Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    SWURPG Character Classes

    Choose your path. In SWURPG, each class offers a distinct way to experience the galaxy — from Force-wielding protectors to tech-savvy infiltrators. Below is a quick overview of each available class.

    SWURPG classes

    Jedi Guardian

    Primary Ability: Strength or Dexterity

    Hit Point Die: d10

    Saving Throw Proficiencies: Wisdom, Strength

    Skill Proficiencies: Acrobatics, Use the Force, Perception, Athletics, Endurance

    Expertise Points: 2

    Weapon Proficiencies: Melee (Simple), Melee (Lightsabers), Ranged (Light)

    Armor Proficiencies: Light, Medium

    Starting Credits: 1d4 × 100 credits credits

    Starting Equipment: 1 × Training Lightsaber, 1 × Padawan Robes, 2 × Synthrope, 1 × Medpac I, 2 × Ration

    Jedi Sentinel

    Primary Ability: Dexterity or Intelligence

    Hit Point Die: d8

    Saving Throw Proficiencies: Wisdom, Dexterity

    Skill Proficiencies: Stealth, Mechanics, Use the Force, Acrobatics, Use Computer

    Expertise Points: 2

    Weapon Proficiencies: Melee (Simple), Melee (Lightsabers), Ranged (Light)

    Armor Proficiencies: Light

    Starting Credits: 1d4 × 100 credits credits

    Starting Equipment: 1 × Training Lightsaber, 1 × Padawan Robes, 2 × Synthrope, 1 × Tool Kit, 2 × Ration

    Jedi Consular

    Primary Ability: Wisdom and Charisma

    Hit Point Die: d8

    Saving Throw Proficiencies: Wisdom, Charisma

    Skill Proficiencies: Use the Force, Persuasion, Knowledge: Galactic Lore, Insight, Investigation, Treat Injury

    Expertise Points: 3

    Weapon Proficiencies: Melee (Simple), Melee (Lightsabers), Ranged (Light)

    Armor Proficiencies: Light

    Starting Credits: 1d4 × 100 credits credits

    Starting Equipment: 1 × Training Lightsaber, 1 × Padawan Robes, 2 × Synthrope, 1 × Datapad (Basic), 2 × Ration

    Vanguard

    Primary Ability: Strength and Constitution

    Hit Point Die: d12

    Saving Throw Proficiencies: Strength, Constitution

    Skill Proficiencies: Endurance, Perception, Intimidation, Treat Injury, Athletics, Survival

    Expertise Points: 2

    Weapon Proficiencies: Melee (Simple), Melee (Advanced), Ranged (Light), Ranged (Medium)

    Armor Proficiencies: Light, Medium, Heavy

    Starting Credits: 1d6 × 100 credits credits

    Starting Equipment: 1 × War Sword, 1 × Blast Helmet and Vest, 1 × Synthrope, 2 × Ration, 1 × Medpac I

    Commando

    Primary Ability: Dexterity

    Hit Point Die: d10

    Saving Throw Proficiencies: Dexterity, Constitution

    Skill Proficiencies: Endurance, Athletics, Survival, Treat Injury, Knowledge: Tactics, Perception

    Expertise Points: 2

    Weapon Proficiencies: Melee (Simple), Melee (Advanced), Ranged (Light), Ranged (Medium), Ranged (Heavy)

    Armor Proficiencies: Light, Medium

    Starting Credits: 1d6 × 100 credits credits

    Starting Equipment: 1 × Blaster Rifle, 1 × Combat Knife, 1 × Blast Helmet and Vest, 1 × Frag Grenade, 2 × Ration

    Marksman

    Primary Ability: Dexterity

    Hit Point Die: d8

    Saving Throw Proficiencies: Dexterity, Intelligence

    Skill Proficiencies: Stealth, Perception, Mechanics, Acrobatics, Survival, Treat Injury, Insight

    Expertise Points: 2

    Weapon Proficiencies: Melee (Simple), Ranged (Light), Ranged (Heavy)

    Armor Proficiencies: Light

    Starting Credits: 1d6 × 100 credits credits

    Starting Equipment: 1 × Blaster Rifle, 1 × Combat Knife, 1 × Macrobinoculars, 2 × Ration

