Races
Here is a list of playable races, if you have any requst please ask ahead of time.
Human
Ability Score Increase: Your ability scores each increase by 1.
Age: Humans reach adulthood in their late teens and live less than a century.
Alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 30 feet.
Language: You can speak, read, and write Basic and one extra language of your choice.
Human, Variant
Variant Human Traits: You can choose the following human traits, all of which replace the above human traits, you must choose one type of human or the other.
Ability Score Increase: Two different Ability scores of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice
Cathar
Ability Score Increase: Your Dexterity increases by 2 and your Stregnth Increases by 1.
Age: Cathars reach adulthood in their late teens and live less than a century.
Alignment: Cathar tend toward no particular alignment. The best and the worst are found among them.
Size: Cathar average from 5'6" to well over 6 feet tall, your size is Medium.
Speed: Your base walking speed is 35 feet.
Language: You can speak, read, and write Basic and Cathrarese.
Natural Weapons: A Cathar has natural weapons, in the form of razor sharp claws. When a Cathar makes an unarmed attack, it may choose to use its natural weapons instead of the normal unarmed damage dealing 1d6 + STR Modifier. Cathar are always considered armed with their natural weapons.
Reactive Claw: Once per round when a Cathar damages an opponent with a melee attack, the Cathar can make a single melee attack with its natural weapons against that target as a bonus action. The Cathar must have one hand free at the time to make the attack and thus cannot be wielding a weapon two handed.
Bothan
Ability Score Increase: Your Dexterity score increases by 2, and Intelligence increases by 1.
Size: Tend to range between 5' - 5'7" ft tall, and weigh between 130 - 160 lbs. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Bothese.
Darkvision: Having been raised under a dense canopy, you have superior vision in dark and dim conditions. 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.
Iron Will: You have proficiency on Wisdom Saving Throws.
Bothan Stealth Training: You have proficiency in the Dexterity (Stealth) skill.
SpyNet: You double your proficiency bonus on Charisma or Intelligence based skill checks made to gather information pertaining to the underground criminal network, black market, or in regards to secretive criminal information.
Chiss
Ability Score Increase: Your Intelligence score increases by 2, and Constitution increases by 1.
Size: Range between the same height and weight range as Humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Cheunh. Unless you have bonus languages from a background or other means, you neither speak nor understand Basic.
Bonus Skill: You are proficient in one skill of your choice.
Tool Proficiency: You are proficient in one tool of your choice.
Improved Darkvision: Hailing from a planet of cold and harsh blizzards, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Cold Adaptation: Your Chiss skin is naturally adapted to withstand Cold environments, you have resistance to cold damage and as such can withstand extremely cold environments.
Kaleesh
Ability Score Increase: Your Constitution score increases by 2, and your Strength increases by 1.
Size: Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic, and Kaleesh
Darkvision: Thanks to your Kaleesh Heritage, you have superior vision in dark and dim conditions. 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.
Kaleesh Warrior Training: You have proficiency with Darts, Blowguns, Spears, and Ancient Warblades.
Warriors' Spirit: Kaleesh come from a long line of warriors, battle-hardened and seasoned, they fear no death, so long as they die honorably. as such, you have advantage on saving throws against the Frightened condition.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it ot hte extra damage of the critical hit.
Cunning Artisan: As part of a short rest, you can harvest bone, and other resources from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items:
A primitive shield, a Club, a Spear, A Dagger, a Quarterstaff, or 1d4 Darts or blowgun Needles. You could also fashion other tools or weapons depending on the material and the size of it, consult with DM. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools such as leatherworker's tools.
Devaronian
Ability Score Increase: Your Charisma score increases by 2 and your Constitution score increases by 1.
Size: Your height is comparable to Humans. your size is Medium. Devaronians tend to be denser than humans, and as such, they were heavier than their appearance would indicate, even if they were somewhat athletic or thin looking. a strange quirk is that male devaronians are known to have extremely long tongues, at least 1-2 feet long tongues, though it can appear normal, they can extend it out at will. The evolutionary benefit of this feature is not quite known.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Devaronese
Darkvision: Thanks to your Devaronian heritage, you have superior vision in dark and dim conditions. 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.
