Force System

This is where I am going to be developing the new system for using the Force and putting out new ideas for the full casting classes.

Skills

These are the new skills that come with the new system.

Use The Force (Cha)

You draw upon the Force to Help you recover from injuries, gain special insights, or perform other remarkable acts. Unless your class grants you this skill you must grab the Force Sensitivity Feat to gain proficiency in this skill.

Force Trance. As an action, you can enter a Force trance with a DC 10 Use the Force check. In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number of hit points equal to your character level. You can emerge from the trance as a bonus action. If you remain in a Force trance for 4 consecutive hours, you emerge from the trance as if you had slept for 8 hours, you do not gain any benefits a long rest beyond the removal of an exhaustion level if you have any.

While you're in a Force trance, you can go ten times as long as normal without food or water.

Move Light Object. As an action, you can use the Force to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use the Force check allows you to move an object weighing up to 10 pounds a distance of 30 feet in any direction.

Search Your Feelings. As an action, you can make a DC 15 Use the Force check to determine whether a particular action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). For example, you can make the check to determine whether destroying a dark side artifact will have immediate unforeseen repercussions. The answer does not take into account the long-term consequences of a contemplated action. Using the above example a successful check would not portend a future encounter with vengeful Darksiders angered by the destruction of the dark side artifact.

Sense Force. You automatically sense disturbances in the Force. A location that is strong on the dark side of the Force can be sensed out to a range of a half mile. A relative, companion, or close friend in mortal danger or great pain can be sensed out to a range of 10,000 light years. A great disturbance, such as the destruction of an entire populated planet or the distress of a whole order of allies, can be sensed anywhere in the same galaxy. As an action, you can make a DC 15 Use the Force check to determine the distance and general direction to the location of the disturbance.

As an action, you can use this ability to actively sense other Force-users out to a range of 3 miles. If you succeed on a DC 15 Use the Force check, you know have many Force-users are within range. their approximate distance and direction from you, and whether you've met them before or not. Another Force-user within range can try to conceal their presence from you by making an opposed Use the Force check. If their check equals or exceeds your Use the Force check, you don't sense their presence at all.

Sense Surroundings. As a bonus action, you can make a DC 15 Use the Force check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets. Increase the DC by if this ability is used against targets with total cover.

Telepathy. As an action, you can establish a telepathic link with a distant creature. Through the link, you can exchange emotions or a single thought, such as "Go!", "Help!", or "Danger!" The target must have an Intelligence of 2 or higher, and the distance between you and the target determines the DC (see below). Against an unwilling target, your Use the Force check is contested by their Wisdom saving throw; if the target equals or exceeds your Use the Force check you cannot establish a telepathic link or attempt to telepathically contact the target for 24 hours unless the target becomes a willing one.

Telepathy Distance DC
Same Planet 15
Same System 20
Same region/quadrant of the galaxy 25
Different region/quadrant of the galaxy 30

Use The Force (Int)

As above, except Intelligence is the ability used for determining your bonus.

Use The Force (Wis)

As above, except Wisdom is the ability used for determining your bonus.

If your Race grants you the option to choose a skill, you may not choose any of these skills.

Feats

The feats below are changed by this system as follows.

Force Conduit

Is no longer an option to take.

Made by Llama513 @ Giant in the Playground

Force Sensitive

Prerequisite: Charisma, Intelligence, or Wisdom of 13 or higher

You gain proficiency in the Use the Force skill associated with the score that you meet the prerequisite for. If you meet the prerequisite with more then one score you gain proficiency with one of the Use the Force skills of your choice.

In addition, choose one 1st-level power. You learn that power and can use it at its lowest level. Once you use it, you must finish a long rest before you can use it again.

Your force power ability for these powers is the same as the ability of your Use the Force Skill.

If you already have proficiency in the Use the Force Skill you cannot take this feat.

Tools

Saber Creation

The check for creating a Saber is now a Use the Force check.

Classes

This section covers changes to classes that result from this new system.

Force Users

Jedi

All of the Jedi classes gain proficiency in Use the Force (Wis) at 1st level.

Jedi Guardian and Jedi Sentinel

The Jedi Guardian and Jedi Sentinel gain the first level of force training at level 3.

Jedi Consular

The Jedi Consular will be discussed further in the section on full casters.

Sith

All of the Sith classes gain proficiency in Use the Force (Cha) at 1st level.

Sith Warrior and Sith Assassin

The Sith Warrior and Sith Assassin gain the first level of force training at level 3.

Sith Inquisitor

The Sith Inquisitor will be discussed further in the section on full casters.

Force Adepts

All of the Force Adept classes gain proficiency in Use the Force (Int) at 1st level.

Martial Adept and Force Rogue

The Martial Adept and Force Rogue gain the first level of force training at level 3.


Mystic

The Mystic will be discussed further in the section on full casters.

Force Powers and training

This section covers the way that force powers are gained and used.

Force Training

The ability to use the Force is something that must be learned whether, through practice alone or the guidance of a master, it takes time and dedication. If you are proficient in any of the Use the Force skills, you can choose to gain a level of force training instead of increasing your ability scores when you gain an Ability score improvement in your class.

First Level

The basic level of Force training points to a basic understanding of the force.

First level Force Training
Character Level Force Points Core Powers Powers Known Max Power Level
3rd 4 2 3 1st
4th 4 2 4 1st
5th 4 2 4 1st
6th 6 2 4 1st
7th 6 2 5 2nd
8th 6 2 6 2nd
9th 14 2 6 2nd
10th 14 3 7 2nd
11th 14 3 8 2nd
12th 17 3 8 2nd
13th 17 3 9 3rd
14th 17 3 10 3rd
15th 27 3 10 3rd
16th 27 3 11 3rd
17th 27 3 11 3rd
18th 32 3 11 3rd
19th 38 3 12 4th
20th 38 3 13 4th
Second Level

The next step up of Force training points to a deeper level of understanding of the Force, this level is often gained by members of Force-using traditions.

Character Level Force Points Core Powers Powers Known Max Power Level
2nd 4 2 3 1st
3rd 4 2 4 1st
4th 6 2 4 1st
5th 6 2 4 2nd
6th 14 2 5 2nd

Made by Llama513 @ Giant in the Playground

Character Level Force Points Core Powers Powers Known Max Power Level
7th 14 2 6 2nd
8th 17 2 6 2nd
9th 17 3 7 3rd
10th 27 3 8 3rd
11th 27 3 8 3rd
12th 32 3 9 3rd
13th 32 3 10 4th
14th 38 3 10 4th
15th 38 3 11 4th
16th 44 3 11 4th
17th 44 3 11 5th
18th 57 3 12 5th
19th 57 3 13 5th
20th 64 3 13 5th
Third Level

This is the level attained by those who have a true talent for the Force and have focused their dedication and study to the use of the Force

Character Level Force Points Core Powers Powers Known Max Power Level
1st 4 4 2 1st
2nd 6 4 3 1st
3rd 14 4 4 2nd
4th 17 5 5 2nd
5th 27 5 6 3rd
6th 32 5 7 3rd
7th 38 5 8 4th
8th 44 5 9 4th
9th 57 5 10 5th
10th 64 6 11 5th
11th 73 6 12 6th
12th 73 6 12 6th
13th 83 6 13 7th
14th 83 6 13 7th
15th 94 6 14 8th
16th 94 6 14 8th
17th 107 6 15 9th
18th 114 6 15 9th
19th 123 6 15 9th
20th 133 6 15 9th

Force Powers

All characters that have force training are able to learn and use all force powers unless the power says otherwise, they must follow the normal rules for learning and using force powers.

