Leveling Up
Characters in SWURPG advance from level 1 to 20 over the course of a campaign. Each level brings new HP, expanded class features, and — at every fourth level — an Ability Score Improvement (ASI) that lets you customize the character's mechanical edge. This page covers the mechanics; check your class page for what specific features unlock at which level.
Advancement Method
SWURPG uses milestone-based advancement by default. The GM determines when characters level up based on story progression, major accomplishments, or campaign milestones — not XP tables.
Experience Points are an optional rule if your group prefers them. Either way, the rest of the leveling math is identical.
Hit Points at Level Up
Each level, your character's maximum HP increases. You pick one of two methods (most groups stick with one or the other for the whole campaign):
- Roll: roll your class's Hit Die and add your Constitution modifier.
- Average: use the rounded-up average of your Hit Die and add your Constitution modifier.
| Hit Die | Average |
|---|---|
| d6 | 4 |
| d8 | 5 |
| d10 | 6 |
| d12 | 7 |
Ability Score Improvements
Characters gain an Ability Score Improvement (ASI) at levels 4, 8, 12, 16, and 20 — five total over a full 20-level career.
At each ASI, choose one of:
- Increase one ability score by +2.
- Increase two ability scores by +1 each.
- Select one ASI Alternative Trait (see below).
Ability scores cannot exceed the campaign's max — typically 20 for ability scores and 22 for special species pushes.
ASI Alternative Traits
Instead of pumping ability scores, you can pick one of 22 Alternative Traits. Each is a passive feature that adds a unique mechanical wrinkle to your character.
Combat traits
- Toughness — gain extra HP per character level + Second Wind.
- Point Blank Shot — +1 to attack and damage rolls within 20 ft.
- Far Shot — reduced disadvantage at long range.
- Burst Fire — autofire-like option on compatible weapons.
- Power Attack — sacrifice accuracy for damage on melee strikes.
- Assured Attack — reroll a low attack roll once per encounter.
Force & Movement
- Force Training — gain Force sensitivity / Force Points (one-time pickup, even for non-Force classes).
- Long Strider — +10 ft to your base speed.
- Mobility — better movement during combat without provoking.
Martial Arts & Defense
- Martial Arts I / II / III — scaling unarmed strike dice (1d4 / 2d4 / 3d4) and unarmored AC bonus.
- Armor Mastery — improve your armor's Max Dex cap.
Weapon & Armor
- Weapon Proficiency — gain proficiency in a weapon category your class doesn't normally cover.
- Weapon Specialization — +1 attack and damage with a specific weapon.
- Weapon Expertise — +2 attack and damage with a specific weapon (requires Specialization first).
- Dual Wielder I / II — better dual-wielding mechanics.
- Armor Proficiency — gain proficiency in an armor category your class doesn't normally cover.
Skill Training
- Skill Proficiency — gain proficiency in a skill you didn't have.
- Skill Expertise — double your Proficiency Bonus on a skill you're already proficient in.
Tactical
- Improved Initiative — Advantage on initiative rolls.
Full prerequisites and effect text for each trait surface inside the Character Builder's ASI tab when you reach level 4.
Retraining
With GM approval, every level-up you may swap one of the following:
- One known Force Power.
- One skill proficiency.
- One trait (a class trait choice or an ASI Alternative Trait).
This is the rule that catches characters when their original concept doesn't survive contact with the campaign — your sniper-Marksman is somehow always brawling? Swap the Far Shot trait for Power Attack. Your Jedi Consular thought they'd heal, but the party already has a healer and they want to mind-trick? Swap a healing Force Power for Force Persuasion. Use it sparingly; lean on it when characters genuinely outgrow choices that no longer serve their stories.
At the table
A few practical leveling tips for new players:
- Plan two ASIs ahead. At level 1, sketch what you want at level 4 and level 8. ASIs are five total — they're spaced out, but they shape the character significantly.
- Don't skip ASI Alternatives if you're already in a good spot statwise. A +1 to STR is fine; Improved Initiative (Advantage on initiative) is often the better choice if your starting STR is already 16+.
- Talk to your GM before retraining. It's a strong tool but not free — GMs generally approve when retraining is justified narratively.
For class-specific advice on which ASI to take when, see your class page — each one has a "Common pitfalls for new players" section that flags ASI traps for that build.