When you reach an Ability Score Improvement level (4, 8, 12, 16, or 19), you can choose one of these traits instead of increasing your ability scores. These options let you specialize your character with new combat techniques, Force capabilities, defensive styles, tech tricks, and advanced training.
Unless stated otherwise, each trait can be taken only once, and some require prerequisites noted in their descriptions.
Years of punishment have conditioned your body beyond ordinary limits. You gain +2 HP per level. This applies retroactively and every time you level up.
You tap into deep reserves of resilience. Once per Long Rest, you can use a Bonus Action to regain hit points equal to 1d10 + your character level. If you already have Second Wind from another source, you instead gain one additional use of it between Long Rests.
You excel at close-range marksmanship. You gain a +1 bonus on attack and damage rolls with ranged weapons against targets within Point-Blank Range.
Your aim remains steady at extended distances. When you use a ranged weapon at Short, Medium, or Long Range, treat the range category as one step closer for the purpose of attack penalties.
You turn glancing blows into solid hits. When you deal damage with an attack that rolls multiple damage dice, you can reroll the lowest damage die. You must use the new result, even if it is lower.
You excel at long-range marksmanship. You gain a +1 bonus to attack rolls with ranged weapons against targets beyond Short Range.
You deepen your connection to the Force outside formal Jedi instruction. You learn a number of Force powers equal to 1 + your Wisdom modifier, and you gain Force Points equal to your Wisdom modifier + your proficiency bonus that can be spent only to activate these powers.
Your movement is efficient and fluid. Your Speed increases by 10 feet.
You move with practiced agility through hazardous terrain. You ignore difficult terrain when you move, and non-Force terrain effects cannot reduce your Speed below its base value.
You slip through blaster fire with practiced footwork. Once per round, when a ranged attack misses you, you may immediately move up to 10 feet. This movement does not provoke opportunity attacks.
You learn to recentre your connection to the Force during brief pauses in the action. When you finish a Short Rest, you recover additional Force Points equal to your Proficiency Bonus. This is in addition to your normal Force Point recovery from resting.
You have trained your body as a weapon. Your unarmed attacks deal 1d4 damage instead of their normal amount, and you gain a +1 bonus to your AC.
Your martial discipline sharpens into a dangerous fighting style. Your unarmed attacks deal 2d4 damage, and you gain a +2 bonus to your AC. You must have Martial Arts I before you can take this trait.
Your mastery of unarmed combat approaches the lethality of a vibroblade. Your unarmed attacks deal 3d4 damage, and you gain a +3 bonus to your AC. You must have Martial Arts II before you can take this trait.
You learn how to protect yourself without relying on armor. While you are not wearing armor, your AC increases by +1. You can take this trait multiple times; its bonus stacks with itself.
You know how to move efficiently in armor. The maximum Dexterity bonus of any armor you wear increases by +1.
You expand your training with weapons. You gain proficiency in either one weapon category (such as Melee Advanced or Ranged Light) or one specific exotic or special weapon.
You focus on a particular weapon in which you are already proficient. You gain a +1 bonus to attack and damage rolls made with that weapon.
You push your specialization with a single weapon to its peak. You gain a +3 bonus to attack and damage rolls made with that weapon. You must have Weapon Specialization for that weapon before you can take this trait.
You have learned the fundamentals of fighting with a weapon in each hand. When you make attacks while dual-wielding, the penalty to your attack rolls is reduced to –2 instead of –5.
You achieve precise coordination with two weapons. You no longer suffer any attack penalties for dual-wielding. You must have Dual Wielder I before you can take this trait.
You gain proficiency with one armor category of your choice, such as Light, Medium, or Heavy armor.
You expand your training in a specific area. You gain proficiency in one skill of your choice.
You learn to excel in a field where you are already trained. Choose one skill in which you are proficient; you gain expertise in that skill, doubling your proficiency bonus for checks that use it.
You specialize in fast, on-the-fly slicing. Once per Short Rest, you can use the Use Computer skill as a Bonus Action instead of an Action.
You have a talent for languages and patterns of communication. You learn 3 additional languages of your choice and have advantage on checks to interpret or decipher unfamiliar spoken or written communication.
Your reactions are razor sharp. You gain a +2 bonus to Initiative rolls.
You excel at setting up your allies. When you use the Help action to assist an ally’s attack, that ally also gains a +2 bonus to the damage roll of the first attack that hits the assisted target before the start of your next turn.