hit Dice: 1d10 Hit Points at 1 st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 6 + your Constitution modifier Proficiencies Armor: Heavy Armor Weapons: Blaster Rifles Skills: Choose any four. Martial Ranged Weapons Name Damage Properties Blaster Rifle 1d10 radiant (Range 150/600), Heavy, Two-Handed Heavy Armor Name Armor Class Stealth Trooper Armor 18 Disadvantage Class Features Blaster Training. At 1 st level, you gain a bonus to attack rolls you make with blaster attacks. Your blaster attacks ignore half cover and three-quarters cover. Before you make an attack with a blaster, you can choose to take a 5 penalty to the attack roll. If the attack hits, you add +10 to the attack s damage. Stimpak. Also at 1 st level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your soldier level. Once you use this feature twice, you must finish a short or long rest before you can use it again. Blaster Volley. At 2 nd level, on your turn, you can take one additional Attack action on top of your regular Attack action and a possible bonus action. You can use this feature twice, but only once on the same turn. Once you use this feature twice, you must finish a short or long rest before you can use it again. 12

13 Blaster Critical. At 3 rd level, your blaster attacks score a critical hit on a roll of 19 or 20.. At 4 th level, and again at 8 th level, your Dexterity score increases by 2. Extra Attack. At 5 th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10 th level in this class. 13

14 New Skills Aside from the skills listed in the Dungeon & Dragons 5e Player s Handbook, Star Wars Next adds a few additional skills that suit the sci-fi setting. Intelligence RepairRepair ships, droids, etc. SlicingHack computer terminals, doors, etc. Wisdom Force AttunementJedi/Sith only. 14

15 Creatures Imperial Stormtrooper Medium humanoid Armor Class 16 Hit Points 11 Speed 30 ft. STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Perception Senses Passive Perception 12 Languages Basic Challenge 1/8 ACTIONS Blaster Rifle. to hit, range 150 ft., one target. Hit: 5 radiant damage. Krayt Dragonling Medium beast Armor Class 13 Hit Points 22 Speed 30 ft. STR 13 (+1) DEX 15 () CON 14 () INT 4 (-3) WIS 11 (+0) CHA 6 (-2) Skills Perception, Stealth Senses Darkvision 60 ft., Passive Perception 14 Languages Challenge 1/2 Pack Tactics. The dragonling has advantage on an attack roll against a creature if at least one of the dragonling's allies is within 5 feet of the creature and the ally isn t incapacitated. ACTIONS Bite. to hit Hit: 4 piercing damage. 15

16 Gungan Warrior Medium humanoid Armor Class 11 Hit Points 65 Speed 30 ft., Swim 30 ft. STR 14 () DEX 10 (+0) CON 14 () INT 12 (+1) WIS 14 () CHA 11 (+0) Senses Darkvision 120 ft., Passive Perception 16 Languages Basic, Gunganese Challenge 1 Amphibious. Gungans can breathe air and water. ACTIONS Multiattack. The gungan warrior makes two attacks with its vibrospear. Vibrospear. to hit, range 10 ft. Hit: 6 piercing damage. Gamorrean Berserker Medium humanoid Armor Class 13 Hit Points 67 Speed 30 ft. STR 16 () DEX 12 (+1) CON 17 () INT 9 (-1) WIS 11 (+0) CHA 9 (-1) Senses Darkvision 60 ft., Passive Perception 10 Languages Gamorrean Challenge 2 Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. ACTIONS Vibroaxe. +5 to hit Hit: 9 slashing damage. 16

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