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The Jedi

Born to the Force, Raised by Training and Perished to Time; the Guardians of Balance.
Version 0.7.1
The Jedi

B
ecoming a Jedi required the most profound Manipulating the Force entails significant risks, however.
commitment and astute mind; the life of a Jedi When a person uses the Force beyond their body's ability to
was one of sacrifice. There was no joy into sustain it, the individual can suffer physical damage,
being the keepers of the balance of the Force. accelerated aging, or in an extreme case, certain death by
The Force was their resource, and the origin of burning their own body cells from the inside out.
all life, meaning that an unbalanced state could
lead to unthinkable disasters.
Creating a Jedi
The Force Depending on the Order that tutors them, the traning of every
Jedi might differ a lot, but most have the same goal, to control
The force is a living energy field generated by every living the power that lies within them.
organism. Surrounds and lies within verything, keeping life The most common one is the Jedi Order, in which the
together. There are two sides of the Force; peace, serenity younglings are mentored by Jedi Masters in rudimentary
and knowledge are the Light Side and violence, anger and control over the Force and basic self-defense techniques.
fear form the Dark Side. The unierse is a haven of balance: Most Initiates were typically a Youngling (a child Jedi-in-
life and death, creation and destruction, love and hate. Both training) receiving early and first-class education. When Jedi
sides of the Force are part of the natural order. Some beings Sentinels discover or test a suitable force-sensitive candidate,
are more linked with the Froce than others. Even if they don't they are taken to the Jedi Academy at very young age with the
understand it, these beings can feel the Force flowing around parent's permission. Jedi scholarship educations are
everything. Those who are Force-sensitive can learn to considered prestigious, as most parents are portrayed as
manipulate that energy and, sometimes, master it. This is either happy or proud for the opportunity, but sad since they
where the Jedi fall, using their knowledge of the Force to are unlikely to see their child again before adulthood. Once
boost their abilities and to channel energy. But they are not they enter the Jedi Order, they are given with the choice of a
the only tradition of Force-users, and everyone of those guidance, the Consular Guidance, the Guardian Guidance
traditions has it's own way to train the Force. and the Sentinel Guidance.
Other Orders work differently and they focus different
Force Powers aspects of the Force. In any case, some force-sensitive
Manifestations of the Force, which are mentally-based youngfolk don't ever get to enter an Order, this creatures
abilities and tapped through the practitioner's willpower, can learn to master their powers with trying and failure, just by
take all forms, and included telepathy, psychokinesis, and their curiosity; these are known as Force Adepts.
enhanced physical and metaphysical perception. It can allow A whole different order bestowed upon the dark side of the
people to affect and some control over momentum and force, encouraging their members to give in to the emotions.
fundamental forces such as kinetic energy, friction, pressure These were known as the Sith, and were feared across the
and even gravity, allowing them to be able to slightly defy both galaxy.
of these and enhance force and momentum they create, with
a variety of different effects and range. Such things allow Quick Build
users of the Force to be almost undamaged by high impact You can make a Jedi quickly by following these suggestions.
and only be stunned by the impact, with examples of falling First, make Charisma your highest ability score, then
from great heights or being struck with great force or at high Strength (Guardian Guidance), Dexterity (Sentinel Guidance),
speed. It should be noted that anticipating the impact Constitution (Consular and Sith Guidance) or Wisdom (Force
lessened its effects, allowing some users of the Force to not Adept Guidance) depending on your Training Guidance.
be stunned or even land on their feet with ease. This Second, choose the acolyte background.
effectively enhances the physical durability and recovery
capability of a Force-user. Power over physical forces and Why Charisma? Shouldn't it be Wisdom?
momentum also allowed force users to partially defy gravity I've been noted many times about why the Jedi uses Charisma
and other weight, allowing them to move and jump at
unnatural speed and distance in seconds, though the speed instead of Wisdom, so I'll point out my feelings here:
only worked for limited times and was not constant while The ability to sense the Force and, later, use it, is inherited,
jumping could be done repeatedly to those who have just like Sorcerers.
mastered this ability. This effectively enhances the agility of Fear leads to the Dark Side, and fear is fought with
those who used it, giving the user acrobatic capabilities at Wisdom; being wise allows you to understand the light
unnatural levels. The Force can be used to bend the will of side, not to use the Force.
weak-minded beings and guide an adept's body. Users who Yoda said to Luke in Dagobah that he needed to believe in
are very good at using the Force could cease merely reacting himself to use the Force, and that's not Wisdom, that's
to their surroundings and actually predict events in the very Charisma, that's being able to translate your inner powers
near future, such as the next blow in a duel. into your will.
You can still think that Wisdom plays a role in the Force, of
course, so I'll be adding some Variant Rules to play this as a
Wisdom-based Class.

2
The Jedi
Proficiency Force Cantrips Spells Maximum Spell
Level Bonus Features Points Known Known Level
1st +2 Force Sensitive, Force Training, Attune 2 3 2 1st
Weapon
2nd +2 Training Guidance 2 3 4 1st
3rd +2 Weapon Throw 3 3 4 1st
4th +2 Ability Score Improvement 4 3 5 1st
5th +3 Training Guidance Feature 5 3 6 2nd
6th +3 Defense of the Blade, Improved Attune 6 3 7 2nd
Weapon
7th +3 Training Guidance Feature 7 3 8 2nd
8th +3 Ability Score Improvement 8 4 9 2nd
9th +4 Force Sensitive (2) 9 4 10 3rd
10th +4 Blessing of the Force 10 4 10 3rd
11th +4 Training Guidance Feature 11 4 10 3rd
12th +4 Ability Score Improvement 12 4 11 3rd
13th +5 Serenity 13 4 12 4th
14th +5 Control Techniques 14 5 12 4th
15th +5 Training Guidance Feature 15 5 13 4th
16th +5 Ability Score Improvement 16 5 13 4th
17th +6 Force Sensitive (3) 17 5 14 5th
18th +6 One With the Force 18 5 14 5th
19th +6 Ability Score Improvement 19 5 15 5th
20th +6 Shatterpoint 20 5 15 5th

