Sith, Variant (5e Class)
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Welcome to the Dark Side[edit]
Welcome to the Dark Side, apprentice. The Sith are an ancient order that seek power over all their enemies. Their rivals, the Jedi, seek a lie called Peace, which only brings weakness to a being of power. Always remember the ancient law of the Sith to keep the power the Dark Side has in store for its users. In this class, we explore the meaning of being a true servant of the Dark Side, letting anger and passion drive our hearts and desires. We gain strength through the Force and call upon it to increase our power. Follow the teachings, apprentice and you can obtain all the power in the galaxy!
Peace is a lie. There is only Passion.
Through Passion, I gain Strength.
Through Strength, I gain Power.
Through Power, I gain Victory.
Through Victory my chains are Broken.
The Force shall free me.
- The Code of the Sith
Creating a Sith[edit]
- Quick Build
You can make a Sith quickly by following these suggestions. Look into the classes to make judgement first. Each class is different and serves their own purposes. First, Charisma should be your highest ability score, followed by Strength or Dexterity . Second, choose the Acolyte background. Third, choose the Sith Pack
Class Features
As a Sith you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Sith level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sith level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: Sith Tools, Thieves Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose 3 from Athletics, Acrobatics, History, Insight, Perception, Religion, Persuasion, Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a shortsword
- (a) Sith Robes or (b) Sith Armor
- A kyber crystal of your choosing of color
- If you are using starting wealth, you have 1d12 X 10 in funds.
Level | Proficiency Bonus |
Features | Force Points |
---|---|---|---|
1st | +2 | Unarmored Defense, Sith Hand | - |
2nd | +2 | The Force, The Jedi/ Sith Fighting Styles | 2 |
3rd | +2 | The Paths of the Sith | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Extra Attack | 5 |
6th | +3 | The Path of the Warrior, Path of the Sorcerer, Path of the Assassin | 6 |
7th | +3 | — | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | — | 9 |
10th | +4 | Dark Aura | 10 |
11th | +4 | The Path of the Warrior, Path of the Sorcerer, Path of the Assassin | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Burning Hatred | 13 |
14th | +5 | Passionate Strike | 14 |
15th | +5 | Suffering | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | The Path of the Warrior, Path of the Sorcerer, Path of the Assassin | 17 |
18th | +6 | — | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | The Path of the Warrior, Path of the Sorcerer, Path of the Assassin | 20 |
Unarmored Defense[edit]
Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Sith Hand[edit]
At Level 1, you gain the Sith Hand ability. You can choose between 3 options: Pull, Push, or Hold. When you use Force Pull Bold text, you can pull any object you can see towards you. If the object is a creature, they must make a DC Strength saving throw to avoid being pulled toward the Sith. They will fall prone if they fail. If the target succeeds, they will not fall prone. When you use Force Push, you can push any object away from you. The object must make a DC Strength saving throw or be thrown up to 1d6 ft and be knocked prone. If they succeed, they are thrown half the distance. When you use Force Hold, you can hold an object in place. If the object is a creature, they must make a DC Strength saving throw. They must make the save every round they are being held.
Each ability costs 1 Force point. Later, you can add more Force points for more damage.
The Force[edit]
I am one with the Force, and the Force is with me -Chirrut Îmwe
The Force is the bind of the universe. It surrounds us, helping us for mutual benefit and power. The Sith must learn to make it bend to their will, creating power and structure to a universe. As a Sith, you must learn how to use your anger to strike your enemies down. Draw your anger from your pain, and through that pain you will suffer. When you master this technique, the power of the Dark Side will be limitless to you!
- Force Points
The Force has chosen you, but you are limited to its power for now. You are able to use Force Points to draw out the power of the Force. Force points are obtained after a long rest in which they are replenished. If you desire additional, temporary force points, you must meditate.
- Meditation
Sometimes in order to strengthen your force, you must recall past experiences to bring you power. Instead of taking a long rest, you can meditate on the past. You receive an additional 10 Force Points, but do not gain any hit points back and will suffer two level of exhaustion. Meditation points cannot be stacked, but can be replenished after every meditation. The more you level up, the more force points you will receive and resilient you can become to the loss of the rest.
