Saga Edition Transfer: Force Users

This section contains the classes that have access to the force, and the force powers available to them. This material is split into three sections, the Jedi, Sith, and other groups of Force Adepts

The Darkside

The Force has two aspects, one light and one dark. The dark side lurks in the shadows, whispering to Force-users, tempting them with quick and easy access to power. While seemingly stronger, the dark side is only easier. It consists of the destructive impulses of all living beings. Anger, fear, hatred, and aggression are expressions of the dark side, and such emotions can quickly lead a Force-user down the dark side's corrupting path. Early on in their training, a Force-user finds that the dark side greatly enhances their abilities. After a time, the dark side demands more and more of those in its embrace.

Darkside Score

Your Dark Side score measures the extent to which you’ve been corrupted by the dark side of the Force. A 1st-level character begins play with a Dark Side Score of 0. The only way to increase one’s Dark Side Score is to commit evil acts.

A character who commits an evil act increases hit Dark Side Score by 1. What constitutes an evil act is discussed under Dark Side Transgressions, below. Regardless of how many evil acts a character commits, the maximum Dark Side Score a character can possess is equal to his Wisdom Ability Score. For example, a character with a Wisdom score of 15 can have a maximum Dark Side Score of 15.

A character whose Dark Side Score equals his higher ability score has fully embraced the dark side and is whole evil.

Darkside Transgressions

The GM should use the considerations detailed below as guidelines for whether or not to increase a character’s Darkside Score. The guidelines are separated by degree: Major transgressions are acts that definitely deserve an increase, moderate transgressions are acts that probably deserve an increase, and minor transgressions are acts that could be considered dark but probably don’t deserve an increase.

Major Transgressions

Any of the following transgressions should increase a character’s Dark Side Score by 1:

Performing a blatantly evil act. This includes deliberately killing or injuring another character who hasn’t done anything wrong or who honestly seeks redemption for evil acts performed in the past.

Using a Force power with the Dark descriptor. A few Force powers are, by their very nature, evil. Examples of Force powers with the Dark descriptor include Force lightning, which channels dark energy, and dark rage, which feeds on negative emotions.

Using the Force in anger. Using the Force in anger or hatred is bat, but this can be hard to enforce. The GM should increase a character’s Dark Side Score by 1 in these situations only when the player specifically states that his character is feeling fear, anger, hatred, pride, jealousy, greed, vengeance, and so forth.

Moderate Transgressions

Any of the following transgressions might increase a character’s Dark Side Score by 1, at the GM’s discretion:

Using the Force to cause undue harm. Many of the uses of the Force are not overtly of the dark side, but they can be harmful or even fatal in their applications. When a Force power that isn’t specifically tied to the dark side is used to harm living beings, the GM should consider increasing the character’s Dark Side Score to 1.

Performing a questionably evil act. Some acts, while seemingly cruel, aren’t necessarily evil. The GM should consider the intent behind the action before deciding to increase a character’s Dark Side Score. For example, it may be a transgression to deliberately kill or injure (or allow someone else to kill or injure) a character known to have committed evil acts without remorse, but who is otherwise helpless.

Minor Transgressions

Any of the following transgressions should probably not increase a character’s Dark Side Score, unless the GM feels there’s a food cause to make an exception:

Performing a dubiously evil act. Increase a character’s Dark Side Score only when the act is out of proportion to the situation. In most cases, the GM shouldn’t increase a character’s Dark Side Score for a single incident, but multiple incidents may indicate that a character has an unconscious cruel streak. For example, a hero who kills an opponent in combat while ignoring opportunities to end the situation without the loss of life might deserve an increased Dark Side Score, though a specific situation might not appear so clear.

Made by Llama513 @ Giant in the Playground

Jedi

Jedi Guardian

Concentrating on martial training and combat, Guardians engaged in combat more than either of the other two classes of Jedi; the Consulars or the Sentinels. Descended from the Order's founders on Tython whose role in the galaxy was to defend the weak and uphold the laws of the Galactic Republic, the Guardians were often seen as representatives of the Order and the classic Jedi weapon: the lightsaber.

Focusing all their time and effort on honing their martial skills, Jedi Knights who chose to pursue the role of Guardian often built their lightsabers using a blue crystal; symbolizing solidarity and uniformity among this class, though it is not a requirement. Master Sunburris recommended spending three hours a day on running, unarmed combat, and lightsaber practice. Highly necessary during the Republic's early years of instability and strife, following the Ruusan Reformation the Guardians took on an even larger role; the Republic Army was disbanded and the Jedi were thrust into the role as defenders of the Republic. Policing the galaxy and working closely with sector and system law agencies, the Guardians worked tirelessly along the Outer Rim Territories and along the borders of Wild Space to maintain law where slavery and illegalities ran rampant. While carrying the basics of Jedi equipment, Guardians were often known to carry wrist binders for when they made an arrest.

While there were many sub-branches to the Guardian class, the most skilled and learned Jedi Masters were granted the honorific title of Warrior Master. It was two Warrior Masters that were said to have joined two Sage 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 Guardian

Quick Build

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

Class Features

As a Jedi Guardian, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per jedi guardian level
  • Hit Points at 1st Level: 30 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per jedi guardian level after 1st

Proficiencies


  • Armor: Light armor, Medium armor and Shields
  • Weapons: Simple weapons, and Sabers
  • Specialized Equipment: None
  • Saving Throws: Wisdom, Dexterity
  • Skills: Use the Force (Wis) and Two from Acrobatics, Athletics, Force, Galatic Lore, Insight, Intimidation, Medicing, Perception

Equipment

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

  • (a) a ligtsaber or (b) a saberstaff or (c) two saber shoto
  • (a) half-plate or (b) no armor
  • (a) a diplomat’s pack or (b) a traveler’s pack
  • a utility belt

Lightsaber Defense

Beginning at 1st level, you are able to react with your saber to defend yourself at extreme speed. Whenever you use a saber to defend yourself you gain the following benefits:

  • 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

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.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Made by Llama513 @ Giant in the Playground

Jedi Guardian
Level Proficiency Bonus Features
1st +2 Lightsaber Defense, Unarmored Defense
2nd +2 Fighting Style
3rd +2 Force Powers, Path of Study
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Force Intuition
7th +3 Path of Study Feature
8th +3 Ability Score Improvement
9th +4
10th +4 Path of Study Feature
11th +4 Battle Meditation
12th +4 Ability Score Improvement
13th +5
14th +5 Improved Battle Meditation
15th +5 Path of Study Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Path of Study Feature
19th +6 Ability Score Improvement
20th +6 Fearless, Serenity

Made by Llama513 @ Giant in the Playground

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Force Powers

At 3rd level, you have learned to draw on the force through meditation and training to affect the world around you.

Core Powers

At 3rd level, you know two 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 First Level Force Training table.

Force Points

The First 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 three 1st-level powers of your choice from.

The Powers Known column of the First 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.

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

Wisdom 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 Wisdom whenever a power refers to your force ability. In addition, you use your Wisdom modifier when setting the saving throw DC for the mystic powers you use and when making an attack roll with one.

Path of Study

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Battle Master, Jedi Weapon Master, Jedi Lord all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Those Features includes the Saber Style Feature.


Saber Style

Each Path has a set of styles associated with it, these styles grant the user different benefits, and allow the user to use specilaized saber techniques.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Force Intuition

Beginning at 6th level, you are able to sense danger through the force, this allows you to add your wisdom modifier to your initiative.

Battle Meditation

Beginning at 11th level, the Jedi technique known as Battle Meditation allows you arnd your allies to work together seamlessly, and with a level of precision that can only come from the Force. Whenever you or a friendly creature within 10 feet of you makes a attack roll they gain a 1d4 bonus to the attack roll, you can spend a force point to add your wisdom modifier to the damage rolls until the end of your next turn.

At 18th level the range of your Battle Meditation increases to 30 feet, and enemies with in the radius subtract 1d4 on attack rolls.

Fearless

At 20th level, you become immune to fear affects.

Serenity

At 20th level, you may enter a brief meditative state that takes up your turn. You may remain in this trance as long as you wish, and you are still aware of your surrondings; however, attacks against you have advantage. Upon emerging from the trance as a bonus action, your first attack roll made in the following round is considered to be a natural 20.

Path of Study

Because not all Guardians could specialize in every field of study, there were several different paths a Jedi could take to hone their own skills to better serve the Order. You choose your field of study when you reach 3rd level, and devote yourself to the mastery of its teachings.

Made by Llama513 @ Giant in the Playground

Saber Styles

  • Form 1: Shii-Cho. You unleash sweeping strikes that are designed to hit multiple enemies at a time. When you make a successful melee weapon attack against an enemy you can spend a force point to deal an amount of damage equal to your Wisdom modifier to another enemy within 5 feet of the creature you hit.
  • Form 2: Makashi. Your precision and control allows you deflect attacks much easier, 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.
  • Form 3: Soresu. Your training against blaster fire has granted you a nearly impenetrable defense. When using a Saber to defend yourself you only suffer a cumulative -2 to your Use the Force check.
  • Form 4: Ataru. Your acrobatic maneuvers make you difficult to pin down. After you make an attack against an opponent you may spend a force point to move half your movement speed with out provoking an attack of oppurtunity.
  • Form 5: Shien/Djem So. You have mastered turning your opponents offense against them. 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.
  • Form 6: Niman. You are adept at incorporating your force abilities into your combat sequences. When you use a force power as an bonus action you may spend a force point to make a single melee weapon attack.
  • Form 7: Juyo. Your agression and focus allows you to dominate a single opponent. As a bonus action you may spend a force point to gain advantage on the first attack you make each turn against a single opponent. This bonus lasts until the opponent is dead, you can only use this ability once per encounter.

Saber Techniques

Each of the seven forms of lightsaber combat have techniques unique to them. In order to use these techniques you must be wielding a saber of some kind. These techniques are presented below:

Assured Strike


  • Activation Time: 1 action
  • Range: Self
  • Style: Juyo
  • Duration: Instantaneous

You sacrifice your aggresion and strength to guarantee a successful hit. You make a single melee weapon attack with advantage, on a successful hit you deal 1d4 less damage.

You can spend a force point to deal full damage with this technique.


Circle of Shelter


  • Activation Time: 1 action
  • Range: Self (5 foot radius)
  • Style: Soresu
  • Duration: Until the end of your next turn

You create a protected area around yourself, through which enemies have difficulting reaching you or your allies. When you activate this ability you grant yourself and all allies within 5 feet of you a bonus to their AC equal to your Wisdom Modifier

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

Contentious Oppurtunity


  • Activation Time: Reaction (When you make an attack of oppurtunity)
  • Range: Self
  • Style: Makashi
  • Duration: Instantaneous

You seize the moment when your opponent gives you an opening, darting in to strike. If your oppurtunity attack hits you deal an additional die of damage.

If you spend a force point you add another damage die for each force point spent up to a maximum of 3 points (4 additional damage die).