(a) A longsword or (b) two shortswords


Class Features a robe
As a Jedi you gain the following features. (a) a scholar’s pack or (b) an explorer’s pack
Hit Points Variant Rule: Wisdom-Based
Hit Dice: 1d8 per jedi level. In case you want to use Wisdom as the spellcasting ability
Hit Points at 1st Level: 8 + your Constitution Modifier. modifier, change the saving throws proficiencies to Wisdom
Hit Points at Higher Levels: 1d8 (or 5) + your and Charisma.
Constitution modifier per jedi level after 1st.
Proficiencies
Armor: Light Armor. Force Sensitive
Weapons: Simple Weapons, Martial Weapons Your body and soul have been keenly attuned to the flow of
Tools: None. the mysterious energy field known as the Force.
Saving Throws: Dexterity, Charisma.
Skills: Choose two from Acrobatics, Athletics, Insight,
Investigation, Perception, Religion.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:

3
Force Points Spellcasting Focus
When the Force flow through your veins, you're gifted with Your attuned jedi weapon can be used as a spellcasting focus.
the aid of the Force. You have been gifted with Force points, While using your weapon as a spellcasting focus you only
which are your main resource. You use your Force points to need to use components when they are consumed by the
cast spells, to use sabre forms and to wield the Force in every spell.
way. You regain all expended Force Points when you finish a
short or long rest.
Force Die
As long as your link with the Force is strong, the Force makes
you better at mostly everything. You can roll a 1d6 when
expending a Force Point.
As you train and growth stronger, you become more
powerful, too. Onwards 9th level, whenever you would roll a
Force Die, you roll two and keep the better result. When you
reach 17th, you roll 3d6 and keep the better result, instead.
Force Training
The blood in your system the link between all living creatures
and the Force, and when you make your power grow enough,
your body, mind and soul merge with the Force. To cast a
spell you expend one use of a Force point for each level the
spell has.
Cantrips
You learn three cantrips: mage hand, message and one other
cantrip of your choice from the jedi spell list. You learn
additional jedi cantrips of your choice at 8th and 14th level.
Spell Slots
As a Jedi, you don't have spell slots. Instead, you cast a spell
expending one use of a Force point for each level the spell
has. The table shows the maximum spell level of your spells.
Once you reach 5th level in this class, you can spend
additional Force points to increase the level of a spell that you
cast, provided that the spell has an enhanced effect at a
higher level, as cure wounds does. The spell’s level increases
by 1 for each additional Force point you spend. For example,
if you are a 5th-level jedi and use the Force to cast Cure
Wounds, you can spend 2 Force points to cast it as a 2nd-level
spell (the discipline’s base cost of 1 Force point plus 1).
Spell Level
The Force is easy to learn but hard to master and require a
lot of power to be wield with success. On your way up the Jedi
levels, your spells become increasingly powerful as well. The
Jedi Table shows the maximum level your spells can be.
Spellcasting Ability
Charisma is your spellcasting ability. Charisma is your
spellcasting ability for your jedi spells, so you use your
Charisma whenever a spell refers to your spellcasting ability.
In addition, you use your Charisma modifier when setting the
saving throw DC for a jedi spell you cast and when making an
attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier

4
Attune Weapon Telekinetic Prowess
At 1st level, you can link your weapon to the Force in your Starting at 10th level, you can cast and command mage hand
body. During a long rest you can expend one use of a Force as bonus action instead of an action. Also, whenever you
point and spend some time meditating and focusing the throw a weapon you can retreive it to your hand as part of the
Force in the weapon. At the end of the long rest, your weapon attack.
glows with a color of your choice and you can use and action
to magically retrieve it to your hand if you can see it. You can Serenity
only have up to two attuned weapons at the same time and
these weapons don't count towards the limit of attuned items. Starting at 13th level, you can enter into a meditative state to
regain focus and power. As an action you can begin
Training Guidance concentrating in a meditative trance. At the beginning of your
next turn, if you didn't lose concentration, you regain a
When you reach 2nd level, you choose a guidance to focus number of expended Force Points equal to your charisma
your training. You have the option to follow the Consular modifier and heal yourself a Force die plus half your jedi level.
Guidance, the Force Adept Guidance, the Guardian Once you have used this ability, it can't be used again until
Guidance, the Sentinel Guidance or the Sith Guidance. you have finished a long rest.
This guidance gives you additional features at 5th, 7th, 11th
and 15th level.
Weapon Throw
Starting on 3rd Level, your telekinetic abilities allow you to
treat any melee weapon as thrown. The range of the throw is
20/60 and you can use your bonus action to retreive the
weapon to your hand.
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 two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.
Defense of the Blade
Beginning in 6th level, while wielding a melee weapon you
may attempt to deflect a shot or block a hit coming to you. As
a reaction to a creature you can see hitting you with a ranged
or melee attack, you can use a Force Point to roll a Force die
and add that number to your Armor Class until the beginning
of your next turn.
Improved Attuned Weapon
When you reach 6th level, your attuned weapons counts as
magical for bypassing resistances.

5
Control Techniques Shatterpoint
When you reach 14th level, you learn one of the following At 20th level, you see every fault line in your target; all you
Force-focusing control techniques. have to do is pour the Force into the cracks to shatter it. As a
bonus action, you can expend one use of a Force point and
Altus sopor choose a target you can see within 10 feet of you. Add a Force
As a bonus action on your turn, you may expend one use of a die to your next attack or spell attack roll; if it hits, treat it as a
Force point to gain resistance to nonmagical bludgeoning, critical hit. Once you use this feature, you can’t use it again
piercing and slashing damage for an amount of rounds equal until you finish a short rest.
to the Force die rolled.
Curato salva Training Guidance
As an action, you may expend one use of a Force point to heal The Force is a powerful source, and learning to use its power
yourself by an amount equal to the Force die rolled + your it's not an easy task. The raw power of the Force can break
Charisma modifier. through the minds and souls of even the sagest beings, so
most people seek a master from whom to learn and to guide
Tutaminis them in their training.
As a reaction to receiving damage of any sort, you may
expend one use of a Force point to gain resistance to that
type of damage for a number of rounds equal to the Force die
rolled.
Variant Rule: Wisdom-Based
When using Wisdom instead of Charisma, Curato Salva should
add your Wisdom modifier instead.

