Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on...

17
Version 1.90 Character Creation First, pick a species and a background. Choose the species and background that fits your character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human, Near-Human (Chiss, Lorrdian, etc.), Twi’lek, Ewok, Wookiee and even Droid. Now pick a background. Popular backgrounds include: Fringer, Pilot, Noble, Soldier, Mercenary, Bounty Hunter, Smugger, Scout, Imperial Agent, Jedi, Sith, etc. Work with your DM to determine which perks you gain from your background (Ships? Supplies? Wealth? Contacts?) Now, pick a class. There are currently five classes: Agent, Jedi, Scoundrel, Sith and Soldier. Each class sets its own base ability scores and grants features at certain levels. There is no power gaming. There is no multiclassing and no feats. This rule set assumes that you familiar with the basics of Dungeons & Dragons 5e and the Star Wars universe.

Transcript of Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on...

Page 1: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

Version 1.90

Character Creation

First, pick a species and a background. Choose the species and background that fits your character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human, Near-Human (Chiss, Lorrdian, etc.), Twi’lek, Ewok, Wookiee and even Droid. Now pick a background. Popular backgrounds include: Fringer, Pilot, Noble, Soldier, Mercenary, Bounty Hunter, Smugger, Scout, Imperial Agent, Jedi, Sith, etc. Work with your DM to determine which perks you gain from your background (Ships? Supplies? Wealth? Contacts?) Now, pick a class. There are currently five classes: Agent, Jedi, Scoundrel, Sith and Soldier. Each class sets its own base ability scores and grants features at certain levels. There is no power gaming. There is no multiclassing and no feats. This rule set assumes that you familiar with the basics of Dungeons & Dragons 5e and the Star Wars universe.

Page 2: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

2

Player Class—Agent

Level

Proficiency Bonus

Features

1st 2nd 3rd 4th 5th 6th 7th 8th 9th

10th

+2 +2 +2 +2 +3 +3 +3 +3 +4 +4

Sniper, Probe Droid Focused Shot, Expertise Critical Opportunity, Vanish Enhanced Training Extra Attack Stealth Field Generator — Enhanced Training — Reliable Talent

Base Ability Scores: Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 14

Hit Points Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 5 + your Constitution modifier

Proficiencies Armor: Light Armor Weapons: Blaster Sniper Rifles Skills: Choose any six.

Martial Ranged Weapons Name Damage Properties

Blaster Sniper Rifle 1d10 energy (Range 250/1000), Heavy, Two-Handed

Light Armor Name Armor Class Strength Stealth

Leather Armor 12 + Dex modifier — —

Class Features

Sniper. At 1st level, you gain a +2 bonus to attack rolls you make with blaster attacks. Attacking at long range with a blaster doesn't impose disadvantage on your ranged weapon attack rolls. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

Probe Droid. Also at 1st level, you gain the use of a DSH-3 probe, which is a tiny, sphere-shaped droid with a fly speed of 30 feet. Your probe droid obeys your commands, and as long as you are both on the same planet, the droid can relay its findings to your PAC20 visual wrist comlink. This droid is most commonly used for scouting and reconnaissance missions and is not programmed for combat.

Page 3: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

3

Focused Shot. At 2nd level, when you make a ranged attack roll with a blaster, you can gain a +10 bonus to the roll. Once you use this feature, you must finish a short or long rest before you can use it again.

Expertise. Also at 2nd level, choose four of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.

Critical Opportunity. At 3rd level, your blaster attacks score a critical hit on a roll of 19 or 20. Also, any hit you make with a blaster against an enemy that is surprised is a critical hit.

