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Rhun'Zor in Star Wars 5e

Rhun'Zor

Legionnaire 1 Class & Level
Soldier Background
Race
True Neutral Alignment

Strength 11
+0
Dexterity 14
+2
constitution 17
+3
intelligence 16
+3
wisdom 10
+0
charisma 14
+2
+0 Acrobatics
+0 Animal Handling
+5 Lore
+0 Athletics
+0 Deception
+0 Insight
+4 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+1 Perception
+0 Performance
+0 Persuasion
+0 Piloting
+0 Sleight of Hand
+0 Stealth
+0 Survival
+0 Technology
skills
+0 Strength
+2 Dexterity
+3 Constitution
+3 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+2
proficiency bonus

Total Hit Dice
1d10+3
Hit Die
12
Armor Class
34
Hit Points
+2
Initiative
30
Speed

Total Power Points
Attacks

 

Species for the character

Gala Gonian



 

Visual Characteristics

Skin ColorObsidian black, ash-gray, earthen red, jungle green, deep bronze
Eye ColorAmber, Crimson, Gold, Molten Orange (always slitted pupils)
DistinctionsHeat vent ridges along the neck, large talons, scaled skin, elongated limbs, crest or horn growths on head/spine

Physical Characteristics

Height7'0"+2d8"
Weight250 Ib.x(2d4) Ib.

Sociocultural Characteristics

Home RealmAvalon
LanguagesHigh Script, Realm Basic

Biology and Appearance

The Gala Gonians are towering reptilian humanoids with a predatory stance and thickly scaled hides that shimmer faintly under intense heat. Their muscular forms are built for war and endurance, with curved talons adapted for both climbing and combat. Rows of heat-dispersing vents along their necks pulse faintly when agitated, helping them regulate their core temperature during exertion or under duress.   Biologically evolved originally on a volanic world within the Realm of Avalon, their cardiovascular systems can sustain extreme physical exertion, and their bones are dense but flexible. Crest or horn growths often signal maturity, status, or bloodline.

Society and Culture

Gala Gonian culture revolves around conquest, honor, and holy fervor. They are deeply religious, devoted to an ancient martial code known as the Path of Ssa-Tora, which they believe was etched into their essences by the first High Arbitor. Obedience to one's superior, glory in battle, and the sanctity of the ancestral world are central to their belief.   Their society is tiered by warrior caste, with Bladeshouts (Warpriests), Scorchborn (elite zealots), and Stonewrought (ritual builders and architects) among the most respected roles. Disputes are resolved through honor duels, and their cities are both temples and fortresses.

Names

Gala Gonian names are guttural and reverent in tone, often with apostrophes or compound syllables that indicate lineage or divine favor.

Male Names. Kal’thax, Rhun’zor, Shenz’to, Vark’hal

Female Names.Ka’reth, Zhul’nari, Sha’vala, Kor’thesa

Species Traits

As a Gala Gonian, you have the following special traits.

Ability Score Increase. Your Strength increases by 2, and your Constitution or Wisdom increases by1.

Age. Gala Gonians mature by 25 and can live up to 200 years. Their aging is marked by thicker scaling and greater heat emissions.

Size. You are Medium, but count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.

Speed. Your base walking speed is 30 feet.

Heat-Blooded Physiology, Once per short rest, when you take fire or energy damage, you can use your reaction to vent excess heat and gain temporary hit points equal to your level + Constitution modifier.

Divine Fury. When you drop to half your hit points or less, you can enter a zealot’s focus until the end of your next turn:  
  • You gain advantage on melee weapon attacks.
  • You add your proficiency bonus to damage with melee weapon attacks.
  • You may use this feature once per long rest.

    Ritual Weaponry. You are proficient with either Carbblades or warhammers (your choice). In addition, choose one: Intimidation or Lore. You gain proficiency in that skill.

    Taloned Grip. Your claws count as natural melee weapons that deal 1d4 slashing damage. You can use Dexterity or Strength for the attack and damage rolls. While climbing, you have advantage on Strength (Athletics) checks if you’re using your claws.

    Languages. You can speak, read, and write High Script, Realm Basic, and one additional language of your choice.

     

    Starship deployment associated with this character

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Legionnarie


    Hit Points

    Hit Dice: d10
    Hit Points at First Level: 10 + you Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Legionnaire level after 1st level.

