Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Tech Specialist

    Tech Specialists are the problem-solvers of the galaxy — slicers, engineers, tinkerers, and battlefield technicians who turn information and hardware into victory. When a door won’t open, a droid goes rogue, or a reactor starts overloading, the Tech Specialist is the one everyone looks at.

    In combat, Tech Specialists rarely hold the front line. Instead, they control the flow of the fight with clever positioning, traps, explosives, and battlefield gadgets. They disable enemy systems, sabotage vehicles, patch up damaged equipment, and feed critical intel to their allies from behind cover.

    Outside of combat, a Tech Specialist shines whenever there’s something to fix, crack, analyze, or upgrade. Starship refits, droid repair, slicing into Imperial databases, or rebuilding scavenged tech into something actually useful — that’s all their domain.

    Examples from Star Wars lore: Rebel slicers, Clone Wars combat engineers, Jawa and Ugnaught tinkerers, and independent technicians who keep aging ships and droids running long past their intended service life.

    Tech Specialist Class Traits by Level

    All Tech Specialist traits are part of a single progression — unlike Jedi or Soldiers, Tech Specialists do not branch into subclasses. The traits below represent your growth as a combat engineer, slicer, and field technician from level 1 onward.

    Level 1 – Tech Savant
    Once per Short Rest, gain advantage on Mechanics and Use Computer checks. Your intellect makes you deadly efficient with tech.
    Level 1 – Analytical Mind
    You can use your Intelligence modifier instead of Wisdom for Perception and Treat Injury checks.
    Level 2 – Field Medic
    You gain Advantage on Treat Injury checks and can stabilize a creature as a Bonus Action instead of an Action.
    Your medical proficiency improves as your expertise grows:

    • Level 5 – When you use Treat Injury, add your Proficiency Bonus to the hit points restored, in addition to the usual result of the roll.
    • Level 10 – When you use Treat Injury on an ally within 30 feet of an enemy, both you and that ally gain +2 AC until the start of your next turn.
    • Level 15 – You can use Treat Injury as a Bonus Action once per turn.
    Level 2 – Combat Engineer
    As a Bonus Action, you can perform a quick equipment repair or recalibration on a creature, droid, or device within 5 feet of you.
    Choose one of the following effects, which lasts until the start of your next turn:

    • Weapon Tune-Up: The target’s next weapon attack gains +1 to hit.
    • Armor Adjustment: The target’s AC increases by +1.

    You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
    Level 3 – Grenadier
    Your skill with explosives and battlefield ordnance turns every grenade into a precision tool of destruction.
    You gain proficiency with grenades if you don’t already have it. When using grenades, apply the following benefits, which improve as you level up:

    • Current Level – You gain +1 attack and +1 damage when using grenades.
    • Level 7 – Add your Intelligence modifier to grenade damage rolls.
    • Level 13 – Allies within a grenade’s area of effect take half damage, and no damage on a successful saving throw.
    • Level 17 – Increase each grenade’s damage by one additional die of its normal type.
    Level 5 – Droid Command Protocol
    Your deep understanding of droid programming and mechanical intuition allows you to empower, manipulate, or even seize control of synthetic beings. Your mastery of droid control improves with experience:

    • Level 5 – Once per Short Rest, as a Bonus Action, you may overcharge a friendly droid or construct within 30 feet.
    For 1 round, the target gains Advantage on attack rolls, +2 to AC, and +10 feet of movement speed.
    • Level 10 – You can now empower up to two droids simultaneously when you use this feature. Additionally, once per Long Rest, you may override an enemy droid within 30 feet. It must succeed on a Wisdom saving throw (DC = 8 + PB + INT) or obey one command of your choice on its next turn (no self-destructive orders).
    • Level 15 – Your connection with machines becomes instinctive. When you overcharge or override a droid, you can issue one bonus command to all friendly droids within 30 feet (move, attack, or defend). Overclocked droids also gain +2 to saving throws and temporary HP equal to your INT modifier.
    • Level 19 – Once per Long Rest, you may fully seize control of one droid within 30 feet for 3 rounds. The target must make a Wisdom saving throw (DC = 8 + PB + INT) or come under your complete control during that time, acting on your commands as if it were your ally. Afterward, the droid becomes immune to further overrides from you for 24 hours.
    Level 6 – Lucky Hacker
    When you successfully use the Use Computer skill to access or retrieve data, there’s a chance you uncover additional hidden information. Roll a d20 — on a result equal to or less than your Intelligence modifier + proficiency bonus, you discover a bonus detail, system vulnerability, or file the system wasn't meant to share.
    Level 7 – Tactical Uplink
    Once per Short Rest, as an Action, initiate a battlefield uplink for 3 rounds. Choose one mode:

    Offensive Protocols: Allies of your choice within 30 ft gain +1 attack rolls.
    Defensive Protocols: Allies of your choice within 30 ft gain +1 AC and +1 saving throws.

