SWURPG

Smuggler

advanced from Scoundrel
Hit Die
d6
Primary Ability
Dexterity and Charisma
Saves
Dexterity, Charisma
Expertise Pts
3
Starting Credits
3d6x100
Skill Profs
Deception, Intimidation, Mechanics, Stealth, Pilot, Persuasion, Perception

The Smuggler is the Scoundrel who solves problems with a fast ship and a faster mouth. Where Assassins kill, Bounty Hunters track, and Pirates brawl, Smugglers talk their way past the customs officer and fly out before anyone realizes they've been robbed.

Quick read: The face/pilot Scoundrel. Charisma + piloting + point-blank blasters. Think Han Solo, Hera Syndulla, Cassian Andor, Lando Calrissian.

What you do at the table

Smugglers are usually their party's primary social face and their pilot. Your sheet keys off Charisma (Deception, Persuasion, Bluff) plus Pilot proficiency, plus close-range blaster pistol fighting (the iconic "blaster at the bar" style). You shine in cantinas, customs interrogations, smuggler fairs, and starship pursuits.

In combat, you fight at short to medium range with pistols, often using mobility and luck-based traits to escape situations a less slippery character would die in.

Sibling differentiation

  • vs. Assassin — Smugglers solve fights through dialogue and escape; Assassins solve fights by ending them in one strike.
  • vs. Bounty Hunter — Smugglers run from trouble; Bounty Hunters run toward it.
  • vs. Pirate — Both are charismatic Scoundrels, but Smugglers prefer subtle deception; Pirates prefer chaotic confrontation.

Build tips

DEX primary (blaster + AC). CHA strong secondary (your full social toolkit). Skill picks should include Persuasion, Deception, Pilot, and Sleight of Hand.

Common pitfalls

  • Don't try to win fights you could talk out of. Most encounters a Smuggler walks into can resolve through dialogue — that is your specialty, not a fallback.
  • Pilot is a class-defining skill, not a generic skill. If your campaign has starship action, Smugglers shine. If it's pure ground campaign, talk to your GM about whether the campaign suits the build.

Class Features by Level

Level 31 feature

Smuggler's Gambit

once per short rest

Once per Short Rest, when you make an attack roll, ability check, or saving throw, declare a Smuggler's Gambit before rolling. Level 3: roll with Advantage; if both rolls would hit or succeed, add your Charisma modifier to the total. Level 7: reroll one die after seeing the result (must take new result). Level 11: on a saving throw, take no damage on success and half on failure. Level 15: auto-succeed on a Charisma (Deception or Persuasion) check against a creature of CR equal to or lower than half your level (once per use). Level 19: usable twice per Short Rest.

Scales: Lv 7 · Lv 11 · Lv 15 · Lv 19
Level 51 feature

Lucky Shot

bonus_action · once per short rest

Once per Short Rest, as a Bonus Action, choose one weapon you are not proficient with. Until your next Short or Long Rest, you are treated as proficient with it (adding Proficiency Bonus to attack rolls). On your first successful hit with this weapon per encounter, deal extra damage equal to your Charisma modifier. If you roll a natural 1 on an attack with this weapon, the effect immediately ends.

Level 61 feature

Trick Shot

Once per turn, when you hit a creature with a ranged weapon attack, you may forgo dealing damage to attempt a Trick Shot. The target makes a Strength saving throw (DC = 8 + PB + Dex) or suffers your chosen effect: Disarm (drops one held item), or Trip (knocked prone; creatures one size larger have Advantage on the save, two or more sizes larger are immune). At level 11, you may also choose Pin (target's speed becomes 0 until end of its next turn).

Options
  • Disarm
  • Trip
Scales: Lv 11
Level 71 feature

Pistoleer

Choose 2 (creation)

Your mastery of sidearms sets you apart. 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 have a critical hit range of 19–20.

Scales: Lv 13 · Lv 17
Level 91 feature

Smuggler's Reflexes

once per short rest

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 101 feature

Extra Attack

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

Level 111 feature

Daredevil Pilot

once per short rest

Once per Short Rest, while piloting a vehicle or starship, perform one Smuggler Maneuver: Evasive Maneuver (attackers have Disadvantage on ranged attacks against your vehicle until next turn), Break and Fade (move vehicle half Speed and attempt to hide using CHA Deception or Dex Pilot vs. enemy sensors/perception; on success, hidden from scanners until you attack or are detected), or Boost and Burn (vehicle Speed +20 ft this turn; enemies targeting you with opportunity fire or tracking suffer Disadvantage until start of next turn).

Options
  • Evasive Maneuver
  • Break and Fade
  • Boost and Burn
Level 131 feature

Street Smart

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

Level 141 feature

Quick Read

once per short rest

Once per Short Rest, when making an Insight or Deception check, treat any roll of 9 or lower as a 10.

Level 151 feature

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 171 feature

Slip the Net

once per short rest

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 saving throws made to avoid area effects such as grenades or explosives.

Level 181 feature

Miracle Shot

once per long rest

Once per Long Rest, before making a ranged attack roll, 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 191 feature

Ace Up Your Sleeve

once per long rest

Once per Long Rest, you can instantly change the outcome of one roll made by you or an ally within 30 feet. Declared after the die is rolled but before the result is revealed — treat it as a natural 20.

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

Never Tell Me the Odds

bonus_action · once per long rest

Once per Long Rest, as a Bonus Action, bend fortune itself for three rounds. While active: Advantage on all attack rolls, saving throws, and ability checks; 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, immediately regain 1 use of Lucky Break or Miracle Shot (your choice).