Devilish Charm: Many Devaronians are stereotyped as being cunning tricksters, silver-tongued liars, and are known to be able to fast-talk their way out of a tough situation...and all these rumors are quite true. Most Devaronians understand their appearance incites discomfort and unsettles many due to superstitious religions and most Devaronians use this to their advantage; as such, Devaronians have proficiency in the Deception
Devaronian Wit: Devaronians are known to have a tolerance to see through deception and lies, as such, You are proficient in insight .
Great Fortitude: Devaronians' are born with two hearts, as such, they have a high tolerance for poisons and toxins as their body is able to work twice as hard to fight against them. You have resistance to poison damage, and you have advantage on ability saves against the Poisoned Condition and other environmental hazards of similar origin.
Wookiee
Ability Score Increase: Your Strength score increases by 2 and your Constitution score increases by 1.
Size: Your Height ranges between 7'0 - 8'0" and weigh between 200 - 300 lbs Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a climbing speed of 20 feet.
Languages: You know Basic (but cannot speak it) and Shyriiwook.
Thick Fur: Wookies cannot wear any armor, but they add their Constitution Modifier to their AC.
Darkvision: Having been raised under a dense canopy, you have superior vision in dark and dim conditions. 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.
Wookiee Rage: As a bonus action, you can launch into a rage that lasts for 1 minute. You are resistant to bludgoning, slahsing and piercing, also you gain a bonus to strength-based melee attack rolls and damage rolls equal to your Constitution modifier. Once you use this ability, you must take a long rest to use it again.
Wookiee Claws: You can use your Claws as an Unarmed Weapon, your Claws deal 1d8 slashing damage plus your Strength Modifier, .
Recuperation: When you expend hit dice to regain hit points during a short rest, you regain an additional amount equal to your Constitution modifier.
Twi'lek
Ability Score Increase: Your Charisma score increases by 2 and your Dexterity score increases by 1.
Size: Your Height and Weight is comparable to a Humans.Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic, Ryl, and Togruti.
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.
Seductive Dance: If you perform for at least 1 minute, you can attempt to seduce your audience by dancing. At the end of the dance, choose a number of humanoids within 60 feet of you who watched all of it, up to a number of them equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your save DC or be charmed by you for 1 minute. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. Once you use this feature, you can't use it again until you finish a short or long rest..
Natural: You are proficient in the Charisma (Performance) skill.
Togruta
Ability Score Increase: Your Wisdom score increases by 2 and your Dexterity score increases by 1.
Size: Your Height and Weight are comparable to Humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Togruti.
Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Spatial Awareness: You can sense your surroundings using passive echolocation. You have blindsight to 15 feet. Creatures that attack you within this radius do not have advantage for being invisible or during a surprise round.
Sullustan
Ability Score Increase: Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Size: Your Height ranges from 3'- 4'0" and weigh between 40-80 lbs. Your size is Small.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Sullustese.
Expert Climber: You have a climb speed equal to your move speed.
Heightened Awareness: You proficient on Wisdom (Perception) ability checks.
Piloting Lore: Whenever you make an Intelligence (History) or Intelligence (Mechanics) check related to Galactic Navigation, Spaceships, or Starship Piloting you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Natural Pilot: You have proficiency in Vehicles (Atmosphere), Vehicles (Space).
Superior Darkvision: You can see in dim light within 120 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.
Jawa
Ability Score Increase: Your Dexterity score increases by 2 and your Intelligence score increases by 1.
Size: Your size is Small.
Speed: Your base walking speed is 25 feet.
Languages: You know Basic, Jawa, and a shorthand version of their native language known as Jawa Trade - which is far easier for outsiders to learn.
Natural Mechanic: You are proficient in the Intelligence (Mechanics) skill, and can add double your proficiency bonus on said checks.
Darkvision: You have superior vision in dark and dim conditions. 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.
Desert Dweller: You have advantage on Wisdom (Survival) checks made in a desert environment. You're also naturally adapted to hot and arid climates, as described in Chapter 5 of the Dungeon Master's Guide.
Scavenger: Whenever you deal Ion damage to a droid or vehicle, you can add your proficiency bonus to the damage.
Rodian
Ability Score Increase: Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Size: Your Height and Weight are comparable to Humans. size is Medium.
