Devotion
Devotion measures how loyal a planet is to you. Each planet has a Devotion stat for the Republic, Empire, and 3rd Parties (planets within Hutt, Exchange, or Black Sun Space). This stat determines how locals treat you when interacting. There are two numbers you must keep track of with Devotion: the notable numbers (explained below), and your opponents Devotion. When it comes down to attacking and ruling the planet, whichever side has the higher Devotion wins, regardless of what marks you pass.
Devotion exists on a scale with some notable numbers that determine bonuses. The scale ranges from -5,000 to 5,000. At 500 Devotion, the locals will side with you over an enemy and will participate in battle if you attack/defend. At 1,000 Devotion, the planet will send you troop units. The specific number of troops will depend on the planet (see Planets section). At 3,000 Devotion, the planet will send resources to you once per cycle. These resources can range from medical goods to starships, again depending on the planet. If you have 5,000 Devotion on a planet, you unlock access to a special reward that is dependent on the planet. This can include legendary weapons, allied NPCs, or enemy secrets.
If your Devotion dips into the negatives, you will have issues invading or maintaining control of a planet. At -1,000 Devotion, locals will side against you when attacking, and you must fight them as well. At -3,000, locals will revolt against you, requiring you to quash the rebellion during your turn.
If a planet has access to a trade route/resources and is not a battleground, it will naturally generate Devotion for you, 100 per cycle, and will lose Devotion for your opponent, 50 per cycle. If you wish to speed this up, you can use your action to quest, thus rewarding you up to 1,000 Devotion (depending on the quest). You can optionally choose to use Quest and Diplomatic Leverage Items to grant you up to double the Devotion while farming. If a planet is isolated and does not have access to resources, or is in a constant state of battle, your Devotion will decay by 100 per cycle. Some classes have abilities allowing them to get resources past blockades to supply planets manually.
When attacking a planet, your Devotion will always take a hit. Standardly, you will lose 100 Devotion when you attack, regardless of if you win or lose. However, if the enemy has higher Devotion than you and you attack, you will lose 500 Devotion. Remember, even if you have high Devotion on a planet, the locals will side with whoever has the highest stat.
3rd party planets
All planets have a 3rd Party Devotion stat, which applies to the most popular crime syndicate operating on the planet. These Devotion scales are far simpler than the general scales, ranging from 0 to 500. At 100, planets have an criminal underground. At 350, planets are considered "hostile" for non-criminal occupants. At 500, the most popular crime syndicate will march on the planet to take it.
There is only one way for 3rd Party Devotion to increase. If a 3rd Party decides to "target" a planet, that planet will gain 50 Devotion per Cycle unless an allied player spends their action clearing the planet of illegal activities. Once cleared, 3rd Party Devotion will decrease by 10 per Cycle so long as at least 1 troop unit is stationed at the planet.
You can clear already controlled 3rd Party planets of their influence during your turn, but instead of decreasing by 10 until it reaches 0, it will immediately drop to 250, then build back up to 500 unless troops are marched on it.
Neutral Planets
Some planets have not chosen a side in the war. These unaligned planets can be convinced to join your side given enough grease. You can spend an action convincing a neutral planet to join you, incurring a Charisma check; the DC for this check is determined based on the planet's Devotion stat. A fair warning, planets with less than 1,000 Devotion would require a master negotiator to win over.
Planets that are 3rd Party Capitals (e.x. Chiss, Hutts, Black Sun, or Exchange) are not neutral/unaligned planets.
Blockades
There are many ways to get around the Galaxy, but Hyperspace lanes are the primary mode of transportation between planets. All planets require access to Hyperspace lanes (except planets in unknown regions) in order to provide for their populations. If a planet has access to a hyperspace lane, it will manage it's own population and does not require overseeing. Some planets produce starships or technology; these planets require access to trade routes and raw material in order to manufacture ships or technology for you. At the start of each turn, you and your allies can decide which manufacturing planets get which resources. If planets do not have access to resources, they will no longer provide resources or troops to you, and will slowly decay 100 Devotion per cycle. You can blockade hyperspace routes to prevent resources from reaching a planet, thus isolating them. Blockading requires at least 10 starship troop units, all placed on a planet that contains the trade route in it's space. So long as the blockade is active, you must maintain 10 starship troop units in that place, although you can add and subtract above that number as much as you please.
Blockading two planets on the same hyperspace lane will allow you to shut down the lane that runs between them, thus blockading any other planets on the same lane.
Blockades are not infallible. Some classes have the ability to sneak through blockades - these classes can get resources (foodstuffs, raw material, etc) to planets that have been blockaded. You can also assault blockades using starship troops, though you must have at least 5 units in order to challenge a blockade.
Resources
Resources are the backbone of any galactic war effort, determining a faction’s ability to sustain armies, build fleets, and exert influence. From raw materials fueling industrial production to Jedi and Sith artifacts holding ancient power, each resource plays a vital role in shaping the conflict. Some, like credits and luxury goods, grease the wheels of diplomacy, while others, like kyber crystals and weapons, directly impact military strength. Controlling key resources can mean the difference between dominance and downfall, making them as valuable as the soldiers who wield them.
Essential Supplies
Essential Supplies are the foundation of any stable faction, ensuring the survival of both civilians and soldiers. Without food, raw materials, and currency, armies falter, economies collapse, and planetary control becomes unsustainable.
Credits.The standard currency of the galaxy, credits are essential to trade, bribe, and fund expeditions. You can keep credits for yourself, or gift them to diplomatic allies.
Foodstuffs. Foodstuffs are essential for sustaining populations. Only necessary when planets are unable to obtain their own foodstuffs, you can hoard and distribute your foodstuffs to blockaded or isolated planets to ensure their survival.
Raw Materials. These unprocessed resources are vital for the construction of starships or other technology. Ship them to starship and technology producing planets to receive starships and technology.
Diplomatic Leverage
Diplomatic Leverage are the valuable commodities that grease the wheels of negotiation and influence. Whether through rare artifacts, illicit goods, or luxury items, these resources can sway allies, appease rivals, or secure crucial trade deals.Artifacts. Rare relics from ancient civilizations, these items hold cultural, historical, or even mystical significance. Some may contain forgotten knowledge or hidden power.
Illegal Substances. From spice to black-market stimulants, these substances fuel the underworld economy, offering wealth, influence, and enhanced performance at a cost.
Luxury Goods. Expensive, high-status items like rare textiles, fine art, and exotic delicacies. These goods are often found as trade among the galaxy's elite.
Strategic Assets
Strategic Assets encompass the advanced tools of warfare and survival, from cutting-edge technology to powerful weapons and starships. These resources can be used to upgrade personal arsenals or to increase your military's might.
Hyperbarides. Highly reactive and incredibly rare, hyperbarides are a critical component in advanced weaponry and energy research, making them invaluable to any war effort.
Medicinal Goods. From bacta to cybernetic implants, medicinal goods keep troops alive and populations healthy, making them crucial for prolonged warfare. You can turn them into medpacs or send them to troops or planets for aid.
Plasma. This superheated ionized gas is used in weaponry, ship shielding, and industrial power cores. It is required to craft more rare weapon upgrades.
Starships. Essential for interstellar dominance, starships range from small fighters to massive capital ships, defining the strength of any galactic power.
Technology. These are cutting-edge advancements in cybernetics, weapon enhancements, and communications. The right tech can turn the tide of war in unexpected ways.
Weapons From blasters to turbolasers, weapons dictate the outcome of any battle. The more advanced and numerous your arsenal, the greater your chances of victory.
Rare Materials
These rare materials are scarce but highly valuable with specialized uses.
Carbonite. This dense, supercooled substance is used for preserving cargo or even living beings in suspended animation. It can also be used in industrial applications and starship armor.
Kyber Crystals. These rare and powerful crystals serve as the heart of lightsabers and superweapons. Their attunement to the Force makes them highly coveted by both Jedi and Sith. See Weapons for more details.
Living Beings
These are populations who can be exploited for labor, combat, or influence. They play a critical role in production and defense, but remember, they're living beings.
Rancors. These massive, carnivorous beasts are bred for war, entertainment, or intimidation. When properly trained, they serve as terrifying shock troops on the battlefield.
Slaves. The dark backbone of many galactic economies, slaves provide cheap labor, soldiers, and expendable forces. Some civilizations thrive on their exploitation, while others seek to abolish it.
Quest Items
Quest Items are rare and often mysterious objects sought after for their unique properties or historical significance. These items serve little in game purpose aside from their usage for quests.
Jedi Artifacts. Relics of the Jedi Order, these items may contain ancient wisdom, holocrons, or even latent Force energy, sought after by scholars and Force-users alike.
Sith Artifacts. Dark relics imbued with the power of the Sith, these objects can corrupt, empower, or grant knowledge in forbidden techniques.
War Games
Alongside combat and roleplay, this campaign will feature “War Games”, galaxy-scale battles for control. During War Games, you will be pitted against each other in battles of strategy and wit to maintain control of planets and routes necessary to keep your side fueled and armed.
Each War Phase will take 1 cycle (or standard year) to complete, and will encompass one turn per player, three per side. What you do during the War Phase will determine what kind of battles and roleplay scenarios occur.
To decide who goes when, we will use a random number generator. Each player will choose a number between 1 and 6, and I will roll dice until everyone has been selected. Whoever goes last will go first at the start of the next cycle, allowing everyone to get turns.
Before anyone goes, everyone will be given a number of troops and resources depending on the number of planets you control and the Devotion of each planet. These troops and resources can be assigned and moved across the galaxy as you and your teammates see fit.
Each turn consists of three parts - Movement, Action, and Bracing. At the beginning of your turn, you can choose to travel to another planet, or to stay on the one you currently occupy. There is no limit on where you can move to - so long as you are within allied territory. Should you want to travel into enemy territory, you will need to smuggle yourself (if you are a smuggler or bounty hunter), or find someone to smuggle you.
Your action can consist of many things. You can farm Devotion by questing, you can attack enemy forces, quash rebellions, start rebellions, quest for rare resources, train your apprentices/padawans, your imagination is the limit! Whatever you would like to do must be something that can reasonably be completed within 1 cycle (or year). For example, you can use your action to explore the planet Ilum to search for a new Kyber Crystal, but you cannot take over a Hutt Cartel.
Once your action is complete, you have the option to brace yourself in some way. This can include smuggling yourself out of an area, infiltrating a new planet, or taking shelter among locals. You do not have to brace yourself, but if you are in enemy territory or undercover it is a good option.
Questing
Most of the time, questing will be done out of roleplay. On planets controlled by your opponent, however, questing will be done in roleplay/initiative as you must help the citizens without being spotted by your enemy. On planets that are not controlled by an opposing force, you will need to complete 5 quests in order to lay claim to the planet. Out of these 5, the final one will be done in roleplay/initiative, so you can prove yourself to the people.
There are two types of quests: basic quests and legendary quests. Basic quests reward you with Devotion and common resources, and usually are done out of roleplay/initiative. These quests are usually simple tasks in order to aid the locals or disrupt enemy forces. The amount of Devotion awarded by quests depends on the success of the player and the importance of the quest. Legendary quests are the opposite of basic quests - they reward high amounts of Devotion and rare resources, and are usually done within roleplay/initiative. These quests are complex missions to defeat opposing forces or save villagers from peril. Legendary quests can only be unlocked under special circumstances, usually dependent on the planet's devotion and player's story.
Combat
Combat is at the heart of War Games, as you and your team vie for galactic control. During your turn, you can choose to use your action to attack a planet or space station, leading your troops into battle against the enemy. You can only attack planets that you have a direct route to. For example, you cannot attack the Sith capital Dromund Kaas without first taking Korriban. When you attack, you pit yourself against the current ruling power of the planet, and must engage the army that currently occupies it. If there is no notable general or player leading the enemy army, you roll dice against the enemy or DM to determine who wins. The more troops, the more dice you get to roll. For each troop unit on the planet, you roll 1d6, even if you have more or less troops. Each dice is compared, and the highest roll wins, knocking out each unit.
For example, if you have 5 units on the planet, and you are trying to attack someone who has 3 units, you roll 3d6 and they roll 3d6, one at a time. Each d6 is compared, and the highest one wins. So in this scenario, you roll a 3, 2, and 6. The enemy rolls a 3, 3, and 3. Thus, you lose one troop (2 compared to 3), the enemy loses one troop (6 compared to 3), and you draw and both keep your troop (3 compared to 3). From here, the enemy has 2 units on the planet, and you have 4. You can choose to attack again, now rolling 2d6, or you can choose to cut your losses and abandon the planet. You can flee at any time during a battle, but you must incur a 15% base cost for a retreat. In this example, you would lose 15% of 4, which is .6 and rounds up to 1 troop. If you have to cross enemy space to flee back to your nearest controlled planet, you must make a stealth check to pass through it unnoticed (DC dependent on the number of troops you move). If you fail, you must engage the troops on the new planet. You can flee this encounter, as well, but you must incur the 15% cost again.
If you are attacking a planet with a notable general or PC currently defending it, you will roll d6s until one side only has 1 unit remaining. At this point, you will enter standard combat, and must battle it out within initiative. The side with 1 unit will have 10 NPC soldiers on the battlefield with them, the other side will have an additional 5 soldiers per unit above 1. For example, if you are attacking a planet with 5 troops, and the enemy has 3, you roll until one of you has one troop unit left. In this case, you end up with 3 units, and the enemy 1. At this point, you enter combat. The enemy has 10 soldiers alongside their PC, and you have 20. From here, you must duel your opponent.
Some troop units are specially equipped. The types of specialized troops are outlined below, but generally these troops grant bonuses to initiative combat, such as higher hp, higher damage output, or special gear. This depends on the troop.
Once a PC reaches 0hp, they are defeated, and control of the planet goes to the winner. The winner can also choose what to do with their defeated enemy. It is up to the player if they kill their enemy, capture them, disable them, whatever they desire. Remember, this campaign will take place across multiple generations - your choice could come back to bite you when you least expect it.
Starship combat functions exactly the same as on-the-ground combat, but troops are generated differently. Instead of generating a set number of starship units per cycle, planets cannot passively provide starship units. Instead, starship units must be manually created by players by combining Starships with 1 troop unit. Discussed in "Planets and Devotion", some planets provide Starships when given resources. These starships must be combined with troops to turn into starship units - keeping the bonuses provided for troops if applicable.
Special Troop Units
Bothawui Spy Troops
Bothawui Troops. Bothans are masters of espionage, using vast intelligence networks to manipulate conflicts before they begin. In combat, Bothawui troops can reroll one die before comparing results. In initiative, they can disengage or dash as a bonus action.
Changeling Troops
Clawdites excel in infiltration, using their shapeshifting abilities to sabotage enemy operations. In combat, they can choose to take on the form of their enemies, granting them that ability. In initiative, they have advantage on stealth and deception rolls.
Devaronian Troops
Devaronians are naturally resilient and aggressive, thriving in the chaos of battle and refusing to back down. In combat, once they are reduced to 1 troop unit, they can remain on the battlefield if they lose a combat roll by 1 point. In initiative, they gain +2 to all melee or ranged weapon damage when below 50% health.
Geonosian Droid Troops
Geonosians specialize in mass-producing battle droids, deploying them in relentless waves to overwhelm enemies. In combat, if they win a roll by 2 or more, they gain an additional troop unit. In initiative, they gain +1 to attack rolls when commanded by a PC.
Kaleeshi Troops
Raised in a warrior culture, Kaleesh fighters see combat as sacred and fight with relentless ferocity. In combat, if they tie with an enemy, they win that roll instead of drawing. In Initiative, they have +1 to all melee attack rolls.
Kaminoan Clone Troops
Clones of various bounty hunters, these soldiers are obedient and battle-ready from birth. In combat, they can negate the first time they take damage, and in initiative, they deal +1 damage on all attacks.
Korribani Sith Troops
Trained on Korriban, these Sith warriors wield the Dark Side with fanatical devotion, unleashing their power with ruthless efficiency. In combat, if they eliminate an enemy troop unit, they gain +1 on their next roll. In initiative, they gain resistance to Force-based attacks when below 50% health.
Mandalorian Troops
Mandalorians are elite warriors clad in beskar armor, trained from birth in combat and strategy. In combat, the first time they would lose a troop unit, they can keep the unit but roll the next roll with disadvantage. In initiative, they deal +2 damage on ranged attacks.
Mechis III Droid Troops
Built for precision and durability, Mechis III droids self-repair and use advanced targeting systems to outmatch their foes. In combat, when a unit is destroyed, you may roll a d20. On a 18+, your troop remains active instead of being removed. In initiative, they have +4 to ranged attack rolls when at maximum range.
Onderonian Beast Rider Troops
The Beast Riders of Onderon are expert cavalry, using their powerful mounts to dominate the battlefield. In combat, they roll an additional d6 on the first round and may choose which die to swap it out with. In initiative, they can make a counterattack when they successfully dodge a melee attack, once per turn.
Rodian Troops
Rodians are natural hunters, excelling in jungle warfare and ambush tactics. In combat, when they tie, they can choose to kill both troop units instead of keeping both. In initiative, they may make an extra weapon attack during the first turn of combat.
Slave Troops
Slave troops are forcibly conscripted from conquered populations. Poorly equipped, poorly trained, and poorly inspired, they fight out of fear rather than loyalty. While they provide sheer numbers, their effectiveness in battle is questionable. In combat, they roll 1 additional d6, but must take the lowest results. In initiative, at the start of each troop's turn, roll 1d20. On a 1-5, the slave flees or surrenders, removing them from battle.
Sullustan Droid Troops
Designed for adaptability and efficiency, these droids are capable of enduring harsh conditions and executing precise tactical maneuvers. In combat, they can reroll once per battle. In initiative, they gain +1 to attack rolls against enemies who have already taken an action that turn.
Trandoshan Troops
Trandoshans are brutal warriors with regenerative abilities, reveling in the thrill of close combat. In combat, when reduced to 1 troop unit, they may roll a d6. On a 5+, they regain 1 troop. In initiative, they can choose to grapple enemies on a successful melee attack.
Umbaran Troops
Umbarans wage war through disorientation, misdirection, and eerie precognitive insight, making them terrifying in the opening moments of battle. In combat, they cannot lose their first roll. If they would lose their first roll, they instead tie. If they tie, they instead win. In initiative, they gain +1 to all attack rolls during the first round.
Apprentices
Taking an apprentice is a pivotal step for many across the galaxy, symbolizing the passing of knowledge, skills, and values from mentor to student. Whether it’s a Jedi guiding a Padawan in the ways of the Force, a Sith honing their apprentice’s ambition and power, or a smuggler teaching the art of cunning and survival, the relationship is built on shared goals and personal growth. For bounty hunters, apprenticeships focus on mastering the tools of the trade, while soldiers teach discipline and tactics to prepare the next generation for the hardships of battle. Regardless of the path, the bond between mentor and apprentice shapes the future of both individuals and their legacies.
You can choose to take an apprentice to train once you are capable. After reaching level 5, or with DM permission, you can take an apprentice and begin training them while you go. You may take an apprentice of any class, regardless of your own. At any point, you can use a bonus action during War Games in order to train your apprentice, thus increasing their level. When you train with your apprentice, you decide what you wish to teach them. They will roll a d20 of a related skill to determine their level growth. A 1-5 is no level growth, 6-15 is one level, and 16-20 is two levels. Your apprentice can travel and fight with you, or can be sent on other missions to retrieve items or information.
When you die, you can choose to play as your apprentice, starting at the level you trained them to. For example, if you are a Bounty Hunter who decides to take an apprentice at level 12, you can choose to train your apprentice for two turns straight between jobs. You train them in combat, they roll 9 + their Dex Modifier to equal 11, to gain one level. Next, you train them in technology, they roll 18 + their Technology Modifier to equal 17, they gain two levels. You die on your next mission, leaving your apprentice at level 3. You can choose to either play as your apprentice going forward, starting from level 3, or you can restart a new character at level 1.
Damage Types
We will use 5e Damage types, with a few things to note. Lightsabers and Blasters deal Radiant Damage, but will be counted under melee/ranged resistance.
Any damage caused by using the Force will be counted as Force damage, unless otherwise specified.
Concentration / Channeling
For the most part, concentration is replaced with Channeled abilities. These abilities provide additional (stacking) effects for every turn they are channeled, but the character channeling it is unable to use actions, reactions, or movement. They can take damage and maintain their Channeled ability without requiring a check, unless otherwise specified.
Leveling
We will be leveling up very fast in this campaign. You gain a level after every cycle, thus around 1 level per session. Each time you level up, you may increase your health and proficiency bonus, based on 5e rules. When you die, you are reset to level 1 (unless you take on an apprentice).
Species
Use the TOC to click on a species.
Aqualish
Current Allegiance: None
Aqualish are tasked humanoids from the planet Ando who have a reputation for being nasty, crude, and aggressive. They have two facial tusks that curve down over their mouths; a trait which adds to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used to crack open the hard shells of shellfish or burrowing through the swampy loam of their homeworld.
Species at War
The Aqualish evolved into three races which are constantly at war with each other: the Aquala, the baseline race of the oceans, the Quara of the wetlands, and the Ualaq of the caves and dark rain forests. Each race believes they are the dominant branch, and are at a near-constant war with each other.
While Force sensitive Aqualish are quite rare, members of the species have trained in both the Jedi Order and the Sith Empire. Most off-world Aqualish pursue careers as mercenaries, bounty hunters, and pirates.
Aqualish Names
Aqualish names are as diverse as the species themselves, but overall they’re more melodic than anything else.
Male Names: Gre Fudba, Tirst Zel, Kongepu Ellunmanthe
Female Names: Ulka Nooh, Bankegth Uwwn, Pifrarna Lan
Aqualish Traits
Ability Score Increase. Strength +2, Constitution +1
Age. Aqualish reach adulthood around age 17 and live to be around 80
Alignment. Most Aqualish tend towards chaotic allignment
Size. Aqualish stand around 5-6 feet tall and tend to weigh around 200 pounds. Your size is Medium
Speed. Your walking speed is 30 feet, and your swimming speed is 40 feet
Proficiency. You are proficient in the Athletics Skill
Amphibious You don’t need water to survive like some water-based species, but humid environments are where you feel most natural. You ignore difficult terrain in swampy or muddy areas.
