Padawan
Level Proficiency Bonus Force Points Force Abilities Features
1st +2 1 3 Force, Unarmoured Defence
2nd +2 2 3 Fighting Style
3rd +2 3 3 Deflect Missiles, Jedi Path
4th +2 4 4 Ability Score Improvement
5th +3 5 4 Extra Attack
6th +3 6 4 Jedi Path feature
7th +3 7 5 Evasion
8th +3 8 6 Ability Score Improvement
9th +4 9 6 Force Body
10th +4 10 7 Mental Bastion
11th +4 11 8 Improved Lightsabre
12th +4 12 8 Ability Score Improvement
13th +5 13 9 Improved Critical
14th +5 14 9 Force Resilience, Jedi Path feature
15th +5 15 10 Blindsense
16th +5 16 10 Ability Score Improvement
17th +6 17 11 Superior Resilience
18th +6 18 11 Elusive
19th +6 19 12 Ability Score Improvement
20th +6 20 13 Jedi Master
Hit Points
Hit Dice: 1d8 per jedi level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per jedi level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, lightsabres
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, History,
Insight, Intimidation, Perception, Persuasion, Religion, and
Stealth.
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a Force crystal or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
At 1st level, your training allows you to harness the mystical
energy of the Force. You access to this energy is represented
by a number of Force points. Your jedi level determines the
number of points you have, as shown in the Force Points
column of the Jedi table.
You can spend these points to fuel various Force powers.
You start knowing three such powers, one of which must be
the Lightsabre power. You learn more powers as you gain
levels in this class, as indicated in the Force Powers column
of the Jedi table. Your Force power options are detailed at the
end of the class description. When you gain a level in this
class, you can choose one of the Force powers you know
(except for the Lightsabre power) and replace it with another
Force power that you could learn at that level.
The maximum number of Force points that you can spend
to use a Force power (including the base Force point cost and
any additional Force points you spend to increase its level) is
determined by your jedi level, as shown in the Powers and
Force Points table.
When you spend a Force point, it is unavailable until you
finish a short or long rest, at the end of which you draw all of
your expended Force energy back into yourself. You must
spend at least 30 minutes of the rest meditating to regain
your Force points.
Powers and Force Points
Jedi Levels Maximum Force Points for a Power
1st–3rd 2
4th–8th 3
9th–12th 4
13th–16th 5
17th–20th 6
Some of your Force powers require your target to make a
saving throw to resist the power’s effects. The saving throw
DC is calculated as follows:
Force Save DC = 8 + your proficiency bonus +
your Wisdom modifier
Unarmoured Defence
Beginning at 1st level, while you are wearing no armour and
not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier.
Fighting Style
At 2nd level, you adopt a particular fighting style as your
specialty. 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.
Duelling
When you are wielding a Lightsabre in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you
make with a Lightsabre that you are wielding with two hands,
you can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must have the two-handed
or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting while wielding
Lightsabres, you can add your ability modifier to the damage
of the second attack.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or
reflect the missile when you are hit by a ranged weapon
attack. When you do so, the damage you takek from the
attack is reduced by 1d10 + your Dexterity modifer + your
jedi level.
If you reduce the damage to 0, you can spend 1 Force point
to reflect the missile as part of the same reaction. Make a
ranged attack with proficiency, regardless of your weapon
proficiencies, with a normal range of 20 feet and a long range
of 60 feet. On a hit, it deals the original amount of damage to
the new target.
Jedi Path
When you reach 3rd level, you commit yourself to a path that
calls to you: the Consular, the Guardian, or the Sentinel.
These choices are detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 6th,
and 14th level.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Evasion
At 7th level, your connection with the Force provides you with
a glimmer of foresight, allowing you to dodge out of the way
of certian area effects, such as a blue dragon’s lightning
breath or a fireball spell. When you are subjected to an effect
that allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Force Body
Starting at 9th level, you have become so suffused with the
Force that your physical abilities are augmented. You can add
half your proficiency bonus (round up) to any Strength,
Dexterity, or Constitution check you make that doesn’t
already use your proficiency bonus.
