Officer

Officer

Officers, generally assume positions of authority and command. Every army needs good leaders to organize the troops and help them perform at their peak! Officer's are often seen as the brain power behind the Republic.

LevelProficiency BonusFeaturesTechnology Carrying CapacityTechnology ChargesMax Complexity Level
1st+2Fighting Style, Expertise---
2nd+2Tech-Weaving, Cunning Action4-Low
3rd+2Combat Specialization, Combat Intel531
4th+2Ability Score Improvement631
5th+3Combat Aura731
6th+3Expertise841
7th+3Combat Analysis942
8th+3Ability Score Improvement1052
9th+4Specialization Feature1152
10th+4Ability Score Improvement1152
11th+4Reliable Talent1262
12th+4Ability Score Improvement1272
13th+4Specialization Feature1373
14th+4Blindsense1383
15th+5Slippery Mind1483
16th+5Ability Score Improvement1493
17th+6Specialization Feature1593
18th+6Sudden Strike15103
19th+6Ability Score Improvement16104
20th+6Intelligence Master16104
Class Features

As a Officer, you gain the following class features

Hit Points
Hit Dice: 1d8 per combat level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies
Armor:  Medium Armor
Weapons: Martial, simple weapons
Tools: Slicer's Tools, Medical Supplies

Saving Throws: Intelligence, Dexterity
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Slicing, and Stealth

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two vibrokdagers or (b) a vibroblade
  • (a) blaster pistol or (b) a vibrosword
  • Weave armor and slicers’ tools

Fighting Style


Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dead-eye

You gain a +2 bonus to attack rolls you make with ranged attacks.

Defensive Prowess

While you are wearing armor, you gain a +1 bonus to defensive rating.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed property for you to gain this benefit.

Scrapper

As a reaction you can make an unarmed melee attack roll against a single target that attacks you.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Expertise


Beginning at 1st level, choose two of your skill proficiencies, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Technology


Starting at 2nd level, you learn to utilize technology while in combat.

Low-Charge Technology

At 1st level, you have access to two low-charge technology abilities of your choice from the technology ability list. You obtain additional low-charge technology of your choice at higher levels, as determined by the technology carrying capacity column.

Charged Technology

The Officer table shows a max charge level that dictates the highest charge level ability you may learn. To weave one of these charged technologies, you must expend a charge of the technologies charge level or higher. You regain all expended technology charges when you finish a long rest.

For example, if you know the 1st level technology ability Acid Spray and have two charges available, you can weave Acid Spray at either a +1 or +2 charge level.

Technology Charge Levels

Upon reaching level 3, you may know three 1st-level technology abilities of your choice from the technology ability list.

The Technology Charges column of the Officer table shows when you learn more technology abilities of your choice. Each of these technology abilities must be of a level for which you have charges. For instance, when you reach 5th level in this class, you can learn one new technology of low, 1st, or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the technologies you know and replace it with another technology from the technology ability list, which also must be of a level for which you have charges.

Tech-Weaving Ability

Intelligence is the tech-weaving ability for your technologies. You use your Intelligence whenever a technology ability refers to your tech-weaving ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a technology ability you weave and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

Tech attack modifier = your proficiency bonus + your Intelligence modifier

Cunning Action


Also at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Combat Specialization


Beginning when you reach the 3rd level, you have developed a preferred means to combat your enemies. Select either Creature Handler or Hunter, which are both detailed at the end of the class description.

Combat Intel


Also at 3rd level, intel garnered both on and off the battlefield affect how you fight. Gathering Intel on an opponent generates Intel Points that can be used against your enemies.

Intel Points

Intel Points are generated from observing and battling an opponent. Points are stored until expended by the Officer in the form of specialized moves called Calculated Strikes. The maximum possible Intel Points is 5.

Intel Points are generated in the following ways:

  • If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities generating 2 Intel Points.
  • The first time you damage a creature with a unarmed, weapon, or technology attack in a round generates 1 Intel Point.
  • Once per round, when you receive damage from a creature, you generate 1 Intel Point.

Calculated Strikes

Expending Intel Points allows for specialized attacks called Calculated Strikes. In order to make a Calculated Strike, make a weapon attack against a creature. If the attack hits you may expend the required Intel Points to pick a move from the list below and make the attack a Calculated Strike. You can not make a Calculated Strike on the same turn you utilize the Extra Attack feature.

NAMECOSTRANGEDETAILS
Lethal Strike25 ft.If attacking from an Ambush point, you roll an additional damage die as if your attack critically hit.
Blind460 ft.The creature must make a constitution check against your intel save DC. On success the creature is bllinded for 1 round. This attack does not work against droids, constructs, or any creature that doesn't rely on eyes for vision.
Concuss 55 ft.You find an opening in a creatures defenses allowing for a concussive strike to the head. The creature must make a constitution check against your intel save DC. On success the creature is stunned for 1 round. This attack does not work against droids or constructs.
Hemorrhage260 ft.Creates a gushing wound in the target, applying the bleed effect for 3 rounds. If the target is already affected by bleeding, the debuff is refreshed and the damage die is increased to 2d4.

At 10th level, the refreshed damage die is increased to 4d4 and increased again to 6d4 at 16th level.
Cripple360 ft.You strike a creatures legs, crippling them from reacting to other creatures movements. For the next round any creature may move out of the Crippled creatures attack range without provoking an attack of opportunity.
Overload1 - 560 ft.Attempt a finishing move that overwhelms the target, causing extra damage per Intel point.

