SWURPG

Officer

advanced from Leader
Hit Die
d8
Primary Ability
Charisma and Intelligence
Saves
Wisdom, Charisma, Intelligence
Expertise Pts
4
Starting Credits
3d6x100
Skill Profs
Persuasion, Deception, Knowledge: Galactic Lore, Insight, Investigation, Knowledge: Tactics, Perception, Intimidation

The Officer is the Leader who wins fights through decisive command. Where Diplomats end conflicts before they start (or after they end) through influence, Officers shape the combat itself — directing fire, calling priorities, granting allies extra actions, and turning the action economy in the party's favor.

Quick read: The tactical Leader. Commands allies in combat, manages formations, action-economy multiplier. Think Admiral Ackbar in the field, Hera Syndulla running a squadron, Captain Rex on the ground.

What you do at the table

Officers buff the rest of the party's combat output. Your traits emphasize granting allies extra attacks, reactions, or movement — turning a 4-player party into 4 players who each act 1.25x. You're the Leader who specializes in initiative, positioning, and exploiting tactical openings, with a stronger combat baseline than the Diplomat.

Outside combat, your specialty is military and command-structure interactions: chain-of-command navigation, battlefield intelligence, faction-army diplomacy.

Sibling differentiation

  • vs. Diplomat — Officers shape combat; Diplomats shape conversation. Officers want fights to go well; Diplomats want fights to not happen.
  • vs. Soldier (any) — Both are combat-focused, but Soldiers personally fight while Officers buff the team. A Soldier outputs damage; an Officer multiplies someone else's damage.

Build tips

CHA primary (commands and Inspiration). INT secondary (Initiative, Knowledge: Tactics). DEX 13+ for AC; you're not the front line but you're not back-row either.

Common pitfalls

  • Position to deploy your auras. Most Officer traits affect allies near you. Standing at the back of the party means you're benefiting nobody.
  • Don't compete for kills. Your value is making other players' damage go up. New Officers feel anxious that they're "not contributing" — check the math: if your buff added +6 damage to two allies, you contributed more than a Soldier did.

Class Features by Level

Level 31 feature

Battlefield Leadership

bonus action · once per short rest

Once per Short Rest, when you hit an enemy, you may use a Bonus Action to issue a rallying command to allies within 30 ft. At level 10, bonuses increase to +2. At level 17, both effects can be granted simultaneously.

Options
  • Lead the AssaultAllies within 30 ft gain +1 to attack and damage rolls until the end of your next turn.
  • Hold the LineAllies within 30 ft gain +1 AC until the start of your next turn.
Scales: Lv 10 · Lv 17
Level 51 feature

Rallying Words

bonus action · once per short rest

Once per Short Rest (Bonus Action): choose one ally within 30 ft who can hear you. That ally gains temporary HP equal to your CHA modifier + Proficiency Bonus (minimum 1). At level 10: 2×CHA modifier + PB. At level 17: 3×CHA modifier + PB.

Scales: Lv 10 · Lv 17
Level 61 feature

Tactical Orders

bonus action · once per short rest

Once per Short Rest (Bonus Action): issue a movement 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.

Scales: Lv 13
Level 71 feature

Disorienting Presence

action · once per short rest

Once per Short Rest (Action): choose one creature within 30 ft that can hear you. It must make a WIS save (DC 8+PB+CHA) or be Confused until the end of its next turn. At level 14, you may affect two creatures.

Scales: Lv 14
Level 91 feature

Cover Tactics

bonus action · once per long rest

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

Level 101 feature

Extra Attack

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

Level 111 feature

Designated Assault

bonus action · once per long rest

Once per Long Rest (Bonus Action): mark a visible creature within 60 ft as your squad's assault target. 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 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

Heavy Fire Zone

bonus action · once per short rest

Once per Short Rest (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 151 feature

Fearless Leader

bonus action · once per long rest

Once per Long Rest (Bonus Action): rally your allies against 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 171 feature

Seize the Moment

reaction · once per short rest

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

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 Command

once per long rest

Once per Long Rest: enter a state of flawless coordination for 2 rounds. You and all allies within 60 ft gain Advantage on attack rolls, saving throws, and ability checks; each ally may reroll one failed attack or save during this time. You can issue Battlefield Orders as a free action each round instead of a Bonus Action. Enemies who can see you make a WIS save (DC 8+PB+CHA) at the start of their turns or have Disadvantage on attacks against anyone but you.