Deflecting Slash


  • Activation Time: Reaction (when targeted by a non-area ranged attack)
  • Range: Self
  • Style: Soresu
  • Duration: Instantaneous

You use the momentum from your effort to deflect a porjectile to strike at an adjacent opponent. When you use a saber to defend yourself from a ranged attack you can make a single melee attack against a creature in range.

If you do not already have the Lightsaber Defense feature you instead, reflect away the attack taking half damage, at the same time you may make a single melee attack against an enemy within reach.

Disarming Slash


  • Activation Time: 1 action
  • Range: Self
  • Style: Shii-Cho
  • Duration: Instantaneous

You strike at your oppont's weapon, attempting to rip it from their grasp. Make a single melee attack against your opponent. On a success your opponent must make a strength saving throw or drop their weapon.

If you spend a force point you can instead activate this ability as a reaction to being attacked by an adjacent opponent.

Made by Llama513 @ Giant in the Playground

Draw Closer


  • Activation Time: 1 action
  • Range: 30 feet
  • Style: Niman
  • Duration: Instantaneous

You grab an opponent with the Force, drawing them into the path of your weapon. You pull a medium or smalller creature that is not being grappled, to into the nearest unoccupied space adjacent to you. You can then make a single melee attack against the target.

If you spend a force point you can target a opponent that is 60 feet away.

If you do not have proficiency in Use The Force you cannot use this technique.

Falling Avalanche


  • Activation Time: 1 action
  • Range: Self
  • Style: Djem So
  • Duration: Instantaneous

You raise your lighsaber above your head and then bring it crashing down on your opponent with incredible force. You make a single melee attack against an opponent that is no more than one size category larger then you, on a sucessful hit the target makes a strength saving throw or it is pushed back 15 feet, you can then move to be within 5 feeet of the target creature. Your movement or the movement of the target does not provoke an attack of oppurtunity.

If you spend a force point your target falls prone at the end of its forced movement.

Hawk-Bat Swoop


  • Activation Time: 1 action
  • Range: Self
  • Style: Ataru
  • Duration: Instantaneous

YOu leap into action against your foe, striking with your lightsaber before other enemies have a chance to react. You move up to 30 feet, this movement does not provoke an attack of oppurtunity. If you ende this movement next to a target, you can make a single melee attack against that target.

If you spend a force point you deal an additional dice of a damage.

Makashi Riposte


  • Activation Time: Reaction (When a enemy makes a melee attack against you)
  • Range: Self
  • Style: Makashi
  • Duration: Instantaneous

You are trained in a Makashi technique that alllows you to slightly change the angle of an oppponent's attack before striking with a decisive riposte of your own. You take half damage from the triggering attack. Additionally, you make a single melee attack against the triggering creature. You deal half damage to the target on a miss.

If you spend a force point your instead take no damage from the attack.


Pushing Slash


  • Activation Time: 1 action
  • Range: Self
  • Style: Niman
  • Duration: Instantaneous

You stike at your target with your lightsaber, then hul him away from you with the force. You make a single melee attack against a target, they must make a strength saving throw or be pushed 15 feet away.

If you spend a force point you can force all enemies within 5 feet of you to make a Strength saving throw or be pushed back as well.

If you do not have proficiency in Use The Force you cannot use this technique.

Saber Swarm


  • Activation Time: 1 bonus action
  • Range: Self
  • Style: Ataru
  • Duration: Instantaneous

You slash at your opponent rapidly, aiming many short strikes at the target's body. After you make a successful melee attack against a target you can make an additional melee attack against that opponent.

If you spend a force point you can make two melee attacks against the opponent.

Sarlacc Sweep


  • Activation Time: 1 action
  • Range: Self
  • Style: Shii Cho
  • Duration: Instantaneous

You lash out at multiple enemies, striking them with a sweepoing motion. You make a single melee attack against a target. The attack does normal damage to the target and 5 damage to two opponents adjacent to the target.

If you spend a force point you deal an additional 1d6 points of damage to the secondary targets.

Shien Deflection


  • Activation Time: 1 reaction (when targeted by a non-area ranged attack)
  • Range: Self
  • Style: Shien
  • Duration: Instantaneous

You deflect an incoming attack and leap toward your opponent with fierce abandon. When you use a saber to defend yourself 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.

Made by Llama513 @ Giant in the Playground

Vornskr's Ferocity


  • Activation Time: 1 action
  • Range: Self
  • Style: Juyo
  • Duration: Instantaneous

You walk the thin line between darkness and light as you ferociously attack your foe. You make a single melee attack on a sucess you deal an additional die of damage.

If you spend a force point you add another damage die for each force point spend up to a maximum of 3 points (4 additional damage die).

Battle Master

The premier lightsaber combat instructor of the Jedi Order's Jedi academy. Appointed by the Jedi High Council, the Battlemaster oversaw all lightsaber instruction at the academy, and was responsible for electing new instructors. While there was only one Battlemaster at any given time following the Ruusan Reformations of the Galactic Republic, the Order's satellite academies each received a respective head instructor, all of whom reported to and were hand-picked by the Battlemaster of the Jedi Order on Coruscant.

Broad Study

At 3rd level, you choose two saber styles, the benefits of the styles are listed below.

At 7th, 10th, and 15th level you choose another style, and at 18th level you pick up the last two styles.

Master Duelist

At 3rd level, you immediately learn the saber techniques associated with the styles you learn from Broad Study.

Jedi Weapon Master

Setting aside their lightsabers, Weapon Masters would spend years of study, honing their skills in the art of their chosen weapon. Becoming highly skilled in their art, they were well respected within the Order and without. Mastering the use of either a double-bladed lightsaber, lightsaber pike, quarterstaff, San-Ni staff, whips, or flails, was all that needed to be done to be considered a Weapon Master by the Jedi High Council. Additionally, ranged weapons and the use of ones body as a weapon are sufficient to receive this recognition.

Saber Styles

At 3rd level you gain the benefits of the Ataru and Niman saber styles.

Saber Techniques

At 7th level, you gain access to one of the saber techniques associated with your saber styles.

At 10th, 15th and 18th level you gain access to another.

Improvised Weapon Master

At 3rd level, you are skilled at fighting with all sorts of weapons that you empower with the force. You gain proficiency in improvised weapons. You can also activate your saber techniques and lightsaber defense with any melee weapon.

Twin Weapon Style

Starting at 7th level, you can make two attacks with each weapon you wield. Each attack must be against a different opponent.

This feature can also be used with weapons with the Double property. If you have the Polearm Master feat you can use this Feature with a Lightsaber Pike or Long-handled Saber, however two of the attacks made with this feature deal 1d4, as they are made with the handle of the weapon.

Twin Weapon Style Mastery

At 10th level, whenever you use the twin weapon style feature, you can move 10 feeet between each attack, this movement does not provoke attacks of oppurtunity.

Empower Weapon

At 15th level, you are able to empower your weapons with the force to the point that they can contest lightsabers. You can spend a up to 3 force points to grant a melee weapon 1 for each force point spent to attack and damage rolls for the next minute.

Combat Trance

At 18th, level you are able to empower your combat ablity to astounding levels, you deal an additional 1d6 damage with your melee weapon attacks.

Jedi Lord

The title of Jedi Lord was an informal title assumed by members of the Jedi Order during the hundred year period between 1100 and 1000 BBY. During this time, Jedi Knights seeking to assist worlds left undefended by the Galactic Republic became so revered that the citizens of the worlds they defended gave them castles and manors from which to conduct their business. Over the decades, these Jedi took the title Lord and effectively ruled their constituent systems for a solid century before renouncing their titles in the years following the Ruusan Reformation.

While the title may not be prevalent during the era you are playing what matters is the battlefield skill that the title implies and requires.

Saber Styles

At 3rd level you gain the benefits of the Shii Cho and Soresu saber styles.

Saber Techniques

At 7th level, you gain access to one of the saber techniques associated with your saber styles.

At 10th, 15th and 18th level you gain access to another.

Elusive Target

At 3rd level, you use the chaos of the battlefield to your advantage when fighting multiple oppents in melee, other opponents attempting to target you with ranged attacks do so at disadvantage.

Mobile Attack

At 7th level, you have learned to maneuver through a chaotic battle field. After you take the attack action, you can spend a force point to move up your speed as a free action.

Made by Llama513 @ Giant in the Playground

Force Revive

At 10th level, you are able to use the force to aid those who have fallen in battle. As a reaction to an ally being dropped to zero hitpoints within 10 feet of you, you can spend a force point to allow them to spend a hit die to heal.

At 18th level the range of this ability increases to 30 feet.

Jedi Battle Commander

At 15th level, your training in directing Jedi in piteched battles enhances your battle mediatation. All allies affected gain an additional +2 to attack and damage rolls.

Defenesive Circle

At 18th level, you have truly mastered the battle meditation technique. you and any allies affected by your battle meditation gain a bonus to their AC equal to your Wisdom modifier.

Made by Llama513 @ Giant in the Playground

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: 18 + 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
  • Specialized Equipment: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Use the Force (Wis) and 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 diplomat’s pack or (b) a traveler’s pack
  • a utility 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, 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 Fearless, 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.

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.

Fearless

At 20th level, you become immune to fear affects.

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

Made by Llama513 @ Giant in the Playground

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.

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.

Made by Llama513 @ Giant in the Playground

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

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

Jedi Sentinel

While studying all of the traditional techniques and abilities that made the Jedi who they were, the Sentinels of the Order found their isolation in the Jedi Temple to be a hindrance if they were expected to be able to work with the civilians of the galaxy. While adherents to the Force and all that it could do, Sentinels were not blinded by faith and realized that the mystical energy field did have its limitations. Typically opting for missions requiring them to stay in a single place for long periods of time, the Sentinels would take on assignments not suited to the other Jedi branches.

The rarely lit lightsabers of the Sentinels usually produced a yellow blade. Few in numbers, Sentinels had no superior titles such as Sage or Warrior Masters of the other two branches. Instead, they focused on the variety of techniques needed to be successful as a Sentinel. Known for practicing more specialized Force techniques, a form of Force Immunity was favored amongst those in this class. Crossing Force-based training with increased mental conditioning, this ability allowed them to better withstand outside mental influences, including Force-based attacks. The most notable Jedi Sentinel serving the Galactic Republic during the Jedi Civil War was Bastila Shan, who, while still a Padawan, mastered the ancient and difficult art of Battle meditation, using it to great effect during the defeat, capture, and redemption of the fallen Jedi Revan.

During the Great Galactic War, the Cold War and the Galactic War, "Sentinel" referred to Jedi Knights who specialized in wielding dual lightsabers and using the Jar'Kai variant of Shii-Cho, Ataru and Juyo. Though many of the other Jedi classes were hunted to extinction during the Great Jedi Purge, Darth Sidious personally suspected that many of the survivors were Sentinels due to their tendency to serve on distant worlds.Their teachings and ideals of this branch lived on in a recovered version of The Jedi Path. While the New Jedi Order did not initially reinstate the title, their roles were filled by the new Jedi filling out the Order. Grand Master Luke Skywalker considered Masters Kam Solusar and Kyle Katarn to be prime examples of what that role signified. As of 137 ABY, when the Third Jedi Purge was in still in effect, the Order had begun to use the title, though many were slaughtered during the reign of Darth Krayt. The Sentinels who did survive felt personally responsible for failing to see the resurrection of the Sith scourge and began to hunt down members of the One Sith in hopes of rebuilding the galaxy and the Order.