One with the Force


When you reach 18th level, your understanding of the Force
allows you to push it even further than most mortal beings.
Once per long rest you can expend extra uses of Force points
to cast a spell at a higher level than your maximum spell level.
For example, if you want to cast Malacia as a 8th level spell
you must expend 8 Force Points for the cast.

6
Diplomat Spells
Consular Guidance Spell Level Spell
The Jedi Consular seek diplomatic measures in spreading 1st Bane, Bless
peace and harmony across the world. Refraining from 2nd Calm Emotions, Detect Thoughts
drawing their sabres except as a measure of last resort,
Consulars spent a great deal of time studying the mysteries of 3rd Bestow Curse, Tongues
the Force. 4th Compulsion, Confusion
5th Dominate Person, Hallow
Diplomat Training
When you become a consular at 2nd level, you become
proficient in two of the following skills: Deception, History, Prescience
Insight and Persuasion. Also, you learn the vicious mockery Also at 2nd level, the Force grants you a flash of insight in
cantrip. dealing with your enemies. As a bonus action on your turn,
In addition, your Diplomat guidance allows you to add you can use a Force point to select an enemy you can see
these spells to your class spells. within 60 ft. from you. For 1 minute you add the number
rolled in Wisdom (Insight) and Persuasion checks against
that creature. Once during that minute, as a reaction to being
hit by an attack from that creature, you can add the rolled
number to your Armor Class until end of turn. You can only
have one creature selected at the same time.
Bolster Ally
Beginning at 5th level you are able to channel the Force
through your words. As a bonus action on your turn you may
expend one use of a Force point to inspire a friendly creature
other than yourself that can hear you. That creature can,
within one minute, roll a Force die to increase one of his
attack rolls, skill checks or saving throws. Treat that Force die
as it would be rolled by you.
Force of Will
Starting at 7th level, you and all friendly creatures within 30
ft. from you gain advantage on saving throws against being
charmed, frightened and paralyzed.
Force Warning
By 11th level you can sense danger and treason through the
force, so you're always ready to make your way to a safe
haven. You can add your Charisma modifier to your Initiative.
Furthermore, if any friendly creatures within 60 ft. from you
are surprised at the start of an encounter, but you are not, you
can designate a number of those creatures equal to your
Charisma modifier (minimum 1) who are no longer
considered surprised and can act normally.
Variant Rule: Wisdom-Based
You may use Wisdom instead of Charisma for the Force
Warning feature.

Improved Prescience
When you reach 15th level, your Prescience also increases
the effectiveness of attacks against that creature. Whenever
you or a friendly creature within 60 ft. from you successfully
damages the designated creature, they roll a Force die and
add that number to the damage done.

Credit: Star Wars: The Old Republic


Diplomat Spells
7
Force Knowledge
Force Adept Guidance When you reach 5th level, you can seek a grasp of knowledge
A Force adept is strong in the Force, but follows a different from the Force. You can use your Charisma instead
path than the jedi. Mostly coming from different cultures, Intelligence for Arcana and Nature. You are considered
beliefs and customs, they tend to see the Force and its aid as proficient in Arcana and Nature.
a supernatural and misterious phenomenom. Also, once per long rest, you can cast a spell you don't
know from the jedi class spells as if you knew it.
Force Treatment
The Force is responsible for you waking up everyday, and you Flux of the Force
have learn to augment that aid. When you start this guidance, At 7th level, you have mastered the art of weaving spellcasting
at 2nd level, you become proficient in Medicine and Survival. and weapon use into a single harmonious act. When you use
Also, your Force adept guidance allows you to add these your action to cast a jedi cantrip, you can make one weapon
spells to your class spells. attack as a bonus action.
Force Adept Spells Fortified Body
Spell Level Spell By the time you reach 11th level, the Force shields you from
1st Earth Tremor, Thunderwave all poisons, ailments, toxins, and radiation poisoning, making
2nd Dust Devil, Gust of Wind
you immune to them. You gain immunity to the Poisoned
condition and gain resistance to poison, acid, necrotic and
3rd Call Lightning, Melf’s Minute Meteors radiant damage.
4th Fold Space %%, Storm Sphere
Telekinetic Power
5th Bigby's Hand, Wall of Force Beginning at 15th level, whenever you roll a natural 20 on a
spell attack roll, you may use that spell again freely as part of
%% New Spell Located in the spell section. the same action. You may choose new targets for the spell
and you cannot benefit from this feat more than once per
Mystical Mastery short rest.
By 2nd level, your bond with the Force is so strong that your
maximum Force points increase by an amount equal to your
wisdom bonus. Also, you can expend one use of a Force point
to add a Force die to a saving throw. You also learn the
eldritch blast cantrip.

