SWURPG

Diplomat

advanced from Leader
Hit Die
d6
Primary Ability
Charisma and Intelligence
Saves
Wisdom, Charisma, Intelligence
Expertise Pts
4
Starting Credits
3d6x100
Skill Profs
Persuasion, Deception, Knowledge: Galactic Lore, Insight, Investigation, Use Computer, Knowledge: Sciences

The Diplomat is the Leader who resolves conflicts before they reach a firefight — and salvages the situation when they don't. Where Officers shape the battlefield, Diplomats shape whether there's a battlefield at all. Negotiation, public opinion, alliance-brokering, and well-placed information define the build.

Quick read: The political Leader. Negotiation, persuasion, social control. Think Mon Mothma, Bail Organa, Padmé Amidala, Lando in his administrator phase.

What you do at the table

Diplomats are the party's lead in any social or political encounter. Your sheet stacks Charisma + Wisdom + Insight, and your traits emphasize swaying NPCs, gathering intelligence in conversation, and exploiting social leverage. In combat you're a back-line support — you can fight, but it's not where your damage lives.

Best for campaigns with substantial roleplay scenes: court intrigue, factional politics, negotiation arcs, intelligence-gathering missions. A Diplomat in a pure dungeon-crawl campaign will feel under-used.

Sibling differentiation

  • vs. Officer — Officers fight better; Diplomats talk better. If most of your sessions are combat, Officer is stronger; if half are dialogue, Diplomat shines.
  • vs. Scoundrel Smuggler — Both are CHA-driven social characters. Smugglers deceive and escape; Diplomats negotiate and bind. A Smuggler lies; a Diplomat finds the deal that's true.

Build tips

CHA primary (your full social toolkit). WIS secondary (Insight is critical for reading liars and spotting NPC motives). CON 13+ keeps you upright; INT 12+ helps with Knowledge: Galactic Lore.

Common pitfalls

  • Don't expect to dominate combat. Diplomats are buffers and supports in fights. Your kill count will be low; your influence on the party's success will be high.
  • Talk to your GM about campaign style. A Diplomat thrives in factional / political campaigns. If the GM is running a pure-action campaign, the build will struggle.
  • Lean into the social mini-game. SWURPG's social mechanics reward Diplomats for engaging with them — using Insight, Persuasion, Deception checks deliberately, not just passively.

Class Features by Level

Level 31 feature

Voice of Authority

bonus action · proficiency bonus per long rest

As a Bonus Action, choose one enemy within 30 ft that can hear you. It must make a WIS save (DC 8+PB+CHA) or be charmed by you and unable to attack you until your next turn. Usable a number of times equal to your Proficiency Bonus per Long Rest. At level 9, may affect two creatures. At level 15, three creatures for 2 rounds.

Scales: Lv 9 · Lv 15
Level 51 feature

Diplomatic Aura

bonus action · once per short rest

Once per Short Rest (Bonus Action): project a calming presence for 3 rounds, granting allies within 30 ft Advantage on Charisma-based checks. At level 10, allies also gain temporary HP equal to your CHA modifier on activation. At level 15, allies also gain Advantage on saves against fear and charm; hostile creatures in the aura make a WIS save (DC 8+PB+CHA) or have Disadvantage on attacks until your next turn.

Scales: Lv 10 · Lv 15
Level 61 feature

Spontaneous Skill

once per long rest

Once per Long Rest, you may make a skill check you aren't proficient with as though you were proficient.

Level 71 feature

Droid Companion

You gain a loyal BD-series droid companion. You understand Binary and gain proficiency in Mechanics. BD has AC 13+PB, HP equal to 5×your Diplomat level, and speed 10 ft. It acts when you use a Bonus Action to command it within 100 ft. Attack command: one Energy (Ranged) or Shock (Melee) attack using PB+INT to hit for 1d6+PB damage. Support command: Advantage on Use Computer checks + inject stim restoring 1d8+PB HP. At level 13: stim heals 2d8+PB, speed +10 ft, once per Short Rest stun an enemy droid for 1 round. At level 17: stim heals 3d8+PB, speed another +10 ft, once per Long Rest charm a basic enemy droid for 3 rounds.

