Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    ASI Alternative Traits

    Instead of increasing your ability scores at ASI levels (4, 8, 12, 16, 19), you can choose one of these traits. Each is designed to expand your combat options, strategic utility, or Force capabilities, allowing you to grow your character in unique ways.

    🛡️ Combat Traits

    Toughness

    Your body has been hardened through battle. You gain an additional +2 HP per level.

    Power Attack

    Before making a melee attack, you can choose to take a –2 penalty to the attack roll. If the attack hits, it deals +4 bonus damage. This bonus increases to +6 at level 10, and +8 at level 17.

    Rapid Strike

    When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a -2 penalty on your attack roll, but deal +1 die of damage with a successful attack.

    Rapid Shot

    When using a ranged weapon with which you are proficient, you may fire two shots as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal +1 die of damage with a successful attack.

    Point Blank Shot

    You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within Point-Blank Range.

    Far Shot

    When you use a ranged weapon against targets at Short, Medium, or Long Range, the Range category is considered one less.

    Assured Attack

    Whenever you deal damage to a target with an attack and you roll multiple damage dice, you can reroll the lowest damage die but must keep the second result, even if it is worse.

    💫 Force & Movement Traits

    Force Training

    Use the Force Proficiency only. You learn 1 + your Wisdom modifier Force powers. You gain Force Points equal to your Wisdom modifier + your proficiency bonus, which you can spend to activate them.

    Long Strider

    Your speed in increased by 10 ft.

    Mobility

    You can ignore rough terrain and move your usual speed.

    🥋 Martial Arts & Defense

    Martial Arts I

    Damage dealt by your Unarmed Attacks is 1d4. In addition, you gain a +1 to your AC.

    Martial Arts II

    Damage dealt by your Unarmed Attacks is 2d4. In addition, you gain a +2 to your AC. Must take Martial Arts I before taking Martial Arts II.

    Martial Arts III

    Damage dealt by your Unarmed Attacks is 3d4. In addition, you gain a +3 to your AC. Must take Martial Arts II before taking Martial Arts III.

    Unarmored Defense

    When wearing no armor, AC = 10 + Dex mod + Wis mod

    Defensive Training

    If you do not wear armor, your AC increases by +2. Can be taken multiple times.

    Armor Mastery

    The maximum Dexterity bonus of your Armor improves by +1

    🗡️ Weapon & Armor Mastery

    Weapon Proficiency

    Gain proficiency with a specific weapon category or specific exotic weapon.

    Weapon Specialization

    Gain specialization with a specific weapon. +1 attack and damage.

    Weapon Expertise

    Gain specialization with a specific weapon. +3 attack and damage. Required to have Specialization for that specific weapon.

    Dual Wielder I

    -2 penalty on attack roles (-5 otherwise).

    Dual Wielder II

    No penalty on attack rolls. Must take DWI before taking DWII.

    Armor Proficiency

    Gain proficiency with a specific armor category.

    🎓 Skill Training

    Skill Proficiency

    Gain proficiency with a specific skill.

    Skill Expertise

    Gain expertise with a specific skill.

    ⚡ Tactical Edge

    Improved Initiative

    You gain a +2 bonus to Initiative rolls.

    ⬅️ Back to Leveling Up