The Force powers follow the variant spell point rules.

Made by Llama513 @ Giant in the Playground

Full Caster Classes

Jedi Consular

What Jedi Guardians achieved through combat, Jedi Consulars achieved with words or nonviolent use of the Force. Concentrating on mental refinement through study and meditation, Consulars sought to perfect the art of diplomacy and mediation, hoping to calm a tense situation or mend hurt feelings through civil discourse, reasoning, and parley, rather than drawing their lightsabers and cutting down an attacker. While Jedi Consulars would attempt to avoid conflict for as long as possible, the Consulars were sensible and carried a lightsaber, often with a green blade to symbolize their commitment to peace. Jedi Consulars were also able to focus their Force usage against their enemies, which made it harder for opponents to resist a Consular's Force powers.

Just as some Jedi Guardians had the Force potency of Consulars, many Consulars were formidable warriors. Nomi Sunrider, Vima Sunrider, Yoda, Shaak Ti, and Kit Fisto were among the best lightsaber duelists of their time.

Working closely with the Republic Diplomatic Corps, the greatest Consulars were afforded a seat on the Council of Reconciliation. While many served as diplomats, the Consulars were certainly not limited to the confines of the Galactic Senate. Teachers, seers, and healers all claimed alignment to the Consular's way of thinking and were all respected members of the Order. While there were many sub-branches to the Consular class, the most skilled and learned Jedi Masters were granted the honorific of Sage Master. Two Sage Masters were said to have joined two Warrior Masters in the founding of the Jedi Temple on Coruscant circa 4000 BBY. These Four Masters were honored with bronzium depictions on the main entrance stairs at the terminus of the Processional Way.

Creating a Jedi Consular

Quick Build

You can make a Jedi Consular quickly by following these suggestions. First, Wisdom should be your highest ability score, followed close by either Constitution or Dexterity. Second, choose the Sage background.

Class Features

As a Jedi Consular, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Jedi Consular level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Jedi consular level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, and Sabers
  • Tools: Saber Creation
  • Saving Throws: Intelligence, Wisdom
  • Skills: Two from Acrobatics, Athletics, Force, Galatic Lore, Insight, Investigation, Medicine, Nature, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a lightsaber or (b) any simple weapon
  • (a) a toolkit or (b) a utility belt
  • (a) a diplomat’s pack or (b) a traveler’s pack

Consular's Path

At 1st level, you choose a consular's path, shaping your practice of the Force through one of four specializations: Jedi Ambassador, Jedi Healer, and Jedi Seer all detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Path Powers

Each path has a list of powers—its path powers— that you gain at the Jedi consular levels noted in the path description. Once you gain a path power, it is always prepared and doesn't count against the number of powers you can prepare.

Force Powers

At 1st level, you have learned to draw on the force through meditation and training to affect the world around you.

Core Powers

At 1st level, you know three core powers of your choice. You learn additional core powers of your choice at higher levels, as shown in the Core Powers Known column of the Jedi Consular table.

Powers Known

At 1st level, you have a working knowledge of six 1st-level powers of your choice.

Preparing and Casting Powers

The Third Level Force Training table shows how many force points you have to cast your powers of 1st level and higher. To cast one of these powers you must create and expend a slot of the power's level or higher, using the appropriate amount of force points. You regain all expended force points when you finish a long rest.

You prepare the list of force powers that are available for you to cast. To do so, choose a number of Force powers from those you know equal to your Wisdom modifier + your Jedi consular level. The powers must be of a level for which you can create slots.

Made by Llama513 @ Giant in the Playground

Jedi Consular
Level Proficiency Bonus Features Core Powers Known
1st +2 Consular's Path, Force powers, Force Training , Unarmored Defense 3
2nd +2 One With the Living Force 3
3rd +2 3
4th +2 Ability Score Improvement 4
5th +3 4
6th +3 Consular's Path Feature 4
7th +3 4
8th +3 Ability Score Improvement 4
9th +4 4
10th +4 5
11th +4 5
12th +4 Ability Score Improvement 5
13th +5 5
14th +5 Consular's Path Feature 5
15th +5 5
16th +5 Ability Score Improvement 5
17th +6 5
18th +6 Consular's Path Feature 5
19th +6 Ability Score Improvement 5
20th +6 Power Mastery 5

Made by Llama513 @ Giant in the Playground

For example, if you're a 3rd-level Jedi consular, you have 14 force points. With a Wisdom of 16, your prepared list can include six powers of 1st or 2nd level, in any combination, chosen from your known powers. If you prepare the 1st level power force thrust, you can cast it using a 1st-level or 2nd-level slot. Casting the power doesn't remove it from your list of prepared powers.

You can change your list of prepared powers when you finish a long rest. Preparing a new list of Force powers requires time in meditation: at least 1 minute per power level for each power on your list.

Force Power Ability

Wisdom is your force power ability for your Jedi consular powers since your force powers come from trusting in the power of the light side. You use your Wisdom whenever a power refers to your force ability. In addition, you use your Wisdom modifier when setting the saving throw DC for the Jedi consular powers you use and when making an attack roll with one.

Leaning Powers of 1st Level and Higher

Each time you gain a Jedi consular level you can add two Force powers of your choice to your powers known. Each of these powers must be of a level for which you can make power slots, as shown on the Third Level Force Training table.

Force Training

You gain proficiency in Use the Force (Wis).

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier

One With the Living Force

At 2nd level, you have learned to regain some energy by drawing upon the living Force around you. Once per day when you finish a short rest, you regain a number of force points as shown in the table below.

Character Level Force Points Recovered
2nd 2
3rd 2
4th 3
5th 3
6th 5
7th 5
8th 6
9th 6
10th 7
11th 7
12th 9
13th 9
14th 10
Character Level Force Points Recovered
15th 10
16th 11
17th 11
18th 13
19th 13
20th 13

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.

Power Mastery

At 20th level, you have achieved such mastery over certain powers that you can activate them at will. Choose a 1st-level Jedi consular power and a 2nd-level Jedi consular power that you know. You can activate those powers at their lowest level without expending a power slot. If you want to activate either power at a higher level, you must expend a power slot as normal.

Consular's Path

Serving a vast variety of roles in the Order and within the galaxy at large, the career paths available to the Consular were many. You choose this path when you first become a padawan at 1st level and guides your training and growth.

Jedi Ambassador

Serving as a liaison between newly discovered worlds and the Republic Senate, Jedi Ambassadors were often requested by the governments of foreign powers to mediate talks of membership with the galactic regime. Unlike the Jedi Diplomats, the Ambassador serves solely as the face of the Republic and does not make policy or major decisions for either party. Often becoming skilled in the use of telepathic abilities, though rarely used in negotiations, the masters of this path have been known to possess the ability to alter the memories of those they influence.

Jedi Ambassador Path Powers
Jedi Consular Level Powers
1st Animal Friendship, Charm Person
3rd Calm Emotions, Mind Trick
5th Hypnotic Pattern, Sending
7th Compulsion, Dominate Beast
9th Seeming, Telepathic Bond

Adapt Negotiator

At 1st level, you learn two languages of your choice. You also become proficient in Insight and Persuasion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Made by Llama513 @ Giant in the Playground

Calming Influence

Starting at 1st level when you choose this path, your soft words and calm demeanor can de-escalate a situation by calming another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your Jedi consular power save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Skilled Advisor

Starting at 6th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Additionally, you are adept at guiding others through the force. When you take the Help action to aid in the performance of a skill the recipient of your aid adds your Wisdom modifier to their check, if you spend a force point they add double your Wisdom modifier to the check.