Speed: Your base walking speed is 35 feet.
Languages. You know Basic and Rodese.
Darkvision: Having been raised under a dense canopy, you have superior vision in dark and dim conditions. 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.
Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Rodian Camouflage: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. In addition, when you are in a rainforest or similar environment, your Rodian skin easily lets you blend in, you have advantage on Stealth checks to hide in such environments.
Miraluka
Ability Score Increase:Your Wisdom or Charisma score increases by 2, your choice, and your Constitution Score increases by 1.
Size: Your Height and Weight is comparable to Humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Miralukese.
Force Sight: Although blind, you can "see" by using the Force. You act normally without taking any penalties for blindness or darkness. This trait enables you to make Perception checks, and can read and write as a sighted person. This effect extends to a range of 30 feet + 5x your level. Everything else beyond shows up as a greyscale and shadows.
Gifts of the Force: All Miralukans are born with a natural talent and affinity for using the Force, though not all go on the path to forging and honing this natural talent into becoming a Jedi or mastering it. You know the "Move Objects" Force Talent. When you reach 3rd level, you can cast the "Mind Trick" force power once per day. When you reach 5th level, you can also cast the "Force Push" power once per day. Charisma or Wisdom (your choice) is your spellcasting ability for these Force Powers.
Keen Force Sense: You are proficient in both Charisma (Dark-side Force) and WIsdom (Light-side Force) ability checks.
Kel-Dor
Ability Score Increase: Your Dexterity increases by 1 and Wisdom scores increase by 2.
Size: Your height and weight is comparable to Humans. Your size is Medium.
Speed: Your base walking speed is 35 feet.
Languages: You know Basic and Kel Dor.
Telepathy: you can communicate telepathically with one creature you can see within 60 feet of you. You don't need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language.
Darkvision: Having evolved on a planet with a dense atmosphere, you have superior vision in dark and dim conditions. 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.
Keen Force Sense: You are proficient in the Charisma (Dark-side Force) and Wisdom (Light-side Force) skills.
Heightened Senses: The Kel Dors also had heightened reflexes, a result of the extrasensory organs in their heads. As such, you have proficiency in the "Perception" Skill, and are a swift species, gaining a bonus to movement speed, as listed above.
Special Equipment: You suffer limitations outside of your native atmosphere. You have a specialized protective mask with goggle attachments known as a "Kel-Dorian Anti-ox Mask." Without the aid of such a device you would suffer dangerous and life-threatening risks:
If you are not wearing the goggle attachments, you are considered blind.
Without an anti-ox breath mask (also known as a "Respirator" you suffer a level of exhaustion every round.
It functions similarly to a 'Respirator" as mentioned below, but this version is specially crafted for a Kel-dor and is made to bring standard oxygen levels to a much lower level that is more comfortable for your species.
You begin with this equipment, which is a personalized version specifically crafted to fit the physical features of a Kel-Dor; it cannot function for non Kel-dorians It is an action to remove or attach it to your face.
Duros
Ability Score Increase: Your Intelligence score increases by 2 and your Dexterity score increases by 1.
Size: Your height and weight is comparable to Humans. size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Durese.
Expert Pilot: You gain proficiency in Vehicles (Space) and Vehicles (Atmospheric).
Natural Mechanic: You have proficiency with the Intelligence (Mechanics) skill.
Durosian Knowledge: Whenever you make an Intelligence (History) check related to Astrogation, recalling old maps or navigational charts from memory, information about Hyperdrive traversal or general history regarding famous ships or general vehicle information, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Falleen
Ability Score Increase: Your Charisma score increases by 2, and Strength increases by 1.
Size: Your height and weight are comparable to Humans, size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Falleen.
Falleen Blood: You have resistance to poison damage and advantage on saving throws against the poisoned condition.
Hold Breath: You can hold your breath for a number of minutes equal to ten times your Constitution modifier (minimum of 5 minutes) before suffocating.
Reptilian Claws: Falleen have elongated claws, which you can use to make unarmed strikes. If you hit with it, you deal Slashing damage equal to 1d6 + Your Strength or Dexterity Modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.
