Humanoid Companion
Your humanoid takes a form and size of your choosing. Your humanoid's size determines its features.
Once you've chosen the size of your humanoid, you assign your humanoid's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.
Humanoid Features
All humanoids share the following features.
Proficiencies and Features
- Languages: Humanoids can speak, read, and write Galactic Basic and one language of your choice. If your humanoid takes the form of a species that can't speak Galactic Basic, you choose whether or not your humanoid can speak it.
- Type: Humanoid
- Armor Class: Your humanoid's armor class equals 10 + its Dexterity modifier.
- Attitude: The humanoid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your humanoid acts on its own.
Tiny Humanoids
Tiny humanoids are comprised of diminutive species such as anzellan or patitites.
As a tiny humanoid, your humanoid companion has the following features.
Hit Points
- Hit Dice: 1d4 per humanoid level
- Hit Points at 1st Level: 4 + your humanoid's Constitution modifier
- Hit Points at Higher Levels: 1d4 (or 3) + your humanoid's Constitution modifier per humanoid level after 1st
Proficiencies and Features
- Tools: One of your choice.
- Size: Tiny
- Speed: 20 ft.
- Pintsized: Your humanoid's tiny stature makes it hard for it to wield bigger weapons. Your humanoid can't use medium or heavy shields. Additionally, it can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.
- Puny: Your humanoid is too small to pack much of a punch. It has disadvantage on Strength saving throws, and when determining its bonus to attack and damage rolls for weapon attacks using Strength, it can't add more than +3.
- Small and Nimble: Your humanoid is too small and fast to effectively target. It has a +1 bonus to AC, and it has advantage on Dexterity saving throws.
Small Humanoids
Small humanoids are comprised of shorter species such as ewoks or jawas.
As a small humanoid, your humanoid companion has the following features.
Hit Points
- Hit Dice: 1d6 per humanoid level
- Hit Points at 1st Level: 6 + your humanoid's Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your humanoid's Constitution modifier per humanoid level after 1st
Proficiencies and Features
- Skills: One of your choice
- Tools: One specialist's kit of your choice
- Size: Small
- Speed: 25 ft.
- Undersized: Your humanoid's small stature makes it hard for it to wield bigger weapons. Your humanoid can't use heavy shields. Additionally, it can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
Medium Humanoids
Medium humanoids are the most common seen in the galaxy.
As a medium humanoid, your humanoid companion has the following features.
Hit Points
- Hit Dice: 1d8 per humanoid level
- Hit Points at 1st Level: 8 + your humanoid's Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your humanoid's Constitution modifier per humanoid level after 1st
Proficiencies and Features
- Size: Medium
- Speed: 30 ft.
- Armored: Your humanoid has proficiency in light armor. If it would already have proficiency in light armor, it instead has proficiency in medium armor. If it would already have proficiency in light and medium armor, it instead has proficiency in heavy armor. If it would already have proficiency in all armor, it instead has proficiency in a skill or tool of your choice.
Humanoid Traits
The traits are presented in alphabetical order. If a trait has prerequisites, your companion must meet them to adopt it. Your companion can adopt a trait at the same time that it meets the trait's prerequisites. Whenever your companion gains a level, it can exchange one trait for another one.
Adaptive Resilience
Your humanoid has advantage on Strength and Constitution saving throws against tech powers.
Aggressive
As a bonus action, your humanoid can move up to its speed toward an enemy of its choice that it can see or hear. Your humanoid must end this move closer to the enemy than it started.
Alert
Always on the lookout for danger, your humanoid gains the following benefits:
- Your humanoid gains a +5 bonus to initiative.
- You and your humanoid can't be surprised while your humanoid is conscious.
Athlete
Your humanoid has undergone extensive physical training to gain the following benefits:
- When your humanoid is prone, standing up uses only 5 feet of its movement.
- Climbing doesn't halve your humanoid's speed.
- Your humanoid can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Amphibious
Your humanoid can breathe air and water.