8
Great Weapon Fighting
Guardian Guidance When you roll a 1 or 2 on a damage die for an attack you
Jedi knights are trained to be effective combatants, seeking make with a melee weapon that you are wielding with two
balance and equilibrium, they are mostly warriors holding the hands, you can reroll the die and must use the new roll, even
flags of their masters, but sometimes they rather wander if the new roll is a 1 or a 2. The weapon must have the two-
alone. Concentrating on martial training and combat, handed or versatile property for you to gain this benefit.
Guardians engaged in combat more than either of the other
guidances. Shoto Guard
You have mastered the Shoto Guard, the art of defensive
Visionary Defense dueling. On your turn, as a bonus action, you can choose to
When you choose this guidance, at 2nd level, the Force takes reverse the grip of a melee weapon to fight defensively. While
control of your combat movements, allowing you to see the fighting defensively, you increase your Armor Class by +1
attacks an instant before they happen. While you are not when reversing a light weapon or +2 when reversing a
wearing any armor, your Armor Class equals 10 + your regular weapon and the reversed weapon damage dice
Dexterity modifier + your Charisma modifier. You cannot use becomes 0. You can choose to reverse the grip of each
a shield and still gain this bonus. This feature doesn't stack weapon you're holding separatedly. This grip lasts until
with Unarmored Defense. canceled as a bonus action or until you're not holding the
In addition, your hit point maximum increases by 1 per Jedi weapon anymore.
level. Two-Weapon Fighting
Also, you learn combat maneuvers, which are detailed
below. When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Maneuvers
The Jedi Guardian focus their Force thought their combat
prowess, learning sabre forms that allow you to increase your
combat efectiveness. Sabre forms are related to your fighting
style and allow you to take particular maneuvers during
combat. You can find the description of the maneuvers at the
end of the Guardian Guidance archetype. If a maneuver
requieres a saving throw, use your spell DC for that
calculation. At 2nd level you learn the Assured Strike
maneuver and the following table shows at what levels you
learn each maneuver.
Jedi Level Maneuver
2nd Assured Strike
5th Pushing Slash
9th Disarming Slash
13th Goading Slash
17th Vornskr's Ferocity

Fighting Style
Also at 2rd level, you adopt a particular style of fighting as
your speciality. Choose one of the following options. You can't
take a Fighting Style option more than once, even if you later
get to choose again.
Counter Thrust
You excel at defending and counter-attacking right after,
learning to use the strenght of your enemies' movements
against them. You have advantage on the first attack you
make against a creature that missed you with an attack last
round.
Dueling
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
weapon.

9
Extra Attack Ataru
Beginning at 5th level, you can attack twice, instead of once, Ataru was an aggressive combat form relying on a
whenever you take the Attack action on your turn. combination of power, strength, and speed. Opportunity
attacks against you are made with disadvantage and
Force Intuition whenever an opponent fails to hit you with an opportunity
When you reach 7th level, the force grants you brief insights attack, you gain a +2 damage bonus on your next attack
of the future. You can use your Charisma modifier instead of against that creature until the end of your turn.
Dexterity for Initiative.
Sabre Froms Master
Strong in the Force By the time you reach 15th level, you've mastered a sabre
When you rech 11th level, you've become well versed in the form to the reach of developing a new and better form.
arts of sabre combat and their connection to the force. You learn a sabre form and a maneuver based on the
You learn a sabre form and a maneuver based on the Fighting Style chosen.
Fighting Style chosen. Sabre Forms Mastery
Strong in the Force Sabre
Fighting Style Sabre Form Maneuver Fighting Style Form Maneuver
Counter Thrust Shien Draw Closer Counter Thrust Djem So Contentious
Opportunity
Dueling Makashi Makashi Riposte
Dueling Tràkata Tripping Slash
Great Weapon Fighting Juyo Falling Avalanche
Great Weapon Vaapad Tempered Aggression
Shoto Guard Shii-Cho Deflecting Slash Fighting
Two-Weapon Fighting Ataru Hawk-Bat Swoop Shoto Guard Soresu Soresu Riposte
Two-Weapon Fighting Jar'Kai Sarlacc Sweep
Shien
Known as the "Perseverance Form", Shien was designed to Djem So
protect against enemy strikes without compromising one's Djem So user maintained a proper foundation in terms of
ability to launch powerful counterattacks. When you defense against both ranged and melee attacks, but rather
successfully make an opportunity attack, that creature must than counter only when necessary, Djem So actively pressed
succeed a Strenght saving throw or have it's speed reduced to the offense. When you successfully use the Shien feature, the
0 for the duration of the turn. creature is pushed 10 ft. away from you, falling prone. Then,
Makashi as a reaction, you can move towards that creature.
Makashi emphasized fluid motion and anticipation of a Tràkata
weapon being swung at its target, and so required very fluid Philosophically, Tràkata involved practical combat and
movements of both the blade and the body. When wielding a deception, rather than the more traditional single-minded and
single saber in one hand, as a bonus action on your turn, you determined tactics that were the hallmarks of the Jedi. The
can designate an enemy you can see within 60 ft. from you Makashi feature allows you to have advantage on the first
and add +1 to the Armor Class granted by Visionary attack made against that creature in each of your turns.
Defense against his or her attacks. This effects ends if you
are drop to 0 hit points or you and the enemy get further than Vaapad
60 ft. You can only have one designated creature at any time. Vaapad was described as more than a fighting style; it was a
Juyo state of mind that led through the penumbra of the dark side,
Described as the most vicious form of sabre combat, was said requiring the user to enjoy the fight, and relish the
to be filled with both fury and violent grace. When attacking satisfaction of winning. When you make your first attack on
with a sabre you're holding with both hands you score a your turn, you can decide to channel rage through your Force.
critical hit on a roll of 19 or 20. However a natural 19 is not Doing so gives you advantage on melee weapon attack rolls
considered an automatic hit; if you roll a natural 19 and still during this turn, but attack rolls against you have advantage
miss the target you do not score a critical hit. until your next turn.
Soresu
Shii-Cho
Shii-Cho philosophy emphasized victory without injury. When Soresu utilized tight moves, subtle dodges and short sweeps
fighting defensively you don't need to expend the force point designed to provide maximum defensive coverage, leaving
to use the feature Defense of the Blade; in that case, you the duelist less exposed to ranged fire. This allows you to be
don't roll the die and you add +2 to your Armor Class, which alert at any time of you and your surroudings. The bonus
doesn't stack with itself. Armor Class from you Shoto Guard also affects friendly
creatures within 5 ft. from you and you may use Defense of
the Blade on an attack that would hit a friendly creature 5 ft.
from you.

