Jedi (5e Class)

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Jedi

A long time ago, in a Universe far far away....

Wielders of the Force

Serving across the multiverse, Jedi protect the balance of good and evil. Jedi believe that something called the Force exists in all living things, permeates the world, binds all thinking creatures together and that it can be felt and used. Those who can use it are force sensitive and may become a Jedi. Not every force sensitive creature becomes a Jedi. There are times when a Jedi decides to use the force for personal gain. Jedi that use the force for evil are considered Sith. Jedi and Sith have a constant struggle with one another, but masters of the force recognize this war is necessary to maintain the balance across the multiverse.

Creating a Jedi

When creating a Jedi, it will be helpful to think about why you've chosen to be a protector of the multiverse and maintain the balance of it. Or if you are going to be evil and use the force for your will, what goal do you have? Did you have a someone train you in the ways of the force? How did you discover you were force sensitive? What does your character think of monks who seem very similar to your beliefs? If you are a Jedi, are you going to mercilessly kill Sith on sight? Or do you attempt to soften their heart? Later when you chose a discipline, what is it about your character that drew them into that path?

Quick Build

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

Class Features

As a Jedi you gain the following class features.

Hit Points

Hit Dice: 1d8 per Jedi level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Jedi level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose 3 from Athletics, Acrobatics, History, Insight, Investigation, Perception, Persuasion, Religion, Stealth

Equipment

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

Table: The Jedi

Level Proficiency
Bonus
Features Force Points
1st +2 The Force, Unarmored Defense 2
2nd +2 Jedi Fighting Style 4
3rd +2 Jedi Discipline 5
4th +2 Ability Score Improvement 6
5th +3 Jedi Discipline Feature, Extra Attack 8
6th +3 Improved Critical 9
7th +3 Jedi Discipline Feature 10
8th +3 Ability Score Improvement, Aura of Hope 10
9th +4 11
10th +4 Additional Jedi Fighting Style 12
11th +4 Jedi Discipline Feature 13
12th +4 Ability Score Improvement, Force Attunement, Aura of Hope Improvement 14
13th +5 15
14th +5 Diamond Soul 16
15th +5 Jedi Discipline Feature 17
16th +5 Ability Score Improvement 18
17th +6 Survivor 19
18th +6 21
19th +6 Ability Score Improvement 22
20th +6 May The Force Be With You 23

The Force

For my ally is the Force, and a powerful ally it is.” – Yoda

At 1st level, you are capable of wielding the force in various ways, most notably force powers.
Force Points: You have a number of force points equal to your Jedi level. You regain all used force points after a long rest or a short rest. Force points are used for your force powers and maneuvers. At no time can you use a number of force points greater than your Jedi level at one time.
Force Power Ability: Wisdom is your force power ability for your Jedi powers and maneuvers, since you use the force for your powers. You use your Wisdom whenever a power or maneuver refers to your force power ability.

Force Power save DC = 8 + your proficiency bonus + your Wisdom modifier
Force Power attack modifier = your proficiency bonus + your Wisdom modifier

Force Powers Known: In addition to the powers listed below, you know a number of powers according to your Jedi level as listed on the Jedi Table. Whenever your level increases in this class, you may exchange any number of force powers you know for different ones.

Jedi Telekinesis: You are capable of using the force to cast the psionic hand spell as an action. For every force point spent, you increase the range and weight of Psionic hand by 50 pounds and 5 ft. As a bonus action, you can use the force to pull your weapon within 60 feet of you. If your weapon is held, the character must make a Strength throw to hold on to it. If the weapon is blocked from you, the spell ends but you know it's location. This is most important for Jedi to call their lightsabers to them when unarmed.
Force Push: A power every Jedi knows, you use the force to push an object or person away. As an action, you can use 1 force point to shove a creature that is within 30 feet of you. On a failed Strength saving throw, a creature is pushed away from you by 10 feet and knocked prone. You may spend additional force points on this power, increasing the range and distance pushed by 5 feet for every 1 point used. Additionally, you may use 5 force points instead of 1 to effect all creatures within 30 feet of you with the same effect.
Jedi Mind Tricks: Another common power for a Jedi is influencing others. As an action, you can use 3 force points to cast suggestion as the spell except as noted; range is 10 feet, duration is 1 minute, and no components are required.