Creating a Jedi Sentinel

Quick Build

You can make a Jedi Sentinel quickly by following these suggestions. First, Dexterity should be your highest ability score, followed close by Wisdom. Second, choose the Outlander background.


Class Features

As a Jedi Sentinel, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per jedi sentinel level
  • Hit Points at 1st Level: 24 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per jedi sentinel level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, and Sabers
  • Specialized Equipment: Security Tools
  • Saving Throws: Wisdom, Dexterity
  • Skills: Choose four from Acrobatics, Animal Handling, Athletics, Deception, Force, Galatic Lore, Insight, Intimidation, Investigation, Mechanics, Nature, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Use Computer

Equipment

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

  • (a) a ligtsaber or (b) a saberstaff or (c) two saber shoto
  • (a) studded leather armor or (b) no armor
  • (a) a diplomat’s pack or (b) a traveler’s pack
  • a utility belt

Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Jedi Sentinel table.

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.

Made by Llama513 @ Giant in the Playground

Jedi Sentinel
Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Unarmored Defense 1d6
2nd +2 Cunning Action 1d6
3rd +2 Darkside Sense, Force Powers, Sentinels Path 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Sentinels Path Feature 5d6
10th +4 Clear Mind 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Sentinels Path Feature 7d6
14th +5 Blind Sense 7d6
15th +5 Dampen Presence 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Sentinels Path Feature 9d6
18th +6 Resist the Darkside 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Darkside Bane, Fearless 10d6

Made by Llama513 @ Giant in the Playground

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Darkside Sense

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

Force Powers

At 3rd level, you have learned to draw on the force through meditation and training to affect the world around you.

Core Powers

At 3rd level, you know two 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 First Level Force Training table.

Force Points

The First 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 three 1st-level powers of your choice from.

The Powers Known column of the First 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.

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

Wisdom 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 Wisdom whenever a power refers to your force ability. In addition, you use your Wisdom modifier when setting the saving throw DC for the mystic powers you use and when making an attack roll with one.


Sentinel's Path

At 3rd level, you choose an archetype that guides your training as a sentinel: Jedi Artisan, Jedi Shadow, or Jedi Watchman, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Clear Mind

At 10th level, you are able to supress your force presence and quiet your mind to the point of vanishing from detection even by those searching for you with the force. You have advantage on Use the Force Checks made to hide your presence from other Force Users.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blind Sense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Dampen Presence

At 15th level, when you interact with another sentient creature you can use a bonus action to reduce the impression you leave on it. When you have finished interacting with the creature, they make a Wisdom saving throw DC equal to your jedi sentinel power DC, on a failure they do not remember interacting with you once you are gone. This is a mind-affecting effect.

Made by Llama513 @ Giant in the Playground

Resist the Darkside

At 18th level, you have advantage against all saves against force powers with the darkside descriptor, and darkside force power attacks are made with disadvantage against you.

Darkside Bane

At 20th level, you are a nightmare for those that use the power of the darkside. You add your Wisdom modifier to any damage you deal using your force powers or weapons against a creature with a dark side score of 1 or higher.

Fearless

At 20th level, you become immune to fear affects.

Sentinel's Path

Sentinels focused on a variety of fields, some with honorifics in the Order, others with skills taken up by professionals in the rest of civilization. Applying their abilities to the art of the slicer, technician, spy, and security experts, the Sentinels also took on very specific titles in the Order. You choose your path at 3rd level and it guides your training and the skills you develop.

Jedi Artisan

Trying to understand creativity as a central aspect of the will of the Force, the craft pursued by Jedi artisans typically manifested in the construction of lightsabers and holocrons. Having an intrinsic skill with tools and machines, artisans joined their connection to the Force with their mechanical skill to guide their use of tools to create truly artistic and unique objects.

Masterwork Lightsaber

At 3rd level, whenever you build a lightsaber, you do so with such expertise that it makes the weapon even more refined and elegant. When you build a lightsaber, you can choose to add one extra accessory to the lightsaber at the time of creation, and when you hit a target with a lighsaber you built, you can reroll damage dice, but you must keep the second result, even if it is worse.

In addition you can mentor another character while they construct their own lightsaber. When you do so, you reduce the DC for constructing the lightsaber by 5.

You add double your proficiency bonus to checks made with Saber Smiths Tools.

Call Weapon

At 3rd level, you can call your weapon into your hand with the force with consummate ease. As a free action you can call your saber to your hand so long as it is with in you can see it and it is within 60 feet of you and not being held or restrained, as part of this action you can ignite the blade.


Quick Modification

At 9th level, you can spend 1 minute modyfing a lightsaber you have built, removing one accessory and putting a different one in its place. The DM may rule that some modifications cannot be added or removed in this way due to the rarity of the materials or the difficulty of teh modification (such as adding or removing the electrum detail).

Weapon Familiarity

At 9th level, your familiarity with the intracacies of building lightsabers allows you to better compensate for the unique properties of the weapon. When wielding a lightsaber you have a +1 bonus to your attack and damage rolls, This benefit stacks with the creator bonus of a lightsaber.

Lightsaber Specialist

At 13th level, you have mastered the intricacies of the lightsaber both in use and creation. Whenever you are armed with a lightsaber that you build, you gain a +2 bonus to your AC.

Perfect Attunement

At 17th level, you have become one with the lightsabers that you create. While wiedling a lightsaber you built you can no longer be disarmed, and you have a +3 to attack and damage rolls made with the weapon.

Jedi Shadow

A highly respected and secretive group of Jedi, the Shadows went farther than the Investigators in their hunt for the truth. Working closely with the Council of First Knowledge, the Shadows sought and destroyed all traces of the Dark side of the Force, and its adepts. While not always present at the Temple, the Shadows were based in the Temple Precinct and reported back as frequently as their mission allowed.

Dark Deception

At 3rd level, you can cloak your intentions with a veil of anger and hate. When another creature attempts to sense you through the Force in any way, you can choose to act as though your Dark Side Score equals your Wisdom score.

Additionally, you gain proficiency in Deception, and add double your proficiency bonus on checks made to hide among darksiders.

Taint of the Darkside

Starting at 3rd level, you study the abilities of your enemies in order to better defend and hide amongst them. You learn one darkside power that you have spell slots for and can use it with out falling to the darkside. This power does not count against the total you can know and counts as a jedi sentinel power for you.

You learn another darkside power at 9th, 13th, and 17th level.

Rebuke the Dark

At 9th level, you are able to block the destructive power of the darkside protecting yourself a layer of light. You have resistance against damage dealt by darkside powers.

Made by Llama513 @ Giant in the Playground

Dark Retalitation

Starting at 13th level, you are able to react extremely quickly to the use of the darkside against you. As a reation to being targeted by a darkside power you can activate a force power of your own in retialiation.

You can use this ability once per short rest.

Shadow's Strike

At 17th level, you are able to take full advantage of every oppurtunity and opening you find in your dark opponents. When you use your sneak attack feature against a creature with a darkside score of 1 or higher, you roll d8s instead of d6s for the extra damage dealt.

Jedi Watchman

The Jedi Watchmen were a group of individuals who chose to work alone in the oversight of peace on a single planet or system. Focusing on bettering society and protecting the rights of a system for years at a time, they became a vital liaison between the planetary government and the Jedi High Council.

Force Warning

Starting at 3rd level, you have honed your awareness through the force to a level that it is nearly impossible to get the jump on you. You and any allies within 30 feet of you can choose to reroll thier initiative checks at teh start of combat they must take the second result, even if it its worse. Furthermore, if any allies within 30 feet of you are suprised at the start of an encounter, but you are not, you can designate an number of those allies equal to your Wisdom modifier (minimum 1) those allies are no longer considered suprised and act normally on the suprise round.

Vigilance

At 3rd level, you are able to better defend your allies. As a bonus action you may designate one ally that is adjacent to you, as long as the target of this ability remains next to you they gain a +1 bonus to thier AC. This bonus increases to +2 at 9th level and +3 at 17th level in this class.

Sheltering Stance

At 9th level, you are able to defend your allies with blinding speed. As a reaction to an adjacent allie being attacked you can add your wisdom modifier to their AC until the start of your next turn.

Watchman's Reaction

At 13th level, even when caught off guard you are able to react with muscle memory. If you are carrying a lighsaber (either in your hand or at your belt), you can draw the lightsaber, ignite it, and make a single attack during teh suprise round even if you are suprised.

Watchman's Advance

At 17th level, you have mastered taking advantage of the chaos at the beginnning of combat. When acting in the supries round you and your allies can take the Dash Action in addition to your normal actions during the suprise round. You can only gain the benefit of this ability once.

Made by Llama513 @ Giant in the Playground

Sith

Sith Warrior

An unstoppable force of darkness, the Sith Warrior is entrusted with the task of destroying the Empire’s enemies and enforcing Sith domination across the galaxy. The Warrior channels the destructive emotions of fear, anger, and hatred to purge weakness from body and mind and become a being of pure, brutal efficiency.

Destined to eradicate the incompetent chaos created by the Jedi , the Sith seek to rule the galaxy through power and intimidation. The armies of the Sith Empire are trained to accomplish this task, but they require the leadership of bold Sith Warriors—loyal and mighty overlords—who will drive them to conquest and victory.

These cold-blooded conquerors waste no time with cunning manipulations and carefully-crafted plans. Sith Warriors crush their opponents and stride toward their goals with dreadful determination, leaving ruin and annihilation in their wake. Emanating awe and terror at every step, they accept nothing but absolute obedience from their followers. In turn, Sith Warriors can serve as loyal subjects to their own dark masters, often surprising enemies and allies with their rigorous honor and perfect discipline.

Whether they align their ambitions with those of the Dark Council or become renegades in pursuit of their own goals, they are never far from the action. Their fierce hatred of the Jedi keeps Sith Warriors at the forefront of any conflict with the Republic. The passion to eradicate the Jedi Order fuels many of their actions, but that does not make them single-minded fools.

Ultimately, the destiny of any Sith Warrior is his own to choose… and woe to those who would stand in his way. They are ruthless.