Waterbreathing. Aqualish can breathe underwater
Languages. You can understand Basic but can only speak Aqualish
Arkanian
Current Allegiance: Galactic Republic
Arkanians consider themselves the pinnacle of evolution, and as such are distinctly arrogant. Arkanian scientists have been experts in genetic manipulation for millennia, and by the time of the Mandalorian Wars, the species had been split into many sub-species, making it hard to determine exactly what a baseline Arkanian was. Most can pass for Human, though the purest of blood have pure white eyes and four clawed digits on each hand.
Arkanians can see into the infrared spectrum, and their eyes are sensitive to sources of extreme heat. This is helpful on their dark and frigid homeworld, but when traveling offworld, many are forced to wear blinders on planets with hotter, younger suns. It is also not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics. It is also standard practice for Arkanians to undergo genetic manipulation of their own bodies, enhancing themselves to be better than "lesser" species.
Arrogant and Proud
The most defining trait of the Arkanian species is their arrogance, stemming from their belief that they are the pinnacle of evolution. This leads to them often appearing arrogant and aloof to others as they see themselves as being superior to all other species. Even those with a more moderate viewpoint tend to see themselves as being amongst the most intelligent beings in the galaxy. As such, they are highly confident in their abilities.
Arkanian Names
Arkanian names are generally melodic and can be quite long. Female names are more melodic, in part because they end in vowels more often. Surnames can be even longer than first names, but they share the same melodic tone.
Male Names: Othres Valn, Soldovas Donrathald
Female Names: Bervasaith Ballishith, Yavri Agres
Arkanian Traits
Ability Score Increase. Intelligence +2
Age. Arkanians mature at the same rate as humans but live to be several hundred years old.
Alignment. Most Arkanians are good-natured but lack sympathy for others. As such they are inclined towards neutral alignments.
Size. Arkanians stand around 5-6 feet tall and tend to be no more than 170 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. You are proficient in the Medicine Skill
Tool Proficiency. You are proficient with Biotech's Implements
Medically Inclined. You have advantage on saving throws made against diseases and poisons
Languages. Arkanian, Basic
Subrace
Two main subraces of Arkanians exist in the Star Wars Universe: Purebloods and Offshoots. Choose one of these subraces:
Pureblood. These Arkanians are native to the planet Arkania, a world of frozen tundra and intense cold. They are unmatched scientists and academics who are not above using their intelligence for personal gain.
Ability Score Increase. Charisma +1
Darkvision. 60ft
Innate Casting.The Pureblood Arkanian can cast the Jedi Consular Restorative Wave ability once per short rest
Offshoot. The Arkanian Offshoots are a sub-species of the Arkanian race, genetically engineered by Arkanian researchers for specific tasks.
Ability Score Increase. You can choose between increasing your Dexterity or Wisdom score by 1
Hybrid As a genetic hybrid, you have the skills of both Arkanians and another race such as Human or Twi’lek. You are proficient with two skills of your choice.
Besalisk
Current Allegiance: None
Besalisks are a sentient species with four arms and an inflatable wattle that are native to the planet Ojom. Male Besalisks' heads sport prominent crests and four arms at their sides; females of the species can have as many as eight arms, but, like Humans, have a primary hand and a limited range of functionality with the others. The addition of the extra appendages requires a hearty metabolism, and these bulky beings can store food and water for many days, and if needed, they can survive for long periods without either. Scruffy sensory whiskers line the area below their noses, just above the robust wattle most adult Besalisks possess.
Adventure-Bound
Chatty, quick to form lasting friendships and lovers of adventure, Besalisks often are fearless and seek thrills without care for themselves. This often causes trouble amongst their employers; Besalisks are known to walk off the job when bored with it and never return. When Besalisks did take jobs in the underworld, they are prone to gossiping and being loose-lipped. This unfortunate habit leads to members of the species attracting more bounties than any other.
Besalisk Names
Besalisk names are usually short and a mixture of guttural and more melodic tones. The same is true for their surnames.
Male Names: Dulle Yus, Nux Rix, Rold Juk
Female Names: Lan Zukkel, Chan Bagg, Yen Val
Besalisk Traits
Ability Score Increase. Dexterity +2, Strength +1
Age. Besalisks reach adulthood around age 13 and live to be around 75
Alignment. Any
Size. Besalisk stand around 5.5 feet tall and tend to weigh around 280 pounds. Your size is Medium
Speed. Your walking speed is 35 feet
Proficiency. Sleight of Hand, Survival
Four-Armed Besalisks have four arms, allowing them to more efficiently do tasks. You may wield up to four light weapons (one main hand, up to three off hand).
Languages. Basic, Besalisk
Bith
Current Allegiance: None
The Bith are a peaceful and intelligent sentient species native to the planet of the same name. They have hairless, domed heads and black, glassy eyes that lack eyelids and cannot shed tears. Bith often find work as musicians, scientists, and engineers. They have very sensitive hearing, being able to separate and isolate sounds around them. Because they lack noses, they spell through special organs beneath the skin flaps on their faces.
Ancient Pacifists
The Bith are one of the galaxy's most ancient civilizations, with a history going back millions of years. Their society is highly regimented, with everything from mate selection to political leadership controlled by sophisticated computer programs. At one point in their ancient history, the planet broke into war that devastated their homeworld and split the population between those quarantined permanently on Bith, and those out in the galaxy who are unable to ever return. Following the terrible cost of the conflict, the species became pacifist, due to the historical exhaustion with conflict.
Bith Names
Bith names are quite diverse. Some names look complicated and are difficult to pronounce, while others are quite simple. Many names have elongated sounds, but due to the diversity the opposite can be true on some occasions.
Male Names: D'redim Messo, Thonko Gemo, Dolke Lashe
Female Names: F'hanren Miss, Huni Fesso, R'holnaass Kome
Bith Traits
Ability Score Increase. Consitution +2, Wisdom +1
Age. Bith reach adulthood around age 16 and live to be around 85
Alignment. Bith lean towards good alignments.
Size. Bith stand around 5.5 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Perception, Performance
Highly Evolved Bith have evolved past the need for sleep. Instead of sleeping, you slip into a light meditative rest where you are fully aware of your surroundings. You only need 4 hours of rest to count as a long rest.
Languages. You can understand Basic but can only speak Bith
Bothan
Current Allegiance: Galactic Republic
Bothans are furry mammalian anthropoids hailing from Bothawui. They differ in facial appearance and body structure, with canine, feline, and equine features. Amongst outworlders, they're known for being master politicians and spies, craving intrigue and subterfuge.
Bothan Spynet
Bothan culture is guided by the philosophy and principles set forth in their ancient texts known as "The Way". This text places paramount importance on the pursuit of power and influence. Thus, individual Bothans tend to put their own political and economic success above all other concerns. The volume of backstabbing, subtle character assassination, and political maneuvering in Bothan society is dizzying, and results in many species stereotyping Bothans as untrustworthy. However, most Bothans have subtle tells when they're being dishonest; their fur shifts in response to their emotional state by way of gentle ripplings. This trait, named Wrendui, betrays them when members of their kind intend to be duplicitous in their dealings with others.
Bothan Names
Bothan names sound quite harsh, with many elements which make pronunciation tricky. Female names sound slightly softer, but many names could be seen as unisex as the difference can be subtle or nearly non-existent.
Male Names: Verc Fua'tat, Zigan Vian'del, Neectosk Mutin
Female Names: Seh Saih'run, Gnaar Mis'uavu, Ah Haquli
Bothan Traits
Ability Score Increase. Dexterity +2, Charisma +1
Age. Bothans reach adulthood around age 17 and live to be around 85
Alignment. Any
Size. Bothans stand around 5 feet tall and tend to weigh around 140 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Deception, Sleight of Hand
Deceptively Deceptive You have advantage on deception checks against other species, but disadvantage against other Bothans.
Languages. Basic, Bothese, Wrendui (Body)
Cerean
Current Allegiance: None
Cereans are a sophisticated and cultured humanoid mammalian species hailing from Cerea. They are famed for their extraordinary thinking abilities, made possible by large binary brains housed in their tall tapering heads. These allow them to focus on several things at the same time. Aside from this unique feature, Cereans are physically similar to Humans, although they possess two hearts, which supply blood circulation to support their brains.
Genius Species
The Cereans' enlarged skulls, extending up to a foot above their foreheads, house complex binary brains. This binary structure of thinking helps them to ponder two sides of an issue at once. It also enables them to process information, solve problems rapidly, and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational, and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as Humans. Their binary brains can also allow some Cerean Force-sensitives to explore both the light and dark aspects of the Force.
Cerean Names
Cerean names are very diverse, often with a hyphen or two (in the case of male names). Not all male names contain a hyphen, though. Cerean names tend to be melodic, relatively easy to pronounce, and fairly short.
Male Names: Cirr Gaft, So-Men Finnelarr, Bu-Dirr-He Cin
Female Names: Jemn Gi, Drolvn Zyimoft, Jylvalvn Cru
Cerean Traits
Ability Score Increase. Intelligence +2, Wisdom +1
Age. Cereans reach adulthood around age 16 and live to be around 65
Alignment. Cereans tend towards lawful alignments.
Size. Cereans stand around 6.5 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. History, Insight
Binary Loyalty When learning force skills, you can choose to learn skills from the opposite alignment without incurring penalty. You can use this feature up to 3 times.
Languages. Basic, Cerea
Chagrian
Current Allegiance: Galactic Republic
Chagrians are a sentient species of tall, horned humanoids with blue skin that are native to the water planet of Champala. They are notable for their thick sensory tentacles that grow down on either side of their head, with a spine-like appendage growing from each, called a lethorn. Male Chagrians possess two additional horns above their heads.
Obstinate Warriors
As a species, Chagrians are generally peaceful and law-abiding to the point of becoming stoic. Many Chagrians are motivated only by basic desires such as sustenance, shelter, and healthcare. Most Chagrians do not have a sense of taste and thus regard eating as an unfortunate nuisance rather than something to be looked forward to and enjoyed.
Chagrian Names
Chagrians have fairly dark sounding names with mostly guttural elements, but also a few harsher sounds here and there. Both first and last names tend to be two syllables long, with the occasional three syllable name here and there.
Male Names: Delrun Lialkkar, Barru Vatri, Kinrer Musmul
Female Names: Sethu Bontur, Bashe Zurkkunt, Safo Laktu
Chagrian Traits
Ability Score Increase. Constitution +2, Intelligence +1
Age. Chagrians reach adulthood around age 18 and live to be around 75
Alignment. Chagrians tend towards lawful alignments.
Size. Chagrians stand around 6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet, and your swimming speed is 30 feet
Proficiency.Intimidation, History
Hearty Chagrians have natural resistance to radiation. You are immune to poison damage.
Languages. Basic, Chagri
Chiss
Current Allegiance: Chiss Ascendency
The Chiss are a tall, blue-skinned near-human civilization from the planet Csilla in the Unknown Regions. Due to the remote position of their home territory in the Chiss Ascendancy they remain an enigma to the rest of the galaxy and contact with outsiders is limited.
Highly Evolved
The origin of the Chiss is largely unknown, even to the Chiss themselves, though some scientists think that they are the result of a long forgotten Human colony that had been lost to time. Genetic analysis later confirmed that the Chiss were indeed an offshoot of the Human species' earliest attempts at colonization. It is believed that sometime before 27,000 BBY, a lost colony of Humans settled in the Unknown Regions on the planet Csilla.
Chiss Names
Chiss names are quite odd if you don't know what they mean. A Chiss name has three parts, each separated by an apostrophe. The first part is their family name, the second part is their personal name, and the third part is their occupation, clan, or second family name (like a military family). These three names form another name used casually. The name is a combination of the last part of the first name, the whole of the middle name, and the beginning of the third name.
Names: Miq'etuar'ortors (Qetuaror), Mrordu'mom'grurkork (Dumomgr), Push'milu'ureo (Shmilur), Prin'lur'tittomm (Inlurti)
Chiss Traits
Ability Score Increase. Increase two ability scores by one, but they cannot be stacked
Age. Aqualish reach adulthood around age 18 and live to be around 80
Alignment. Chiss generally are neutral, but tend to be morally good
Size. Chiss stand around 5-6 feet tall and tend to be no more than 200 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Nature, Survival
Darkvision Due to the dark nature of Csilla, Chiss have abnormally good darkvision. You can see 60 feet clearly in the dark.
Chiss Weapons. You are proficient with the Charric class of weapons. These are Chiss weapons and can be found on Chiss controlled/colonized planets. Your character starts off with a Charric Pistol or Rifle
Languages. Basic, Cheunh
Clawdite
Current Allegiance: None
Clawdites are a humanoid sentient species native to the planet of Zolan. They are one of the few shapeshifting species in the galaxy, and are sometimes referred to as Changelings.
Shapeshifters
Due to genetic manipulation, Clawdites possess the extremely rare ability to change their appearance. When using this ability, they can change the color and texture of their skin and eyes, mimicking the appearance of other similarly-shaped beings, such as Humans. Shifting into a Weequay, a species with similar facial features, is considered to be an easy task. Though they can not add physical mass to their bodies, they are able to form hair and can make it quite long. Clawdites are also able to mimic the appearance of clothing or jewelry, provided that the item laid directly on their skin, as it is merely a manipulation of their skin's texture. They can not change the appearance of their actual clothing, and have to rely on holographic technology in order to change such items.
Clawdite Names
Clawdite names are harsh sounding but contain just enough melodic elements to make them a little more appealing to the ears. Female names tend to be the harsher ones, contrary to many other species.
Male Names: Neyt Syk, Dal Gyr, Reil Kunok
Female Names: Pris Muhzer, Nas Blyl, Kud Gor
Clawdite Traits
Ability Score Increase. Dexterity +2, Constitution +1
Age. Clawdites reach adulthood around age 16 and live to be around 70
Alignment. Clawdites tend towards chaotic alignments
Size. Clawdites stand around 6 feet tall and tend to weigh around 160 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Stealth, Deception
ChangelingYou can alter your appearance at will, although it can be painful or discomfortable. When with a new appearance, previous enemies will not recognize you.
Languages. Basic, Clawdite
Codru-Ji
Current Allegiance: Sith Empire
The Codru-Ji are a race of four-armed humanoids that inhabit the planet Munto Codru. Born as six legged canines known as Wyrwulves, they encase themselves in a cocoon at puberty, emerging weeks later as humanoids.
Ritual Abductors
Highly xenophobic, Codru-Ji are reluctant to allow members of other species access to their society. Although not afraid of off-worlders, the Codru-Ji are concerned that outside influence will "rub off" on their society. Several aspects of their culture, such as ritual kidnapping of children of political rivals, are considered barbaric by galactic standards, and as such the Codru-Ji think it best to remain removed from the greater galactic scene.
Codru-Ji Names
Codru-Ji names are short and melodic, with the first names being one or two syllables long and the last name always two syllables. Names differ slightly in sound, some being quite soft, others harsh and also guttural.
Male Names: Ren Thuddim, Sizu Valni, Doze Vumve
Female Names: Nono Woflim, Neate Vosmi, Ronu Winge
Codru-Ji Traits
Ability Score Increase. Dexterity +2, Strength +1
Age. Codru-Ji reach adulthood around 8 and live to be around 80
Alignment. Any
Size. Codru-Ji stand around 5.5 feet tall and tend to weigh around 180 pounds. Your size is Medium.
Speed. Your walking speed is 30 feet
Proficiency. Acrobatics, Stealth
Four Armed Codru-Ji have four arms, allowing them to more efficiently do tasks. You may wield up to four light weapons (one main hand, up to three off hand).
Languages. Basic, Codruese
Dathomirian
Current Allegiance: Galactic Republic
Dathomirians, also known as Dathomiri, are a sentient species native to the Outer Rim Territories planet Dathomir. The creation of the Dathomirian species is the result of hybridization between the Human female members of the Witches of Dathomir and their enslaved Zabrak malelings, and thus they are also known as Human-Zabrak hybrids. This results in the species' prominent sexual dimorphism, with males and females exhibiting different physical characteristics. Generally, females more closely resemble Humans, while males mostly resemble Zabraks with cranial horns and no hair. Members of the female sex have paler skin of white or gray varieties, while members of the male sex have red, orange, or yellow skin.
Witches of Dathomir
The Witches of Dathomir are a group of Human Force sensitives native to the planet Dathomir. They are also known as the Daughters of Allya in honor of the wayward Jedi Knight Allya, who they regard as their ancestress. Over time, the witches divided into female-dominated clans that are named after regional landmarks. Each clan has a unique set of rules regarding Force usage, but all the clans hold one rule above all others: "Never concede to evil".
Those who were exiled for using the dark side of the force are known as Nightsisters, and are usually lone wanderers. They sometimes band together to form clans of their own, or occasionally take over existing clans, and they are always opposed by the rest of Dathomir.
Dathomirian Names
Female Dathomirian names are both melodic and harsh sounding. Male Dathomirians are named using nouns, adjectives, or other words with darker or aggressive meanings.
Male Names: Lin Revvos, Elmajj Ullol, Zehsi Edruj
Female Names: Harsh Ekra, Relentless Geze, Riot Yelras
Aqualish Traits
Ability Score Increase. Dexterity +1
Age. Dathomirians reach adulthood around age 17 and live to be around 80
Alignment. Most Aqualish tend towards chaotic allignment
Size. Dathomirians stand around 5-6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 40 feet
Proficiency. Choose 1 between Nature and Survival
Force Attuned. Almost all Dathomirians have some form of Force ability. Regardless of your class, you may choose a Force ability to be proficient in. Discuss with your DM what ability you would like. You may use your ability once per short rest.
Languages. Basic, Dathomiri
Devaronian
Current Allegiance: Sith Empire
Devaronians are a horned humanoid species from the world of Devaron. It is believed that they are descended from a race of primates that lived in the mountains of Devaron, and that their horns are a genetic mutation that proved useful in fending off predatory birds.
Horned Species
Devaronians are one of the more unusual races in the galaxy, with a dramatic gender dimorphism in appearance and temperament. Males are aggressive by nature, with typically red-tinted skin and a pair of large horns growing from their heads. They take great pride in their horns and groom them quite regularly. Many species feel uncomfortable in their presence, for they resemble the devils of a thousand different myths.
Female Devaronians are covered in thick fur, hornless and have prominent canine teeth. They are dominant in their culture, and are the only ones allowed to participate in government and politics. Female Devaronians not covered with thick fur have two dark circles above the forehead, where the horns usually are in males
Devaronian Names
Much like the appearance of males, Devarorian names look like what you might expect demon names to be. Dark, complex and often guttural, with some harsher tones mixed in here and there.
Male Names: Kic Brec, Kareri Dreg, Rer Chihk
Female Names: Bhim Mal, Lesas Galrokt, Lu Geq
Devaronian Traits
Ability Score Increase. Strength +2, Constitution +1
Age. Devaronians reach adulthood around age 16 and live to be around 80
Alignment. Devaronians tend towards chaotic alignments
Size. Devaronians stand around 6 feet tall and tend to weigh around 200 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Intimidation, Athletics
Horned. Due to your horns, many people find you scary. You have advantage on all deception, intimidation, and persuasion checks.
Languages. Basic, Devaronese
Droid
Current Allegiance: Any
Droids, short for androids, are mechanical beings, often possessing artificial intelligence. They are used in a variety of roles and environments, often those considered too menial or too dangerous for humans and other species. Droids are also used in fields that require extensive specialization and knowledge, such as medical droids and astromech droids.
Smart or Too Smart?
Depending on the model and its corresponding purpose, droids are totally obedient, rugged, expendable, capable of vast memory recall, and mathematically precise. These characteristics make them well suited for many jobs, though the lack of independent thought in the cheaper, less advanced models limits their capability. This lack of autonomy is simultaneously a vast asset and a glaring weakness: an asset in terms of obedience and control but a massive drawback in terms of effectiveness. Designers face a fundamental paradox: make the droids overly intelligent, and they might rebel, yet make the droids not intelligent enough and they would be ineffectual.
Droid Names
Droid names typically involve a combination of letters, numbers, and hyphens, usually no longer than five characters.
Names: R6-E3, BB-0B, R2-B8, BB-MY, FO-B01
Aqualish Traits
Ability Score Increase. Intelligence +2
Size. Most droids are around 6 feet tall, and typically weigh between 300-400 pounds. Your size is large.
Machine Heart. You are a man-made construct. You are immune to disease. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Subrace
There are many different types of droids, the following of which a player can use as their character.
Assassin Droid.
A droid built to kill, your skill is in agression and violence.Alternate Ability Score. Dexterity +2
Alignment. Assassin droids, when fully sentient, tend to align with the chaotic evil alignment. When they are not fully sentient they do the bidding of their master wholeheartedly, but still tend to be rather chaotic.
Speed. Your basic movement speed is 35 feet
Proficiency. Choose one between Acrobatics and Stealth
Natural Plating When unarmored, your AC is equal to 12+ your dexterity modifier.
Languages. Basic, Binary
Security Droid.Your primary motive is defense and protection.
Alternate Ability Score. Increase either your Strength or Constitution score by 1
Alignment Security droids tend to work for someone and take on that person’s alignment. If they do not work for someone, their alignment can be anything.
Speed. Your base speed is 30 feet
Proficiency. Choose between Athletics and Insight
Mechanical Strength. If you choose to increase your Strength score, you have advantage on all Strength contests, such as grappling and shoving, if you initiate the contest.
Durasteel Plating. If you choose to increase your Constitution score, add your level to your hit point maximum.
Languages. Basic, Binary
Duros
Current Allegiance: None
The Duros (occasionally Durosians) are a humanoid reptilian species native to the planet Duro who were among the galaxy's first space faring civilizations. Their homeworld is located on the Corellian Trade Spine, a major hyperspace route that links Duro with other important commercial centers.
Adventurers
Many Duros are pilots and explorers, and are adventurous, though sometimes rash. As one of the first cultures to develop hyperdrive spacecraft (some even believe the first), Duros-charted trade routes were among the oldest hyperspace routes still in use. Even in the more recent periods of galactic history, Duros are still known for their superior astro-navigational skills. Their affinity for traveling leads many Duros to prefer the honorific title of "traveler" despite their occupation or craft of choice, and addressing them as such is considered good etiquette.