Unarmored Defense

At 1st level, if you are wearing no armor and not using a shield, your AC is 10 + your Dexterity modifier + your Wisdom modifier.

Jedi Fighting Style

At 2nd level, Jedi learn the Form I Jedi fighting style and one other form from the list below. Switching forms during combat requires a bonus action. At 10th level, you choose another Jedi fighting style.

Form I- Shii-cho “Way of the Sarlacc": While in this form, you have advantage on disarm attempts. You also gain the following the force maneuvers which can in total be used at your Dexterity modifier a short/long rest:

Disarming Force: When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add your Wisdom modifier to the damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Force Sweep: When you hit a creature with a melee weapon attack, you attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Wisdom modifier. The damage is of the same type dealt by the original attack.

Form II- Makashi “Way of the Ysalamiri”: This form was developed to combat against Form I. When fighting in this form, you have advantage against disarm attempts. You also gain the following force maneuvers which can in total be used at your Dexterity modifier a short/long rest:

Force Precision: When you make a weapon attack roll against a creature, you can add your Wisdom modifier to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Evasive Footwork: When you move on your turn, you can increase your AC by 2 until you stop moving.

Form III- Soresu “Way of the Mynock”: Developed to protect against ranged attacks, quick movements are made to evade them. Using this form, ranged attacks from more than 30 feet away from you have disadvantage against you. The following maneuvers which can in total be used at your Dexterity modifier a short/long rest:

Riposte: When a creature misses you with a melee attack, you can use your reaction to make a melee attack against that creature. If you hit, you add Wisdom modifier to the attack's damage roll.
Parry: When another creature damages you with a melee attack, you can use your reaction and reduce the damage by 2 + your Dexterity modifier.

Form IV- Ataru “Way of the Hawk-Bat”: An aggressive style, Form IV is fast-paced. You have advantage on Athletics and Acrobatics skill checks, and your movement speed increases by 5 feet. In addition, you know the following maneuvers which can in total be used at your Dexterity modifier a short/long rest:

Flurry Strike: Immediately after taking the attack action, you may make a melee weapon attack as a bonus action.
Force Tumbling: During your movement, you can tumble, weave, and dodge on the battlefield for defensive and offensive gains. Make an Acrobatics or Athletics skill check (DC 15). If successful, add 1 to your AC and your Wisdom modifier to melee weapon damage rolls until the start of your next turn. If you fail your skill check, you fall prone unless you use the rest of your movement to stay on your feet.

Form V- Shien/Djem So “Way of the Krayt Dragon”: Form V combat is characterized by power attacks and defense immediately followed by a counter-strike. Each turn while in this form, when a ranged weapon attack misses, you may use your reaction if you haven’t used it for a different feature, to attack a creature within 5 feet of you. You also know the following maneuvers which can in total be used at your Dexterity modifier a short/long rest:

Riposte: When a character misses you with a melee attack, you can use your reaction to make a melee attack against the creature. If you hit, you add Wisdom modifier to the attack's damage roll.
Menacing Force: When you hit a creature with a weapon attack, you attempt to frighten the target. You add your Wisdom modifier to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Form VI- Niman “Way of the Rancor”: Niman has a fairly relaxed focus on bladework, designed as a simple, and easily mastered fighting form for Jedi who prefer to devote most of their time to study and diplomacy. Success in combat is dependent on a practitioner's intuition and creativity in combat. Also, as Niman was developed from two pre-existing martial arts fighting forms that both emphasized the use of dual-blades, it provided a firm foundation for duelists looking to study into such practices. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, you know the following maneuvers which can in total be used at your Dexterity modifier a short/long rest:

Commanding Force: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your Wisdom modifier to the damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack.
Distracting Force: When you hit a creature with a weapon attack, you distract the creature, giving your allies an opening. You add your Wisdom modifier to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Jedi Discipline

"We are what they grow beyond." - Yoda

At 3rd level, you begin focusing the force on a specific course you wish to specialize in: Consular, Guardian, or Sentinel, each of which is detailed at the end of the class description. Each discipline specializes you for your use of the force. Your discipline gives you features when you choose it at 3rd level and additional features at 5th, 7th, 11th, and 15th level.