    Proficiencies

    Armor: All Armor, shields
    Weapons: All simple and marital weapons (Except Etherium Weapons.)
    Tools: None
    Saving Throws: STR, CON
    Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Survival,or Tactics

    Overview and Creation

    Legionnaire

      A mercenary waits in a narrow alley, rifle ready for the target stepping out of the cantina across the street. The job is simple, the pay is good, and that is all that matters.   On another world, a soldier moves through the smoke of a city under siege. Orders come through the comms and the unit advances together, pushing block by block toward the objective.   A duelist stands in the center of an arena, surrounded by shouting crowds. The signal is given, and both fighters close the distance, trading strikes until only one remains standing.   Legionnaires are professional combatants who rely on training, tactics, and endurance instead of the Weave. Some serve in organized militaries, others take contracts as bodyguards or bounty hunters. Their reasons for fighting differ, but all share the same foundation: discipline, skill, and the will to survive.  

    ALL IN A DAY'S WORK

    Many Legionnaires see battle, escort duty, and high-risk operations as routine work. Some protect convoys or settlements, others take contracts to eliminate threats or enforce order for those who can pay. Legionnaires may serve as guards, bounty hunters, mercenaries, soldiers, or explorers who rely on their own skill to survive beyond the reach of law or command.  

    CODE OF IRON

    Most Legionnaires begin their path through structured training or military service. Some graduate from academies and officer programs, while others learn through contract work and years of field combat. A few pick up the trade out of necessity, taking whatever work their weapon can earn them.   Whatever their origin, Legionnaires are bound by a shared respect for discipline and endurance. They understand command, coordination, and the cost of failure. Some are career soldiers, others are hired professionals, and a few are lone wanderers who have spent too long on the battlefield to imagine any other life.   When creating your Legionnaire, consider your place in the world. Are you a trained soldier, a bodyguard, or a mercenary? What weapon do you rely on most? Who do you serve, and why? Do you fight for duty, for pay, or because conflict is all you’ve ever known?  

    Quick Build

    You can make a Legionnaire quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee or ranged combat. Your next-highest score should be Constitution. Second, choose the Soldier or Mercenary background.

    Starting Equipment Options

    You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) medmium armor or (b) heavy armor
  • (a) a martial melee weapon and shield or (b) two martial weapons
  • (a) a sidearm and 2 power cells or (b) a second melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Spellcasting

    Class Features

    Fighting Style: 1st Level

      You adopt a particular form of combat mastery. Choose one of the following Fighting Styles (Defense, Dueling, Great Weapon, Two-Weapon, marksman, Close Quarters, or Protection). You can’t take a Fighting Style more than once.  

    Second Wind: 1st Level

      You have a reserve of endurance that lets you push through injury. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Legionnaire level. Once you use this feature, you must complete a short or long rest before using it again.  

    Adrenal Surge: 2nd Level

      You can push yourself beyond your normal limits. On your turn, take one additional action. Once you use this feature, you must finish a short or long rest before using it again. At 17th level, you can use it twice between rests (but only once per turn).  

    Combat Superiority: 2nd Level

      You learn tactical maneuvers fueled by superiority dice.   Maneuvers Known: You start with one maneuver of your choice and learn more as you level up. Superiority Dice: You begin with two d4s, which grow in size and quantity as shown in the class table. You regain all expended dice when you finish a short or long rest. You can use only one maneuver per attack, and each maneuver once per turn.   Save DC = 8 + your proficiency bonus + your maneuver ability modifier (Choose Strength, Dexterity, or Constitution for physical maneuvers; Intelligence, Wisdom, or Charisma for mental maneuvers.)  

    Legion Strategies — 3rd Level

    You've adopted a Legion Doctrine, as detailed at the end of the class description, and you adopt more at higher levels, as shown in the Doctrines Known column of the Legionnaire table.
     

    Martial Specialty — 3rd, 7th, 10th, 15th, 18th

    Choose a Specialty (subclass). See “Legionnaire Specialties” below.
     

    Ability Score Improvement: (4, 6, 8, 12, 14, 16, 19)

      As normal: increase one ability score by 2 or two by 1 (cannot exceed 20).  

    Extra Attack: 5th Level

      When you take the Attack action, you can attack twice instead of once.  

    Indomitable: 9th Level

      You can reroll a failed saving throw. You must use the new roll. You can use this feature once per long rest, twice at 13th, and three times at 17th.  

