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Varlet Class Features

CLASS FEATURES

As a Varlet, you gain the follow class features.

 

HIT POINTS

Hit Dice: 1d8 per Varlet level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 5 + your Constitution modifier per Varlet level after 1st

 

PROFICIENCIES

Armor: Light armor, medium armor

Weapons: Simple Blasters, Simple ElectroWeapons, Blaster Pistol, Ion Blasters, and Simple Fuse Weapons.

Tools: Thieves tools

Saving Throws: Dexterity, Intelligence

Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Piloting, Sleight of Hand, Stealth

STARTING WEALTH & EQUIPMENT

In addition to items given from your background, you start with your own wealth to purchase your starting gear. You gain the below amount for your starting wealth plus any credit given from your background:

     Varlet: 2000 Credits     

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CLICK HERE FOR EQUIPMENT

EXPERTISE
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your profiency 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 (in skills or tools) to gain this benefit.

 

SNEAK ATTACK

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a nesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Operative class table.

 

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 Disengage, or Hide action. (Might have to alter)

 

VARLET ARCHETYPE

At 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

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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. Alternatively, you can choose a feat. (see here)

UNCANNY DODGE

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

 

EVASION
Beginning at 7th level, when you are subjected to an effect, such as a consular’s force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

 

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.

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BLIND SENSE
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.

 

ELUSIVE

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

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STROKE OF LUCK

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores is now 22. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you've used this feature, you can’t use it again until you finish a short or long rest.

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