Duros Names
Duros names are quite melodic with big and elongated sounds. The length ranges from 1 to 3 syllables, but even the longer names tend to stay relatively simple. Female names have more softer tones and elements which are generally seen as more feminine.
Male Names: Sor Stelt, Cud Sted, Einzil Kaal
Female Names: Seide Dacaal, Mane Had
Duros Traits
Ability Score Increase. Intelligence +2, Charisma +1
Age. Duros reach adulthood around 15 and live to be around 70
Alignment. Duros tend towards good alignment
Size. Duros stand between 6 and 6.5 feet tall and tend to weigh around 200 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Darkvision. 30 feet
Photographic Memory. You can recall anything ever told to you or read. You have proficiency with history and advantage on history checks
Languages. Basic, Durese
Gran
Current Allegiance: Black Sun
Recognizable by their three eyes and distinct snouts, the Gran are a social and perceptive species known for their strong communal bonds and keen emotional awareness. Hailing from the peaceful world of Kinyen, most Gran value harmony and loyalty, but those who venture beyond their homeworld often find themselves drawn to lives of diplomacy, trade, or even crime. Their exceptional depth perception makes them natural pilots and sharpshooters, while their ability to read each other's emotions gives them an edge in negotiation—or manipulation.
Empathetic Species
Gran possess an uncanny ability to read the emotions of those around them, a skill heightened by their three eyes and finely tuned social instincts. This natural empathy allows them to detect lies, sense hidden intentions, and navigate complex negotiations with ease. Their gift makes them formidable dealmakers and manipulators, able to exploit the slightest flicker of doubt or fear. However, their heightened sensitivity can also be a weakness, exposing them to emotional overload in high-stress environments or making them vulnerable to deception by those who know how to mask their true feelings.
Gran Names
Gran names are quite guttural, with many elongated and big sounds. Name length tends to vary from 1 to 2 syllables, which is the case for both first and last names.
Names: Mi Zhoel, Shansosk Mei, Yisseas Raaj
Gran Traits
Ability Score Increase. Wisdom +2, Intelligence +1
Age. Gran reach adulthood around 15 and live to be around 80
Alignment. Any
Size. Gran stand around 5'5” feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Insight, Charisma
Confident Reading. You have advantage on Insight Checks to see if others are hiding something from you.
Languages. Basic, Huttese
Gungan
Current Allegiance: Sith Empire
The Gungans are a sentient, amphibious humanoid race native to the planet Naboo. The species is known for being rather isolated, living in large bubble-like domes underwater. Gungans have strong leg muscles for swimming and are aided by their long fin-like ears. Their lanky arms end in four-fingered hands, and their feet have three stubby toes each. Females tend to be slightly smaller with sleeker faces. They often tie their long ears back.
Divided
The Gungans are separated into two races: the lanky orange, yellow or red-skinned Otolla race, and the heavier, green-skinned Ankura race. However, they all exhibit many of the same basic physical traits.
Starting life as tadpoles, Gungans develop into tall beings with extremely flexible cartilaginous skeletons. Strong leg muscles allow for powerful and quick frog-kick style swimming through water as well as a remarkable jumping ability while on land. Fin-like ears (called haillu) aid them in swimming, as well as expressing emotions like aggression, friendship, and fear. They have partially retractable eyestalks with nictitating membranes when underwater.
Gungan Names
Gungan names are incredibly varied, but most names do share an element of guttural sounds in a somewhat melodic way. Female names are slightly softer and, in the case of hyphened names, end in vowels.
Male Names: Zil Gizz, Closh-Closh Meg, Ne Wuss
Female Names: Kle Slar, Mi-Mi Yamo, Fooss Ko
Gungan Traits
Ability Score Increase. Dexterity +2, Strength +1
Age. Gungans reach adulthood around 10 and live to be around 65
Alignment. Gungans tend towards good alignment
Size. Gungans stand around 6 feet tall and weigh about 160 pounds
Speed. Your walking speed is 40 feet, and your swimming speed is 40 feet
Powerful Legs. Your jump height and distance are doubled
Unnatural Luck. If you roll a 1 on an attack roll, ability check, or saving throw, you may choose to reroll, but you must take the second roll.
Waterbreathing. Gungans can breathe underwater
Languages. Basic, Gungan
Harch
Current Allegiance: None
Harch are a sentient species of large, six-limbed arachnids native to the humid jungle world of Ando. Standing tall on their three pairs of clawed limbs, Harch resemble upright spiders, covered in a dense coat of patterned fur ranging from silver-gray to deep brown. They possess large, multifaceted eyes capable of seeing across a wide range of light spectra, and their mandibles click softly when they speak. Their speech is usually filtered through vocal translators, as their natural chittering language is often difficult for non-Harch to understand.
Though physically imposing and unnerving to some, Harch are known for their calm discipline and uncanny focus. Each of their six limbs is capable of fine motor control, and Harch are natural multitaskers. They value order, tradition, and hierarchical structure, traits often reflected in their careers as military tacticians, enforcers, and crime lords.
Calculating and Cold-Blooded
Culturally, Harch have a reputation for patience and ruthlessness. They are not reckless killers, but deliberate predators, measured in speech, brutal in battle. A Harch might watch a foe for days before striking with lethal efficiency. In social settings, they are often unsettlingly still and silent until they choose to speak, lending to an air of menace or mystery. While not inherently cruel, many Harch are raised to view emotional displays as weaknesses, and their loyalty is often rooted more in respect than affection.
Harch Names
Harch names incorporate clicks and glottal stops in their native tongue but are often adapted into Basic using sharp consonants and hissing syllables.
Male Names: Zikk Noh, Thass Klikk, Rekk’Tan
Female Names: Seliiss, Vrah’Nokk, Tikka Sol
Harch Traits
Ability Score Increase. Constitution +1
Age. Harch mature at around 15 years old and can live up to 90 years
Alignment. Any, though many tend toward Lawful alignments
Size. Harch average between 6 and 7 feet tall and have a wide, muscular build. Your size is Medium
Speed. Your walking speed is 30 feet, and your climbing speed is 40 feet
Proficiency. Stealth, Intimidation
Six-Limbed. You may use up to three off-hands for wielding weapons or performing simultaneous tasks. You may wield up to four light weapons (one main hand, three off-hands). You have advantage on checks made to maintain grip or hold on climbing surfaces.
Languages. Aqualish, Basic
Human
Current Allegiance: Any
Humans, taxonomically referred to as Homo sapiens, are the galaxy's most numerous and politically dominant sentient species with millions of major and minor colonies galaxywide. Believed to have originated on the galactic capital of Coruscant, they can be found anywhere, engaged in many different pursuits: spacers, mercenaries, smugglers, merchants, soldiers, assassins, farmers, crime lords, laborers, slaves, slavers, and many others, including Jedi and Sith. Since Humans are the most common sentient species, they are often considered to be a standard or average to which the biology, psychology, and culture of other species when compared.
A Broad Spectrum
With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of Twi’lek, Miraluka, or other lineages.
Human Names
Humans are one of the most widely spread species in the Star Wars Universe. This means there's a huge variety within the different cultures and thus within their names.
Male Names: Petler Reepgoddd, Kadken Whitmur
Female Names: Estilia Bulsing, Carcie Michcab
Human Traits
Ability Score Increase. +1 All Abilities
Age. Humans reach adulthood at 18 and live to be around 80
Alignment. Any
Size. Humans stand between 5-6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Languages. Basic and any one of the following languages: Binary, Hutteese, Old Corellian, Mando'a
Iktotchi
Current Allegiance: Galactic Republic
Iktotchi are a species that originated on the harsh, windy moon of Iktotch. They have very resistant skin and both males and females have down-curved cranial horns, used as battering rams. These horns can regenerate if damaged.
Prophetically Inclined
Iktotchi have a gift of precognition which is relatively effective on their native world but dimmed when offworld. In addition, they have powerful telepathic abilities. As such, they are often ostracized from communities as their gifts and harsh appearance frighten others. They are also barred from gambling at almost every casino in the galaxy.
Iktotchi Names
Iktotchi names are quite melodic and in many cases sound quite soft, though harsher tones do make an appearance here and there.
Names: Mamnan Nadan, Emas Chul, Weinkan Choran, Raefleim Marun, Halvi Chu, Unie Tal, Delmol Daan
Iktotchi Traits
Ability Score Increase. Wisdom +1
Age. Iktotchi reach adulthood at 20 and live to be around 90
Alignment. Iktotchi tend towards good alignment
Size. Iktotchi stand around 6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Intimidation, Perception
Precognition. You are hyperaware of the various futures that could await you. You cannot be surprised.
Languages. Basic, Iktotchese
Ithorian
Current Allegiance: Galactic Republic
Ithorians are an herbivorous species from the planet Ithor. They are commonly called “Hammerheads” because of their long, curving neck and T-shaped head. Ithorians have two mouths and four throats, allowing them to speak in stereo. Female Ithorians have two humps on the back of their head, while males have only one. They have glossy, usually brown flesh and slow reflexes compared to average humanoids.
Stereophonic
In addition to allowing them to speak their unique stereophonic language, the Ithorians' four throats also has the ability to violently expel air, resulting in a deafening and potentially concussive scream. Although even common Ithorians possess this strange talent, those with Force training can push enough power into their sonic bellow to shatter iron and shred plasteel. Despite this fact, most Ithorians go their entire lives without ever resorting to violence, and so the ability remains relatively ambiguous.
Ithorian Names
Ithorian names are quite varied, especially in length, but most names do sound soft and melodic. The longer names are often more complex and harder to pronounce. Female names are generally softer than male names, but the difference is subtle.
Male Names: Lon Tandond, Steggjiwbux Nhudenn
Female Names: Pwudhorweph Hedemengs, Bhe Crifon
Ithorian Traits
Ability Score Increase. Constitution +3, Dexterity -1
Age. Ithorians reach adulthood at 15 and live to be around 80
Alignment. Ithorians tend towards good alignment
Size. Ithorians stand around 6.5 feet tall and tend to weigh around 200 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Supersonic Scream. You have the ability to damage with your voice. Once per short rest, you can use Supersonic Scream. All creatures within 30 feet of you must make a DC 12 Constitution saving throws or take 2d6 force damage. If a creature rolls below 5, they fall unconscious. This ability can also be used to break walls or doors.
Languages. Ithorians can understand Basic but can only speak Ithorese
Kaleesh
Current Allegiance: Galactic Republic
Kaleesh are reptilian humanoids from the planet Kalee. They have scaly skin, tusks, and long nostrils, though few outsiders ever see a Kaleesh face that isn't obscured behind a traditional mask. Kaleesh culture is deeply spiritual and warlike; war is seen as an essential part of life, and wars between tribes are common.
Spiritual Warriors
The Kaleesh are a spiritual people, believing that those who perform great deeds in life become gods in death. Therefore, burial places are sacred to them. A large number of temples are devoted to their ancestor gods, the holiest of which is called Shrupak.
By the time of the Galactic War, Kaleesh have recently arrived in the civilized galaxy. They are recognized as proud, honorable and deadly warriors by both the Galactic Republic and the Sith Empire and serve as bodyguards for the Hutt Cartel. During this time, several Kaleesh are known slaves of the Sith Empire and are occasionally trained when seen to have Force abilities.
Kaleesh Names
Kaleesh names are generally pretty guttural, with some melodic and harsher tones here and there.Some surnames include either 'Jal', 'Lij', or 'San'. The meaning of these is unknown, but they're most likely similar to things like 'child of', 'of' or 'van'.
Male Names: Xoan Lij Tamei, Nir Jal Sozom
Female Names: Lesno Ken, Hume Jal Skullel
Kaleesh Traits
Ability Score Increase. Strength +2, Charisma +1
Age. Kaleesh reach adulthood around 16 and live to be around 80
Alignment. Kaleesh tend towards chaotic alignment
Size. Kaleesh stand around 6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Pheromones. Kaleesh are able to produce Pheromones, making them able to charm other species at will. Once per short rest, you can use your hormones to charm a humanoid creature for two turns. They must pass a DC 15 Wisdom check or be charmed. They do not need to understand you to be charmed.
Languages. Basic, Kaleesh
Kel Dor
Current Allegiance: Galactic Republic
Kel Dors, sometimes referred to as Kel Dorians, are a sentient species hailing from the technological planet Dorin. They require masks to protect them when in oxygen-rich atmospheres. They are also known for the unique Force-using traditions of the Baran Do Sages.
The Kel Dors are a tall race, typically of the same height and weight as Humans. Their skin ranges in color from peach to crimson red. Most have dark, black eyes, although some are born with silver irises, a mark that is often seen as an affinity for the Force.
Exoskeletal
Kel Dors are considered an unattractive species due to their strange facial structure. Their noses are described as falling short of becoming a beak, with a gaping opening that descended to the mouth, a toothless chasm with drooping fleshy strands. In place of teeth, Kel Dor have an upper and lower hard-palate, visible only when they pull their lips back. Framing their heads are extrasensory organs which terminate in small black tusks.
Kel Dor Names
Kel Dor names are quite melodic and soft sounding, though a few harsh tones here and there do change the overall feel of the names.
Male Names: Niass Bra, Polsa Icang, Ju Ta
Female Names: Hi Yokrun, Dham Otchacek
Kel Dor Traits
Ability Score Increase. Wisdom +2, Dexterity +1
Age. Kel Dor reach adulthood around 17 and live to be around 70
Alignment. Any
Size. Kel Dor stand between 4-6 feet tall and tend to weigh around 160 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. You are proficient with the Survival skill
Atmospheric Difficulties. Kel Dor do not perform well in oxygen-rich environments, effectively being blind. Therefore, they almost constantly wear a mask when not on their home planet. This mask allows them to survive without oxygen far longer than a normal humanoid could. You can survive without oxygen for 15 minutes.
Exoskeleton. Your AC is increased by 1
Languages. Basic, Kel Dorian
Mikkian
Current Allegiance: Galactic Republic
The Mikkians are a species of brightly colored humanoids who share most biological traits humans do. However, the Mikkians' most distinctive feature are their motile head-tendrils, the number, form, and pattern varying between individuals. These head-tendrils primarily serve as sensory organs, particularly detecting sound as a replacement for an ear common in other species.
Honor-Based Society
Mikkians place kinship and integrity above all, so much so that their honesty can come across as blunt or even rude to other sentients. Conversely, Mikkians often have trouble adjusting to the more flexible views of other races. Their complex code of honor encompasses all things in life, with a particular insistence on matters of warfare. Although they respect warrior traditions, the Mikkians nevertheless value discipline and honor over victory or physical might.
Different religious traditions exist among the Mikkians, but belief in the Force plays a central role in all of them. In Mikkian society, their head-tendrils have important cultural significance, and as such tendril-reading is used by Mikkian mystics to predict their future. Every facet of the head tendril contributes to that meaning.
Mikkian Names
Mikkian names tend to be short and harsh sounding. There is little difference in male and female names.
Names: Tan Nes, Res Maveel, Vir Hezas, Zan Zalin, Sivar Van, Siree Mevih
Mikkian Traits
Ability Score Increase. Wisdom +2, Dexterity +1
Age. Mikkians reach adulthood around 17 and live to be around 80
Alignment. Any
Size. Mikkians stand around 5.5 feet tall and tend to weigh around 140 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Head Tendrils. Mikkian head tendrils can detect humidity, temperature, magnetic direction and radiation. You have blindsight for 15 feet around you.
Languages. Basic, Mikkian
Miraluka
Current Allegiance: Galactic Republic
The Miraluka are a near-Human species that differ from Humans in that they lack eyes, only retaining vestigial eye sockets, and perceive the environment around them through Force sight instead of regular vision. This vision is so strong that if a Miraluka looked upon a Jedi or Sith, they could "see" the Force radiating off them. The strength of a Miraluka's connection to the Force varies by individual.
Natural Jedi
Because of their connection to the Force, many Miraluka are drawn to the Jedi Order. Miraluka Sith are seemingly rare, as the species' own outlooks on life and the Force are largely incompatible with Sith teachings. However, as with all who feel the Force, a fall to darkness is possible with the Miraluka just as with any other species.
Miraluka Names
Miraluka have short names, often only two syllables long and easy to pronounce. They also usually, though not always, sound a bit harsh.
Male Names: Levic, Pevir, Afey, Vetoh
Female Names: Mebet, Zosuel, Ficias
Miraluka Traits
Ability Score Increase. Wisdom +2, Dexterity +1
Age. Miraluka reach adulthood around 18 and live to be around 85
Alignment. Miralukans tend towards good alignment
Size. Miraluka stand around 5-6 feet tall and tend to weigh 160 pounds. Your size is Medium.
Speed. Your walking speed is 30 feet
Force Sight. Miraluka have no eyes, they rely on the Force to see. They can perceive the environment and people at the same distance humans can, but in addition, they can sense the Force Energy in any creature, so much so they can determine whether someone is a Jedi or Sith.
Telepathy Miraluka can use their connection to the Force to speak telepathically to any willing creature they can see with their Force Sight.
Languages. Basic, Miralukese
Mirialan
Current Allegiance: Galactic Republic
Mirialans are a species of near-Humans native to the planet Mirial. Their appearance varies from yellow-green skin to paler skin very similar to many Humans. Mirialans are very flexible and agile, making them fast and formidable foes.
Deeply Religious
The Mirialan people are deeply religious and practice a primitive understanding of the Force. They believe each individual's actions contribute to their destiny, building upon past successes and failures to drive them towards their fates. A Mirialan places a unique, often geometrically repeated tattoo on their face and hands to signify that they have completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos thus often acts as a good indicator of how mature and/or skilled a Mirialan is.
Within their belief system is the view that individual actions ripple through the Force, also affecting the destiny of the species as a whole. Because the Force is understood through the notion of the Cosmic Force on a basic level, the cultural significance of the energy is defined as fate. Those who are not sensitive to its call still have faith in fate and feel that it guides their lives. Mirialans always have had a presence within the ranks of the Jedi Order.
Mirialan Names
Mirialan usually have short names, often only one or two syllables long and easy to pronounce. They also tend to sound quite friendly.
Male Names: Bak, Vond, Chit, Asey
Female Names: Lerci, Lask, Jas, Ses
Mirialan Traits
Ability Score Increase. Dexterity +2, Wisdom +1
Age. Mirialan reach adulthood around 18 and live to be around 120
Alignment. Any
Size. Mirialans stand around 5.5 feet tall and tend to weigh around 140 pounds. Your size is medium.
Speed. Your walking speed is 30 feet
Light and Lean. Mirialan have very similar builds to humans, except they are much more flexible, making them very agile foes. You have advantage on all acrobatics rolls.
Languages. Basic, Mirialan
Mon Calamari
Current Allegiance: Sith Empire
The Mon Calamari (also known as Calamarians, Mon Cal, Mon Calamarians, or rarely Mon Cala) are one of the sentient species indigenous to the world of Dac.
Sea Dwellers
Mon Calamari are a fish-like amphibious humanoid species with salmon-colored skin, webbed hands, high-domed heads and huge, fish-like eyes. They are equally capable of breathing both on land and in water with them being at home in either environment. Mon Calamari see in different wavelengths than Humans, making it difficult for one species to view visuals designed for the other and vice versa. Their eyes are often used to express emotion; staring with the left eye is a way of showing surprise, while staring with the right eye is either a challenge to fight or an expression of love, depending on the circumstances.
Mon Calamari Names
Mon Calamari names vary a lot, both in length and complexity. Female names tend to have softer sounds and end in a vowel more often than male names, but some names only have subtle differences, if any at all.
Male Names: Ghess Brorrexz, Nergic Arac
Female Names: Vas Galbas, Klil Kos
Mirialan Traits
Ability Score Increase. Dexterity +2, Charisma +1
Age. Mon Calamari reach adulthood around 15 and live to be around 60
Alignment. Any
Size. Mon Calamari stand around 4-6 feet tall and tend to weigh around 190 pounds. Your size is Medium
Speed. Your walking speed is 30 feet, and your swimming speed is 50 feet.
Waterbreathing. Mon Calamari can breathe underwater
Fisheyes. You have advantage on Investigation and Perception checks because your eyes can focus on two different things at once.
Water Lovers. You have advantage on all Dexterity and Strength checks and saving throws while underwater.
Languages. Basic, Mon Calamarian, Quarrenese
Nautolan
Current Allegiance: Galactic Republic
The Nautolans, sometimes referred to as the Nautiloids, are an amphibious humanoid species from the planet Glee Anselm. Although they establish settlements across their aquatic homeworld, most Nautolan civilization is found in the Sabilon region.
Sea Dwellers
Nautolans possess physiology common to amphibious species, including low light vision and excellent swimming skills. Their bony exoskeleton and dense cartilage makes them tough and resistant to glancing blows.
An egg-laying species, Nautolans emerge from their egg as a tadpole that develops arms, legs, and head-tails during their second year of life. Roughly the same size as a Human infant during this time, their limbs are weak and unable to support their weight, forcing youthful Nautolans to remain in aquatic environments for much of their childhood. They stand an average of 6 feet, have smooth green, blue, purple, or brown skin, and large black or dark maroon eyes with lids that are seldom used. They are capable of breathing underwater; however, unlike other water-based species, Nautolans do not experience difficulties out of water.
Nautolan Names
Nautolan names are quite varied. Some names are soft and melodic while others are more guttural and difficult to pronounce. The lengths of their names can also differ a lot, ranging from 1-3 syllables in both first and last names, resulting in some very short and very long names.
Male Names: Zox Omdid, Netveamid Nazoriizz
Female Names: Kif Endi, Shennon Ondoss
Nautolan Traits
Ability Score Increase. Dexterity +2, Constitution +1
Age. Nautolans reach adulthood around 17 and live to be around 70
Alignment. Any
Size. Nautolans stand around 6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet, and your swimming speed is 50 feet
Darkvision.30 feet
Exoskeleton. Your AC is increased by 1
Tendrils. You have tendrils all over your head which allow you to sense the presence of certain pheromones. This allows you to sense your surroundings well, therefore your character has blindsight for up to 30 feet.
Languages. Basic, Nautila
Nikto
Current Allegiance: Hutts
The Nikto are a humanoid sentient species native to the planet Kintan. There exist at least three Nikto subspecies: the Kajain'sa'Nikto (red Nikto), the Kadas'sa'Nikto (green Nikto), and the Esral'sa'Nikto (mountain Nikto). Many Nikto are employed by the Hutt Clan as enforcers.