Creating a Sith Warrior

Quick Build

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

Class Features

As a Sith Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per sith warrior level
  • Hit Points at 1st Level: 30 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per sith warrior level after 1st

Proficiencies


  • Armor: Light armor, Medium armor and shields
  • Weapons: Simple weapons, and Sabers
  • Specialized Equipment: None
  • Saving Throws: Charisma, Dexterity
  • Skills: Use the Force (Cha) and Two from Acrobatics, Athletics, Force, Galatic Lore, Insight, Intimidation, Medicine, Perception

Equipment

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

  • (a) a ligtsaber or (b) a saberstaff or (c) two saber shoto
  • (a) half-plate or (b) no armor
  • (a) a diplomat’s pack or (b) a traveler’s pack
  • a utility belt

Darkside Corruption

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

Lightsaber Defense

Beginning at 1st level, you are able to react with your saber to defend yourself at extreme speed. Whenever you use a saber to defend yourself you gain the following benefits:

  • 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

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.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Made by Llama513 @ Giant in the Playground

Sith Warrior
Level Proficiency Bonus Features
1st +2 Darkside Corruption, Lightsaber Defense, Unarmored Defense
2nd +2 Fighting Style
3rd +2 Force Powers, Path of Power
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Force Intuition
7th +3 Path of Power Feature
8th +3 Ability Score Improvement
9th +4
10th +4 Path of Power Feature
11th +4 Aura of Uneasiness
12th +4 Ability Score Improvement
13th +5
14th +5 Improved Aura of Uneasiness
15th +5 Path of Power Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Path of Power Feature
19th +6 Ability Score Improvement
20th +6 Furnace of Fear, Temptation

Made by Llama513 @ Giant in the Playground

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Force Powers

At 3rd level, you have learned to draw on the force through meditation and training to affect the world around you.

Core Powers

At 3rd level, you know two 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 First Level Force Training table.

Force Points

The First 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 three 1st-level powers of your choice from.

The Powers Known column of the First 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.

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

Charisma is your force power ability for your mystic 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 powers you use and when making an attack roll with one.

Path of Power

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Sith Juggernaut, Sith Marauder, Sith Commander all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Those Features includes the Saber Style Feature.


Saber Style

Each Path has a set of styles associated with it, these styles grant the user different benefits, and allow the user to use specilaized saber techniques.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Force Intuition

Beginning at 6th level, you are able to sense danger through the force, this allows you to add your Charisma modifier to your initiative.

Aura of Uneasiness

Beginning at 11th level, you subtely undermine your opponents with the darkside creating an aura that causes feelings of unease in your opponents. Whenever a hostile creature within 10 feet of you makes a attack roll they subtract 1d4 from the attack roll, you can spend a force point to subtract your Charisma modifier from the damage rolls of those affected by the Aura until the end of your next turn.

At 18th level the range of your Aura of Uneasiness increases to 30 feet, and allies can draw upon your dark energy to add 1d4 to their attack rolls while in the aura.

Furnace of Fear

At 20th level, you have learned to throw your fear into the furnace of the Dark Side empowering your body. When you are affected by the frightened condition as an action you can spend a force point to make a Use The Force check (Cha) against the save DC of the affect that caused the fear, on a success you end the frightened condition and deal maximum damage on your weapon damage rolls for the remaining time of the frightened condition.

You can use this ability once per short rest.

Temptation

At 20th level, you are adept at using Dun Möch, an ancient intimidation technique to drive your opponent to tap into the power of the dark side. As a bonus action you can force an opponent against an opponent within 30 feet of you to make a Charisma saving throw. On a failure the target is filled with fear or anger, briefly giving into the power of the darkside. If the target spends a force point their darkside score increases by one for each force point spent, if they use a force power their darkside score increases an amount equal to the level of the power, core powers increase their darkside score by 1. On a success the target is unaffected and can not be affected by this power for the next 24 hours.

While affected by this power the target can not use a lightside power.

Made by Llama513 @ Giant in the Playground

Path of Power

Different sith warriors choose different approaches to perfecting their fighting prowess. The path of power you choose to emulate reflects your approach.

Sith Juggernaut

These Sith specialized in combat endurance and were known for wearing armor that provided them special protection in battle. Relying on the Force to boost their stamina, Juggernauts were capable of shrugging off damage that would destroy others. Charging into the thick of combat, Juggernauts take the brunt of the damage, all the while using the Force to cause terror and despair in enemy combatants. Juggernauts were even capable of draining the energy of their opponents to further strengthen themselves and their resolve.

Saber Styles

At 3rd level you gain the benefits of the Shien/Djem So and Soresu saber styles.

Saber Techniques

At 7th level, you gain access to one of the saber techniques associated with your saber styles.

At 10th, 15th and 18th level you gain access to another.

Dark Endurance

At 3rd level, you are able to use your rage to enhance your natural endurance to allow you to fight for lengths far beyond that of other opponents. While under the effect of dark rage you take half damage from weapon attacks.

Mindless Rage

At 7th level, you can't be charmed or frightened while under the effect of dark rage. If you are charmed or frightened when you enter dark rage, the effect is suspended for the duration of the dark rage

Relentless Rage

At 10th level, your rage keeps you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a shor or long rest, the DC resets to 10.

Retallitation

Starting at 15th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.

Persistent Rage

At 18th level, you have mastered the use of your rage to enhance your body, you can activate dark rage at its lowest level without expending a power slot. If you want to activate dark rage at a higher level, you must expend a power slot as normal.


Sith Marauder

Whereas Juggernauts focus on stamina and brute force, Marauders focus on speed and efficiency. Relying on the Force to intuit how to maximize every attack, Marauders cut down their enemies in the blink of an eye. Gearing themselves towards seeing every weakness in their foes and exploiting it to the maximum, Marauders never hesitate nor falter, and are considered the swiftest bringers of pain and damage in the galaxy

Saber Styles

At 3rd level you gain the benefits of the Ataru and Juyo saber styles.

Saber Techniques

At 7th level, you gain access to one of the saber techniques associated with your saber styles.

At 10th, 15th and 18th level you gain access to another.

Fast Movement

At 3rd level,your speed increases by 10 feet while you aren’t wearing heavy armor.

Twin Weapon Style

Starting at 7th level, you can make two attacks with each weapon you wield. Each attack must be against a different opponent.

Twin Weapon Style Mastery

At 10th level, whenever you use the twin weapon style feature, you can move 10 feeet between each attack, this movement does not provoke attacks of oppurtunity.

Exploit Opening

At 15th level, you strike with such speed that you are able to devastate an opponent through any opening they give you. When you make an oppurtunity attack you may attack with both your weapons as part of the oppurtunity attack.

Devastating Flourish

At 18th level, you can launch a devastating barrage of attacks against a single opponent. You can spend a force point to gain the benefits of Twin Weapon Style, however these attacks can all be against the same opponent.

Sith Commander

The Sith use terror to lead their troops, and Sith commanders have few compuntion s about making examples of underlings. Therefore, it is not surprising that the Sith use the anger and fear of their subordinates to their own terrible advantage.

Saber Styles

At 3rd level you gain the benefits of the Shii Cho and Shien/Djem So saber styles.

Saber Techniques

At 7th level, you gain access to one of the saber techniques associated with your saber styles.

At 10th, 15th and 18th level you gain access to another.

Made by Llama513 @ Giant in the Playground

Elusive Target

At 3rd level, you use the chaos of the battlefield to your advantage when fighting multiple oppents in melee, other opponents attempting to target you with ranged attacks do so at disadvantage.

Mobile Attack

At 7th level, you have learned to maneuver through a chaotic battle field. After you take the attack action, you can spend a force point to move up your speed as a free action.

Focus Terror

At 10th level, you can harness the fear felt by your allies and transform it into a powerful motivational tool. As a reaction to an ally being dropped to zero hitpoints within 10 feet of you, you can spend a force point to allow them to keep fighting for a number of rounds equal to your sith warrior level.

At 18th level the range of this ability increases to 30 feet.

Incite Rage

At 15th level, you can channel your anger and hatred into your allies. All allies within range of your aura of uneasiness gain +2 to attack and damage rolls.

Power of Hatred

At 18th level, you can inflame the passions of your allies and propel them into combat. Each ally within the range of your aura of uneasiness who has fewer than half its hitpoint maximum gains temporary hitpoints equal to your sith warrior 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: 18 + 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
  • Specialized Equipment: None
  • Saving Throws: Dexterity, Charisma
  • Skills: Use the Force (Cha) and 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 diplomat’s pack or (b) a traveler’s pack
  • a utility belt

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, 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 Channel Fear, 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.

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.

Necromancy

You are adept at the use of sith magics to create and control undead. Once per-long rest, you can raise a single skeleton with the following benefits as a bonus action:

  • Its total hit points equal 2* your proficiency bonus d8 + your sith inquisitor level.
  • It adds your proficiency bonus to its weapon damage rolls.

You can command skeletons you create this way as if they where created by an Animate Dead spell cast by you, and they remain reanimated for 24 hours, or until you finish a long rest (whichever comes first) Starting at 4th level, you can raise a number of skeletons equal to your proficiency bonus when you use this feature instead. However, when you do this, they gain none of the additional benefits this feature grants normally. (So their hit points are not increased and they do not recieve a damage bonus).

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.

Made by Llama513 @ Giant in the Playground

Channel Fear

At 20th level, you have learned to channel your fear to fuel your power in the Dark Side. When you are affected by the frightened condition as an action you can spend a force point to make a Use The Force check (Cha) against the save DC of the affect that caused the fear, on a success you end the frightened condition and have advantage on your force power attack rolls. During this time targets of your powers also have disadvantage on saving throws against your powers.

You can use this ability once per short 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.

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 1d8 points of necrotic damage. As a bonus action, you can grant temporary hit points to one creature within 30 feet of you an amount equal to the damage dealt. If you are able to touch another creature you may heal them as a free action. You may instead target yourself as a free action. If you spend a force point you instead heal the creature for an amount equal to the damage dealt. These temporary hit points last for 1 minute.

At 5th level the damage of this ability increases to 2d8. The damage increases by an additional 1d8 at 11th level and 17th level.

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.

    Made by Llama513 @ Giant in the Playground

  • 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.

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.

Made by Llama513 @ Giant in the Playground

  • 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.

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. The damage die for your shocking grasp core power becomes 1d10, in addition when the damage of your core power increases you add an additional 1d10 instead of 1d8. Additionally if you spend a force point the target affected by this power must make a Constitution saving throw against your power save DC or be stunned until the start of your next turn. You also add your Charisma modifier times the number of dice you roll for damage dealt by this core power.

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.

Made by Llama513 @ Giant in the Playground

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.

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.

Dominate the Dead

Prerequiste: Necromancy Sith Magic Feature

As an action, you target one undead you can see within 30ft and invoke your patron’s authority over it. It must make a Charisma saving throw. On a failed save, it must obey your commands for the next 24 hours, or until you use this Invocation again. Undead who's CR are equal to or greater than your Warlock level are immune to this Invocation. Once you use this invocation, you cannot do so again until you finish a short or long rest.

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.

Ghoulcaller

Prerequiste: 12th level, Necromancy Sith Magic Feature

You can use your mystic arcanum to cast undead creation spells. You can expend a mystic arcanum of at least 6th level to cast Create Undead at the level of the expended mystic arcanum. (when you do this, the you do not also cast the mystic arcanum you expended.) You can also cast Create Undead this way to reassert control over undead created by Create Undead spells you cast in this way. (Including ones cast at levels higher than 6th.)

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.

Made by Llama513 @ Giant in the Playground

Nightmarish Horde

Prerequiste: 9th level, Necromancy Sith Magic Feature

Undead you create with Warlock spells and Mystic Arcanum use your proficiency bonus in place of their own on weapon attack rolls, and their weapon attacks count as magical.

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.

