Padawan in the depths of coruscant | World Anvil
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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.   3 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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