Mental Bastion
By 10th level, your connection with the Force allows you to
perceive the world with clarity. You cannot be frightened or
charmed.
Improved Lightsabre
Beginning at 11th level, you are able to manifest a more
potent Lightsabre. Your Lightsabre damage die increases to
1d10, or 1d12 if wielded with two hands.
Improved Critical
Starting at 13th level, your knowledge of the Force grants you
the ability to react to openings in battle with superior aplomb.
You roll one additional weapon damage die when
determining the extra damage for a critical hit with a
Lightsabre attack.
Force Resilience
Beginning at 14th level, your connection to the Force grants
you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail,
you can spend 1 Force point to reroll it and take the second
result.
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DUNGEON MASTER’S WORKSHOP | JEDI
Blindsense
Starting at 15th level, your connection to the Force allows you
to be aware of the location of any hidden or invisible creature
within 10 feet of you.
Superior Resilience
Starting at 17th level, the Force is so heavily concentrated
around you that are have a measure of protection even
against the most deadly of attacks. Any critical hit against you
becomes a normal hit.
Elusive
Beginning at 18th level, your knowledge of the Force has
granted you superior battlefield awareness. No attack roll has
advantage against you while you aren’t incapacitated.
Jedi Master
At 20th level, when you roll for initiative and have no Force
points remaining, you regain 4 Force points.
Jedi Paths
The Force guides different jedi in different ways as befits
their nature and abilities. The jedi path you choose to follow
reflects your philosophy.
Consular
The path of the Consular is the most scholarly of all jedi
traditions. Consulars believe in drawing their weapons only
as a last resort, instead focusing their efforts on developing
their Force abilities. Consulars are the diplomats, healers,
and lore keepers of the jedi.
Force Scholar
When you select this path at 3rd level, you learn two
languages of your choice. You also become proficient in your
choice of two of the following skills: Arcana, History,
Persuasion, Nature, Medicine, or Religion.
Your proficiency bonus is doubled for any ability check you
make that uses either of those skills.
Tranquilty
Beginning at 6th level, you can enter a special meditation that
surrounds you with an aura of peace. At the end of a long
rest, you gain the effect of a sanctuary spell tat lasts until the
start of your next long rest (the spell can end early as normal).
The saving throw DC for the spell equals 8 + your proficiency
bonus + your Wisdom modifier.
Augmented Force
At 14th level, your study of the Force has granted you
improved ability with your Force powers. When you expend
Force points to cast a spell, the spell is treated as though it were cast using a spell slot one level higher than its spell
level.
Guardian
The skills and talents of guardians lie in battle. Most often
seen as peacekeepers, guardians are esteemed warrior-
mystics whose form in battle is one of practiced perfection.
Guardians are a jedi temple’s first line of defence.
Improved Critical
Beginning when you choose this path at 3rd level, your
Lightsabre attacks score a critical hit on a roll of 19 or 20.
Force Strike
At 6th level, you gain the ability to infuse your weapon strikes
with Force. Once on each of your turns when you hit a
creature with a Lightsabre attack, you can cause the attack to
deal an extra 1d8 radiant or necrotic damage (your choice).
When you reach 14th level, the extra damage increases to
2d8.
Warrior Sage
Starting at 14th level, when you use your action to cast a
Force power, you can make one weapon attack as a bonus
action.
Sentinel
Sentinels are often considered the middle ground of the three
jedi paths, blending the teachings of the consular and the
guardian and amplifying them with non-Force skills.
Sentinels are often disaptched for highly sensitive missions
that require specialized abilities.
Force Versatility
Beginning when you choose this path at 3rd level, your
knowledge of the Force allows you to master even those tools
and skills which are outside your specializations. As an
action, you can expend 1 Force point to become proficient
with one skill or tool of your choice for 10 minutes.