    The effect ends if you’re incapacitated or lose line of sight to them.

    • At level 15, all bonuses increase by +1.
    Level 9 – EMP Surge
    Once per Long Rest, emit an electromagnetic pulse (30 ft radius).
    Droids, shields, and active electronic systems must make a CON save (DC = 8 + PB + INT).
    On a fail: disabled 1 round (no actions or reactions).
    On a success: unaffected.
    Organic creatures are not harmed.

    • At Level 17 – EMP Surge now lasts 2 rounds, and affected targets have Disadvantage on saving throws against it.
    Level 10 – Bio-Implant
    Choose one of the following:

    • Neural Accelerator – Gain +2 to Initiative rolls. Once per Short Rest, you may add your Intelligence modifier to a Dexterity saving throw or attack roll.
    • Muscle Fiber Reinforcement – Gain +2 on Melee Attacks. Once per Short Rest, you may add your Constitution modifier to a weapon damage roll.
    • Adrenal Surge Regulator – Once per Short Rest, the first time you drop below half HP in an encounter, gain temporary HP equal to your Intelligence modifier + your level.
    • Optical Targeting Array – Gain +2 to attack rolls with ranged weapons. Gain Advantage on Perception checks involving sight.

    • At Level 17, You can choose an additional implant that wasn't implanted before.
    Level 11 – Extra Tech Action
    Once per Short Rest, when you take the Attack or Action, you may also perform one additional tech action this turn:

    • Deploy or trigger a trap, charge, or turret.
    • Repair or stabilize a droid, vehicle, or device.
    • Remotely activate or disable a system using Mechanics or Use Computer.
    Level 13 – Digital Ghost
    You gain Advantage on Stealth checks while near active technology, terminals, or electronic noise.
    Level 14 – System Hijack
    Once per Short Rest, as an Action, you may target one electronic device, droid, vehicle, or turret within 60 feet that you can see. The target must succeed on a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Intelligence modifier) or become hijacked for 1 round.
    While hijacked:

    • Droids and turrets act as if they were your allies.
    • Vehicles or automated systems (e.g., doors, shields, cannons) can be commanded to perform one simple function of your choice (open, close, fire, power down, etc.).
    • Organic creatures wearing powered armor or using an energy-based weapon must make a Dexterity saving throw or suffer Disadvantage on attack rolls until the end of their next turn, as their systems glitch and spark.
    Level 15 – Logical Mind
    Once per Long Rest you can enter a state of analytical mode for three rounds. You cannot be surprised or intimidated and can add your Wisdom modifier to Intelligence rolls.
    Level 17 – Modular Mind
    Once per Long Rest, as a Bonus Action, you may instantly refresh one limited-use Tech Specialist trait.
    Level 18 – Critical Technologist
    Mechanics and Use Computer rolls critical range is 19–20.
    Level 19 – Hyper-Processor
    Once per Long Rest, you can take one additional Bonus Action on each of your turns.
    This Bonus Action can only be used to:

    • Activate a Tech Specialist feature that normally requires a Bonus Action (such as Combat Engineer, Droid Command Protocol, or Field Medic),
    • Perform a Use Computer or Mechanics check.

    You can use this enhanced processing for a number of rounds equal to your Intelligence modifier (minimum 1).
    Level 20 – Predictive Combat Engine
    Once per Long Rest, choose one prediction for 3 rounds:

    • Predict Movement: Enemies can’t gain Advantage against you and provoke opportunity attacks even when Disengaging.
    • Predict Damage: As a Reaction once per turn, reduce damage to an ally within 30 ft by (INT modifier + PB).
    • Predict Impact: Once per turn, reroll one failed attack, save, or skill check.
    • Predict Timing: Act at any point in the initiative order this round.