Cannibalize
If your humanoid spends at least 1 minute devouring the corpse of a beast or humanoid, it gains temporary hit points equal to its Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.
Closed Mind
Your humanoid has advantage on Wisdom and Charisma saving throws against force powers.
Darkvision
Your humanoid has a keen eyesight, especially in the dark. It can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.
Defensive Ball
Your humanoid is able to curl into a rolling ball for extra protection. When it takes the Dash action while it isn't wielding a shield, it gains a bonus to AC equal to have its proficiency bonus (rounded up) until the start of its next turn.
Defiant
When your humanoid or a creature it can see that can see and understand it makes an ability check, attack roll, or saving throw, your humanoid can roll a d4 and add it to their roll (no action required). It can use this before or after the roll, but before the GM determines the roll's outcome. Once your humanoid has used this feature, it must complete a short or long rest before it can use it again.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, your humanoid gains the following benefits:
- Your humanoid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
- Your humanoid has advantage on saving throws made to avoid or resist traps.
- Your humanoid has resistance to the damage dealt by traps.
- Your humanoid can search for traps while traveling at a normal pace, instead of only at a slow pace.
Durable
Hardy and resilient, your humanoid gains the following benefits:
- When your humanoid rolls a Hit Die to regain hit points, the minimum number of hit points your humanoid can regain from the roll equals twice your humanoid's Constitution modifier (minimum of 2).
- Your humanoid's hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your humanoid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
Enthralling Pheromones
Your humanoid can use its pheromones to influence individuals of both sexes. Whenever your humanoid rolls a 1 on a Charisma (Persuasion) check, it can reroll the die and must use the new roll. Additionally, once per short or long rest, your humanoid can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.
Fighting Style
Your humanoid adopts a particular style of fighting as its specialty. Choose one of the Fighting Style options, detailed in chapter 6 of the Player's Handbook. Your humanoid can't take a Fighting Style option more than once, even if it later gets to choose again.
Flight
Prerequisite 9th level
Your humanoid has a flying speed equal to its walking speed. While wearing medium or heavy armor, its flying speed is reduced by half.
Force Adept
Prerequisite: Force Sensitive
Your humanoid knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment).
Force Contention
Your humanoid has advantage on Strength and Constitution saving throws against force powers.
Force-Sensitive
Your humanoid one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your humanoid's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.
Four-Armed
Your humanoid has four arms which it can use independently of one another. It can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).
Grovel, Cower, and Beg
Prerequisite 5th level
As an action on its turn, your humanoid can cower pathetically to distract nearby foes. Until the end of its next turn, your humanoid's allies gain advantage on attack rolls against enemies within 10 feet of it that can see it.
Once your companion has used this trait, it can't use it again until it finishes a short or long rest.
Hardy Cleverness
Your humanoid has advantage on Wisdom and Charisma saving throws against tech powers.
Heavily Armored
Prerequisite: Proficiency with medium armor
Your humanoid gains proficiency in heavy armor. If your humanoid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.
Hide
Your humanoid has a thick hide. When it isn't wearing armor, its AC is 13 + its Dexterity modifier.
Keen Hearing
Your humanoid has advantage on Wisdom (Perception) checks that rely on hearing.
Keen Sight
Your humanoid has advantage on Wisdom (Perception) checks that rely on sight.
Keen Smell
Your humanoid has advantage on Wisdom (Perception) checks that rely on smell.
Lightly Armored
Your humanoid gains proficiency in light armor. If your humanoid is already proficient in light armor, instead your humanoid's speed increases by 5 feet while light armor is integrated.
Linguist
Your humanoid has studied languages and codes, gaining the following benefits:
- Your humanoid learns three languages of its choice.
- Your humanoid can can ably create written ciphers. Others can't decipher a code it creates unless it teaches them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use a power to decipher it.
Mobile
Your humanoid's speed increases by 10 feet.