Reliable Talent
By 6th level, your skill in the Force allows you to perform your
chosen skills with competence under any condition.
Whenever you make an ability check that lets you add your
proficiency bonus, you can treat a d20 roll of 9 or lower as a
10. Once you use this ability, you cannot do so again until you
finish a short or long rest.
Force Presence
Beginning at 14th level, you can expend 5 force points to
project a presence of awe or fear (your choice) to a distance
of 60 feet. For 1 minute, or until you lose your concentration
(as though you were casting a concentration spell), each
hostile creature that starts its turn in the aura must succeed
on a Wisdom saving throw or be charmed (if you chose awe)
or fear (if you chose fear) until the aura ends.
A creature that succeeds on this saving throw is immune to
your aura for 24 hours.
Sith
at 3rd level in the Sith you only spend half the force points to use the “upgraded” force choke and two other force abilities as long as you meet the prerequisites for them or they only take one point to use and you cant do your sith only ability
at 6th level as a Sith chose to get an enhanced saber throw, force drain, or gain force rage.
force rage is to channel your fear anger and sadness for 4 force points due to your to give you advantage on strength checks and strength saving throws.
when you attack you get a flat +2 on damage when you hit (this bonus increases as you level.)
you cannot cast other force abilities wail in a force rage.
you can end it as a bonus action on your turn or when there is you haven’t attacked a hostile creature since your last turn.
enhanced saber thow takes four force points spins your blade faster and allows your blade to hit twice with only once roll to hit then returns to you after the damage is delt.
force drain allows use the force to drain life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. this increases by 1d6 each time you level up
and for the 14th lvl abilitys i have some ideas like a mass force choke/spend 3 forcepoints and choke up to six people
Force Powers
If a Force power has prerequisites, you must meet them to
learn it. You can learn the power at the same time you meet
the prerequisites. A level prerequisite refers to your level in
this class.
Art of Movement
While you are not wearing armour, you can spend 1 Force
point to double your proficiency bonus for any Acrobatics or
Athletics check, if it applies.
Battle Meditation
Prerequisite: 11th level
As an action on your turn, you can enter a trance-like state in
which you bolster the abilities of your allies. As long as you
concentrate on this ability (as if you were concentrating on a
spell), when a creature within 30 feet of you makes an attack
roll or ability check, you can use your reaction to expend 2
Force points to add your proficiency bonus to the roll. You can
make this choice before or after you see the roll, but before
the DM determines the result.
Clairvoyance
You can spend 1 Force point to add your proficiency bonus to
your AC as a reaction to being attacked. The increase to your
AC expires after the attack has been resolved.
You can use this feature a number of times equal to your
Wisdom modifier. You regain all expended uses when you
finish a short or long rest.
Focused Blade
Prerequisite: 11th level
When you manifest your Lightsabre, you may spend up to
half the maximum Force points you can use on a power
(round down) to grant your Lightsabre a bonus to attack and
damage rolls. The bonus equals the number of Force points
you spent. This bonus lasts for 1 minute.
Force Celerity
You can spend 1 Force point to take the Disengage or Dash
action as a bonus action on your turn, and your jump distance
is doubled for the turn.
Force Choke
You can spend 1 Force point to cast hold person on a
creature you can see. If you spend 5 Force points on this
ability, you instead cast telekinesis on a creature you can see.
While you maintain concentration on this effect, the target
cannot breathe.
Force Jump
Prerequisites: 9th level, Art of Movement Force power
You can cast jump on yourself at will, without expending
material components.
Force Push
As an action, you can spend 2 Force points and choose a
creature within 30 feet of you. That creature must succeed a
Strength saving throw. On a failed save, the creature takes
3d10 force damage, plus an additional 1d10 force damage for
each additional Force point you spend, and you can push the
creature up to 20 feet away from you and knock it prone. On
a successful save, the creature takes half as much damage,
and you don’t push it or knock it prone.