Group Influence

Starting at 14th level, when you use a mind-affecting power of 1st level or higher that targets only one creature, you can have it target a second creature.

You can spend a force point to affect a number of creatures equal to your Wisdom modifier.

Alter Memories

At 18th level, you gain the ability to make a creature unaware of your force influence on it. When you use a mind-affecting power to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Jedi Healer

Healers were drawn to this specialization by their compassion for others and a desire to cure the infirm and stop the spread of disease. Taking a more holistic approach to healing than the average physician, healers used the Force to accelerate the natural healing abilities of living flesh. Led by the Circle of Jedi Healers, the Healers drew upon the Living Force to preserve life and cleanse impurities and wounds. Working closely with the Medical Corps, the Healers often worked on the battlefields of war-torn worlds, aiding in the medical treatment of soldiers.


Jedi Healer Path Powers
Jedi Consular Level Powers
1st Inspire, Vital Transfer
3rd Aid, Lesser Restoration
5th Force Trance, Revivify
7th Aura of Life, Aura of Purity
9th Commune with Nature, Greater Restoration

Force Healer

At 1st level, you gain become proficient in the healing kit and you can make a Wisdom Use the Force check in place of a Medicine check.

Your proficiency bonus is doubled when making a Use the Force check in this way.

Healing Boost

At 1st level, your healing powers are more effective. Whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

If you use vital transfer you instead heal additional hit points equal to your Jedi consular level, or 2 + the power's level whichever is higher.

At 14th level, the additional healing from this feature is doubled.

Soothe

At 6th level, when you cast vital transfer you can remove one level of exhaustion instead of healing them, in exchange you gain one level of exhaustion instead of taking damage.

Supreme Healer

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Jedi Seer

Highly attuned to the Unifying Force, the Seers of the Jedi Order were gifted with pre- and postcognition, the Force granting them glimpses of things to come and things which have already transpired. Jedi Prophets were a rarity amongst the Seers and were able to divine such things as the Prophecy of the Chosen One.

Jedi Seer Path Powers
Jedi Consular Level Powers
1st Detect Force, Detect Poison and Disease
3rd Darkvision, See Invisibility
5th Hypnotic Pattern, Major Image
7th Compulsion, Force Track
9th Farseeing, Telepathic Bond

Made by Llama513 @ Giant in the Playground

Force Perception

At 1st level, and you can make a Wisdom Use the Force check in place of a Perception check.

As an action, you can open up your senses with the force to feel the presence of any living beings within 60 feet of you. You can use this ability a number of times equal to your Wisdom modifier, all expended uses are restored after a long rest.

Glimpses of the Future

Starting at 1st level when you choose this path, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

At 14th level, you roll three d20s when you use this feature.

Foresight

At 6th level, your glimpses of the future make you much more ready for surprises and action. You have advantage on initiative checks.

At 14th level, you add your Wisdom modifier to your initiative checks.

Force Visions

At 18th level, you can use the force to look through time. You can spend an hour in meditation to see up to a year into a creatures past or future. If you continue to meditate you can see another year further for each hour you spend in meditation up to a maximum equal to your Wisdom modifier + your Jedi consular level.

Made by Llama513 @ Giant in the Playground

Sith Inquisitor

The history of the Sith Empire is fraught with scheming politics and dark secrets—the lifeblood of the Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat environment but to excel and seize authority.

Regardless of potential, few acolytes succeed in facing the rigorous trials to become Sith Inquisitors. Only the most determined acolytes attain such an achievement, but these Sith are often the ones to watch. Due to their manipulative genius, Inquisitors are skilled at exploiting both their enemies and their allies to further their own personal agendas. Channeling this Force energy, Inquisitors are capable of draining the life from their enemies and using it to feed themselves and their allies.

Though their skills are varied and many, Sith Inquisitors are most feared for their ability to channel the energy of the Force, making them a spectacle to behold on the battlefield. Seething sparks of lightning explode from the Inquisitors’ fingertips and wrap their enemies in tendrils of pure Force energy. Because Inquisitors can twist the Force into lightning to stun, subdue, or destroy their foes, it has become their signature. Those who have experienced the sensation of the Inquisitor’s Force Lightning and survived forever recoil from the crackling sound of electricity.

To reach the highest echelons of power, the Inquisitor needs more than Force Lightning and a razor-sharp mind. The most formidable Inquisitors dare to explore unorthodox practices by investigating the enigmas of the past and by unlocking new powers for themselves. The Force is a source of unlimited potential—a wellspring Inquisitors tap and bend to their will. Such intensity allows Sith Inquisitors to become architects of the Empire’s future… or simply the architects of their own destruction.

Creating a Sith Inquisitor

Quick Build

You can make a Sith Inquisitor quickly by following these suggestions. First, Charisma should be your highest ability score, followed close by either Constitution or Dexterity. Second, choose the Sage background.

Class Features

As a sith inquisitor, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Sith Inquisitor level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sith inquisitor level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, and Sabers
  • Tools: Saber Creation
  • Saving Throws: Intelligence, Charisma
  • Skills: Two from Acrobatics, Athletics, Force, Galatic Lore, Insight, Investigation, Medicine, Nature, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a lightsaber or (b) any simple weapon
  • (a) a toolkit or (b) a utility belt
  • (a) a diplomat’s pack or (b) a traveler’s pack

Darkside Corruption

At 1st level, you have accepted and draw upon the power of the dark side. Your dark side score is equal to your Wisdom score.

Dark Powers

Your strength allows you to bend the Force to your will allowing you to use its power to affect the world around you.

Core Powers

You know two core powers of your choice. You learn additional core power of your choice at higher levels, as shown in the Core Powers Known column of the Sith Inquisitor table.

Force Points

The Sith Inquisitor table shows how many force points you have. The table also shows what the maximum level you can make is. To cast one of these powers you must create and expend a slot of the power's level or higher, using the appropriate amount of force points. You regain all expended force points when you finish a short or long rest.

For example, when you are 5th level, you have 10 force points. To cast the 1st-level power repulse, you must spend points up to a 3rd level slot available to cast it.

Powers Known of 1st Level and Higher

At 1st level, you know two 1st level powers of your choice.

The powers known column of the Sith Inquisitor table shows when you learn more powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what's shown in the table's Max Slot column for your level. When you reach 6th level, for example, you learn a new power, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class you can choose one of the powers you know and replace it with another power, which also must be of a level for which you can make power slots.

