Jedi/Sith (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Jedi/Sith[edit]

Fighters who have a strong connection to the Force can hear it calling to them, in response, they grasp the power with both hands. The user can use this power for good, or for ill. (Realise that this class will not fit most Fifth Edition Dungeons & Dragons campaigns, and you must ask your Dungeon Master before using this class.)

Holocron

At third 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.

Weapon Damage Properties Weight Cost Time
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 2d6 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 3rd 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 Intelligence modifier.

Force Points

At 3rd level, you have a type of magic drawn from the Weave, known as the Force. You have a maximum number of force points equal to your Fighter Level + Intelligence modifier (Minimum 1). Using Force Powers costs Force Points. You regain your Force Points after every short or long rest. (Force Points, shortened to FP)

Force Powers

At 3rd level you choose three Force Powers. You gain an additional two Force Powers at 7th level, another two at 10th level, another two at 15th, and another three at 18th level. The Force Powers are detailed here. (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 + Intelligence modifier + proficiency bonus

Force Attack Modifier Intelligence modifier + proficiency bonus

Force Jump

At 7th level, when you jump, you can spend a force point to jump twice your normal jump height, 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.

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.

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 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.

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 at least 10 feet on your turn, and then attack an enemy, you have advantage on the attack.

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 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).

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 the attack action 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.

Force Telepathy

At 15th 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.

Jedi Grand Master/Sith Lord

At 18th level, depending on whether your Holocron came from a Jedi or a Sith, you have attained the power, that only few force users have ever achieved.

Jedi Grand Master

You gain a +15 to your maximum force points. You have a +5 to your base speed. All Light Side powers have a -1 Force Point cost (Note:You cannot reduce the cost below 1).

Sith Lord

You gain a +15 to your maximum force points. You have a +5 to your base speed. All Dark Side powers have a -1 Force Point cost (Note:You cannot reduce the cost below 1).

5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses