As your character experiences the dangers and triumphs of the galaxy, they grow stronger. Leveling up represents this growth, unlocking new traits, stronger abilities, better survivability, and a greater impact on the story.
SWURPG does not use experience points (XP). Instead, the Game Master (GM) decides when the group levels up based on story progress, significant accomplishments, or major milestones within the campaign.
This system keeps the focus on narrative pacing and cinematic storytelling, not grinding or kill-counts. Discuss your campaign’s pacing with your GM so everyone shares the same expectations.
GMs are welcome to revert back to using XP, if that proves easier.
When your character gains a level, you receive several benefits depending on your class:
Each time you level up, your Hit Point maximum increases. You can either:
This bonus applies to attacks, saves, skills, and other rolls you’re proficient in.
Each class has a progression table that outlines what traits or upgrades you gain at each level. These may include subclass powers, extra attacks, damage scaling, or special combat features. Check your class page for details.
At levels 4, 8, 12, 16, and 19, you choose one of the following:
Not every hero chooses to boost their stats — some unlock powerful traits instead. These ASI alternatives include unique combat moves, Force training, defensive upgrades, and other customizable features designed to match your character’s journey.
📜 View the full list of ASI Alternative Traits →
If your class grants access to Force Training, you may gain additional Force Powers as you level. Each time you take Force Training, you learn:
At GM discretion, you may retrain a single Force Power, skill, or trait upon leveling up. This helps characters evolve with the story or adjust to party needs.
Characters level up when the GM decides the story has reached a major milestone. SWURPG does not use XP by default.
You gain hit points, an increased proficiency bonus at certain levels, new class traits, ASI or alternate traits, and Force powers if applicable.
You roll your class's Hit Die and add your Constitution modifier, or take the average result (rounded up) instead.
Instead of boosting ability scores, you can take alternative traits like Force Training, Defensive Training, or unique combat upgrades.
Yes. At GM discretion, you may retrain one Force power, skill, or trait when you gain a level to reflect character growth or story evolution.