10
Jar'Kai Makashi Riposte. When another creature damages you
Individuals applying the Jar'Kai tactic, were able to maintain with a melee attack, you can use your reaction and expend
a strong offense, as the speed of attack that two blades one use of a Force point to reduce that damage by the
allowed would overwhelm most opponents. While wielding number rolled, then move around that creatre and make a
two sabres, one in each hand, you can apply the extra attack single melee attack him or her adding the roll of the Force die
feature when you use your bonus action to attack with your to your attack roll.
offhand weapon. Pushing Slash. When you successfully land a melee
attack, you may expend one use of a Force point to push the
Maneuvers taget away from you. This movement doesn't provoke
To use a maneuver you expend a Force point while doing an opportunity attacks. You cannot move a creature that is
attack. Many maneuvers enhance an attack in some way. You grabbed or grappled. The Force die determines the pushing
can use only one maneuver per turn. distance, you push the creature the rolled number times 5 ft.
Assured Strike. When you make a melee attack, you can Sarlacc Sweep. As an action, you may expend one use of a
expend one use of a Force point to roll a Force die and add it Force point to lash out attacks in a circle around yourself.
to your attack roll. Each creature wihin 5 ft. from you must succeed a Dexterity
Contentious Opportunity. Whenever you successfully land saving throw or take weapon damage plus the Force die
an opportunity attack, you may expend one use of a Force rolled. On a successful save, the creature takes half damage.
point to roll a Force die and add it to your damage. Soresu Riposte. Whenever you use the Defense of the
Deflecting Slash. Whenever you use the Defense of the Blade feature against a melee attack, you may expend an
Blade feature against a ranged attack, you may expend an extra use of a Force point to make a single melee attack
extra use of a Force point to make a single melee attack against the creature that attacked you and add the Force die
against an enemy in your range and add the Force die to the to the attack and damage rolls.
attack roll. Tempered Aggression. As an action, you may expend one
Disarming Slash. When you hit a creature with a weapon use of a Force point to make a melee weapon attack against
attack, you can expend one Force point to attempt to disarm against a creature adding the Force die to your attack roll. If
the target, forcing it to drop one item of your choice that it’s you beat the target's Armor Class by 5 or more, the attack is
holding. You add the Force die to the attack’s damage roll, and treated as a critical hit.
the target must make a Strength saving throw. On a failed Tripping Slash. When you hit a creature with a weapon
save, it drops the object you choose. The object lands at its attack, you can expend one use of a Force point to attempt to
feet. knock the target down. You add the Force die to the attack’s
Draw Closer. As an action, you can expend one Force damage roll, and if the target is Large or smaller, it must
point to bring telekinetically an opponent to your range. make a Strength saving throw. On a failed save, you knock
When you do so, choose a creature you can see within 25 ft. the target prone.
from you. That creature must succeed a Strength saving Vornskr's Ferocity. Before making a melee attack, you can
throw or be pulled towards you up to 20 feet in a straight line expend one use of a Force point to attempt to channel the
towards you. Then, if the creature is within 5 ft. from you, you Force through the blade increasing its damage. Roll a Force
can make a melee attack against that creature, adding the die and substract the rolled number from your next attack
Force die to the attack roll. roll, if the attack hits, you deal two Force dice of force
Falling Avalanche. When you successfully land a melee damage, if it doesn't, you deal only one Force die of force
attack, you may expend one use of a Force point to push the damage.
target back and then move into the space that the enemy just
vacated. Neither your movement nor the target's movement
provokes opportunity attacks. You cannot move a target that
is grabbed or grappled. You add your Force die to the damage
roll and the Force die determines the pushing distance, you
push the creature half the rolled number times 5 ft (minimum
of 5).
Goading Slash. When you hit a creature with a weapon
attack, you can expend one use of a Force point to attempt to
goad the target into attacking you. You add the Force die to
the attack’s damage roll, and the target must make a Wisdom Variant Rule: Wisdom-Based
saving throw. On a failed save, the target has disadvantage on When using Wisdom instead of Charisma, you use your
all attack rolls against targets other than you until the end of Wisdom modifier instead of Charisma for the features
your next turn.
Hawk-Bat Swoop. As an action, you may expend one use Visionary Defense and Force Intuition.
of a Force point to move up to 10 ft. in a straight line without
provoking opportunity attacks. If you end your movement
adjacent to a creature, you can make a single melee attack
against that creature, adding the Force die to your attack roll.

11
Main Objective
Sentinel Guidance By 11th level, you carefully study your oppponent's moves to
Jedi sentinels dwell in the shadows and move the strings improve yours. Whenever you successfully hit a creature that
without being noticed. They are mostly lone people, unwilling hasn't been attacked from the end of your last turn, your
to show themselves. weapon deals one additional die of damage.
Quiet as the Night Eyes of The Force
When you become a sentinel, you become proficient in Beginning when you reach 15th level, the Force grants you
Stealth, Sleight of Hand and Investigation. Also, your sentinel the keen senses of all living creatures working all together.
guidance allows you to add these spells to your class spells. You can expend the use of a Force Point to gain blindsight of
30 ft. during 1 minute.
Sentinel Spells
Spell Level Spell
1st Disguise Self, Hunter's Mark
2nd Invisibility, Pass Without Trace
3rd Blink, Nondetection
4th Arcane Eye, Freedom of Movement
5th Mislead, Modify Memory

Sentinel Strike
Also at 2rd level, you know how to strike subtly and exploit a
foe’s distraction. Once per turn, you can deal an extra 1d6
damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse
weapon. You don’t need advantage on the attack roll if
another enemy of the target is within 5 feet of it, that enemy
isn’t incapacitated, and you don’t have disadvantage on the
attack roll. The amount of the extra damage increases as you
gain levels in this class, as shown in the following table.
Jedi level Sentinel Strike Damage
2nd 1d6
4th 2d6
8th 3d6
12th 4d6
16th 5d6
20th 6d6

Sentinel's Gambit
By the time you reach 5th level, you learn to use the Force to
nimble the perception a creature has of you. As a bonus
action on your turn, you may designate an enemy you can see
and make it do a Wisdom saving throw. If they fail, you gain
advantage in your next attack against that creature.
Dampen Presence
From 7th level and on, you can try to reduce the impression
you have on a creature when you interact with it. As a bonus
action on your turn, you attempt to clear your memory of a
creature. The creature must succeed on a Wisdom saving
throw or forget interacting with you once you are out of his
line of sight. This is an enchantment effect.