    Greater Extra Attack: 11th Level

      When you take the Attack action, you can attack three times instead of two. Additionally, when you use a bonus action for Two-Weapon Fighting, you can make two off-hand attacks instead of one.  

    Master of Combat: 20th Level

      Your physical mastery has reached its peak. Increase your Strength or Dexterity by 2, and your Constitution by 2 (to a maximum of 22 if allowed). When you take the Attack action, you can make four attacks.  

    Legionnarie Doctrine


    Cover Doctrine

    When you have half cover, treat it as three-quarters cover. When you have Three-quarters cover, treat it as full cover against ranged weapon attacks. (You can still be targered, but gain the benefits of full cover for that attack.) Additionally, when you make a rangered weapon attack from cover, reduce the target's cover by one step for that attack (Three-quarters → half, half → none).
     

    Fieldcraft Doctrine

    Choose two from the following. You can perform each of the chosen options with your bonus action, instead of you action:  
  • Dash
  • Disengage
  • Guard
  • Help
  • Hide
  • Search
  • Apply Consumeable (Stim/Kit) to yourself
  • Arm/Throw a grenade or mine

  •  

    Endurance Doctrine

    You only require 3 hours of sleep during a long rest to gain its benefits. If your long rest is interrupted, you only need to complete the remaining time (you don’t restart). You have advantage on saving throws against exhaustion.
     

    Mastery Doctrine

    You've mastered a particular style of fighting. Choose one of the Fighting Mastery options.
     

    Maneuver Doctrine

    You learn two additional maneuvers. When you finish a short rest, you can replace one of these maneuvers with another maneuver you qualify for. When you finish a long rest, you can replace both.
     

    Training Doctrine

    You gain proficiency in one skill and one tool, or two tools.
     

    Style Doctrine

    You adopt a second Fighting Style. When you finish a long rest, you can swap this extra style for another Fighting Style you qualify for.
     
    LevelProf. BonusFeaturesManeuvers KnownSuperiority Dice QuantitySuperiority Dice SizeDoctrines Known
    1+2Fighting Style, Second Wind----
    2+2Adrenal Surge, Combat Superiority12d4-
    3+2Legion Doctrine, Legion Specialty22d41
    4+2Ability Score Improvement22d41
    5+3Extra Attack43d61
    6+3Ability Score Improvement43d61
    7+3Specialty Feature53d62
    8+3Ability Score Improvement53d62
    9+4Indomitable (1 use)64d82
    10+4Specialty Feature64d82
    11+4Greater Extra Attack74d82
    12+4Ability Score Improvement74d82
    13+5Indomitable (2 uses)95d103
    14+5Ability Score Improvement95d103
    15+5Specialty Feature105d103
    16+5Ability Score Improvement105d103
    17+6Adrenal Surge (2 uses), Indomitable (3 uses)116d124
    18+6Specialty Feature116d124
    19+6Ability Score Improvement126d124
    20+6Master of Combat126d124
    Subclasses

    Path of the Vanguard

      Those who follow the Path of the Vanguard focus on endurance, defense, and disciplined combat. Through relentless training and hardened resolve, Vanguards learn to absorb punishment, maintain formation, and strike with controlled force. They are the line between order and collapse — soldiers who endure so others can advance.  

    Steadfast Assault

    Vanguard: 3rd, 10th, and 16th level When you make a weapon attack, you gain a +2 bonus to the damage roll. This bonus increases to +3 at 10th level and +4 at 16th level.  

    Defensive Conditioning

    Vanguard: 3rd level When you roll initiative, you gain temporary hit points equal to your Constitution modifier + half your Legionnaire level (minimum 1).   While you have temporary hit points, you gain a +1 bonus to AC.  

    Formation Guard

    Vanguard: 7th level When a hostile creature attacks an ally within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.   If the attack misses, you can make a weapon attack against that creature.   You can use this feature a number of times equal to your Constitution modifier (minimum once), regaining expended uses when you finish a short or long rest.  

    Resilient Frame

    Vanguard: 10th, 13th, and 17th level Once per round, when you fail a Strength, Dexterity, or Constitution saving throw, you can roll a d8 and add the result to the save. This die increases to a d10 at 13th level and a d12 at 17th level.  