Enslaved Species
The Nikto originate from Kintan. At some point in time their home planet was discovered and taken over by the Hutts, who enslaved their race. Some Niktos were appointed as guards and thugs for their Hutt overlords and became a common sight in most of their enslavers' entourages.
Nikto Names
Nikto names are very complex, hard to pronounce and generally harsh sounding. The lengths of their names also differ a lot and the longer names could have 1 or 2 apostrophes.
Male Names: Monc Meg, Slyknaus Wiccith
Female Names: Gri Shompi, Cech Kumke
Nikto Traits
Ability Score Increase. Strength +2, Constitution +1
Age. Nikto reach adulthood around 18 and live to be around 65
Alignment. Any
Size. Nikto stand around 5.5-6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30
Rebels. If you are not allied with a Hutt currently, you will be marked a traitor and have a bounty on your head.
Quick Adapting. Due to the radiation of the Nikto homeworld, many Nikto are able to adapt to harsh weather quickly. You are resistant to cold and fire damage.
Languages. Basic, Huttese, Nikto
Pantoran
Current Allegiance: Galactic Republic
Pantorans are a sentient species native to Pantora, a moon orbiting the planet Orto Plutonia. At first glance, they only differ from the otherwise similar Humans in their blue skin and yellow eyes. Like all mammals, the Pantorans have hair, the color of which varies between black, blue, light purple and sometimes white. The Pantorans also have a greater resilience to low temperatures than Humans.
Proud Species
Pantoran society developed on Pantora, a world located in a region flush with slavers and spice merchants. Constant run-ins with these types led the Pantorans to become fiercely independent and proud. While Pantoran society is democratic, the feudal traditions of marking their foreheads and cheeks with yellow markings to symbolize lineage persists. These traditions spur a cultural interest in genealogy and history, and many Pantorans cherish relics from the past such as jewelry, which connects them to their noble ancestors or helmets that belonged to a great hero of a bygone age.
The old nation states of Pantora are unified under a democratic planetary government, the politics of which are considered an art form. Governed by the Pantoran Assembly, the elected body is led by a Speaker, who balances the power of the chief executive officer, known as the Chairman.
Pantoran Names
Pantoran names are fairly melodic and often on the shorter side, but longer names are used as well. Female names are only slightly more melodic than male names, relying slightly more on softer tones and vowels.
Male Names: Toro Irana, Arend Shen, Kosh Kurp
Female Names: Chi Cho, Riyo Chuchi, Aris Shen
Pantoran Traits
Ability Score Increase. Dexterity +2, Charisma +1
Age. Pantorans reach adulthood around 18 and live to be around 80
Alignment. Any
Size. Pantorans stand around 5-6 feet tall and tend to weigh around 160 pounds. Your size is Medium
Speed. Your walking speed is 30
Cold Planet. Pantorans can handle low temperatures without issue. You have resistance to cold damage
Elegant Culture. Many Pantorans come from wealthy families. Your Credit count will automatically increase by 1,000.
Languages. Basic, Pantoran
Quarren
Current Allegiance: Sith Empire
The Quarren or Qarren, are one of several aquatic sentient species from the planet Dac, called by off-worlders Mon Calamari. The Quarren share their homeworld with the Mon Calamari, another sentient species hailing from Dac. The Quarren have many conflicts and a tense relationship with the Mon Calamari. However, in order to make their planet prosperous, they are forced to provide resources from the ocean depths so that the Mon Calamari can build starships for off-worlders.
Self-Centered People
Quarren are a very self-centered and proud species, almost to the point of being xenophobic, which coincides with their isolationist behavior. Quarren find Humans to be very crude beings and think their language (Galactic Basic) to be very cumbersome, and unsuitable for speech. The Quarren instead speak their native language more frequently, in contrast to the Mon Calamari who speak Basic far more often, in order to deal with off-worlders, which the Quarren seldom do.
While the Mon Calamari manufacture starships in orbital shipyards, the Quarren diligently mine metal ore for their brethren from the deepest parts of the ocean. The Quarren also help build massive floating cities for the Mon Calamari. While most Mon Calamari live on the few scattered islands on Dac, or on the upper levels of their floating cities, the Quarren live in their own cities, deep beneath the waves, or in the lower levels of the cities, for the cities stretch far below the surface, and the Quarren love the dark far more than the Mon Calamari.
Quarren Names
Quarren names contain a lot of harsher sounds, but a few softer and bigger sounds are mixed in here and there as well. The lengths of their names can vary a lot, resulting in some very short names and some fairly long names.
Unlike most species, Quarren names are almost always unisex – any name can belong to anyone.
Names: Jat Pra, Sqos Jirham, Pollemp Tsaarzem
Quarren Traits
Ability Score Increase. Constitution +2, Strength +1
Age. Quarren reach adulthood around 17 and live to be around 70
Alignment. Any
Size. Quarren stand around 5.5 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet, and your swimming speed is 50 feet
Deepsea Species. Quarren evolved in the depth of Mon Calamari, and therefore can dive 1,000ft down. However, they need time to adjust (1 short rest) to the pressure and light
Darkvision. 60 feet
Waterbreathing. Quarren can breathe underwater.
Languages. Basic, Quarrenese
Rishii
Current Allegiance: Sith Empire
The Rishii are the inhabitants of the planet Rishi, a close neighbor to Kamino. They are an intelligent avian species that live in high mountains. The Rishii are cordial and uninterested in advanced technology, choosing to remain relatively isolated.
"Primitive" Species
Native to the mountainous world of Rishi, the avian Rishii live in small, peaceful tribes called nests, each led by a chieftain and bound by mutual respect for neighboring territories. Preferring the cool highlands to the humid swamps below, they live in harmony with one another and tolerate the off-world settlers who choose to colonize the lowlands, even if they find their choice puzzling. Though capable of tool use, the Rishii remain a primitive species, crafting with bone, stone, and wood. Some trade with the newcomers and use scraps of technology as decoration rather than for function. Highly gifted mimics, the Rishii can flawlessly reproduce any sound or language they hear, a habit often mistaken by outsiders for mockery.
Rishii Names
As with much of their speech, Rishii names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. Rishii names do not vary based on gender.
Names: T’sharaa, Qirrash, Rakk’iri, Kraashii
Rishii Traits
Ability Score Increase. Dexterity +2, Constitution +1
Age. Rishii reach adulthood at 10 and generally live no longer than 60 years
Alignment. Any
Size. Rishii range from 4 to 6 feet tall and generally weigh less than 130 lbs. Regardless of your position in that range, your size is Medium
Speed. Your walking speed is 30 feet
Flight. You have a flying speed equal to your walking speed. While wearing medium or heavy armor, your flying speed is reduced by half.
Keen Hearing & Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Performance) check
Languages. You can speak, read, and write Galactic Basic and Rishii. Rishii’s clicks, trills, and whistles are difficult for outsiders to learn without the aid of a protocol droid, and so Rishii often feel comfortable speaking to each other in the language in front of others.
Rodian
Current Allegiance: Sith Empire
Rodians are reptilian humanoids native to the planet Rodia. Highly recognizable due to their unusual facial structure and skin pigment, Rodians are infamous for their violent culture, which sprung from the difficulties of life in the jungles of their homeworld. Though they are often relegated to the fringes of society as bounty hunters or criminal henchmen, Rodians are not just simple-minded thugs.
Deadly People
Rodian culture is obsessed with violence and death, due to behaviors and practices that have been engrained since their earliest days. Their densely packed jungle homeworld is ill-suited for agriculture, requiring Rodians to compete with vicious predators for most of their food. As Rodians developed cunning hunting tactics to survive, the hunt became central to their culture. Eventually, having driven most of the other predators to extinction, they began to hunt each other in various wars and gladiatorial contests.
Rodian Names
Rodian names contain a lot of harsher sounds and some more complex elements, which can make the longer names hard to pronounce. Female names tend to be softer and shorter, but there are occasions where the difference between male and female names is subtle to non-existent.
Male Names: Qop Xozeerti, Aksraxe Yotrinnii
Female Names: Khe Ztiogehn, Dhiilbeedha Sheldye
Rodian Traits
Ability Score Increase. Strength +2
Age. Rodians reach adulthood at 17 and generally live to be around 100
Alignment. Any
Size. Rodians stand between 5-7 feet tall and tend to weigh around 170 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Athlethics, Intimidation
Frightening Reputation. You have advantage on Intimidation Checks
Languages. Basic, Rodian
Ruurian
Current Allegiance: Galactic Republic
Ruurians are sentient insectoids native to the jungle world of Ruuria, near Dathomir. They are known for rapid evolution and scientific brilliance. Once prominent researchers during the Old Sith Wars, they now serve various factions. Adaptable and pragmatic, they sell their expertise to the highest bidder.
Metamorphosis
Ruurians experience a remarkable three-stage biological life cycle: Larvae, Pupa, and Chroma-Wing Flier. In their Larval stage, they possess sixteen limbs, feathered antennae, and large multifaceted eyes. This is the species’ peak intelligence, creativity, and leadership. These larvae run Ruurian society, known for their scientific genius and artistic brilliance. Eventually, they enter the Pupal stage, spinning dense cocoons to undergo radical transformation. Upon emerging as Chroma-Wing Fliers, Ruurians become stunningly colorful but simple-minded creatures focused only on flying, mating, and feeding. While most embrace this final stage as a joyful conclusion, some fear it deeply and seek experimental treatments to delay or prevent the change.
Ruurian Names
Ruurian names often reflect the shimmering resonance of their speech, incorporating chittering consonants and layered vowels. Subspecies differences sometimes influence naming patterns.
Male Names: T’riksha, Xelnen, Drivak
Female Names: Kirila, Shes’ka, Naavin
Rodian Traits
Ability Score Increase. Intelligence +2
Age. Ruurians mature by 10 and live up to 60 years, though some altered individuals may live longer
Alignment. Ruurians tend toward neutral alignments
Size. Ruurians stand between 5 and 6 feet tall and are relatively lightweight. Your size is Medium
Speed. Your walking speed is 30 feet
Multiple Limbs. You have eight arms, allowing you to interact with multiple objects simultaneously.
- You can wield an additional light weapon or shield in combat, though you may only make one additional off-hand attack when using a bonus action (as per two-weapon fighting).
- You can stow, draw, or use up to two objects on your turn without using an action.
- You have advantage on checks made to climb or grapple.
Proficiency. Medicine, Technology
Languages. Basic, one of your choice
Sith
Current Allegiance: Sith Empire
The Sith people are a species of red-skinned humanoids that originated on the world of Korriban. Distinct for their bone spurs, facial tentacles, and genetic predispositions toward both left-handedness and the dark side of the Force, the Sith species coalesced into an empire ruled first by kings and later by Dark Lords.
Hybrid People
Human Dark Jedi arrived to Sith space around 7,000 BBY and began to interbreed with the Sith. In the thousands of years since, the two have formed distinct lineages: Pureblood Sith and Half-Breeds. Original Sith blood is a symbol of pride among the Sith, with the term "Sith Pureblood" referring to Sith who had a higher-than-average concentration of Sith blood. This distinction is almost entirely vanity; there is no correlation in Sith blood and Force sensitivity.
Sith Names
There are no standard Sith naming conventions.
Male Names: Azuhtu, Yuhas, Rojhi, Dihzuz, Nukom
Female Names: Jadiu, Enupcae, Bomiu, Enilgea
Sith Traits
Ability Score Increase. Strength +2
Age. Sith reach adulthood around 18 and live to be around 100
Alignment. Ruurians tend toward evil alignments
Size. Sith stand around 6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Athlethics, Intimidation
Frightening Presence. You have advantage on Intimidation Checks
Empire's Favorite Regardless of if you are allied with the Sith Empire, people who don't know you will assume you are a member of the Empire and will treat you with such respect.
Force Sensitive Even if you are not a Force user, you may learn one Sith Warrior or Inquisitor ability
Languages. Basic, Sith
Theelin
Current Allegiance: Any
The Theelin are a species of Near-Humans notable for their artistic talent and colorful appearance.
Mutant Species
Pureblood Theelins have long since disappeared in the galaxy, making it hard to tell what Theelins originally looked like. Most have vivid colored hair and pale skin, sometimes with purple, reddish, or green tones, often mottled with colorful spots. They also tend to have six small horns around the temple, although not all Theelins have these. Notably, Theelins tend to have varied fingers and toes, with some having only three fingers, and some having five. The species is known for their high chance of mutation, making variable appearances and disability common among the people.
The Theelins worship an all-female order of singers, known as the Diva Order. These singers are known to be the greatest in the galaxy.
Theelin Names
Theelin names are generally melodic and short. Many females are named "Diva" in the hopes that they develop musical talents to continue the Diva Order.
Male Names: Zol Kolras, Joss Rian, Coss Yol
Female Names: Diva Covle, Kelo Star, Isil Pias
Theelin Traits
Ability Score Increase. Charisma +2
Age. Theelins reach adulthood around 18 and live to be around 100
Alignment. Any
Size. Theelins stand around 5-6 feet tall and tend to be no more than 170 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Performance, Slight of Hand
Musically Inclined. Performance runs in your blood. When making Dexterity checks, you can choose to roll performance instead, so long as you can logically explain how you would perform the maneuver.
Languages. Basic, Huttese
Tholothian
Current Allegiance: Galactic Republic
Tholothians are a species of sentient near-humans native to the planet Tholoth. They can be distinguished from typical humans by their partial colorful skin pigmentation, scaled craniums, and fleshy white, blue, or red tendrils that sprout from their skullcaps.
Isolated Planet
Tholoth is a relatively isolated planet, with all off-worlders required to integrate with Tholothians. As such, the planet has remained largely untouched by heavy industry and most Tholothians are unfamiliar with the customs of the galaxy. They have a deep connection to nature and the Force, with many members joining the Jedi Order. The pristine nature of their planet makes Tholoth a common resort space for wealthy off-worlders to build their summer homes.
Tholothian Names
Tholothian names are mostly melodic, with some guttural and harsher tones here and there. Female names tend to be longer than males, but this is relative.
Male Names: Mene Sann, Zezrir Cor, Heyas Piakatt
Female Names: Kyndatal Viazi, Lyvil Stal, Finnooli Sonrer
Tholothian Traits
Ability Score Increase. Wisdom +2
Age. Tholothians reach adulthood around 18 and live to be around 100
Alignment. Any
Size. Theelins stand around 5-6 feet tall and tend to be no more than 200 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Nature
Medically Inclined. Tholothians are gifted in both Force and medicinal healing. You recover full health when you short rest.
Languages. Basic, Tholothian
Togruta
Current Allegiance: Galactic Republic
Togrutas are a carnivorous humanoid species from the planet Shili. The species exhibits head-tails which are similar to those of Twi'leks. Unlike Twi'leks, a Togruta's lekku runs parallel to the head as opposed to behind, making it appear as though they were wearing a headdress. Togruta are also distinguished by montrals, large hollow horn-like projections on the top of their heads that give the species a form of passive echolocation. In order to protect themselves from dangerous predators and to hunt their own prey, Togruta band together in tribes and rely on their natural pigmentation to disrupt and confuse slow-witted beasts. Togruta work well in large groups, and individualism is seen as abnormal within their culture, although it is also a necessary quality in leaders.
Exploited Planet
The Togruta are known for their striking appearance and have long been victims of exploitation in the galaxy, particularly due to the sexualization of their females. In the Outer Rim Territories, their exotic beauty and unique physical traits have made them targets for slavers, who view them as prime commodities for both labor and entertainment. Many Togruta women, especially young women, are captured and forced into servitude or sold to wealthy individuals who seek to flaunt their status by keeping “exotic” beings.
Togruta Names
Togruta names are quite melodic, more so in the case of female names compared to male names. Two syllable names are the most common, but three syllables aren't that uncommon either. One syllable names also appear among female names.
Male Names: Bakto Javrene, Esomi Bifonni
Female Names: Raxe Vyn, Py Moh, Atri Tadrirris
Togruta Traits
Ability Score Increase. Wisdom +2, Strength +1
Age. Togruta reach adulthood around 18 and live to be around 95
Alignment. Any
Size. Togruta stand around 6 feet tall and tend to weigh about 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Proficiency. Persuasion, Intimidation
Frightening Presence. You have advantage on Intimidation Checks
Montral. Togruta's montrals give them echolocation up to 60ft unless they are deafened or there is a significant amount of background noise, such as in cities or near loud vehicles or waterfalls.
Languages. Basic, Togruti
Trandoshan
Current Allegiance: Hutts
Trandoshans, or T'doshok in Dosh, are large, bipedal reptilian humanoids from the planet of Trandosha (or Dosha). They have sensitive eyes that can see into the infrared range and the ability to regenerate lost limbs (albeit slowly) and are built heavier and stronger than most humanoids. They also periodically shed their skin. Unlike some other reptilian humanoids, such as the Barabels and the Ssi-ruuk, Trandoshans have no tails. The Trandoshans are a warlike species who ally early with the Sith Empire, serving as slavers.
As a species, they are renowned across the galaxy for great strength. This is evidenced by several members of other species boasting physical prowess and power by having defeated a Trandoshan, either in battle or in a contest of strength.
Scorekeepers
Trandoshans worship their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they appease through acts which increase their jagannath points. This is done by living a lifestyle that is (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 rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees gives the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They can, however, win all those points back by killing the one who zeroed their score.
Trandoshan Names
Trandoshan names are quite harsh and contain a lot of elongated sounds, as well as a lot of s's. Differences between male and female names are often very subtle, but there is a higher chance for female names to contain more softer sounds.
Male Names: Nrokt Mebit, Sskodfrik Grust
Female Names: Prann Soo, Msemaff Jhilu
Trandoshan Traits
Ability Score Increase. Strength +1
Age. Trandoshans reach adulthood around 16 and live to be around 70
Alignment. Trandoshans tend towards evil alignment
Size. Trandoshans stand around 7 feet tall and tend to weigh around 230 pounds. Your size is Large
Speed. Your walking speed is 30 feet
Natural Attacks. Trandoshans have few attacks they can make without weapons. These attacks can be made using a bonus action or an action.
Claws. 1d4 + Strength modifier slashing
Bite. 1d6 +Strength modifier piercing
Regeneration. Trandoshans have incredible regenerative abilities. You regenerate lost limbs and body parts after 1d8 days.
Infrared Vision. Trandoshans have sensitive eyes that allow them to see into the infrared range. You can detect any warm-blooded creature within 20ft no matter the time of day.
Instinctual Hatred Trandoshans have an unending, passionate hatred for the Wookiee species
Languages. Basic, Dosh
Twi'Lek
Current Allegiance: Galactic Republic
Twi'leks, sometimes referred to disparagingly as "Tail-heads", are an omnivorous humanoid species originating from the planet Ryloth. They tend to eat cultivated molds, fungi, and rycrit meat. Their distinctive features include colorful skin, which varies in pigment from individual to individual, and a pair of shapely prehensile tentacles that grow from the base of their skulls. The tentacles, called "brain-tails", "lekku", "tchun-tchin", or "head-tails" are advanced organs used for communication and cognitive functions. Twi'leks possess a standard humanoid vocal structure and were capable of learning most alien languages; however, they usually prefer their native language of Ryl, which incorporates subtle movement of the lekku. When they wish, they can even communicate in complete secrecy using their versatile brain-tails. Twi'lek females are often used as slaves or dancers because of their beauty.
Lekku
The brain tails, also called "tchun-tchin" or "lekku", protrude down the back of the skull and contain part of a Twi'lek's brain. The very word "Twi'lek" is derived from the semi-Basic "twin lekku". A Twi'lek's brain-tails serve many purposes in their daily lives and culture, storing fat and used as erogenous zones. The Twi'lek's native language of Ryl is spoken using a combination of words and subtle movements of the lekku. Newborn Twi'leks have no lekku, and they presumably grow out during childhood.
A Twi'lek's brain-tails are highly sensitive and grabbing them forcefully is so painful that it can easily incapacitate almost any Twi'lek. Sometimes, damage to the brain-tails causes lasting damage to the Twi'lek's brain. They can be replaced by cybernetics.
Twi'Lek Names
Twi'lek names are a combination of their own name and a clan name or even non-Twi'lek words. The names would sometimes be split into two parts again when dealing with non-Twi'leks. However, names of criminals and other exiles would also be split as a way of dishonoring them.
Male Names: Cror Votu, Aicij Daler, Ujec Dema
Female Names: Fih Wulu, Sos Jije, Cin Mojag
Twi'lek Traits
Ability Score Increase. Charisma +2, Dexterity +1
Age. Twi'leks reach adulthood around 18 and live to be around 80
Alignment. Any
Size. Twi'leks stand around 5-6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Black Market Buyers. You have knowledge of most Black-Market locations around the Outer Rim.
Seductive. You have advantage on Charisma checks made to seduce any creature that can understand you. This can be persuasion, deception, intimidation, or performance depending on how the action is performed.
Proficiency Acrobatics, Performance, Persuasion
Languages. Basic, Ryl
Umbaran
Current Allegiance: Sith Empire
The Umbarans, also known as the Shadow People, are a near-human species native to the planet of Umbara. They are characterized by their pale, bluish skin and colorless eyes. They have gaunt, emaciated faces with gray marks around the sockets of their colorless eyes that can see in the ultraviolet spectrum. Although they can grow hair, most Umbarans shave their heads.
Mind Controllers
On their gloomy homeworld of Umbara, the so-called Shadow People form an organized society divided into castes, and they constantly scheme to improve their social rank. Because of the species' skill at manipulating others, there are rumors that Umbarans have the ability to control minds. They are commonly used as a form of thought police and spies by the Sith Empire.
Umbaran Names
Male Umbaran names are shorter and more guttural compared to the longer and melodic female names.
Male Names: Nizrohs Zamack, Ellu Vezren, Mohn Taze
Female Names: Silyes Wetres, Uzono Yfrer, Zunna Ryme
Umbaran Traits
Ability Score Increase. wisdom +2, Charisma +1
Age. Umbarans reach adulthood around 18 and live to be around 80
Alignment. Umbarans tend towards evil alignments
Size. Umbarans stand around 6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Mind Reader. You have advantage on Insight checks
Ultraviolet. Your eyes perceive the ultraviolet spectrum, allowing you to see heat easily. You can detect any warm-blooded creature within 60ft no matter the time of day.