Made by Llama513 @ Giant in the Playground

Sith Inquisitor
Level Proficiency Bonus Features Core Powers Known Powers Known Force Points Max Slot Invocations Known
1st +2 Dark Side Corruption, Inquisitor's Path, Dark Powers, Force Training, Unarmored Defense 2 2 2 1st
2nd +2 Strength of the Dark Side 2 3 4 1st 2
3rd +2 Sith Magic 2 4 6 2nd 2
4th +2 Ability Score Improvement 3 5 6 2nd 2
5th +3 3 6 10 3rd 3
6th +3 Inquisitor's Path Feature 3 7 10 3rd 3
7th +3 3 8 12 4th 4
8th +3 Ability Score Improvement 3 9 12 4th 4
9th +4 3 10 14 5th 5
10th +4 4 10 14 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 21 5th 5
12th +4 Ability Score Improvement 4 11 21 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 21 5th 6
14th +5 Inquisitor's Path Feature 4 12 21 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 21 5th 7
16th +5 Ability Score Improvement 4 13 21 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 28 5th 7
18th +6 Inquisitor's Path Feature 4 14 28 5th 8
19th +6 Ability Score Improvement 4 15 28 5th 8
20th +6 Dark Mastery 4 15 28 5th 8

Made by Llama513 @ Giant in the Playground

Force Power Ability

Charisma is your force power ability for your sith inquisitor powers since your force powers come from bending the force to your will. You use your Charisma whenever a power refers to your force ability. In addition, you use your Charisma modifier when setting the saving throw DC for the sith inquisitor powers you use and when making an attack roll with one.

Inquisitor's Path

At 1st level, you choose an inquisitor's path, shaping your practice of the Force through one of four specializations: Sith Alchemist, Dark Corrupter, Sith Sorcerer and Master of Lightning all detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Path Powers

Each path has a list of powers—its path powers— that you gain at the sith inquisitor levels noted in the path description. Once you gain a path power, you always know it, and it doesn’t count against the number of powers you can know.

Force Training

You gain proficiency in Use the Force (Cha).

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier

Strength of the Dark Side

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding dark ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain sith inquisitor levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Sith Inquisitor table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Sith Magic

At 3rd level, you manifest a talent for a certain aspect of Sith Magic. You gain one of the following features of your choice.

Twisting Life

You are adept at the creation and twisting of life through the use of sith magics. You learn the ritual of life creation and with it are able to create a familiar to serve on your side.

This power functions just as the find familiar sith ritual, except you are able to choose one of following special forms for your familiar as well: imp, pseudodragon, quasit or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.


Weapon Creation

You are adept at creating solid form through the dark side and wielding it as a weapon. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon is considered empowered for the purpose of overcoming resistance and immunity to mundane attacks and damage.

Your dark weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Incantations

You are adept at the use of sith spells to create the effects of force powers. You keep your sith spells recorded in a grimoire referred to as a Book of Shadows. When you gain this feature, choose three core powers. While the book is on your person, you can cast those core powers at will. They don’t count against your number of core powers known.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to create a duplicate through the dark power you hold. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

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.

Mystic Arcanum

At 11th level, you learn to draw greater power from the dark side. Choose one 6th-level power as this Arcanum.

You can cast your arcanum power once without expending a power slot. You must finish a long rest before you can do so again.

At higher levels, you gain more powers of your choice that can be cast in this way: one 7th-level power at 13th level, one 8th-level power at 15th level, and one 9th-level power at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Dark Mastery

At 20th level, you can draw on the limitless power of the dark side to regain expended force points. You can spend 1-minute channel your anger and hatred to regain all your expended force points from your Dark Powers feature. Once you regain force points with this feature, you must finish a long rest before you can do so again.

Inquisitor's Path

Sith Inquisitor's delve into the dark secrets and power of the dark side to devastate their enemies. In order to truly master their powers, they must focus their studies down a particular path of power. They choose this path when they begin their study of the Force and thus pick their path at 1st level.

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Dark Healer

Through the power of the dark side sith inquisitors are able to steal health from those around them to heal themselves and their allies. They are rare among the sith in the time after the Rule of two, but during the times of war between the Jedi and Sith, they were a vital part of the sith military.

Dark Healer Path Powers
Sith Inquisitor Level Powers
1st Dark Transfer, Wound
3rd Blindness/Deafness, Ray of Sickness
5th Slow, Vampiric Touch
7th Blight, Contagion
9th Enervation, Force Scream

Dark Healing

At 1st level, you are able to channel the dark side to drain the vitality of others to heal your self or your allies. As an action you can make a power attack roll against a creature within 30 feet of you, on a successful hit the creature takes 1d6 points of necrotic damage. As a bonus action, you can heal yourself or one creature within 30 feet of you an amount equal to half the damage dealt. If you are able to touch another creature you may heal them as a free action.

At 2nd level when you activate this power you may spend a number of force points up to half your level to deal an additional die of damage for each force point spent, if you miss the force points are still expended.

Additionally, when you use a force power that deals damage and heals you for half the amount dealt, such as vampiric touch, you can instead as a bonus action heal one creature within 30 feet of you an amount equal to half the damage dealt. If you are able to touch another creature you may heal them as a free action

Draining Force

At 6th level, your strength in the dark side allows you to drain energy from another to fuel yourself. When you deal damage to a single target using a dark side force power of 1st level or higher the target must make a Constitution saving throw against your power saved DC. On a failure, they lose a number of force points according to the level of the power cast.

Draining Force
Power level Force Points Lost
1st - 2nd 1
3rd - 4th 2
5th - 6th 3
7th - 8th 4
9th 5

Death Field

At 14th level, you are able to drain life from multiple creatures at once. As an action you choose a point within 60 feet of you, a field of dark side energy bursts forth in a 15-foot radius. Each creature in the radius makes a Constitution saving throw on a failure they take 3d6 points of necrotic damage. As a bonus action, you can heal yourself or one creature within 60 feet of you an amount equal to half the damage dealt. If you are able to touch another creature you may heal them as a free action.

You can use this ability once per short or long rest.

Essence Transfer

At 18th level, you have learned to overcome death by taking over the body of another through the use of the dark side. When you die, you become a dark side spirit for the next minute. You continue to occupy a space in this form, but other creatures can occupy the same space or move through your space without impediment. As an action, you can attempt to possess an adjacent target. The target makes a Charisma saving throw. On a failure, they take 8d6 points of psychic damage and you possess them. On a success, they take half damage and you do possess them, and you may not try to enter them again. While you are possessing a target they take 8d6 points of damage at the end of your turn. At the start of their turn, they can repeat the save ending this affect on a success. If during this ability the target is reduced to zero hitpoints, whether by the damage from this ability or from another source you fully take over their body. When you take over another creature's body, you are affected in the following way:

  • You retain your dark side score, personality, and Intelligence, Wisdom, and Charisma scores.
  • You also retain all of your skill and saving throw proficiencies.
  • You gain the Strength, Dexterity, and Constitution scores of the creature.
  • You assume the target's hitpoints and hitdice, if the target has fewer hit dice then you roll the hit dice of the target until you have the same amount as you had before.
  • You retain the benefits of any features from your class.
  • You lose your racial features and replace them with the racial features, or special abilities of your new body.

Alternately, as an action, you can transfer your essence into a single adjacent object, such as a holocron or a lightsaber. If you do so, you lie dormant within the object until another creature attempts to use that object, at which time you can emerge and attempt to possess the creature, as described above.

If you do not possess a creature or object within 1 minute of manifesting as a dark side spirit, your spirit dissipates and ceases to exist.

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Darkside Spirit

Whether through the influence of the dark side of the Force or just by sheer willpower, strong Darksiders have been capable of influencing events long after their physical deaths. Naga Sadow, Freddon Nadd, and Exar Kun are just a few examples of former Sith Lords who have maintained a spiritual presence in the galaxy years and even centuries after they were thought to be dead. Even Emperor Palpatine manages to avoid permanent death for a while through means unknown to the vast majority of the galaxy's populace.

