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.

    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, Lightsabers), Ranged (Light)

    Armor Proficiencies: Light, Medium & Heavy Armor

    Starting Credits: 1d4 × 100 credits

    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, Lightsabers), Ranged (Light)

    Armor Proficiencies: Light & Medium Armor

    Starting Credits: 1d4 × 100 credits

    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, Lightsabers), Ranged (Light)

    Armor Proficiencies: Light Armor

    Starting Credits: 2d4 × 100 credits

    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, Advanced), Ranged (Light, Medium)

    Armor Proficiencies: Light, Medium & Heavy Armor

    Starting Credits: 2d6 × 100 credits

    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, Advanced), Ranged (Light, Medium, Heavy)

    Armor Proficiencies: Light & Medium Armor

    Starting Credits: 3d4 × 100 credits

    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, Heavy)

    Armor Proficiencies: Light Armor

    Starting Credits: 2d4 × 100 credits

    Smuggler

    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

    Assassin

    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

    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 Armor

    Starting Credits: 3d6 × 100 credits

    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 Science, Investigation

    Expertise Points: 3

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

    Armor Proficiencies: Light Armor

    Starting Credits: 2d6 × 100 credits

    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

    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: No Armor

    Starting Credits: 1d4 × 100 credits

    Leader

    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