DARKVISION - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
GROVEL COWER & BEG - As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
TECH DABBLER - You know the ion blast at-will tech power.
When you reach 3rd level, you can cast the repair droid tech power once per day.
When you reach 5th level, you can also cast the hold droid tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.
TINKER - You have proficiency with tinker’s tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.
UNDERSIZED - Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you 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, you can only wield it in two hands.
SWIFT RESPONSE - Beginning at 1st level, you learn to react with swift and decisive action in combat. You gain the following benefits:
- You ignore difficult terrain.
- You add your proficiency bonus to initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
(Uses - 2/2) RANGER’S QUARRY - Also 1st level, you learn how to effectively read and track your prey. On your turn, you can choose a creature you can see within 90 feet and mark it as your quarry (no action required). For the next 10 minutes, you gain the following benefits:
Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s
- Quarry Damage Die column of the scout class table.
- You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
WANDERER - You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
BRAWNY - You become stronger, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency in the Athletics skill. If you are already proficient in it, you instead gain expertise in it.
- You count as if you were one size larger for the purpose of determining your carrying capacity.
Features & Traits