The Dead Walk

Prerequiste: 5th level, Necromancy Sith Magic Feature

When you cast Animate Dead this way, it can target 1 additional corpse or bone pile and create 1 additional skeleton or zombie. Additionally, undead you create with Warlock spells and Mystic Arcanum gain the following additional benefits:

  • They add your sith inquisitor level to their hit point maximums.
  • They add 1d4 necrotic damage to their weapon damage rolls. At 15th level, this increases to 1d8.

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.

Undead Mastery

Presrequisite: 7th level, Necromancy Sith Magic Feature

Once after each long rest, you can reassert control over undead created by a single animate dead power you cast using a power slot without re-casting that power. (So you will never re-assert control of the undead created by more than one animate dead power this way.) You can still reassert control over any undead beyond this limit by re-casting the power that created them as normal.

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.

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

Made by Llama513 @ Giant in the Playground

  • 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

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.

Made by Llama513 @ Giant in the Playground

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.

Made by Llama513 @ Giant in the Playground

Sith Assassin

Speed and deception are the tools in the Assassin's arsenal. Whether using stealth to infiltrate a Republic base and remove a high-profile target or tactfully entering a large-scale battle, the Assassin's double-bladed Lightsaber flashes with deadly precision to provide a relentless offense and when necessary, a formidable defense.

The Assassin can channel the Force just as easily, mentally assaulting an enemy and manipulating a confrontation to ensure their side maintains the upper hand. This ability also extends to channeling Force power directly into the Assassin's lightsaber in preparation for especially devastating attacks.

Assassins leap from the shadows to quickly and effectively take down their foes.

Creating a Sith Assassin

Quick Build

You can make a Sith Assassin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed close by Charisma. Second, choose the Outlander background.

Class Features

As a Sith Assassin, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per sith assassin level
  • Hit Points at 1st Level: 24 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sith assassin level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, and Sabers
  • Specialized Equipment: Security Kit
  • Saving Throws: Charisma, Dexterity
  • Skills: Use the Force (Cha) and Choose four from Acrobatics, Animal Handling, Athletics, Deception, Force, Galatic Lore, Insight, Intimidation, Investigation, Mechanics, Nature, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Use Computer

Equipment

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

  • (a) a ligtsaber or (b) a saberstaff or (c) two saber shoto
  • (a) studded leather armor or (b) no armor
  • (a) a diplomat’s pack or (b) a traveler’s pack
  • a utility belt

Darkside Corruption

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


Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Jedi Sentinel table.

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.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Dark Scourge

At 3rd level, your training against and hatred of the jedi allows you to combat them better then others. You gain a +2 bonus to damage rolls with weapon attacks against members of the jedi order and creatures that have a darkside score of 0.

Force Powers

At 3rd level, you have learned to draw on the force through meditation and training to affect the world around you.

Core Powers

At 3rd level, you know two 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 First Level Force Training table.

Force Points

The First 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.

Made by Llama513 @ Giant in the Playground

Sith Assassin
Level Proficiency Bonus Features Sneak Attack
1st +2 Darkside Corruption, Expertise, Sneak Attack, Unarmored Defense 1d6
2nd +2 Cunning Action 1d6
3rd +2 Dark Scourge, Force Powers, Sentinels Path 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Sentinels Path Feature 5d6
10th +4 Clear Mind 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Sentinels Path Feature 7d6
14th +5 Blind Sense 7d6
15th +5 Dampen Presence 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Sentinels Path Feature 9d6
18th +6 Greater Dark Scourge 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Focus Fear, Foe Slayer 10d6

Made by Llama513 @ Giant in the Playground

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 three 1st-level powers of your choice from.

The Powers Known column of the First 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.

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

Charisma is your force power ability for your mystic 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 powers you use and when making an attack roll with one.

Assassin's Path

At 3rd level, you choose an archetype that guides your training as a assassin: Sith Alchemis, Sith Infiltrator, or Deathbringer, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Clear Mind

At 10th level, you are able to supress your force presence and quiet your mind to the point of vanishing from detection even by those searching for you with the force. You have advantage on Use the Force Checks made to hide your presence from other Force Users.


Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blind Sense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Dampen Presence

At 15th level, when you interact with another sentient creature you can use a bonus action to reduce the impression you leave on it. When you have finished interacting with the creature, they make a Wisdom saving throw DC equal to your jedi sentinel power DC, on a failure they do not remember interacting with you once you are gone. This is a mind-affecting effect.

Greater Dark Scourge

At 18th level, your bonus to damage rolls from dark scourge increases to +4. Also you have advantage against all saves against force powers with the lightside descriptor, and lightside force power attacks are made with disadvantage against you.

Focus Fear

At 20th level, you have learned to focus your fear to fuel your power in the Dark Side. When you are affected by the frightened condition as an action you can spend a force point to make a Use The Force check (Cha) against the save DC of the affect that caused the fear, on a success you end the frightened condition and can apply your foe slayer feature to both attack and damage rolls for all attacks for the remaining time of the frightened condition.

You can use this ability once per short rest.

Foe Slayer

At 20th level, you become an unparalleled hunter of those that follow the light. Once on each of your turns, you can add your Charisma modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Assassin's Path

Assassins focus on a variety of fields. They serve many different purposes and complete many difficult tasks for the Sith order. Their specialization came from the unique aspects of their training. Often a sith assassin was assigned a task based on the needs of their sith master and so their training would begin when they became an apprentice at 3rd level.

Made by Llama513 @ Giant in the Playground

Sith Alchemist

Sith alchemists focus their study on rituals and mystic arts to affect the world around them. They can create objects and creatures that are filled with the power of the darkside.

Sith Alchemy

At 3rd level, your knowledge of sith alchemy allows you to imbue certain objects with the power of the dark side. You can perform any of the following alchemical processes:

Create Sith Armor. You can transform a suit of normal battle armor into the dark armor worn by Sith Lords. you must have a suit of battle armor to transform into the dark armor, the dark armor is the same kind as the battle armor used. The transformation process takes 1 day for light dark armor, 2 days for medium dark armor, and 3 days for heavy dark armor.

Create Sith Talisman. You can spend a day to imbue a portable object with the darkside, creating a sith talisman that provides offensice strength to a force power. While you wear or carry the talisman on your person, you add 1d6 to your damage with force powers. You can only have one sith talisman active at any given time, and if it is destroyed, you cannot create another one for 24 hours.

Create Sith Weapon. You can alchemically treat a simple or martial melee weapon, turning it into a sith weapon. You spend 1 hour imbuing the weapon with the properties of a sith alchemical weapon. Characters who are proficient with the weapon can treat it as a lightsaber for the purposes of class features and saber styles and techniques.

Additionally as a bonus action, the wielder of a sith weapon can spend a force point to gain a bouns equal to their darkside score to the damage of their next attack made with the weapon.

Rapid Alchemy

At 9th level, you can perform minor alchemical alterations to a melee weapon you wield. As an action you can spend a force power to gain at +2 bonus to attack rolls with that weapon for the next minute. Additionally, you can trade this bonus to instead deal an additional 5 points of damage, you must trade your bonus to attack rolls before you roll your attack.

Sith Alchemy Specialist

At 13th level, you can modify an abject with sith alchemy so that it gains a specific trait. These traits are presented in the Sith Alchemy Specialist table. You can only perform one modification at a time. Unless otherwise noted, you cannot grant more than one benefit to a single object, and you cannot apply the same benefit more than once. You must devote 1 hour of uniterrupted work to apply at rait to the relevant object.


Sith Alchemy Specialist
Dark Armor Traits Benefit
Cortosis Weave Automatically deactivates any lightsaber that strikes the wearer
Darkside Energy You have a +2 bonus to your power DC and power attack rolls force darkside powers.
Darkside Stealth You have advantage on stealth checks made while wearing this armor
Imposing Form You have advantage on intimidation checks made while wearing this armor.
Sith Abomination Trait Benefit
Damage Reduction The sith Abomination has resistance to bludgeoning, piercing and slashing damage.
Iron Will The sith abomination has advantage on Wisdom saving throws
Vile Natural Weapons The sith abomintation's natural weapons are laced with sith poison
Sith Weapon Trait Benefit
Jagged Weapon Any time the sith weapon damages a living creature, that creature takes 1d4 poinst of damgae at the start of its next turn.
Master's Weapon The sith weapon grants a +2 bonus to the wielders AC.
Vile Weapon The sith weapon is always considered to be laced with sith poison.

Cause Mutation

At 18th level, You can use your mastery of sith alchemy to create mutated abominations. You must have access to a willing (or unconscious) creature to which you will apply the Sith Abomination Template or the Chrysalis Beast template. You also need a medical lab outfitted for the process which requires a number of days equal to the creatures modified CR. A creature you have mutated is considered to be a domesticated creature, but for you only (unless it was already a domesticated creature before its mutation).

Sith Abomination

The sith alchemist of the past were not just content to create powerful weapons and suits of armor—they also wanted living weapons. The ancient sith who first discovered alchemical secretes learned to manipulate the genetic structure of living creature, even sentient species. The Sith abomination is the result.

To create a sith abomination , make the following changes to a creature's statistics:

Challenge Rating. Increase the base creature's CR by +1.

Darkside Score. A sith abomination always has a darkside score equal to its Wisdom score.=

Made by Llama513 @ Giant in the Playground

Ability Scores. Increase the base creature's constitution by +4. Decrease the base creature's Intelligence and Wisdom Scores by -2 each.

Abominable Presence. Any creature that starts its turn with in 30 feet of a sith abomination must make a Wisdom saving throw, DC equal to 8 + proficiency bonus + Strength or Constitution modifier or be frightened of the sith abominstion. If the affected creature ends its turn where it does not have line of sight to the sith abomination it can repeat the saving throw on a success. Other sith abomination s are immune to this effect.

Force Sensitivity. If a sith abomination does not already have the ability to use force powers or force points it gains the benefits of the Force Senitive feat for the Sith Inquisitor class.

Chryslais Beast

Research into sith holocrons adn archaeological expeditions to known sith worlds such as Korrban have unvocered secrets about chrsalides, or chrsalis beasts, originally thought lost to time.

Among those sith known to create and dploy chrslais beasts is Emperor Palpatine. He did so at his Imperial citadel on Byss. Prior to this, chrsalis beasts were widely used in the early days of the Sith Empire as pets and guardians for high-ranking officials and powerful nobles. Although Palpatine transformed rancors for his own use, findings tell of other creatures being changed through sith alchemy to become chrsalis beasts, including gundarks, katarns, and vornskrs.

Observations of chrysalis beasts in action indicate that they are vicious predators that relentlessly attack anything in sight.

To create a chrysalis beast , make the following changes to a creature's statistics:

Challenge Rating. Increase the base creature's CR by +2.

Size. Increase the size of the base creature by one size category. Adjust its Ability scores as appropriate.

Hit Points. Increase the base creature's hit points by 25%.

Damage Reduction. The base creaur gains reistance to all damage.

Speed. Increase all of the creaure's speeds by 10 feet.

Reach. Increase the creature's reach by 5 feet

Vicious Natural Weapons. Each of the base creature's natural weapons deals an extra die of damage.

