Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Smuggler

    The Smuggler is quick-witted, charming, and always one step ahead. Whether bluffing their way past Imperial checkpoints or blasting through trouble with style, smugglers thrive on risk and improvisation. They are expert pilots, sharpshooters, and scoundrels β€” never to be underestimated in or out of combat.

    Examples from Star Wars lore: Han Solo, Hondo Ohnaka, Lando Calrissian, Cikatro Vizago

    Class Traits by Level

    Level 1 – Quickdraw
    You gain advantage on initiative rolls.
    Level 1 – Point Blank Shot
    You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within Point-Blank Range.
    Level 2 – Hotwire
    Gain advantage on checks made to bypass electronic locks, hack terminals, or jury-rig devices.
    Level 2 – Disarming Smile
    Once per short rest, you can charm a creature with a Charisma (Deception) check contested by their Insight.
    Level 3 – Clever Dodge
    At the start of an encounter, choose one creature you can see. Until the end of the encounter, you gain a +2 bonus to AC against attacks made by that creature.
    Level 3 – Fast Talk
    Gain advantage on Deception checks made in the first round of any social encounter.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Rapid Shot
    You may fire two shots against a single target. You take a -2 penalty on your attack roll, but you deal +1 die of damage with a successful attack.
    Level 5 – Trick Shot
    You may attempt to disarm or knock prone with a ranged attack. The target must make a Strength saving throw or drop one held item or fall prone (your choice).
    Level 6 – Out of Nowhere
    If you attack a surprised or unaware creature, you may add your Charisma modifier to the damage roll.
    Level 6 – Pistoleer I
    You gain specialization with two blasters of your choice.
    Level 7 – Second Windfall
    Once per long rest, reroll a failed saving throw or ability check. You must accept the new result.
    Level 7 – Slip the Net
    When restrained or grappled, you can make a Dexterity saving throw to escape as a reaction.
    Level 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – Initiative Bluff
    Once per encounter, when rolling for initiative, you may choose to delay your turn to act last and gain advantage on your first attack roll.
    Level 9 – Smuggler’s Reflexes
    Once per encounter, you may take one additional reaction per round, but only to use the Dash, Disengage, or Dodge action.
    Level 10 – Extra Attack
    You can attack twice instead of once when you take the Attack action.
    Level 10 – Street Smart
    When you are not wearing medium or heavy armor and not wielding a shield, you gain a +2 bonus to AC.
    Level 11 – Flash Shot
    You may choose to blind a creature with a ranged attack. They must succeed on a Constitution saving throw or be blinded until the end of their next turn.
    Level 11 – Evasive Sidestep
    When you take the Dodge action, you may move 10 feet without provoking opportunity attacks.
    Level 12 – Pistoleer II
    Blasters you are specialized with have an additional +1 ATT and +1 DMG,
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Smoke and Flash
    When you hit a creature with a ranged attack while hidden, you may make a Deception check contested by the target’s Insight. On a success, you remain hidden.
    Level 13 – Perfect Timing
    Once per long rest, you may act at the top of initiative regardless of your initiative roll.
    Level 15 – Shot First
    If you fail a Deception check to convey false information, you may immediately initiate a surprise attack. This attack occurs before initiative is rolled.
    Level 15 – Retribution
    When an ally within your line of sight is knocked prone by an enemy’s effect or attack, you gain +2 to attack rolls against that enemy until the end of your next turn.
    Level 16 – Pistoleer III
    Blasters you are specialized with have an additional +2 ATT and +2 DMG,
    Level 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – System Override
    You may force a Use Computer check against an unwilling electronic system to disable or corrupt its function for 3 rounds.
    Level 17 – Final Bluff
    Once per long rest, you may automatically succeed on a Deception or Persuasion check.
    Level 18 – High Stakes
    When you roll a natural 20 on an attack or skill check, regain 1 expended feature or use of a class trait.
    Level 18 – Smoke and Mirrors
    As an action, you may create a distraction, forcing creatures in a 10 ft. radius to make a Wisdom saving throw or lose focus (disadvantage on attack rolls until your next turn).
    Level 19 – Master Trickster
    Your Trick Shot and Initiative Bluff traits can be used twice per short rest.
    Level 19 – Critical Twist
    When you score a critical hit, you may choose one: knock the target prone, disarm, or cause confusion (target loses reaction).
    Level 20 – Smuggler Mastery
    Once per encounter, you may take an additional bonus action and reaction during the same turn.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.