Falleen Pheromones: As an action you can exude your Pheromones in a 20 foot radius of you. A creature must make a Wisdom Saving throw against your save DC (Charisma), on a failure it is charmed by you for 1 minute. A hostile creature has advantage on the saving throw. Pheromones function as an inhaled poison. Any creature immune to poison, immune to being charmed, or another Zeltron or Faleen, is immune to this effect.
Cerean
Ability Score Increase: Your Intelligence score increases by 2, and Wisdom increases by 1.
Size: Your Height and Weight is comparable to that of a Human. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Cerean.
Intuitive Initiative: You may choose to reroll any Initiative check, but the result of the reroll must be accepted even if it is lower than the previous roll.
Perceptive: You are proficient in the Perception skill.
Cerean Poise: Choose one, you have proficiency with Charisma, Intelligence or Wisdom Saving Throws.
Weequay
Ability Score Increase: Your Constitution score increases by 2 and your Charisma score increases by 1.
Size: Your Height and Weight is comparable to Humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Sriluurian. You can also communicate with other Weequay using pheromones.
Natural Armor: Your Armor Class is 12 + your Dexterity modifier when you are wearing no armor.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Spiritual Sacrifice: When you reduce a creature to 0 hit points, you can deem it a offering to Quay, shouting a praise to his name. When you do so, roll a 1d20, on a roll of 10 or higher, the kill is considered accepted and worthy of Quay's honor, you gain temp hit points equal to the number you rolled, on a failure, the kill is considered not worthy enough and this feature grants no effect but is still used. Once you use this feature, you cannot do so again until after a long rest.
Pheromones: You can exude pheromones to silently communicate with other members of your species up to 120 feet away. Creatures with the scent ability can detect your pheromones by smell, but this does not allow them to understand what you are communicating.
Rattataki
Ability Score Increase: Your Dexterity Increases by 2, Your Strength increases by 1.
Size: Your Height and Weight are comparable to a Humans. Your size is Medium.
Speed: Your walking speed is 30 feet.
Languages: You know Basic and Rattataki.
Menacing: You are proficient in the Intimidation skill.
Violent Nature: Rattatakans are born in a violent society, bred from birth in a culture that enjoys fighting and balks at cowardice and diplomacy, Rattatakans are immune to the Frightened Condition.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
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.
Umbaran
Ability Score Increase: Your Dexterity score increases by 2 and your Charisma score increases by 1.
Size: Your Height and Weight is comparable to Humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Umbarese.
Umbaran weapon Training: You gain proficiency with vibro-blades, vibro-daggers, and pistols.
Natural Manipulator: You are proficient in the Charisma (Deception) skill.
Umbaran Mind Influence: You know the "Mind Trick" Force power, and can cast it a number of times equal to your Charisma Modifier (minimum of 1). Charisma is your forcecasting ability for this feature. You regain expended uses of this feature after a long rest.
Improved Darkvision: Hailing from a planet of near total darkness, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Neimodian
Ability Score Increase: Your Charisma increases by 2 and Wisdom by 1.
Size: Your height and weight is similar to that of a Human. Your size is Medium.
Speed: Your base walking speed is 25 feet.
Languages: You know Basic, Durese, and Neimodian.
Parlay: You have a knack for talking your way out of dangerous situations. When you are attacked by a creature within 30 feet of you that can see and hear you, you can use your reaction to impose disadvantage on the attack roll, An attacker that can't be charmed is immune to this feature. Once you use this feature you cannot again until you finish a long rest.
Smooth Talker: You are proficient in Deception and Persuasion.
Wealthy: When you start play, double the starting credits you would normally begin with for your class and background.
Taung
Ability Score: Your Charisma score increases by 2 and your Dexterity and Strength score increases by 1.
Size: Taung's stood 6 feet high. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Mando'a.
Menacing: Taung's are a much known race for their ruthlesness in combat. You gain proficiency in Intimidation.
Savage Attacks: When you score a critical hit with a weapon attack, you can roll one of the weapon damage dice one additional time and add it to the extra damage of the critical hit.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cant use this feature again until you finish a long rest.
Echani
Ability Score Incease: Your Strength score increases by 2 and your Constitution score increases by 1.
Size: Echani are similar to humans between 5 to 6 feet. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Echani.