Proficiency Insight, Intimidation
Languages. Basic, Umbarese
Weequay
Current Allegiance: Hutts
The Weequay are a race of humanoids who come from the Outer Rim planet of Sriluur. Their home is a harsh desert planet, leading to the species' tanned skin tone and rough, sandy, wrinkled skin. Their skin is more akin to a tough hide that makes them resistant to blunt trauma, burns, blaster fire, and cuts.
Hutt-Bound
Weequays are commonly used as mercenaries or criminal henchmen. Since the Hutts control their homeworld, many Weequay work in servitude of various Hutt clans, either as bodyguards or slaves. Many Weequay display Force sensitivity, and most who escape the Hutts become members of either the Jedi or Sith.
Weequay Names
Weequay names are very diverse, but more often than not contain some guttural sounds. Mixed in may be some harsh sounds and one or two hyphens.
Male Names: Tokk Vrarank, Kriers Kruq, Dimor-Zo Odulk
Female Names: Vix Kaluq, Hakso Deix, Qohsa Thos
Weequay Traits
Ability Score Increase. Strength +2, Constitution +1
Age. Weequay reach adulthood around 18 and live to be around 70
Alignment. Any
Size. Weequay stand around 6 feet tall and tend to weigh around 200 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Rebel. If you are not allied with a Hutt currently, you will be marked a traitor and have a bounty on your head.
Tough-Skinned. You are exceptionally tough. You have resistance to bludgeoning, slicing, and piercing damage.
Proficiency Intimidation
Languages. Basic, Sriluurian
Wookiee
Current Allegiance: Sith Empire
The Wookiees, whose name for themselves translate to the People of the Trees, are a species of tall, hairy humanoids that are the inhabitants of the planet Kashyyyk. A race of arboreal mammals, the Wookiees live in treehouses nestled in the canopy of the towering wroshyr trees. Despite their fearsome appearance, they are usually gentle, although they are prone to devastating fits of rage when provoked.
Tree Dwellers
The Wookiee's natural habitat is the canopy of the wroshyr trees. Those towering vegetals exist in over 1,000 different varieties, most of which reach kilometers in height, while some only attain 300–400 meters. Wookiee families live in treehouses nestled in the crowns of the wroshyrs. Those dwellings often consist of circular structures of unpainted wood mounted around the tree trunks, sometimes with several stories and a veranda. The most luxurious and elaborate houses are built directly into the trees. Villages are held up by branches only, without the help of repulsorlifts or any other modern technology.
Wookiee Names
Wookiee names are incredibly diverse. Some names are simple and short, others are incredibly long and complicated, but most names do have softer big sounds and more melodic tones to them.
Male Names: Wrrlooarr, Whek, Snrewkoookihrr
Female Names: Wrera, Yorru, Seunnavanh
Wookiee Traits
Ability Score Increase. Constitution +2, Strength +1
Age. Wookies reach adulthood around 30 and live to be over 400
Alignment. Any
Size. Wookies stand around 9 feet tall and tend to weigh around 300 pounds. Your size is Large
Speed. Your walking speed is 35 feet
Ryyk Warrior. Wookiees can dual-wield Ryyk blades. When dual wielding, you can add your Strength modifier to your attack roll for your second attack.
Weapon Proficiency. Bowcaster, Ryyk Blades
Proficiency Athlethics
Languages. You can understand Basic but can only speak Shyriiwook
Zabrak
Current Allegiance: Galactic Republic
The Zabrak, also known as Iridonians when referring to the Zabrak who come from Iridonia, are a carnivorous Near-Human species native to Iridonia, a planet located in the Mid Rim known for its inhospitable terrain and fierce predatory life. They are a species known for having a fierce sense of self-determination and an equally dominant need for independence.
Tattooed Species
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 can symbolize many things, including but not limited to family lineage, place of birth, or even a design that reflect their individual personalities. Internally, Zabraks possessed a second heart. They also have great resistance to physical pain.
Zabraks are capable of breeding with Humans, and a hybrid sub-species evolved on Dathomir called the Dathomirians, formed from the mating of Nightbrother Zabraks and Nightsister Humans.
Zabrak Names
Zabrak names are usually derived from the animals living on their planet. Zabrak names are harsh sounding, often short (one or two syllables), but still easy to pronounce.
Male Names: Radra, Nekuo, Ooqod
Female Names: Nedrii, Todri, Neveme
Clan Names: Brood, Darach, Kolar, Koth
Zabrak Traits
Ability Score Increase. Constitution +2, Intelligence +1
Age. Zabrak reach adulthood around 16 and live to be around 80
Alignment. Any
Size. Zabrak stand around 6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Horned. Due to your horned skull, many people find you rather scary. You have advantage on deception, intimidation, and persuasion checks.
Strong Defense. Iridonian Zabraks hail from Iridionia, a planet in the Mid Rim known for its inhospitable terrain and fierce predatory life. You may add +2 to Constitution saving throws.
Proficiency Intimidation, Persuasion
Languages. Basic, Zabraki
Zygerrian
Current Allegiance: Sith Empire
Zygerrians are a sentient humanoid species native to the planet Zygerria. They are distinguished by their feline appearance, with pointy ears and clawed hands, while some individuals have faces that are entirely covered in fur. The species is well known for its long history of violence, war, and slavery, which the Zygerrians view as a natural order of life.
Notorious Slavers
A warlike species, the Zygerrians hold strength in great esteem, viewing as it a means to gain power and authority. The Zygerrians are cunning and believe that it is the natural order of life for the strong to dominate the weak, so slavery is normal for the species, and a display of weakness can mean death or enslavement in their culture. Those unfortunate enough to become their slaves were viewed as inferior species by the Zygerrians. As such, the slave market thrives on Zygerria.
Zygerrian Names
Zygerrian names are a mixture of harsh and melodic tones, with female names focusing more on melodic tones than males.
Male Names: Agem Kollas, Midrist Komedac, Zeksi Alde
Female Names: Adiss Tholnac, Trivj Narec, Arej Tid
Zygerrian Traits
Ability Score Increase. Strength +2, Dezterity +1
Age. Zygerrians reach adulthood around 17 and live to be around 80
Alignment. Zygerrians tend towards evil alignment
Size. Zygerrians stand around 6 feet tall and tend to weigh around 180 pounds. Your size is Medium
Speed. Your walking speed is 30 feet
Weapon Proficiency. As a Zygerrian, you are proficient with the Shock Whip.
Confident Presence. You have advantage on Deception Checks.
Proficiency Intimidation, Persuasion
Languages. Basic, Zabraki
Sith Inquisitor
The history of the Sith Empire is fraught with scheming politics and dark secrets: the lifeblood of the Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat environment, but to excel and seize authority.
Regardless of potential, few acolytes succeed in facing the rigorous trials to become Sith Inquisitors. Only the most determined acolytes attain such an achievement, but these Sith are often the ones to watch. Due to their manipulative genius, Inquisitors are skilled at exploiting both their enemies and their allies to further their own personal agendas. Channeling this Force energy, Inquisitors are capable of draining the life from their enemies and using it to feed themselves and their allies.
Though their skills are varied and many, Sith Inquisitors are most feared for their ability to channel the energy of the Force, making them a spectacle to behold on the battlefield. Seething sparks of lightning explode from the Inquisitors’ fingertips and wrap their enemies in tendrils of pure Force energy. Because Inquisitors can twist the Force into lightning to stun, subdue, or destroy their foes, it has become their signature. Those who have experienced the sensation of the Inquisitor’s Force Lightning and survived forever recoil from the crackling sound of electricity.
Class Features
Hit Points
Hit Dice: 1d8 per Sith Inquisitor Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points for Higher Levels: 1d8 + your Constitution Modifier per Level after 1st
Alignment: 100-1,000 Dark Side Points
Proficiencies:
Armor: Light Armor
Weapons: Single-Blade Lightsaber, Double-Blade Lightsaber, Martial Weapons
Tools: Biochemist's Kit, Poisoner's Kit
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics, Deception, Insight, choose between Technology and History
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- A vibroblade or lightsaber
- A scholar's pack and a holorecorder
- A holocomm
- Sith Specter Armor
- 2,000 Credits
Racial Bonus
If your species is in Imperial-controlled space, you gain the following bonus when you create your character: You may choose 1 extra skill and 1 extra toolset or kit to become proficient in.
Force
The Sith Inquisitor's Force represents their mastery over the dark side’s raw power, starting at 100 and growing as their strength and ambition increase. This resource is consumed to unleash devastating abilities and resets to full after a long rest as you channel your hatred and fury into renewed power. Each use of the Force demands precision, for it is finite and unforgiving to those who squander it.
A Sith Inquisitor thrives on domination and control, wielding the Force to crush their enemies and empower their allies. Your power is immense but fleeting, demanding careful planning and ruthless efficiency. True mastery lies in knowing when to strike and how to leave enemies helpless under the weight of your dark will.
Force at Level 1: 50
Force at Level 7: 100
Force at Level 13: 150
Force at Level 20: 200
Force at Level 30: 400
Heroic Moment: Channel the Force
Once per character, you may channel this ability to channel the Force to aid you and your allies, immediately dealing 6d8 force damage to all enemies within 30ft and healing you and your allies for 50% of the damage dealt. You and your allies regain 1d8 health at the start of their turns for each subsequent turn you channel it. While channeling, you cannot use any actions, movement, or reactions. You do not need to keep concentration and may take damage while channeling. At any point, you can choose to drop your channel and regain your movement (although you must wait for your next turn to take actions).
View Skill Tree View Character SheetJedi Consular
For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy apart. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular.
Jedi Consulars channel the power of the Force for strength in combat and wisdom in diplomacy. Years of arduous training and meditation have sharpened Consulars' minds to cut to the truth as cleanly as their Lightsabers cut through their foes. Whether unlocking long forgotten mysteries of the Jedi, raising armies to fight for the Republic or engaging in mortal combat with Dark Lords of the Sith, the Consulars' deep attunement to the Force gives them all the power they need to rise to the occasion with poise and balance.
Intimate attunement with the deepest Force mysteries gives Jedi Consulars the insight and empathy to deftly handle charged conflicts that confound even the most cunning Senators and governors—but Consulars know when it's time to talk and when it's time to fight. When negotiations turn aggressive, Consulars demonstrate their gifts of foresight—anticipating and deflecting enemy attacks with fluid strikes from their dual-bladed Lightsaber.
There is power in wisdom, study, and diplomacy. The Jedi Consular wields that power with an even hand. Consulars study the mysteries of the Force. They use their knowledge to bring peace, but when words fail, their understanding of the Force makes them dangerous foes.
Class Features
Hit Points
Hit Dice: 1d8 per Jedi Consular Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points for Higher Levels: 1d8 + your Constitution Modifier per Level after 1st
Alignment: 100-1,000 Light Side Points
Proficiencies:
Armor: Light Armor
Weapons: Single-Blade Lightsaber, Double-Blade Lightsaber, Martial Weapons
Tools: Biochemist's Kit, 1 instrument of your choice
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics, History, Insight, choose between Technology and Nature
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- A vibroblade or lightsaber
- A scholar's pack and a traumakit
- A holocomm
- Jedi Armor
- 2,000 Credits
Racial Bonus
If your species is in Republic-controlled space, you gain the following bonus when you create your character: You may choose 1 extra skill and 1 extra toolset or kit to become proficient in.
Force
The Jedi Consular’s ability resource is Force. Your Force bar starts at 100 and increases as you level up, representing your connection to the energy of the galaxy. Your Force bar is expended to use abilities and resets to full after every long rest. Managing this finite resource is crucial, as it does not replenish during combat or short rests.
As a Consular, careful planning and restraint are key to success. Your abilities are powerful but limited, rewarding players who think strategically and conserve their Force for critical moments. Focus on using abilities sparingly to influence battles decisively or supporting allies when it matters most.
Force at Level 1: 50
Force at Level 7: 100
Force at Level 13: 150
Force at Level 20: 200
Force at Level 30: 400
Heroic Moment: Channel the Force
Once per character, you may channel this ability to channel the Force to aid you and your allies, immediately healing you and all allies by 6d8 health and granting your allies +10ft of movement. You and your allies regain 1d8 health at the start of their turns for each subsequent turn you channel it. While channeling, you cannot use any actions, movement, or reactions. You do not need to keep concentration and may take damage while channeling. At any point, you can choose to drop your channel and regain your movement (although you must wait for your next turn to take actions).
View Skill Tree View Character SheetSith Warrior
An unstoppable force of darkness, the Sith Warrior is entrusted with the task of destroying the Empire’s enemies and enforcing Sith domination across the galaxy. The Warrior channels the destructive emotions of fear, anger, and hatred to purge weakness from body and mind and become a being of pure, brutal efficiency.
Destined to eradicate the incompetent chaos created by the Jedi, the Sith seek to rule the galaxy through power and intimidation. The armies of the Sith Empire are trained to accomplish this task, but they require the leadership of bold Sith Warriors—loyal and mighty overlords—who will drive them to conquest and victory.
These cold-blooded conquerors waste no time with cunning manipulations and carefully-crafted plans. Sith Warriors crush their opponents and stride toward their goals with dreadful determination, leaving ruin and annihilation in their wake. Emanating awe and terror at every step, they accept nothing but absolute obedience from their followers. In turn, Sith Warriors can serve as loyal subjects to their own dark masters, often surprising enemies and allies with their rigorous honor and perfect discipline.
Whether they align their ambitions with those of the Dark Council or become renegades in pursuit of their own goals, they are never far from the action. Their fierce hatred of the Jedi keeps Sith Warriors at the forefront of any conflict with the Republic. The passion to eradicate the Jedi Order fuels many of their actions, but that does not make them single-minded fools.
Class Features
Hit Points
Hit Dice: 1d10 per Sith Warrior Level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points for Higher Levels: 1d10 + your Constitution Modifier per Level after 1st
Alignment: 100-1,000 Dark Side Points
Proficiencies:
Armor: Light and Medium Armor
Weapons: Single-Blade Lightsaber, Martial Weapons
Tools: Demolitions Kit, 1 gameset of your choice
Saving Throws: Dexterity, Strength
Skills: Acrobatics, Athletics, choose 1 between Survival, Nature, or Performance
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- A vibroblade or lightsaber
- A medpac and a gameset
- Sith Specter Armor
- 2,000 Credits
Racial Bonus
If your species is in Imperial-controlled space, you gain the following bonus when you create your character: You may choose 1 extra skill and gain proficiency with shields.
Rage
Sith Warriors use Rage to fuel their abilities. Rage is generated by basic attacks and certain abilities. Rage can be built up, but has a cap depending on your level, and resets when out of combat. Use Rage wisely, as it can be very beneficial.
Any basic attack (melee or ranged) will generate 1 Rage. Compared to other classes, you can always generate more Rage, making Sith Warriors powerful in drawn-out fights. While other classes need to conserve their remaining store of power, judicious use of abilities will allow you to keep your Rage level full most of the time. A Sith Warrior is formidable in a quick fight, but in the darkest of times, they are brutal opponents who will keep fighting until everyone else is dead.
Rage at Level 1: 3
Rage at Level 10: 10
Rage at Level 15: 13
Rage at Level 20: 17
Rage at Level 30: 20
Heroic Moment: Call on the Force
Once per character, you may channel this ability to call upon the Force to aid you and your allies, immediately granting resistance to all damage, and decreasing the number needed to score a critical by 1. At the start of each subsequent turn you channel this ability, you and your allies AC increases by +1. While channeling, you cannot use any actions, movement, or reactions. You do not need to keep concentration and may take damage while channeling. At any point, you can choose to drop your channel and regain your movement (although you must wait for your next turn to take actions).
View Skill Tree View Character SheetJedi Knight
A symbol of hope in dark times, the Jedi Knight stands for the legacy of the Jedi Order - more than twenty-thousand years of protecting the Republic and keeping the peace across the galaxy. Jedi Knights have served as generals, guerilla fighters, and warriors for generations, with few able to challenge their legendary combat prowess.
Through years of disciplined training and meditation, the Jedi Knight hones body and mind into perfect harmony. Combining the foresight of the Force with unrivaled reflex and practiced physical precision, the Knight turns combat into an art form, gracefully executing acrobatic feats in tandem with elegant lightsaber tactics.
For many, the Jedi Knight is a guardian of a precious dream; a dream of peace, a dream of justice, a dream of a brighter future. The fate of the galaxy depends on the Knight's ability to keep this dream alive.
Class Features
Hit Points
Hit Dice: 1d10 per Jedi Knight Level
Hit Points at 1st Level: 10 + your Constitution Modifier
Hit Points for Higher Levels: 1d10 + your Constitution Modifier per Level after 1st
Alignment: 100-1,000 Light Side Points
Proficiencies:
Armor: Light and Medium Armor
Weapons: Single-Blade Lightsaber, Martial Weapons
Tools: Demolitions Kit, 1 gameset of your choice
Saving Throws: Dexterity, Strength
Skills: Acrobatics, Athletics, choose 1 between Survival, Nature, or Performance
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- A vibroblade or lightsaber
- A medpac and a gameset
- Jedi Armor
- 2,000 Credits
Racial Bonus
If your species is in Republic-controlled space, you gain the following bonus when you create your character: You may choose 1 extra skill and gain proficiency with shields.
Focus
Jedi Knights use Focus to fuel their abilities. Focus is generated by basic attacks and certain abilities. Focus can be built up, but has a cap depending on your level, and resets when out of combat. Use Focus wisely, as it can be very beneficial.
Any basic attack (melee or ranged) will generate 1 Focus. Compared to other classes, you can always generate more Focus, making Jedi Knights powerful in protracted fights. While other classes need to conserve their remaining store of power, judicious use of abilities will allow you to keep your Focus level full most of the time. A Jedi Knight can hold their own in a quick fight, but in the darkest of times, it is likely the Jedi Knight that is standing alone to finish the fight when all else has fallen.
Focus at Level 1: 3
Focus at Level 10: 10
Focus at Level 15: 13
Focus at Level 20: 17
Focus at Level 30: 20
Heroic Moment: Call on the Force
Once per character, you may channel this ability to call upon the Force to aid you and your allies, immediately granting you and your allies +5 AC and +10 to all attack rolls. For each subsequent turn you channel this ability, your allies deal +1d8 damage to all attacks. While channeling, you cannot use any actions, movement, or reactions. You do not need to keep concentration and may take damage while channeling. At any point, you can choose to drop your channel and regain your movement (although you must wait for your next turn to take actions).
View Skill Tree View Character SheetImperial Agent
The Imperial military stands as the iron fist of the Sith Empire, enforcing its will across the galaxy with precision and strength. Among their ranks, Imperial Agents are the backbone of this relentless war machine—disciplined soldiers and brilliant tacticians who thrive on the battlefield and command with unquestionable authority.
Imperial Agents embody the Empire’s ideals of order and control, wielding advanced weaponry and commanding fearsome troops to crush opposition in any theater of war. Their loyalty to the Empire is unshakable, their resolve forged in the fires of endless conflict. Whether leading legions to victory or standing as unyielding defenders of Imperial territory, these agents carry the weight of the Empire’s ambitions on their shoulders.
This is the path of the Imperial Agent: unwavering, commanding, and utterly devoted to ensuring the Sith Empire’s supremacy.
Class Features
Hit Points
Hit Dice: 1d12 per Imperial Agent Level
Hit Points at 1st Level: 12 + your Constitution Modifier
Hit Points for Higher Levels: 1d12 + your Constitution Modifier per Level after 1st
Alignment: 0-1,000 Dark Side Points, 0-500 Light Side Points
Proficiencies:
Armor: Medium Armor
Weapons: Heavy Blasters
Tools: Armormech's or Armstech's Implements, Demolitions Kit
Saving Throws: Constitution, Strength
Skills: Athletics, Intimidation, Technology
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- A heavy blaster pistol or rifle
- An Explorer's Pack
- Body Glove and a Dropsuit
- 2,000 Credits
Racial Bonus
If your species is in Imperial-controlled space, you gain the following bonus when you create your character: You may choose 1 weapon to gain proficiency with.
Heroic Moment: No Retreat
Once per character, you may channel this ability to call down a barrage of fire from nearby fleets. At the start of your next turn, Deal 10d10 Force damage to all creatures within 60ft of you, including yourself. If you are still alive after this attack, you can choose to channel this ability again until you are reduced to 0HP.
View Skill Tree View Character SheetRepublic General
For decades, the armed forces of the Galactic Republic have defended their civilization against the seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women of the Republic military never back down. These brave souls are ready and willing to lay their lives on the line for their homes.
Generals are the embodiment of the Republic military’s highest aspirations—the most advanced fighting force in the galaxy. They are equipped to face any foe in any environment, but it’s not their gear that makes them tough—it’s their guts. The General's greatest weapons are their indomitable spirit, their unwavering sense of duty and their undying loyalty to each other and to the ideals that the Republic represents. In this age, the stakes have never been higher. The Republic must win or face extinction. The fate of the galaxy rests upon ordinary men becoming extraordinary heroes. This is the path of the Republic General.
Class Features
Hit Points
Hit Dice: 1d12 per Republic General Level
Hit Points at 1st Level: 12 + your Constitution Modifier
Hit Points for Higher Levels: 1d12 + your Constitution Modifier per Level after 1st
Alignment: 0-1,000 Light Side Points, 0-500 Dark Side Points
Proficiencies:
Armor: Medium Armor
Weapons: Heavy Blasters
Tools: Armormech's or Armstech's Implements, Demolitions Kit
Saving Throws: Constitution, Strength
Skills: Athletics, Medicine, Technology
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- A heavy blaster pistol or rifle
- An Explorer's Pack
- Body Glove and a Dropsuit
- 2,000 Credits
Racial Bonus
If your species is in Republic-controlled space, you gain the following bonus when you create your character: You may choose 1 weapon to gain proficiency with.
Heroic Moment: No Retreat
Once per character, you may use this ability to place down a personal shield generator. This generator has 15AC and 30HP, and grants all allies within 30ft of it +50 temp HP. For each subsequent turn the generator is live, you and your allies deal +1d6 damage to all attacks. The generator is vulnerable to force and lightning damage, and is immune to psychic damage. It automatically fails any skill checks it must make.