Missile Defense

Starting at 3rd level, your connection with the force provides defense against ranged weapon attacks while wielding a weapon. You can use your reaction to deflect missiles when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your Jedi level. If you are holding a lightsaber, and if the damage type is lightning or radiant, and you reduce the damage to 0, you may deflect it back at a target in front of you by spending 1 force point. Make a ranged attack roll with your Wisdom modifier. On a hit, roll the damage of the attack yourself on the target.

Ability Score Increase

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.

Lightsaber

“This is the weapon of a Jedi Knight. Not as clumsy or random as a blaster; an elegant weapon for a more civilized age. - Obi Wan Kenobi

The weapon of Jedi. At 5th level, you know how to craft lightsabers and gain proficiency with them. For your first saber, or if you lose it, it costs 1/2 the market price for a crystal and a month to build a lightsaber.

Weapon Rarity Damage Weight Properties
Lightsaber Uncommon 1d10 2 lbs. Finesse, Versatile (2d6), Special
Shoto saber Uncommon 1d8 1.5 lbs. Finesse, Light, Versatile (1d10), Special
Dualsaber Uncommon 1d8/1d8 4 lbs. Finesse, Two-Handed, Special

A beam of energy no bigger than the blade of a sword emits from a metal hilt. This energy is created from a crystal inside the hilt that Jedi know how to make. A switch allows the wielder to turn the weapon on or off. A low humming is produced by a lightsaber and as it is waved and moved through the air the pitch and tone will change. A loud crackle is made whenever a lightsaber strikes another object.
Special. If the wielder is not proficient with this weapon, they have disadvantage on their attack rolls. In addition, lightsabers don't deal a type of damage. The damage cannot be resisted.

Extra Attack

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

Improved Critical

Starting a 6th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Aura of Hope

Starting at 8th level, the reputation and sight of a Jedi instills hope in others. You and friendly creatures gain advantage against being frightened. Once per long rest, you and those 10 feet from you gain d8 + Wisdom modifier in temporary hit points. At 12th level, the range increases to 20 feet and the d8 turns into a d12 + Dexterity and Wisdom combined.

Force Attunement

Beginning at 12th level, you are able to focus on the force of living things around you. As an action, you can detect thoughts as the spell except as noted: range is 30 feet for creatures you can see, you detect surface thoughts for all creatures you can and cannot see. You can use this feature twice. Once used you must finish a long rest before using this feature again. At lv 15 you may use this feature four times before a long rest.

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 5 force points to automatically succeed. This success can only be used twice a long rest. At lv 18, it may be used 4 times a long rest.

Survivor

"No. I am Ganner. This threshold is mine. I claim it for my own. Bring on your thousands, one at a time or all in a rush. I don't give a damn. NONE SHALL PASS."-Ganner Rhysode

Starting at 17th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution, Wisdom, and Dexterity modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. Once per long rest you gain resistance as a reaction to all damage dealt to you for 3 rounds.

May The Force Be With You

“I am one with the force and the force is with me,” - Chirrut Îmwe

At 20th level, when you roll for initiative and have no force points, you regain 4 + Dexterity and Wisdom combined in force points.

Consular

"Direct action is not always the best way. It is a far greater victory to make another see through your eyes than to close theirs forever." - Keira

Jedi that work in politics, diplomacy or the ways of communicating are considered a consular. They specialize in resolving things without violence unless it is necessary, often using their force powers to solve situations as nonviolently as possible. Or to overwhelm the enemy to bring about peace quickly. While trained in the ways of the lightsaber combat, the weapon is seen as a last resort.

Diplomat

When you choose this archetype at 3rd level, you gain proficiency in the Persuasion and Insight skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Force Point Increase

At 5th level, you have a number of force points equal to two times your level. Add your Wisdom for 2 levels to this amount. In addition, the die type for your powers increases from d4 to d6 and you add your Wisdom modifier to the damage.

Expanded Force Powers

Beginning at 7th level, you gain the class feature, Natural Speaker. At lv 7, you have advantage on a roll attached to charisma every long rest. At lv 10, you have advantage twice a long rest. At level 15, you have advantage four times a long rest. You also gain the ability to use Force Recharge.