Force Lightning[edit]
The dark power of the Force is strong with you. You can feel the passion strong within your veins and it can be released to harm your enemies. At level 2, you can shoot Force lightning from your hands. The target must make a DC Dexterity Saving Throw. If the target fails, take 2d6 lightning damage and is stunned for one round. If the target succeeds, take half the damage and they are not stunned.
The Jedi/ Sith Fighting Styles[edit]
At 2nd level, a Sith can learn one of the four forms from the list below with access to the first feature of that form. You gain access to the second feature of the form at level 4. Switching forms during combat requires a bonus action. At 6th level, you gain the choose another Jedi/ Sith fighting style. You may use only one Form per attack made.
Form I- Shii-cho “Way of the Sarlacc": While in this form, you gain the following the force maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:
- Parrying Force: When a creature hits you with an attack, you attempt to respond in kind. You can use a reaction to make a melee attack against that creature.
- Force Sweep: When you hit a creature with a melee weapon attack, you attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Wisdom modifier. The damage is of the same type dealt by the original attack.
Form II- Makashi “Way of the Ysalamiri”: This form was developed to combat against Form I. While in this form, you also gain the following force maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:
- Force Precision: When you make a weapon attack roll against a creature, you can add your Wisdom modifier to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Evasive Footwork: When you move on your turn, you can increase your AC by 2 until you stop moving.
Form III- Soresu “Way of the Mynock”: Developed to protect against ranged attacks, quick movements are made to evade them. The following maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:
- Defensive Posture: As a bonus action, your speed becomes 0 until the start of your next turn as you assumed a defensive stance. Add your Wisdom modifier to your AC.
- Deflect: When another creature damages you with a ranged attack, you can use your reaction and reduce the damage by Wisdom modifier + your Dexterity modifier. If it reduces the damage to 0, you may roll an attack roll deflect it to an enemy within 20 feet.
Form IV- Ataru “Way of the Hawk-Bat”: An aggressive style, Form IV is fast-paced. You know the following maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:
- Flurry Strike: Immediately after taking the attack action, you may make a melee weapon attack as a bonus action.
- Force Tumbling: During your movement, you can tumble, weave, and dodge on the battlefield for defensive and offensive gains. Make an Acrobatics or Athletics skill check (DC 15). If successful, add 1 to your AC and your Wisdom modifier to melee weapon damage rolls until the start of your next turn. If you fail your skill check, you fall prone unless you use the rest of your movement to stay on your feet.
Form V- Shien/Djem So “Way of the Krayt Dragon”: Form V combat is characterized by power attacks and defense immediately followed by a counter-strike. You also know the following maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:
- Overwhelming Counter: When a character misses you with a melee attack, you can use your reaction to make a melee attack against the creature. If you hit, you add Wisdom modifier to the attack's damage roll.
- Menacing Force: When you hit a creature with a weapon attack, you attempt to frighten the target. You add your Wisdom modifier to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Form VI- Niman “Way of the Rancor”: Niman has a fairly relaxed focus on bladework, designed as a simple, and easily mastered fighting form for Jedi who prefer to devote most of their time to study and diplomacy. Success in combat is dependent on a practitioner's intuition and creativity in combat. In addition, you know the following maneuvers which can in total be used at your Dexterity or Strength modifier modifier a short/long rest:
- Commanding Force: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your Wisdom modifier to the damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack.
- Distracting Force: When you hit a creature with a weapon attack, you distract the creature, giving your allies an opening. You add your Wisdom modifier to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
The Sith Path[edit]
"Dark side of the force is a pathway to many abilities. Some consider to be unnatural." - Sheev Palpatine
At 3rd level, you can choose a Sith Path. Choose between the Warrior, Sorcerer, and Assassin detailed at the end of the class description. Your choice grants you different force features depending on the class you select. You gain these features at level 3, level 6, level 11, level 17 and again at level 20.