Scales: Lv 13 · Lv 17
Level 91 feature

Empathic Insight

You gain Advantage on Insight checks. Whenever you make a Persuasion or Deception check, you can learn one of the target's surface emotions (fear, anger, doubt, respect, etc.) as determined by the GM.

Level 101 feature

Favored Weapon

Choose 1 (creation)

Choose one specific weapon you are proficient with. You gain +1 to attack rolls and damage rolls with it. At level 17, increases to +2.

Scales: Lv 17
Level 111 feature

Words of Peace

action · once per short rest

Once per Short Rest (Action): all hostile creatures within 30 ft make a WIS save (DC 8+PB+CHA). On a fail, they hesitate and won't attack for 1 round unless provoked; allies attacking them have Advantage on their first attack. At level 15, effect lasts 2 rounds and those who succeed have Disadvantage on their next attack.

Scales: Lv 15
Level 131 feature

Trust

once per short rest

Once per Short Rest, when it's your turn, you can forgo your Action to allow one ally within 30 ft who can see or hear you to immediately take one Action instead. You may still use your Bonus Action and Reaction as normal this round.

Level 141 feature

Calculated Escape

reaction · once per short rest

Once per Short Rest, as a Reaction when you or an ally within 30 ft is hit by an attack: you and one chosen ally may move up to half your speed without provoking opportunity attacks. If you end behind cover or out of line of sight, both gain +2 AC until the start of your next turn.

Level 151 feature

Influential Network

once per long rest

Once per Long Rest, call upon your vast network of contacts for one of the following effects (GM determines precise outcome).

Options
  • Bypass SecurityA well-placed contact grants temporary clearance or disables security systems, checkpoints, or blockades for you and your allies.
  • Supply DropWithin 1 hour, a trusted contact arranges a small cache of useful supplies (1–2 items such as medpacs or grenades, GM discretion).
  • Informant LeakYou receive vital or encrypted information. May grant Advantage on one Investigation, Insight, or Persuasion check related to the intel.
  • Backup RequestA small team of 2–3 CR ½ NPC operatives arrives to assist for one encounter or mission, obeying your commands as allies.
  • Diversion or BlackmailUse your influence to spread misinformation, stall pursuit, or force an individual or group to back down. Targets make a WIS save (DC 8+PB+CHA) or delay pursuit or combat for up to 10 minutes.
Level 171 feature

Betrayal

action · once per long rest

Once per Long Rest (Action): choose one creature within 30 ft that understands you and is not immune to charm. Make a Persuasion check opposed by the target's WIS save (DC 8+PB+CHA). On success, the target immediately makes one free attack against a creature of your choice that it can see.

Level 181 feature

Critical Charisma

When making a Charisma-based skill check, you score a critical success on a natural roll of 19 or 20.

Level 191 feature

Executive Order

action · once per long rest

Once per Long Rest (Action): authorize a precision airstrike or orbital barrage at a point within 120 ft. The strike lands at the start of your next turn. All creatures in a 30 ft radius make a DEX save (DC 8+PB+CHA): 6d10 energy or explosive damage on a fail, half on a success. Cannot be used indoors or where air/orbital support is unavailable.

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each. Maximum 20.

Supreme Mandate

action · once per long rest

Once per Long Rest (Action): issue a command within 120 ft affecting all allies and enemies who can see or hear you. Choose one effect lasting 3 rounds.

Options
  • CeasefireHostile creatures make a WIS save (DC 8+PB+CHA) or stop fighting for 3 rounds, unwilling to attack unless attacked first.
  • Rally the FallenAll allies within 120 ft regain 3d10 + your Charisma modifier hit points and remove the frightened and charmed conditions.
  • Galactic CommandFor 3 rounds, all allies within 120 ft gain Advantage on attack rolls and saving throws. Enemies who can see you have Disadvantage on attacks against anyone but you.