Overlapping Features
Many species have features that make them better in certain martial ways: special traits like natural armor, armor and weapon proficiencies, or unarmed strikes and natural weapons. Counterintuitively, when those species choose certain classes, those features become obsolete instead of enhancing their class choice.
If you players choose such a species/class combination, consider using this variant rule.
Armor Proficiencies
Many species come with specific armor proficiencies suited to their species' culture, such as chiss or draethos, or natural unarmored defense, such as aing-tii or wookie. If a player chooses a species and class combination that would grant the same armor proficiencies, or a species with natural armor and a class with unarmored defense, consider instead granting them a bonus depending on the type of armor, as shown below:
- Unarmored Defense: +1 bonus to AC while not wearing armor or wielding a shield.
- Light Armor: +1 bonus to Dexterity saving throws while wearing light armor.
- Medium Armor: +1 bonus to Constitution saving throws while wearing medium armor.
- Heavy Armor: -1 damage taken from weapons while wearing heavy armor. If this would reduce the damage to 0, the damage is instead reduced to 1.
For instance, at 1st level, a draethos operative with a 16 in Dexterity would have +6 to Dexterity saving throws instead of +5 while wearing light armor, while a wookiee berserker with a 14 in Dexterity and a 16 in Constitution would have an Armor Class of 16 while unarmored, instead of 15. A character should only gain each bonus once.
Weapon Proficiencies
Many species come with specific weapon proficiencies suited to their species' culture, such as chiss or tuskens. If a player chooses a species and class combination that would grant the same weapon proficiencies, consider instead granting them a +1 bonus to damage rolls with the chosen weapon. For instance, at 1st level, a chiss scout with a 16 in Dexterity would have a +4 to damage rolls instead of a +3 when attacking with a blaster pistol or sniper rifle. A character should only gain this bonus once, and this bonus does not apply if the species offers a choice of weapons, such as human or echani.
Unarmed Strikes/Natural Weapons
Many species come with higher unarmed strike damage, such as twi'lek or zabrak, or a natural weapon, such as chevin or karkarodons, representing their natural aptitude with unarmed combat. If a player chooses a species, class, or customization option combination that would both grant an increased unarmed strike, consider instead granting them a +1 bonus to their unarmed strike damage. For instance, at 1st level, a zabrak monk with a 16 in Dexterity would do 1d4+4 instead of 1d4+3 with their unarmed strikes. A character should only gain this bonus once.
Additionally, consider allowing those species that have natural weapons to use those weapons in place of their unarmed strikes, as appropriate.
Situational Expertise
Certain special traits, such as the aqualish Arms Dealer trait, give expertise in a skill in a certain situation. If you would already have expertise in that situation, instead treat this feature as if it gave advantage.