Customization Options

RulePlayer's Handbook

At a glance

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Star Wars 5e Player's Handbook
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Chapter
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Creating a character

The combination of ability scores, species, class, and background defines your character's capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and species, you have options to fine-tune what your character can do. But this chapter is for players who—with the GM's permission—want to go a step further.

This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels. Your GM decides whether these options are available in a campaign.

Additionally, this chapter covers three other customization options: fighting styles, fighting masteries, and lightsaber forms. All three options enable a new way to engage with weapons. Lightsaber forms are restricted to forcecasters.

Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in consular and two in fighter, you're a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

Multiclassing Example

Drew is playing a 4th-level fighter. When his character earns enough experience points to reach 5th level, Drew decides that his character will multiclass instead of continuing to progress as a fighter. Drew's fighter has been spending a lot of time with Rickey's scout, and has even been doing some jobs on the side for the Bounty Broker's Association as a bounty hunter. Drew decides that his character will multiclass into the operative class, and thus his character becomes a 4th-level fighter and 1st-level operative (written as fighter 4/operative 1). When Drew's character earns enough experience to reach 6th level, he can decide whether to add another fighter level (becoming a fighter 5/operative 1), another operative level (becoming a fighter 4/operative 2), or a level in a third class, perhaps dabbling in the Force thanks to a Sith holocron he acquired (becoming a fighter 4/operative 1/consular 1).

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a berserker who decides to multiclass into the engineer class must have both Strength and Intelligence scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

Multiclassing Prerequisites
ClassAbility Score Minimum
BerserkerStrength 13
ConsularWisdom or Charisma 13
EngineerIntelligence 13
FighterStrength or Dexterity 13
GuardianConstitution 13, Wisdom or Charisma 13
MonkDexterity 13, Wisdom or Charisma 13
OperativeDexterity 13
ScholarIntelligence 13
ScoutStrength or Dexterity 13, Intelligence 13
SentinelDexterity 13, Wisdom or Charisma 13

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. So, if you are a consular 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a consular.

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.

You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the guardian have a d10, so if you are a fighter 5/guardian 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a fighter 5/operative 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

Proficiency Bonus

Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1. For example, if you are a fighter 3/operative 2, you have the proficiency bonus of a 5th-level character, which is +3.

If a feature or feat allows you to forgo your proficiency bonus, you may only do so once.

Proficiencies

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies
ClassProficiencies Gained
BerserkerLight armor, all vibroweapons
ConsularSimple lightweapons
FighterLight armor, medium armor, all blasters, all vibroweapons
EngineerLight armor, one skill from the class's skill list, one tool from the class's list
GuardianLight armor, medium armor, all lightweapons, all vibroweapons
OperativeLight armor, any one skill, one tool from the class's list
MonkTechblades
ScoutLight armor, medium armor, all blasters, all vibroweapons, one skill from the class's list
ScholarLight armor, one skill from the class's list
SentinelLight armor, simple lightweapons, one skill from the class's list

Class Features

When you gain a new level in a class, you get its features for that level. Some features, however, have additional rules when you're multiclassing, as shown below.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do.

Superiority and Maneuvers

If you have levels in multiple classes that have superiority features:

  • Maneuvers Known: Choose your maneuvers from each class separately and then combine them into a single pool.
  • Superiority Dice: You add your superiority dice from each class together as a single pool.
  • Die Size: Add your levels in each class together and compare the total to any of your class's superiority tables to determine the size of your superiority die.

Unarmored Defense

If you already have the Unarmored Defense feature, you can't gain it again from another class.

Force- and Tech-casting

Your capacity for force- and tech-casting depends partly on your combined levels in all your force- or tech-casting classes and partly on your individual levels in those classes. Once you have the force- or tech-casting feature from more than one class, use the rules

below. If you multiclass but have the force- or tech-casting feature from only one class, you follow the rules as described in that class.

Powers Known

You determine what powers you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a scout 4/consular 3, for example, you know 6 tech powers of no higher than 1st-level. As a 3rd-level consular, you know 11 force powers of no higher than 2nd-level.

Each power you know is associated with one of your classes, and you use the force- or tech-casting ability of that class when you cast the power.

Force and Tech Points

You determine your available force or tech points by adding together the amount given by each class, but you only add your casting modifier once.

If you have both force and tech points, you keep your pools separate, and they can only be used to fuel force or tech powers, respectively.

Max Power Level

When multiclassing, you determine your Max Power Level by dividing each class's potential Max Power Level by 9, multiplying the result by the number of levels in that class, adding the results for each class together, and consulting the Multiclass Max Power Level table below.

For instance, if you have four levels in Marauder Approach berserker (1.77) and three levels in guardian (1.67), you count as a 3rd-level character when determining your Max Power Level, which is 2. While you don't know any 2nd-level powers, you can cast powers you know at that level.

If you have both force- and tech-casting, you determine your Max Power Levels separately, and they can only be used to cast force or tech powers, respectively.

Multiclass Max Power Level
Caster LevelSlot Level
1st1st
2nd1st
3rd2nd
4th2nd
5th3rd
6th3rd
7th4th
8th4th
9th5th
10th5th
Caster LevelSlot Level
11th6th
12th6th
13th7th
14th7th
15th8th
16th8th
17th9th
18th9th
19th9th
20th9th

High-Level Casting

When determining the number of higher level powers you can cast before needing a long rest, consult the rules for casting in the class in which you have the most levels.

Feats

A feat represents a talent or an area of expertise that gives character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Inspiring Leader feat requires you to have a Charisma of 13 or higher. If your Charisma is reduced below 13 somehow—perhaps by a withering curse—you can't benefit from the Inspiring Leader feat until your Charisma is restored.

Ace Pilot

You're quite experienced both on land and in the air, be it from time in a navy, as a mercenary, or perhaps even piracy. You gain the following benefits:

  • Increase your Intelligence score 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 Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships, you are considered to have expertise in the Investigation or Perception skill.

Acrobat

You become more nimble, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Acrobatics skill. If you are already proficient in it, you instead gain expertise in it.
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You are proficient in Initiative checks..
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Animal Handler

You master the techniques needed to train and handle animals. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Animal Handling skill. If you are already proficient in it, you instead gain expertise in it.
  • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.

Armor Expert

You've learned how to fluidly move in armor, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with light armor. If you are already proficient with light armor, instead while you are wearing light armor, your speed increases by 5 feet.
  • If you are already proficient in light armor when you take this feat, you also gain proficiency in medium armor. If you are already proficient with medium armor, instead while you are wearing medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher, and you ignore the bulky property of medium armor.
  • If you are already proficient in medium armor when you take this feat, you also gain proficiency in heavy armor. If you are already proficient with heavy armor, instead while you are wearing heavy armor, critical hits made against you are treated as normal hits.

You can take this feat multiple times.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Battle Scarred

You've spent a lifetime fighting, with the scars to prove it. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a 19 or a 20 on the d20 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.

Bountiful Luck

Prerequisite: 4th level, Lucky feat Your people have extraordinary luck, which you have learned to lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction and expend 1 luck point to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use luck points before the end of your next turn.

Brawny

You become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. If you are already proficient in it, you instead gain expertise in it.
  • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.