Ability Score Improvement[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]
When you reach 5th level, you can attack twice, instead of once, whenever you take an attack action
Burning Hatred[edit]
When you reach 6th level, your hatred begins to burn within your very soul. Once after a long rest, you may use Burning Hatred. This feature gives you an additional 5 Force points and advantage on all your attack rolls. If a target is struck, add a 1d6 to the damage from sheer force. This ability is strengthened at 9th level by 1d6.
Whenever a frightened enemy misses you, you can use your reaction to strike the enemy back with a melee weapon.
Evasion[edit]
At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Dark Aura[edit]
When you reach 10th level, once a day, an aura of fear emits from your presence. Its a cold, hopeless feeling that can suck away the light. Creatures within a 20 ft must make a DC Wisdom saving throw or be frightened. At 15th level, This aura increases to 30 ft and does 3d10 cold damage per round. You may use it 3 times before taking a long rest.
Passionate Strike[edit]
At 11th level, the lightsaber fully recognizes you as the master, and bends to you. You gain the ability Passionate Strike. You release a deadly blow to your enemies, crushing them down. Once a day, you can call upon this ability, adding an extra damage die to the strike with your melee weapon.
Suffering[edit]
At 15th level, your mind, body, and soul can feel the rage. You hurt from the past, present, and potential future. Instead of letting it bring you down, you use it to bring unnatural strength. Suffering is your meditation. Every time you meditate, you gain all the bonuses of a long rest.
The Paths of the Sith[edit]
The Paths of the Sith are not to be taken lightly. Each draw from different strengths to obtain power, but rely on the same darkness. Apprentice, you must choose the path you seem fit for you. Each path offers different insights, abilities, but most importantly, power. How you will use that power is up to you. You gain a title for each milestone you complete. Remember, with each title comes great responsibility and a reputation to uphold.
The Sith Warrior[edit]
The Path of the Sith Warrior is an honorable choice. Warriors are skilled brutes of strength, focusing their skills on lightsaber combat rather than calling on the Force to decimate enemies. The skill of a lightsaber calls to you, by tactic and strength. The force abilities are strong, but not as reliable as the swinging of a crimson blade. Focus your rage on your enemies, and delight in their bloodshed. Call upon the Dark force to aid you, but use your raw strength to best your enemies in combat.
- Apprentice
At 3rd level, you are titled: Apprentice. You can feel your power strengthen. You gain proficiency in Strength saving throw. You gain proficiency in Athletics or Acrobatics skills, and your proficiency bonus is doubled when using them. You are proficient in all armors and weapons except finesse and ranged. Add your Constitution modifier to your AC.
- Eternal
- Lord
At 13th level,
- Darth
At 17th level, you gain the Force ability, Retribution. As an action, you can focus the Force into grabbing your enemies, holding them by the throat. You can choose up to 10 targets within 30 feet of you, each must make a Strength saving throw. On a failed save, the target receives 8d8 + 20 force damage, and is grappled. On a successful save, the target receives half the damage, and is not grappled. If a target critically fails, the target instantly dies.
- True Lord of the Sith
At 20th level,
The Sith Sorcerer[edit]
The Path of the Sorcerer is a terrifying, yet satisfying path of destruction. Rather than focusing the skill of a lightsaber, Sorcerers draw their strength from the Dark Side of the Force and mysterious magics. Sorcerers are known for causing confusion, persuading and intimidating nobles, or decimating armies at their fingertips. The Path of the Sorcerer will drive you to understanding the Dark Side. You cannot return to the light from its darkness, because its power will keep you there. Your very presence is terrifying, and convincing.
- Acolyte
At 3rd level, you become attuned to the force. You desire more power within. The Force points that are gained each level are doubled. You can learn up to
- Eternal
- Priest
At 13th level, your connection to the Force grows. Until level 20, you can learn 2 Force abilities each time you level up. All your force damage die increase from d6 to d8.
- Darth
At 17th level, you have proven yourself to earn the title Darth. Your strength is unmatched. All your Force damage die increase from d8 to d10.
