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.
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, Lightsabers), Ranged (Light)
Armor Proficiencies: Light, Medium & Heavy Armor
Starting Credits: 1d4 × 100 credits
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, Lightsabers), Ranged (Light)
Armor Proficiencies: Light & Medium Armor
Starting Credits: 1d4 × 100 credits
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, Lightsabers), Ranged (Light)
Armor Proficiencies: Light Armor
Starting Credits: 2d4 × 100 credits
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, Advanced), Ranged (Light, Medium)
Armor Proficiencies: Light, Medium & Heavy Armor
Starting Credits: 2d6 × 100 credits
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, Advanced), Ranged (Light, Medium, Heavy)
Armor Proficiencies: Light & Medium Armor
Starting Credits: 3d4 × 100 credits
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, Heavy)
Armor Proficiencies: Light Armor
Starting Credits: 2d4 × 100 credits
Primary Ability: Intelligence 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 Armor
Starting Credits: 2d6 × 100 credits
Primary Ability: Dexterity
Hit Point Die: d6
Saving Throw Proficiencies: Dexterity, Intelligence
Skill Proficiencies: Stealth, Acrobatics, Perception, Insight, Knowledge: Physical Science, Intimidation, Treat Injury
Expertise Points: 3
Weapon Proficiencies: Melee (Simple), Ranged (Light)
Armor Proficiencies: Light Armor
Starting Credits: 1d6 × 100 credits
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 Armor
Starting Credits: 3d6 × 100 credits
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 Science, Investigation
Expertise Points: 3
Weapon Proficiencies: Melee (Simple), Ranged (Light)
Armor Proficiencies: Light Armor
Starting Credits: 2d6 × 100 credits
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
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: No Armor
Starting Credits: 1d4 × 100 credits
Primary Ability: Charisma and Intelligence
Hit Point Die: d6
Saving Throw Proficiencies: Wisdom, Charisma, Intelligence
Skill Proficiencies: Persuasion, Deception, Investigation, Insight, Perception, Use Computer, Treat Injury, Knowledge: Galactic Lore, Knowledge: Beaurocracy, Knowledge: Tactics
Expertise Points: 5
Weapon Proficiencies: Melee (Simple), Ranged (Light)
Armor Proficiencies: Light Armor
Starting Credits: 4d4 × 100 credits