Charmer

You've master 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 say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (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 60 feet of you and for 1 minute thereafter.

Climber

You excel at scaling cliffsides, hills, trees, and general climbing. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain a climbing speed equal to your movement speed.
  • You have advantage on ability checks and saving throws to avoid falling off or down while climbing.
  • You can spend 5 minutes instructing, pointing out handholds, and guiding other creatures before making a climb. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you. Each creature can add a 1d6 to any ability check or saving throw they make for that climb.

Competitor

You have a strong aptitude for competing. Select one gaming set. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in the chosen gaming set. If you are already proficient with it, you instead gain expertise with it.
  • As long as you spend at least 1 minute using your gaming set, you can't have disadvantage on Intelligence checks you make to use the gaming set, Charisma (Deception) checks you make to bluff with the gaming set, or Wisdom (Insight) checks you make to read an opponent with whom you are competing with the gaming set.

You can take this feat multiple times. Each time you do so, you must choose a different gaming set.

Commando

You've practiced fighting while prone, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain a crawling speed equal to your movement speed.
  • While prone, you no longer have disadvantage on ranged attack rolls against targets within 30 feet due to being prone.
  • When you attempt to hide on your turn while prone, you can opt to not move on that turn. If you avoid moving, you are considered lightly obscured. You lose this benefit if you move or stand up, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Crafter

You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan's implements. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with the chosen tool. If you are already proficient with it, you instead gain expertise with it.
  • When you craft something with the chosen tool, the total market value you can craft increases 50 cr per day. If you have expertise with it, the market value instead increases by 100 cr per day.
  • If you use the tool you've selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to.

You can take this feat multiple times. Each time you do so, you must choose a different set of artisan's implements.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace no longer imposes a -5 penalty to your passive Wisdom (Perception) score.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you can regain from the roll equals twice your Constitution modifier (minimum of 2).
  • 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.

Empathic

You possess keen insight into how other people think and feel. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Insight skill. If you are already proficient in it, you instead gain expertise in it.
  • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.

Entertainer

You have a natural gift for performing. Select one musical instrument. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in the chosen musical instrument. If you are already proficient with it, you instead gain expertise with it.
  • While playing your chosen musical instrument, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for.

You can take this feat multiple times. Each time you do so, you must choose a different musical instrument.

Fanatic

Prerequisite: 4th level Every blow that hits your enemies make 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 30 feet is reduced to 0 hit points, you go into a fervor gaining temporary hit points equal to 1d4 + your Constitution modifier.

Feigned Confidence

You've spent years pretending you know what you're doing, gaining the following benefits:

  • Increase your Charisma score 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 your proficiency bonus. You regain all expended uses when you finish a short or long rest.

Fighting Master

Prerequisite: 4th level You've mastered a particular style of fighting. Choose one of the fighting mastery options, detailed later in this chapter. You can take this feat multiple times.

Fighting Stylist

Prerequisite: 4th level You adopt a particular style of fighting as your specialty, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Choose one of the fighting style options, detailed later in this chapter.

You can take this feat multiple times.

Force Guidance

Prerequisite: The ability to cast force powers You've learned to utilize your gift with the Force in a specific, unique way. You gain the following benefits

  • Increase your Wisdom or Charisma score 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 or Charisma modifier (your choice, minimum of one) to the check if it doesn't already include that 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.

You can take this feat multiple times. Each time you do so, you must choose a different skill or tool.

Force of Personality

Rooms never go unalerted to your presence, and the strength of your personality make others lose focus on their own social game. Powers and other effects infrequently override your force of will. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You can use your Charisma modifier instead of your Wisdom modifier when making Insight checks.
  • When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

Force-Sensitive

Prerequisite: Type humanoid You know two at-will force powers. When you reach 3rd level, you learn one 1st-level force power, which you can cast once per long rest. When you reach 5th level, you learn one 2nd-level force power, which you can once per long rest. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). Additionally, you lose the Force-Insensitive special trait if you have it.

Forceful Vigor

Your strength and virility rarely go unnoticed, often to the point of distraction. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You can use your Strength modifier instead of your Constitution modifier when making Constitution checks.
  • When you would make a Constitution saving throw, you can instead make a Strength saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

Formfighting Dabbler

Prerequisite: The ability to cast force powers You've dabbled in the basics of the known forms of lightsaber combat. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You learn one lightsaber form, detailed later in this chapter. If you already know at least one lightsaber form, you instead learn three lightsaber forms. If you already know at least three lightsaber forms, you instead learn seven lightsaber forms. If you already know at least ten lightsaber forms, you instead learn the remaining forms.

Galvanizing Presence

Your presence on the battlefield is a source of inspiration. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As a bonus action, you let out a rallying war cry, ending the frightened or charmed condition on yourself and a number of allies that can hear you equal to your Charisma modifier (minimum of one). Once you've used this ability, you must complete a short or long rest before you can use it again.

Haggler

Your skills at bartering have granted you the following benefits:

  • Increase your Charisma score by 1 up to a maximum of 20.
  • You have advantage on Charisma (Persuasion) and Charisma (Deception) checks when attempting to barter or trade.
  • You are always aware of the current monetary value for any unenhanced or common enhanced item. Whenever you identify an item, you gain a rough estimate of its current monetary value.

Healer

You are an able medic, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • When you use a traumakit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a traumakit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points again in this way until it finishes a short or long rest.

Inspiring Leader

Prerequisite: Charisma 13 You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Investigator

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Investigation skill. If you are already proficient in it, you instead gain expertise in it.
  • You can take the Search action as a bonus action.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score 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.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.

Loremaster

Your study of history rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Lore skill. If you are already proficient in it, you instead gain expertise in it.
  • When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (Lore) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.

Lucky

Prerequisite: 4th level You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Mariner

You've spent an exorbitant amount of time in water. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain a swimming speed equal to your movement speed.
  • You have advantage on a ability checks and saving throws related to swimming.
  • You can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier.

Medic

You master the physician's arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Medicine skill. If you are already proficient in it, you instead gain expertise in it.
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.

Mobile

Prerequisite: 4th level You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • 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.

Naturalist

Your extensive study of nature rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Nature skill. If you are already proficient in it, you instead gain expertise in it.
  • You learn the toxin scan tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You are considered to have advantage when determining your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Perceptive

You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Perception skill. If you are already proficient in it, you instead gain expertise in it.
  • Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.

Performer

You master performance so that you can command any stage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill. If you are already proficient in it, you instead gain expertise in it.
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Power Adept

Prerequisite: 4th level, the ability to cast force or tech powers When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, or necrotic. Powers you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a power you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can take this feat multiple times. Each time you do so, you must choose a different damage type.

Power Channeling

Prerequisite: 4th level, the ability to cast force or tech powers Choose one from force- or tech-casting. You've learned to cast powers of the chosen type with greater deliberation. Choose a number of powers you know of 1st level or higher equal to half your proficiency bonus. When you cast one of the chosen powers, you can choose to spend an additional minute casting the power for each level of the power. If you do so, the cost of the power is reduced by half the number of points. Casting a power in this way requires concentration (explained in chapter 10). If your concentration is broken, the power dissipates without taking effect.