12
Lus Ma
Sith Guidance By the time you reach 11th level, your dark presence can be
felt across the entire battlefield. As a bonus action action on
Embrace the Dark Side your turn, you may choose to have one of this auras. You can't
When you adopt the Sith Guidance at 2nd level, you become have more than one aura active a the the time and you can
proficient with medium armor and the Intimidation skill. Also, change auras as a bonus action or reaction. The aura lasts
your sith guidance allows you to add these spells to your class until cancelled as a bonus action or until you fall
spells. unconscious.
Sith Spells Focus Terror
Spell Level Spell
You and all creatures within 60 ft. from you gain resistance to
1st Armor of Agathys, Hex all damage but do half damage on spells and attacks.
2nd Crown of Madness, Ray of Enfeeblement Incite Rage
3rd Fear, Vampiric Touch You and all creatures within 60 ft. from you gain a +2 rage
4th Blight, Phantasmal Killer bonus to attack rolls but they get a -3 penalty to their Armor
Class.
5th Contagion, Destructive Wave
Power of Hate
Sith Alchemy You and all creatures within 60 ft. from you increase their
Also at 2nd level, you have learnt to modifiy your items to speed by 15 feet but can't have bonus actions on their turns.
better channel the Force. During a long rest, you may expend Corrupt Magic
one use of a Force point and an amount of gold equal to 50% You and all creatures within 60 ft. from you make all spell
of the item (a talisman is a gold engraved with 4 gems, attacks with disadvantage but gain advantage when rolling a
costing around 120 gp), to modify one non-magical item with saving throw against a spell.
one of the following templates. This modifications only
benefit you and only when you wield them and these don't
count towards the limit of attuned magic items you can wear. Variant Rule: Wisdom-Based
Amulet. While attuned to this amulet, you may expend one Whenever you choose to use Wisdom instead of Charisma for
use of a Force point to add a Force die to your next skill or spells, the Sith guidance doesn't change and when you choose
ability check. this guidance you use Charisma instead of Wisdom as your
Armor. Whenever you're wearing this dark armor, as a spellcasting ability.
reaction you may expend one use of a Force point to add the
Force die to a saving throw.
Talisman. While wearing this talisman, you may expend
one use of a Force point to add a Force die to a spell attack
roll or spell DC.
Weapon. You can expend one use of a Force point to add
the Force die to your damage roll with this weapon.
Dun Möch
Beginning at 5th level, you fight with aggresiveness and
malice, trying to hinder your opponents concentration and
defensive prowess. Once per turn, whenever you successfully
hit with a sith weapon that you're proficient with, you may
add your Charisma modifier to the damage rolls.
Drain Knowledge
When you reach 7th level, you may weaken a creature and try
to scavenge its mind for knowledge. As an action, you may
expend one use of a Force point to make a creature within 5
ft. from you make a Wisdom saving throw. On a failed save,
the creature takes the Force die + your charisma modifier
psychic damage, gains one level of exhaustion and you read
its mind and memories like an open book. You also may
choose to become proficient in a skill in which the target is
proficient and, if you already are proficient, you may add twice
your proficiency bonus. Once you've used this feature, you
cannot use it again until you finish a long rest, during which
you lose your learnt proficiency.

13
Alchemical Sith Mastery Talisman
When you reach 15th level, you can link your Sith item with Forcesight. You can see the true form of any shapechanger
your soul to gain additional benefits. You must expend a use or creature concealed by illusion or transmutation magic
of a Force point during a long rest to gain a benefit. Each item while the creature is within 30 feet of you and within line of
can only have one benefit at the same time. sight.
Shorud of the Dark Side. You may cast invisibility on
Amulet yourself as a Jedi spell expending one use of a Force point.
Dark Side Channeling. You deal your Charisma modifier as Memory Walk. Whenver you cast fear, if a creature is
psychic damage whenever you land a spell that deals damage. within 5 ft. from you, you may expend one use of a Force
Force Outburst. Once per short rest you can expend one point to focus the spell on that creature. That creature makes
use of a Force point to cast two spells this turn. its saving throws against your spell with disadvantage and
Rage Channeling. As a bonus action on your turn, you may you deal 3d10 psychic damage at the end of each of your
expend one use of a Force point and designate a creature to turns while the spell is on effect.
make all your attacks against that creature with advantage for Weapon
a number of rounds equal to the Force die roll. When you
finish this, you gain one level of exhaustion. Jagged Weapon. The weapon deals an addition 4 necrotic
damage on a successful hit.
Armor Traits Infamous Weapon. Your weapon is coated with poison.
Cortosis Tissue. You gain 2 maximum hit points for each Whenever you hit with the weapon, the creature must succed
Jedi level you have. a Constitution saving throw or become poisoned until the
Dark Side Energy. You are proficient in constitution beginning of your next turn. Once a creature has successfully
saving throws. saved against this, is immune to it for 10 minutes.
Force Disguise. You can cast disguise self at will without Main Weapon. Oportunity Attacks with this weapon deal
expending a Force point. one additional die of damage.
Imposing Shape. You add half your Charisma modifier to
Armor Class.

Talisman
14
Jedi Spells
Cantrips (0 Level) Command Detect Thoughts Plant Growth
Friends Cure Wounds Enhance Ability Sending
Guidance Detect Magic Enthrall
Mage Hand Feather Fall Hold Person 4th Level
Mending Force Lightning %% Knock Death Ward
Message Force Push %% Lesser Restoration Divinitation
Minor Illusion Force Repulse %% Levitate Dominate Beast
Shocking Grasp Force Whirlwind Locate Object Hallucinatory Terrain
True Strike Heroism Piercing Throw %% Locate Creature
Jump See Invisibility Malacia %%
1st Level Longstrider Suggestion
Absorb Elements % Sanctuary Rebuke %% 5th Level
Animal Friendship Shield Contact Other Plane (Ritual)
Augury 3rd Level Dream
Battle Strike %% 2nd Level Aura of Vitality Mass Cure Wounds
Catapult % Aid Clairvoyance Morichro %%
Charm Person Blur Force Blast %% Reincarnate
Comprehend Languages Calm Emotions Haste Telekinesis
Darkvision Hypnotic Pattern
% Spell located in Elemental Evil: Player’s Companion. %% New spell located below.

