Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Smuggler

    The Scoundrel Smuggler lives one hyperspace jump ahead of disaster. In SWURPG, this subclass captures the classic Star Wars fantasy of the fast-talking, faster-flying rogue who runs illegal cargo, dodges patrols, and always has a clever story ready for the next customs checkpoint. You bend routes, manifests, and the truth itself, slipping through cracks in Imperial law, Hutt territory, or whatever new regime claims to control the lanes this cycle.

    As a subclass of the Scoundrel, the Smuggler begins with the same foundation of dirty tricks and close-quarters blaster work as any other rogue of the Outer Rim. At levels 1–2, you share the base Scoundrel training: point-blank shots, street instincts, fast draws, and the uncanny knack for not dying when you absolutely should. At level 3, you commit to the Smuggler path, turning that groundwork into a life of shady cargo contracts, “routine” inspections, and last-minute jumps to lightspeed.

    Smugglers differ from Pirates, Bounty Hunters, and Assassins by leaning hardest into social leverage and piloting skill. You prefer to make sure the fight never happens — or at least starts on your terms. Where Pirates crash into hangars guns blazing and Bounty Hunters stride in behind their reputation, Smugglers look like harmless traders right up until the ship’s hidden compartments slide open or the contraband is already unloaded in the next system over.

    The Star Wars galaxy is full of Smugglers, from lonely independent captains running food and medicine to organized syndicates quietly moving spice, weapons, or restricted tech. You might work for a Hutt kajidic, a Rebel cell, a corporate fixer, or purely for yourself. The same skillset that moves illegal cargo can move fugitives, defectors, and sensitive intelligence — which is how Smugglers keep winding up at the center of galactic events they wanted no part of when they woke up that morning.

    Examples from Star Wars lore: Han Solo, Lando Calrissian, Dash Rendar, Talon Karrde, Mirax Terrik, and countless nameless pilots who “definitely do not have anything to declare” in their holds.

    Playing a Scoundrel Smuggler

    Playing a Scoundrel Smuggler in SWURPG is about controlling the situation before the first shot is fired. You are a natural planner and improviser: the one who studies the patrol patterns, bribes the right dock official, forges a convincing manifest, and has a backup transponder code ready if things go sideways. When negotiations break down, you transition smoothly into short-range gunfights and daring escapes through traffic-choked skies or crowded hyperspace lanes.

    Mechanically, Smugglers operate as agile, close-to-medium-range shooters with powerful social tools. You thrive in cover-heavy environments like docking bays, cramped corridors, loading platforms, and market districts, where you can duck behind cargo, take precise shots, and slip away between volleys. Many Smuggler builds focus on advantage generation, clever repositioning, and features that reward you for going first or catching enemies off guard — mirroring the idea that you already knew the fight was coming.

    Outside combat, you are often the primary face and pilot of the group. Deception and Persuasion let you juggle lies with officials and clients alike, while Pilot and Mechanics help you keep the ship flying even when the hyperdrive “definitely should have been replaced last cycle.” Perception and Stealth round out your ability to scope out traps, slip past patrols, and spot undercover agents before they spot you. If the campaign leans into starship action, your Smuggler can easily become the heart of every chase, blockade run, and last-second jump to safety.

    When building a Smuggler, prioritize Dexterity for blaster attacks and defense, followed by Charisma to fuel your lies, bargains, and bad decisions that somehow work out. Skills like Deception, Persuasion, Pilot, Mechanics, Stealth, Perception, and Intimidation all reinforce the archetype of a rogue who can talk, fly, and shoot their way through problems. Coordinate with your GM and party about how central the ship and trade routes will be so you can lean harder into piloting or social play as needed.

    Finally, decide where your Smuggler sits on the moral spectrum. Are you a reluctant hero who uses smuggling skills to help refugees and resistance cells, a mercenary who moves whatever pays best, or a former criminal slowly getting dragged into something bigger than yourself? The answer will shape which factions chase you, which ones protect you, and what it means to be “just a simple cargo hauler” in a galaxy that keeps asking you to choose sides.

    Scoundrel Traits (Levels 1–2)

    Before committing to the Smuggler path at level 3, your character advances through the same Scoundrel stages as any other streetwise rogue. The traits below are shared with all Scoundrel subclasses. They represent the universal training in point-blank blaster work, quick talking, fast draws, and improbable survivals that keep Scoundrels alive long enough to pick a specialty.

    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, your Scoundrel fully embraces the Smuggler life. From this point forward, the traits below are unique to the Smuggler subclass and build on the shared Scoundrel foundation. They enhance your ability to turn social leverage, piloting talent, and close-quarters marksmanship into concrete advantages — whether you are running a Rebel blockade, fooling an Imperial inspector, or quietly moving cargo that nobody wants listed on any official scanner.

    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).