Whenever you gain a level in a class with casting of the chosen type, you can replace one of the chosen powers with another power of 1st level or higher you know.

Practiced

You have acquired skills over your career, gaining the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in any combination of two skills or tools of your choice.

Promising Commander

You've trained relentless to lead your allies on the field of battle, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As an action, you can gain tactical insight. For one minute, once per turn you can utter a special command or warning whenever an ally you can see within 30 feet makes an attack roll or saving throw. This creature can add a d4 to the roll provided it can hear and understand you. A creature can only benefit from one such die at a time. Once you've used this feature, you must complete a short or long rest before you can use it again.

Quick-Fingered

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score 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 Dexterity (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.

Quick-Witted

Great ideas come to you naturally, often when your life depends on it. You always have a plan, or at least parts of it. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can use your Intelligence modifier instead of your Dexterity modifier when making Initiative checks.
  • When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you complete a long rest.

Resilient

Prerequisite: 4th level Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Shard Modification

Prerequisite: Type droid You are specially modified droid used to house a shard. Shards are sentient crystals native to the planet Orax, roughly a foot in length, that communicate with each other through pulses of light. While inhabiting a specialized droid host, shards are able to overcome the droid's inability to wield the Force, granting the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You lose the Force-Insensitive special trait.
  • You can cast the sense force force power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

Silver-Tongued

You develop your conversational skill to better deceive others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Deception skill. If you are already proficient in it, you instead gain expertise in it.
  • When you take the Attack action, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.

Snappy Interjection

You've mastered a quick tongue to aid your allies. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • Once per short or long rest, when an ally makes an attack roll, an ability check or a saving throw, you can spend your reaction to give them advantage on the roll.

Specialist

You have focused training with a specific tool. Select one type of specialist's kit. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with the chosen kit. If you are 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 on the check, you can treat a d20 roll of 9 or lower as a 10, as long as you spend at least 1 minute on the check.

You can take this feat multiple times. Each time you do so, you must choose a different specialist's kit.

Stealthy

You know how best to hide, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Stealth skill. If you are already proficient in it, you instead gain expertise in it.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.

Supreme Accuracy

Prerequisite: 4th level; Dexterity, Intelligence, Wisdom, or Charisma 13 You have uncanny aim with attacks that rely on precision. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma you can reroll one of the dice once.

Supreme Aptitude

Prerequisite: 4th level; Strength, Dexterity, Constitution, or Intelligence 13 You have uncanny skill with a preternatural focus. You gain the following benefits:

  • Increase your Strength, Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.
  • Whenever you have advantage on an ability check using Strength, Dexterity, Constitution, or Intelligence you can reroll one of the dice once.

Supreme Durability

Prerequisite: 4th level; Strength, Constitution, Wisdom, or Charisma 13 You have uncanny resilience of both body and mind. You gain the following benefits:

  • Increase your Strength, Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on a saving throw using Strength, Constitution, Wisdom, or Charisma you can reroll one of the dice once.

Survivalist

You master wilderness lore, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Survival skill. If you are already proficient in it, you instead gain expertise in it.
  • You learn the alarm tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.

Tech Dabbler

You know two at-will tech powers. When you reach 3rd level, you learn and can cast one 1st-level tech power once per long rest. When you reach 5th level, you learn and can cast one 2nd-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for these powers. Additionally, you lose the Tech-Impaired special trait if you have it.

Techie

You master the theory and practice of technology, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Technology skill. If you are already proficient in it, you instead gain expertise in it.
  • You learn the repair droid tech power. You can cast it once, using supplies scavenged around you, without the use of a wristpad and without spending tech points, and you regain the ability to do so when you finish a long rest.

Threatening

You become fearsome to others, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Intimidation skill. If you are already proficient in it, you instead gain expertise in it.
  • When you take the Attack action, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

Tough

Prerequisite: 4th level, Durable feat You have the blood of heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of one).

Weapon Expert

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with all blasters. If you are already proficient with all blasters, instead once per turn when you would roll weapon damage using a blaster, you can choose to have advantage.
  • You gain proficiency with all lightweapons. If you are already proficient with all lightweapons, instead once per turn when you would roll weapon damage using a lightweapon, you can choose to have advantage.
  • You gain proficiency with all vibroweapons. If you are already proficient with all vibroweapons, instead once per turn when you would roll weapon damage using a vibroweapon, you can choose to have advantage.

You can take this feat twice.

Fighting Styles

Certain class features, or the Fighting Stylist feat, offer your choice of fighting style. You can't choose a fighting style more than once, even if you later get to choose again.

You may choose your fighting style from the following options or roll on the table below to determine it randomly.

d32Fighting Style
1Area
2Assisting
3Berserk
4Blindfighting
5Brawler
6Counterstrike
7Covert
8Defense
9Disruption
10Dual Wield
11Duelist
12Equilibrium
13Explosives
14Formation
15Formfighting

|16|Great Weapon

d32Fighting Style
17Guerrilla
18Gunning
19Mounted
20Onslaught
21Poisoner
22Secured
23Sentinel
24Sharpshooter
25Shield
26Snapshot
27Split
28Spotting
29Superiority
30Throwing
31Twin-Blade
32Versatile

Area Style

You are skilled with weapons that affect an area. You gain the following benefits:

  • When a creature successfully saves against your projector canister, you can use your bonus action to force them to repeat the save.
  • When a creature rolls a 1 on the saving throw against a projector canister you control, they treat the effect's damage as if it had rolled the maximum.

Assisting Style

You are skilled at enabling your allies. You gain the following benefits:

  • You can take the Help action as a bonus action. If you could already take the Help action as a bonus action, you can instead take it as a reaction on your turn.
  • Creatures benefiting from your Help action can't have disadvantage on the affected ability check or attack roll.

Berserk Style

You are skilled at returning pain to those who deliver it. You gain the following benefits:

  • When you hit with a melee weapon attack using Strength, you deal additional damage equal to your Strength modifier if that creature dealt damage to you since the start of your last turn.
  • When you choose to let an attack that would miss you hit you instead, the creature rolls the damage as normal instead of choosing the maximum.

Blindfighting Style

You are skilled at fighting without sight. You gain the following benefits:

  • You gain blindsight out to 10 feet. If you already have blindsight, it instead increases by 10 feet.
  • You can use your bonus action to double the range of your blindsight until the start of your next turn.

Brawler Style

You are skilled at using your weight to your advantage. You gain the following benefits:

  • You are proficient with improvised weapons.
  • Your damage die for your unarmed strikes and natural weapons increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
  • When you take the Attack action and attempt to grapple, shove, or trip a creature, or make an attack against a creature with an unarmed strike or a weapon wielded in one hand on your turn, you can use your bonus action to make an unarmed strike, grapple, shove, or trip against the same creature.

Counterstrike Style

You are skilled at returning attacks at those who dare strike you. You gain the following benefits:

  • When you would provoke an opportunity attack on your turn, you can use your bonus action to force the creature to make the opportunity attack, if it can.
  • Creatures who make opportunity attacks against you provoke opportunity attacks from you.

