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.
Your body has been hardened through battle. You gain an additional +2 HP per level.
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.
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.
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.
You get a +1 bonus on attack and damage rolls with ranged weapons against opponents within Point-Blank Range.
When you use a ranged weapon against targets at Short, Medium, or Long Range, the Range category is considered one less.
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.
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.
Your speed in increased by 10 ft.
You can ignore rough terrain and move your usual speed.
Damage dealt by your Unarmed Attacks is 1d4. In addition, you gain a +1 to your AC.
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.
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.
When wearing no armor, AC = 10 + Dex mod + Wis mod
If you do not wear armor, your AC increases by +2. Can be taken multiple times.
The maximum Dexterity bonus of your Armor improves by +1
Gain proficiency with a specific weapon category or specific exotic weapon.
Gain specialization with a specific weapon. +1 attack and damage.
Gain specialization with a specific weapon. +3 attack and damage. Required to have Specialization for that specific weapon.
-2 penalty on attack roles (-5 otherwise).
No penalty on attack rolls. Must take DWI before taking DWII.
Gain proficiency with a specific armor category.
Gain proficiency with a specific skill.
Gain expertise with a specific skill.
You gain a +2 bonus to Initiative rolls.