Terrifying Presence. Any enemy that starts its turn within 30 feet of one or more chrysalis beast takes a -2 penalty on attack rolls. This a fear effect.


Sith Poison

A creature that is hit by a weapon laced with this poison takes an additional 1d4 points of poison damage, and succeed on a DC 15 Constitution saving throw or be poisoned for the next minute. A creature poisoned in this way must make a DC 15 Wisdom saving throw when the spend any force points, on a failure their darkside score increases by 1 as the poison stirs up anger and causes them to draw on the power of the darkside. At the start of each of the affected creatures turns they make a Constitution saving throw ending the effect on a success.

Sith Infiltrator

These sith focused on destroying their enemie from the inisde out. They specialize in hiding among the jedi and working from within the order to introduce dark knowledge and bring others to the darkside. When the Sith were not in open war this path was not commonly trained, but its methods were used. During times of open war sith infiltrators were often used to bring young jedi into the sith order.

False Aura

At 3rd level, you can cloak your intentions with a veil of calm and harmony. When another creature attempts to sense you through the Force in any way, you can choose to act as though your Dark Side Score equals 0.

Additionally, you gain proficiency in Deception, and add double your proficiency bonus on checks made to hide among the lightsiders.

Spread Dark Knowledge

At 3rd level, you have become skilled at secretely spreading knowledge of dark skills. As an action you can grant a creature within 60 feet of you a force power you know. You expend a power slot as if you were to use the power, this grants the creature the ability to activate the power for the next 8 hours. The creature adds your Charisma modifier to their attack roll or DC, and their darkside score increases by an amount equal to the level of the power granted.

Guage Potential

Starting at 9th level, you are able to guage the potential of possible acolytes. If you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities in the force. You learn two of the following characteristics of your choice:

  • Intelligence Score
  • Wisdom Score
  • Charisma Score
  • Force Points total
  • Force Powers known
  • Darkside Score

Made by Llama513 @ Giant in the Playground

Pull of the Dark

Starting at 13th level, you are able to draw others to draw upon the power of the darkside to fight. As an action you subtlely influence a creature to give in to their anger and fear to empower themselves. Choose one creature that can hear you within 60 feet, that creature can then choose to gain advantage on their attack rolls and add their charisma score to their attack and damage rolls for the next minute, however if they choose to accept this benefit their darkside score increases by 1 for each round that they take advantage of these benefits.

Trusted Advisor

At 17th level, you have become accepted as a trusted and influential member of the jedi. You are granted the ranking of Jedi Master, and possibly a seat on one of the councils. You have advanatage when making Charisma checks against members of the Jedi order.

Deathbringer

The deathbringers are spoken of in whispers and rumors, their true existence is kept hidden from the galaxy. The rumors very as to their exact nature but there is one consitency among them, once a deathbringer comes for someone their death is assured. In truth the Deathbringers are the elite among the sith assassins sent to eliminate select targets. For the deathbringers once they are assigned the target they will destroy that target by any means necessary.

Tools of Death

At 3rd level, you are trained in all tools of death and all items become tools of death in your hands. You gain proficiency in rifles, pistols, martial weapons, and improvised weapons.

Selected for Death

At 3rd level, you can mark a target for death and will not stop until that target is dead. As a bonus action you mark your a creature within 60 feet of you, you do not need advantage to deal sneak attack damage against your selected target. Once you mark a target in this way you may not mark another target until your current mark is dead.

Crippling Strike

At 9th level, you are skilled at strike your targets limbs to limit thier ability to escape. When you deal sneak attack damage against a target you reduce their movement speed by 10 feet until the start of your next turn.

Deathbringer's Pursuit

At 13th level, you pursue your target without fail or remorse. While your target is not within 5 feet of you, your movement speed is doubled when you move towards them.

Also when your target moves out of your melee range you may use your reaction to move to a unoccupied space within 5 feet of them.

Deathbringer's Strike

At 17th level, you are able to take full advantage of every oppurtunity and opening you find in your target. When you use your sneak attack feature against your marked target, you roll d8s instead of d6s for the extra damage dealt.

Made by Llama513 @ Giant in the Playground

Force Adepts

Martial Adept

Outside the Jedi and Sith order the use of the lightsaber is uncommon among force wielding martial warriors. Instead the specializes in various weapons and fighting styles using the force to boost their combat capabilities and develop and create methods unique to them.

Their motivations are as varied as their methods, and many of them are unrefined but powerful wielders of the force often using the most basic of powers with exceptional levels of magnitude.

Creating a Martial Adept

Quick Build

You can make a Martial Adept quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed close by Intelligent. Second, choose the Soldier background.

Class Features

As a Martial Adept, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per matial adept level
  • Hit Points at 1st Level: 30 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per martial adept level after 1st

Proficiencies


  • Armor: Light armor, Medium armor, and shields
  • Weapons: Simple weapons, and martial weapons
  • Specialized Equipment: None
  • Saving Throws: Intelligence, Dexterity
  • Skills: Use the Force (Int) and Two from Acrobatics, Athletics, Force, Galatic Lore, Insight, Intimidation, Medicine, Perception

Equipment

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

  • (a) a non military, restricted, or illegal martial weapon or (b) two non military, restricted, or illegal martial weapons
  • (a) half-plate or (b) no armor
  • (a) a diplomat’s pack or (b) a traveler’s pack
  • a utility belt

Weapon Defense

Beginning at 1st level, you are able to react with your weapon to defend yourself at extreme speed. When you are wielding a melee weapon with which you are proficient and another creature hits you with a melee attack, 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

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.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Force Powers

At 3rd level, you have learned to draw on the force through meditation and training to affect the world around you.

Made by Llama513 @ Giant in the Playground

Martial Adept
Level Proficiency Bonus Features
1st +2 Weapon Defense, Unarmored Defense
2nd +2 Fighting Style
3rd +2 Force Powers, Martial Tradition
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Force Intuition
7th +3 Martial Tradition Feature
8th +3 Ability Score Improvement
9th +4
10th +4 Martial Tradition Feature
11th +4 Force Surge
12th +4 Ability Score Improvement
13th +5
14th +5 Ability Score Improvement
15th +5 Martial Tradition Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Martial Tradition Feature
19th +6 Ability Score Improvement
20th +6 Fearless, Force Surge Improvement

Made by Llama513 @ Giant in the Playground

Core Powers

At 3rd level, you know two 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 First Level Force Training table.

Force Points

The First 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 three 1st-level powers of your choice from.

The Powers Known column of the First 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.

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 powers, since your force powers come from a deep understanding and study of the Force. 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 powers you use and when making an attack roll with one.

Martial Tradition

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Matukai, Zeison Sha, Kilian Ranger, and Jensaarai all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Force Intuition

Beginning at 6th level, you are able to sense danger through the force, this allows you to add your Intelligence modifier to your initiative.

Force Surge

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 take the attack action there is a percent chance equal to half your martial adept level rounded down that the your weapon attacks deal 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 your weapon attacks.

Fearless

At 20th level, you become immune to fear affects.

Martial Tradition

Different martial adepts choose different approaches to perfecting their fighting prowess. The martial tradition you choose to emulate reflects your approach.

Matukai

Matukai philosophy was centered around creating a balance and harmony between the spiritual Force and the physical body, using exercise as a form of meditation. Their training involved meditative martial arts, physical training, and somatic rituals, and they were noted for being able to develop a Force-sensitivity in many beings who were not inherently gifted with the Force. Using their bodies as a focus, they emphasized keeping oneself clean and strong, purifying oneself through physical activity, and avoiding the dark side. Unlike the Jedi Order, they did not use lightsabers, instead wielding a polearm weapon known as a wan-shen.

Wan-Shen Kata

At 3rd level, your training with the wan-shen allows you to fight much easier with the weapon. You gain proficiency with a wan-shen and make one of your own.

In addition when you use weapon defense while wielding a wan-shen you add your full proficiency to your AC.

Wan-Shen Mastery

At 7th level, you can make two attacks with each weapon end of your wan-shen. Each attack must be against a different opponent.

Body Control

At 10th level, you have mastered the strengthening of your body with the Force. When you are required to make a Constitution saving throw you can instead make a Intelligence saving throw.

You are also immune to poison, radiation, and disease.

You also subtract your Intelligence modifier from bludgeoning, piercing and slashing damage you take.

Physical Surge

At 15th level, you are able to fuel your body with the force even when you aren't fully aware. You can take reactions during the suprise round even if you are suprised.

Made by Llama513 @ Giant in the Playground

Matukai Strength

At 18th level, you are able to empower your body through the Force to strike with incredible strength. While wielding a wan-shen your weapons damage die increases by one step.

Zeison Sha

The Zeison Sha were an order of Force-adepts known for their survival skills and resourcefulness, as well as their abilities in telekinesis and with the discblade. Centered on the Outer Rim planet of Yanibar, the Zeison Sha developed their Force powers as a means of withstanding their harsh planet. The order stressed independence and survival, as well as assistance to those in need. Long estranged from the Jedi, they had little use for the Order.

Zeison Sha Discblade Training

At 3rd level, you are trained in the weapon of your order. You gain proficiency with the discblade. You also double the short and long range of any thrown weapons you use. You also make a discblade of your own.

Recall Weapon

At 7th level, you can throw your weapon at a nearby foe and telekinetically return it to immediately bounce back to your grasp. Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it. This ability allows you to make a full attack action entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.

Thrown Arc

At 10th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must be wielding a thrown weapon and you make a separate attack roll for each target.

Thrown Specialization

At 15th level, your training with thrown weapons has made you extremely dangerous with them. When you make any attack with a thrown weapon, whether melee or ranged, you gain a +2 bonus to your damage rolls.

Telekinetic Vigilance

At 18th level, your skill in telekinesis and manipulating objects allows you to react without thought. Once per short rest you can use the intercept power without expending a power slot.


Kilian Ranger

Kilian Rangers used ancient technology called shield gauntlets and Siang lances as part of their symbolism and training. The Shield gauntlet was a small personal energy shield worn on the off-hand which could be used to absorb and even deflect energy weapons and shots, though its range was no more than a few feet. The Siang lance was a weapon built from an ancient sporting blaster, fitted with a bayonet. Rangers often imbued their lances with the Force. The majority of their Force-based skillset involved deflection, using their shield gauntlet. They could redirect blaster bolts at other targets, and successfully deflect fully automatic fire. Those that follow this path very rarely leave Kilia IV with out begin a path down the darkside, and breaking their oath to defend Kilia IV and its people.

Kilian Ranger Training

At 3rd level, you are trained with the equipment of choice of the kilian rangers. You gain proficiency with the siang lance and shield gauntlet, and are granted a siang lance and shield gauntlet.

Shield Gauntlet Deflect

At 7th level, you have become incredibly skilled at the use of a shield guantlet. You can use weapon defense with a shield gauntlet against ranged attacks, and when you use weapon defense with a shield gauntlet against a melee attack you add your full proficiency bonus to your AC.

Siang Lance Mastery

At 10th level, you have mastered the unique nature of your weapon of choice, you have a +2 on attack and damage rolls made with a siang lance.