Covert Style

You are skilled at fighting from unseen angles. You gain the following benefits:

  • You can take the Hide action as a bonus action. If you could already take the Hide action as a bonus action, you can instead take it as a reaction on your turn.
  • Creatures you've dealt damage to since the start of your last turn have disadvantage on Wisdom (Perception) checks made to find you.

Defense Style

You are skilled at the art of defending yourself. You gain the following benefits:

  • While you are wearing medium or heavy armor with which you are proficient, you can use your bonus action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, damage dealt to you by the target is reduced by an amount equal to half your Strength or Constitution modifier (your choice, minimum of one) while marked. If this would reduce the damage to 0, the damage is instead reduced to 1. You can only have one creature marked in this way at a time.
  • You have advantage on Strength checks and Strength saving throws to avoid being moved.

Disruption Style

Choose one from force- or tech-casting. You are skilled at fighting and interfering with casters of the chosen type. You gain the following benefits:

  • When you force a creature to make a Constitution saving throw to maintain concentration on your turn, and they succeed on the save, you can use your bonus action to force them to reroll the save. They must use the new roll.
  • Once per round, when a hostile creature attempts to cast a power while within 5 feet of you, they must first make a Constitution saving throw as if to maintain concentration (DC = 10 + the power's level). On a failure, the power isn't cast and any points are wasted.

Dual Wield Style

You are skilled at fighting with two weapons. You gain the following benefits:

  • When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage roll of your Two-Weapon Fighting attack as long as it doesn't already include that modifier.
  • You can draw or stow two weapons when you would normally be able to draw or stow only one.

Duelist Style

You are skilled in the art of fighting with a single weapon. You gain the following benefits:

  • While you are wielding a weapon in one hand with which you are proficient and no other weapons, you can use your bonus action to feint. If you do so, you must make a Dexterity (Sleight of Hand) or Charisma (Deception) check (your choice) contested by the target's Wisdom (Insight) check. On a success, you have advantage on the first attack roll you make against them before the start of your next turn.
  • While you are wielding a weapon in one hand with which you are proficient and no other weapons, when you miss with a weapon attack on your turn, you can use your bonus action to repeat the attack against the same target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.
  • Once on each of your turns, drawing or stowing a one-handed weapon no longer requires your object interaction.

Equilibrium Style

You are skilled at fighting without the confines of armor. You gain the following benefits:

  • While you are wearing light or no armor and not wielding a shield, you can use your bonus action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, you gain a bonus to AC and Dexterity saving throws against effects the target controls equal to half your Dexterity modifier (minimum of +1) while marked. You can only have one creature marked in this way at a time.
  • You have advantage on Dexterity checks and Dexterity saving throws to avoid being moved.

Explosives Style

You are skilled at fighting with explosives. You gain the following benefits:

  • You can throw grenades and set mines with your bonus action, instead of your action. If you could already throw grenades and set mines as a bonus action, you can instead do so as a reaction on your turn.
  • When a creature rolls a 1 on the saving throw against a grenade, mine, or missile you control, they treat the effect's damage as if it had rolled the maximum.

Formation Style

You are skilled at fighting with a partner. You gain the following benefits:

  • You can take the Guard action as a bonus action. If you could already take the Guard action as a bonus action, you can instead take it as a reaction on your turn.
  • When you move on your turn, you can use a bonus action to allow a willing ally within 5 feet of you to move with you (no action required by the ally). The ally must end this movement within 5 feet of you, and this movement can't exceed the ally's speed.
  • When you choose to let an attack that would hit a guarded ally hit you instead, the creature rolls the damage as normal instead of choosing the maximum.

Formfighting Style

Prerequisite: The ability to cast force powers You are skilled at the basics of the known forms of lightsaber combat. You gain the following benefits:

  • You learn three lightsaber forms, detailed later in this chapter.
  • Once on each of your turns, you can draw or stow a lightweapon without using your object interaction.

Great Weapon Style

You are skilled at putting the weight of a weapon to your advantage. You gain the following benefits:

  • While you are wielding a two-handed light- or vibro-weapon with which you are proficient, your weapon damage rolls gain a minimum roll threshold, discussed in chapter 7.
  • Grasping a two-handed weapon you are wielding in only one hand with your other hand no longer requires your object interaction.

Guerrilla Style

You are skilled at maneuvering across the battlefield. You gain the following benefits:

  • You can take the Disengage action as a bonus action. If you could already take the Disengage action as a bonus action, you can instead take it as a reaction on your turn.
  • When you take the Disengage action, you ignore unenhanced difficult terrain, and you have advantage on the first ability check or saving throw to avoid an effect that impairs your movement speed or forces you to move before the start of your next turn.

Gunning Style

You are skilled at using blasters in unique ways. You gain the following benefits:

  • When a creature rolls a 1 on the saving throw against your burst or rapid property, they treat the effect's damage as if it had rolled the maximum.
  • When you use the burst property of a weapon, you can instead spray a line 20 feet long and 5 feet wide within range with shots.
  • When you use the rapid property of a weapon, when you roll the weapon's damage dice twice, you can double one set of the weapon's damage dice and forgo the other instead of adding them together.

Mounted Style

You are skilled at fighting while mounted. You gain the following benefits:

  • Mounting a vehicle or beast only uses 5 feet of your movement, provided you can reach it.
  • You can force an attack targeted at your mount to target you instead, provided you are a valid target for that attack.

Onslaught Style

You are skilled at using your momentum to your advantage. You gain the following benefits:

  • You can take the Dash action as a bonus action. If you could already take the Dash action as a bonus action, you can instead take it as a reaction on your turn.
  • When you would make an ability check to attempt to shove or trip a creature, you can make a melee weapon attack against the target's AC instead of a contested check. If you are wielding your weapon in two hands, you make this attack roll with advantage.

Poisoner Style

You are skilled at with the subtlety of poisons. You gain the following benefits:

  • You can apply poisons with your bonus action, instead of your action. If you could already apply poisons as a bonus action, you can instead do so as a reaction on your turn.
  • When a creature rolls a 1 on the saving throw against a poison you control, they treat the effect's damage as if it had rolled the maximum.

Secured Style

You are skilled at fighting with weapons in atypical places. You gain the following benefits:

  • At the start of each of your turns while wielding a fixed weapon, you can choose to treat the weapon as a light shield until the start of your next turn. If you do so, you can't make attacks with the weapon for the duration.
  • You can benefit from fixed weapons while the hand is full.

Sentinel Style

You are skilled at techniques that take advantage of every drop in any enemy's guard. You gain the following benefits:

  • Creatures provoke an opportunity attack when they move to within your reach or move 5 feet or greater while within your reach.
  • When you hit a creature that is no more than one size larger than you with an opportunity attack, the creature gains 4 slowed levels until the end of the current turn.

Sharpshooter Style

You are skilled with firing at distant targets. You gain the following benefits:

  • You can use your bonus action to mark a target greater than 30 feet from you that you can see. If you do so, and that target moves at least 5 feet before the start of your next turn, they provoke an opportunity attack from you, and you can make a ranged weapon attack with a blaster weapon for that opportunity attack.
  • Your ranged weapon attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter) against targets greater than 30 feet from you. If the target has one-quarter cover, you ignore it entirely.
  • Grasping a two-handed weapon you are wielding in only one hand with your other hand no longer requires your object interaction.

