As your character survives ambushes, negotiates tense standoffs, and uncovers galactic secrets, they grow stronger. Leveling up in SWURPG represents that growth, unlocking new traits, improved defenses, more powerful Force abilities, and a bigger impact on the story.
SWURPG does not use experience points (XP) by default. Instead, the Game Master (GM) decides when the group levels up based on story progress, major accomplishments, or key milestones in the campaign.
This milestone-based approach keeps the focus on cinematic storytelling rather than grinding for XP. Characters advance when the story turns a corner: completing an arc, surviving a major battle, exposing a conspiracy, or achieving a significant personal goal.
GMs who prefer a more traditional approach are free to use an XP system instead—just map XP thresholds to the same level progression. Either way, the power curve and class tables assume the standard 1–20 level range.
Whenever your character gains a level, you apply several upgrades. Exact benefits depend on your class and level, but typically include:
Hit Points represent your character’s resilience—how much punishment they can take before dropping. Each time you gain a level, your maximum HP increases.
You have two options every time you level up:
Your Proficiency Bonus reflects your overall training and experience. It increases at fixed levels and applies to attacks, saving throws, and skill checks in which you are proficient.
Because many features scale with Proficiency Bonus, leveling up often improves several parts of your character at once—attacks, defenses, and skills all get sharper together.
Each class in SWURPG has a dedicated progression table that shows what you gain at every level—core traits, subclass features, extra attacks, defensive abilities, and more.
When you level up:
Class tables are the primary reference for your mechanical growth. The Leveling Up rules here explain the framework, while class pages define the exact upgrades.
At levels 4, 8, 12, 16, and 20, your character gains an Ability Score Improvement (ASI). When you reach one of these levels, choose one of the following options:
ASIs are how characters shore up weaknesses or push key abilities even higher. For some builds, raw stats are ideal; for others, a unique trait is far more impactful.
Not every hero chooses more raw numbers. ASI Alternative Traits let you trade an ability increase for a powerful, flavorful upgrade:
These traits help differentiate two characters of the same class, leaning into different specialties and playstyles.
If your character belongs to a Force-using class—such as a Jedi Guardian, Jedi Sentinel, Jedi Consular, Force Mystic, or Force Warrior—leveling up often expands your connection to the Force.
Many of these classes gain access to Force Training as part of their progression or as an ASI alternative. Each time you take Force Training, you:
Your total Force Points are calculated using the formula:
(Wisdom Modifier × 2) + Character Level + Proficiency Bonus
For full details on Force Points, recovery, and power types, see the dedicated Force rules:
Characters grow, make mistakes, and change direction. To reflect that, SWURPG allows limited retraining when you level up.
At the GM’s discretion, each time you gain a level you may:
Retraining is a tool—not an expectation. Use it to reflect meaningful in-story changes: new mentors, a change of philosophy, or months of downtime training between adventures.
Characters level up when the GM decides the story has reached a major milestone. SWURPG uses milestone leveling by default instead of XP, but GMs can optionally track XP if they prefer.
You gain additional hit points, an increased Proficiency Bonus at certain levels, new or improved class traits, Ability Score Improvements (or ASI alternative traits), and additional Force powers or Force Training if your character is a Force user.
Each time you level up, you either roll your class’s Hit Die and add your Constitution modifier, or take the average result (rounded up) plus your Constitution modifier instead, then add that total to your maximum HP.
ASI alternatives are official traits you can take instead of increasing ability scores at ASI levels. Examples include Force Training, Second Wind, Toughness, Defensive Training, and a variety of combat, skill, and tactical options.
Yes. With GM approval, you may retrain a single Force power, skill proficiency, or trait at level up to reflect new training, changing priorities, or major story developments.