# Starfinder 2e Basics for D&D5e Players ![Banner1](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fstyles.redditmedia.com%2Ft5_6d6hbv%2Fstyles%2FbannerBackgroundImage_abo0wn3nixuc1.png&f=1&nofb=1&ipt=d526c46a543f2ed9a422f7cd4aa5cd7f8237d9236ba0c292160403d6df2eea6b) This is a simple document to teach D&D5e Players the Starfinder2e System Basics. This will cover the following aspects of play. **1 -- Character Creation 2 -- Action Economy 3 -- Modes of Play**     # 1 -- Character Creation ![Banner2](https://cdn.paizo.com/a7d62ac8-7f03-00ef-f1f0-83fb8bf332e2/7029acf7-c6c6-48e0-a8ca-96508fcda516/PZO22004_Chapter1_AdventuresInTheGalaxy_Opener.jpg) This section explains how to create a character in Starfinder 2E if you're familiar with D&D 5e. While the basic idea of choosing your species, class, and backstory remains, the structure and terminology are different. The goal here is to map 5e concepts directly to their Starfinder 2E equivalents and explain key differences. This section will cover the following: 1. Ancestries (Species) 2. Classes 3. Backgrounds 4. Equipment 5. Stats   ## 1. Ancestries (Species) ![Ancestries](https://support.demiplane.com/hc/article_attachments/33029296904087) In D&D 5e, your character’s species is called a **race** or **species** (e.g., elf, dwarf, tiefling). In Starfinder 2E (SF2E), the equivalent concept is called an **ancestry**. Some other term equivalents are listed below: | D&D 5e Term | Starfinder 2e Equivalent | | -------- | -------- | | Race/Species | Ancestry | | Subrace/Subspecies | Heritage | | Racial/Species Traits | Ancestry Feats | While the terms are different, choosing an Ancestry is all too similar to choosing a Race or Species in 5e: your choice defines your physiology, cultural background, and some of your starting traits. However, **Starfinder 2E breaks this concept into modular parts**, giving you more long-term customization as you level, so it's not as simple as a once-and-done.   ### **Ancestry** Choose your core species (e.g. Human, Android, Vesk, Ysoki). This grants: - Base HP - Speed - Size - Languages - Ability Boosts - Core "traits" (e.g., low-light vision, resistances)   ### **Heritage** At 1st level, choose a **heritage**, which reflects a subculture, origin, or physiological variation (similar to 5e subraces). In this case though, they are required to be chosen, even if that is just choosing the most "basic" one.   ### **Ancestry Feats** You start with 1 ancestry feat at level 1, and gain more every 4 levels. These represent traits your character develops over time. Some Ancestry Feats are tied to specific Ancestries / Heritages, some aren't.   ### **Ancestry Boosts/Flaws** Your Ancestry will also commonly provide you with **Ancestry Boosts** which are simply "Ability Score Bonuses" but simpler. Most of the time these will be selected for you, such as the Skittermander, which gets a Bonus in Charisma, Dexterity, and one of your choice. However, these also come with **Ancestry Flaws**, which are negatives to your Ability Scores, in the case of Skittermander being Wisdom. However, you can choose to forgo the Ancestry's defaults by just choosing two Ancestry Boosts and nothing else.   ### **Player Core Options** The following ancestries are available in the Starfinder 2E Player Core. Each one includes a unique mix of traits, ability boosts, and roleplaying flavor. | Ancestry | Description | |-------------|-------------| | **Android** | Synthetic humanoids with enhanced durability and efficiency. Often logical, emotionless, and resistant to disease or poison. | | **Barathu** | Floating, jellyfish-like aberrations from gas giants. Highly adaptable and can modify their own bodies. | | **Human** | Versatile and adaptable. Gain flexible ability boosts and extra customization options. | | **Kasatha** | Four-armed, wise humanoids with strong traditions. Excellent at multitasking and spiritual pursuits. | | **Lashunta** | Charismatic, telepathic humanoids. Natural diplomats and psychics with strong mental abilities. | | **Pahtra** | Agile, feline