Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Leader

    The Leader is a tactician, diplomat, and inspirational force on the battlefield. Whether rallying troops, manipulating political tides, or directing squads with calm authority, the Leader’s presence shifts momentum and keeps the team united under pressure. Leaders uplift their allies, outwit their enemies, and influence the galaxy through power and poise.

    Examples from Star Wars lore: Leia Organa, Grand Admiral Thrawn, Padme Amidala, Luthen Rael

    Class Traits by Level

    Level 1 – Silver Tongue
    You gain advantage in Persuasion and Deception.
    Level 1 – Tactical Insight
    You may add your Intelligence modifier to initiative rolls and Insight checks.
    Level 2 – Lead the Assault
    Once per encounter, if your attack against a single enemy hits, all allies within 30 ft. of you gain a +2 bonus to their attack rolls and damage rolls until the end of your next turn.
    Level 2 – Rallying Words
    Once per encounter, as a bonus action, you may grant an ally within 30 feet temporary hit points equal to your Charisma modifier (min 1).
    Level 3 – Diplomatic Immunity
    Once per long rest, when you fail a Charisma-based skill check, you may reroll it.
    Level 3 – Hold the Line
    Once per encounter, if your attack against a single enemy hits, all allies within 30 ft of you gain a +2 bonus to their AC until the end of your next turn.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Battlefield Orders
    Once per encounter, as a bonus action, choose one ally within 30 feet. They may immediately move up to half their speed without provoking opportunity attacks.
    Level 5 – Leader’s Resiliance
    You gain advantage on saving throws against being stunned, charmed or frightened.
    Level 6 – Confusing Voice
    As an action, you can force an enemy within 30 feet to make a Wisdom saving throw (DC = 8 + your PB + your Wis mod) or be confused for 1 round.
    Level 6 – Disrupting Presence
    Once per short rest you may impose saving throws disadvantage on an enemy within 30 feet for one round.
    Level 7 – Spontaneous Skill
    Once per long rest, you may make a skill check you aren’t proficient with as though you were proficient.
    Level 7 – Initiative Shift
    Once per long rest, you may swap initiative order with a willing ally at the start of combat.
    Level 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – Cover Tactics
    Once per long rest, you and all allies within 10 squares of you can use whatever Cover is available to gain a +10 Cover bonus to AC (instead of the normal +5 Cover bonus). The bonus lasts until the start of your next turn.
    Level 9 – Outmaneuver
    Once per long rest, opponents in your line of sight lose all insight and morale bonuses on attack rolls and AC.
    Level 10 – Bestow Intelligence
    Once per encounter, you may grant an ally that’s 30 ft from you and bonus to their attack rolls or saving throws that’s equal to your Intelligence modifier for one turn.
    Level 10 – Extra Attack
    You can attack twice, instead of once, whenever you take the Attack action.
    Level 11 – Designated Assault
    Once per long rest, you may designate a single creature or object as the target of an assault. All allies deal an additional 1d6 points of damage to the target, until the start of your next turn.
    Level 11 – Mass Rally
    Once per long rest, you can rally your allies and bring them back from the edge of defeat. Any allies within your line of sight who have less than half HP gain a +2 to their saving throws, and a +2 to all damage rolls for the remainder of the encounter.
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Trust
    Once per encounter, you can give up your action to one of your allies.
    Level 13 – Friends in High Places
    Once per long rest, you can call in a political favor, military contact, or underworld associate depending on the situation. This manifests as one of the following effects: – Instant Access: Gain clearance to restricted areas, bypassing security or legal blockades for yourself and your allies. – Asset Drop: A contact delivers a crate of gear (medpacs, other basic equipment) within 1 hour or at a rendezvous. – Informant Leak: Gain access to hidden or secure information you otherwise couldn’t reach β€” like encrypted transmission logs or target locations. – Backup Request: Summon a small team of allies (2-3 NPCs GM discretion) to assist in a mission or extraction for up to 24 hours. – Political Protection: A planetary government or system official grants you and your party temporary immunity from arrest or interrogation.
    Level 14 – Heavy Fire Zone
    Once per encounter, designate a 3Γ—3 sq area (25 sqf) and a heavy fire zone. If an enemy enters that area, you can enable one ally within your line of sight to make an Attack of Opportunity against that target.
    Level 14 – Initiative Shift Mastery
    Once per long rest, you may rearange the initiative order of all willing allies at the start of combat.
    Level 15 – Fearless Leader
    Once per long rest, for the remainder of the encounter, your allies receive a +5 morale bonus to their Wisdom saving throws against any Fear effect.
    Level 15 – Dirty Tactics
    Once per encounter, as an Action, when an ally Flanks an opponent, that ally gains a +4 Flanking bonus on melee attack rolls instead of the normal +2 bonus.
    Level 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – Unreadable
    You gain a +5 bonus to your Wisdom saving throws against Skill Checks made to read your emotions and influence your Attitude.
    Level 17 – Seize the Moment
    Once per encounter as a Reaction, when an enemy is reduced to 0 Hit Points by any means, you allow one ally within your line of sight to take a Second Wind immediately (as a Free Action). They also regain additional HP equal to your Class Level.
    Level 18 – Betrayal
    Once per long rest, make a Persuasion check against one enemy. If your check result equals or exceeds the target’s Wisdom saving throw, that target immediately makes an attack (as a Free Action) against another target of your choice.
    Level 18 – Friends in Low Places
    Once per long rest, you may exploit one of your shadowy contacts to manipulate events in your favor: – Blackmail Cascade: Reveal compromising data about a target or faction, granting you advantage on Intimidation checks against them for the next hour. – Silent Cleanup: A target you name is quietly captured, eliminated, or publicly discredited by your contacts within 24 hours. (The GM determines the impact based on power level.) – Diversion Tactics: Enemies are misdirected by fake intelligence or decoys, causing a group of hostile forces to vacate an area or delay their pursuit. – Underworld Enforcer Drop: A notorious bounty hunter or enforcer (GM discretion) arrives to assist you temporarily β€” or deliver a threat. – Immunity via Fear: A planetary faction backs down from confrontation due to fear of your reputation or alliances.
    Level 19 – Critical Charisma
    Your critical range with Cha skill checks is 19-20.
    Level 19 – Seen it All
    Once per long rest, you can choose one trait that you have already used and use it again.
    Level 20 – Leadership Mastery
    You gain a permanent +5 bonus to all Charisma skills.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.