Circle of the Force (5e Subclass)
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Circle Of The Force
Druids communicate often not just to one side of the force, but both, although, some of them, do fall into the dogmatic teachings of the Jedi or Sith. (Realise that this class will not fit most Fifth Edition Dungeons & Dragons campaigns, and you must ask your Dungeon Master before using this class.)
- Expanded Spell List
These spells are added to the Druid spell list for you.
At second level, you have a Jedi or Sith's Holocron,received from your last combat encounter (If it is a no-combat campaign, work this out with your DM), or, given by a Jedi or Sith. This Holocron shows you many things, such as, how to build a Lightsaber, and many of the Force's secrets. Upon taking this subclass, you gain Lightsaber proficiency. There are six kinds of Lightsabers. The cost shows how much gold you must spend in materials to craft the Lightsaber, the time shows how long it will take to finish in hours of work.
|Lightsaber||1d10 Magical Lightning Damage||Finesse, Versatile (1d12)||2 lbs.||150||35|
|Shortsaber||1d8 Magical Lightning Damage||Finesse, Light||1.5 lbs.||100||20|
|Saberstaff||2d8 Magical Lightning Damage||Finesse, Two-Handed||2.5 lbs.||200||50|
|Saberpike||1d8 Magical Lightning Damage||Finesse, Versatile (1d10), Reach||3 lbs.||175||45|
|Lightwhip||1d6 Magical Lightning Damage||Finesse, Light, Reach||1.5 lb.||150||40|
|Lightdagger||1d6 Magical Lightning Damage||Finesse, Light, Thrown(Range 20/60)||1 lb.||150||40|
- Unarmoured Defence
At 2nd level, you have used your connection to the force to gain some precognition, knowing when your enemies will strike, while you are wearing no armor, your AC equals 10 + Dexterity modifier + your Wisdom modifier.
- Force Manipulation
At 6th level, when you cast a spell that deals damage, you can expend another spell slot of the same level, to change the damage type dealt by the spell to any other type of damage. (You cannot use this with Cantrips)
- Lightsaber Form
At 10th level, you choose one Lightsaber Form to focus on. To gain the benefit of any of these forms, you must be wielding a type of Lightsaber.
You practiced Form I: Shii-Cho, based on sweeping offensive movements, used to disarm an opponent. When you hit with a weapon attack, you can choose to forgo the damage, and instead disarm your opponent, their weapon falls 5 feet away from them, to their left or right (Your choice)
You practiced Form II: Makashi, based on dueling, and precise quick attacks. You gain a +1 bonus to all rolls to hit with a Lightsaber, this bonus is added last, if the total is 20 because of this feature, it is treated as a natural 20.
You practiced form III: Soresu, based on defense, often against projectiles. You gain a +1 bonus to your AC, and if you are attack by a ranged attack, you can use your action to roll an acrobatics check against the attacker's attack roll, if you beat it, the attack is reflected away from you.
You practiced form IV: Ataru, based on fast, acrobatic attacks. Upon taking this form, you gain a +5 bonus to your movement speed. If you move at least 10 feet on your turn, and then attack an enemy, you have advantage on the attack.
You practiced form V: Shien/Djem So, a variant of form III. When being attacked, you can use your reaction to roll an acrobatics check against the attacker's attack roll. If you fail, the attack applies normally, but if you succeed, and the enemy was using a melee weapon, you take an opportunity attack, dealing half damage (Round down). If you succeeded, and the enemy was using a ranged weapon, you reflect the attack back onto the enemy, dealing half damage (Round down).
You practiced form VI: Niman, a form based on mixing both force abilities, and quick agile attacks. If you used Force Push, Force Pull, or Force Repulse, you can take the attack action directly after as a part of the same action, by expending 1 spell slot of first level or lower.
You practiced form VII: Juyo/Vaapad, a form based on using your emotions to fuel your attacks, and deal more damage. This form gives you a +2 to all Lightsaber damage.
- Master of the Force
At 14th level, you gain a +10 to your base speed. Also, whenever you cast a Universal Force Power, you gain a +1 to your next weapon attack roll.