Spell Descriptions
At Higher Levels. When you cast this spell using a spell
Battle Strike slot of 5th level or higher, the range increases by 30 feet and
1st-level transmutation the size of the object increases by one step for each slot level
Casting Time: 1 bonus action above 4th.
Range: Touch
Components: S Force Blast
Duration: Instantaneous 3rd-level evocation
You channel the Force through your weapon. You gain a +1 Casting Time: 1 action
Force bonus on your next attack roll made before the end of Range: Self (40-foot cone)
your next turn and deal an additional 1d6 Force damage if the Components: S
attack hits. Duration: Instantaneous
At Higher Levels. The attack roll bonus increases by 1 and A blast of pure Force-energy erupts from your hands. Each
the damage increases by 1d6 for each level above 1st. creature in a 40-foot cube originating from you must make a
Strength saving throw. On a failed save, a creature takes 5d8
Fold Space force damage and is pushed 20 feet away from you and
4th-level conjuration knocked prone. On a successful save, the creature takes half
Casting Time: 1 action as much damage and isn’t pushed or knocked prone. In
Range: 90 feet addition, unsecured objects that are completely within the
Components: S, M (a piece of dry clothing) area of effect are automatically pushed 20 feet away from you
Duration: Instantaneous by the spell’s effect.
At Higher Levels. When you cast this spell using a spell
You can use the Force to bend space, transporting an slot of 4th level or higher, the damage increases by 1d8 for
object almost instantaneously from one place to another. each slot level above 3rd.
Select a large or smaller object you can see within range, if
the object is an unwilling creature or it is grabbed by a
creature, that creature must succeed a strength saving throw
to avoid the transportation. If he or she fails or the object is
unattended, it is transported to a location you choose within
range from you and within range from the original location.

15
Force Lightning Force Whirlwind
1st-level evocation 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 ft
Components: S Components: S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a You call upon the Force to surround an enemy in a swirling
creature within range, forming a sustained arc of lightning vortex of Force energy. The whirlwind lifts them about a half
between you and the target. Make a ranged spell attack a meter off of the ground, spinning them in the air and
against that creature. On a hit, the target takes 1d10 lightning buffeting them with Force energy. Choose a medium or
damage, and for the duration its movement speed is halved, it smaller creature that you can see within range. The target
takes a -2 penalty to AC and Dexterity saving throws, and it must succeed on a Constitution saving throw or be restrained
can’t use reactions. On its turn, it can use either an action or for the duration. At the end of each of its turns, the target
a bonus action, but not both. Regardless of the creature’s recieves 1d6 force damage and can make another Wisdom
abilities or magic items, it can’t make more than one melee or saving throw. On a success, the spell ends on the target.
ranged attack duraing its turn. On each of your turns for the At Higher Levels. When you cast this spell using a spell
duration, you can use your action to deal 1d10 lightning slot of 2nd level or higher, the size of the creature increases
damage to the target automatically. The spell ends if you use one size and the damage increases by 1d6 for each slot level
your action to do anything else. The spell also ends if the above the 1st.
target is ever outside the spell’s range or if it has total cover
from you. While concentrating on this spell your speed Malacia
becomes 0 and you automatically lose concentration if you're 4th level necromancy
moved. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell Range: 30 ft (15-feet sphere)
slot of 2nd level or higher, the damage increases by 1d10 for Components: V, S, M (a weighing scale)
each slot level above 1st. Duration: Instantaneous
Force Push You create dizziness and nausea by disrupting your
1st-level evocation enemies' equilibrium. All creatures within the sphere must
Casting Time: 1 bonus action succeed a Constitution saving throw or gain one level of
Range: 30 feet exhaustion make its attacks with disadvantage until the end
Components: S of its next turn.
Duration: Instantaneous Morichro
You slam a concussive burst of force at one creature within 5th level necromancy
range. The target must make a Strength saving throw. On a Casting Time: 1 action
failed save, the target is pushed 20 feet away from you and Range: Touch (a creature you have grabbed or grappled)
knocked prone. On a successful save, the creature isn’t Components: V, S
pushed or knocked prone. Duration: Concentration, up to 1 minute
Force Repulse You slow the vital functions of a target, casing him or her to
1st-level evocation slip into a deep sleep or even die. The creature must succeed
Casting Time: 1 action a Constitution saving throw or gain one level of exhaustion.
Range: Self (15-feet sphere) Each round, while you concentrate on this spell, you can use
Components: S your action to force the target to succeed a Constitution
Duration: Instantaneous saving throw or gain another level of exhaustion. If the target
gets to the 6th level of exhaustion by this mean, you may
A 15-foot sphere of pure Force-energy pulses outward from choose to not kill it and fall unconscious but stable. If the
you. Each creature in a 15-foot radius around you must make target escapes your grab or the grab ends for any reason, you
a Strength saving throw. On a failed save, a creature takes cannot maintain this power on your next turn.
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 area 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.