Vanish. Also at 3rd level, you can use the Hide action as a bonus action on your turn. Enhanced Training. At 4th level, and again at 8th level, your Dexterity score increases by

2, and your Intelligence and Charisma scores each increase by 1. Extra Attack. At 5th level, you can attack twice, instead of once, whenever you take the

Attack action on your turn. The number of attacks increases to three when you reach 10th

level in this class. Stealth Field Generator. At 6th level, you have advantage on all Stealth checks. Reliable Talent. At 10th level, whenever you make an ability check that lets you add

your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Page 4: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

4

Player Class—Jedi

Level

Proficiency Bonus

Force Points

Increased Movement

Features

1st

2nd 3rd 4th 5th 6th 7th 8th 9th

10th

+2

+2 +2 +2 +3 +3 +3 +3 +4 +4

2 3 4 5 6 7 8 9

10

+5 ft. +5 ft. +5 ft.

+10 ft. +10 ft. +10 ft. +10 ft. +15 ft. +15 ft.

Lightsaber Training, Force Speed Force Defense Force Points, Force Powers Jedi Tradition, Deflect Bolts Enhanced Training Extra Attack Additional Force Powers — Enhanced Training — Battle Meditation

Base Ability Scores: Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 10

Hit Points Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 5 + your Constitution modifier

Proficiencies Armor: None Weapons: Lightsabers Skills: Force Arcana and any four.

Exotic Melee Weapons Name Damage Properties

Lightsaber 1d8 energy Finesse

Class Features

Lightsaber Training. At 1st level, when you take the Attack action with a lightsaber on your turn, you can make one additional lightsaber attack as a bonus action. Also, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Force Speed. Your speed increases by 5 feet while you are not wearing armor. This bonus increases when you reach certain class levels, as shown in the Jedi class table.

Kicker (2nd level)—You can spend 1 force point to take the Disengage or Dash action as a bonus action on your turn. When you do, your jump distance is also tripled for the duration of your turn.

Force Defense. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Kicker (2nd level)—You can spend 1 force point to take the Dodge action as a bonus action on your turn.

Page 5: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

5

Force Points. At 2nd level, your access to the force is represented by a number of force points. The Jedi table shows how many force points you have at your level. You can use any force power available to you, as long as you have force points available to fuel to those powers. When you spend a force point, it is unavailable until you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your force points. Some of your force powers require you to make a force attack roll, consisting of your proficiency bonus plus your Wisdom modifier, to hit your target.

Force Powers. Also at 2nd level, you learn the Force Guidance, Jedi Mind Trick, Telekinesis, Telepathy and Force Push powers. At 3rd and 6th level, you learn one additional power from your force tradition.

Jedi Tradition. At 3rd level, you must choose between the Jedi Guardian and Jedi Consular force traditions. Your choice determines which additional force powers you gain at 3rd and 6th level.

Deflect Bolts. Also at 3rd level, when you are not surprised, you can use your lightsaber to deflect blaster bolts. Trigger: An enemy you can see within 60 feet of you makes a blaster attack against you. Effect: You can spend 1 force point to use your reaction to impose disadvantage on all ranged blaster attack rolls made against you until the beginning of your next turn.

Kicker (6th level)—If an enemy you can see within 60 feet of you misses you with a blaster attack, you can spend 1 additional force point to make a ranged attack with the bolt, sending it flying back towards your attacker. You make this attack with proficiency, regardless of your weapon proficiencies.

Enhanced Training. At 4th level, and again at 8th level, your Dexterity score increases by 2, and your Wisdom score increases by 1.

Extra Attack. At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Meditation. At 10th level, you can use the Battle Meditation ability. As an action, you can use your connection to the force to strengthen your allies and weaken your enemies for 1 minute, or until you end the effect as a free action. While you are engaged in Battle Meditation, all allies within 60 feet of you have advantage on their attack rolls, and all enemies within 60 feet of you have disadvantage on their attack rolls. While concentrating on this force power, you can neither move nor take any actions, and the effect ends if you are killed or knocked unconscious. Once you use this ability, you must complete a long rest before you can use it again.

Force Powers

Force Guidance. You can roll a d4 and add the number rolled to one ability check of your choice. You must roll the die at the same time you make the ability check.

Jedi Mind Trick. You use your Force Arcana skill instead of your Deception or Persuasion skill when making a bluff or diplomacy check. Some species are immune to the Jedi Mind Trick and might become hostile if you attempt to use it against them.