Force Shroud
As an action on your turn, you can spend 2 Force points to
become invisible until the end of your next turn. You become
visible if you take any action that is not Hide.
Force Smite
You can spend 4 Force points to cast lightning bolt, without
expending material components. If you spend more Force
points, the spell is cast as though you had used a spell slot
one level higher for every additional Force point you spent.
Force Speed
You can spend 4 Force points to cast haste on yourself,
without expending material components.
Force Wave
You can spend 2 Force points to cast thunderwave. If you
spend more Force points, the spell is cast as though you had
used a spell slot one level higher for every additional Force
point you spent.
Healing
Your mystical touch can heal wounds. Starting at 3rd level,
you have a pool of magical healing power that replenishes
when you take a long rest. With that pool, you can restore a
total number of hit points equal to your jedi level × 5.
As an action, you can touch a creature and draw power
from the pool to restore a number of hit points to that
creature, up to the maximum amount remaining in the pool.
Instead of healing the creature, you can expend 5 hit points
from your pool of healing to cure the target of one disease or
neutralize one poison affecting it. You can cure multiple
diseases and neutralize multiple poisons with a single use of
Healing, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Lightsabre
As a bonus action, you can focus on a Force crystal you hold
to manifest a weapon of Force energy, called a Lightsabre, in
that hand. The Lightsabre appears and functions as a
longsword, but it deals radiant damage, has the finesse
property, and is weightless. You are proficient with your
Lightsabre while you wield it, and it counts as magical for
purposes of overcoming resistance and immunity to
nonmagical attacks and damage.
Mass Smite
Prerequisites: 11th level, Force Smite Force power
You can expend 6 Force points to cast chain lightning,
without expending material components.
Powerful Blade
Prerequisite: 11th level
When you hit a creature with your Lightsabre, the creature
takes extra radiant damage equal to your Wisdom modifier
(minimum 1).
Psychometry
Prerequisite: 17th level
You can call up visions of the past that relate to an object you
hold or your immediate surroundings. You spend at least 1
minute in meditation and prayer, then receive dreamlike,
shadowy glimpses of recent events. You can meditate in this
way for a number of minutes equal to your Wisdom score and
must maintain concentration during that time, as if you were
casting a spell.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Object Reading. Holding an object as you meditate, you
can see visions of the object’s previous owner. After
meditating for 1 minute, you learn how the owner acquired
and lost the object, as well as the most recent significant
event involving the object and that owner. If the object was
owned by another creature in the recent past (within a
number of days equal to your Wisdom score), you can spend
1 additional minute for each owner to learn the same
information about that creature.
Area Reading. As you meditate, you see visions of recent
events in your immediate vicinity (a room, street, tunnel,
clearing, or the like, up to a 50-foot cube), going back a
number of days equal to your Wisdom score. For each minute
Force Crystals
Force crystals are special stones that are attuned to
the Force which are used by jedi to manifest their
Lightsabres. By itself, a Force crystal is a mundane
(albeit highly valuable) gemstone. In the hands of a
jedi, it focuses the Force into a tangible effect that
becomes an extension of the jedi’s own essence.
There are many types of Force crystals, and their
nature is an ongoing mystery that the jedi seek to
explain. It has been suggested that different types
of crystals may enhance the Force in those of a
particular affinity—a reason, perhaps, why those
who follow certain paths tend to use crystals of the
same colour. Others, however, believe that Force
crystals differ only in their prismatic effect and
focal capacity.
Force crystals form only under special conditions
and are extremely rare. A ‘common’ Force crystal is
still a remarkable treasure, and jedi protect them as
though they were priceless. Some crystals can be
found with greater levels of attunement, though a
jedi of sufficient power does not need to ever seek
out a crystal of greater attunement. Rather, through
meditation they can augment their current crystal’s
attunement to match their strength in the Force.
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