Jedi/Sith (5e Class)

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Jedi/Sith[edit]

There are energy fields created by all living things, known as... The Force... Some people... wield this power, such as, the ancient Je'daii, but in more modern times, the Jedi, and the 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.)

Creating a Jedi/Sith[edit]

When creating a Jedi/Sith, you must first ask yourself, will you be a Jedi? A Sith? Or a Grey Jedi? Next, why? What happened to your character that causes them to devote themselves to those teachings? When did you discover your force sensitivity?

Quick Build

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

Class Features

As a Jedi/Sith you gain the following class features.

Hit Points

Hit Dice: 1d10 per Jedi/Sith level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Jedi/Sith level after 1st

Proficiencies

Armor: Shields
Weapons: Simple weapons, martial weapons, lightsabers( favoured weapon )
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose 4 from the following. Athletics, Acrobatics, Animal Handling, Arcana, Deception, History, Insight, Investigation, Medicine, Perception, Persuasion, Religion, Stealth

Equipment

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

  • (a) a melee martial weapon or (b) a ranged martial weapon or (c) a Lightsaber
  • (a) Jedi robes or (b) Sith robes
  • (a) Jedi holocron or (b) Sith holocron
  • (a) Explorer's Pack or (b) Scholar's Pack or (c) Dungeoneer's Pack
  • If you are using starting wealth, you have 150 gp in funds.

Table: The Jedi/Sith

Level Proficiency
Bonus
Force Points Force Powers Features
1st +2 5 2 Unarmoured Defence, Force Powers, Holocron
2nd +2 10 3 Force Jump
3rd +2 15 4 Order Path
4th +2 20 5 Ability Score Improvement, Lightsaber Form
5th +3 25 6 Extra Attack (x1)
6th +3 30 7 Order Path Feature
7th +3 35 8 Force Telepathy, Channel the force
8th +3 40 9 Ability Score Improvement
9th +4 45 10 Mind trick
10th +4 50 11 Order Path Feature
11th +4 55 12 Extra Attack (x2)
12th +4 60 13 Ability Score Improvement
13th +5 65 14 The Force Is With Me
14th +5 70 15 Aura of Hope
15th +5 75 15 Improved Unarmoured Defence
16th +5 80 16 Ability Score Improvement
17th +6 85 16 Power Mastery
18th +6 90 17 One With The Force
19th +6 95 17 Ability Score Improvement
20th +6 100 18 Order Path Feature, Natural Speed

Unarmoured Defence[edit]

At 1st 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 Powers[edit]

At 1st level, you have the ability to use something known as "The Force". You use it mainly through abilities called Force Powers. At 1st level you choose 2 Force Powers, gaining more as you level up, they are detailed here. Using these Force Powers costs you Force Points (Shortened to FP) (Note, Force Powers that require one Action to activate, count as an Attack Action, meaning, you can take extra attacks after using one, or, you could use one as an extra attack)


Force Save DC 8 + Wisdom modifier + proficiency bonus

Force Attack Modifier Wisdom modifier + proficiency bonus

Force Points[edit]

At 1st level, you have a pool of Force Points (FP), of which you expend to use Force Powers and certain other abilities. You have a certain amount of Force Points shown on the Jedi/Sith Table. You regain your Force Points after a short or long rest.

Holocron[edit]

At first level, you have a Jedi or Sith's Holocron, you received this, from either luck, or, it was given to you 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. There are six kinds of Lightsabers. The cost shows how much gold you must spend in materials to craft the Lightsaber. It takes one hour of total concentration and 5 force point to create your lightsaber.

Weapon Damage Properties Weight Cost
Lightsaber 1d10 Magical Radiant Damage Finesse, Light, Versatile (1d12) 2 lbs. 150
Shortsaber 1d8 Magical Radiant Damage Finesse, Light 1.5 lbs. 100
Saberstaff 2d8 Magical Radiant Damage Finesse, Two-Handed 2.5 lbs. 200
Saberpike 1d8 Magical Radiant Damage Finesse, Versatile (1d10), Reach 3 lbs. 175
Lightwhip 1d6 Magical Radiant Damage Finesse, Light, Reach 1.5 lb. 150
Lightdagger 1d6 Magical Radiant Damage Finesse, Light, Thrown(Range 20/60) 1 lb. 100

Force Jump[edit]

At 2nd level, when you jump/high jump, you can spend 1 FP to double your jump distance for each PF used, if you used this feature, you do not take fall damage from that fall. You can also use this ability while falling to lessen your fall, so you take 0 fall damage. You cannot jump a distance greater than your base speed.

Order Path[edit]

At 3rd level, you chose an Order Path. Choose between (If your Holocron is that of a Jedi), Jedi Guardian, Jedi Consular, and Jedi Sentinel, or (If your Holocron is that of a Sith), Sith Sorcerer, Sith Marauder, and Sith Assassin, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 20th.

Lightsaber Form[edit]

At 4th 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.

Shii-Cho

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)

Makashi

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.

Soresu

You practiced form III: Soresu, based on defense, often against projectiles. You gain a +1 bonus to your AC, and all ranged attack made against you have disadvantage, if miss the attack, the attack is reflected away from you.

Ataru

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 10 feet before attacking, the attack has advantage.

Shien/Djem So

You practiced form V: Shien/Djem So, a variant of form III. When being attacked, you can use your reaction to roll an attack check against the attacker's attack roll. If you fail, the attack applies normally, but if you succeed, you parry the attack, and if the enemy was using a melee weapon, you take an opportunity attack. If you succeeded, and the enemy was using a ranged weapon, you reflect the attack back onto the enemy.