A dark side spirit is anchored to some point or object that allows it to remain connected to the physical realm. Usually, this site or object is closely related to the individual's death. For example, the Sith Lords buried on Korriban use their individual sarcophagi as their focus. Freedon Nadd never strayed too far from his remains buried on Onderon and the moon of Dxun after his remains were moved there. Exar Kun was almost always found on Yavin 4 within the Massassi ruins, where he absorbed the life force of the entire Massassi race. In any case, some sort of connection to the physical realm appears to be vital to the existence of a dark side spirit.

To create a dark side spirit, make the following changes to a creature's statistics:

Darkside Score. Unchanged. This score can never be reduced below the spirit's current total through atonement or an act of dramatic heroism.

Defenses. A dark side spirit is immune to all melee and ranged weapon attacks, as well as force powers that deal bludgeoning, piercing, or slashing damage, and force disarm, force stun, and telekinesis.

Speed. Unchanged, except that the spirit is not hindered by terrain and can pass through solid objects.

Attacks. A dark side spirit can make no melee or ranged weapon attacks against a physical target.

Dark Spiritual Travel. Using the Force, a dark side spirit can move virtually instantaneously to any point in the galaxy that has some amount of dark side energy present. The spirit must already be familiar with the destination and can not jump blindly to someplace it has never visited. Traveling in the manner is a standard action. A dark side spirit under the affect of sever force cannot use this ability.

Possession. When dark Force users open themselves to the dark side through certain rituals, they run the risk of becoming possessed by a dark side spirit. As a standard action, A dark side spirit can possess the body of a willing adjacent creature with a dark side score of 1 or higher. A dark side spirit inside another creature's body uses that creature's Strength, Dexterity, and Constitution scores. While possessing another creature a dark side spirit cannot use dark spiritual travel.

Ability Scores. The dark side spirit has +4 to its Charisma score.

Sith Sorcerer

Sith Sorcerers are not taught they are born. The use of Sith magic cannot be taught or learned it is something that Sith Sorcerers are born with. A fact that they hold great pride in. Sith Sorcerers are masters of the arcane and esoteric aspects of the dark side, delving into ancient lore in the search for power. They are masters at warping their opponents minds through the use of dark side illusions. True masters of the art are even able to cause harm or even kill with the use of their illusions.

Sith Sorcerer Path Powers
Sith Inquisitor Level Powers
1st Cause Fear, Silent Image
3rd Corruption, Crown of Madness
5th Enemies Abound, Major Image
7th Confusion, Memory Walk
9th Modify Memory, Seeming

Improved Minor Illusion

When you choose this path at 1st level, you learn the minor illusion core power. If you already know this core power, you learn a different sith inquisitor core power of your choice. The core power doesn’t count against your number of core powers known.

When you use minor illusion, you can create both a sound and an image with a single use of the power.

You also create a Sith Amulet for your own use, while wearing the Sith amulet on your hand you gain the dark blast power, described below, as well as the following benefits:

  • When you use move light object as an action you can hurl an object that is not being worn or carried that you can manipulate at an opponent within 30 feet of you. You make a power attack roll, on a successful hit you deal 1d6 points of damage.
  • As an action, you can spend a power slot of 1st level to unleash a razor-thin bolt of telekinetic energy at a target. You make a force power attack roll against a target 60 feet of you, on a success you deal 3d8 points of slashing damage. If you spend a power slot of 2nd level or higher the damage of this ability increases by 1d8 for each slot above 1st level.

Dark Blast

core power darkside


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S,M (a sith amulet)
  • Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged power attack against the target. On a hit, the target takes 1dlO + your Charisma modifier force damage.

The power creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

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Dark Blast damage

Each individual beam created by dark blast deals 1dlO + your Charisma modifier force damage so at higher levels when you create multiple beams your target takes 1dlO + your Charisma modifier force damage for each beam that they are hit with.

Malleable Illusions

At 6th level, when you use a power that creates an illusion that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the power's normal parameters), provided that you can see the illusion.

Illusory Self

Beginning at 14th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can't use it again until you finish a short or long rest.

Sith Illusions

At 18th level, through the use of Sith Magic, you are able to create illusions so real that they can cause harm. When you use a power of 1st level or higher that creates an illusion of a creature, such as major image, you can use your action to cause the illusory creature to attack an opponent within its reach, you make a melee power attack against a target that is within reach of the illusory creature, on a success you deal your Charisma modifier psychic damage + 1d6 per level of the power used. For example major image would deal 3d6 + your Charisma modifier points of psychic damage.

If an illusion already deals damage, such as illusory dragon, you instead deal additional damage equal to your sith inquisitor level.

Master of Lightning

The most iconic dark side ability is the conjuration of force lighting, and those that take this path become unparalleled masters of this ability. Able to obliterate those around them in an instant, they become manifestations of the dark side destructive nature. Wielding its power as an elemental force of nature.

Master of Lightning Path Powers
Sith Inquisitor Level Powers
1st Tutaminis, Wicked Bolt
3rd Force Grip, Lightning Bolts
5th Force Lightning, Lightning Burst
7th Arcing Spark, Force Storm
9th Destructive Wave, Force Scream

Shocking Bolt

Starting at 1st level, you are a master at striking out at your opponents with force lightning. You learn the shocking grasp core power. If you already know this core power, you learn a different sith inquisitor core power of your choice. The core power doesn’t count against your number of core powers known.

When you use shocking grasp, you can target a creature within 60 feet of you as the bolts of lightning jump from your hand to your target.

Heart of the Storm

At 6th level, you gain resistance to lightning damage. In addition, whenever you start using a power of 1st level or higher that deals lightning damage, energy erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning damage equal to half your sith inquisitor level.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack you can use your reaction to deal lightning damage to the attacker. The damage equals your sith inquisitor level. The attacker must also make a strength saving throw against your against your sith inquisitor power DC. On a failed save the attack is pushed in a straight line away from you.

Lightning Savant

At 18th level, you gain mastery over the creation of force lightning and can create it with little effort. You can use force lightning and lightning burst once each at 3rd level without expending a power slot. When you do so you can't do so again until you finish a short or long rest.

If you want to use either power at a higher level, you must expend a power slot as normal.

Dark Invocations

If a dark invocation has prerequisites you must meet them to learn it. You can learn the invocation at the same time you meet its prerequisites.

Armor of Shadows

You are able to surround yourself with shadows of the dark side to protect yourself. Your AC increases by 2.

Ascedant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a power slot.

Beast Speach

You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts are limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

Beguiling Influence

You can make a Use the Force check in the place of a Deception or Persuasion check.

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Book of Ancient Secrets

Prerequisite: Incantation Sith Magic feature

You can now inscribe dark rituals in your Book of Shadows. Choose two 1st-level powers that have the ritual tag. The powers appear in the book in the book and don’t count against the number of powers you know. With your Book of Shadows in hand, you can cast the chosen powers as rituals. You can’t cast the powers except as rituals unless you’ve learned them by some other means. You can also cast a power you know as a ritual if it has the ritual tag.

You also gain knowledge of a unique sith ritual of your choice. The sith rituals are described at the end of this section.

You learn a new ritual each time you gain an invocation.

Chain of Carceri

Prerequisite: 15th level, Twisting Life Sith Magic feature

You can use force stun on nonhumanoids. Additionally, you can cast force stun without expanding a power slot once per long rest.

Dark Vigor

You can cast crucitorn on yourself at will as a 1st level power, without expending a power slot.

Devil's Sight

You can see normally in darkness, both force created and mundane, to a distance of 120 feet.