Shield Style

You are skilled at using your shield to defend your allies as well as yourself. You gain the following benefits:

  • You are no longer restricted to wielding light weapons while wielding a heavy shield.
  • You can use a bonus action to try to shove or trip a creature within 5 feet of you with your shield.
  • When you use a shield as an improvised weapon, you are considered proficient in it, light shields are considered to have the light and fixed weapon properties, and heavy shields are considered to have the heavy weapon property.

Snapshot Style

You are skilled at getting up close and personal. You gain the following benefits:

  • You no longer have disadvantage on ranged weapon attacks due to being within 5 feet of a hostile creature.
  • Your ranged weapon attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter) against targets within 30 feet of you. If the target has one-quarter cover, you ignore it entirely.
  • Your blaster weapon damage rolls against creatures within 30 feet of you gain a minimum roll threshold, discussed in chapter 7.
  • Grasping a two-handed weapon you are wielding in only one hand with your other hand no longer requires your object interaction.

Spotting Style

You are skilled at keeping track of your surroundings. You gain the following benefits:

  • You can take the Search action as a bonus action. If you could already take the Search action as a bonus action, you can instead take it as a reaction on your turn.
  • You have advantage on ability checks and saving throws to determine the nature of illusions. If you would already have advantage, you can instead reroll one of the dice once.

Split Style

You are skilled at fighting with interlocking weapons. You gain the following benefits:

  • When you engage in Double-Weapon Fighting, you can add your ability modifier to the attack roll of your Double-Weapon Fighting attack as long as it doesn't already include that modifier.
  • When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage roll of your Two-Weapon Fighting attack as long as it doesn't already include that modifier.

Superiority Style

You are skilled at utilizing maneuvers to enhance your skills on the battlefield. You gain the following benefits:

  • You learn one maneuver, detailed in Chapter 13. Your maneuver ability is Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers.
  • You gain one superiority die, which is a d4. This die changes as you gain levels: to d6 at 5th level, to d8 at 9th level, to d10 at 13th level, and to d12 at 17th level. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Throwing Style

You are skilled with the techniques of throwing weapons. You gain the following benefits:

  • Whenever you make a ranged attack with a thrown weapon, you can immediately draw another weapon.
  • Whenever you make a ranged attack with a thrown weapon, you can move up to 5 feet without provoking opportunity attacks.
  • When you miss with a ranged attack with a thrown weapon, you can use your bonus action to repeat the attack against a creature within 15 feet and behind your initial target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.

Twin-Blade Style

You are skilled at fighting with double-bladed weapons. You gain the following benefits:

  • When you engage in Double-Weapon Fighting, you can add your ability modifier to the attack roll of your Double-Weapon Fighting attack as long as it doesn't already include that modifier.
  • Grasping a double weapon you are wielding in only one hand with your other hand no longer requires your object interaction.

Versatile Style

You are skilled at using weapons in different ways. You gain the following benefits:

  • When you miss with a melee weapon attack on your turn while wielding a versatile weapon with which you are proficient in two hands, you can use your bonus action to repeat the attack roll against the same target using one hand. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.
  • When you miss with a melee weapon attack on your turn while wielding a versatile weapon with which you are proficient in one hand, you can use your bonus action to attempt to shove or trip that creature. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this ability check.
  • Grasping a versatile weapon you are wielding in only one hand with your other hand no longer requires your object interaction.

Fighting Masteries

Certain class features, or the Fighting Master feat, offer your choice of fighting mastery. You can't choose a fighting mastery more than once, even if you later get to choose again.

You may choose your fighting mastery from the following options or roll on the table below to determine it randomly.

d32Fighting Mastery
1Area
2Assisting
3Berserk
4Blindfighting
5Brawler
6Counterstrike
7Covert
8Defense
9Disruption
10Dual Wield
11Duelist
12Equilibrium
13Explosives
14Formation
15Formfighting
16Great Weapon
17Guerrilla
18Gunning
19Mounted
20Onslaught
21Poisoner
22Secured
23Sentinel
24Sharpshooter
25Shield
26Snapshot
27Split
28Spotting
29Superiority
30Throwing
31Twin-Blade
32Versatile

Area Mastery

You've mastered fighting with weapons that affect an area, easily overwhelming your foe's defenses. You gain the following benefits:

  • When determining the save DC of a projector canister you control, you can use 8 + your proficiency bonus + your Intelligence modifier, if it would be higher than the item's DC.
  • Your projector canisters reduce partial cover by one step (from three-quarters to half or half to one-quarter). If a creature has one-quarter cover, you ignore it entirely.
  • When using a projector canister that requires a saving throw and deals damage, you can take a penalty to the save DC equal to your proficiency bonus. If you do so, the item's damage increases by an amount equal to your proficiency bonus.

Assisting Mastery

You've mastered enabling your allies, boosting them to the dismay of your enemies. You gain the following benefits:

  • When you take the Help action and target an ally, you can choose to forgo up to half your speed. If you do so, when that ally makes its ability check to complete the task with advantage, it can reroll one of the dice once. You can not use this feature if you have moved more than half your speed this turn.
  • When you take the Help action and target an enemy, you can choose to forgo up to half your speed. If you do so, when an ally makes its attack roll against the creature with advantage, it can reroll one of the dice once. You can not use this feature if you have moved more than half your speed this turn.
  • When you take the Help action, it has a range in feet equal to 5 x your proficiency bonus.

Berserk Mastery

You've mastered returning pain to those who deliver it, becoming a scourge on the battlefield. You gain the following benefits:

  • When a creature scores a critical hit against you, you have advantage on the first attack you make against that creature before the end of your next turn. If you would already have advantage, you can instead reroll one of the dice once.
  • You have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature.
  • When a creature within 5 feet of you deals damage to you with a weapon or unarmed strike, you can use your reaction to make a melee weapon attack or unarmed strike against that creature. On a hit, you deal additional damage equal to your proficiency bonus.

Blindfighting Mastery

You've mastered fighting without sight, finding a home in the darkness that your enemies fear. You gain the following benefits:

  • Once per round, when a creature would have disadvantage on an attack roll against you due to being blinded, they must reroll one of the dice once.
  • Once per round, when you would have advantage on an attack roll against a creature that is blinded, you can reroll one of the dice once.
  • You gain blindsight out to a number of feet equal to 5 x your proficiency bonus. If you already have blindsight, it instead increases by a number of feet equal to 5 x your proficiency bonus.

Brawler Mastery

You've mastered using your weight to your advantage, easily wrangling targets around. You gain the following benefits:

  • Your improvised weapons use a d6 for damage and gain the versatile (2d4) property.
  • Your damage die for your unarmed strikes and natural weapons increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
  • Your speed isn't halved by carrying a grappled creature who is the same size category as you or smaller.
  • Once on each of your turns, when you hit a creature with an unarmed strike or a weapon wielded in one hand on your turn, you can make an additional unarmed strike against the same target without the aid of your proficiency bonus (no action required).

