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Way of the Jedi

You follow a monastic tradition that teaches you to use the


mystical energies of the Force. With a lightsaber in hand
and command of the ever-present and limitless potential of
the Force, you are a force to be reckoned with in both might
and magic.

Spellcasting
When you choose this tradition at 3rd level, you augment
your martial prowess with the ability to cast spells using the
Force. See chapter 10 for the general rules of spellcasting.
Cantrips. You learn three cantrips: mage hand and two
other cantrips of your choice from the jedi spell list. You
learn an additional jedi cantrip of your choice at 10th level.
Spell Slots. The Jedi Spellcasting table shows how many
spells slots you have to cast your spells of 1st level and
higher. To cast one of these spells, you must expend a slot of
the spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
For example, if you know the 1st-level spell jump and have
a 1st-level and a 2nd-level spell slot available, you can cast
jump using either slot.
Spells Known of 1st-Level and Higher. You know three
1st-level jedi spells of your choice.
The Spells Known column of the Jedi Spellcasting table
shows when you learn more jedi spells of 1st level or higher. Spellcasting Ability. Wisdom is your spellcasting ability
Each of these spells must be of a level for which you have for your jedi spells, since you learn your spells through
spell slots. For instance, when you reach 7th level in this enlightenment and attunement to the Force. You use your
class, you can learn one new spell of 1st or 2nd level. Wisdom whenever a spell refers to your spellcasting ability.
Whenever you gain a level in this class, you can replace In addition, you use your Wisdom modifier when setting the
one of the jedi spells you know with another spell of your saving throw DC for a jedi spell you cast and when making
choice from the jedi spell list, which also must be of a level an attack roll with one.
for which you have spell slots.

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Way of the Jedi
Lightsaber
At 3rd level, you learn an attunement ritual that transforms
a one-handed melee weapon into a lightsaber. You perform
the ritual over 1 hour, which can be done during a short
rest. The weapon must be within your reach throughout the
ritual, during which the weapon breaks apart into thousands
of tiny floating shards that reconfigure themselves into a
lightsaber hilt. If the lightsaber was made from a weapon
with magical properties, those properties persist.
The lightsaber is a martial melee weapon with the Finesse
and Light properties and sheds dim light in a 15-foot radius.
It is considered a monk weapon and can be used with any
monk ability that requires an unarmed strike or free hand,
such as Flurry of Blows and Deflect Missiles.
The weapon is comprised of a hilt that, while held in
your hand, can emit a blade of pure radiant energy without
requiring an action. The blade’s damage is radiant, and its
damage die is a d6. This die changes as you gain Monk
levels, as shown in the Martial Arts column of the Monk
table.
You can have up to two lightsabers created this way. If
you attempt to create a third lightsaber, you must break your
attunement with one of the other two lightsabers, which
reverts the transformation back into the weapon it was
previously.

Window of Opportunity
At 6th level, if a creature attacks you and misses or subjects
you to a Dexterity saving throw and you succeed on it, that
creature has disadvantage on the next saving throw it makes
against a spell you cast before the end of your next turn.

Bladeweaving
At 11th level, when you use the Attack action to strike with your
lightsaber, the next spell you cast this turn with a casting time
of 1 action can instead be cast as a bonus action by spending
2 ki points.

Shatterpoint
At 17th level, you see every fault line in your target; all
you have to do is pour the Force into the cracks to shatter
it. As a bonus action, choose a target you can see within
10 feet of you. Your next attack or spell against the target
automatically succeeds (attack rolls hit and the target fails
its saving throw) and ignores any resistances or immunities
that would normally apply. If the attack or spell would deal
damage, it deals double that damage.
Once you use this feature, you can’t use it again until you
finish a short rest.

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Way of the Jedi
Enhance Ability
Enthrall
Force Choke**
Hold Person
Knock
Lesser Restoration
Levitate
Locate Object
Magic Weapon
Saber Throw **
See Invisibility
Suggestion

3rd Level
Aura of Vitality
Beacon of Hope
Call Lightning
Clairvoyance
Crusader’s Mantle
Jedi Spells Fear
Force Blast**
Haste
Cantrips (o Level) Hypnotic Pattern
Friends Nondetection
Guidance Plant Growth
Mage Hand Protection from Energy
Mending Revivify
Message Sending
Minor Illusion Tongues
Shocking Grasp Vampiric Touch
True Strike
4th Level
1st Level Aura of Life
Absorb Elements* Aura of Purity
Animal Friendship Compulsion
Bane Confusion
Bless Death Ward
Catapult* Divinitation
Charm Person Dominate Beast
Comprehend Languages Freedom of Movement
Command Hallucinatory Terrain
Cure Wounds Locate Creature
Detect Magic Phantasmal Killer
Force Lightning **
Force Push ** * Spell located in Elemental Evil: Player’s Companion.
Force Repulse ** ** New spell located below.
Heroism
Jump
Longstrider
Shield