Shield Gauntlet Redirect

At 15th level, you are able to redirect ranged attacks with your shield gauntlet. When you activate weapon defense against a ranged weapon attack if you succesfully negate the attack you can spend a force point to make a ranged attack roll against a creature within 30 feet of you. On a success you deal damage equal to the weapon attack you redirected.

Empower Siang Lance

At 18th level, you have mastered channeling the force through your weapon to make it stronger the damage die of both weapons on your siang lance increase by one step.

Jensaarai

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for "followers of the hidden truth." Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order. During its creation and early years the Jensaarai were opposed to the Jedi, due to ignorance and the loss of their founder. After the fall of the Galactic Empire, the Jensaarai made peace with the Jedi, and even sent students to learn at Luke Skywalker's Jedi Praxeum on Yavin 4. All followers of the order walk a fine line between the light and dark.

Made by Llama513 @ Giant in the Playground

Jensaarai Training

At 3rd level, you gain proficiency with sabers, heavy armor, and the saber creation ritual. You also create your own set of full plate armor and a saber.

Saber Styles

Pick two saber styles you gain the benefits of those saber styles.

Saber Techniques

At 7th level, you gain access to one of the saber techniques associated with your saber styles.

At 10th, 15th and 18th level you gain access to another.

Balance of Light and Dark

At 7th level, you balance the light and dark within you. You learn one darkside power and one lightside power that you have power slots for. These powers do not count against the total you can know and counts as a martial adept powers for you.

You learn another darkside and lightside power at 15th level.

Attune Armor

At 10th level, you are able to attune to your armor through the Force and make it stronger then it would be otherwise. You may spend an hour in meditation on your armor at the end of this hour you spend a force point, and you gain a +2 to your AC while wearing the armor. Only you gain this benefit and only while wearing your attuned armor.

You may also use a bonus action to take up to a -5 to your attack rolls until the start of your next turn to increase your AC by the amount you subtract from your attack rolls.

Force Cloak

At 15th level, by balancing the light and darkness within yourself you are able to hide your presence within the force. Whenever a When another creature attempts to sense you through the Force in any way, you can choose to act as though your Dakrside Score equals your Wisdom score, you may also act as though your darkside score equals zero, or you can simply hide your presence completely.

Balance of the Force

At 18th level, you have achieved balance within the force and have mastered the line between the light and dark. Your Darkside Score is equal to half your Wisdom score, don't round, and cannot change. By achieveing balance within the force you are able to channel more strength from it then others. When you activate a force power of 1st level or higher you may spend a number of force points equal to the level of the power to deal maximum damage.

Made by Llama513 @ Giant in the Playground

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: 18 + 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, martial weapons
  • Specialized Equipment: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Use the Force (Int) and 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 non military, restricted, or illegal martial weapon
  • (a) a diplomat’s pack or (b) a traveler’s pack
  • a utility belt
    
    

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, 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

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 mystic 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.

Made by Llama513 @ Giant in the Playground

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

Force Rogue

Outside the Jedi and Sith those that possess an affinity for the force often use their skills for the defense of their people. There are those however that use their abilities for profit. Those that choose this path often specialize in the arts of stealth and espionage, often working as bounty hunters or assassins.

Creating a Force Rogue

Quick Build

You can make a Force Rogue quickly by following these suggestions. First, Dexterity should be your highest ability score, followed close by Intelligence. Second, choose the Outlander background.

Class Features

As a Force Rogue, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per force rogue level
  • Hit Points at 1st Level: 24 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per force rogue level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, Martial Weapons, Pistols
  • Specialized Equipment: Security Kit
  • Saving Throws: Intelligence, Dexterity
  • Skills: Use the Force (Int) and Choose four from Acrobatics, Animal Handling, Athletics, Deception, Force, Galatic Lore, Insight, Intimidation, Investigation, Mechanics, Nature, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Use Computer

Equipment

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

  • any non military, restricted, or illegal simple weapon
  • (a) a blaster pistol or (b) a vibroblade
  • (a) studded leather armor or (b) no armor
  • (a) a diplomat’s pack or (b) a traveler’s pack
  • a utility belt and a security kit

Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Force Rogue table.

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.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Force Powers

At 3rd level, you have learned to draw on the force through meditation and training to affect the world around you.

Core Powers

At 3rd level, you know two 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 First Level Force Training table.

Force Points

The First 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 three 1st-level powers of your choice from.

The Powers Known column of the First 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.

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

Force Rogue
Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Unarmored Defense 1d6
2nd +2 Cunning Action 1d6
3rd +2 Force Powers, Roguish Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype Feature 5d6
10th +4 Clear Mind 5d6
11th +4 Enduring Power, Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype Feature 7d6
14th +5 Blind Sense 7d6
15th +5 Dampen Presence 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Enduring Power Improvement 10d6

Made by Llama513 @ Giant in the Playground

Force Power Ability

Intelligence is your force power ability for your powers, since your force powers come from a understanding and study of the Force. 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 powers you use and when making an attack roll with one.

Raguish Archetype

At 3rd level, you choose an archetype that guides your training as a rogue: Disciple of Twilight, Fallanassi, Agent of Ossus all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Clear Mind

At 10th level, you are able to supress your force presence and quiet your mind to the point of vanishing from detection even by those searching for you with the force. You have advantage on Use the Force Checks made to hide your presence from other Force Users.

Enduring 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 force rogue level that the power lasts for twice its normal duration. If a spell normally has a duration of instantaneous the power triggers again at the end of your turn without spending any resources.

At 20th level you have learned to tap into this power more effectively, once per short rest you can choose to have a force power last twice its normal duration.


Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blind Sense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Dampen Presence

At 15th level, when you interact with another sentient creature you can use a bonus action to reduce the impression you leave on it. When you have finished interacting with the creature, they make a Wisdom saving throw DC equal to your force rogue power DC, on a failure they do not remember interacting with you once you are gone. This is a mind-affecting effect.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Roguish Archetype

Force Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Disciple of Twilight

The Disciples of Twilight were a Force-sensitive order based on Dyspeth, a moon that was located in the shadows of an Outer Rim planet. After the moon was colonized around 900 BBY by Humans who were seeking to break away from the Galactic Republic, a female known only as "Twilight," who was rumored to have been a former Jedi, and other Force-sensitive colonists founded the Disciples of Twilight. Members of the tradition became defenders and protectors of Dyspeth's citizens, although the group had no political or military influence. Dyspeth was discovered by Republic surveyors five hundred years later, and the Disciples of Twilight spread out into neighboring systems. Approximately one millennium after their creation, the organization had yet to choose a side in the war among the Dark Lord of the Sith Darth Krayt's Sith Empire, deposed Emperor Roan Fel's Empire-in-exile, and the remnants of the Galactic Alliance.

Cloak of Shadows

At 3rd level, you are able to bend light around yourself, veiling yourself in shadows. 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.

Made by Llama513 @ Giant in the Playground

Shadow Vision

At 9th level, your ability to manipulate light allows you to pull in all light available to you. You can see normally in darkness, both mundane and force power created, to a distance of 120 feet.

Revelation

At 9th level, you are skilled at finding those who are hidden and you reveal those that you find for your allies. You have advantage on perception checks to find creatures that are hidden from you. When you find a creature that is hidden you can use your action to surround that creature with a faint light that makes it impossible for them to hide. This light lasts until the start of your next turn.

Shadow Armor

At 13th level, you use the force to bend light around yourself, wrapping you in shadows and making it difficult for enemies to tell where you end and the shadows begin. As a reaction you can add your proficiency bonus to your AC until the start of your next turn.

Phantasm

At 17th level, you are adept at the creation of hallucinations infront of your opponents to distract them. Whenever you use a mind-affecting power of 1st level or higher, the target must make a Intelligence saving throw or have disadvantage on attack rolls unitl the start of your next turn.

Fallanassi

The Fallanassi, also known as Adepts of the White Current, was a religious order devoted to the White Current, which the Jedi knew as the Force. It was mostly an all-female group like the Witches of Dathomir and hardly ever taught men their teachings. With the White Current, the Fallanassi could do amazing things with illusions and a unique ability known as Force immersion, but had no skill with manipulating the physical world through abilities such as telekinesis. They taught that authority was an illusion and that everyone should serve only their own desires

White Current Adept

At 3rd level, you have been trained to use the force to allow yourself to vanish. 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.

Force Immersion

At 9th level, you are able to immerse yourself in the white current hide from those who seek to find you. You do not appear on electronic survellance or sensors.

At 13th level you can spread this immunity to those who you are in contact with. You can immerse a number of creatures up to your Intelligence modifier, so long as they willing and you are touching them, or they are touching someone you are touching.


Ride the Current

Starting at 13th level, you are able to vanish into the the white current in response to being attacked. When you take damage, you can use a reaction to vanish into the current and become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Surrender to the Current

At 17th level, you surrender to the flow of the white current and allow it to flow around you and fuel your force powers. As a bonus action you open up to the white current, for the next minute you are only able to use force powers with a range of self, but casting these powers does not cost you a power slot.

After the minute ends you suffer a level of exhaustion. You can only use this power once per Long Rest.

Agent of Ossus

The Agents of Ossus were a secretive group of Force-users who formed during the ascendancy of the Galactic Empire. Their founder, Jin-Lo Rayce, was a former Padawan and survivor of Order 66. They served to keep the memory of the Jedi burning in the darkness of Imperial oppression.

Buried Presence

Starting at 3rd level, you have developed a great skill in hiding your presence from other force users. Whenever a When another creature attempts to sense you through the Force in any way, you can choose to hide your presence completely.

Vanish

At 9th level, you are able to bend the perceptions of another completely erasing yourself from their vision. As an action you force a creature within line of sight to make a Wisdom saving throw, on a failure you become invisible to that creature until the start of your next turn or until you attack, deal damage, or force someone to make a saving throw.

Insightful Aim

At 13th level, you have mastered the use of the force to guide your aim when using a ranged weapon. You can use your Intelligence modifier instead of your Dexterity modifier for damage and attack rolls with ranged weapon attacks.

Conceal Others

At 17th level, you are able to conceal not only yourself but those around you. When you use buried presence or vanish you can hide a number of creatures equal to your Intelligence modifier.

Made by Llama513 @ Giant in the Playground

Force Warrior

The sect focused heavily on control; mixing meditative techniques and martial arts in a primitive yet potent form. The Force flowed through their bodies, allowing them to strike unarmed with expert precision and incredible power; a master of the art was able to far surpass unaided masters of martial arts such as Echani and Teräs Käsi, though most force warriors learned various martial arts styles to further enhance their control and skill.

Most force warriors also developed potent defenses as part of their meditations; a danger sense that allowed them to instinctively dodge attacks and escape fatal blows. Despite their powers, most were not warlike in nature. Many among them sought physical and mental discipline rather than simply to become unstoppable fighting machines.

Force warriors were rare among the Jedi, especially considering the prestige and abilities offered by the use of a lightsaber. As its use grew, their numbers shrank, though far more of them were able to survive the Purge than their more obvious brethren.