You gain the Force Storm Ability. This creates a terrible Force storm that strikes all enemies within 100 ft. The lightning is called from the sky, and anything flying will automatically fail the Dexterity Saving throw. The damage is the amount of targets in the area (X) d12 + 50. On a failed save, the target will be stunned and has disadvantage on future saving throws for 1 hour. On a success save, the target receives full damage but is not stunned nor has disadvantage. After using this ability, make a Constitution Saving throw (20). On a failed save, you will suffer 4 levels of exhaustion.
- True Lord of the Sith
At 20th level, you are the dark side of the Force. You have made it bend to you, and are not held back by the chains. If you fall to 0 hit points or below, the Force erupts from your body, creating a devastating blast. All targets within a 50 ft radius must succeed a DC Dexterity 25. If the targets are 10 ft away, they automatically fail and must take 10d12 + 75, as their essence is literally being ripped from their body. If the target lives, they are knocked prone regardless of size and must use an action to get up. The body of the Sith is destroyed, however is in spectral form. He may regain his body only from the Wish Spell or saved a clone of himself previously.
The Sith Assassin[edit]
The Path of the Assassin is heart-striking to the foes. Sith Assassins are more subtle in bringing down their enemies. They can poison their enemies, slit their throats, or go as far as disguise themselves as different people to complete their missions. Sith Assassins can bring empires to their knees, call upon mystic magics to conceal their presence and strike horror into their enemies souls. Choosing this path will require fast hands stealth, and intimidating tricks.
- Rouge
At 3rd level, your tongue is like a snake giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid. You gain a sneak attack bonus die that increases each level up. The sneak attack die levels up the same as the Rouge sneak attack.
- Eternal
At 7th level, you feel strange magic enter your body. You gain the ability, Sisters in Arms. Once a day, 3d4 dead night sisters will rise to your aid. You also gain the evasion ability.
- True Assassin
At 13th level
- Darth
At 17th level
- True Lord of the Sith
At 20th level
Note about the True Lord of the Sith Title[edit]
There can only be one True Lord of the Sith. He is the master of all the Sith and draws from their power. If there is a Dark Lord in the world, he must be dethroned before that title can be placed on another Sith. If the spot is empty, you have the right to take it. If there is competition, they must fight to the death, only the true lord will be victorious. * You can have the benefits of lvl 20 if you desire, but will you be satisfied?
Force Abilities List[edit]
You know all of the spells on the basic Force spell list and additional spells based on your subclass.
NOTE: You cannot learn a force power without receiving the force points to use it. In other words, a Sith cannot use force destruction at level 2 due to his lack of force points. You may swap out all your force abilities once per level, or meditate long enough for a Force Ghost to help you relearn (Up to your DM's discretion)
- 1st Level
Animal Bond[edit]
Time Used: 1 action
Range: 30 feet
Cost: 1 force point
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first you may target one additional beast.
Force Barrier[edit]
Time Used: 1 reaction, when hit by an attack
Range: Self
Cost: 1 force point
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +1 bonus to AC, including against the triggering attack. You can spend additional force points to increase the bonus to your AC, for each additional force point you use, you gain another +1 bonus to AC. For 7 force points you can increase the AC of those within 10ft of you by 5.
Force Disarm[edit]
Time Used: 1 action
Range: 10 feet
Cost: 1 force point
Duration: Instantaneous
You use the force to pull an item from an opponent's grasp. They must pass a Strength saving throw or the weapon hurls towards you. As part of this power, you may use 1 force point to catch the item in an open hand. Otherwise, it falls 5 feet behind you.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can increase the range by 5 feet. For 10 force points, you can use this on every creature within 10 feet of you.
Force Fear[edit]
Time Used: 1 action
Range: 30 feet
Cost: 1 force point
Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature's worst fears. The creature must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
At higher levels. You may use more force points to increase this power’s effects. If you spend 4 force points instead of 1, you can change the power to affect creatures in a 30 feet cone. If you spend 8 force points instead of 1, you can change the power to affect creatures in a 60 feet cone and increase the DC by 1.
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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