The Next Generation of Star Wars Tabletop Adventure
Smuggler
The Smuggler lives one hyperspace jump ahead of trouble. You bend routes, laws, and the truth for a living —
slipping past blockades, dodging customs scans, and talking your way out of situations where everyone else
would already be in binders. When charm fails, you always have a blaster and a backup plan. Or three.
As a subclass of the Scoundrel, the Smuggler builds on the shared
Scoundrel foundation at levels 1–2. From level 3 onward, you specialize in deception, close-range
gunslinging, and expert piloting. You are the crew’s face at the negotiating table and the one in the
pilot’s chair when everything goes loud and messy.
Smugglers excel in jobs that mix danger with deniability: cargo runs through restricted space, covert
passenger extractions, and “routine” deliveries where the manifest is a lie and getting caught is not an option.
You win by reading the room, lying smoothly, and getting out before anyone realizes just how badly they’ve
been outplayed.
Examples from Star Wars lore: Han Solo, Lando Calrissian, Dash Rendar, Talon Karrde, Mirax Terrik, Hyo Viz
Class Traits by Level
Scoundrel Training – Shared Scoundrel Traits (Levels 1–2)
All Smugglers 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.
Smuggler Path Traits (Level 3+)
At level 3, you fully embrace the Smuggler path — becoming a charismatic gunslinger and pilot who turns
social leverage and clever positioning into hard mechanical advantages. The traits below are unique to the
Smuggler and build on the Scoundrel training above.
Level 3 – Smuggler’s Gambit
Once per Short Rest, when you make an attack roll, ability check, or saving throw, you may declare a Smuggler’s Gambit before rolling.
The ability improves as your legend grows:
• Current Level – Roll with Advantage. If both rolls would hit or succeed, add your Charisma modifier to the total (damage, check, or save).
• Level 7 – When you use Smuggler’s Gambit, you may reroll one die after seeing the result, but before knowing the outcome. You must take the new result.
• Level 11 – When using Smuggler’s Gambit on a saving throw, you take no damage on a successful save and half damage on a failed one.
• Level 15 – You can now use Smuggler’s Gambit to automatically succeed on a Charisma (Deception) or Charisma (Persuasion) check against a creature with CR equal to or lower than half your level (once per use).
• Level 19 – You can use Smuggler's Gambit twice per Short Rest.
Level 5 – Lucky Shot
Once per Short Rest, as a bonus action, you can choose one weapon you are not proficient with. Until the end of your next Short or Long Rest, you are treated as proficient with that weapon.
While using this weapon, your unorthodox style gives you both flair and risk:
• You add your Proficiency Bonus to attack rolls with it.
• On your first successful hit with this weapon in each encounter, you deal extra damage equal to your Charisma modifier.
If you roll a natural 1 on an attack roll with this weapon, the effect immediately ends — your luck runs out.
Level 6 – Trick Shot
Once per turn, when you hit a creature with a ranged weapon attack, you can forgo dealing damage to attempt a Trick Shot.
The target must make a Strength saving throw (DC = 8 + PB + DEX) or suffer one of the following effects (your choice):
• Disarm: Drops one held item within reach.
• Trip: Knocked prone. Creatures one size larger than you have Advantage on the save, and those two or more sizes larger are immune.
• At level 11, you may also choose Pin: The target’s speed becomes 0 until the end of its next turn.
Level 7 – Pistoleer
Your mastery of sidearms sets you apart.
• Current Level: You gain specialization with two blaster pistols of your choice (+1 attack, +1 damage).
• Level 13: Upgrade to expertise (+2 attack, +2 damage).
• Level 17: Your blaster pistols now have a critical range of 19–20.
Level 9 – Smuggler’s Reflexes
Once per Short Rest, you may take one additional Reaction each round for 3 rounds.
This extra reaction can only be used to Dash, Disengage, or Dodge.
Level 10 – Extra Attack
You can attack twice instead of once when you take the Attack action.
Level 11 – Daredevil Pilot (Smuggler Version)
Once per Short Rest, while piloting a vehicle or starship, you can perform one of the following Smuggler Maneuvers:
• Evasive Maneuver: Until the start of your next turn, attackers have Disadvantage on ranged attacks against your vehicle.
• Break and Fade: You can immediately move your vehicle up to half its Speed and attempt to hide using a Charisma (Deception) or Dexterity (Pilot) check contested by enemy sensors or perception. On a success, your ship becomes hidden from scanners and targeting systems until you attack or are detected again.
• Boost and Burn: Increase your vehicle’s Speed by +20 feet for this turn. When you use this maneuver, enemies that target you with opportunity fire or tracking systems suffer Disadvantage until the start of your next turn.
Level 13 – Street Smart
When not wearing medium or heavy armor, you gain a +2 bonus to AC.
Level 14 – Quick Read
Once per Short Rest, when making an Insight or Deception check, treat any roll of 9 or lower as a 10.
Level 15 – Rapid Shot
When using a ranged weapon with which you are proficient, you may make a single attack roll with a –2 penalty. If the attack hits, you deal +1 die of damage of the weapon’s normal type.
Level 17 – Slip the Net
Once per Short Rest, when you fail a Dexterity saving throw or when an attack against you has Advantage, you may cancel the Advantage or reroll the save.
You also have Advantage on Dexterity saves made to avoid area effects such as grenades or explosives.
Level 18 – Miracle Shot
Once per Long Rest, before making a ranged attack roll, you may declare it a Miracle Shot. This attack has Advantage and ignores all cover, range penalties, and disadvantage from concealment or prone targets. If it hits, it deals +2d6 bonus damage.
Level 19 – Ace Up Your Sleeve
Once per Long Rest, you can instantly change the outcome of one roll made by you or an ally within 30 feet.
You declare this after the die is rolled but before the result is revealed — treating it as a natural 20 instead.
Level 20 – Never Tell me the Odds
Once per Long Rest, as a bonus action, you can bend fortune itself for three rounds.
While this effect is active:
– You gain Advantage on all attack rolls, saving throws, and ability checks.
– You can reroll one d20 per round and must take the new result.
– When you roll a natural 20 on an attack, saving throw, or ability check, you immediately regain 1 use of Lucky Break or Miracle Shot (your choice).