16
Piercing Throw
2nd-level transmutation
Casting Time: 1 action Multiclassing
Range: 30 feet
Components: S, M (a melee weapon) The Jedi Multiclassing Prerequisites
Duration: Instantaneous Ability Score Minimum
You toss your weapon, sending it spinning through the air Charisma 13
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 The Jedi Multiclassing Proficiencies
saving throw. A creature takes 3d8 radiant damage on a failed Proficiencies Gained
save, or half as much damage on a successful one. The
weapon then returns back to your hand. Light armor, simple Weapons, martial weapons
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for Multiclassing with Other
each slot level above 2nd. Spellcasters
If multiclassing the Jedi with another spellcaster,
Rebuke treat Force points as spell slots of the
2th level abjuration corresponding level. Whenever an ability asks you
to expend one use of a Force point, you can expend
Casting Time: 1 action one spell slot instead.
Range: 120 ft
Components: S
Duration: Instantaneous
Reaction trigger: You are targeted by a spell attack that
would hit you.
You attempt to reflect a spell being directed to you against
it's creator. As a reaction to being targeted by a spell attack
that would hit you, roll a Force die and add that number
rolled to your Armor Class against that spell. If the spell fails
you, you can make a ranged spell attack against that creature
and the spell is reflected back to it's original caster on a hit.

17
Credits
Design - Original Idea Changelog v 0.7.1
NovemberBrow - /u/sravps Removed Force Grip, added Hold Person.
Rebuke, force lightning, morichro and malacia
Inspiration had been reworked.
LucasArts™ y Star Wars: Saga Edition (Wizards of the Sith Guidance heavily revised.
Coast™) Guardian Guidance revised. Tunnel Fighter
Way of the Jedi - Homebrew by Spiketail Drake reworked into Counter Thrust.
/u/SpiketailDrake Force Knowledge and Flux of the Force
swapped. Counterspell replaced with Call
Uncerdited Art (In order of apparition) Lightning.
Page 1: Saehral http://saehral.deviantart.com/ Serenity now also heals.
Page 4: Dustin Hawk http://shoguneagle.deviantart.com Improved Attuned Weapon added.
Page 5: Lukasz Poduch http://shadzior.deviantart.com Removed Force Enlightment.
Removed CHA bonus from Weapon Throw.
Page 6: Fantasy Flight
Page 8: Unknown Changelog v 0.7
Page 9: Derek Herring http://graysun-d.deviantart.com/ Reworked the way spellcasting works, now you
Page 12: Peter Ortiz http://peter-ortiz.deviantart.com/ need multiple Force Points for each level.
Page 13: Yvan Quinet http://yvanquinet.deviantart.com/ Modified the progression of Force Points and
Page 17: Jelux09 http://jelux09.deviantart.com known spells.
Force Points now don't scale with level, you roll
Collaborators two or three and pick the best when you level
Discord of Many Things up.
/r/Unearthed_Arcana Mystical Mastery: Removed temporary FP and
added the ability to expend a force Point to add
Made With NaturalCrit to a saving throw.
http://homebrewery.naturalcrit.com/ Telekinesis Power now can only happen once
per turn.
Bolster Ally has been reworked.
Visionary Defense now is calcualted as 10 +
Dex + Cha
Dun Möch limited to once per turn and only
damage.
Consular Guidance now grants 2 proficiencies
instead of 4.
Removed all reference to midi-chlorians, except
the one in the changelog.
One with the Force has been slightly reworked.
Serenity now restores a number of FP equal to
CHA.
Wisdom-Based Variant Rule now has modified
its saving throws.
Force Lightning damage has been tweaked.
Added Shield as a class spell.
Added a once per long rest ability to force
adept's force knowledge.

18
Changelog v0.6.1
Modified the Spell progression to make it on Changelog v0.5
par with Paladin and Ranger. Added a Variant Rule: Wisdom instead of
Added some 5th level spells, both class spells Charisma.
and guidance spells. Visionary Defense doesn't stack with
Added HP to the Guardian Guidance. Unarmored Defense.
Reduced the amount of Force Points per level. Changelog v0.4
Modified progression of cantrips and spells Removed some spells from the Spell List; a few
known. added to the Sith Guidance.
Flux of the Force allows for ranged attack too. Formatting and polishing.
Changelog v0.6 Flux of the Force now only allows for a melee
Added spells for all guidances, not just the Sith. attack.
Dampen Presence moved towards Sentinel's Swapped names between Force Enlightment
guidance. and One with the Force, for flavor.
Removed Force Haze. Memory Walk enhancement from the Talisman
Removed guidance specific spells from the Alchemical Sith Mastery now allows you
class spells. improve your fear spell.
Attune Weapon reworked to become focus, Removed expertise from most guidance
moved to level 1. proficiencies.
Serenity now only restores Force Points. Changelog v0.3
Shatterpoint and One with the Force had been Added Multiclassing rules.
swapped. Added Sith Guidance.
Eyes of the Force moved to Sentinel's guidance, Added Morichro spell.
replacing Force Reflexes. Slightly reworded Shoto Guard to make it work
Prescience now only adds AC for one turn. right.
Added Rebuke, Force Whirlwind, Fold Space Sentinel Reworked: Added Sentinel's Gambit,
and Malacia Spells. Force Haze now teaches spells, added Main
Removed Talisman of the Force, replaced with Objective.
Fortified Body Dampen Presence moved to the core class.
Added Light Armor proficiency in the base Changelog v0.2
class. Removed the 5th level spell and 1d12 Force die
Sith guidance now grants Medium Armor from 20th level.
proficiency instead. Removed the ability to use Force points to
Saber Throw renamed Piercing Throw. increase a roll.
Removed Force Secrets.
Added Weapon Throw.
Removed sabre and shortsabre. Defensive
property added to Shoto Guard Fighting Style,
thrown to Weapon Throw.
Telekinetic Prowess now succeeds
automatically.
Added Equipment packs.
Added Athletics to the class skills.
Removed Dwell Your Feelings, added Augury to
the spell list..
Serenity now has a number of usages per long
rest.
Removed the Wisdom (Perception) part of Eyes
of the Force.
Shatterpoint now requires to expend a Force
Point and you add the Force die to the attack
roll. Removed the resistance and invulnerabiliry
bypass.
Removed the advantage on checks to hide your
true intentions in Empty the Mind.
Dampen Presence now it's a wisdom saving
throw.
Force Treatment now adds expertise.
Changelog v0.1
Created

The Jedi Class, v0.7.1


19

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