When Force Recharge is activated, you gain 1 extra attack per turn, +2 to AC, Spell lengths and widths are doubled, Spell attacks change to d8 attack die, Force Points recharge fully and recharge d4 +Wisdom + Dexterity modifier every turn, Spell DC raises by 2, spell attack bonus is doubled and can be added to your damage and attack roll, and your movement speed increases 5 times your wis modifier + dex modifier. For every 2 rounds this ability is active, starting from when it is first activated, you gain 4 level of exhaustion at the end of the second round and an 1 additional exhaustion each extra round the ability is active. At level 10 it is only 3 levels of exhaustion. At lv 15, 2 levels of exhaustion. At level 18, 1 level of exhaustion and exhaustion only increases every two rounds.

If the ability is canceled halfway through, you only take half of the total exhaustion levels. If exhaustion reaches 6 levels and death occurs, only wish or true resurrection can revive this character. The strain of the force exhausts your body, you can only decrease your exhaustion level by 1 level per long rest. Once the ability ends, all Force points are gone until the next long rest. Total force points and recharge are halved until force meditation over a long rest, after force meditation is done, this ability recharges in 60 days. Force Meditation during a long rest cancels the effects of a long rest.

Insistent Force Powers

Starting at 11th level, the Difficulty Class (DC) for your force powers increases by 2.

Tenacious Force Use

At 15th level, opponents have disadvantage on saving throws against your force powers.

Guardian

"When we rescue others, we rescue ourselves." - Bound for Rescue 05×08

Concentrating on martial training and combat, Guardians engage in combat more than either of the other two classes of Jedi. Policing the planes, the Guardians worked tirelessly to maintain law where slavery and illegalities ran rampant.

Combative

When you choose this archetype at 3rd level, you gain proficiency in the Athletics and Acrobatics skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Expanded Jedi Fighting Style

At 5th level, you learn an additional jedi fighting style and may select Form VII Juyo/Vaapad “Way of the Vornskr”. Form VII is the most vicious form of lightsaber combat and involves significant internal focus on the part of the user. While in this form, your lightsaber attacks have +2 to attack and damage rolls. If you hit a target, your next attack against it has advantage. When a creature misses you, you deal an extra 1d6 damage if you successfully hit it before its next turn. At level 11, this is an extra 2d6 of damage, at level 15, 3d6 of damage.

Lightsaber Fighting

Beginning at 7th level, when you roll a 1 or 2 on a damage die for an attack you make with a lightsaber you are wielding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. You gain the class feature, Lightsaber Expert, every long rest you regain all maneuvers used.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Superior Critical

Starting at the 15th level, your weapon attacks score a critical hit on a roll of 18-20. For five force points, you deal your max damage doubled.

Sentinel

"The Force is not a power you have. It’s not about lifting rocks. It’s the energy between all things, a tension, a balance, that binds the universe together." - Luke Skywalker

A Jedi Sentinel seeks balance between the two other disciplines. They blend both schools of teaching and amplify them with a series of non-Force skills; such as in the fields of stealth, traps, or medicine. A guardian might bash down a locked door and a consular might simply knock, a Sentinel would instead use equipment available or ingenuity to pick the lock.

Undetected

When you choose this archetype at 3rd level, you gain proficiency in the Sleight of Hand and Stealth skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Force Attacks

Beginning at 5th, when you are within 5 feet of an enemy and have at least 1 force point, you have Advantage on attack rolls. In addition, when you use this feature you may spend a force point to deal an extra 1d6 damage. This damage increases to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level.

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.

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.

Resistance

At 15th level, you have learned to wield the force to protect you. As a reaction, whenever you take damage you may spend 1 force point to gain resistance to all damage until the start of your next turn. You must finish a short or long rest before using this feature again.

Jedi Force Power List

"Now I know there is something strong than fear — far stronger. The Force. - Kanan Jarrus

A Jedi's Force powers is one of the most important tools for a Jedi. Tools that can be used for utility, support, alteration or destruction as a Jedi chooses.

Alter Environment

Time Used: 10 minutes
Range: self (5 mile radius)
Cost: 15 force points
Duration: concentration, up to 8 hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to use this power. Moving to a place where you don't have a clear path to the sky ends the power early.
When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Temperature
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm


Alter Image

Time Used: 1 action
Range: self
Cost: 4 force points
Duration: concentration, up to 1 hour
You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 2 increases the duration by 1 hour.

Animal Bond

Time Used: 1 action
Range: 30 feet
Cost: 1 force point
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first you may target one additional beast.