Force Warrior

Members of any force using tradition have the option of taking this class. Its inclusion in this section is simply representative of the fact that most Force Warriors fall outside the two traditional Force using traditions of the Jedi and Sith. If you take this class as a member of the Jedi order your get proficiency in Wisdom saving throws instead of Intelligence and you use your Wisdom modifier whever you use your Intelligence modifier for bonuses and for your force enhancement abilities. If you are a member of the Sith order and you take this class use your Charisma instead of Intelligence, you also gain the darkside corruption feature.

Creating a Force Warrior

Quick Build

You can make a Force Warrior quickly by following these suggestions. First, Dexterity should be your highest ability score, followed close by Intelligence. Second, choose the Acolyte background.

Class Features

As a Force Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per force warrior level
  • Hit Points at 1st Level: 24 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per force warrior level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Specialized Equipment: None
  • Saving Throws: Intelligence , Dexterity
  • Skills: Use the Force (Int) and Choose two from Acrobatics, Athletics, Force, Galatic Lore, Insight, Religion, and Stealth

Equipment

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

  • any non military, restricted, or illegal simple weapon
  • (a) a diplomat’s pack or (b) a traveler’s pack
  • a utility belt

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.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and warrior weapons, which are any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only warrior weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and warrior weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or warrior weapon. This die changes as you gain force warrior levels, as shown in the Martial Arts column of the Force Warrior table.
  • When you use the Attack action with an unarmed strike or a warrrior weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Force Enhancement

Starting at 2nd level, your training allows you to harness the mystic energy of the Force. Your access to this energy is represented by a number of enhancement points. Your force warrior level determines the number of points you have as shown in the Enhancement Points column of the Force Warrior table.

You can spend these points to fuel your body in various ways features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more enhancement features as you gain levels in this class.

When you spend a enhancement point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended energy back into yourself. You must spend at least 30 minutes of the rest meditating to regain your force points.

Made by Llama513 @ Giant in the Playground

Force Warrior
Level Proficiency Bonus Features Martial Arts Enhancement Points Unarmored Movement
1st +2 Unarmored Defense, Martial Arts 2d6
2nd +2 Force Potential, Unarmored Movement 2d6 2 10 ft.
3rd +2 Warrior Tradition, Deflect 2d6 3 10 ft.
4th +2 Ability Score Improvement, Slow Fall 2d6 4 10 ft.
5th +3 Extra Attack, Stunning Strike 2d8 5 10 ft.
6th +3 Force-Empowered Strikes, Warrior Tradition feature 2d8 6 15 ft.
7th +3 Evasion, Stillness of Mind 2d8 7 15 ft.
8th +3 Ability Score Improvement 2d8 8 15 ft.
9th +4 Unarmored Movement Improvement 2d8 9 15 ft.
10th +4 Purtity of Body 2d8 10 20 ft.
11th +4 Warrior Tradition feature 2d10 11 20 ft.
12th +4 Ability Score Improvement 2d10 12 20 ft.
13th +5 Danger Sense 2d10 13 20 ft.
14th +5 Diamond Soul 2d10 14 25 ft.
15th +5 Instinctive Defense 2d10 15 25 ft.
16th +5 Ability Score Improvement 2d10 16 25 ft.
17th +6 Warrior Tradition feature 2d12 17 25 ft.
18th +6 Extra Attack (2) 2d12 18 25 ft.
19th +6 Ability Score Improvement 2d12 19 25 ft.
20th +6 Perfect Self 2d12 20 25 ft.

Made by Llama513 @ Giant in the Playground

Some of your enhancement features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

8 + your proficiency bonus + your Intelligence modifier

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 enhancement point to make two unarmed strikes as a bonus action.

Patient Defenese

You can spend 1 enhancement point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 enhancement point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain force warrior levels, as shown in the Force Warrior table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Warrior Tradition

When you reach 3rd level, you commit yourself to a warrior tradition: Echani, Hijkata, K'tara, K'thri, Stava, and Tae-Jitsu all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect

Starting at 3rd level, you can use your reaction to deflect energy and channel it to fuel yourself when you are hit by a attack that deals fire, lightning, or radiant damage. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your force warrior level. You can spend a enhancement point to have your next unarmed strike that hit deal extra damage equal to the amount of damage you reduced in this way.

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.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your force warrior level.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 18th level in this class

Stunning Strike

Starting at 5th level, you can interfere with the flow of the Force in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 enhancement point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Force Empowered Strikes

Starting at 6th level, your unarmed strikes count as empowered for the purpose of overcoming resistance and immunity to mundane attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a fireball power. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

At 10th level, your mastery of the Force flowing through you makes you immune to disease and poison.

Danger Sense

At 13th level, you are able to sense danger through the Force and you are able to react much faster as a result. You have advantage on initiative checks, and add your Intelligence modifier to your initiative.

Diamond Soul

Beginning at 14th level, your mastery of the Force grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 enhancement point to reroll it and take the second result.

Instinctive Defense

At 15th level, you have developed your defensive use of the Force to the point where you instinctively raise telekinetic barriers to reduce the affect of those attacks that breach your marital defense. You subtract an amount of damage equal to your Intelligence modifier from all damage you take.

Made by Llama513 @ Giant in the Playground

Perfect Self

At 20th level, when you roll for initiative and have no enhancement points remaining, you regain 4 enhancement points.

Warrior Tradition

Six traditions of martial pursuit are common among the jedi. Most jedi practice one tradition exclusively, but a few honor the all the traditions and instruct each jedi according to his or her aptitude and interest. All the traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a jedi warrior need choose a tradition only upon reaching 3rd level.

Echani

The Echani style was developed by the Echani race, among the Echani the style is practiced as a purely physical and unarmed style without use of the force. When adopted by jedi warriors they hold to the purely unarmed aspect of the form, while incorporating some of their force abilities into the style.

Echani Training

At 3rd level, your unarmed strikes score a critical hit on a roll of 19 or 20.

At 11th level, your unarmed strikes score a critical hit on a roll of 18-20.

Echani Strike

At 6th level, you are skilled at knocking your opponents off balance. When you use stunning strike you can spend an additonal enhancement point to knock your opponent prone if they fail their save.

Echani Expertise

At 17th level, you deal add double your ability modify that you add to your unarmed strikes.

Hijkata

A martial technique that specializes in counterattacks and interupting your opponents ability to attack. A style that is marked by its precise timing and targetting.

Interupting Strike

At 3rd level, you are able to interupt the momentum of an opponents attack with your own well timed attack. As a to being hit by a melee weapon attack you can use your reaction to interupt the attacks momentum causing you to take half damage from the attack.

Hijkata Training

At 6th level, your hijkata training greatly improves your countering strikes, if you make an unarmed strike as your attack of oppurutunity you have advantage on the attack roll.


Hijkata Expertise

At 11th level, you are able to hit your opponent in just the right way as to throw off their next attacks. You can spend a enhancement point when you hit a creature with a unarmed strike to give that creature disadvantage on their next attack roll.

Hijkata Counter

At 17th level, your training in hijkata allows you to react to attacks with an incredibly fast counter attack. In combat, you gain a special reaction once on every creature's turn except your turn. This reaction can only be used to make a unarmed strike against a creature within 5 feet of you that hits you with a melee attack, you can't use this reaction and your normal reaction on the same turn.

K'tara

The preferred style of for stealth infiltration, it focuses on striking from the shadows. Its practitioners pride themselves on being able to rapidly disable their enemies, often before they are aware they have been hit.

K'tara Training

At 3rd level, you are able to strike at the openings presented by distracted or unaware opponents with incredible precision. Once per turn, you can deal an extra die damage to one creature you hit with an unarmed strike if you have advantage on the attack roll. The attack must use a unarmed strike.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Hidden Strike

At 6th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Disarming Strike

At 11th level, you are skilled at disarming your opponents with your unarmed strikes. Immediately after you take the Attack action on your turn, you can spend 1 enhancement point to make a single unarmed strike against your opponent, if the attack hits you deal half damage and take an object the creature is holding.

Silencing Strike

At 17th level, when you deal extra from your k'tara training feature the target is unable to speak until the end of your next turn.

K'thri

The k'thri fighting style is built around using insanely fast strikes to defeat your opponent. They pride themselves on striking faster then their opponents can see.

Made by Llama513 @ Giant in the Playground

K'thri Training

At 3rd level, you are able to strike at blinding speed, when you use flurry of blows you can spend an additional enhancement point to make an additional three attacks (totaling five attacks from flurry of blows) but all of the attacks from your flurry of blows deal half damage.

Lightning Adjustment

At 6th level, you are able to adjust your strikes at such a speed that you are able to turn a miss in to a glancing strike. As a reaction to missing an unarmed strike you can spend a enhancement point to instead deal half damage.

K'thri Speed

At 11th level, you are able to move even faster then other jedi warriors. Your movement speed increases by an additional 10 feet while you are not wearing any armor.

K'thri Expertise

At 17th level, you strike at those enemies near you without thought. Any enemy that begins its turn adjacent to you takes bludgeoning damage equal to your Dexterity modifier.

Stava

Named after a predator native to the Noghri home planet of Honoghr, Stava incorporated joint-locks, pressure points, nerve pinches, takedowns, and quick and deadly strikes with the hands, arms, feet, and legs. Like the animal it was named for, Stava strongly emphasized speed and endurance, with Noghri practitioners being able to dodge blaster bolts with acrobatics, rolls, and sheer offensive prowess, as shown by the Noghri slaughtering Darth Vader's stormtrooper guard on arrival on Honoghr.

Stava Training

At 3rd level, you are skilled at incorporrating grapples into your unarmed attacks. When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.

Stava Grapple

At 6th level, you have learned how to grapple creatures that are larger those that others can. You count as one size category larger when making a grapple check against a creature. You can also attempt to pin a opponent you have grappled by making another grapple check against them.

Master Grappler

At 11th level, you are able to grapple and hold with a strength beyond that of a normal person. You have advantage on your grapple checks and add your Intelligence modifier as a bonus to your grapple checks.

Stava Expert

At 17th level, through the use of your knowledge of pressure points and joints you are able to devastate a grappled opponent. As an action you spend 3 enhancement points to cause an opponent to make a Constitution saving throw, on a failure they are renedered unconcious, on a success they take 10d10 bludgeoning damage.


Tae-Jitsu

Tae-Jitsu is noted for the versatility of its techniques and forms. It is the most common among the jedi and as such they have incorporated much more of their teachings into the tradition.

Tae-jitsu Trainging

Starting when you choose this tradition at 3rd level, you can manipulate your enemy witht the Force when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Force Healing

Starting at 6th level, you have learned the basics of healing your body with the force to better your survivability. As an action, you can regain hit points equal to three times your force warrior level. You must finish a long rest before you can use this feature again.

Devastating Strike

At 11th level, you are able to land absolutely devastating attacks. When you score a critical hit whith a unarmed strike you deal an additional die of damage.

At 17th level you deal another additional die of damage.

Tae-Jitsu Expert

At 17th level, you are able to subtely boost your unarmed strikes with small telekintic blasts. You add your Intelligence modifier as bonus damage to your unarmed strikes.

Made by Llama513 @ Giant in the Playground