Telekinesis. You move an object you can see within 60 feet of you that weighs no more than 10 pounds.

Kicker (6th level)—You can spend 1 force point to extend the range of this power to 180 feet, and increase the amount you can lift to 100 pounds. This effect lasts for 1 minute.

Page 6: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

6

Telepathy. You communicate telepathically with one creature you can see within 60 feet of you.

Kicker (6th level)—You can spend 1 force point to communicate telepathically with one creature you are familiar with. You must be on the same planet for this power to work. This effect lasts for 1 minute.

Force Push. 2 force points. You make a ranged force attack against a creature you can see within 30 feet of you. On a hit, the target takes 3d10 bludgeoning damage and is pushed up to 20 feet away from you and knocked prone.

Kicker (6th level)—You can spend 1 additional force point to use this power as a bonus action.

Healing Touch (3rd Level Jedi Consular Required). 2 force points. You touch a nearby creature and restore a number of hit points to that creature equal to 2d8 + your Wisdom modifier. This power has no effect on droids.

Kicker (6th level)—You can spend 1 additional force point to cure one disease or poison affecting the target.

Force Shield (3rd Level Jedi Guardian Required). 1 bonus action. 2 force points. You gain a +2 bonus to AC for 1 minute.

Kicker (6th level)—When you use this power, you can spend 1 additional force point to also have it affect a second target within 30 feet of you.

Inspire Hope (6th Level Jedi Consular Required). 1 bonus action. 3 force points. Choose any number of creatures within 30 feet of you. For 1 minute, each target's hit point maximum and current hit points increase by 5, and each target regains the maximum number of hit points possible from any healing.

Energy Resistance (6th Level Jedi Guardian Required). 3 force points. You gain resistance to energy damage for 1 minute.

Page 7: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

7

Player Class—Scoundrel

Level

Proficiency Bonus

Illegal Modification

Features

1st 2nd 3rd 4th 5th 6th 7th 8th 9th

10th

+2 +2 +2 +2 +3 +3 +3 +3 +4 +4

1d6 1d6 2d6 2d6 3d6 3d6 4d6 4d6 5d6 5d6

Gunslinger, Illegal Modification Expertise, Quick Action Combat Medic Enhanced Training Heightened Evasion Stealth Field Generator — Enhanced Training — Reliable Talent

Base Ability Scores: Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 14

Hit Points Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 5 + your Constitution modifier

Proficiencies Armor: Light Armor Weapons: Blaster Pistols Skills: Choose any six.

Simple Ranged Weapons Name Damage Properties

Blaster Pistol 1d6 energy (Range 80/320), Light

Light Armor Name Armor Class Strength Stealth

Leather Duster 12 + Dex modifier — —

Class Features

Gunslinger. At 1st level, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a blaster. When you use the Attack action and attack with a one-handed weapon in your main hand, you can use a bonus action to attack with a blaster pistol you are holding in your off-hand.

Illegal Modification. At 1st level, you have modified your blaster with illegal parts that allow you to do enhanced damage. Once per turn, you can deal extra damage to one creature you hit with a blaster attack. The amount of the extra damage increases as you gain levels in this class, as shown in the Illegal Modification column of the Scoundrel table.

Expertise. At 2nd level, choose four of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.

Page 8: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

8

Quick Action. At 2nd level, you can take a bonus action on each of your turns in combat. This action can be used to take the Dash, Disengage, or Hide action, to Use an Object, or to make a Dexterity (Sleight of Hand) or an Intelligence (Slicing) check.

Combat Medic. At 3rd level, you can use the bonus action granted by your Quick Action to tend to a creature with a medpac and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s level. The creature can’t regain hit points from this feature again until it finishes a short or long rest.

Enhanced Training. At 4th level, and again at 8th level, your Dexterity score increases by 2, and your Intelligence and Charisma scores each increase by 1.