Counterstrike Mastery

You've mastered returning attacks at those who dare strike you, effortless turning aside their blades while striking them with your own. You gain the following benefits:

  • Creatures have disadvantage on damage rolls from opportunity attacks they make that hit you, and you have advantage on damage roll for opportunity attacks you make that hit.
  • When you roll a die to reduce the damage you take from a weapon, you have advantage on the die roll.
  • Once per round, when a creature provokes an opportunity attack from you, you can choose to gain a special reaction which you can only use to make that opportunity attack. If you do so, you make the opportunity attack without the aid of your proficiency bonus.
  • When you would be the target of a weapon attack, you can immediately use your reaction to make an opportunity attack against the target without your proficiency bonus. On a hit, the target suffers the attack's normal effects, and you impose disadvantage on the triggering roll.

Covert Mastery

You've mastered fighting from unseen angles, gaining an advantage over your foes. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks that rely on sight.
  • When you are hidden from a creature and miss it with an unarmed strike or weapon attack, making the attack doesn't automatically reveal your position.
  • Once per turn, when you deal damage to a creature with an unarmed strike or weapon attack while hidden from it, you deal additional damage equal to your proficiency bonus.

Defense Mastery

You've mastered the art of defending yourself, treating your armor as a second skin. You gain the following benefits:

  • While you are wearing medium or heavy armor with which you are proficient, when a creature makes a melee attack against you while within your reach, whether the attack hits or misses, you can use your reaction to attempt to shove that creature up to 10 feet directly away from you.
  • The time it takes for you to don and doff armor is reduced by half.
  • While you are wearing medium or heavy armor with which you are proficient, damage that you take from weapons is reduced by an amount equal to your proficiency bonus. If this would reduce the damage to 0, the damage is instead reduced to 1.

Disruption Mastery

Choose one from force- or tech-casting. You've mastered fighting and interfering with casters of the chosen type, confounding their concentration. You gain the following benefits:

  • When a creature within 30 feet of you that you can see casts a power, they provoke an opportunity attack from you.
  • You have advantage on saving throws against powers cast by creatures you can see if you've dealt damage to them since the start of your last turn.
  • Whenever you force a creature to make a saving throw to maintain concentration, the DC for the saving throw increases by an amount equal to your proficiency bonus.

Dual Wield Mastery

You've mastered fighting with two weapons, becoming a flurry of motion. You gain the following benefits:

  • You can engage in Two-Weapon Fighting even when the weapons you are wielding lack the light property.
  • You can reload two weapons when you would normally only be able to reload one, and reloading no longer requires a free hand, provided you are wielding separate weapons in each hand.
  • Once per round, when you make an opportunity attack while wielding separate weapons in each hand, you can attack with both weapons. Make a separate attack roll with each weapon.
  • When you use your bonus action to engage in Two-Weapon Fighting, you can choose to forgo one or more attacks. For each attack you forgo, you gain a +1 bonus to AC until the start of your next turn.
  • When you use your bonus action to engage in Two-Weapon Fighting, you can choose to forgo your proficiency bonus. If you do so, you can make an additional attack with that weapon, also without your proficiency bonus. If you would normally make more than one attack with your bonus action, only one attack is made without your proficiency bonus.

Duelist Mastery

You've mastered the art of fighting with a single weapon, making one weapon feel like many. You gain the following benefits:

  • You have advantage on ability checks and saving throws to avoid being disarmed.
  • While you are wielding a weapon in one hand with which you are proficient and no other weapons, when you take the Attack action, you can choose to attack with haste at the expense of accuracy. Your weapon attack is made without the aid of your proficiency bonus, but you can use your reaction to make an additional weapon attack, also without your proficiency bonus. If you would make more than one attack when you take the Attack action, only one attack is made without your proficiency bonus.
  • While you are wielding a weapon in one hand with which you are proficient and no other weapons, when a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Equilibrium Mastery

You've mastered fighting without the confines of armor, treating combat as an elegant dance. You gain the following benefits:

  • If you are disarmed, you can use your reaction to immediately catch the weapon.
  • While you are wearing light or no armor and not wielding a shield, when a creature misses you with a weapon attack, you can use your reaction to make an unarmed strike or weapon attack against that creature without your proficiency bonus.
  • While you are wearing light or no armor and not wielding a shield, when a creature hits you with a weapon attack, you can use your reaction to impose a penalty to the attack roll equal to your proficiency bonus, potentially causing the attack to miss.

Explosives Mastery

You've mastered fighting with explosives, causing untold destruction. You gain the following benefits:

  • When determining the save DC of a grenade, mine, or missile you control, you can use 8 + your proficiency bonus + your Intelligence modifier, if it would be higher than the item's DC.
  • You have advantage on saving throws against grenades, mines, and missiles you control.
  • When using a grenade, mine, or missile that requires a saving throw and deals damage, you can take a penalty to the save DC equal to your proficiency bonus. If you do so, the item's damage increases by an amount equal to your proficiency bonus.

Formation Mastery

You've mastered fighting with a partner, learning to move and act as a single unit. You gain the following benefits:

  • When you take the Guard action, the guarded ally has advantage on Dexterity saving throws that would affect only them while guarded.
  • When a creature misses an ally within 5 feet of you with a weapon attack, you can use your reaction to make a weapon attack against that creature without your proficiency bonus.
  • When a creature hits an ally within 5 feet of you with a weapon attack, you can use your reaction to impose a penalty to the attack roll equal to your proficiency bonus, potentially causing the attack to miss.

Formfighting Mastery

Prerequisite: The ability to cast force powers You've mastered the basics of the known forms of lightsaber combat, wielding your weapon with unparalleled grace. You gain the following benefits:

  • You learn three lightsaber forms, detailed later in this chapter. If you already know at least three lightsaber forms, you instead learn seven lightsaber forms.
  • Once on each of your turns, before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If you do so, you can engage in one of your lightsaber forms without using your bonus action. If that form lets you make an attack, that attack is also made without your proficiency bonus.
  • Once on each of your turns, before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If you do so, and the attack hits, you can choose another creature within 5 feet of it. If the original attack roll would hit the second creature, it takes damage of the weapon's type equal to twice your proficiency bonus.

Great Weapon Mastery

You've mastered putting the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit or reduce a creature to 0 hit points with a melee weapon attack, you can make one melee weapon attack as a bonus action.
  • While you are wielding a two-handed light- or vibro-weapon with which you are proficient, when you miss with a melee weapon attack, you can use your bonus action to repeat the attack against the same target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll. On a hit, this attack deals kinetic damage equal to your Strength modifier.
  • You have advantage on ability checks and saving throws to avoid being disarmed.
  • While you are wielding a two-handed light- or vibro-weapon with which you are proficient, before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.

Guerrilla Mastery

You've mastered maneuvering across the battlefield, sliding through openings that others might not see. You gain the following benefits:

  • You can move through a hostile creature's space regardless of that creature's size.
  • When you hit a creature with an opportunity attack, you can move up to half your speed (no action required) without provoking opportunity attacks from that creature.
  • When a hostile creature moves to within 5 feet of you, you can use your reaction to Disengage and move up to half your speed.
  • Once per turn, when you hit a creature with a weapon attack, another enemy of the creature is within 5 feet of it, and that enemy isn't incapacitated, you can deal additional damage equal to twice your proficiency bonus.

