Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Officer

    The Officer turns squads into armies and chaos into coordinated fire. You read the battlefield, relay orders, and make sure every ally is in the right place, doing the right thing, at the right time. Whether you wear a polished uniform or battered field armor, your authority is felt every time you speak.

    As a subclass of the Leader, the Officer builds on the shared Leader foundation at levels 1–2. From level 3 onward, you specialize in battlefield tactics, formation management, and action economy control — granting allies extra movement, attacks, or defensive options while directing the flow of the fight.

    Officers excel in engagements where coordination matters: sieges, extractions, multi-front battles, starport assaults, and any situation where unifying a mixed group of specialists is the difference between victory and disaster.

    Examples from Star Wars lore: General Dodonna, Admiral Ackbar, Grand Admiral Thrawn, Tarkin, General Veers, Admiral Wullf Yularen, Commander Cody

    Class Traits by Level

    Leader Training – Shared Leader Traits (Levels 1–2)

    All Officers begin as Leaders. The traits below are the shared Leader features from levels 1–2, representing your early training in crisis response, initiative control, and bolstering allies before they break. For more detail on the base class, see the Leader page.

    Level 1 – Diplomatic Immunity

    Once per Short Rest, when you fail a Charisma-based skill check or saving throw, you can reroll it. You must take the new result.

    Level 1 – Tactical Insight

    Your analytical mind allows you to read a situation before others react. You add your Intelligence modifier to all Initiative rolls.

    Level 2 – Inspiring Leadership

    Allies within 30 ft who can see or hear you gain +1 to Initiative rolls.

    • At Level 9, the bonuses increase to +2.
    • At Level 17, the bonuses increase to +3.

    Level 2 – Point Blank Shot

    When you make a ranged weapon attack against a target within 20 feet, you gain a +1 bonus to attack rolls and +1 to damage rolls.

    Officer Path Traits (Level 3+)

    At level 3, you fully embrace the Officer path — becoming a tactical commander who amplifies the effectiveness of every ally on the field. The traits below are unique to the Officer and build on the Leader training above.

    Level 3 – Battlefield Leadership

    Once per Short Rest, when you hit an enemy, you can use a Bonus Action to issue one of two rallying commands to allies within 30 ft who can see or hear you:

    • Lead the Assault: Allies gain +1 to attack and damage rolls until the end of your next turn.
    • Hold the Line: Allies gain +1 AC until the start of your next turn.

    • At Level 10, both bonuses increase to +2.
    • At Level 17, you may grant both effects simultaneously.

    Level 5 – Rallying Words

    Once per Short Rest, as a Bonus Action, choose one ally within 30 ft who can hear you. That ally gains temporary hit points equal to your Charisma modifier + Proficiency Bonus (min 1).

    • Level 10: Twice Charisma modifier + Proficiency Bonus.
    • Level 17: Three times Charisma modifier + Proficiency Bonus.

    Level 6 – Tactical Orders

    Once per Short Rest, as a Bonus Action, you can issue a Battlefield Order to one ally within 30 ft. That ally may immediately move up to half their Speed without provoking opportunity attacks.

    • At Level 13, you can target two allies with this command.

    Level 7 – Disorienting Presence

    Once per Short Rest, as an Action, choose one creature within 30 ft that can hear you. It must succeed on a Wisdom saving throw (DC = 8 + PB + CHA) or be Confused until the end of its next turn.

    • At Level 14, you may affect two creatures.

    Level 9 – Cover Tactics

    Once per Long Rest, as a Bonus Action, you can order allies to maximize cover. Until the start of your next turn, you and all allies within 50 ft who currently benefit from cover increase its AC bonus by +10 instead of the normal amount.

    Level 10 – Extra Attack

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

    Level 11 – Designated Assault

    Once per Long Rest, as a Bonus Action, mark a visible creature within 60 ft as the target of your squad’s assault.
    Until the start of your next turn, all allies who can see or hear you deal +1d6 damage to that target on a successful hit.

    Level 13 – Trust

    Once per Short Rest, when it’s your turn, you can forgo your Action to allow one ally within 30 feet 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 14 – Heavy Fire Zone

    Once per Short Rest, as a Bonus Action, designate a 15 × 15 ft area within 60 ft as a Heavy Fire Zone.
    Until the start of your next turn, the first time an enemy enters that area, one ally you choose may make an Attack of Opportunity against that target.

    Level 15 – Fearless Leader

    Once per Long Rest, as a Bonus Action, rally your allies to overcome fear.
    For 3 rounds, all allies within 30 ft who can see or hear you gain +5 to Wisdom saving throws against Fear effects.

    Level 17 – Seize the Moment

    Once per Short Rest, as a Reaction when an enemy within your line of sight is reduced to 0 HP, choose one ally within 30 ft who can see or hear you.
    That ally may immediately use Second Wind as a free action and regains additional hit points equal to your Officer level.

    Level 18 – Supreme Mandate

    Once per Long Rest, as an action, you may issue a command, decree, or call for unity that ripples across allies and enemies alike within 120 feet who can hear or see you.
    Choose one of the following effects:

    • Ceasefire: Hostile creatures must succeed on a Wisdom saving throw (DC = 8 + PB + CHA mod) or immediately stop fighting for three rounds, unwilling to attack unless attacked first.
    • Rally the Fallen: All allies within range regain 3d10 + your Charisma modifier hit points and remove the frightened and charmed conditions.
    • Galactic Command: For the next 3 rounds, all allies within range gain advantage on attack rolls and saving throws, and enemies who can see you have disadvantage on attacks against anyone but you.

    Level 19 – Perfect Formation

    Allies within 30 ft of you can’t be flanked and gain +1 AC while adjacent to another ally.

    Level 20 – Supreme Command

    Once per Long Rest, you can enter a state of flawless coordination that lasts for 2 rounds.

    • You and all allies within 60 ft who can see or hear you gain advantage on attack rolls, saving throws, and ability checks.
    • Each ally may also reroll one failed attack or saving throw during this duration.
    • You can issue one Battlefield Order each round as a free action instead of a bonus action.

    While Supreme Command is active, enemies who can see you must make a Wisdom saving throw (DC = 8 + PB + CHA mod) at the start of their turns or have disadvantage on attacks against anyone but you until the start of their next turn.