humanoids with a history of rebellion. Cunning, charismatic, and good at mobility and stealth. | | **Shirren** | Insectoid former hive-minds. Strong-willed and cooperative, with a natural resistance to mind control. | | **Skittermander** | Small, six-armed, and overly helpful. Naturally inclined toward teamwork and utility. | | **Vesk** | Reptilian warriors with a militaristic background. Hardy and strong, they value discipline and honor. | | **Ysoki** | Clever and resourceful ratfolk. Small in size but big on problem-solving and tinkering skills. |   ## 2. Classes ![Classes](https://hackmd.io/_uploads/B1g3yvAeWx.png) In D&D 5e, your **class** (e.g., Fighter, Wizard, Rogue) defines your core abilities, and at later levels you choose a **subclass** that adds specialization (like Champion, Evoker, or Thief). In Starfinder 2E, this is similar — but more modular and fully chosen **at level 1**. Here’s the term equivilants: | D&D 5e Term | Starfinder 2E Equivalent | |----------------|-----------------------------| | Class | Class | | Subclass | Varies *(generally referred to as Subclass)* | | Class Features | Class Feats | While the terms are generally the same, Classes operate a decent bit different between D&D and Starfinder. In D&D, you gain fixed class features at specific levels and choose a subclass later on (usually level 3). In Starfinder 2E, you pick your class and "subclass" right at level 1 and instead of fixed class features, you often get to choose from a selection every 2-3 levels.   ### **Class** This defines your character’s main role and mechanics (e.g. fighting, spellcasting, support). Starfinder 2E Player Core includes 6 core classes, next to them are the classes that are most similar to them from 5e: | Starfinder 2E Class | Closest D&D 5e Equivalent | |---------------------|-------------------------------| | **Envoy** | Bard / Battle Master Fighter | | **Mystic** | Cleric / Druid | | **Operative** | Rogue / Ranger | | **Solarian** | Paladin / Monk | | **Soldier** | Fighter / Barbarian | | **Witchwarper** | Sorcerer / Warlock | Although there are often more choices such as *Technomancer* and *Mechanic* from other rulebooks that are more in line with other class flavors of 5e.   Each class provides: - Key Atribute (Ability Score) - Hit Points - Perception Training Level - Saving Throw Training - Skill Training - Attack Training - Defenses Training - Class DC Most of these do the same thing and are most similar to "proficiencies" from D&D. You can learn more about these aspects in Section 4 of this Character Creation.   ### **Specialization / Additional Class Options** While not formally called "subclasses," most classes in Starfinder 2E have a form of specialization — a mechanic that functions similarly to subclasses in D&D 5e, but isn't structured or named the same way. These specializations often come in the form of class-specific choices made at level 1, such as: - **Directives** for the Envoy - **Fighting Styles** for the Soldier - **Connections** for the Mystic - **Paradoxes** for the Witchwarper Not all classes have access to these additional choices often referred to as **Class Options**, but some do, which is important to keep in mind.   ## 3. Backgrounds ![Backgrounds](https://hackmd.io/_uploads/HkW8q7Cx-l.png) In **D&D 5e**, backgrounds typically provide: - Two skill proficiencies - Sometimes tool or language proficiencies - Possibly starting gear and a small feature - (Optional) a feat, depending on the ruleset used (e.g., 5e or One D&D)   In **Starfinder 2E**, backgrounds are more standardized and mechanical. They give you: - **Two Attribute Boosts** (usually one fixed, one flexible) - **Training in Two Skills** - **One Skill Feat** (a small ability or action tied to a trained skill) This is the easiest difference to learn between the two systems.   ## 4. Equipment ![Equipment](https://i0.wp.com/www.strangeassembly.com/wp-content/uploads/2018/09/20180712-ArmorySpread.jpg?ssl=1) At character creation, you buy equipment... no seriously. You either get the choice of **Permanent Items + Currency** or **Lump Sum** based on what level your character starts the game at, refer to the table below for a breakdown by level: | Level | Permanent Items | Currency | Lump Sum | |-------|-------------------------------------------|----------|------------| | 1 | — | 150 cr | 150 cr | | 2 | 1st: 1 | 200 cr | 300 cr | | 3 | 2nd: 1, 1st: 2 | 250 cr | 750 cr | | 4 | 3rd: 1, 2nd: 2, 1st: 1 | 300 cr | 1,400 cr | | 5 | 4th: 1, 3rd: 2, 2nd: 1, 1st: 2 | 500 cr | 2,700 cr | | 6 | 5th: 1, 4th: 2, 3rd: 1, 2nd: 2 | 800 cr | 4,500 cr | | 7 | 6th: 1, 5th: 2, 4th: 1, 3rd: 2 | 1,250 cr | 7,200 cr | | 8 | 7th: 1, 6th: 2, 5th: 1, 4th: 2 | 1,800 cr | 11,000 cr | | 9 | 8th: 1, 7th: 2, 6th: 1, 5th: 2 | 2,500 cr | 16,000 cr | | 10 | 9th: 1, 8th: 2, 7th: 1, 6th: 2 | 3,500 cr | 23,000 cr | | 11 | 10th: 1, 9th: 2, 8th: 1, 7th: 2 | 5,000 cr | 32,000 cr | | 12 | 11th: 1, 10th: 2, 9th: 1, 8th: 2 | 7,000 cr | 45,000 cr | | 13 | 12th: 1, 11th: 2, 10th: 1, 9th: 2 | 10,000 cr| 64,000 cr | | 14 | 13th: 1, 12th: 2, 11th: 1, 10th: 2 | 15,000 cr| 93,000 cr | | 15 | 14th: 1, 13th: 2, 12th: 1, 11th: 2 | 22,500 cr| 135,000 cr | | 16 | 15th: 1, 14th: 2, 13th: 1, 12th: 2 | 32,500 cr| 200,000 cr | | 17 | 16th: 1, 15th: 2, 14th: 1, 13th: 2 | 50,000 cr| 300,000 cr | | 18 | 17th: 1, 16th: 2, 15th: 1, 14th: 2 | 75,000 cr| 450,000 cr | | 19 | 18th: 1, 17th: 2, 16th: 1, 15th: 2 |120,000 cr| 690,000 cr | | 20 | 19th: 1, 18th: 2, 17th: 1, 16th: 2 |200,000 cr|1,120,000 cr| *If you use Pathfinder 2e items in Starfinder 2e, the conversion rate is 1gp = 10 credits.*   ## 5. Stats ![Stats](https://preview.redd.it/for-pathfinder-2e-players-wanting-to-try-starfinder-2e-here-v0-yhq32mr0axqe1.png?width=1493&format=png&auto=webp&s=37b40e63fa4c4e6e763e6b941e4359de6f390294) This section covers how Starfinder 2E handles core character stats compared to D&D 5e. While the general ideas are familiar, there are some key differences in how things are used and calculated.   ### **Attributes (vs. Ability Scores)** - Starfinder 2E uses the same six core attributes: **Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma**. - However, you only use the **modifiers** (e.g. +2, +3) — there are no base ability scores like in 5e. - You apply boosts directly to the modifiers during character creation and advancement.   ### **Perception is a Core Stat** - In D&D 5e, Perception is a **Wisdom-based skill**. - In SF2E, **Perception is not a skill** — it’s its own core stat. - You’re trained in it like a saving throw, and it’s **used to detect things** and often **rolled for initiative**.   ### **Initiative is Context-Based** - In D&D 5e, initiative is always **1d20 + Dexterity modifier**. - In Starfinder 2E, **initiative rolls vary based on the situation**: - Most commonly, you roll **Perception**. - If you're sneaking into a fight, you might roll **Stealth**. - If you're deceiving an enemy, you might roll **Deception**, etc. - This makes your **approach to an encounter matter** .   ### **Saving Throws** - Starfinder uses three saving throws, like Pathfinder 2E: - **Fortitude** (Constitution-based) - **Reflex** (Dexterity-based) - **Will** (Wisdom-based) - Each save has a proficiency tier and adds your attribute modifier + level .   ### **Proficiency System** Starfinder 2E uses a five-rank proficiency system to represent how skilled a character is at a task: | Rank | Bonus | |-------------|---------------------------------| | Untrained | +0 | | Trained | Level + 2 | | Expert | Level + 4 | | Master | Level + 6 | | Legendary | Level + 8 | This applies primarily to Skills, but also to Saving Throws, Perception, and other aspects of the game.     # 2 -- Action Economy ![Action Economy](https://spritesanddice.com/media/images/starfinder_beginner_box_review.width-1080.jpg) Understanding the action economy is key to playing efficiently. This section will cover the basics of how Starfinder 2e differs from 5e, and how some of the same actions are done differently between systems.   ## The Economy Overview In D&D 5e, you take turns in combat where you can use: - **1 Action** — Attack, Cast a Spell, Dash, Disengage, etc. - **1 Bonus Action** — Only if granted by a class/feature/spell. - **1 Reaction** — Used outside your turn when triggered (e.g., opportunity attacks). - **Movement** — Up to your speed, split freely before/after actions. This system relies on **distinct action types** that are often tied to specific mechanics or class features.   In Starfinder 2E, your turn is simplified into: - **3 Actions** — Used to move, attack/cast, use items, activate ability, almost everything. - **1 Reaction** — Used outside your turn when a **trigger** condition is met. Starfinder 2E uses a **unified action system**, where nearly everything costs some number of the same type of action. This simplifies resource tracking and increases tactical flexibility. However, many actions (especially skill-based ones) also require a level of training or proficiency to use effectively — unlike in 5e, where most basic actions are universally available.   ## Specificity of Action In Starfinder 2E, **actions are more specific** and often **require training or proficiency** to use. While the 3-action system is flexible in structure, **what you can actually do with your actions is gated** by your skills, feats, class, or gear. Some examples: - You can't **Trip** or **Disarm** unless you’re trained in the relevant skill and wielding a weapon with the right trait. - You can't **Recall Knowledge** about creatures without being trained in the relevant Lore or Science skill (like Life Science, Engineering, or Mysticism). - Actions like **Twin Shot**, **Activate Nanites**, or **Command Ally** are tied to specific **class feats** — they’re not universally available. - Even a basic **Grapple** maneuver may require the right weapon trait or a feat investment. > While this is how the system works by the rules (RAW), **some GMs may choose to loosen those restrictions**, especially for newer players. For example, allowing a non-trained character to attempt a basic Trip at a penalty (which is in the rules themselves but often very punishing). > > Personally, I prefer to let trained characters get **better and more effective versions** of those actions, rather than making them impossible by default — but not all tables will run it that way. This emphasis on specificity means that **what you build into your character matters a lot** — actions aren't just about creativity, they're tied to system permissions.   ## Additional Action Rules ### Free Actions - **Free Actions** are minor activities that don’t consume one of your 3 actions. - These are **limited and explicitly defined** — not everything that feels "quick" is free. - Examples include: - Speaking a short phrase - Dropping an item - Letting go of a held object You can usually perform multiple free actions per round, **as long as the GM agrees they’re reasonable and don’t interfere with major actions**.   ### Readied Actions Starfinder 2E allows you to **Ready an Action**, but it works differently than in 5e. To Ready: - You must spend **2 actions** on your turn to prepare. - You choose a **trigger** and a **single action or reaction** you’ll take in response. - When the trigger occurs, you use your **Reaction** to perform the readied action. **Important notes:** - You can’t ready multiple actions or full multi-action activities (like a 2-action spell). - If the trigger doesn’t happen, you still lose your reaction that round.   ### Action Restrictions Many actions in SF2E have **specific prerequisites**: Always check the action’s description — **Starfinder is stricter about gating** actions behind training or character choices compared to 5e, where many options are freely available to all characters.     # 3 -- Modes of Play ![Modes of Play](https://www.enworld.org/attachments/pzo7102-cover-jpg.111089/) In Starfinder 2E, gameplay is organized into **three distinct modes** — each one serves a different purpose and uses different rules. This structure helps both GMs and players understand what kind of actions are available, how time works, and what the focus of play is at any given moment. Unlike D&D 5e, where play often flows fluidly between scenes and is largely GM-directed, Starfinder explicitly defines these modes to help balance narrative, mechanics, and pacing.   ## 1. Encounter Mode This is the most structured mode — used for **combat and other high-stakes situations** like intense negotiations, starship boarding actions, or environmental hazards. - **Timeframe**: 6-second rounds (very granular) - **Structure**: Turn-based; initiative determines order - **You get**: 3 Actions + 1 Reaction per round ### Common Encounter Actions: - **Strike** — Make a melee or ranged attack - **Stride** — Move up to your Speed - **Cast a Spell** — Usually takes 2 actions - **Raise a Shield**, **Interact**, **Use a Class Feat** ### Typical Examples: - Fighting hostile creatures in a corridor - Disarming a trap while under pressure - Engaging in a starship boarding operation - A social standoff with guards or enemies   ## 2. Exploration Mode This is used for **deliberate, cautious movement**, travel through dangerous areas, investigation, and tense situations **outside of combat**. - **Timeframe**: Flexible (minutes to hours) - **Structure**: Semi-structured — players choose ongoing **Exploration Activities** - You don’t roll initiative, but you’re still in a heightened state of readiness. ### Exploration Activities: - **Avoid Notice** — Move while trying to stay hidden (Stealth) - **Search** — Look for hidden objects, doors, traps, or creatures (Perception) - **Scout** — Help the party be ready for combat; grants initiative bonus - **Follow the Expert** — Use another party member’s guidance for complex tasks - **Defend** — Move with weapon ready; use Reaction to attack first enemy you see - **Track** — Follow footprints or signs (Survival) - **Detect Magic** — Continuously scan your surroundings (if you can cast) ### Typical Examples: - Moving through a ruined alien temple, watching for traps - Sneaking through an enemy outpost - Searching a crashed starship for salvage or survivors - Tracking a strange creature across the tundra   ## 3. Downtime Mode This is used for **long-term, non-adventuring activities**. You’re safe, not in danger, and focusing on your character’s personal goals or logistical tasks. - **Timeframe**: Days, weeks, or even months - **Structure**: Narrative-driven, sometimes uses subsystems (like crafting) ### Common Downtime Activities: - **Craft** — Create weapons, gear, gadgets, or magical items - **Earn Income** — Work a job, perform for pay, take on commissions - **Research** — Dive into a topic or seek answers at a data archive - **Train** — Learn a new language, gain a feat, retrain a class feature - **Repair** — Fix a ship, mend equipment, or restore cybernetics - **Plan or Roleplay** — Spend time with NPCs, build connections, etc. ### Typical Examples: - Building a custom weapon over several days - Learning Ysoki slang from a local contact - Earning credits fixing drones in a docking bay - Researching ancient runes in a university databank     # That’s the Basics If you’ve made it this far — congratulations! 🎉 You now have a solid grasp of the core differences between D&D 5e and Starfinder 2E. We’ve covered: - How character creation works differently (Ancestries, Classes, Backgrounds) - How skills and proficiency are handled - The flexible but structured action economy - The specific nature of what actions you can take and how they're gated - Modes of play and what to expect from each This isn’t everything — but it’s **everything you need to start playing**. Once you’ve got a character concept and a rough idea of the mechanics, we’ll handle the rest at the table. Don’t worry about memorizing everything — learning through play is expected. If you’re ever unsure what to do on your turn, just ask: > “What can I do right now with my actions?” or > “What does my character know how to do in this situation?” Welcome to Starfinder 2E — time to blast off.