View Skill Tree View Character SheetImperial Bounty Hunter
Countless enemies stand in the way of the Sith Empire’s drive for domination. The Empire spares no expense eliminating these threats, offering massive bounties to employ the galaxy’s most lethal hunters. Earning a death mark from the Empire means a life spent in fear, constantly looking over one’s shoulder. It’s never a question if a Bounty Hunter will find you… only when.
Both infamous and anonymous at the same time, Bounty Hunters are far more than mercenaries for hire—they’re heirs to a professional legacy—an ancient brotherhood with a glorious history. Tracking elusive targets across multiple star systems requires expertise, especially when the targets can be prominent, powerful, and often prepared for confrontation. Thrill seekers from all walks of life set out to become Bounty Hunters, but only the most hard-boiled survive in this competitive and deadly business.
The Bounty Hunter’s path lies along the edge—the stakes are always high—and the path only leads two places, to a life of infamous glory… or to a quick and ignominious death.
Class Features
Hit Points
Hit Dice: 1d8 per Bounty Hunter Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points for Higher Levels: 1d8 + your Constitution Modifier per Level after 1st
Alignment: Any
Proficiencies:
Armor: Light Armor
Weapons: Light Blasters
Tools: Slicer's Kit, 2 Gamesets of your choice
Saving Throws: Charisma, Dexterity
Skills: Choose any 3
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- Two Blaster Pistols
- A Burglar's Pack and a Gameset
- A Body Glove
- 2,000 Credits
Racial Bonus
If your species is in Imperial-controlled space, you gain the following bonus when you create your character: You may choose 2 extra skills.
Energy
Bounty Hunters use Energy to fuel their special attacks. Energy caps at 100 (regardless of level) and regenerates while you are behind cover or out of combat. The regeneration rate is determined by your level, with each turn you are behind cover/out of combat, you regenerate your level worth of Energy (1st Level = 1 Energy per turn, 20th Level = 20 Energy per turn).
While most classes have no way of recovering their power, Bounty Hunters are able to disengage from the fight in order to refuel, increasing their survivability in drawn-out brawls. When given enough space, Bounty Hunters excel at high-DPS, allowing them to hit hard and get out quick.
Death Marks
The Sith Empire has no shortage of enemies, and for those with the skill to eliminate them, the rewards are unmatched. As a contract killer, you answer the call when Death Marks are issued—bounties placed on political adversaries, traitors, and high-value targets, some paying out hundreds of thousands of credits. These contracts are more than just a path to wealth; they are the key to earning the Empire’s favor and solidifying your reputation among the galaxy’s most powerful cartels. The more Death Marks you claim, the more doors open—greater rewards, deadlier contracts, and the respect of those who truly matter.
Heroic Moment: No Escape
Once per character, you may channel this ability to guarantee a kill, no matter what. Select a target to make a ranged weapon attack against. If the attack hits, it deals quadruple damage, ignores resistances, and cannot be reduced or redirected by any means. If the target has a Death Mark, the attack is an automatic critical hit and ignores any abilities or effects that would prevent their death.
View Skill Tree View Character SheetRepublic Smuggler
Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.
Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart. Whether sweet-talking a Hutt lord or bargaining with a hardened criminal contact, the Smuggler’s charm is a notorious asset, and often the ticket to turning around a deteriorating situation. If circumstances get too complicated, though, count on a Smuggler to always have an escape plan. Experienced in flying under the radar, Smugglers are amazingly elusive. Yet when backed into a corner, they quickly become cunning and often deadly combatants.
Above all else, Smugglers make their own destinies. Despite their affinity for credits, Smugglers have been known to turn down lucrative opportunities when the clients have demanded too much control. Some Smugglers are even more discriminating—refusing to work with slavers and representatives of the Sith Empire. It’s a business where one is always looking for trustworthy allies, but they are often few and far between. Whether running an Imperial blockade or shooting down a double-crossing gangster, Smugglers are always flying by the seat of their pants. Every deal carries the chance for wealth beyond their wildest dreams… or an anonymous death in the harsh void of space.
Class Features
Hit Points
Hit Dice: 1d8 per Smuggler Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points for Higher Levels: 1d8 + your Constitution Modifier per Level after 1st
Alignment: Any
Proficiencies:
Armor: Light Armor
Weapons: Light Blasters
Tools: Slicer's Kit, 2 Gamesets of your choice
Saving Throws: Charisma, Dexterity
Skills: Choose any 3
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
- Two Blaster Pistols/p>
- A Burglar's Pack and a Gameset
- A Body Glove
- 2,000 Credits
Racial Bonus
If your species is in Republic-controlled space, you gain the following bonus when you create your character: You may choose 2 extra skills.
Energy
Smugglers use Energy to fuel their special attacks. Energy caps at 100 (regardless of level) and regenerates while you are behind cover or out of combat. The regeneration rate is determined by your level, with each turn you are behind cover/out of combat, you regenerate your level worth of Energy (1st Level = 1 Energy per turn, 20th Level = 20 Energy per turn).
While most classes have no way of recovering their power, Smugglers are able to disengage from the fight in order to refuel, increasing their survivability in drawn-out brawls. When given enough space, Smugglers excel at high-DPS, allowing them to hit hard and get out quick.
Trust
As a Smuggler, your connection to the Republic is not as an enlistment, but as an independent operative. You stand alone when not in Republic space, and can interact with organizations outside the Republic and Empire. Any time you aid a criminal organization, you gain 5 points of Trust from said organization. Some abilities allow you to call upon criminal organizations, given that you have enough Trust.
Heroic Moment: All In
Once per character, you may channel this ability to offer yourself to save your allies. You take 100 psychic damage immediately. You can then choose to divvy up 100 healing among your allies as you see fit. If you survive the initial action, you can choose to continue it to take another 100 damage at the start of your next turn. If you have less than 100 health, you still take 100 damage and divvy up 100 healing.
View Skill Tree View Character SheetPersonality & Background
Placeholder text.
Write your guidance here.
Languages
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
Choose your languages from the Standard Languages table or choose one that is common in your campaign. With your DM’s permission, you can instead choose a language from the Exotic Languages table.
Standard Languages:
| Language | Typical Speakers | Script |
|---|---|---|
| Basic | Most Races | Basic |
| Binary | Droids | Basic |
| Durese | Duros | Basic |
| Gungan | Gungans | Gungan |
| Huttese | Hutts, Numerous Species | Huttese |
| Kel Dorian | Kel Dors | Basic |
| Mon Calamari | Mon Calamaris | Basic |
| Nautila | Nautolan | Nautila |
| Quarenese | Quarens | Quarenese |
| Ryl | Twi'leks | Ryl |
| Shyriiwook | Wookiee | Shyriiwook |
| Zabraki | Zabrak | Zabraki |
| Sith | Sith | Sith |
Exotic Languages
| Language | Typical Speakers | Script |
|---|---|---|
| Aqualish | Aqualish | Basic |
| Arkanian | Arkanian | Basic |
| Beaslisk | Besalisk | Besalisk |
| Bith | Bith | Bith |
| Bothan | Bothans | Botha |
| Cerea | Cereans | Cerea |
| Chagri | Chagrians | Chagri |
| Clawdite | Clawdites | Zolanese |
| Cheunh | Chiss | Chenuh |
| Codruese | Codru-Ji | Codruese |
| Dathomiri | Dathomirians | Basic |
| Devaronese | Devaronians | Devaronese |
| Iktotchese | Iktotchi | Iktochese |
| Ithorese | Ithorians | Ithorese |
| Kaleesh | Kaleesh | Kaleesh |
| Mikkian | Mikkians | Mikkian |
| Miralukese | Miraluka | Miralukese |
| Mirialan | Mirialans | Mirialan |
| Nikto | Nikto | Huttese |
| Pantoran | Pantorans | Pantoran |
| Rishii | Rishii | -- |
| Rodian | Rodians | Rodian |
| Theelin | Theelins | Theelin |
| Tholothese | Tholothians | Tholothese |
| Togruti | Togruta | Togruti |
| Dosh | Trandoshan | Dosh |
| Umbarese | Umbarans | Umbarese |
| Sriluurian | Weequay | Sriluurian |
| Wrendui | Bothans | -- |
| Zygerrian | Zygerrians | Zygerrian |
| Geonosian | Geonosians | Geonosian |
| Mando'a | Mandalorians | Mando'a |
| Old Corellian | Humans, Numerous Species | Basic |
| Old Gungan | Gungans | Old Gungan |
| Thykarann | Wookiees | Shyriiwook |
| Xaczik | Wookiees | Shyriwook |
Backgrounds
Placeholder text.
List your backgrounds here.
Addict
The Republic's failure to curb the illegal spice trade has left entire sectors in the grip of addiction, and you are no exception. Whether enslaved by a Hutt cartel or caught in the web of galactic corruption, your dependency is both a prison and a tool - one that others exploit to maintain control over you. Now, your struggle with your addiction shapes your every decision.
Skill Proficiencies. Medicine, Survival
Other Proficiencies. Biochemist's Kit, one Gameset of your choice
Languages. One of your choice
Metabolic Tolerance. You've developed resilience against many poisons, gaining the following benefits:
Increase your Constitution by 1, to a maximum of 20
As an action or bonus action, you can expend a Hit Die to end a poison or related condition on yourself.
You have advantage on saving throws made to avoid poison or acid damage.
Amnesiac
Your memories are a blank slate, with flashes of strange images and cryptic whispers pulling at the edge of your consciousness. Perhaps you were a soldier, an exiled Force-sensitive, or a bounty hunter, but the truth of who you were remains lost to you, leaving you to wander the galaxy in search of your past self.
Skill Proficiencies. Stealth, Survival
Other Proficiencies. One weapon type of your choice
Feigned Confidence. You've spent years pretending to know what is going on, gaining the following benefits:
Increase your Charisma by 1, to a maximum of 20
When you would make an ability check with a skill or tool that doesn't add your proficiency bonus, you can first make a DC 15 Charisma (Deception) check. On a success, you can add your proficiency bonus to the initial ability check. You can use this feature a number of times equal to our proficiency bonus. You regain all expended uses when you finish a short or long rest.
Bounty Hunter
As a seasoned bounty hunter, you've tracked and captured targets across the galaxy, from the dense jungles of Kashyyyk to the barren deserts of Tatooine. Working for credits or personal vendettas, you’ve learned to trust no one, using your skills in combat, stealth, and interrogation to survive in a galaxy where loyalty is fleeting and the only certainty is the next bounty.
Skill Proficiencies. Intimidation, Stealth
Other Proficiencies. Electrostaves, Standard Lightsabers
Languages. Two of your choice
Jedi Slayer. You have practiced techniques useful in melee combat against Jedi, gaining the following benefits:
When a creature within 5 feet of you uses a Force ability, you can use a reaction to make a melee weapon or unarmed attack against that creature.
You have advantage on saving throws against Force abilities.
Entertainer
Once the star of the galaxy's most dazzling stages, you captivated audiences with your charm, talent, and dazzling performances. Whether you were a holoscreen idol, a cantina singer, or a skilled dancer, your fame took you across the galaxy’s most glamorous - and dangerous - places. But now, the spotlight has dimmed, and you're left to navigate the underworld of the entertainment industry, where illusion and betrayal often mask the harshest truths.
Skill Proficiencies. Acrobatics, Performance
Other Proficiencies. Light Armor, one instrument of your choice
Languages. Two of your choice
Charmer. You've mastered the art of charming those around you, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Persuasion skill. If you are already proficient in it, you instead gain expertise in it.
If you spend 1 minute talking to someone who can understand what you are saying, you can make a Persuasion check contested by the creature's Insight check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60ft of you and for 1 minute thereafter.
Force Adept
You were born with an innate connection to the Force, but without the guidance of Jedi or Sith, your powers have always been raw and unrefined. Whether you were raised in the underworld or on a remote colony, your abilities manifested unpredictably; sometimes a blessing, sometimes a curse. Now, you seek to understand your power, navigating a galaxy full of ancient mysteries and dark forces, unsure if you’ll find wisdom… or if your unchecked potential will consume you.
Skill Proficiencies. Deception, Survival
Other Proficiencies. Martial Weapons
Languages. Two of your choice
Force Initiate. While you never had formal training, you have access to some Force abilities. You may choose three force skills from the Jedi Knight, Jedi Consular, Sith Warrior, or Sith Inquisitor tree. These abilities must be accessible to Level 2 players. If these require Focus/Hatred/etc, you may use them without the cost, but only once per short rest.
Gambler
In a galaxy full of risks and high stakes, you've made a living off the roll of the dice, the shuffle of cards, and the turn of a sabacc hand. Whether in high-rolling casinos on Coruscant or shady back-alley games on Nar Shaddaa, your knack for reading people and knowing when to bet it all has kept you afloat. But luck is a fickle mistress, and you're always one bad hand away from losing it all... or gaining everything.
Skill Proficiencies. Deception, Insight
Other Proficiencies. Two Gamesets of your choice, Light Blasters
Languages. Two of your choice
Quick-Fingered. Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
Increase your Dexterity by 1, to a maximum of 20.
You gain proficiency in the Sleight of Hand skill. If you are already proficient in it, you instead gain expertise in it.
As a bonus action, you can make a Sleight of Hand check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
Jedi
As a member of the ancient Jedi Order, you are sworn to uphold peace, justice, and the will of the Force throughout the galaxy. Trained in the ways of the Force from a young age, you have honed your skills as both a diplomat and a warrior, serving the Republic in its time of need. Bound by the Jedi Code, you stand firm against the growing darkness, always seeking to bring balance and protect the innocent, no matter the cost.
Skill Proficiencies. History, Insight
Other Proficiencies. Standard Lightsabers, Light Armor
Languages. Two of your choice
Force Guidance. You've learned to utilize your gift with the Force in a specific, unique way. You gain the following benefits:
Increase your Wisdom by 1, to a maximum of 20.
Choose a skill or tool in which you are proficient. When you make an ability check with the chosen skill or tool, you can add half your Wisdom modifier (minimum of 1) to a check if it doesn't already include your Wisdom modifier. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.
Mandalorian
In five millennia, the Mandalorians fought with and against a thousand armies on a thousand worlds. They learned to speak many languages and absorbed weapons technology and tactics from every war. And yet, despite the overwhelming influence of alien cultures, and the absence of a true homeworld and even species, their own language not only survived but changed little, their way of life and their philosophy remained untouched, and their ideals and sense of family, of identity, of nation, were only strengthened.
Skill Proficiencies. Intimidation, Stealth
Other Proficiencies. Mandalorian Armor
Languages. Mando'a, one of your choice
Battle Scarred. You've spent a lifetime fighting, with the scars to prove it. You gain the following benefits:
Increase your Constitution by 1, to a maximum of 20.
When you roll a 19 or 20 for a death saving throw, you regain 1 hit point.
When you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. Once you've used this ability, you must complete a long rest before you can use it again.
Noble
Born into a prestigious family with deep ties to either the Galactic Republic or the Sith Empire, you have spent your life navigating the complex webs of power, politics, and diplomacy. Whether you are a senator championing the Republic’s ideals or a noble house representative in the heart of the Sith Empire, your position grants you influence - and enemies. In a galaxy torn between light and dark, you must carefully balance personal ambition, family legacy, and the ever-looming threat of conflict between the Republic and the Sith.
Skill Proficiencies. History, Persuasion
Other Proficiencies. Light Blasters, one Gameset or Instrument of your choice
Languages. Two of your choice
Inspiring Leader. You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to 6 friendly creatures (which can include yourself) within 30ft of you who can see and/or hear you and who can understand you. Each creature gains temporary hit points equal to your level. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Nomad
Born to a wandering tribe or raised on the fringes of civilized space, you have spent much of your life traveling from world to world, never settling in one place for long. Whether you are a survivor of a fallen world, a merchant, or a scout for the Republic or Sith Empire, your skills in navigation, survival, and diplomacy have kept you alive. The galaxy's many cultures and landscapes are your home, and your loyalty lies not with a single faction, but with the freedom of the open stars.
Skill Proficiencies. Piloting, Survival
Other Proficiencies. Light and Medium Armor, Martial Weapons
Languages. Two of your choice (can be Standard or Exotic)
Unnatural Resilience. You have the fortitude often attributed to gods, granting the following benefits:
You gain proficiency in Constitution saving throws. If you are already proficient in them, you instead gain expertise in them.
Effects, such as powers or medpacs, that would restore hit points to you can't restore an amount less than half your level + your Constitution modifier. If this amount would exceed the maximum amount of hit points the effect could restore, you instead take that effect's maximum.
You can add your Constitution modifier to death saving throws you make.
Pirate
As a member of a ruthless pirate crew under the control of the Hutt Cartels, you’ve made a living plundering ships, raiding trade routes, and smuggling goods for the galaxy’s most dangerous criminals. Whether you serve a Hutt crime lord directly or you’re part of a mercenary band working for pay, loyalty is fleeting, and survival depends on cunning and ruthlessness. The credits flow freely, but so does the danger, as you live by the blaster and the deal, constantly under threat from the Republic, rival gangs, and bounty hunters.
Skill Proficiencies. Althetics, Intimidation
Other Proficiencies. One weapon type of your choice, one gameset of your choice
Languages. Huttese
Ace Pilot. You're quite experienced both on land and in the air. You gain the following benefits:
Increase your Intelligence by 1, to a maximum of 20.
You gain proficiency in the Piloting skill. If you are already proficient in it, you instead gain expertise in it.
Whenever you make an Investigation or Perception check related to vehicles or ships, you are considered to have expertise in the Investigation or Perception skill.
Scientist
Driven by an insatiable curiosity and a deep commitment to discovery, you have dedicated your life to unraveling the mysteries of the galaxy. Whether you specialize in biochemistry, engineering, or ancient technology, your work has often put you at the crossroads of innovation and ethical dilemmas. As the Republic and Sith Empire vie for control of advanced technologies, your discoveries could either shape the future or be exploited for darker purposes, and you must decide whether the pursuit of knowledge is worth the risks.
Skill Proficiencies. History, Technology
Other Proficiencies. One specialist kit of your choice
Languages. Two of your choice (can be Standard or Exotic)
Investigative Attunement. You've spent a significant amount of time testing enhanced items. You gain the following benefits:
Increase your Intelligence by 1, to a maximum of 20.
Once per long rest, you can choose one object that you must touch for 10 minutes. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.
Scoundrel
You live by your wits and your ability to stay one step ahead of those who would see you caught or worse. As a smuggler, you’ve spent years navigating the galactic underworld, transporting illicit goods across lawless sectors while avoiding the watchful eyes of the Republic, the Sith Empire, and bounty hunters alike. Whether you're hauling spice, weapons, or rare artifacts, your quick thinking, sharp negotiating skills, and knack for getting out of sticky situations have kept you alive - so far. But in a galaxy where allegiances are as fleeting as the stars, trust is hard to come by, and every job could be your last.
Skill Proficiencies. Deception, Piloting
Other Proficiencies. Tinkerer's Implements, one Gameset of your choice
Languages. Huttese, one of your choice
Haggler. Your skills at bartering have granted you the following benefits:
Increase your Charisma by 1, to a maximum of 20.
You have advantage on Persuasion and Deception checks when attempting to barter or trade.
You are always aware of the current monetary value for any unenhanced or common items. Whenever you identify an item, you gain a rough estimate of its current monetary value.
Sith
Born into the tumultuous and often treacherous world of the Sith Empire, you are a student of the dark side, wielding the power of hatred, ambition, and fear to shape your destiny. Whether you are a noble of the Empire, a dark side acolyte, or a powerful Sith Lord, your loyalty lies to the dark principles of the Sith, seeking to overthrow the weakness of the Jedi and the Republic. In a galaxy caught between light and shadow, you are part of a greater, relentless struggle for power, aiming to see the Sith ascend and crush any who stand in your way.
Skill Proficiencies. Athletics, Intimidation
Other Proficiencies. Medium and Heavy Armor, Standard Lightsabers
Languages. Sith, one of your choice
Fanatic. Every blow that hits your enemies makes you feel closer to victory, making you shake in excitement. You gain the following benefits:
When you score a critical hit with an attack roll, or reduce a creature to 0 hit points, you can make one weapon attack as a bonus action.
Whenever a creature you can see within 30ft is reduced to 0 hit points, you go into a fervor, gaining temporary hit points equal to 1d4 + your Constitution modifier.
Trooper
As a soldier in either the Galactic Republic or the Sith Empire, you’ve been trained for combat, loyalty, and sacrifice on the frontlines of the galaxy’s most brutal wars. Whether you serve to defend the Republic’s ideals of freedom or uphold the Empire’s dominance, your duty is clear: to fight, endure, and protect your comrades. You’ve faced overwhelming odds, fought in bloody campaigns, and followed orders without hesitation, knowing the cost of failure is far greater than personal loss. In this conflict between the light and dark, you stand as a steadfast warrior, defined by your resolve and unyielding service.
Skill Proficiencies. Athletics, Intimidation
Other Proficiencies. Medium and Heavy Armor, Armstech's or Armormech's Implements
Languages. Two of your choice
Fast Hands. You are a master at reloading. You can reload your ranged weapons as a free action.
Droids
Droids don't often have the free will required to choose their own path in life. If you are a droid with free will, or with a background mentioned above, feel free to choose that. But for those with more mundane jobs, pick from the backgrounds below:
Class 1
Designed as utility and service droids, you were built for a range of basic functions, from protocol assistance to menial labor; often found in the homes of wealthy individuals, aboard starships, or working in bustling urban centers. Though you were never meant for combat or heavy decision-making, your experiences have allowed you to adapt and become more independent. Your primary function might still revolve around serving others, but with growing awareness, you may find yourself questioning your place in a galaxy full of conflict - whether it’s aiding your masters or forging your own path amidst the chaos.