Combat of Emotion: While you are in combat with a creature your insight checks against that creature have advantage and their deception rolls have disadvantage.
Tough Training: Echani train their bodies to resist hand to hand combat and have a natural resistance to bludgeoning damage.
Ewok
Ability Score Increase: Your Charisma score increases by 2 and your Strength score increases by 1.
Size: Ewoks are 3 feet tall. Your size is Small.
Speed: Your base walking speed is 25 feet.
Languages: You know Basic and Ewokese.
Primitive Warrior: While using primitive weapons the weapon damage is increased by one die level, (ex. d4 to d6).
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Ewok Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Cyborg
Cybernetic Vulnerablility: You are vulnerable to lightning damage.
You can choose any race to be a cyborg except droid. When you choose a race you gain all the racial benefits and ability score adjustsments as normal. But you also gain 400cr instead of 1000cr to spend in Creating A Droid Character and have access to upgrade yourself like a Droid Race does. You skip choosing a degree and are not required to purchase Appendages or Locomotion, though this does give you the same proccessor as the droid race starts with.
Zabrak
Ability Score Increase: Your Constitution Score increases by 2.
Size: Your Height and Weight are comparable to Humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You know Basic and Zabrak.
Darkvision: Your vision can easily cut through darkness. 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 in shades of gray.
Ignore Pain: Zabrak's have an innate resistance to physical pain. When you take Bludgeoning, Piercing, or Slashing damage from a non-modified weapon, you reduce that damage by 1.
Great Fortitude: Zabraks are born with two hearts, as such, they have a high tolerance for poisons and toxins as their body is able to work twice as hard to fight against them. You have resistance to poison damage, and you have advantage on ability saves against the Poisoned Condition and other environmental hazards of similar origin.
Sub-species: Zabraks are separated into two distinct species, which are distinguished by the number and patterns of horns, their skin-color, and most importantly their cultural views and inclination to alignment, there are many sub-species of Zabraks, but for simplicity the two most popular are listed here; Iridonian and Dathomiran.
SUB-SPECIES:
Iridonian
are considered to be more war-like than Zabrak from their colony worlds; due to the rugged terrain that make up their homeworld. They developed a highly physical style of martial arts, which are a requirement for them to learn. they are more rugged, but also proud and good-hearted, they strived to excel and put 100% effort into whatever they chased after. Many Iridonian zabraks are tan-skinned, with rugged white ivory or tan-skinned horns. Those that are born force-sensitive tend to have a sense of justice and due to their cultural views go on to become Jedi.
Alignment: Most Iridionian born Zabraks tend towards being Neutral or Good.
Ability Score: Your Strength increases by 1.
Iridonian Pride: Iridonians pride themselves in their hardwork and effort to master whatever craft they put their minds to. Choose one Skill, Tool, or Weapon, and you gain proficiency in that choice.
iridonian Heart: Iridonians; though war-like and proud, are a naturally good-hearted folk and are honorable, with a stout and fearless heart, they are more resilient at fighting against terrible forces. You have advantage on Saving Throws against the Frightened Condition.
Iridonian Toughness: Your Hit Point Maximum increases by 1, and it increases by 1 every time you gain a level.
Dathomirian
They are a hybrid sub-species of Zabrak kind, Dathomiri is also a culture, a dark and twisted culture warped and centralized around the dark-side energies that ripple and pervert their planet.
Dathomir is surrounded by a blanket of dark-side energy, much of which emanates around the planet as a red or green mist that swells up beneath the cracks within the planets core.
it is a powerful force, and many force-sensitives are born here, almost all Dathomirians are force-sensitive, and harness the dark-side.
Ability Score Increase: Your Charisma increases by 1.
Alignment: Most Dathomirian born Zabraks tgend towards Evil-alignment.
Dark Heart: You start at 1st-level with a Dark-side Score of 1.
Dathomirian Force Sensitive: Almost all Known Dathomirians were known to use the power of the Dark-side of the force and many are naturally born Force-sensitive due to the immense amount of Dark-side energy that permeates their planet Dathomir. You know the "Move Object" Force Talent. When you reach 3rd level, you can cast the Force Scream force power once per day. When you reach 5th level, you can also cast the Force Push power once per day. Charisma is your force casting ability for these Force Powers.