Path of the Jedi/Sith (5e Subclass)

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Path of the Jedi/Sith[edit]

A raging Barbarian is sometimes not just in a mindless, powerful rage, sometimes, it's more, a strange... Force... speaking to them, giving them power, these Barbarians often search, for something to explain what this Force is. (Realise that this class will not fit most Fifth Edition Dungeons & Dragons campaigns, and you must ask your Dungeon Master before using this class.)


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 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
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 Barbarian Level + Wisdom Modifier (Minimum 1). Using Force Abilities costs Force Points. You regain your Force Points after every short or long rest. (Force Points, shortened to FP)

Force Ability, Controlled Rage

At 3rd level, using the force, you are able to focus your rage, into your attacks, making them stronger. When you hit with an attack while raging, you can spend 1 FP to increase the damage dealt by 1. You can choose to spend more force points to deal more damage, 1 damage for every FP spent.

Force Ability, Force Push/Pull

At 6th level, you can, as an attack action, concentrate the Force into a blast pulling an enemy toward you, or pushing them away. They must make a Strength Saving Throw (DC = 8 + your proficiency modifier + your wisdom modifier), on a failure, they take 1d4 + Wisdom Modifier force damage, and are pulled toward you 5 feet or pushed away from you 5 feet, on a success, they take no damage, and stay in place. This Ability costs 1 FP. Every extra FP used, the target takes another d6 of damage, and are pulled toward you another 5 feet.

Lightsaber Form

At 10th level, you choose one Lightsaber Form to focus on. To gain the benefit from 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.

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).


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.


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

While raging, if you hit an enemy with an attack, you deal extra radiant damage equal to your Wisdom Modifier (Minimum of 1). You also get the Force Ability,

Force Ability, Jedi Light

As an action, you throw out a large ball of light, which explodes in 1d4 rounds. Once the rounds have past, it explodes, requiring all creatures within a 30 foot radius to roll a Dexterity (DC = 8 + Your Proficiency Modifier + Your Wisdom Modifier) Saving Throw, on a failure, they take 2d6 Radiant Damage, and cannot use Spell Slots, or Force Points, until the end of their next turn. This Ability costs 4 FP.

Sith Lord

While raging, if you take damage from a melee attack, lightning shoots from your body toward your attacker, dealing lightning damage equal to your Wisdom Modifier. You also get the Force Ability,

Sith Lightning

As an attack action, you shoot out 3 jolts of Lightning from your fingertips, each targeting a different creature, or the same creature. The target must roll a Dexterity Saving Throw (DC = 8 + Your Proficiency Modifier + your Wisdom Modifier), on a failure, they take 3d4 Lightning Damage, and can't take reactions until the end of their next turn. This Ability costs 4 FP.

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