Types of Droids: Medical Droids, Science Droids, Mathematics Droids
Skill Proficiencies. Investigation, History, nature, Technology, Medicine
Other Proficiencies. Biochemist's Kit
Languages. Binary, two of your choice
Keen Mind. You have a mind that can track time, direction, and detail with inhuman precision. You gain the following benefits:
Increase your Intelligence by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
Class 2
Specializing in engineering and technical sciences, you were built for tasks that require precision, analysis, and advanced problem-solving. Whether maintaining starships, constructing complex systems, or conducting scientific research, your programming allows you to handle sophisticated machinery and technical challenges with ease. While you excel in diagnostics, repairs, and engineering solutions, you’ve also developed a growing ability to think creatively within your field. As the galaxy advances, your expertise could be a pivotal force in unlocking new technologies or solving critical problems, all while you remain a highly sought-after asset in both civilian and military sectors.
Types of Droids: Exploration Droids, Engineering Droids, Maintenance Droids
Skill Proficiencies. Piloting, Technology
Specialist. You were designed for one specific purpose. Select one type of Specialists' Kit. You gain the following benefits:
Increase an ability score of your choice by 1, to a maximum of 20.
You gain proficiency with your chosen kit. If you're already proficient with it, you instead gain expertise with it.
You can attempt ability checks with the chosen kit without the kit present, but you have disadvantage on the check when you do so.
Whenever you make an ability check with the chosen kit and you don't have disadvantage, you can treat a roll of 9 or lower as a 10.
Class 3
As a Class 3 droid, you are designed for interaction with organic beings, excelling in tasks like diplomacy, translation, and scientific support. Whether you serve as a mediator in tense negotiations or a caretaker for fragile lives, your primary function is to bridge gaps between species. Yet, the chaos of the Old Republic has left many like you reprogrammed, repurposed, or damaged, giving you a unique perspective on your role in the galaxy. Do you embrace your original purpose, or do you seek a new identity in a galaxy at war?
Types of Droids: Protocol Droids, Servant Droids, Tutor Droids
Skill Proficiencies. History, Medicine, Technology
Languages. Six of your choice
Linguist. You've been programmed for communication with alien species. If you are around speakers of a language you don't know, you can learn to communicate with them after 1 day among them.
Class 4
Created for warfare and programmed for combat, you are a mechanical soldier designed to follow orders without question. Whether part of the Republic's forces or the vast armies of the Sith Empire, your sole purpose is to engage in battle and defeat your enemies. While your programming is precise and efficient, your experiences in countless skirmishes and conflicts have shaped your understanding of war, survival, and even the occasional spark of individuality. In a galaxy where battles rage across every sector, you are a relentless force on the battlefield: no emotion, no hesitation, just victory at any cost.
Types of Droids: Assassin Droids, Battle Droids, Security Droids
Skill Proficiencies. Athletics, Intimidation
Other Proficiencies. One Weapon type of your choice, Medium and Heavy Armor
Languages. Two of your choice
Touch. Survivability and killing efficiency are your primary functions. You gain the following benefits:
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Whenever you reduce an enemy to 0 hit points, gain 5 health.
Overview
Weapons in the Old Republic era are as diverse as the galaxy itself, reflecting the needs and cultures of countless species and factions. Blasters dominate the battlefield, offering ranged precision and devastating firepower, while vibroblades and other melee weapons remain vital for close combat. Lightsabers, the elegant weapons of the Jedi and Sith, are symbols of their wielders’ power and philosophy. Grenades, explosives, and more exotic armaments add to the chaos of galactic conflict, ensuring that no two battles are ever the same. Whether high-tech or traditional, every weapon tells a story of its user’s skill, allegiance, and intent.
Properties
Ammunition. This weapons requires ammunition to function. The specific amount of ammo contained in one magazine is listed in parenthesis next to the property. Standard weapons require a bonus action to reload when ammunition has run out.
Double-Fire. This weapon fires twice per attack. You must roll to hit for each projectile.
Fast. This weapon has a quick-reload time. You may reload it as a free action.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Grapple. When you hit a target with a grapple weapon, it deals normal damage and you can initiate a Grapple against the target. A target that is Grappled can attempt to escape the condition (requiring a DC 15 Acrobatics or Strength check).
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Hidden. A weapon with the hidden property is designed to be easily concealed by the holder. If you have proficiency with a hidden weapon, you also gain advantage on checks with Dexterity (Sleight of Hand) to hide the weapon.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Slow. This weapon has a long reload time. You must take an action to reload it.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Two-Handed. This weapon requires two hands when you attack with it.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property - the damage when the weapon is used with two hands to make a melee attack.
Blasters
Blasters are the most common ranged weapons across the galaxy, favored for their versatility and power. From sleek pistols to heavy rifles, these energy-based arms are as varied as the beings who wield them.
Blaster Pistol
Damage. 1d6 Radiant
Weight. 2 lbs
Range. 30/60 ft
Properties. Ammunition (300), Fast, Light
Hold-Out Blaster
Damage. 1d4 Radiant
Weight. 1 lb
Range. 10/30 ft
Properties. Ammunition (100), Fast, Hidden, Light
Heavy Pistol
Damage. 1d8 Radiant
Weight. 4 lbs
Range. 30/60 ft
Properties. Ammunition (300)
Heavy Rifle
Damage. 1d10 Radiant
Weight. 10 lbs
Range. 30/60 ft
Properties. Ammunition (1,000), Double-Fire, Two-Handed
Blaster Pistol. Blaster pistols are compact, versatile sidearms, ideal for quick draw and rapid-fire combat, offering high mobility without sacrificing firepower.
Hold-Out Blaster. Hold-out blasters are small, easily concealable sidearms, designed for stealth and close-range defense, offering limited firepower but exceptional portability.
Heavy Pistol. Heavy blaster pistols are larger, more powerful sidearms, designed for increased firepower and range, making them effective in both close-quarters and medium-range combat. Though bulkier than standard blaster pistols, they provide superior stopping power without sacrificing too much mobility.
Heavy Rifle. Heavy blaster rifles are high-powered, long-range weapons designed for maximum damage and precision. With stronger energy cells and a more robust frame, they excel in sustained fire and can overwhelm enemies with their devastating blasts, making them ideal for heavy infantry and frontline troops.
Slugthrowers
Slugthrowers are projectile-based firearms that hurl solid ammunition, often considered primitive compared to blasters. Despite their simplicity, they remain effective against energy-shielded foes and are favored in regions where technology is scarce.
Dart Gun
Damage. 1 Piercing
Weight. 1 lb
Range. 25/60 ft
Properties. Ammunition (1), Loading
Slugthrower Pistol
Damage. 1d4 Piercing
Weight. 4 lbs
Range. 30/120 ft
Properties. Ammunition (12), Fast, Light
Needler
Damage. 1 Piercing
Weight. 2 lbs
Range. 60/200 ft
Properties. Ammunition (1), Loading, Two-Handed
Musket
Damage. 1d12 Piercing
Weight. 10 lbs
Range. 40/120 ft
Properties. Ammunition (1), Loading, Two-Handed
Slugthrower Rifle
Damage. 1d8 Piercing
Weight. 14 lbs
Range. 30/60 ft
Properties. Ammunition (30), Double-Fire, Two-Handed
Sniper Rifle
Damage. 1d12 Piercing
Weight. 15 lbs
Range. 100/400 ft
Properties. Ammunition (6), Two-Handed, Crit on 19
Dart Gun. Dart guns are a compact, silent weapon that fires poison-laced darts, ideal for stealthy incapacitation or non-lethal takedowns.
Slugthrower Pistol. Slugthrower pistols fire solid projectiles rather than energy bolts, offering reliable power and precision, especially against energy shields.
Needler. Needlers are small, rapid-fire weapons that launch razor-sharp, tranquilizer or poison-tipped projectiles, designed for stealthy, high-speed attacks.
Musket. Muskets are primitive, slow-loading firearms that fire solid projectiles, favored for their raw power despite their limited range and rate of fire.
Slugthrower Rifle. Slugthrower rifles fire solid projectiles with high velocity, offering greater range and stopping power than its pistol counterpart, making it effective against both armored and unarmored targets.
Sniper Rifle. Sniper rifles are long-range precision weapons designed for taking out targets from extreme distances with high accuracy and deadly force. Equipped with powerful scopes, they allow skilled marksmen to eliminate threats with a single, well-placed shot.
Sonic Weapons
Sonic guns unleash devastating sound waves that are impossible to deflect with a lightsaber, making them a formidable weapon against Jedi and Sith. Their ability to bypass most conventional defenses ensures they remain a prized tool in certain parts of the galaxy.
Sonic Pistol
Damage. 1d6 Psychic
Weight. 2 lbs
Range. 30/120 ft
Properties. Ammunition (50), Fast, Light
Sonic Rifle
Damage. 1d8 Psychic
Weight. 6 lbs
Range. 30/120 ft
Properties. Ammunition (100), Double-Fire, Two-Handed
Sonic Pistol. Sonic pistols emit concentrated sound waves that can incapacitate or injure targets, bypassing energy shields and lightsaber defenses with their unique, non-physical attack.
Slugthrower Pistol. Sonic rifles are powerful long-range weapons that emit devastating sound waves, capable of bypassing shields and armor to inflict damage on both organic and mechanical targets.
Heavy Launchers
Heavy launchers are devastating tools of war, designed to inflict maximum destruction with a single strike. Though often unwieldy and limited in ammunition, their raw power makes them indispensable in large-scale battles and against heavily fortified foes.
Grenade Launcher
Damage. 4d10 Force
Weight. 25 lbs
Range. 120/240 ft
Properties. Ammunition (6), Heavy, Slow, Two-Handed
Missile Launcher
Damage. 5d6 Piercing
Weight. 11 lbs
Range. 80/240 ft
Properties. Ammunition (1), Heavy, Loading, Two-Handed, 10ft Radius
Flamethrower
Damage. 2d8 Fire
Weight. 50 lbs
Range. 15/30 ft
Properties. Ammunition (60), Heavy, Two-Handed, 30ft Line or 15ft Cone
Grenade Launcher. Grenade launchers fire explosive projectiles over long distances, allowing for area denial and powerful blasts that can devastate groups of enemies or breach fortified positions. When firing a grenade launcher with a special grenade, count the damage both for the launcher and the special grenade.
Missile Launcher. Missile launchers fire high-powered, guided projectiles designed to inflict massive damage on both infantry and vehicles, making them ideal for taking down heavily armored targets. Deals damage to all enemies in a 10ft radius, and if it directly hits a target, they must make a DC 15 Dexterity Saving Throw or be knocked prone.
Flamethrower. Flamethrowers project a stream of fire, capable of burning through enemy defenses and causing widespread destruction in close-range combat. It inflicts the Burning condition on any creatures within range.
Chiss Weapons
Chiss weapons are advanced energy weapons unique to the Chiss Ascendancy, known for their striking blue energy bolts. Unlike traditional blasters, charrics combine kinetic and thermal damage, making them highly effective against both shields and armor. Rare outside Chiss territory, they symbolize the precision and ingenuity of their creators.
Charric Pistol
Damage. 1d6 Fire, 1d6 Radiant
Weight. 1 lb
Range. 30/60 ft
Properties. Ammunition (120), Fast, Light
Charric Rifle
Damage. 1d10 Fire, 1d10 Radiant
Weight. 10 lbs
Range. 30/100 ft
Properties. Ammunition (330), Double-Fire, Two-Handed
Charric Pistols. Charric pistols are energy-based sidearms used by the Chiss, firing bolts of blue energy that combine kinetic and thermal damage, making them highly effective against shields and armor.
Charric Rifle. Charric rifles are powerful long-range weapons favored by the Chiss, emitting bolts of blue energy that deliver both kinetic and thermal damage, allowing them to pierce through defenses with deadly accuracy.
Wookiee Weapons
Wookiee weapons are as formidable as the warriors who wield them, often blending raw power with traditional craftsmanship. From mighty bowcasters to intricately crafted melee weapons, they reflect the Wookiees' deep connection to their culture and their forests. Known for their durability and sheer impact, these weapons are a testament to Wookiee ingenuity and strength.
Bowcaster
Damage. 1d8 Bludgeoning
Weight. 15 lbs
Range. 30/100 ft
Properties. Ammunition (100), Heavy, 5ft Explosion
Kashyyyk Long-Gun
Damage. 1d10 Force
Weight. 10 lbs
Range. 10/40 ft
Properties. Ammunition (10), Two-Handed, Knocks back enemies 5ft
Kashyyyk Bladestick
Damage. 1d10 Slashing
Weight. 6 lbs
Properties. Heavy, Reach, Two-Handed, Bonus Attack with Second Blade
Ryyk Blade
Damage. 1d6 Slashing
Weight. 4 lbs
Properties. Versatile (1d8)
Ryyk Kerathorr
Damage. 1d6 Slashing
Weight. 2 lbs
Properties. Light, Crit on 19
Bowcaster. Bowcasters are Wookiee-made weapons that fire powerful energy bolts, combining traditional crossbow design with advanced technology for devastating ranged attacks. All creatures caught within the 5ft blast radius must make a DC 14 Dexterity Saving Throw or take 1d4 Bludgeoning Damage.
Kashyyyk Long-Gun. Kashyyyk long guns are large, powerful rifles favored by Wookiees, designed for long-range combat and capable of delivering high-impact shots with precision.
Kashyyyk Bladestick. Kashyyyk Bladestick. Kashyyyk bladesticks are traditional Wookiee melee weapons, featuring long, sturdy shafts with sharp, curved blades at both ends, ideal for close combat and demonstrating Wookiee strength and agility.
Ryyk Blade. Ryyk blades are large, two-handed melee weapons used by Wookiees, featuring a heavy, curved blade designed for powerful slashes and close combat. Crafted from durable materials, they are a symbol of Wookiee warriors' strength and skill in battle.
Ryyk Kerathorr. Ryyk Kerathorrs are one-handed Wookiee weapons, designed for dual-wielding in close combat. With jagged, serrated edges, these blades are built for quick, devastating strikes, allowing Wookiee warriors to overwhelm opponents with swift and powerful attacks.
Melee Weapons
Melee weapons are the tools of warriors who rely on skill, precision, and discipline in combat. Swords, staffs, and vibroweapons dominate this category, offering versatility and reliability in battle. While often overshadowed by advanced technology, martial weapons remain a symbol of tradition and personal mastery across the galaxy.
Electrostaff
Damage. 1d4 Lightning
Weight. 1 lb
Properties. Light
Light Whip
Damage. 2d4 Lightning
Weight. 1 lb
Properties. Finesse, Grapple, Light, Reach
Vibroblade
Damage. 1d6 Slashing
Weight. 2 lbs
Properties. Finesse, Light
Vibroknuckler
Damage. 1d6 Slashing
Weight. 1/2 lbs
Properties. Hidden, Light
Vibrostaff
Damage. 1d6 Bludgeoning
Weight. 4 lbs
Properties. Versatile (2d4)
Vibromace
Damage. 1d8 Slashing
Weight. 7 lbs
Properties. Heavy, Two-Handed
Vibro Double-Blade
Damage. 1d6 Slashing
Weight. 4 lbs
Properties. Versatile (1d8), Offhand attack as Bonus Action
Vibroaxe
Damage. 2d6 Slashing
Weight. 8 lbs
Properties. Heavy, Two-Handed
Vibrospear
Damage. 1d6 Piercing
Weight. 4 lbs
Properties. Thrown (Range 25/75), Versatile (2d4)
Electrostaff. Electrostaffs are melee weapons that generate an electric charge along their length, delivering stunning shocks on contact. Often used by elite guards and in close-quarters combat, they can disable enemies and deflect blaster bolts, making them a versatile and deadly choice in battle. Creatures hit by this staff must make a DC 12 Constitution Saving Throw or be stunned for 1 turn.
Light Whip. Light whips are flexible energy weapons that extend and lash out with a crackling energy blade, capable of striking at a distance with precision and force. Ideal for skilled combatants, they can disarm or grapple enemies by delivering searing energy strikes while maintaining superior agility.
Vibro Bladestick. Vibroblades are melee weapons equipped with oscillating blades that vibrate at high frequencies, allowing them to cut through armor and flesh with ease. Lightweight and versatile, they are favored by bounty hunters, soldiers, and duelists for their effectiveness in close combat.
Vibroknuckler. Vibroknucklers are compact, handheld melee weapons that fit over the user's fists, enhancing punches with high-frequency vibrations that increase damage and penetration. Ideal for close-quarters combat, they allow for devastating, powerful strikes with added speed and effectiveness.
Vibrostaff. Vibrostaves are polearm-style weapons with oscillating blades at either end, vibrating at high frequencies to enhance their cutting power. Used for both offense and defense, they allow combatants to deliver powerful, sweeping attacks while maintaining reach and agility in close-quarters combat.
Vibromace. Vibromaces are heavy, blunt melee weapons with oscillating heads that vibrate at high frequencies, increasing their ability to crush armor and deal devastating damage. Favored for their raw power, they are ideal for breaking through heavily armored opponents or delivering crushing blows in close combat.
Vibro Double-Blade. Vibro double-blades are dual-edged melee weapons with oscillating blades that vibrate at high frequencies, enhancing their cutting power. Designed for skilled duelists, they allow for rapid, fluid strikes with the ability to attack from both ends, making them versatile and deadly in close-quarters combat.
Vibroaxe. Vibroaxes are melee weapons with oscillating axe heads that vibrate at high frequencies, allowing for powerful, armor-piercing strikes in close combat.
Vibrospear. Vibrospears are polearm weapons with vibrating tips that enhance their piercing power, making them effective for thrusting attacks and long-range melee combat.
Lightsabers
Designed as much for elegance in combat as for ceremony, the lightsaber, also referred to as the "laser sword" by those who are unfamiliar with it, is a distinctive weapon, the very image of which is inextricably bound with the mythos of the Jedi Order and their polar opposites, the Sith. The lightsaber also is synonymous with the Jedi Order's values to uphold peace and justice throughout the galaxy. This perception endures, despite the many conflicts with lightsaber-wielding Sith and Dark Jedi.
Attuning
You cannot wield a lightsaber to its highest capability until you have attuned to it, and it has attuned to you. To attune a lightsaber, you must take a long rest, meditating on the saber as you do so. You can choose to attune to your lightsaber as your action during War Games.
Until you are attuned to a lightsaber, do not add your proficiency bonus to attack rolls made with it, even if you are proficient with lightsabers.
Lightsaber Crystals
Adgean crystals are commonly used by Jedi as the main component of a lightsaber. These rare Force-reactive stones are primarily found on planets such as Ilum and Jedha.
There are multiple types of Adgean crystals, with different rarities, listed below.
| Crystal | Rarity | Properties |
|---|---|---|
| Kathracite | Common | +0 |
| Relacite | Uncommon | +1 |
| Danite | Rare | +2 |
| Mephite | Very Rare | +3 |
| Ponite | Legendary | +4 |
Lightsaber Types
Crossguard Lightsaber
Damage. 1d10 +3 Radiant
Weight. 3 lbs
Properties. Finesse, Light, Versatile (1d12)
Double-Bladed Lightsaber
Damage. 1d10 Radiant
Weight. 5 lbs
Properties. Two-Handed, Offhand attack as Bonus Action
Guard Shoto
Damage. 1d8 Radiant
Weight. 2 lbs
Properties. Finesse, Light, +2 AC
Lightsaber Pike
Damage. 1d10 Radiant
Weight. 4 lbs
Properties. Reach, Two-Handed
Standard Lightsaber
Damage. 1d8 Radiant
Weight. 2 lbs
Properties. Finesse, Light, Versatile (1d10)
Crossguard Lightsaber. The crossguard lightsaber features a unique, horizontally mounted emitter that channels the blade’s energy into two additional shorter blades, providing added protection and a distinctive, aggressive combat style. Its design is favored by those who seek both defense and offense in the heat of battle.
Double-Bladed Lightsaber. The double-bladed lightsaber consists of two saber blades extending from a single hilt, allowing for versatile, rapid combat techniques. Its symmetrical design makes it ideal for both offense and defense, offering unparalleled reach and striking power.
Guard Shoto. The guard shoto (also called a lightsaber tonfa) has a regular lightsaber hit set at a 90-degree angle to the blade, allowing the wielder to quickly change from attacking to defense.
Lightsaber Pike. The lightsaber pike is a long, pole-like weapon with a single blade at the top, offering exceptional reach and versatility in combat. Its extended length allows for powerful thrusts and sweeping attacks, making it ideal for controlling large areas and maintaining distance from opponents.
Standard Lightsaber. The lightsaber is the iconic weapon of the Jedi and Sith, featuring a single, focused blade of energy emitted from a hilt. Its versatility and precision make it a symbol of mastery in both combat and defense, favored for its speed and agility in battle.
Light Armor
Light armor offers basic protection while maintaining flexibility and mobility. Often favored by scouts, smugglers, and other agile combatants, it’s designed to deflect blaster fire and reduce damage without hindering movement. While not as durable as heavier armor, its lightweight construction allows for quick reactions and stealthy operations.
Body Glove
AC. 11 + DEX
Weather. Any
Desert Armor
AC. 11 + DEX
Weather. Hot Weather
Flak Vest
AC. 11 + DEX
Weather. Any
Jedi Armor
AC. 12 + DEX
Weather. Any
Jedi Temple Guard Armor
AC. 12 + DEX
Weather. Any
Light Cold Weather Armor
AC. 11 + DEX
Weather. Cold Weather
Sith Specter
AC. 12 + DEX
Weather. Any
Slicksuit
AC. 11 + DEX
Weather. Water
Body Glove. The body glove is a full-body, form-fitting garment. Many types of armor, including those worn by most troopers, include an insulated (and sometimes airtight), body glove underneath the armor plating. Body gloves can be worn under Heavy Armor.
Desert Armor. Desert armor is designed to provide protection in harsh, arid environments while offering maximum mobility. Often crafted with breathable, heat-resistant materials, it shields against blaster fire and environmental hazards like sandstorms, making it ideal for desert warfare. While wearing this armor, you are immune to conditions caused by desert weather (heat stroke/exhaustion, sandstorm blindness).
Flak Vest. Flak vests, also known as flight vests, are specialized life support gear worn by pilots, designed to provide critical protection and sustenance in case of a ship failure.
Jedi Armor. Jedi armor combines the traditional robes of the Order with practical, lightweight armor elements for protection in battle. This includes reinforced plating on vital areas like the chest, shoulders, and forearms.
Jedi Temple Guard Armor. Jedi Temple guard armor is a distinctive and highly specialized set of gear worn by the elite protectors of the Jedi Temple. Its emotionless mask allows individual identity to be protected and the anonymity of the Order preserved.