Battle Meditation

Time Used: 1 action
Range: self
Cost: 4 force points
Duration: 1 minute
You gain a +2 bonus that can be applied either to weapon attack and damage rolls or spell attack rolls. In addition, the first attack against you each round has disadvantage. At higher levels. You may use more force points to increase this power’s effects. For every 4 force points, your bonus increases by 2.

Cleanse Mind

Time Used: 1 bonus action
Range: self
Cost: 4 force points
Duration: instantaneous
You use the force to undo a debilitating effect: charmed, frightened, or stunned.

Clear mind

Time Used: 1 action
Range: self
Cost: 5 force points
Duration: 8 hours
You can't be targeted by any divination attempts or perceived through scrying sensors and become aware of any attempts to do so but not by who.
At higher levels. You may use more force points to increase this power’s effect. If you use an additional 10 force points, you double the duration of this power and become immune to psychic damage and the charmed condition.

Commune with the Force

Time Used: 1 action
Range: self
Cost: 10 force points
Duration: 1 hour
You briefly become one with the force and gain knowledge of the plane you are on. The power gives you knowledge of the land within 5 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes of existence
• buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Comprehend Speech

Time Used: 1 action
Range: self
Cost: 2 force points
Duration: 1 hour
Enables you to understand the spoken language of any sentient you interact with, though it does not necessarily allow you to speak it, merely understand the general meaning.
At higher level. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 2 increase the duration by 1 hour.

Dark Transfer

Time Used: 1 action
Range: touch
Cost: 10 force points
Duration: instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Dash Strike

Time Used: 1 action
Range: 30 feet
Cost: 2 force points
Duration: instantaneous
Using some of your movement you propel yourself forward by 30 ft, bypassing opportunities of attack by your enemy to make an attack upon your target, upon success, add a d4 to your lightsaber damage and place yourself anywhere that is within 5ft of your target. Your movement is halved after a Dash Strike until the end of your turn. At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first allows to add an additional d4 to your lightsaber damage. For 5 force points, add a d8 to your damage roll and make an attack roll on all creatures you choose in that 30ft line. The attack roll is applied to all creatures in that line.

Deadly Sight

Time Used: 1 action
Range: 30 feet
Cost: 10 force points
Duration: instantaneous
You focus your hatred into deadly energy, inflicting pain and injury upon your foes merely by looking at them, causing victims' bodies to burn and smoke as they die. The target must make a Constitution saving throw. It takes 10d4 + 30 fire damage on a failed save, or half as much damage on a successful one.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 10 allows you to target another creature.

Dominate Mind

Time Used: 1 action
Range: 60 feet
Cost: 14 force points
Duration: concentration, up to 1 hour
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.
At higher levels. You may use more force points to increase this power’s effects. If you spend 2 additional power points, the duration of this power is changed to concentration, up to 8 hours.


Drain Force

Time Used: 1 action
Range: touch
Cost: 12 force points
Duration: concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon the force from others to heal your wounds. Make a melee force power attack against a creature within your reach. On a hit, the target takes 3d4 force damage, and you regain force points equal to half the amount of force damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage increases by 1d4.

Drain Life

Time Used: 1 action
Range: touch
Cost: 4 force points
Duration: concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee force power attack against a creature within your reach. On a hit, the target takes 3d4 force damage, and you regain hit points equal to half the amount of force damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage increase by 1d4.

Electric Judgment

Time Used: 1 action
Range: 60 feet
Cost: 4 force points
Duration: instantaneous
A stroke of yellow or green energy 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 10d4 lightning damage on a failed save, or half as much damage on a successful one. This power is uncommon and controversial among the jedi due to having intrinsic association with anger and aggression and its similarity to force lightning.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 4 increases the damage by 1d4.

Farsight

Time Used: 1 bonus action
Range: self
Cost: 3 force points
Duration: 2 rounds
You gain the ability to see glimpses of moves your opponents might make, as well as outside forces that might affect the battle. For 2 rounds, you have advantage on attack and ability check rolls and opponents’ attack rolls against you have disadvantage. You can also see all creatures within 30ft of you on the same plane, visible and invisible, unless they are hidden behind a wall coated in lead.
At higher levels. You use more force points to increase this power’s effect. For every 3 points you increase the duration by 2 rounds. If you use 20 force points and spend an hour focusing, you see vague impressions of events happening in other places or times using the Force. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change. You are capable of detecting when friends and are in danger, examining details of past events, and predicting the probable outcome of a stated course of actions. If the jedi stays in meditation for 24 hours, their spirit can leave their body for 1 hour, making their spirit able to go where they please. After the 24 hours, you gain 5 levels of exhaustion and only normal means of rest may decrease these levels.