Moderately Armored
Prerequisite: Proficiency with light armor
Your humanoid gains proficiency in medium armor. If your humanoid is already proficient in medium armor, the maximum Dexterity bonus your humanoid can add to AC increases to 3 from 2 while medium armor is integrated.
Naturally Stealthy
Your humanoid can attempt to hide even when it is obscured only by a creature that is its size or larger than it.
Nimble Agility
Your humanoid reflexes and agility allow it to move with a burst of speed. When your humanoid moves on its turn in combat, it can double its speed until the end of the turn. Once your humanoid has used this trait, it can't use it again until it moves 0 feet on one of its turns.
Nimble Reflexes
Your humanoid has advantage on Dexterity and Intelligence saving throws against force powers.
Nimbleness
Your humanoid can move through the space of any creature that is of a size larger than it.
Observant
Prerequisite: Alert
Quick to notice details of its environment, your humanoid gains the following benefits:
- If your humanoid can see a creature's mouth while it is speaking a language it understands, your humanoid can interpret what it's saying by reading its lips.
- Your humanoid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Powerful Build
Your humanoid's carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.
Proficient
Your humanoid gains proficiency in one skill or tool of its choice.
Rapid Regeneration
Prerequisite 5th level
Your humanoid can control and focus its healing. As a bonus action, it can choose to spend one of its Hit Dice to recover hit points.
Regenerative
Prerequisite 5th level
When your humanoid takes damage, it can use its reaction and expend a Hit Die to regain hit points as long as the damage would not reduce its hit points to 0.
Second Heart
Prerequisite 5th level
When your humanoid is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can't use this feature again until it finishes a long rest.
Strong-Legged
When your humanoid makes a long jump, it can cover a number of feet up to twice its Strength score. When it makes a high jump, it can leap a number of feet up into the air equal to 3 + twice its Strength modifier.
Tech Resistance
Your humanoid has advantage on Dexterity and Intelligence saving throws against tech powers.
Unarmed Combatant
Your humanoid's unarmed strikes deal 1d4 kinetic damage. It can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. It must use the same modifier for both rolls.
Savage Attacks
When your humanoid scores a critical hit with a melee weapon attack, it can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Savage Shorty
Prerequisite: Strength 13, size Small
Despite being short of stature, your humanoid's size has no impact on its strength and virility. Your humanoid gains the following benefits:
- Your humanoid's speed increases by 5 feet
- Your humanoid loses the Undersized trait.
Tech Adept
Prerequisite: Tech Dabbler
Your humanoid learns one 2nd-level tech power of your choice, and once per long rest it can cast it at 2nd-level without expending tech points. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for this power.
Tech Dabbler
Your humanoid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your humanoid's techcasting ability is Intelligence. Your humanoid requires use of a wristpad for these powers. At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead
scale at 11th level, and if they would scale at 11th level, they instead scale at 18th level.
Tiny Terror
Prerequisite: Strength 13, size Tiny
Despite falling below knee height of other species, your humanoid's size has less impact on its strength and virility. Your humanoid gains the following benefits:
- Your humanoid's speed increases by 5 feet
- Your humanoid loses the Pintsized trait, and it is no longer limited to +3 when determining its bonus to attack and damage rolls for weapon attacks using Strength due to the Puny trait.
- Your humanoid gains the Undersized trait: Undersized. Your humanoid's small stature makes it hard for it to wield bigger weapons. It can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, your humanoid can only wield it in two hands.
Tough
Prerequisite: Durable
Your humanoid has the blood of heroes flowing through its veins. Your humanoid gain the following benefits:
- Whenever your humanoid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
Trance
Your humanoid only needs 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your humanoid's long rest would be interrupted, it only needs to complete the long rest instead of restarting it to gain its benefits.
Weapon Expert
Your humanoid gains proficiency with all blasters, lightweapons, and vibroweapons. If your humanoid is already proficient with all blasters, lightweapons or vibroweapons, instead once per turn when it rolls damage for a weapon attack using a weapon from a category in which it is proficient with all weapons, it can reroll the weapon's damage dice and use either total.