For decades, the armed forces of the Galactic Republic defended their civilization against the seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women of the Republic military never backed down until the Senate ordered them to do so. These brave souls remain ready and willing to lay their lives on the line today. Troopers are the Republic's finest soldiers, well-equipped and trained for battle, engaging in ground fights with heavy blaster rifles and a versatile array of ammunition.

LevelProficiency BonusFeaturesTechnology Carrying CapacityTechnology ChargesMax Complexity Level
1st+2Double Time, Second Wind---
2nd+2Action Surge, Tech-Weaving4-Low
4th+2Ability Score Improvement631
5th+3Extra Attack731
6th+3Ability Score Improvement841
7th+3Promotion Feature942
8th+3Ability Score Improvement1052
9th+4Indomitable (one use)1152
10th+4Promotion Feature1152
11th+4Fire and Boom1262
12th+4Ability Score Improvement1272
13th+5Indomitable (two uses)1373
14th+5Ability Score Improvement1383
15th+5Promotion Feature1483
16th+5Ability Score Improvement1493
17th+6Indomitable (three uses)1593
18th+6Promotion Feature15103
19th+6Ability Score Improvement16104
20th+6Last Stand16104

Class Features

As a Trooper, you gain the following class features

Hit Points
Hit Dice: 1d10 per combat level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st

Armor: Heavy armor
Weapons: Simple weapons, martial weapons
Tools: Medical Supplies
Saving Throws: Strength, Constitution
Skills: Choose two from Survival, Athletics, Nature, Medicine, and Intimidation.

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

  • a martial weapon of your choice
  • a simple weapon of your choice
  • a full set of raider armor

Double Time

Beginning at the 1st level, physical endurance training has enabled you to move at greater speeds. Your movement speed is increased by 5. Double Time's bonus increases by an additional 5 feet when you reach 5th level, and again at 10th, 15th,  and 20th level.

Second Wind

Also at 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Trooper level.

Once you use this feature, you must finish a short or long rest before you can use it again.


Starting at 2nd level, you gain the ability to weave technology into your combat style.

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 Trooper 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 cast Acid Spray at either a +1 or +2 charge level.

Technology Charge Levels

Upon reaching level 2, you may know two technology abilities of your choice from the technology ability list.

The Technology Charges column of the Trooper 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

Action Surge

Also at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


At the 3rd level, your superiors have taken note of both your leadership and combat prowess. You have been offered the opportunity to commission and become a Commander of your very own squad. Ordering grunts not your style? The Republic could always use more heavy weapons Assault Troopers. Assault Troopers provide necessary firepower to accomplish the mission.

Ability Score Improvement

When you reach 4th level, and again at 8th, 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.

Extra Attack

Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Explosive Ordnance

Beginning at 11th level, when you make a melee or ranged weapon attack you may also throw a low-charge grenade as a bonus action. You now have access to any low-charge technology power with the word "grenade" in the name. Technology powers known this way do not count towards your technology carrying capacity. You may use this feature a number of times equal to your Strength modifier.

Last Stand

At 20th level, you are dedication to the Republic allows you to make a last stand, even while staring death in the face. When your hit points reach 0 instead of being knocked unconscious you instead are knocked prone.

You still make death saving throws on your turn as normal but maintain the ability to take actions. However, while under the effects of Last Stand you may only crawl and take the attack action.

Lastly, should you actually die you are prepared to take the enemy with you. If you so choose, all units in a 20 foot radius take 5d10 fire damage as you set off the remaining explosives in your possession. Doing so renders your body unrecoverable and impossible to resurrect.


Combat Medic

Chemical Warfare

Beginning when you chose this promotion at 3rd level, your understanding of chemicals grants additional damage to poison abilities. You can add your Intelligence modifier to damage rolls on poison based technology powers.

Additionally, upon reaching the 6th level in this class you gain resistance to poison damage.

First Responder

Beginning at 7th level, whenever you heal an ally as an action, you may also make a weapon attack as a bonus action.

Whatever the Cost

At 10th level, your dedication to saving allies is your primary focus. If you would provoke an attack of opportunity, attackers may not add their proficiency bonus to the attack roll. Additionally, damage taken in this way is reduced by half your trooper level.

Adrenaline Shot

Starting at 15th level, you may use an action to inject yourself or an ally with an adrenaline shot when wounded. Whenever someone falls below 20 hit points, you inject them with a shot of adrenaline granting them an additional action for two turns.

Once the effects of Adrenaline Shot end, the affected user has disadvantage on their next action and is given 2 points of exhaustion. Adrenaline Shot may only be used once per long rest.

Seasoned Medic

At 18th level, technology powers that restore hit points now restore for the full amount.



Combat Shield

Beginning when you choose this specialization at 3rd level, you deploy a small forward-facing shield that allows you to fire your weapon while advancing safely. Combat Shield shares your defensive rating and has a hit point total of your Trooper level plus your Constitution modifier. Combat Shield can only defend attacks from the direction you end your turn facing. If you were to take damage, Combat Shield takes it instead.

When Combat Shield drops to 0 hit-points it's effects end. Additionally, you must take a long rest before Combat Shield can be used again.

Rallying Cry

Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your trooper level, provided that the creature can see or hear you.

Additionally, you gain one extra use of the Second Wind feature.


At 10th level, as an action you may expend 4 technology charges in order to recharge your Combat Shield.

Return Fire

Starting at 15th level, you are quick to return fire to those that attack you. You have one free reaction a round that may be used to make a single weapon attack at someone who has attacked you. Return Fire can only be used on a target within both range and vision.


At 18th level, you cannot be stunned, slowed, or dazed by abilities or weapons. Additionally, you have advantage on any saving throws.




When you choose this Promotion at 3rd level, you gain access to a range of prototype ammunition. Whenever you cool-down your weapon you may choose to swap between different types ammunition.

Explosive Rounds

Anyone in a 5 foot radius of a target attacked with explosive rounds takes 1d4 fire damage.

Armor-Piercing Rounds

Attacks made with Armor-Piercing Rounds ignore 2 of a targets defensive rating value.

Ion Rounds

Droids or electronic combatants damaged by Ion Rounds make a dc 12 constitution saving throwing. Failing this saving roll grants other attackers advantage on attack rolls against the failing creature for one round.

Sonic Rounds

Targets damaged with Sonic Rounds have disadvantage on there next attack roll.

Hail of Bolts

At 7th level, attacking the same target multiple times in a row wears them down and increases your damage output. Every consecutive attack you make against a creature increases the damage by 1d4. Hail of Bolts caps at four consecutive attacks and ends if you do not use your action to make a weapon attack.

The damage die increases to 2d4 when you reach the 18th level in this class.

Extra Attack

Beginning at 10th level, you attack three times, instead of twice, whenever you take the Attack action on your turn.

The number of attacks increases to four when you reach the 18th level in this class.

Lightning Cool-down

Starting at 15th level, you can now cool-down your weapon as a bonus action.

Extra Attack

At 18th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

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