Eyes of the Rune Keeper

You can read all writing.

Force Sight

You can cast detect force at will, without expending a power slot.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is in the same galaxy as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Life Drinker

Prerequisite: 12th level, Weapon Creation Sith Magic Feature

When you hit a creature with your dark weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast disguise self at will, without expending a power slot.

Misty Visions

You can cast silent image at will, without expending a power slot.


One With Shadows

Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast surge at will, without expending a power slot.

Repelling Blast

Prerequisite: telekinetic blast or dark blast core power

When you hit a creature with telekinetic blast or dark blast, you can push the creature up to 10 feet away from you in a straight line.

Thirsting Blade

Prerequisite: 5th level, Weapon Creation Sith Magic Feature

You can attack with your dark weapon twice, instead of once, whenever you take the Attack action on your turn.

Voice of the Chain Master

Prerequisite: Twisting Life Sith Magic feature

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Witch Sight

Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion while the creature is within 30 feet of you and within line of sight.

Sith Rituals

These are ancient rituals used by practitioners of Sith magic to manipulate the dark side to affect the world around them. If a Sith ritual has prerequisites you must meet them to learn it. You can learn the ritual at the same time you meet its prerequisites. In order to learn any of these rituals, you must have the Book of Ancient Secrets Invocation

Alarm

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

This ritual takes 10 minutes to cast and lasts for 8 hours.

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Cloudkill

Prerequisite: 9th level

You create a 20-foot radius sphere of poisonous, yellow-green fog centered on a point you choose within 120 feet of you. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

This ritual takes 1 minute to cast and lasts for 10 minutes. Once you use this ritual you can not do so again until you take a short or long rest.

Comprehend Languages

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

This ritual takes 10 minutes to cast and lasts for 1 hour.

Conjure Animals

Prerequisite: 5th level

You summon dark spirits that take the form of beasts and appear in unoccupied spaces that you can see within 60 feet of you. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered to have a dark side score equal to its Wisdom score, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions.

The GM has the creatures' statistics.

This ritual takes 10 minutes to cast and lasts for 1 hour. Once you use this ritual you can not do so again until you take a short or long rest.


Conjure Elemental

Prerequisite: 9th level

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within 90 feet of you. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the elemental's statistics.

This ritual takes 10 minutes to cast and lasts for 1 hour. Once you use this ritual you can not do so again until you take a short or long rest.

Conjure Minor Elemental

Prerequisite: 7th level

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions.

The GM has the creatures' statistics.

This ritual takes 10 minutes to cast and lasts for 1 hour. Once you use this ritual you can not do so again until you take a short or long rest.

Dark Empowerment

Prerequisite: 15th level

You channel the energy of the dark side to empower a creature in the force. You must have access to a willing (or unconscious) creature who you will use this ritual on. The affect of this ritual depends on the target and their strength in the force.

Non-Force User. The target gains the benefit of the Force Sensitivity feat, they must gain proficiency in Use the Force (Cha), and their dark side score becomes equal to their Wisdom Score

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First or Second Level Force Training. The target has their Force Training level increased by one, and their dark side score becomes equal to their Wisdom Score.

Third Level Force Training. The target gains a number of force points equal to their level and gains one additional force point at each level. A creature can only be affected in this way once.

Affected by Sever Force. The target has the affect of Sever Force ended on them. This process is extremely painful, they take a 1d4 of damage per day they had remaining on the duration of sever force. If the target was permanently cut off from the Force they take 25d4 points of damage. If the target survives the damage they cannot be affected by Sever Force again.

In order to use this ritual, you must either have a powerful source of dark side energy to draw on, such as the Valley of the Jedi, or you must sacrifice a number of hit dice equal to the level or CR of the creature targeted. In order to sacrifice hit dice to use this power, the creature or creatures who are sacrificing the hit dice must be willing or unconscious, and as a result of sacrificing their hit dice in this way the affected creature or creatures die.

This ritual takes 1 day to cast.

Find Familiar

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, seahorse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fiend instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears and awaits your summons. Alternatively, you can dismiss it forever. As an action, while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a power with a range of touch, your familiar can deliver the power as if it had cast the power. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

This ritual takes 1 hour to cast.


Identify

You choose one object that you must touch throughout the casting of the spell. If it is a force imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

If you instead touch a creature throughout the casting, you learn what powers, if any, are currently affecting it.

This Ritual takes 10 minutes to cast.

Illusory Script

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with true sight can read the hidden message.

This ritual takes 10 minutes to cast and lasts for 10 days.

Telekinetic Disc

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

This ritual takes 10 minutes to cast and lasts for 1 hour.

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Mystic

Through meditation and contemplation of the deepest mysteries of the Force, some individuals transcend the dogma in which they were raised as they reach a new and deeper understanding of their connection to the universe around them. The ebb and flow of life-quickening, growing, struggling, dying-becomes a ceaseless chorus of destiny. Some mystics tap into this power, become one with it, and speak its wisdom to others. Others might instead enslave destiny, twist its vision, and corrupt others for the sake of power.

Mystics exist in every Force tradition. Even the Jedi and the Sith have had mystics among their ranks, but the dogma of these traditions tends to discourage such an eclectic approach to the Force. However, in less well known dominant traditions-the Baran Do sages, the witches of Dathomir, the Gand findsmen, the Seyugi dervishes-mystics hold great power and influence, shaping their traditions for centuries to come. Mystics may wield power and influence over entire civilizations.

Creating a Mystic

Quick Build

You can make a mystic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed close by either Constitution or Dexterity. Second, choose the Sage background.

Class Features

As a mystic, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per mystic level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per mystic level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Two from Acrobatics, Athletics, Force, Galatic Lore, Insight, Investigation, Medicine, Nature, Perception, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any simple weapon
  • (a) a toolkit or (b) a utility belt
  • (a) a diplomat’s pack or (b) a traveler’s pack
    
    

Force Powers

At 1st level, you have learned to draw on the force through meditation and training to affect the world around you.

Core Powers

At 1st level, you know four core powers of your choice. You learn additional core powers of your choice at higher levels, as shown in the Core Powers Known column of the Third Level Force Training table.

Force Points

The Third Level Force Training table shows how many force points you have to cast your powers of 1st level and higher. To cast one of these powers you must create and expend a slot of the power's level or higher, using the appropriate amount of force points. You regain all expended force points when you finish a long rest.

For example, if you know the 1st-level power burning hands you can cast it using a 1st-level or 2nd-level slot.

Force Powers Known of 1st Level and Higher

You know two 1st-level powers of your choice from.

The Powers Known column of the Third Level Force Training table shows when you learn more powers of your choice. Each of these powers must be of a level for which you can make power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power, which also must be of a level for which you can make power slots.

Force Power Ability

Intelligence is your force power ability for your mystic powers since your force powers come from trusting in the power of the light side. You use your Intelligence whenever a power refers to your force ability. In addition, you use your Intelligence modifier when setting the saving throw DC for the mystic powers you use and when making an attack roll with one.

Mystic Tradition

At 1st level, you choose a mystic tradition, shaping your practice of the Force through one of three specializations: Beastwarden, Baran-Do Sage, and Shaper of Kro Var all detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Tradition Powers

Each path has a list of powers—its path powers— that you gain at the mystic levels noted in the tradition description. Once you gain a tradition power, you always know it, and it doesn’t count against the number of powers you can know.

