Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Monastic Tradition: Jedi

A
Jedi was a member of the Jedi Order, an ancient Lightsaber
order of protectors united by their ability to At 3rd level, you learn a ritual that allows you to manifest a
harness the Force. Adhering to a doctrine that blade of light from a special hilt. You perform the ritual over
favored the light side of the Force, the Jedi the course of one hour, which can be done during a short or
aspired to attain a state of inner tranquility long rest. You are proficient with the weapon, which is a
through calmness and meditation while monk weapon for you. The blade deals 1d6 radiant damage
avoiding emotions affiliated with the dark side and has the versatile (1d8) and thrown (20/60) properties.
of the Force, such as anger and hatred. Nevertheless, Jedi You can have no more than two lightsabers at a time, or one
philosophy did not forbid a Jedi from acting in self-defense or double-bladed lightsaber (1d8).
in the defense of others. To that end, the weapon of a Jedi was The sword's luminous blade emits bright light in a 15-foot
the lightsaber, a blade composed of pure energy. radius and dim light for an additional 15 feet.
To create the hilt required to make your lightsaber, you
Disciple of the Force need a regular or magic sword. The ritual destroys the
When you choose this tradition at 3rd level, you learn magical weapon, disassembling it and reconstituting it into your
disciplines that harness the power of the force. A discipline lightsaber. If a magic weapon is used, the lightsaber retains
requires you to spend ki points each time you use it. it's magic properties.
You know the mage hand cantrip and can cast it as a bonus
action. You also learn two force disciplines of your choice,
which are detailed in the "Force Powers" section below. You
learn two additional force disciplines of your choice at 6th,
11th, and 17th level.
Whenever you learn a new force discipline, you can also
replace one force discipline that you already know wilh a
different discipline.
Casting Force Spells. Some force disciplines allow you to
cast spells. See chapter 10 of the PHB for the general rules
of spellcasting. To cast one of these spells, you use its casting
time and other rules, but you don't need to provide material
components for it.
Once you reach 5th level in this class, you can spend
additional ki points to increase the level of a force discipline
spell that you cast, provided that the spell has an enhanced
effect at a higher level, as witch bolt does. The spell's level
increases by 1 for each additional ki point you spend. For
example, if you are a 5th-level monk and use Force Lightning
to cast witch bolt, you can spend 2 ki points to cast it as a
2nd-level spell (the discipline's base cost of 1 ki point plus 1).
The maximum number of ki points you can spend to cast a
spell in this way (including its base ki point cost and any
addilional ki points you spend to increase its level) is
determined by your monk level, as shown in the Spells and Ki
Points table below.
Monk Level Max Ki Point for a spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6
Force Disciplines Lightning
The force disciplines are presented in alphabetical order. If a You can spend 1 Ki point to cast Witch Bolt.
discipline requires a level, you must be that level in this class At 11th level, you can spend 3 Ki points to cast Lightning
to learn the discipline. Bolt.
At 17th level, you can spend 6 Ki points to cast Chain
Empathy Lightning.
As an action you can spend 1 Ki point to read the emotions of
a humanoid you can see within 30ft. It must make a Wisdom Mind Trick (6th level required)
saving throw, and does so with advantage if you or your You know the Friends cantrip.
companions are fighting it. If it fails the saving throw, you You can spend 2 Ki points to cast Suggestion. If you spend
learn the general attitude and mood of a creature, and gain 3 additional Ki points, you can target up to 2 creatures within
advantage on Charisma checks and contested ability checks 10 ft of each other.
against it for the next minute. Push
Enhance Senses You can spend 1 Ki point to cast Thunderwave, dealing
Initial benefit: As an action you can spend 2 Ki points and bludgeoning damage instead of thunder damage. If you spend
focus on your senses. You gain advantage on perception, 1 additional Ki point you can increase the range to 20ft
investigation and insight checks for 10 minutes. instead of self.
Secondary benefit: As an action you can spend 4 ki points Sense Force
to gain blindsight out to 30ft for 10 minutes.
At the DM's discretion, you may see glimpses of the future,
Equalibrium (11th level required) the past, or far off places during meditation, while
You may choose to spend Hit Points to power your Force unconscious, or in places of significance.
Powers instead of Ki. The Hit Point cost is equal to 4 times Slow (11th level Required)
the Ki cost.
You can spend 3 Ki points to cast Slow.
Fear
You can spend 1 Ki point to cast Cause Fear. Telekinesis
At 11th level, you can spend 3 Ki points to cast Fear. You can cast Telekinesis, with a few changes. The size of
creatures/amount of weight you can lift is based on the ki
Focus (6th level required) points spent. The weight you can lift per Ki point spent is
You can spend 1 Ki point as a bonus action to give your listed in the table below.
Lightsaber a +1 to attack and damage rolls for 1 minute. Ki Points Size/Lbs
Each time you gain new force powers after 6th level, you may
spend additional Ki points to increase the benefit by one for 1 small/100
each point spent, +2 at 11th, +3 at 17th. 2 medium/500
Grip (6th level required) 3 1,000
You can spend 2 Ki points as an action to seize a creature 4 large/2,500
with the force. A creature you can see within 60 ft must make 5 7,500
a Strength saving throw. On a failed save, the target is
restrained for the duration, up to 1 minute. When you use 6 huge/15,000
this discipline, and as a bonus action on subsequent turns,
you may deal 2d6 bludgeoning damage plus an additional Telepathy
1d6 for each Ki point spent above the initial cost. The As an action, you can spend 2 Ki points to create a mental
creature may make a new saving throw at the end of each of link with any creature you have met who is on the same
its turns. plane. Through this link you can send emotions and a short
Heal message up to five words to the creature.
You have a pool of Healing power that replenishes when you Throw (Telekinesis, 11th level required)
take a Long Rest. With that pool, you can restore a total As a bonus action when you use Telekenisis, you may throw
number of Hit Points equal to 2 x your Monk level. As an the object or creature up to 120 ft. You may throw the object
action, you can touch a creature and draw power from the or creature at a creature you see within range, which must
pool to restore a number of Hit Points to that creature, up to make a Dexterity saving throw. On a failed save, the creature
the maximum amount remaining in your pool. takes 3d8 bludgeoning damage, and an additional 1d8 for
Illusion each Ki point spent over base cost of Telekenisis. If the object
You know the Minor Illusion cantrip. hurled is a living creature, it takes the damage as well.
You can spend 1 Ki point to cast Silent Image.
At 11th level, you can spend 3 Ki points to cast Major
Image.

Image Credit: Sha'ira [C] by Astri-Lohne on DeviantArt

You might also like