Jedi and Sith (5e Subclass)

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Jedi and Sith[edit]

Fighter

Lightsaber Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Lightsaber Style option more than once, even if you later get to choose again.

Form I

Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Form II

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Form III

While you are wearing armor, you gain a +1 bonus to AC.
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Form IV

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Form V
Form VI
Form VII
Form Jar'Kai

Side of the Force[edit]

Force Points Force Modifier Ability Effect
6 +0 Life Siphon the
5 +1 Force Lightning the
4 +2 1d8 Magical Slashing the
3 0 1d8 Magical Slashing the
2 -1 Force Choke Make a Melee Spell Attack against a target, on a hit they take 1d6 force damage per round. You concentrate on this spell, and the target makes a constitution saving throw at the end of each of your turns. On a success they break free from the effect, and end your concentration on the spell. If you maintain concentration on this spell for 3 consecutive rounds, they become paralyzed until they succeed on the constitution saving throw. While paralyzed, they take 2d6 damage per round from this ability. Each round you concentrate on this spell you take a negative force modifier.
1 +3 1d8 Magical Slashing the
0 +3 Force Push the
0 +3 Lightsaber Throw the
0 +3 Force Jump the
1 +3 Deflect Projectile the
2 +3 1d8 Magical Slashing the
3 +3 1d8 Magical Slashing the
4 +3 1d8 Magical Slashing the
5 +3 Force Heal the
6 +3 1d8 Magical Slashing the

Actions have light and dark side tags

Powers unlock on a sliding scale of light and dark

Some powers further encourage a path to one side

Infamous, Infamouns 2, Infamous Second Son


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