Force Barrier

Time Used: 1 reaction, when hit by an attack
Range: self
Cost: 1 force point
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +1 bonus to AC, including against the triggering attack. You can spend additional force points to increase the bonus to your AC, for each additional force point you use, you gain another +1 bonus to AC. For 7 force points you can increase the AC of those within 10ft of you by 5.

Force Blinding

Time Used: 1 action
Range: 30 feet
Cost: 2 force points
Duration: 1 minute
Upon use of this technique, a blinding flash of energy emanates from your hand, manifesting as a flash of light that overloads a target's vision. The target must make a Constitution saving throw. If it fails, the target is blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can target an additional creature.

Force Confusion

Time Used: 1 action
Range: 60 feet
Cost: 5 force points
Duration: concentration, up to 1 minute
This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this power or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2–6 The creature doesn't move or take actions this turn.
7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, increase the radius by 5 feet.

Force Deflection

Time Used: 1 reaction, when hit by a ranged weapon attack
Range: self
Cost: 4 force point
Duration: instantaneous
You can use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 2d10 + your Wisdom modifier + Dexterity modifier + your jedi level.

Force Destruction

Time Used: 1 action
Range: 60 feet
Cost: 12 force points
Duration: instantaneous
Energy is discharged through your arm and hand to send a large blast at a location. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target and anything in a 10ft radius takes 10d4 + 50 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a large or smaller nonmagical object or a creation of magical force. If the target is a huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points, the damage increases by 3d4.

Force Disarm

Time Used: 1 action
Range: 10 feet
Cost: 1 force point
Duration: instantaneous
You use the force to pull an item from an opponent's grasp. They must pass a Strength saving throw or the weapon hurls towards you. As part of this power, you may use 1 force point to catch the item in an open hand.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can increase the range by 5 feet. For 10 force points, you can use this on every creature within 10 feet of you.

Force Empathy

Time Used: 1 action
Range: self (30 feet radius)
Cost: 3 force points
Duration: 1 minute
For the duration, you feel the impressions and general emotional state of certain creatures. When you use this power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you.
You initially learn the surface emotion–confused, content, happy, nothing, and scared. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's feelings. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into what is causing this feeling. If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.
You can also use this power to detect the presence of the emotions of creatures you can't see. When you use this power or as your action during the duration, you can search for emotions within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. Once you detect a creature in this way, you can feel its emotions for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Force Fear

Time Used: 1 action
Range: 30 feet
Cost: 1 force point
Duration: concentration, up to 1 minute
You project a phantasmal image of a creature's worst fears. The creature must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
At higher levels. You may use more force points to increase this power’s effects. If you spend 4 force points instead of 1, you can change the power to affect creatures in a 30 feet cone. If you spend 8 force points instead of 1, you can change the power to affect creatures in a 60 feet cone and increase the DC by 1.

Force Flight

Time Used: 1 action
Range: self
Cost: 5 force points
Duration: concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can target one additional creature with this power.

Freeze

Time Used: 1 action
Range: 15 feet
Cost: 5 force points
Duration: 1 rounds
Pushing out with the force, you freeze (stun) 6 creatures in an area 10 feet long 20 ft wide, medium sized and lower, in front of you in place until the end of your next turn. Creatures in front must make a Wisdom saving throw to not be frozen. At Higher Levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can increase the range by 5 feet. For 10 force points you may freeze every medium sized and lower creature in the area of effect. For every 7 force points you may freeze 1 Large and Huge sized creature. For 15 force points, you may freeze 1 Gargantuan sized creature.

Force Jump

Time Used: 1 bonus action
Range: self
Cost: 1 force point
Duration: concentration, up to 1 minute
You jumping distance is double and you gain advantage on Strength (Athletics) checks when jumping.

