Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Scoundrel (Base Class)

    The Scoundrel lives in the cracks of the galaxy — between crime lords and customs agents, between rebellion and tyranny, between promises and paydays. Smugglers, assassins, bounty hunters, pirates, and streetwise fixers all start from the same root: fast hands, faster talk, and an iron instinct for survival.

    In SWURPG, all Scoundrels begin with the same foundation of dirty tricks and close-quarters gunplay. At levels 1–2, every Scoundrel learns to shoot straight up close, talk their way out of trouble, act first when blasters come out, and wriggle free from bad rolls with sheer stubborn luck.

    At level 3, a Scoundrel chooses a path that defines how they thrive in the galaxy:

    • Smuggler – Charismatic gunfighter and pilot who lives on deception, close-range blaster work, and fast escapes.
    • Assassin – Silent infiltrator and precision killer who relies on stealth, planning, and brutal opening strikes.
    • Bounty Hunter – Relentless tracker and combat specialist who turns targets into paydays with ruthless efficiency.
    • Pirate – Swaggering rogue of the spacelanes who dominates chaotic fights and exploits every dirty advantage.

    From that point on, each subclass advances along its own progression, but every Scoundrel carries the shared foundation you see below — Point Blank fire, streetwise instincts, and a talent for surviving the worst odds.

    Scoundrel Traits (Levels 1–2)

    The traits below apply to all Scoundrel characters, regardless of which path they eventually choose at level 3. These features represent the universal training every Scoundrel picks up in close-range blaster work, social manipulation, fast draws, and improbable survivals.

    Level 1 – 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.

    Level 1 – Street Savvy

    When you make a Deception check, you can choose to gain Advantage on the roll. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

    Level 2 – Quickdraw

    You gain Advantage on your first ranged attack roll made during the first round of combat.

    Level 2 – Lucky Break

    Once per Long Rest, when you fail an attack roll, ability check, or saving throw, you can reroll it and must take the new result.

    Scoundrel Paths (Subclasses)

    Starting at level 3, you choose one of the following Scoundrel subclasses. Each link below provides full trait progression, role description, and mechanical details for that path.