Jedi/Sith Arcane Tradition (5e Subclass)
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Jedi/Sith Arcane Tradition[edit]
The Wizard draws upon the force, for their magic, using it for the spells they hear of others performing. (Realise that this class will not fit most Fifth Edition Dungeons & Dragons campaigns, and you must ask your Dungeon Master before using this class.)
- Force Power Savant
At 2nd level, These spells are added to the Wizard spell list for you. Also, the gold and time you must spend to copy a Force Power into your spellbook is halved.
- Holocron
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.
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 6th 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.
- 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 spell slot of first level or lower.
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.
- Jedi Grand Master/Sith Lord
At 14th 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 have a +5 to your base speed. When you use the spell levitate, moving the object now instead uses a bonus action, and you can lift yourself using it. (Note: You cannot lift objects as heavy as you, unless that object is you. Even if it is a clone of you, you cannot lift it, you can only lift you.)
Sith Lord
You have a +5 to your base speed. The Force Power Lightning becomes permanently added to your spell list and is placed in your spellbook (If not already there), not counting against the number of spells you have on your spell list or in your spellbook. You can also cast Lightning once per long rest at Second Level without using a spell slot.
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