Force Lightning

Time Used: 1 action
Range: 60 feet
Cost: 4 force points
Duration: instantaneous
A stroke of blue energy 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 10d4 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
At higher levels. You may use more force points to increase this power’s effects. You may use 10 force points instead of 4 to affect multiple targets. When you use this power this way, the following takes place: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 15d4 lightning damage on a failed save, or half as much damage on a successful one.
In addition, however you use this power, you can use 2 force points to increase the damage by 1d4. You can do this multiple times.

Force Lightning Storm

Time Used: 1 action
Range: 120 feet
Cost: 4 force points
Duration: concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The power fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you use this power, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 6d4 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 2d4.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points you use, increase the damage by 1d4.

Force Listening

Time Used: 1 action
Range: self
Cost: 1 force point
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. Also, advantage on Wisdom (Perception) checks to hear things.

Force Persuasion

Time Used: 1 action
Range: 30 feet
Cost: 5 force point
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you.
At higher levels. You may use more force points to increase this power’s effects. You may use 8 force points instead of 1 to attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

Force Phantom

Time Used: 1 action
Cost: 12 force points
Duration: concentration
Also called Sith phantasms, these are the product of an elaborate Sith ritual that create lifelike apparitions from the siphoned Force energy of another life form, irrespective of sentience, and project them across the expanse of the cosmos. When you use this power, you create a phantom of pure force. It has hit points equal to 5 x your jedi level, proficiency in your saves and skills, and uses your ability scores. Its armor class is 13 + its Dexterity modifier. It can make one attack, dealing 4d8 force damage, using your force power attack modifier to attack. As a bonus action, you can mentally issue or change its command.

Force Pull

Time Used: 1 action
Range: 30 feet
Cost: 1 force point
Duration: instantaneous
You use the force to pull an object or creature towards. On a failed Strength saving throw, a creature is pulled 5 feet toward you and knocked prone.
At higher levels. You may use more force points to increase this power’s effects. For every additional 2 force points used, you can pull the target an additional 5 feet. Every 5 force points used on this power increases the range by 5 feet. In addition, you may spend 5 force points instead of 1 to use this power on every creature you chose within 30 feet.

Force Rage

Time Used: 1 bonus action
Range: self
Cost: 3 force points
Duration: 1 rounds
You tap into your innermost fears, pain and hate, or righteous fury and convert them into an intense rage. You then channel the anger to increase your own speed, Strength, and ferocity. Your movement speed is increased by 5 x your Wisdom modifier, you gain a bonus on attack and damage rolls equal to your Wisdom and Dexterity modifier combined, and you do not provoke opportunity attacks.
At higher levels. You may use more force points to increase this power’s effects. You may use an additional 4 force points and change the duration of this power up to 3 rounds.

Force Sense

Time Used: 1 action
Range: 60 feet
Cost: 11 force points
Duration: 1 hour
You gain Blindsight up to 60 feet and as a bonus action, learn a creature’s health status: 0 hp dying, 1-10 hp low, 11-50 hp medium, 51-100 hp high, and 100+ superior.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 10 increases the duration by 1 hour and the number of creatures’ health you can learn about increases by 1. If 20 force points are used, your sense with the force is expansive. You can feel the death of many beings dying at once, or the death of someone close on any plane.

Force Sight

Time Used: 1 action
Range: self
Cost: 5 force points
Duration: 1 hour
Your visual and spatial perception even in the dark or behind walls is enhanced. You are immune to Blindness, have advantage on Perception skill checks while in dark or low-light, and advantage Insight skill checks.

Force Slow

Time Used: 1 action
Range: 30 feet
Cost: 3 force points
Duration: 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this power for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Force Speed

Time Used: 1 action
Range: touch
Cost: 5 force points
Duration: concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Force Stun

Time Used: 1 action
Range: 30 feet
Cost: 2 force points
Duration: 1 round
You use the force to stun a creature. On a failed Wisdom saving throw, the creature is stunned until the end of your next turn.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can select an additional target for this power.

Force Telepathy

Time Used: 1 action
Range: sight or sense presence
Cost: 10 force points
Duration: 1 minute
You gain the ability to mentally communicate and project your thoughts over small or vast distances with other individuals. You must be able to sense the presences or see those they wish to contact.

Force Travel

Time Used: 1 action
Range: self (30 feet radius)
Cost: 5 force points
Duration: instantaneous
This power instantly transports you up to 30 ft. to a location you can see.
At higher levels. You may use more force points to increase this power’s effects. You may spend 13 force points to use this power as the spell teleport.