Made by Llama513 @ Giant in the Playground

Mystic
Level Proficiency Bonus Features Mystic Points
1st +2 Mystic Tradition, Force powers, Force Training, Unarmored Defense
2nd +2 Force Potential 2
3rd +2 Force Secrets 3
4th +2 Ability Score Improvement 4
5th +3 5
6th +3 Mystic Tradition Feature 6
7th +3 7
8th +3 Ability Score Improvement 8
9th +4 9
10th +4 Force Secrets 10
11th +4 Raw Power 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 Mystic Tradition Feature 14
15th +5 15
16th +5 Ability Score Improvement 16
17th +6 Force Secrets 17
18th +6 Mystic Tradition Feature 18
19th +6 Ability Score Improvement 19
20th +6 Raw Power Improvement 20

Made by Llama513 @ Giant in the Playground

Force Training

You gain proficiency in Use the Force (Int).

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier

Force Potential

At 2nd level, you tap into a deep wellspring of power within yourself. This wellspring is represented by mystic points, which allow you to activate a variety of abilities.

Mystic Points

You have 2 mystic points, and you gain more as you reach higher levels, as shown in the Mystic Points column of the Mystic table. You can never have more force points than shown on the table for your level. You regain all spent force points when you finish a long rest.

Mystic's Versatility

You can use your mystic points as if they were force points for casting powers. You learn other ways to use your force points as you reach higher levels.

Force Secret

At 3rd level, you have meditated on the deeper mysteries of the Force allowing you to use the force in ways that others can not. You gain two of the following Force Secret options of your choice. You gain another one at 10th and 17th level.

You can use only one Force Secret option on a power when you activate it unless otherwise noted.

Careful Power

When you activate a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 mystic point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the power.

Devastating Power

When you roll damage to a power, you can spend 1 mystic point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

You can use Devastating Power even if you have already used a different Force Secret option during the activation of the power.

Distant Power

When you activate a power that has a range of 5 feet or greater, you can spend 1 mystic point to double the range of the power.

When you activate a power that has a range of touch, you can spend 1 mystic point to make the range of the power 30 feet.


Extended Power

When you activate a power that has a duration of 1 minute or longer, you can spend 1 mystic point to double its duration, to a maximum duration of 24 hours.

Heightened Power

When you activate a power that forces a creature to make a saving throw to resist its effects, you can spend 3 mystic points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power

When you activate a power that has a casting time of 1 action, you can spend 2 mystic points to change the activation time to 1 bonus action for this activation.

Subtle Power

When you activate a power, you can spend 1 mystic point to activate it without any somatic or verbal components.

Twinned Power

When you activate a power that targets only one creature and doesn’t have a range of self, you can spend a number of mystic points equal to the power’s level to target a second creature in range with the same power (1 mystic point if the power is a core power).

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.

Raw Power

Beginning at 11th level, you are able to tap into your deep well of strength and power but aren't able to control when this happens. Whenever you use a force power there is a percent chance equal to your martial adept level that the power deals maximum damage.

At 20th level you have learned to tap into this power more effectively, once per short rest, you can choose to deal maximum damage with a force power.

Mystic Tradition

Mystics study the deeper mysteries of the force in all its facets. The area of focus for their studies is dictated by the tradition that they grew up within and how that tradition views the force. They choose this tradition when they begin their study of the Force or are born into the tradition and thus pick their tradition at 1st level.

Beastwarden

Followers of this order possess a deep connection to the life energy that surrounds living all living beings. They have a natural affinity for those powers that draw upon this primal power. Members of this order are known for their bond to beasts and developing a relationship with their companion beast.

Made by Llama513 @ Giant in the Playground

Beastwarden Tradition Powers
Mystic Level Powers
1st Animal Friendship, Beast Bond
3rd Barkskin, Beast Sense
5th Call Lightning, Energy Resistance
7th Dominate Beast, Force Track
9th Control Winds, Commune with Nature

Companion Beast

At 1st level, you learn to use the Force to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 cr worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you

The animal companion loses its Multiattack action if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 1st, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The mystic who travels with me is a beloved companion for whom I would gladly give my life.”

d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my mystic are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Land's Stride

At 6th level, Starting at 6th level, moving through mundane difficult terrain costs you no extra movement. You can also pass through mundane plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are created by force powers or manipulated to impede movement, such those created by the plant surge power.

Sense Primal Force

Beginning at 14th level, your mastery of the primal Force allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action and can read its basic mood and intent. You learn its emotional state, whether it is affected by the Force in any way, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any living creatures lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a force power), you can sense whether any of your living creatures are present within 5 miles of you. This feature reveals which living creatures are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of living creatures within range, you learn this information for each group.

Made by Llama513 @ Giant in the Playground

Nature's Sanctuary

When you reach 18th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your mystic power save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Baran-Do Sage

Though rare outside of the Kel-Dor the teachings of the Baran-do sages have been sought by those who seek to better understand the flow of the force and by those who seek to learn powerful telepathic and sense abilities.

Baran-Do Sage Tradition Powers
Mystic Level Powers
1st Command, Detect Force
3rd Darkvision, Enthrall
5th Nondetection, Rebuke
7th Compulsion, Force Track
9th Dominate Person, Mislead

Perfect Telepathy

At 1st level, you are a natural talent with the use of telepathy. You can communicate in full sentences and complete thoughts when you use the Telepathy aspect of the Use the Force Skill, instead f just in basic phrases. However, the target of your telepathy can still only communicate in basic emotions or single thoughts.

Enhanced Danger Sense

At 6th level, you are able to sense danger sooner than other force users. You have advantage on perception checks made to avoid being surprised. Additionally, you can spend a force point to act in the surprise round, even if you are surprised.

Expanded Horizon

At 14th level, whenever you use the Search Your Feelings application fo the Use the Force skill, you can sense the consequences of your actions out to 1 hour into the future (instead of the normal 10 minutes). You can spend a mystic point when you do so to expand this window out to 8 hours.

Anya-Seff

At 18th level, you have mastered the mental technique of anya-seff to defend your mind against telepathic intrusion. You add your mystic level to your saving throws against mind-affecting powers. In addition, as a reaction to being targeted by a mind-affecting power, you can deal 5d6 points of psychic damage to the user of the force power.


Shaper of Kro Var

Some Force traditions view the Force as a form of magic or power that comes from deities. The Shapers of Kro Var represent one such group, channeling the Force into showy displays of power that are keyed to the four classic elements of nature-air, earth, fire, and water. Master shapers can evoke huge windstorms, earthquakes, or bursts of flame to destroy their enemies. Although primitive and superstitious, the Shapers of Kro Var are dangerous opponents who wield the Force like a blunt weapon.

Shaper of Kro Var Tradition Powers
Mystic Level Powers
1st Burning Hands, Earth Tremor
3rd Dust Devil, Lightning Bolts
5th Call Lightning, Erupting Earth
7th Control Water, Force Storm
9th Control Winds, Steel Wind Strike

Elemental Runes

At 1st level, you are able to attune to runes that represent aspects of the elemental power of the Force. At 1st level choose one rune to attune to.

Ild. As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.

As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10‑foot radius around you. You can extend this distance by expending a power slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended power slot.

While you are attuned to this rune, you have resistance to cold damage.

Kalt. As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10‑foot radius around the spot where you scribed the rune.

While you are attuned to this rune, you have resistance to fire damage.

As an action, you scribe the kalt rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed.

Stein. As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a Strength saving throw against your power save DC or have its movement immediately end.