Heightened Evasion. At 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Stealth Field Generator. At 6th level, you have advantage on all Stealth checks. Reliable Talent. At 10th level, whenever you make an ability check that lets you add

your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Page 9: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

9

Player Class—Sith

Level

Proficiency Bonus

Force Points

Increased Movement

Features

1st

2nd 3rd 4th 5th 6th 7th 8th 9th

10th

+2

+2 +2 +2 +3 +3 +3 +3 +4 +4

2 3 4 5 6 7 8 9

10

+5 ft. +5 ft. +5 ft.

+10 ft. +10 ft. +10 ft. +10 ft. +15 ft. +15 ft.

Lightsaber Training, Force Speed Force Defense Force Points, Force Powers Sith Tradition, Deflect Bolts Enhanced Training Extra Attack Additional Force Powers — Enhanced Training — Battle Meditation

Base Ability Scores: Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 10

Hit Points Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 5 + your Constitution modifier

Proficiencies Armor: None Weapons: Lightsabers Skills: Force Arcana and any four.

Exotic Melee Weapons Name Damage Properties

Lightsaber 1d8 energy Finesse

Class Features

Lightsaber Training. At 1st level, when you take the Attack action with a lightsaber on your turn, you can make one additional lightsaber attack as a bonus action. Also, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Force Speed. Your speed increases by 5 feet while you are not wearing armor. This bonus increases when you reach certain class levels, as shown in the Sith class table.

Kicker (2nd level)—You can spend 1 force point to take the Disengage or Dash action as a bonus action on your turn. When you do, your jump distance is also tripled for the duration of your turn.

Force Defense. While you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Kicker (2nd level)—You can spend 1 force point to take the Dodge action as a bonus action on your turn.

Page 10: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

10

Force Points. At 2nd level, your access to the force is represented by a number of force points. The Sith table shows how many force points you have at your level. You can use any force power available to you, as long as you have force points available to fuel to those powers. When you spend a force point, it is unavailable until you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your force points. Some of your force powers require you to make a force attack roll, consisting of your proficiency bonus plus your Wisdom modifier, to hit your target.

Force Powers. Also at 2nd level, you learn the Force Guidance, Force Illusion, Telekinesis, Telepathy and Force Push powers. At 3rd and 6th level, you learn one additional power from your force tradition.

Sith Tradition. At 3rd level, you must choose between the Sith Assassin and Sith Sorcerer force traditions. Your choice determines which additional force powers you gain at 3rd and 6th level.

Deflect Bolts. Also at 3rd level, when you are not surprised, you can use your lightsaber to deflect blaster bolts. Trigger: An enemy you can see within 60 feet of you makes a blaster attack against you. Effect: You can spend 1 force point to use your reaction to impose disadvantage on all ranged blaster attack rolls made against you until the beginning of your next turn.

Kicker (6th level)—If an enemy you can see within 60 feet of you misses you with a blaster attack, you can spend 1 additional force point to make a ranged attack with the bolt, sending it flying back towards your attacker. You make this attack with proficiency, regardless of your weapon proficiencies.

Enhanced Training. At 4th level, and again at 8th level, your Dexterity score increases by 2, and your Wisdom score increases by 1.

Extra Attack. At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Meditation. At 10th level, you can use the Battle Meditation ability. As an action, you can use your connection to the force to strengthen your allies and weaken your enemies for 1 minute, or until you end the effect as a free action. While you are engaged in Battle Meditation, all allies within 60 feet of you have advantage on their attack rolls, and all enemies within 60 feet of you have disadvantage on their attack rolls. While concentrating on this force power, you can neither move nor take any actions, and the effect ends if you are killed or knocked unconscious. Once you use this ability, you must complete a long rest before you can use it again.

Force Powers

Force Guidance. You can roll a d4 and add the number rolled to one ability check of your choice. You must roll the die at the same time you make the ability check.