    Enduring Resolve

    Vanguard: 15th level At the start of your turn, if you have no more than half your hit points remaining, you regain hit points equal to 5 + your Constitution modifier. You do not gain this benefit if you are at 0 hit points.  

    Bastion of Iron

    Vanguard: 18th level At the start of combat, you can enter a defensive stance for 1 minute. While in this stance:   You gain resistance to kinetic and energy damage.   You have advantage on Strength saving throws.   You can’t be pushed, pulled, or knocked prone.     Once you use this feature, you can’t use it again until you finish a long rest.  

    Bastion

    Those Legionnaries who follow the Bastion path ofcus on holding ground, protecting allies, and maintaining formation under preassure. Bastions operate as anchors in combat, coordinating movement, absorbing impact, and keeping their unit standing through discipline and preparation.  
     

    Tech Support Systems


    Bastion: 3rd level

    You gain limited access to battlefield support technology.   You learn 3 tech powers of your choice, and you learn more at high levels, as shown in the Tech Powers known Column of the Bastion Specialist Techcasting Table. You may not learn a tech power of a level high than your Max Power Level.   Techcasting Ability. Intelligence is your techcasting ability for these powers.   Tech save DC = 8 + your proficiency bonus + your intelligence modifier Tech attack modifier = your proficiency bonus + your intelligence modifier.   You use a wrist-mounted device or armor-integrated system as your techcasting focus.  
     

    Formation Guard


    Bastion: 3rd level

    You can take the Guard action as a bonus action on your turn.   While you are Guarding, allies within 5 feet of you gain a +1 bonus to AC against opportunity attacks.  
     

    Rally Protocol


    Bastion: 7th Level


    When you use your Second Wind feature, choose up to three allies within 60 feet of you who can see or hear you. Each chosen ally gains hit points equal to your Legionnaire level.   You can affect one additional ally at 9th, 13th, and 17th level.  
     

    Coordinated Surge


    Bastion: 10th Level


    When you use your Action Surge feature, choose one allied creature within 60 feet of you that can see or hear you. That creature can immediately use its reaction to make one weapon attack.  
     

    Shared Resolve


    Bastion: 15th Level


    When you use your Indomitable feature to reroll an Intelligence, Wisdom, or Charisma saving throw, you can choose one ally within 60 feet of you who failed the same saving throw. That ally can reroll its saving throw and must use the new result.   You must not be incapacitated to use this feature.  
     

    Hold the Line


    Bastion: 18th Level

    Allies within 10 feet of you gain a +1 bonus to AC while you are conscious.   In addition, when you use Coordinated Surge, you can choose two allies instead of one.   Once you use this feature, you can’t do so again until you finish a long rest.  

    Bastion Techcasting Table


    Level | Tech Powers Known | Tech Points | Max Power Level
    3rd | 3 | 2 | 1st
    4th | 4 | 2 | 1st
    5th | 5 | 3 | 1st
    6th | 6 | 3 | 1st
    7th | 7 | 4 | 2nd
    8th | 8 | 4 | 2nd
    9th | 9 | 5 | 2nd
    10th | 10 | 5 | 2nd
    11th | 11 | 6 | 2nd
    12th | 12 | 6 | 2nd
    13th | 13 | 7 | 3rd
    14th | 14 | 7 | 3rd
    15th | 15 | 8 | 3rd
    16th | 16 | 8 | 3rd
    17th | 17 | 9 | 4th
    18th | 18 | 9 | 4th
    19th | 19 | 10 | 4th
    20th | 20 | 10 | 4th
     
     

    Tactician

    Those Legionnaires who become Tacticians focus on coordination, battlefield awareness, and the effective use of maneuvers. Tacticians study enemy behavior, manage positioning, and ensure that every action contributes to the larger fight.

    Expanded Maneuvers


    Tactician: 3rd Level


    Your combat training emphasizes adaptability. • You learn two additional maneuvers of your choice. • You gain two additional superiority dice. These benefits stack with those granted by the Legionnaire class.

    Maneuver Flexibility


    Tactician: 3rd Level


    Once per turn, you can use two different maneuvers instead of one, provided each maneuver affects a different target or trigger. In addition, choose two maneuvers you know. These maneuvers count as general maneuvers for you. You can choose one additional maneuver to treat as general at 5th, 9th, 13th, and 17th level.