2nd Level
Aid
Blur
Calm Emotions
Darkvision
Detect Thoughts

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Way of the Jedi
Spell Descriptions Force Lightning
1st-level evocation
The spells are presented in alphabetical order.
Casting Time: 1 action
Force Blast Range: 30 feet
3rd-level evocation Components: S
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Self (40-foot cone) A beam of crackling, blue energy lances out toward a creature
Components: S within range, forming a sustained arc of lightning between
Duration: Instantaneous you and the target. Make a ranged spell attack against that
creature. On a hit, the target takes 1d12 lightning damage,
A blast of pure Force-energy erupts from your hands. Each and for the duration its movement speed is halved, it takes a
creature in a 40-foot cube originating from you must make -2 penalty to AC and Dexterity saving throws, and it can’t use
a Strength saving throw. On a failed save, a creature takes reactions. On its turn, it can use either an action or a bonus
5d8 force damage and is pushed 20 feet away from you and action, but not both. Regardless of the creature’s abilities or
knocked prone. On a successful save, the creature takes half magic items, it can’t make more than one melee or ranged
as much damage and isn’t pushed or knocked prone. attack duraing its turn.
In addition, unsecured objects that are completely within On each of your turns for the duration, you can use
the area of effect are automatically pushed 20 feet away your action to deal 1d12 lightning damage to the target
from you by the spell’s effect. automatically. The spell ends if you use your action to do
At Higher Levels. When you cast this spell using a spell anything else. The spell also ends if the target is ever outside
slot of 4th level or higher, the damage increases by 1d8 for the spell’s range or if it has total cover from you.
each slot level above 3rd. At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 2d12 for
Force Choke each slot level above 1st.
2nd-level transmutation
Force Push
Casting Time: 1 action 1st-level evocation
Range: 60 feet
Components: S Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: 30 feet
Components: S
Choose a humanoid that you can see within range. The target Duration: Instantaneous
must succeed on a Wisdom saving throw or be paralyzed for
the duration. At the end of each of its turns, the target can You slam a concussive burst of force at one creature within
make another Wisdom saving throw. On a success, the spell range. The target must make a Strength saving throw. On
ends on the target. a failed save, the target is pushed 20 feet away from you
At Higher Levels. When you cast this spell using a spell and knocked prone. On a successful save, the creature isn’t
slot of 3rd level or higher, the target takes 3d10 force damage pushed or knocked prone.
for each slot level above 2nd at the start of each of its turns
while the spell is in effect.

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Way of the Jedi
Force Repulse
1st-level evocation

Casting Time: 1 action


Range: Self (15-foot sphere)
Components: S
Duration: Instantaneous

A 15-foot sphere of pure Force-energy pulses outward from


you. Each creature in a 15-foot radius around you must
make a Strength saving throw. On a failed save, a creature
takes 2d8 force damage and is pushed 10 feet away from
you. On a successful save, the creature takes half as much
damage and isn’t pushed.
In addition, unsecured objects that are completely within
the are of effect are automatically pushed 10 feet away from
you by the spell’s effect.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.

Force Weapon
3rd-level transmutation

Casting Time: 1 action


Range: Touch
Components: S
Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon.


For the duration, the weapon has a +1 bonus to attack rolls
and deals an extra 1d4 force damage when it hits.
At Higher Levels. When you cast this spell using a spell
slot of 5th or 6th level, the bonus to attack rolls increases to
+2 and the extra damage increases to 2d4. When you use
a spell slot of 7th level or higher, the bonus increases to +3
and the extra damage increases to 3d4.

Saber Throw
2nd-level transmutation

Casting Time: 1 action


Range: 30 feet
Components: S, M (a lightsaber)
Duration: Instantaneous

You toss your lightsaber, sending it spinning through the air


in a line 30 feet long and 5 feet wide in a direction you choose
before. Each creature in the line must make a Dexterity
saving throw. A creature takes 3d8 radiant damage on a
failed save, or half as much damage on a successful one.
The lightsaber then returns back to your hand.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd.

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Way of the Jedi

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