While you are attuned to this rune, you cannot be petrified.

As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the power is used.

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Vind. While you are attuned to this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.

As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.

As a reaction when you fall, you can scribe this rune in the air around you to take no damage from the fall.

Greater Runes

At 6th level, you are able to draw greater power from the elemental runes and have learned to attune to other elements through meditation. You gain access to the following benefits while attuned to a rune. In addition, you can change which rune you are attuned to after taking a short or long rest.

Ild. As an action, you scribe this rune using ash onto the ground and it appears on a creature within 30 feet of you as you expend a power slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended power slot.

Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a power slot while using this ability to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the power slot’s level divided by three. These effects last for 24 hours or until you use this ability again.

Kalt. As an action, you scribe this rune using water on the ground and it appears on a creature within 30 feet of you as you expend a power slot. The rune freezes on the creature, and the creature must make a Constitution saving throw (force power save DC). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended power slot, and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected.

Over the course of a short rest, you inscribe this rune using water onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a power slot while using this ability to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the power slot’s level divided by three. These effects last for 24 hours or until you use this ability again.

Stein. Over the course of a short rest, you inscribe this rune using dirt or crushed stone onto one weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt with the weapon ignores resistance and immunity. If you roll the maximum on the weapon’s damage die or dice, the target of your attack is knocked prone if it is a creature. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the power slot’s level divided by three. These effects last for 24 hours or until you use this ability again.

As an action, you scribe this rune using dirt or crushed rock onto the ground sending a wave of rock at a creature within 30 feet of you as you expend a power slot. The creature must succeed on a Strength saving throw (force power save DC). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended power slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone.

Vind. Over the course of a short rest, you inscribe this rune into the air above a ranged weapon. The weapon gains a ghostly blue aura and has its short and long-range doubled. The weapon's attacks do not suffer disadvantage due to range. If you roll the maximum on the weapon’s damage die or dice, the target of your attack is knocked prone if it is a creature. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the power slot’s level divided by three. These effects last for 24 hours or until you use this ability again.

As an action, you scribe this rune in the air between you and a creature within 30 feet of you expend a power slot. The creature must succeed on a Strength saving throw (force power save DC). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended power slot and is pushed in a straight line directly away from you for 10 feet per level of the expended power slot. On a successful saving throw, the creature takes half as much damage and is not pushed away.

Elemental Attunement

At 14th level, you are able to empower your elemental powers to power through resistances of other creatures. When a creature’s resistance reduces the damage dealt by a force power or rune of yours, you can spend 1 mystic point to cause that use of the discipline to ignore the creature’s resistance.

Rune Mastery

At 18th level, you have mastered the use of the elemental runes and are able to channel the full elemental power of the force. You are able to attune to all the runes at the same time.

Made by Llama513 @ Giant in the Playground

Non-Full Casters

The non-full casters do not need to be fully reworked as such I will simply be putting the features of those classes that are changed.

All Non Full Caster Classes

Force Potential

No longer exists, except for Force Warrior

Jedi Sentinel

Dark Side Sense

You have advantage on Use the Force Checks made to sense the presence of creatures with a dark side score of 1 or higher.

Martial Adept

Jensaarai

Jensaarai Training

You gain proficiency in Medium Armor instead of Heavy Armor.

Force Rogue

Fallnassi

White Current Adept

You may make a Use the Force check in place of a Stealth check. When you make a Use the Force check in this way you add double your proficiency to the check.

Jedi Guardian, Sith Warrior, and Martial Adept

Lose Proficiency in Medium Armor and Shields

Lightsaber/Weapon Defense

As a reaction to being targeted by a weapon attack while wielding a saber or melee weapon, you can gain one of the following benefits:

  • You may make a Use the Force check if your check equals or exceeds the attack roll of the triggering attack you take no damage from the attack. If your check is less then the attack roll of the triggering damage you take damage as normal. Each time you use this aspect you take a cumulative -5 penalty on your Use the Force check, until the end of the encounter. At which point the penalty resets.
  • If you successfully negate a ranged weapon attack in this way you can spend 1 force point to make a ranged weapon attack with the weapon or ammunition you deflected, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
  • You may spend a force point to add half your proficiency to your AC until the start of your next turn

Saber Styles

Makashi When you activate the Lightsaber Defense feature to add half your proficiency to your AC, you instead add your full proficiency to your AC. If you do not already have the Lightsaber Defense feature, you instead gain the ability to increase your AC as if you had the Lightsaber Defense without the Makashi style.

Soresu. When using Lightsaber Defense feature to attempt to negate a weapon attack you only suffer a cumulative -2 to your Use the Force check. If you do not already have the Lightsaber Defense feature you gain the ability to attempt to negate weapon attacks as if you did not have the Soresu style.

Shien/Djem So. As a reaction to being hit with a melee attack, you may spend a force point to make an attack against the opponent that hit you. When you deflect a ranged attack using the Lightsaber Defense feature you have advantage on the attack roll.

Jar'Kai. When you activate the Lightsaber Defense feature to add half your proficiency to your AC, you instead add your full proficiency to your AC. If you do not already have the Lightsaber Defense feature, you instead gain the ability to increase your AC as if you had the Lightsaber Defense without the Jar'Kai style.

Saber Technique

Circle of Shelter

If you spend a force point the AC of those affected by this technique is equal to your Use the Force Check.

Deflecting Slash

When you use the Lightsaber Defense feature against a ranged attack you can make a single melee attack against a creature in range.

There is no longer a benefit for using a force point.

If you do not have the Lightsaber Defense feature this technique, will be the one in the original system.

Shien Deflection

When you use the Lightsaber Defense feature against a ranged attack you can move up to double your movement speed toward your attacker, if you end your movement within reach of your attacker, you can make a single melee attack against that target.

If you do not have the Lightsaber Defense feature this technique, will be the one in the original system.

Made by Llama513 @ Giant in the Playground

Unbalancing Block

When you use the Lightsaber Defense feature against a melee attack, you have advantage on your next melee attack against this opponent. You have to be wielding a lightsaber to use this maneuver, even if a feature says otherwise.

If you do not have the Lightsaber Defense feature this technique, will be the one in the original system.

Jedi Sentinel, Sith Assassin, and Force Rogue

Clear Mind

You have advantage on Use the Force Checks made to hide your presence from other Force Users.

Bounty Hunter

Powertech

Bionic Implants

Because the force flows through living tissue, having cybernetic implants interferes with the ability of the Force to flow freely through you. You have disadvantage on Use the Force checks, and you can not go above First Level Force Training.

Scoundrel

Biotech Specialist

Bioimplant

Because the biotech of the Yuuzhan Vong is resistant to the force it interferes with your ability to use the Force. You have disadvantage on Use the Force checks, and you can not go above First Level Force Training.

Equipment

Saber Variants

Crossguard Saber. You gain a +2 bonus on Use the Force checks on the Lightsaber Defense feature against melee attacks, but suffer a -2 penalty against ranged attacks.

Guard Shoto. You gain a +2 bonus on Use the Force checks on the Lightsaber Defense feature.

Dual Phase. In its basic setting, a dual-phase saber functions as normal. As a bonus action, the wielder can switch to the extended blade setting. While on this setting the weapon gains the reach property, but the wielder also takes a -2 penalty on Use the Force checks on the Lightsaber Defense feature against melee attacks from adjacent enemies.

Made by Llama513 @ Giant in the Playground