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
You gain advantage on initiative rolls.
You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within Point-Blank Range.
Gain advantage on checks made to bypass electronic locks, hack terminals, or jury-rig devices.
Once per short rest, you can charm a creature with a Charisma (Deception) check contested by their Insight.
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.
Gain advantage on Deception checks made in the first round of any social encounter.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
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.
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).
If you attack a surprised or unaware creature, you may add your Charisma modifier to the damage roll.
You gain specialization with two blasters of your choice.
Once per long rest, reroll a failed saving throw or ability check. You must accept the new result.
When restrained or grappled, you can make a Dexterity saving throw to escape as a reaction.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
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.
Once per encounter, you may take one additional reaction per round, but only to use the Dash, Disengage, or Dodge action.
You can attack twice instead of once when you take the Attack action.
When you are not wearing medium or heavy armor and not wielding a shield, you gain a +2 bonus to AC.
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.
When you take the Dodge action, you may move 10 feet without provoking opportunity attacks.
Blasters you are specialized with have an additional +1 ATT and +1 DMG,
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
When you hit a creature with a ranged attack while hidden, you may make a Deception check contested by the targetβs Insight. On a success, you remain hidden.
Once per long rest, you may act at the top of initiative regardless of your initiative roll.
If you fail a Deception check to convey false information, you may immediately initiate a surprise attack. This attack occurs before initiative is rolled.
When an ally within your line of sight is knocked prone by an enemyβs effect or attack, you gain +2 to attack rolls against that enemy until the end of your next turn.
Blasters you are specialized with have an additional +2 ATT and +2 DMG,
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You may force a Use Computer check against an unwilling electronic system to disable or corrupt its function for 3 rounds.
Once per long rest, you may automatically succeed on a Deception or Persuasion check.
When you roll a natural 20 on an attack or skill check, regain 1 expended feature or use of a class trait.
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).
Your Trick Shot and Initiative Bluff traits can be used twice per short rest.
When you score a critical hit, you may choose one: knock the target prone, disarm, or cause confusion (target loses reaction).
Once per encounter, you may take an additional bonus action and reaction during the same turn.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.