Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Pirate

    The Pirate is chaos with a blaster and a boarding ramp. You thrive in messy firefights, cramped corridors, and desperate gambits where swagger matters as much as aim. You are part raider, part showman, part walking problem for every shipping lane in the sector.

    As a subclass of the Scoundrel, the Pirate builds on the shared Scoundrel foundation at levels 1–2. From level 3 onward, you specialize in close-range skirmishing, intimidation, dirty tricks, and turning battlefield chaos into an advantage. You are less about subtlety and more about confidence — and making sure everyone knows the ship that just dropped out of hyperspace is your ship.

    Pirates excel when there is room to improvise: boarding actions, bar brawls, ambushes in docking bays, and hit-and-run raids against better-equipped forces. You keep enemies off-balance with feints, feigned retreats, and outrageous stunts that somehow keep paying off.

    Examples from Star Wars lore: Hondo Ohnaka, Weequay pirate captains, Crimson Corsair, various Outer Rim raider crews.

    Class Traits by Level

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

    All Pirates begin as Scoundrels. The traits below are the shared Scoundrel features from levels 1–2, representing your early development in point-blank blaster work, street instincts, fast draws, and improbable survivals. For more detail on the base class, see the Scoundrel page.

    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.

    Pirate Path Traits (Level 3+)

    At level 3, you fully embrace the Pirate path — becoming a swaggering, opportunistic combatant who feeds off turmoil and momentum. The traits below are unique to the Pirate and build on the Scoundrel training above.

    Level 3 – Improvised Mayhem

    Once per Short Rest, when you make a blaster attack, you may declare it as Improvised Mayhem before rolling the attack.
    This wild, unpredictable shot sacrifices accuracy for chaos. On a hit, choose one of the following effects:

    • Frighten: The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Charisma modifier). On a failed save, it becomes frightened until the end of its next turn.
    • Suppress: The target can’t take Reactions until the start of your next turn.
    • Disrupt: The target has Disadvantage on its next attack roll before the end of its next turn.

    While using this trait, you take a –2 penalty to both the attack roll and damage roll.
    This penalty decreases and the effect improves as your skill (and swagger) grows:

    • Level 6: The penalty is reduced to –1.
    • Level 10: The penalty is removed.
    • Level 15: You may apply two effects instead of one.

    Level 5 – Dirty Tricks

    Once per Short Rest, when you hit with a melee attack, you may apply one of the following effects:

    • Blindside: Target has Disadvantage on its next attack.
    • Trip Up: Target’s movement is halved until end of its next turn.
    • Gut Punch: Target takes a –2 penalty on its next saving throw.

    • At level 11, you can apply two effects instead of one.

    Level 6 – Cunning Escape

    Once per Short Rest, when you take damage that reduces you below half HP, you may immediately move up to your Speed without provoking opportunity attacks and make a Stealth check to Hide.

    • At level 13, you may also drop a distraction (smoke, flash, debris) — one enemy of your choice within 10 ft must succeed on a Wisdom save (DC = 8 + PB + CHA) or be Distracted, granting Advantage on the next attack against it.

    Level 7 – Favorite Weapon

    Choose a weapon you are proficient with and gain specialization (+1 attack, +1 damage).

    • Level 13: Upgrade to expertise (+2 attack, +2 damage).
    • Level 17: Your critical range with this weapon becomes 19–20.

    Level 9 – Cutthroat Momentum

    Once per Short Rest, when you reduce a creature to 0 HP, you may immediately move up to half your Speed and make one additional weapon attack.

    • At level 15, this improves: you can move up to your full Speed, and if that follow-up attack also reduces a creature to 0 HP, you may repeat the effect once more (maximum two chains per encounter).

    Level 10 – Extra Attack

    You can attack twice instead of once when you take the Attack action.

    Level 11 – Daredevil Pilot

    Once per Short Rest, while piloting a vehicle or starship, you may perform one of the following maneuvers:

    • Evasive Roll: Attackers have Disadvantage on ranged attacks against your vehicle until your next turn.
    • Death Spiral: Move through enemy zones without provoking opportunity fire.
    • Showboating Dash: Move an extra 20 ft this turn; one enemy who witnesses it must make a Wisdom save (DC = 8 + PB + CHA) or be Frightened until your next turn.
    (You fly by instinct, ego, and sheer audacity.)

    Level 13 – Captain’s Call

    Once per Long Rest, as an Action, you may issue a command that emboldens your allies. One ally within 30 ft may immediately take one Action (Attack, Dash, or Hide).

    • At level 18 you can choose up to 2 allies instead of 1.

    Level 14 – Pirate Connections

    Once per Long Rest, when you finish a Short or Long Rest, you can call in a favor through your network of smugglers, mercenaries, and shady contacts.
    You arrange for temporary backup — a hired gun, mercenary droid, or thug — who fights by your side for the next encounter.
    Your borrowed ally uses the stats of a CR ½ creature (such as a security droid, pirate enforcer, or Trandoshan bruiser) as determined by the GM.
    It obeys your verbal commands to the best of its ability but leaves or powers down when reduced to 0 HP, when combat ends, or after 10 minutes — whichever comes first.

    Level 15 – Street Smart

    When not wearing medium or heavy armor, you gain a +2 bonus to AC.

    Level 17 – Plunderer’s Luck

    Your knack for seizing opportunities borders on supernatural. Once per Long Rest, when you miss an attack roll or fail an ability check, you may immediately reroll it. If the reroll still fails, you gain Advantage on your next attack roll or skill check made before the end of your next turn.

    Level 18 – Pirate Grit

    When you have disadvantage on an attack roll, ability check, or saving throw, you can choose to cancel the disadvantage and roll normally. You can use this feature a number of times equal to your Charisma modifier per Long Rest.

    Level 19 – Infamous Momentum

    Once per Short Rest, when you reduce a creature to 0 HP, you immediately regain one spent feature that recharges on a Short Rest (such as Dirty Tricks, Fearless Gambit, or Cunning Escape). During the following round, you also gain +2 to attack rolls and saving throws.

    Level 20 – Legend of the Void Space

    Once per long rest, you can unleash your full chaotic legend — the stuff of holodramas and whispered tales across the Rim.
    As a bonus action, enter your Legendary State for three rounds.
    While in this state:
    • You gain Advantage on all attack rolls, Deception, and Intimidation checks.
    • Enemies that start their turn within 10 feet of you must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus) or become Frightened until the start of your next turn.
    • When you reduce a creature to 0 HP, you can immediately move up to your Speed and make one weapon attack as part of the same action (this does not consume your reaction).
    • Once during this duration, you can automatically turn a missed attack into a hit (no roll required, not critical).
    The effect ends early if you are incapacitated.