Force Illusion. You create a sound or an image of an object within 30 feet of you that lasts for 1 minute. The illusion also ends if you dismiss it as an action or use this power again. If you create a sound, its volume can range from a whisper to a scream. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the effect ends. If you create an image of an object—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature suspects that things are not as they seem, it can use its action to closely examine

Page 11: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

11

the sound or image to determine that it is an illusion. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Telekinesis. You move an object you can see within 60 feet of you that weighs no more than 10 pounds.

Kicker (6th level)—You can spend 1 force point to extend the range of this power to 180 feet, and increase the amount you can lift to 100 pounds. This effect lasts for 1 minute.

Telepathy. You communicate telepathically with one creature you can see within 60 feet of you.

Kicker (6th level)—You can spend 1 force point to communicate telepathically with one creature you are familiar with. You must be on the same planet for this power to work. This effect lasts for 1 minute.

Force Push. 2 force points. You make a ranged force attack against a creature you can see within 30 feet of you. On a hit, the target takes 3d10 bludgeoning damage and is pushed up to 20 feet away from you and knocked prone.

Kicker (6th level)—You can spend 1 additional force point to use this power as a bonus action.

Sith Alchemy (3rd Level Sith Assassin Required). 2 force points. You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for 1 hour or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this power fail to hold up to physical inspection. A creature that suspects you are disguised can use its action to closely inspect your appearance, revealing the illusion.

Sith Lightning (3rd Level Sith Sorcerer Required). 2 force points. Make a ranged force attack against each creature in a 15-foot cone originating from you. A creature takes 3d6 lightning damage on a hit, or half as much damage on a miss.

Kicker (6th level)—You can spend 1 additional force point to cause any creature hit by your Sith Lightning to be knocked prone.

Shadowmeld (6th Level Sith Assassin Required). 3 force points. You become invisible for 1 hour. Anything you are wearing or carrying is invisible as long as it is on your person. The effect ends if you attack or use a force power.

Inspire Fear (6th Level Sith Sorcerer Required). 3 force points. You make a ranged force attack against each creature in a 30-foot cone originating from you. Any affected creature drops whatever it is holding and becomes frightened for 1 minute. While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can roll a d20. On a roll of 11 or higher, the effect ends for that creature.

Page 12: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

12

Player Class—Soldier

Level

Proficiency Bonus

Features

1st 2nd 3rd 4th 5th 6th 7th 8th 9th

10th

+2 +2 +2 +2 +3 +3 +3 +3 +4 +4

Blaster Training, Stimpak Blaster Volley Blaster Critical Enhanced Training Extra Attack (1) — — Enhanced Training — Extra Attack (2)

Base Ability Scores: Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 10

Hit Points Hit Dice: 1d10 Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 6 + your Constitution modifier

Proficiencies Armor: Heavy Armor Weapons: Blaster Rifles Skills: Choose any four.

Martial Ranged Weapons Name Damage Properties

Blaster Rifle 1d10 energy (Range 150/600), Heavy, Two-Handed

Heavy Armor Name Armor Class Stealth

Trooper Armor 18 Disadvantage

Class Features

Blaster Training. At 1st level, you gain a +2 bonus to attack rolls you make with blaster attacks. Your blaster attacks ignore half cover and three-quarters cover. Before you make an attack with a blaster, you can choose to take a –5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Stimpak. Also at 1st level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your soldier level. Once you use this feature twice, you must finish a short or long rest before you can use it again.

Blaster Volley. At 2nd level, on your turn, you can take one additional Attack action on top of your regular Attack action and a possible bonus action. You can use this feature twice, but only once on the same turn. Once you use this feature twice, you must finish a short or long rest before you can use it again.

Page 13: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

13

Blaster Critical. At 3rd level, your blaster attacks score a critical hit on a roll of 19 or 20. Enhanced Training. At 4th level, and again at 8th level, your Dexterity score increases by

2. Extra Attack. At 5th level, you can attack twice, instead of once, whenever you take the

Attack action on your turn. The number of attacks increases to three when you reach 10th

level in this class.

