The Sovereign Droid

Sovereign Droid

Sovereign Droid

Droids, less commonly known as robots and automatons, were mechanical beings that possessed artificial intelligence. They were used in a variety of roles and environments, often those considered too menial or too dangerous for other species, but also in fields that required extensive specialization and knowledge.


Creating a Sovereign Droid

What was your reason for leaving your master? Did your master die in some form or did he misplace you? Or where you specifically built to be a droid free from serving others. What is your goal as a droid who answers to no one and how do you staf free from others forcing your to do their bidding. Are you apart of the The Free Droid Enclave that is established on Nar Shaddaa. It is a habitat of droids who for various reasons have broken off from their masters and came to live on their own, servants to no one but themselves.

Quick Build

You can make a sovereign droid quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second choose the stationer background.


  • Hit Dice: 1d12 per Sovereign Droid level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Sovereign Droid level after 1st


  • Armor: All armor, energy shields
  • Weapons: Pistols, rifles, grenades, heavy weapons
  • Saving Throws: Strength, Intelligence
  • Skills: Choose any three skills besides force skills
  • Tools: Any two of your choice
  • Languages: Any Four of your choice


You start with the following equipment, in addition to the equipment granted by your background.

  • • (a) a blaster pistol
  • • (a) a blaster pistol or (b) a blaster rifle
  • • (a) half vest or (b) 400cr (only for droid armor, lost if not used)
  • • (a) a tool kit of your choice
  • • (a) A pack of your choice
  • You start with a number of credits equal to the total of 5d4 x 10.

Processor Priority:

Starting at 1st level, choose a Processor Priority that designates your core programming. Each Processor Priority acts differently from one another and is where you focus your attention to for self modification. Choose one from the the followin, Assassin Priority, Defensive Priority, Support Priority, Your choice grants you additional features at 3rd level and then again at 9th, 13th, and 17th level. .

Droid Talents

At 1st level, and again at 4th, 8th, 12th, 16th, and 19th level , you gain one talent of your choice based on the degree of droid you are. Your talent options are detailed at the end of the class description. When you reach 11th level you are no longer restriceted to choosing a talent based on your droid degree.

ATTACK ROLLS AND SAVING THROWS: Some talents can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roll is listed in the text for the description for that particular gadget.

Talent attack modifier = your proficiency bonus + your Intelligence modifier.

Talent save DC = 8 + your proficiency bonus + your Intelligence modifier

Bonus Feat:

Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level. 


Starting at 2nd level, your internal programming helps keep you stable and working properly. When you are forced to make a Death Saving throw and you succeed you regain hit points equal to your Sovereign Level. Once you use this ability you must finish a Long Rest before being able to use it again. This ability increases at 6th level, giving you twice the amount of hit points back and the ability to use it twice instead of once. At 14th level, you regain five times hit points instead of twice as many.

Reprogram Memory:

Starting at 3rd level, during a short rest you are able to switch your saving throw and skill profiencies. You can change a number of profiencies equal to your Intelligence modifier. When you do this you can only change to another proficinecy in the same catagory. Saving throw can only be switched between saving throws and skills can only be switched between skills. You must end up with the same number of proficincies. This feature does not work on skills you have expertise in.

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 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Machine Overload

Starting at 5th level, As an action, you can cause yourself to overload with power causeing your programming to work twice as fast as it normally does. When you take the attack action you can make one additional attack, your speed is doubled, your AC is increased by 2 and you have advantage on Dexterirty Saving Throws and Ability Checks. This effect lasts for 1 minute. You can use this feature a number of times equal to your Intelligence modifier. You must finish a long rest to regain all expended uses. 

Advanced Targeting:

Starting at 7the level, your ranged weapons gain a +1 to your critical hit range (ex. normal range of 20 becomes 19-20) and when you score a critical hit you deal an additional weapon die of damage. This ability inceases at 15th level to +2 and another weapon die of damage.

Critical Frenzy:

Starting at 10th level, when you score a critical hit you can make an additional attack against a creature in range. This can stack up to a number of times equal to your Intelligence Modifier.

Shifted Movement

At 11th level, if you are in a hostile creatures threat range, instead of using your movement you can move to an area outside of the creatures threat range not provoking an oppurtunity attack.

Damage Conversion

Starting at 18th level, when you take damage you can use your reaction to use this ability. Instead of taking the damage you gain temp hit points equal to half the damage total. Once you use this feature you cant use this feature again until you finish a long rest.

Back Up Plan

Starting at 20th level, you can create a back up of yourself incase you cease to function again. This feature creates a duplicate of yourself in all aspects as a safeguard against death. Creating your duplicate costs 10,000 credits worth of materials and takes 12 days(8 hours a day) to craft; It endures indefinitely, as long as its vessel remains undisturbed and safe At any time after it is completed, if the original dies, its programming transfers to the new one you created, provided that there is a way to connect to the holonet and your duplicate is connected to a computer. The duplicate is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original physical remains, if they still exist, can't be restored to life. Once you use this feature you cant do so again for 120 days.

Droid Talents

Each talent is available only to droids of a particular degree. When a character would normally gain a talent, such as 1st level, the droid can select a droid talent from among those presented below. When you reach 11th level the restriction for gaining a talent from your respective degree is removed and you can choose from any degree.