Gunning Mastery

You've mastered using blasters in unique ways, controlling the battlefield. You gain the following benefits:

  • When a creature succeeds on the saving throw against the burst or rapid property of your weapon, they take damage equal to the weapon's governing ability modifier.
  • You treat the strength number of weapons as one step lower (19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, you ignore it entirely.
  • When you use the burst property of a weapon, you can choose to forgo your proficiency bonus to the save DC. If you do so, each creature that fails the save takes additional damage equal to your proficiency bonus.
  • When you use the rapid property of a weapon, you can choose to forgo your proficiency bonus to the save DC. If you do so, and the target fails the save, they take additional damage equal to twice your proficiency bonus.

Mounted Mastery

You've mastered the art of fighting while mounted, moving seamlessly with your companion. You gain the following benefits:

  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, you can use your reaction to have it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
  • While mounted on a controlled beast, you can use your bonus action to have your mount make a single melee attack against a creature within its reach. If you could already use your bonus action to have your mount make an attack, you can instead do so as a reaction on your turn.
  • While mounted on a vehicle, you can take a vehicle action with your bonus action, instead of your action. If you could already take a vehicle action as a bonus action, you can instead do so as a reaction on your turn. You can't take the same action twice in one turn.
  • Once per turn, you can choose to have advantage on a melee weapon attack roll against an unmounted creature that is smaller than your mount. If the attack hits, you deal additional damage equal to your proficiency bonus.

Onslaught Mastery

You've mastered using your momentum to your advantage, effectively pummeling creatures into submission and keeping them down once they fall. You gain the following benefits:

  • When a creature falls prone within 5 feet of you, they provoke an opportunity attack from you.
  • When you would have advantage on a melee weapon attack due to a creature being prone, you can reroll one of the dice once.
  • When a prone creature within 5 feet of you attempts to stand, they provoke an opportunity attack from you.
  • Once on each of your turns, if you move at least 10 feet in a straight line towards a creature immediately before hitting it with a melee weapon attack, you can deal additional damage equal to your proficiency bonus.

Poisoner Mastery

You are skilled at with the subtlety of poisons, causing untold destruction. You gain the following benefits:

  • When determining the save DC of a poison you control, you can use 8 + your proficiency bonus + your Intelligence modifier, if it would be higher than the item's DC.
  • When you apply a poison to a weapon or ammunition, that poison can affect an additional hit or an additional piece of ammunition.
  • Creatures suffering from the poisoned condition have disadvantage on saving throws against poisons you control.
  • When using a poison that requires a saving throw and deals damage, you can take a penalty to the save DC equal to your proficiency bonus. If you do so, the item's damage increases by an amount equal to twice your proficiency bonus.

Secured Mastery

You've mastered fighting with weapons in atypical places, seamlessly transitioning between your armaments. You gain the following benefits:

  • You can wield a number of items on each forearm equal to your full Strength modifier, instead of half.
  • You can now reload fixed weapons using your reaction or object interaction, instead of just your action or bonus action. If you could already reload the weapon using your reaction or object interaction, once on each of your turns, you can instead reload the weapon (no action required). You must have one free hand to reload.
  • Once on each of your turns, when you miss an attack with a weapon that lacks the fixed property, you can make an additional attack against the same target with a fixed weapon without the aid of your proficiency bonus (no action required).
  • Once on each of your turns, when you would make a weapon attack with a fixed weapon, you can forgo the attack. If you do so, you can add your proficiency bonus to your AC against one attack that would hit you before the start of your next turn (no action required).

Sentinel Mastery

You've mastered techniques to take advantage of every drop in any enemy's guard; in tight spaces you are indomitable. You gain the following benefits:

  • Creatures within your reach provoke opportunity attacks from you even if they take the Disengage action.
  • When you take the Dodge action, once per round, you can take two reactions on the same turn, instead of only one. You can only take one reaction per trigger.
  • You can use a bonus action to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you have a number of special reactions equal to your proficiency bonus that you can only use to make opportunity attacks.

Sharpshooter Mastery

You've mastered blaster weapons and can easily make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter) against targets greater than 30 feet from you. If the target has one-quarter cover, you ignore it entirely.
  • Before you make an attack against a target greater than 30 feet from you with a blaster weapon with which you are proficient, you can choose to forgo your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.

Shield Mastery

You've mastered using a shield to defend your allies as well as yourself, strategically imposing your shield to capitalize on its protection. You gain the following benefits:

  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a power or other harmful effect.
  • While you are wielding a shield with which you are proficient, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, and you succeed on the saving throw, you can use your reaction to take no damage.
  • When a creature you can see damages you while you are wielding a shield with which you are proficient, you can use your reaction to reduce the damage by an amount equal to your proficiency bonus.

Snapshot Mastery

You've mastered getting up close and personal with blaster weapons, maintaining both rate of fire and accuracy. You gain the following benefits:

  • Your ranged weapon attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter) against targets within 30 feet of you. If the target has one-quarter cover, you ignore it entirely.
  • Other creatures provoke an opportunity attack from you when they move to within 30 feet of you, and you can make ranged weapon attacks with blaster weapons when making opportunity attacks.
  • When you take the Attack action targeting a creature within 30 feet while you are wielding a blaster weapon with which you are proficient, you can choose to attack rapidly at the expense of accuracy. Your ranged weapon attack is made without the aid of your proficiency bonus, but you can use your bonus action to make an additional ranged weapon attack, also without your proficiency bonus. If you would make more than one attack when you take the Attack action, only one attack is made without your proficiency bonus.

Spotting Mastery

You've mastered keeping track of your surroundings, noticing things in detail that others miss entirely. You gain the following benefits:

  • You no longer have disadvantage on Wisdom (Perception) checks due to an area being lightly obscured in a 120 foot range.
  • When a creature rolls a d20 to redirect an attack roll you make to an illusory duplicate, they have disadvantage on the roll.
  • When you take the Search action, you give off no indication that you are devoting your attention to finding something.
  • When you find a hidden creature using the Search action, it has disadvantage on any ability checks it makes to attempt Hide from you before the start of your next turn.
  • When you take the Search action, you have advantage on all ability checks, attack rolls, and saving throws made as a part of that search that occur within a radius in feet equal to 5 x your proficiency bonus.

Split Mastery

You've mastered fighting with interlocking weapons, seamlessly transitioning between twin blades and dual wielding. You gain the following benefits:

  • Once on each of your turns, detaching or reattaching your interlocking weapon no longer requires your object interaction.
  • You can engage in Double- and Two-Weapon Fighting even when the weapons you are wielding lack the light property.
  • Before you make a melee weapon attack while you are wielding separate weapons in each hand with which you are proficient, you can choose to forgo your proficiency bonus. If the attack hits, you add your proficiency bonus to the attack's damage.
  • When you use your bonus action to engage in Double-Weapon Fighting, you can choose to forgo your proficiency bonus. If you do so, you can make an additional attack with that weapon, also without your proficiency bonus. If you would normally make more than one attack with your bonus action, only one attack is made without your proficiency bonus.