Page 14: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

14

New Skills

Aside from the skills listed in the Dungeon & Dragons 5e Player’s Handbook, Star Wars Next adds a few additional skills that suit the sci-fi setting.

Strength Athletics

Dexterity Acrobatics Sleight of Hand Stealth

Intelligence Force Arcana History Investigation Nature Repair Slicing

Wisdom Animal Handling Insight Medicine Perception Survival

Charisma Deception Intimidation Performance Persuasion

Difficulty Class

Very Easy Easy Medium Hard Very Hard Nearly Impossible

5 10 15 20 25 30

Page 15: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

15

Creatures

Tusken Raider Medium humanoid

Armor Class 12 Hit Points 11 Speed 30 ft.

STR

11 (+0) DEX

12 (+1) CON

12 (+1) INT

10 (+0) WIS

10 (+0) CHA

10 (+0)

Senses Passive Perception 10 Languages Tusken Challenge 1/8

ACTIONS

Gaderffi. +3 to hit, reach 5 ft. Hit: 4 piercing damage.

Tusken Cycler. +3 to hit, range 80 ft./320 ft. Hit: 5 energy damage.

Imperial Stormtrooper Medium humanoid

Armor Class 16 Hit Points 11 Speed 30 ft.

STR

13 (+1) DEX

12 (+1) CON

12 (+1) INT

10 (+0) WIS

11 (+0) CHA

10 (+0)

Skills Perception +2 Senses Passive Perception 12 Languages Basic Challenge 1/4

ACTIONS

Blaster Rifle. +4 to hit, range 150 ft., one target. Hit: 6 energy damage.

Page 16: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

16

Krayt Dragonling Medium beast

Armor Class 13 Hit Points 22 Speed 30 ft.

STR

13 (+1) DEX

15 (+2) CON

14 (+2) INT

4 (-3) WIS

11 (+0) CHA

6 (-2)

Skills Perception +4 Senses Darkvision 60 ft., Passive Perception 14 Languages — Challenge 1/2

Pack Tactics. The dragonling has advantage on an attack

roll against a creature if at least one of the dragonling's allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Bite. +4 to hit Hit: 6 piercing damage.

Gungan Warrior Medium humanoid

Armor Class 11 Hit Points 65 Speed 30 ft., Swim 30 ft.

STR

14 (+2) DEX

10 (+0) CON

14 (+2) INT

12 (+1) WIS

14 (+2) CHA

11 (+0)

Senses Darkvision 120 ft., Passive Perception 16 Languages Basic, Gunganese Challenge 1

Amphibious. Gungans can breathe air and water.

ACTIONS

Multiattack. The gungan warrior makes two attacks with its vibrospear.

Vibrospear. +4 to hit, range 10 ft. Hit: 6 piercing damage.

Page 17: Version 1.90 Character Creation - WordPress.com...character concept, as both have no effect on in-game stats and exist only for roleplaying purposes. Popular species include: Human,

17

Gamorrean Berserker Medium humanoid

Armor Class 13 Hit Points 67 Speed 30 ft.

STR

16 (+3) DEX

12 (+1) CON

17 (+3) INT

9 (-1) WIS

11 (+0) CHA

9 (-1)

Senses Darkvision 60 ft., Passive Perception 10 Languages Gamorrean Challenge 2

Reckless. At the start of its turn, the berserker can gain

advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Vibroaxe. +5 to hit Hit: 9 slashing damage.

Jedi Knight Medium humanoid

Armor Class 15 Hit Points 52 Speed 40 ft.

STR

11 (+0) DEX

16 (+3) CON

14 (+2) INT

11 (+0) WIS

15 (+2) CHA

11 (+0)

Senses Passive Perception 15 Languages Basic Challenge 3

ACTIONS

Multiattack. The jedi knight makes two melee attacks.

Lightsaber. +5 to hit Hit: 10 energy damage.

Deflect Blasters. As long as it’s not surprised, the jedi knight adds 2 to its AC against one blaster attack that would hit it.