    Assess the Field


    Tactician: 7th Level


    If you spend at least 1 minute observing or interacting with a creature outside of combat, the GM tells you whether the creature is your equal, superior, or inferior in two of the following areas of your choice: • Armor Class • Current hit points • Strength score • Dexterity score • Constitution score • Total class levels

    Reliable Execution


    Tactician: 10th Level


    Once per turn, when you roll a superiority die, you can treat the roll as if it were half the die’s maximum value, rounded up, if the result is lower.

    Prepared Response


    Tactician: 15th Level


    When you roll initiative and have no superiority dice remaining, you regain one superiority die.

    Maneuver Control


    Tactician: 18th Level


    Once per round, when you would roll a superiority die, you can instead choose to use the maximum value of that die.  
     

    Marksman

    Marksmen focus on ranged weapon mastery, target selection, and shot control. Rather than relying on volume of fire, they specialize in placing shots where they matter most and adapting their fire to changing conditions.
     

    Specialized Munitions


    Marksman: 3rd Level


    You learn to prepare modified shots for your ranged weapons. • You learn two Shot Techniques of your choice (listed below). • You have two prepared shots, which you expend to use a Shot Technique. • You regain all expended prepared shots when you finish a short or long rest. You can apply only one Shot Technique per attack, and only once per turn.
       

    Focused Targeting


    Marksman: 3rd Level


    Once per turn, when you hit a creature with a ranged weapon attack, you can ignore half cover and three-quarters cover for that attack.
       

    Expanded Techniques


    Marksman: 7th Level


    You learn one additional Shot Technique of your choice. In addition, when you hit a creature with a ranged weapon attack using a Shot Technique, the attack counts as enhanced for the purpose of overcoming resistance to non-enhanced weapons.
     

    Redirected Fire


    Marksman: 10th Level


    When you miss with a ranged weapon attack, you can use a bonus action to reroll the attack against a different creature within 30 feet of the original target. You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a long rest.
     

    Sustained Pressure


    Marksman: 15th Level


    When you roll initiative and have no prepared shots remaining, you regain one prepared shot.
     

    Superior Shot Control


    Marksman: 18th Level


    Your ranged weapon attacks cannot suffer disadvantage due to long range, prone targets, or environmental conditions imposed by terrain.  

    Shot Techniques

  • Piercing Shot – Ignore resistance to the weapon’s damage type for this attack.
  • Suppressive Shot – Target’s speed is reduced by 10 ft until the end of its next turn.
  • Disrupting Shot – Target has disadvantage on its next attack roll.
  • Explosive Payload – Deal an extra 1d6 damage to one additional creature within 5 ft of the target.
  • Tracking Shot – You learn the target’s current location until the end of your next turn.
  • Demolitions Specialist

    Demolitions Specialists focus on controlled explosives, breaching tools, and area denial. They plan engagements around terrain, chokepoints, and timing, using explosives to disrupt formations, flush enemies from cover, or break fortified positions.

    Demolition Charges


    Demolitions Specialist: 3rd Level


    You learn to prepare compact explosive charges. • When you finish a short or long rest, you create a number of demolition charges equal to your Intelligence modifier (minimum of one). • A charge can be thrown to a point within 30 feet + five times your Strength modifier. • Each creature within 5 feet of the detonation point must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, a creature takes 2d4 kinetic damage. On a successful save, it takes half damage. The damage increases to 3d4 at 7th level and 4d4 at 15th level. A charge is expended when used and loses potency if not used before your next short or long rest.

    Rapid Deployment


    Demolitions Specialist: 3rd Level


    Once per turn, when you take the Attack action, you can replace one ranged weapon attack with throwing a demolition charge.

    Controlled Detonation


    Demolitions Specialist: 7th Level


    When a creature fails its saving throw against one of your demolition charges, you can apply one of the following effects (your choice): • The creature is knocked prone. • The creature is pushed up to 10 feet away from the center of the blast. You can apply this effect once per charge.

    Reflexive Blast


    Demolitions Specialist: 10th Level


    When a creature within 5 feet of you hits or misses you with a melee attack, you can use your reaction to throw a demolition charge at a point within 10 feet of that creature. The charge detonates immediately. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

    Emergency Resupply


    Demolitions Specialist: 15th Level


    When you roll initiative and have no demolition charges remaining, you immediately create two demolition charges.

    Saturation Zone


    Demolitions Specialist: 18th Level


    When a creature fails a saving throw against one of your demolition charges, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.  

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