Light Cold Weather Armor. Light cold weather armor is designed to provide basic protection against freezing temperatures and harsh, snowy environments while maintaining mobility. While wearing this armor, you have advantage on saving throws against conditions caused by cold weather (hypothermia, snow blindness).
Sith Specter. Sith specter armor is a dark and imposing set of combat gear favored by elite Sith warriors. Designed for stealth and intimidation, the armor combines lightweight plating with flexible, shadowy fabric.
Slicksuit. The slicksuit is a tight-fitting, flexible suit for underwater environments, providing both warmth and protection. Wearing slicksuits allows the wearer to breathe underwater, so long as their armor is on and working.
Medium Armor
Medium armor strikes a balance between mobility and protection, making it a versatile choice for many combatants. With reinforced plating on critical areas and flexible material elsewhere, it provides reliable defense without sacrificing too much agility. Ideal for soldiers, mercenaries, and bounty hunters, medium armor can withstand significant damage while allowing for effective maneuverability in combat. This balance makes it a practical choice for those who need to adapt to a variety of battlefield situations.
Beast Hide
AC. 12 + DEX
Weather. Any
Dropsuit
AC. 12 + DEX
Stealth Disadvantage
Weather. Space
DuraArmor
AC. 12 + DEX
Stealth Disadvantage
Weather. Any
Jedi Battle Armor
AC. 13 + DEX
Weather. Any
Mandalorian Armor
AC. 15 + DEX
Weather. Any
Beast Hide. Beast hide armor is crafted from the durable hides of creatures, offering natural protection with a rugged aesthetic. Lightweight and flexible, it provides decent defense against physical attacks while allowing for easy movement, making it a favorite among hunters and survivalists.
Dropsuit. Dropsuits are highly specialized armor designed for orbital drops and high-impact insertions. Reinforced to withstand the stress of atmospheric re-entry, it features built-in thrusters, shock absorbers, and life support systems to ensure survival during deployment. While wearing this armor, you have a flying speed of 15 feet.
DuraArmor. DuraArmor is a robust and reliable form of personal protection, crafted from advanced composite materials that offer exceptional durability. Lightweight yet highly resistant to blaster fire and physical impacts, it is favored by soldiers. While wearing this armor, you are resistant to Blaster Damage.
Jedi Battle Armor. This armor is a heavily reinforced variation of traditional Jedi armor, designed for use in large-scale conflicts and intense combat scenarios. Featuring extensive plating on the torso, limbs, and shoulders, it provides superior protection against blaster fire and melee strikes.
Mandalorian Armor. Mandalorian armor is a legendary blend of tradition, craftsmanship, and battlefield effectiveness. Forged from durable materials like beskar, it offers unparalleled protection from blasters, lightsabers, and environmental hazards, granting the wearer resistance to radiant, slashing, and piercing damage. You must be Mandalorian to wear and/or customize this armor.
Heavy Armor
Heavy armor prioritizes maximum protection, offering extensive plating and reinforced materials to shield its wearer from significant damage. Designed to absorb blaster fire, melee strikes, and even explosions, it is favored by frontline soldiers and those facing intense combat. While it sacrifices some mobility due to its bulk, heavy armor provides unmatched defense, allowing wearers to endure prolonged engagements and withstand powerful attacks.
Boarding Armor
AC. 14 + DEX
Strength Requirement. 11
Stealth Disadvantage
Weather. Space
Cortosis Weave Armor
AC. 14 + DEX
Weather. Any
Heavy Cold Weather Armor
AC. 12 + DEX
Strength Requirement. 11
Stealth Disadvantage
Weather. Cold Weather
Sith Pain Harness
AC. 13 + DEX
Weather. Any
Boarding Armor. Boarding armor is specialized for high-risk ship-to-ship combat, providing protection in the confined and hazardous conditions of boarding actions. Reinforced to withstand blaster fire and shrapnel, it also includes built-in mag-seals and environmental systems to maintain functionality during hull breaches or in zero-gravity.
Cortosis Weave Armor. Highly prized, the cortosis weave armor is a rare defense crafted with fibers of cortosis, a material known for its ability to resist lightsabers. While not impervious to sustained attacks, it provides a critical edge in duels against Force users. While wearing this armor, you are resistant to Lightsaber attacks.
Heavy Cold Weather Armor. Heavy cold weather armor is built for survival in the galaxy's harshest frozen environments, combining robust insulation with reinforced plating. While wearing this armor, you are immune to conditions caused by cold weather (frostbite, snow blindness), and are resistant to cold damage.
Sith Pain Harness. The Sith pain harness is a cruel and oppressive device used by Sith Lords to amplify their dark side abilities. Designed to inflict physical pain on its wearer, it channels that suffering into greater power, heightening the user's rage and strengthening their connection to the Dark Side. While wearing this armor, you take 1d4 slashing damage (cannot be resisted) every turn, but you can cast 1 extra Force ability without a cost (per short rest).
Shields
Shields offer vital defensive support in combat, projecting energy barriers or reinforced plating to intercept incoming attacks. Whether worn on the wrist or carried into battle, a shield can mean the difference between survival and defeat, reflecting the user's training, reflexes, and role on the battlefield.
Armguard Deflector
AC Bonus. +1
Weight. 2 lbs
Field Barrier
AC Bonus. +2
Weight. 1 lb
Mandalorian Beskar Shield
AC Bonus. +2
Weight. 10 lbs
Phobium Guantlet
AC Bonus. +1
Weight. 1 lbs
Armguard Deflector. The armguard deflector is a compact, forearm-mounted shield generator favored by smugglers and mercenaries. When activated, it creates a reactive energy barrier. While wearing this device, once per short rest, you can use your reaction to reduce damage received by a ranged attack by 1d10 + your Dexterity modifier.
Field Barrier. A military issue energy shield belt worn by frontline soldiers. When activated, it surrounds the user in shimmering energy. As a bonus action, you can activate the shield for 1 minute, granting +2 AC. While active, the shield absorbs up to 30 points of damage. Once the limit is reached, or if you're hit by a critical hit, the shield deactivates and cannot be used again.
Mandalorian Beskar Shield. Crafted from pure beskar, this round shield can withstand almost any assault. While wielding this shield, you gain a +2 to AC and resistance to radiant damage. You also have advantage on Strength checks to resist being pushed or disarmed. This shield can also be used as a melee weapon (1d6 bludgeoning damage).
Phobium Guantlet. Alchemically forged, this gauntlet is worn by Dark Force users to manifest solid energy barriers through willpower. While wearing the gauntlet, once per long rest, you can use your reaction to attempt to reflect back a Force-based attack directed at you (DC 15 Dexterity saving throw).
Items
The marketplace of a large city teems with buyers and sellers of many sorts: Jawas peddling refurbished wares (or trying to steal from careless travelers), Ugnauts selling various technology scrap, Twi’lek armstechs and Mirialan synthweavers. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to speeders and spaceships. For a soldier, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a battle or the untamed wilds.
Adventuring Gear
Burglar's Pack. Includes a backpack, two glowrods, a hydrospanner, a fusion cutter, a chonometer, a grappling hook, 5 days of field rations, and a canteen.
Diplomat's Pack. Includes a chest, a set of fine clothes, a datapad, 5 datacards, a stylus, 5 days of field rations, and a canteen.
Dungeoneer's Pack. Includes a backpack, five glowrods, a fusion cutter, a grappling hook, a chronometer, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side of it.
Entertainer's Pack. Includes a backpack, a bedroll, two costumes, two glowrods, 5 days of field rations, a canteen, and a disguise kit.
Explorer's Pack. Includes a backpack, a bedroll, a blanket, a mess kit, two glowrods, a commlink, 10 days of field rations, a canteen, and 50 feet of fibercord cable strapped to the side of it.
Priest's Pack. Includes a backpack, a blanket, two glowrods, a datapad, a traumakit, 5 days of field rations, and a canteen.
Scholar's Pack. Includes a backpack, a datapad, 5 datacards, a stylus, a holorecorder, 5 days of field rations, and a canteen.
Technologist's Pack. Includes a backpack, chronometer, respirator, datapad, holocomm, commlink, bedroll, canteen, and 5 days of field rations.
Ammunition
Dart. Can be Electro, Neurotoxin, or Tranquilizer. Electro darts stun the target for 1 turn (DC 15 Constitution saving throw), Neurotoxin darts poison the target for 1d8 poison damage each turn, and Tranquilizer darts put the target to sleep (DC 15 Constitution saving throw).
Power Cell. Power cells fuel blaster weapons and can be used to energize certain tools.
Slug Cartridge. Slug cartridges are ammunition for slugthrowers and heavy launchers.
Explosives
Fragmentation Grenade. Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d10 force damage on a failed save, or half as much as on a successful one. If launched using a grenade launcher, the range increases to fit the launcher.
Fragmentation Mine. Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, each creature within 15 feet of it must make a DC 14 Dexterity saving throw. A creature takes 2d10 force damage on a failed save, or half as much as on a successful one.
Gas Grenade. Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. If launched using a grenade launcher, the range increases to fit the launcher.
When a creature enters the fog or starts its turn there, it must make a DC 14 Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids and humanoids wearing appropriate protective equipment are unaffected.
Gas Mine. Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine fills the air in a 15-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.
When a creature enters the fog or starts its turn there, it must make a DC 14 Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids and humanoids wearing appropriate protective equipment are unaffected.
Incendiary Mine. Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine sets the ground in a 15-foot radius ablaze for 1 minute. The fire ignites any flammable objects in the area that aren’t being worn or carried.
When a creature enters the fire or starts its turn there, it must make a DC 14 Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.
Ion Grenade. Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted. If launched using a grenade launcher, the range increases to fit the launcher.
Plasma Grenade. Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much as on a successful one. If launched using a grenade launcher, the range increases to fit the launcher.
Thermal Detonator. Thermal detonators are unique in that they can only be turned off by whoever turned them on. They can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier. Each creature within 20 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d10 force damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone. If launched using a grenade launcher, the range increases to fit the launcher.
Communications
Commlink. Commlinks are simple handheld communication devices, fitted with microphones and receivers. Basic, personal commlinks have a range of up to 30 miles, but are reduced in dense, urban areas or areas of high level interference. The commlink lasts for 10 hours and can be recharged by connecting to a power source or by replacing the power cell.
Comm Jammer. A device used to scramble and block transmissions from communications devices in a 300 foot radius. The device can be activated or deactivated as an action. Any creature sending incoming or outgoing communications within range must succeed on a DC 15 Intelligence (Technology) check. On a failure, their communications are jammed until the comm jammer is deactivated or they move out of its range. The comm jammer lasts for 1 hour and can be recharged by connecting to a power source or by replacing the power cell.
Hands-Free Commlink. A hands-free commlink functions as a commlink, but can be installed in a helmet or worn independently, such as on your head or ear.
Holocomm. A holocomm is a communications unit that utilizes the HoloNet. It enables users to send and receive messages through holographic-based transmission networks.
Holotrace Device. A holotrace device is a wrist-worn gadget that can be used to trace a holographic transmission back to its source.
Comm Scrambler. A comm scrambler is a simple add-on to any commlink that automatically encodes any messages sent out. The transmitted message can only be read by a device equipped with a matched scrambler.
Data Recording & Storage
Code Cylinder. Code cylinders are security devices in the shape of short cylinders that contain coded information about their bearers and grant them access to secure areas.
Datacard. A datacard or data disk is a flat, hand-held device used in conjunction with a datapad to store information.
Datacron. A datacron is a type of holocron that can be accessed by non-Force-sensitives and is mainly used to store encrypted data. They are complete with an interactive projection to access the information.
Datapad. A datapad is a small electronic device used for the input, storage and displaying of information. It features a holoprojective surface for 3D viewing.
Holocron. Holocrons are information-storage devices used by Force wielders that contain ancient lessons or valuable information in holographic form. They appear as palm-sized, glowing polyhedrons of crystalline material and hardware, and can only be activated and used through the power of the Force.
Holorecorder. A holorecorder is a device used to record and project holograms. Some droid models are equipped with internal holorecorders.
Stylus Pen. A stylus pen is designed to write on both solid surfaces and touch screen interfaces.
Wristpad. A wristpad is a harness with an integrated datapad and holoprojector interface that fits on the forearm and includes self-charging battery packs.
Life Support
Emergency Shelter. This shelter comes packed in a 2-foot-long tube. When activated, the shelter deploys, expanding to full size in 1 minute. The shelter is 8 feet long, 8 feet wide, and 6 feet tall, and can house up to six Medium creatures. The shelter includes spikes that automatically mount to the ground, provided they can find purchase. The shelter comes with an integrated power generator, faint glowing lights in the interior which provide dim light, and creatures in the shelter are protected from the elements, including hot and cold climates. The shelter’s power generator lasts for seven days, after which it stops providing light. The shelter can be collapsed and restored over the course of 10 minutes.
Respirator. A respirator, or breath mask, is a portable device that includes 1 hour’s worth of oxygen. The respirator is designed to function in all environments.
Medical Supplies
Antitoxkit. An antitoxkit contains a variety of wide-spectrum antidote hypospray injectors that are designed to neutralize all known poisons. A kit has five charges. As an action, you can administer a charge of the kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids.
Emergency Battery. All non-expendable droids need recharging as they are used. The battery has ten uses. As an action, you can expend one use of the battery to stabilize a droid that has 0 hit points, without needing to make an Intelligence (Technology) check.
Medpac. A medpac is a quick-acting syringe filled with a concentrated dose of kolto. As an action, you can use this medpac to restore hit points to a beast or humanoid within 5 feet. The creature rolls one die equal to the size of their Hit Die and regains hit points equal to the amount rolled + their Constitution modifier (minimum of one hit point). If the creature has Hit Dice of different sizes, use whichever Hit Die size they have the most of.
Poison. As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one dart. A creature hit by the poisoned weapon must make a DC 14 Constitution saving throw, taking 2d4 poison damage on a failed save or half as much on a successful one. Once applied, the poison retains potency for 1 minute before drying.
Repair Kit. A repair kit includes the basic tools needed to repair a droid after being damaged in combat. The kit has three uses. As an action, you can expend one use of the kit to restore hit points to a droid or construct within 5 feet. The creature rolls one die equal to the size of their Hit Die and regains hit points equal to the amount rolled + their Constitution modifier (minimum of one hit point). If the creature has Hit Dice of different sizes, use whichever Hit Die size they have the most of.
Traumakit. A common traumakit is stocked with essentials for the treatment of wounds. A traumakit has five uses. As an action, you can expend a use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Storage
Backpack. A backpack stores 30 lbs.
Bottle. A bottle stores 1 1/2 pints of liquid.
Canteen. A canteen stores 4 pints of liquid.
Crate. A crate stores 40 gallons of liquid or 4 cubic feet of solid.
Chest. A chest stores 300 lbs.
Pitcher. A pitcher stores 1 gallon of liquid.
Pouch. A pouch stores 6 lbs.
Utilities
Binders. Binders can be used to restrain a Small or Medium creature with appropriate appendages. Applying binders takes an action, and the target must make a DC 14 Strength or Dexterity saving throw (the target chooses the ability to use). A hostile creature makes this save with advantage. Breaking the binders requires a DC 30 Strength check. Escaping them requires a DC 30 Dexterity check. A set of binders comes with one key. Without the key, unlocking the binders requires a DC 15 security kit to force open. Binders have an AC of 10 and 15 hit points. Destroying the binders frees the creature without harming it.
Chronometer. A chronometer is a device that measures and keeps linear time.
Field Rations (One Day.) Ration packs consist of dry foods suitable for extended travel, and are used when other food is scarce. Each pack is divided into portions and can provide enough food for one person per day.
Fusion Cutter. A fusion cutter is a handheld cutting tool popular among technicians. It can cut through almost any reinforced material, given enough time. The internal power cell supplies an hour’s worth of continuous operation.
Glowrod. Glowrods create a beam of light illuminating the area around you in bright light for a 20-foot radius and dim light for an additional 20 feet. The glowrod lasts for 10 hours and can be recharged by connecting to a power source or by replacing the power cell.
Grappling Hook. A grappling hook allows a user to climb or ascend large objects. It can be mounted to a blaster, belt, or elsewhere. It has a 50-foot length.
Heat Generator. Heat generators are special devices typically worn on belts that function as a portable, personal heat supply. Activating or deactivating the generator requires a bonus action and, while active, you are adapted to cold climates. The generator lasts for 10 minutes and can be recharged by a power source or replacing the power cell.
Homing Beacon. A homing beacon is a device used to track starships or any other entity being transported. Homing beacons transmit using non-mass HoloNet transceivers able to be tracked through hyperspace. Homing beacons are small enough that they can easily be hidden inside a ship, or tucked into some crevice on its exterior.
Macrobinoculars. Macrobinoculars are handheld viewing devices that allow users to observe distant objects. Some models are able to see into space from the surface of a planet.
Mess Kit. This box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Portable Ram. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Restraining Bolt. Restraining bolts are small, cylindrical devices that can be affixed to a droid in order to limit its functions and enforce its obedience. When inserted, a restraining bolt restricts the droid from any movement its master does not desire, and also forces it to respond to signals produced by a hand-held control unit.
Installing a restraining bolt takes 1 minute. The droid must make a DC 14 Constitution saving throw. A hostile droid makes this save with advantage. On a successful save, the restraining bolt overloads and is rendered useless. On a failed save, the restraining bolt is correctly installed, and the control unit can be used to actively control the droid. While the control unit is inactive, the droid can act freely but it can not attempt to remove the restraining bolt.
Weapon & Armor Accessories
Bandolier. A bandolier is worn across the chest. It has 12 pockets that can each hold a single item that weighs less than 2.00 lb, such as a blaster, a fragmentation grenade, or a power cell. Once per turn, drawing an item from a bandolier does not require any actions.
Friction-Grip Gear. A special set of gloves and boots that allow the wearer to stick to and climb surfaces. While wearing these items, you gain the ability to move along vertical surfaces and ceilings while leaving your hands free. You also gain a climbing speed equal to 1.5x your walking speed.
Jetpack. Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.
Remote Detonator. A small handhold device with a single button, used to activate explosives. Over the course of 1 minute, you can pair the detonator with up to two mines within 10 feet. As an action, you can remotely detonate all of the paired mines. You must be within 60 feet of the mines to detonate them.
Rocket Boots. Rocket boots are a form of rocket propulsion system affixed to a pair of boots instead of being worn on the back like a standard jetpack. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 25 feet. The rocket boots last for 1 minute and can be recharged by a power source or replacing the power cells.
Stealth Field Generator. Stealth field generators are special devices typically worn on belts that function as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if you make an attack or use an ability.
Tracker Utility Vest. A utility vest is a sleeveless item of clothing that includes several evenly-distributed pockets, popular among hunters, smugglers, and adventurers. The vest is made of leathery, hide material to resist rips, corrosion and water. The wearer can carry up to 10 light items (up to 1.00 lb each) without increasing their total encumbrance.
Tools
Armormech's Implements. Armormech’s implements are for crafting and repairing armor and shields.
Armstech's Implements. Armstech’s implements are for crafting and repairing blasters and vibroweapons.
Artificer's Implements. Artificer’s implements are for creating lightweapons.
Astrotech's Implements. Astrotech’s implements are for crafting and modifying droids.
Biotech's Implements. Biotech’s implements are used to create cybernetic augmentations.
Cybertech's Implements. Cybertech’s implements are used for crafting and modifying wristpads.
Gadgeteer's Implements. Gadgeteer’s implements are used for crafting many types of adventuring gear, such as jet packs or friction-grip gear.
Tinker's Implements. Tinker’s implements are general use tools that can craft small and versatile trinkets.
Specialist's Kits
Biochemist's Kit. Biochemist’s kits are used to create and enhance medpacs and other healing implements.
Chef's Kit. Chef’s kits are used to prepare food and identify food that might be spoiled or tampered with.
Demolitions Kit. Demolitions kits are used to create, enhance, and disarm explosives.
Disguise Kit. Disguise kits are used to modify a creature’s appearance, to hide their appearance or to mimic the appearance of others.
Forgery Kit. Forgery kits create false documents and certifications, both physical and digital.
Mechanic's Kit. Mechanic’s kits are used to craft and repair vehicles and starships.
Poisoner's Kit. Poisoner’s kits are designed to create and identify poisons.
Security Kit. Security kits are used to bypass physical locks.
Slicer's Kit. Slicer’s kits can bypass computerized defenses and locks.
Trapper's Kit. Trapper’s kits can create, disarm, and disassemble traps.
Gaming Sets
Chance Cubes. Chance cubes are small, multi-colored dice used for making random decisions, often associated with risk, luck, or fate in various games of chance across the galaxy.
Dejarik Set. Dejarik sets are holographic game boards used to play the popular strategy game, where players command various alien species in a battle of wits and tactics, with the pieces coming to life in three-dimensional projections.
Pazaak Deck. Pazaak decks consist of a set of numbered cards used in the popular gambling game, where players try to match their hand’s total to a target number without exceeding it, relying on skill, strategy, and luck.
Sabacc Deck. Sabacc decks are composed of 76 cards, featuring a mix of number cards and face cards, used in the high-stakes, fast-paced game of chance where players aim to reach a target number, often with unpredictable twists and turns in the game’s rules.
Instruments
Bandfill. A compact horn instrument, the bandfill is a common occurrence in jizz music. It is made up of multiple mounted horn bells hooked up to a speaker and is played by buzzing into it.
Blissl. The blissl is a kind of pipe flute usually carved from wood and worn around the neck. While some can contain more, most only produce four notes.
Double Viol. A stringed instrument made of two hollow boxes separated by a shaft with tonal cords, it is able to produce both treble and bass tones.
Jizz-Box. A portable electronic instrument, the jizz-box produces rhythmic basslines and synthesized harmonies through touch-sensitive panels. It is a staple of modern cantina music, prized for its versatility and distinctive pulse.
Seven-String Hallikset. The hallikset is a stringed instrument favored in Core Worlds. Its extra strings allow skilled players to play countermelodies without accompaniment.
Singing Bowl. Carved from crystal, singing bowls are small percussive instruments played with sticks. They are made exclusively by the Kage people, near Devaron.