Niman

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 one attack directly after as a part of the same action, by expending 1 extra force point.

Juyo/Vaapad

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. This damage increases by 2 more at lvl 8, 12, 16 and 20.

Ability Score Increase[edit]

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[edit]

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 11th level in this class.

Channel the force[edit]

At 7th level, you can channel the force by focusing on their emotions to feed the dark side, or focusing their mind to connect with the light side, the Sith or Jedi can replenish your reserve of force.

As an action, you can regain a number of points of force equal to your level, once used this feature cannot be used again until you finish a long rest.

Starting at lvl 13, you can use this feature once per short rest.

Force Telepathy[edit]

At 7th level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. The creature can respond to you. You can communicate to multiple creatures at once by spending force points, you must spend 1 for every additional creature.

Force Persuade[edit]

At 9th level, whenever you make a Skill Check using Charisma, you can spend FP to give you a bonus to your roll. Every 1 FP you spend, you gain a +1 to your roll, you can use this before or after rolling, but it must be used before you know the outcome, or, if you already know the outcome, it costs 2FP for every +1 bonus.

The Force Is With You[edit]

At 13th level, when you roll a Saving Throw, you can spend 2 FP to give yourself advantage on the roll. (This ability cannot stack with itself)

Aura of Hope[edit]

At 14th level, whenever you or a friendly creature within 15 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). Your and your allies within this range can also not be Frightened. You must be conscious to grant this bonus.

Improved Unarmoured Defense[edit]

At 15th 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 + your Dexterity modifier + your Wisdom modifier + half your proficiency bonus.

Power Mastery[edit]

At 17th level, you may choose one force power. You can use it without consuming Force Points, as if you had spend the minimum amount of force points on it. This power can be changed when you level up.

One With The Force[edit]

At 18th level,you can project your mind to another location in the multiverse through force, as an action you can spend 10 FP you can project yourself to a location you know, while projected, your body remains still, meditating and fully aware of your surroundings.

While designed this way, you can see and hear as if you were there, you choose whether you can be seen or heard.

You can interact with the creature but cannot affect it or be affected by it in any way.

You can end the projection at any time as an action.

Natural Speed[edit]

At 20th level, your Speed increases by 10 feet, and you add your Wisdom modifier to initiative rolls. You gain a +4 to your dexterity score, increasing the maximum to 24, or your previous maximum+4, whichever is higher. you also can take 2 actions on your turn, and your speed is doubled.

Jedi Guardian[edit]

Concentrating on martial training and combat,[3] Guardians engaged in combat more than either of the other two classes of Jedi.

Improved Critical

Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.

Force Evasion.

At 6th level, when you are subjected to an effect that allows you to make a Dexterity saving throw for only half damage, you can spend 1 FP to take no damage if you succeed on the saving throw and take only half damage if it fails.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Extra Attack

Beginning at 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Jedi Consular[edit]

Refraining from drawing their lightsabers except as a measure of last resort, Consulars spent a great deal of time studying the mysteries of the Force.

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 Adept

Starting at 6th level, all Force Powers have a -1 Force Point cost.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Power Speed Up

At 20th level, when using a Force Power that's casting time is 1 Action, you can expend extra FP equal to the Force Power's normal FP cost to make the casting time 1 Bonus Action instead.

Jedi Sentinel[edit]

Sentinels blended both schools of teaching and amplified them with a series of non-Force skills

Force Strike

At 3rd level, you can use the force to more accurately aim your attacks. Before you know the outcome of the roll, you can expend 1 FP to add a +1 bonus to the roll. (You can spend more to increase the bonus, it is always a 1:1 ratio.)

Evasion

Beginning at 6th level, You have advantage on saving throws against mind-manipulating effects.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Reliable Talent

By 20th level, whenever you make an ability check or saving throw that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Sith Sorcerer[edit]

A Sith sorcerer or sorceress was an individual who was proficient in the arts of Sith magic, using spells, talismans, or incantations to focus the power of the dark side.

Sith Power

At 3rd level, whenever you deal damage directly with a force power, you deal one more die of the power's type of damage.

Sith Power Improved

At 6th level, whenever you attack using a force power, if it hits and deals damage, it also adds your proficiency modifier to the damage.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Unlimited Power

At 20th level, whenever you kill a creature with a force power, you regain force points equal to your proficiency bonus

Sith Marauder[edit]

Sith Marauders were fueled by hatred, rage, and cruelty, and used it to defeat their opponents.

Savage Attacker

At 3rd level, when you attack an enemy with a weapon (The force power Lightsaber Throw counts), you deal 1d4 extra radiant damage, this damage die changes to 1d6 at 5th level, 1d8 at 9th level 1d10 at 13th level and 1d12 at 17th level.

Force deflection

At 6th level, as a reaction decreases the damage of a ranged attack by 1d10 + Level + DEX. If damage is reduced to zero, you can spend 1 force point to bounce the projectile to a creature of your choice within 60 feet.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Extra Attack

Beginning at 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Sith Assassin[edit]

The Sith assassins were unique because they preferred to ambush their intended prey from the shadows rather than engaging them in open combat.

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. Additionally you may hide or disengage as a bonus action.

Stealth Attack

At 3rd level, if you have advantage on an attack roll, you may spend 1 FP to increase the damage dealt by 1d4. This damage die changes to 1d6 at 5th level, 1d8 at 9th level 1d10 at 13th level and 1d12 at 17th level. (You can spend more than one FP at a time to increase number of damage dice used further.)

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Blindsense

Starting at 20th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 60 feet of you.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Jedi/Sith class, you must meet these prerequisites: Wisdom of 13 or higher.


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