The Commando is a tactical powerhouse β a specialist in ranged combat, squad coordination, and brutal precision. Whether clearing rooms, laying down cover fire, or delivering a surgical strike, Commandos thrive on battlefield awareness and weapon mastery. They're the elite soldiers of the Star Wars galaxy, capable of suppressing enemies and leading decisive assaults.
Examples from Star Wars lore: Commander Cody, Cara Dune, Paz Vizsla, ARC Trooper Colt
Once per encounter, your attacks ignore half cover.
You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within Point-Blank Range.
When you make a ranged weapon attack, you can choose to impose a β2 penalty to the attack roll. If you do, one ally within 10 feet of you or the target gains +2 AC until the start of your next turn.
When you attack a creature already targeted by an ally this turn, add +2 to your attack roll.
Once per encounter, you can mark a target as a bonus action. You have advantage on the next ranged attack against it.
Once per encounter, you may reroll one damage die when using a weapon with the burst or autofire property.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You can fire in a 20-foot cone. Creatures in the area must make a DC12 Dex saving throw or have disadvantage on attacks until your next turn.
You may fire more than one shot (up to four shots) against a single target. You take a commulative -2 penalty on your attack roll for every shot and add +1 dice damage for every hit.
When you use a ranged weapon against targets at Short, Medium, or Long Range, the Range category is considered one less.
You gain +2 to attack rolls against flanked enemies (both melee and ranged).
Gain advantage on Initiative rolls and +1 to AC against opportunity attacks.
Once per encounter, after making a ranged weapon attack, you can move up to half your speed as a free action.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per round, when a creature enters your weaponβs range, you may use your reaction to make a ranged attack with a -4 penalty for the attack role.
As a bonus action, you can switch places with an adjacent willing ally.
You may fire more than one shot (up to four shots) against multiple targets. You take a commulative -2 penalty on your attack roll for every shot and add +1 dice damage for every hit.
Once per encounter, when using the autofire property, you may reroll one missed attack each time.
Gain specialization with two weapons of your choice (+1 ATT, +1 DMG).
You gain +2 to damage rolls against flanked enemies (both melee and ranged).
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
During the first round of combat, you have advantage on attack rolls against creatures who havenβt acted yet.
Cover Fire now grants +4 AC on a -2 attack penalty and affects two adjacent allies.
Once per round, when a creature enters your weaponβs range, you may use your reaction to make a ranged attack with a -2 penalty for the attack role.
Once per long rest, regain a limited-use class trait.
When you drop a creature to 0 HP, you can move up to your speed as a free action.
When autofire, you may fire a short burst against a single target. You take a -5 penalty on your attack roll, but deal +2 dice of damage.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Deal an additional 1d6 damage to a flanked enemy (both melee and ranged).
Once per encounter, designate a 15Γ15 ft zone. Any enemy who enters it has their speed halved until the end of their turn.
You can fire in a 30-foot cone. Creatures in the area must make a DC12 Dex saving throw or take 2d6 DMG and have disadvantage on attacks until your next turn.
You may fire more than one shot (up to six shots) against multiple targets. You take a commulative -1 penalty on your attack roll for every shot and add +1 dice damage for every hit.
When reduced to 0 HP, you can immediately make one ranged attack or Dash as a reaction before falling unconscious.
You gain +2 Att, +2 AC, +4 DMG.
You score critical hits on a roll of 19-20 with ranged weapons, and your movement speed increases by 10 feet.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.