Known Vulnerability:

Prerequisites: Proficient in 

You know the vulnerable spots to hit on most species. As a action, you make a DC 15 Medicine (life sciences) check (DC 25 for rare species, DC 35 for unknown species, both as determined by the Gamemaster). If the check is successful, until the end of the encounter, whenever you make a successful melee or unarmed attack that deals damage against a target of that species, your target takes a -2 penalties to attack rolls until the end of your next turn. 

Medical Analyzer:

Prerequisites: Proficient in Medicine

You use your medical knowledge and advanced droid processor to improve your treatment of medical conditions. You can assist in a Treat Injury check to Treat Disease, Treat Poison, or Treat Radiation, you can add double your Intelligence modifier to your Medicine (life sciences) or Medicine (physical sciences) skill check. 

Triage Scan:

Prerequisites: Proficient in Medicine

As a action, you can make a DC 20 Medicine check. If the check succeeds, you know if the organic characters within 30ft within your line of sight are below one half of their hit points and at what afflictions are affectiong them. 


Burst Transfer: 

You can double the amount of data transferred with the Binary language in a single round when communicating with other droids with Burst Transfer, and you cut Access Information time in half when making Use Computer checks to find general or specific information. 

On-Board System Link:

Prerequisites: Proficient in (Vehicles) Space and/or Atmosphere

While aboard a starship or vehicle and plugged into the ship's systems by scomp link, droid socket, or basic data port, you can reroute power or recharge shields as an bonus actions instead of anction. 

Quick Astrogation:

Prerequisites: Proficient in Astrosurvey Equipment

Your speedy electronic astrogation-calcu lation routines allow you to cutcalculation time in half. Additionally, when attempting a check to Astrogate, you can make the calculation as a bonus action instead of a action. 

Scomp Link Slicer: 

Prerequisites: Proficient in Use Computers

Your inherent speed and advanced skill reduce the danger of using computer systems. You must be physically linked to the system you are using.. You can use each of the following actions once per short rest: 

  • Eradicate: You can use Disable or Erase Program on a computer that is friendly or helpful toward you. With this talent, disabling or erasing a program takes 5 minutes and requires a DC 15 Use Computer check.
  • Lockout: If you succeed on an opposed Use Computer check when you Issue a Routine Command to counteract another programmer's actions, you automatically lock the other programmer out of the system. He or she must succeed in an opposed Use Computer check against you to regain access to t he system. You resist the attempt as a reaction.


Prerequisites: Proficient in Use Computers

As a reaction, you automatically keep a hostile computer from tracing your location if you fail a Use Computer check by 5 or more. 



You are skilled in the nuances of diplomatic speech and gestures. Once per short rest, you can add your Wisdom bonus to a Persuasion check in addition to your Charisma bonus as a Reaction. 


You enhance your persuasiveness by applying data obtained through observation. Whenever you would fail a Persuasion check, you can roll a Perception check as a free action, with a DC equal to the DC of the Persuasion check. If you succeed , add +5 to the origina l Persuasion check result. 

Supervising Droid : 

You are programmed to oversee other droids. You can use each of the following actions once per short rest:

  • Combat Support: As an Reaction, you can use the Help action on an allied droid's attack roll, provided you are capable of using the Help action to assist that ally.  
  • Director: As a Reaction, you use the Help action on an allied droid with a skill you are Proficient in. 
  • Instant Action: As a bonus action, you grant one ally a bonus action that it can use immediately as a free action. 

Prerequisite: Observat Talent


You know how to subtly massage translations. When one of your allies is attempting to use the Persuasion skill to change the attitude of a creature that does not understand your ally, you add +2 to the ally's Persuasion check results if you perform the translation. 

Prerequisite: Proficient in Persuasion. 


Just a Scratch: 

Once per short rest, as a reaction, you can reduce the damage from a single attack that targets you by an amount equal to your Constitution Modifier. 

Prerequisites: Equipped with medium or better armor, proficient with that armor. 

Target Acquisition: 

Once per short rest, as a bonus action, designate an enemy target within line of sight as an acquired target. You gain a +1 bonus to attack rolls and damage rolls for all attacks against that target until the end of the encounter, as long as the target remains within your line of sight. 

Target Lock: 

You lock onto the target designated by the Target Acquisition talent. If the target leaves your line of sight, you automaticall y reacquire the target lock as a reaction if the target comes back with in your line of sight. You also gain advantage to your Perception check when searching for the target . 

Prerequisite: Target Acquisition. 

Weapons Power Surge: 

Once per short rest, as a free action, you can increase the damage dealt by one of your weapons by 1 or 2 damage dice in exchange for having all attacks on you have advantage for a round for each die increased. The weapon must be permanently mounted to your chassis, and it must use your internal power supply. Handheld weapons, such as blaster rifles, do not qualify for this talent. 



You are particularly durable and continue to function when a lesser droid would become disabled. The first time that you would be dropped below 0 you instead drop to 1. Additionally, if a single attack would kill you out right you instead drop to 0.

Heavy-Duty Actuators: 

Your heavy-duty actuators allow you to release your power and speed in a quick burst. You can double your Strength bonus to your melee and unarmed damage rolls. 

Prerequisite: Medium or larger size. 

Load Launcher: 

You are considered proficient with improvised range weapons when making a ranged attack by throwing an object. Objects up to one size category larger than you can be thrown up to a number of feet equal to 5 x your Strength. Additionally, you add your Strength bonus to any damage dealt.

Task Optimization: 

Select a skill you are Proficient in. you can perform any application of that skill as a bonus action instead of an action.