Superiority Mastery

You've mastered utilizing maneuvers to enhance your skills on the battlefield, expanded. You gain the following benefits:

  • You learn one maneuver, detailed in Chapter 13. If you already know at least one maneuver, you instead learn three maneuvers. Your maneuver ability is Strength, Dexterity, or Constitution for physical maneuvers (your choice), your Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers.
  • You gain one superiority die. If you already have at least one superiority die, you instead gain two additional superiority dice. Your superiority die is a d4, and it changes as you gain levels: to d6 at 5th level, to d8 at 9th level, to d10 at 13th level, and to d12 at 17th level. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
  • When you use a maneuver on your turn that involves rolling a superiority die, you can use your bonus action to gain advantage on the superiority die roll.
  • Choose one maneuver you know. When you would use the chosen maneuver, you can use a d4 instead of expending a superiority die. You can do so a number of times equal to your proficiency bonus. You regain all expended uses when you complete a long rest.

Throwing Mastery

You've mastered the techniques of throwing weapons, readily blending the weapons with your movements. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with thrown weapons.
  • When you hit a creature with a ranged attack with a thrown weapon, you have advantage on your next melee weapon attack against that creature before the end of your next turn.
  • Once per turn, you can draw a thrown weapon without using your object interaction.
  • Once on each of your turns, you can make a ranged weapon attack with a thrown weapon against a target within the weapon's normal range without the aid of your proficiency bonus (no action required).

Twin-Blade Mastery

You've mastered fighting with double-bladed weapons, using both ends to devastating effect. You gain the following benefits:

  • While you are wielding a double weapon with which you are proficient, whenever you roll the maximum on a weapon damage die against a creature, you gain a +1 bonus to the next attack roll you make against that creature before the end of your next turn.
  • You can engage in Double-Weapon Fighting even when the weapon you are wielding lacks the light property.
  • Before you make a melee weapon attack while wielding a double weapon in two hands, you can choose to forgo your proficiency bonus. If the attack hits, you add one and a half times your proficiency bonus to the attack's damage.
  • Before you make a melee weapon attack while wielding a double weapon in one hand, you can choose to forgo your proficiency bonus. If the attack hits, you add your proficiency bonus to the attack's damage.

Versatile Mastery

You've mastered using weapons in different ways, altering your attack patterns mid-swing. You gain the following benefits:

  • Once per turn, when you make a melee attack roll while wielding a weapon in two hands, you can attempt to follow up on the attack. If the attack hits, the creature must make a Strength saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, the creature is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.
  • Once per turn, when you make a melee attack roll while wielding a weapon in one hand, the target is wielding a shield, and your other hand is empty, you can use your other hand to pull down the shield (no action required). If you do so, the creature gains no benefit to armor class from its shield for that attack.
  • Before you make a melee weapon attack while wielding a versatile weapon in two hands, you can choose to forgo your proficiency bonus. If the attack hits, you add one and a half times your proficiency bonus to the attack's damage.
  • Before you make a melee weapon attack while wielding a versatile weapon in one hand, you can choose to forgo your proficiency bonus. If the attack hits, you add your proficiency bonus to the attack's damage.

Lightsaber Forms

Certain class features, Formfighting Style, or Formfighting Mastery, offer your choice of lightsaber forms. You can't choose a lightsaber form more than once, even if you later get to choose again.

You may choose your lightsaber forms from the following options or roll on the table below to determine them randomly.

d20Lightsaber Form
1Aqinos
2Ataru
3Bakuuni Hand
4Djem So
5Drallig
6Ishu
7Jar'Kai
8Juyo
9Makashi
10Niman
11Shien
12Shii-Cho
13Soresu
14Sokan
15Trakata
16Trispzest
17Twilight
18Vaapad
19Vonil
20Ysannite

Each known form can be adopted on your turn by using your bonus action.

Aqinos Form

Prerequisite: The ability to cast tech powers As a part of the bonus action to adopt this form, if you cast a tech power of 1st level or higher as your action, but no higher than half your Max Power Level, you can make one melee weapon attack.

Ataru Form

As a part of the bonus action to adopt this form, you can leap up to 15 feet to an unoccupied space you can see.

Bakuuni Hand Form

As a part of the bonus action to adopt this form, if you took the Attack action and would be able to use your bonus action to make an unarmed strike, you can do so as a part of this bonus action.

Until the start of your next turn, when a creature enters your reach or moves while within your reach, you can use your reaction to attempt to shove the creature. On a success, you can choose shove the target an additional 5 feet.

Djem So Form

Before the end of your next turn, you can add half your Wisdom or Charisma modifier (your choice, minimum of +1) to one ability check or attack roll you make using Strength.

Drallig Form

Until the start of your next turn, you gain a special reaction. When a creature enters your reach or moves while within your reach, you can use this special reaction to leap to an unoccupied space you can see within 10 feet without provoking opportunity attacks from that creature.

Ishu Form

If there is a friendly creature within 15 feet of you, you can move up to 10 feet without provoking opportunity attacks. You must end this movement within 5 feet of the friendly creature.

Jar'Kai Form

As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Each time you hit with an attack on this turn, you can move up to 5 feet without provoking opportunity attacks from the creature you hit.

Juyo Form

Until the start of your next turn, your critical hit range with weapons increases by 1.

Makashi Form

Until the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature.

Niman Form

As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Until the end of your next turn, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.

Soresu Form

The first time you take kinetic, energy, or ion damage from a weapon before the end of your next turn, that damage is reduced by half.

Shien Form

Before the end of your next turn, you can add half your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC against one attack.

Shii-Cho Form

As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Additionally, the first time you hit a Large or smaller creature within 5 feet of you with a weapon attack before the end of your next turn, you can force the target to make a Strength saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

Sokan Form

Until the start of your next turn, you ignore difficult terrain. Additionally, when a hostile creature makes a melee weapon attack against you, you can use your reaction to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the triggering roll.

Trakata Form

As a part of the bonus action to adopt this form, you can flourish your weapon to attempt to distract an enemy you can see. Make a Dexterity (Sleight of Hand) or Charisma (Deception) check (your choice) contested by a Wisdom (Perception) check of one creature that you can see within 5 feet of you. On a success, that creature has disadvantage on the next attack roll it makes against you.

Trispzest Form

Once before the start of your next turn, you have advantage on a melee weapon attack against a creature that is frightened of you.

Twilight Form

As a part of the bonus action to adopt this form, you can mask yourself with the force to attempt to hide from an enemy you can see. Make a Dexterity (Stealth) check contested by a Wisdom (Perception) check of one creature that you can see within 5 feet of you. On a success, you become invisible to that creature until the start of your next turn, or until you attack, cast a power, or otherwise take a hostile action against it.

Vaapad Form

Once before the start of your next turn, if you would have advantage on a melee weapon attack, you can choose to forgo the advantage. If you do so, you can make one melee weapon attack against the same target (no action required), also without advantage.

Vonil Form

If you took the Attack action before adopting this form, you can direct one of your allies to strike a creature you hit with an attack. Choose a friendly creature that can see or hear you and is within 5 feet of the creature you hit with an attack. That creature can immediately use its reaction to make one weapon attack against the same creature.

Ysannanite Form

As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Additionally, until the end of your next turn, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.