    Bounty Hunter

    Primary Ability: Dexterity and Charisma

    Hit Point Die: d8

    Saving Throw Proficiencies: Dexterity, Charisma

    Skill Proficiencies: Intimidation, Mechanics, Use Computer, Deception, Pilot, Investigation

    Expertise Points: 2

    Weapon Proficiencies: Melee (Simple), Ranged (Light)

    Armor Proficiencies: Light, Medium

    Starting Credits: 2d4 × 100 credits credits

    Starting Equipment: 1 × Blaster Carbine, 1 × Combat Knife, 1 × Half-Vest, 2 × Ration, 1 × Binders

    Smuggler

    Primary Ability: Dexterity and Charisma

    Hit Point Die: d6

    Saving Throw Proficiencies: Dexterity, Charisma

    Skill Proficiencies: Deception, Persuasion, Intimidation, Investigation, Mechanics, Pilot

    Expertise Points: 2

    Weapon Proficiencies: Melee (Simple), Ranged (Light)

    Armor Proficiencies: Light

    Starting Credits: 2d4 × 100 credits credits

    Starting Equipment: 1 × Blaster Pistol, 1 × Combat Knife, 1 × Smuggler's Jacket, 2 × Ration

    Assassin

    Primary Ability: Dexterity

    Hit Point Die: d6

    Saving Throw Proficiencies: Dexterity, Intelligence

    Skill Proficiencies: Stealth, Acrobatics, Perception, Insight, Knowledge: Physical Sciences, Intimidation, Treat Injury

    Expertise Points: 3

    Weapon Proficiencies: Melee (Simple), Ranged (Light)

    Armor Proficiencies: Light

    Starting Credits: 1d6 × 100 credits credits

    Starting Equipment: 1 × Combat Knife, 1 × Blaster Pistol, 2 × Ration, 1 × Synthrope

    Tech Specialist

    Primary Ability: Intelligence

    Hit Point Die: d6

    Saving Throw Proficiencies: Intelligence, Dexterity

    Skill Proficiencies: Mechanics, Use Computer, Perception, Treat Injury, Insight, Knowledge: Technology, Knowledge: Physical Sciences, Investigation

    Expertise Points: 4

    Weapon Proficiencies: Melee (Simple), Ranged (Light)

    Armor Proficiencies: Light

    Starting Credits: 1d6 × 100 credits credits

    Starting Equipment: 1 × Hold-Out Blaster Pistol, 1 × Tool Kit, 1 × Data Pad, 2 × Ration, 1 × Medpac I, 1 × Padded Utility Vest

    Force Mystic

    Primary Ability: Wisdom

    Hit Point Die: d6

    Saving Throw Proficiencies: Wisdom, Intelligence

    Skill Proficiencies: Use the Force, Perception, Knowledge: Galactic Lore, Insight, Investigation, Treat Injury

    Expertise Points: 3

    Weapon Proficiencies: Melee (Simple)

    Armor Proficiencies: Light

    Starting Credits: 1d4 × 100 credits credits

    Starting Equipment: 1 × Meditation Robes, 1 × Combat Knife, 2 × Ration

    Force Warrior

    Primary Ability: Wisdom and Constitution

    Hit Point Die: d8

    Saving Throw Proficiencies: Constitution, Wisdom

    Skill Proficiencies: Acrobatics, Endurance, Use the Force, Athletics

    Expertise Points: 2

    Weapon Proficiencies: Melee (Simple)

    Armor Proficiencies: No Armor

    Starting Credits: 1d4 × 100 credits credits

    Starting Equipment: 1 × Quarterstaff, 1 × Meditation Robes, 2 × Ration

    Leader

    Primary Ability: Charisma and Intelligence

    Hit Point Die: d6

    Saving Throw Proficiencies: Wisdom, Charisma, Intelligence

    Skill Proficiencies: Persuasion, Deception, Investigation, Insight, Knowledge: Galactic Lore, Perception, Use Computer, Treat Injury, Knowledge: Bureaucracy, Knowledge: Tactics

    Expertise Points: 5

    Weapon Proficiencies: Ranged (Light)

    Armor Proficiencies: Light

    Starting Credits: 2d4 × 100 credits credits

    Starting Equipment: 1 × Hold-Out Blaster Pistol, 1 × Comlink (Short-Range), 1 × Datapad (Basic), 2 × Ration, 1 × Medpac I