1 Point: Extra 1d6
2 Point: Extra 2d6
3 Point: Extra 3d6
4 Point: Extra 4d6
5 Point: Extra 5d6

Ability Score Improvement


When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Combat Aura


Beginning at the 5th level your presence inspires others on the battlefield. Choose a single aura to be active at the start of combat. Using a bonus action you may change auras. Auras do not stack if another Officer is present.

NAMERANGEDETAILS
Battle Cry10 ft.

You and friendly units within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Blaze of Glory10 ft.

You and friendly creatures within 10 feet of you have resistance to energy damage.

At 18th level, the range of this aura increases to 30 feet.

Boost Morale10 ft.

You and friendly units within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Call to Arms10 ft

You and friendly creatures within 10 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Constitution modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Charge10 ft.

Whenever a friendly unit starts it's turn within 10 feet of you, that unit gains +20 to their movement that turn. You have +10 to movement while Charge is active.

At 18th level, the range of this aura increases to 30 feet.

Circle of Trust10 ft.

Whenever you or a friendly unit within 10 feet of you must make a saving throw, the unit gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Rallying Cry10 ft.

Whenever a friendly creature starts its turn within 10 feet of you, that unit gains temporary hit points equal to your Intelligence modifier.

At 18th level, the range of this aura increases to 30 feet.

War Face10 ft.

You emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a unit is frightened of you, its speed is reduced to 0 while in the aura, and that unit takes mind damage equal to half your Officer level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.


Expertise


At 6th level, choose two more of your skill proficiencies, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Combat Analysis


Upon reaching 7th level, you can quickly analyze an enemy and generate useful Intel. Twice per long rest you may use a bonus action to generate 2 Intel Points.

Reliable Talent


By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense


Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind


By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Sudden Strike


Starting at 18th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action.

Intelligence Master


At 20th level, you may have a maximum of 10 Intel Points.

 

Commander


 Commander’s Arsenal


Beginning when you chose this specialization at 3rd level, you gain access to additional Calculated Strikes.

NAMECOSTRANGEDETAILS
Expose3-560 ft.You quickly identify a weakness in the armor or defenses of a creature. For the next three rounds the creatures DR is reduced per Intel Point.

3 Points: 2 DR
4 Points: 3 DR
5 Points: 4 DR
Orbital Strike560 ft.Calling for aid, an orbiting ally fires a strike with deadly lasers. All creatures in a 30 ft. Radius at a point of your choosing take 1d20 energy damage. 

Orbital Strike can only be used outside and if an orbiting ally exists (DMs discretion).

Master of Tactics


Also starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Misdirection


Beginning at 9th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Veteran’s Sight


At 13th level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you gain 5 Intel Points that can be used against the target. This feature can only be used once per long rest.

Experienced Strategist


When you reach 17th level, you have become adept at implementing strategies on the battlefield. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

 

Doctor


 Doctor’s Arsenal


Beginning when you chose this specialization at 3rd level, you gain access to additional Calculated Strikes.

NAMECOSTRANGEDETAILS
Paint360 ft.Increases the accuracy and damage for all attacks to the painted target for the next round. Each creatures first attack against the painted target have advantage.
Rally Point5Self (10 ft. Radius)When not surrounded by any enemies (5 ft. Radius) you create a safe rallying point to administer healing. For the next round any ally that ends their turn in Rally Point regains hit-points equal to 2d8 + your intelligence modifier.

 

Medical Professional


Also at 3rd level, you always have advantage on Medicine checks while you have Medical Supplies on person.

Quick Mending


Starting at level, when a friendly creature takes damage while being within 10 feet of you, you may use your reaction to administer medical services. As a reaction you may heal a friendly creature for 1d4 + your proficiency bonus.

Kolto Mastery


At 13th level, you have achieved such mastery over certain healing technologies that you can create and weave them at will. Choose a complexity of 1 and a 2 technologies that heal. You can weave those technologies at their lowest level without expending a technology charge when you have them prepared. If you want to weave either technology at a higher charge, you must expend charges as normal.

You can prepare a kolto technology by spending 1 hour developing it.

Expert Doctor


At 18th level, when you would normally roll one or more dice to restore hit points with a technology, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

 

Spy


 Spy’s Arsenal


Beginning when you chose this specialization at 3rd level, you gain access to additional Calculated Strikes.

NAMECOSTRANGEDETAILS
Gut15 ft.Attack a bleeding creatures wounded area maximizing their damage taken. The next instance of damage from bleeding is the maximum possible value.
Cloak35 ft.After striking a creature you find the opportune moment to vanish, activating a personal cloaking device. The cloaking device grants you Invisibility until either you deal or take damage. Attacks made while Invisible are surprise attacks.

Assassinate


Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature from an ambush point is a critical hit.

Imposter


At 9th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Transfer Intel


Beginning when you reach 13th level, you gain the ability to meticulously transfer gathered intelligence to your next target. If you deliver the downing or killing blow to a creature using a Calculated Strike you regain 5 Intel Points.

Lethal Strike


Starting at 17th level, you become a master of instant death. When you attack and hit a creature from an ambush point, it must make a Constitution saving throw against your Intel ability modifier. On a failed save, double the damage of your attack against the creature

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