Force Valor

Time Used: 1 action
Range: 10 feet
Cost: 5 force points
Duration: concentration, up to 1 minute
A light side force power that increases the resolve, accuracy, and speed of you and your allies within range. While using this force power, the benefits gained are +10 movement speed, +1 AC, and +2 bonus to weapon attack and damage rolls.

Force Choke

Time Used: 1 action
Range: 15 feet
Cost: 1 force point
Duration: instantaneous
This power allowed a Force user to telekinetically apply pressure to their opponent's organs or body, but typically is used around the throat. Make a ranged force power attack against a creature within range. On a hit, the target takes 5d4 force damage.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage is increased by 1d4.

Malacia

Time Used: 1 action
Range: 10 feet
Cost: 2 force point
Duration: 2 rounds
This power allows you to disorient the target through inducing a powerful dizziness and nausea. Upon a failed Constitution save, the target gets disadvantage on saving throws, attack throws, initiative, and ability throws. The target may save against this ability every turn. At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can spread this to 1 additional target. For 5 force points, this functions as a sleep spell.

Memory Walk

Time Used: 1 action
Range: 60 feet
Cost: 2 force points
Duration: concentration, up to 1 minute
You dig deep into a targets mind, searching for it’s worst memories and then forcing the creature to relive them. On a failed Intelligence saving throw, the mental anguish deals 1d4 psychic damage. A creature may try to save against the power each turn and end this power. You may use an action on your turn to cause the memories to hurt the target again.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage is increased by 1d4.

Passionate Strike

Time Used: 1 action
Range: 5 feet
Cost: 4 force points
Duration: instantaneous
The force flows into you and out through your strikes. Make an attack roll, upon success, add 2D6 to your damage roll. At higher levels. You may use more force points to increase this power’s effects. For every 2 force points used, the damage is increased by 1d6.

Postcognition

Time Used: 1 action
Range: touch
Cost: 9 force points
Duration: 1 minute
A mental technique of picking up impressions and traces of information about the object touched and the events that have surrounded it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced. This power is easier to use on personal objects that were used frequently. Objects that were used once or by several people often make the use of this power difficult, though it was still possible.

Protection Bubble

Time Used: 1 action
Range: 5 ft around self
Cost: 13 force points
Duration: concentration, up to 1 minute
You create a defensive sphere around your body that is a shimmering blue globe of energy.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
In addition, you have resistance to all damage.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the bubble blocks spells one level higher.

Rend

Time Used: 1 action
Range: touch
Cost: 5 force points
Duration: instantaneous
This power is typical of the dark side pushes and pulls a single target, be it creature or object, in two different directions simultaneously. On a failed Constitution saving throw, the target takes 10d4 force damage. If a creature is killed by this power, it can only be brought back to life by a resurrection or true resurrection spell.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage is increased by 1d4.

Revitalize

Time Used: 1 action
Range: touch
Cost: 0 force points
Duration: instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. At higher levels. You may use more force points to increase this power’s effects. For 2 force points, revitalize can remove 1 exhaustion level. Every 2 additional force points removed can remove an additional exhaustion level.

Saber Throw

Time Used: 1 action
Range: 20 feet
Cost: 0 force points
Duration: instantaneous
Throwing your saber ahead of you, you make a ranged attack, upon success, roll lightsaber damage. At higher levels. You may use more force points to increase this power’s effects. Spending 5 force points your attack is applied to all creatures 30 ft ahead, 5ft wide in front of you.

Sever Force

Time Used: 1 action
Range: 30 feet
Cost: 5 force points
Duration: concentration, up to 5 rounds
Using the force you sever a creature's connection to magic or the force. Upon a Wisdom save failure, this creature is no longer able to access the magic or force needed to use its powers. The creature makes a wisdom save every round until the power ends. Upon success, the spell ends. At higher levels. You may use more force points to increase this power’s effects. Spending 10 force points you may increase the duration to up to 1 minute.

Transfer essence

Time Used: 1 hour
Range: touch
Cost: 15 force points
Duration: instantaneous
This power grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Multiclassing

Prerequisites. To qualify for multiclassing into the jedi class, you must meet these prerequisites: Wisdom score 13.

Proficiencies. When you multiclass into the jedi class, you gain the following proficiencies: Simple weapons, and one skill from the list of class choices.

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