Force-user (5e Class)
Force-user
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Force-users are beings who are highly attuned to the Force. Force-sensitives can, with training, learn to sense and manipulate the Force. Force sensitives who gain powers and abilities through the Force become Force Adepts. The Force has two sides, the light and the dark, the ones who choose the light are known as Jedi and are the peacekeepers of the land. The Sith harness the powers of the dark side, vying for power and money through hatred and rage. There are few force-users who are on neither side; these Force-users are called Gray Jedi and they walk the line between light and dark.
"You've taken your first step into a larger world." ―Obi-Wan Kenobi, to Luke Skywalker
Midi-chlorians
Midi-chlorians are microscopic, intelligent life forms that originated from the foundation of life in the center of the galaxy, and ultimately resided within the cells of all living organisms, thereby forming a symbiotic relationship with their hosts. The Force spoke through the midi-chlorians, allowing certain beings to use the Force if they were sensitive enough to its powers.
“Do. Or do not. There is no try” ―Yoda, to Luke Skywalker
Awoken Force-sensitive
Additionally, Force-sensitive powers could lay dormant for a long time, with this person feeling something inside of them but never knowing what it was. A dormant Force-sensitive can not utilize the Force until their powers are awoken by a strong encounter with another Force-sensitive who is trained in the powers of the Force or by an object associated with the Force, such as an energized weapon.
"The Force is unusually strong with him, that much is clear." ―Qui-Gon Jinn, about Anakin Skywalker
Creating a Force-user
As you create your force-user character, consider the character’s relationship to your alignment. Your morals and beliefs affect your subclass. Think of your ancestry and upbringing; were your parents both force-users, just one parent, or are you the first in your family. Or were you created by a dark Sith Lord to carry out his wrong doing. How long have you known you have had powers; have you known since birth or did it lay dormant in you and you are just now discovering it? What was your upbringing like, was the Force accepted in your community or was it shunned? Did you train in a Jedi temple, under a Sith, or on your own? All of these are used to mold a force-user into your campaign.
- Quick Build
You can make a force-user quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some force-users who focus on heavier weapons make Strength higher than Dexterity.) Second, choose the hermit background.
Class Features
As a Force-user you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Force-user level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Force-user level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Daggers, Shortswords, Scimitars, Rapiers, Quarterstaffs, Longswords
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Perception, Religion, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail or (b) Leather Armor and a Dagger
- (a) A Simple Melee Weapon or (b) A Martial Melee Weapon
- (a) Explorer's Pack or (b) Diplomat's Pack or (c) Scholar's Pack
Level | Proficiency Bonus | Energized Weapon Damage | Energy Points | Features |
---|---|---|---|---|
1st | +2 | — | — | Energized Weapon, Combat Forms |
2nd | +2 | 1d4 | 2 | Force Energy, Force Shove, Force Pull |
3rd | +2 | 1d4 | 3 | Ways of the Force |
4th | +2 | 1d4 | 4 | Ability Score Improvement, Combat Forms |
5th | +3 | 1d4 | 5 | Focused Mind |
6th | +3 | 2d4 | 6 | Ways of the Force Feature |
7th | +3 | 2d4 | 7 | Combat Forms |
8th | +3 | 2d4 | 8 | Ability Score Improvement |
9th | +4 | 2d4 | 9 | Ways of the Force Feature |
10th | +4 | 3d4 | 10 | Combat Forms |
11th | +4 | 3d4 | 11 | Combat Master |
12th | +4 | 3d4 | 12 | Ability Score Improvement, Ways of the Force Feature |
13th | +5 | 3d4 | 13 | Force Jump |
14th | +5 | 4d4 | 14 | — |
15th | +5 | 4d4 | 15 | Force Speed |
16th | +5 | 4d4 | 16 | Ability Score Improvement |
17th | +6 | 4d4 | 17 | Ways of the Force Feature |
18th | +6 | 5d4 | 18 | — |
19th | +6 | 5d4 | 19 | Ability Score Improvement |
20th | +6 | 5d4 | 20 | Force Vision |
Energized Weapon
By energizing a weapon you gain the ability to use different forms in combat. To Energize a weapon you must spend three long rests, half an hour of each long rest, meditating to focus your energy into the weapon. You may only Energize a weapon if it is a Dagger, a Shortsword, a Scimitar, a Rapier, a Quarterstaff, or a Longsword.. The weapons you start with are already Energized if on the list above. When holding, you can turn your Energized weapon on or off as a free action; when on, it emits a low purple glow. You may only use the Combat Forms when the weapon is Energized and turned on. At 2nd level your Energized weapon deals an additional 1d4 of lightning damage. The amount of dice used increases once every four levels thereafter, as shown in the Energized Weapon column on the Force-user table.
Combat Forms
Combat forms allow you to fight in different ways depending on your situation. You may only use one combat form at a time. When you roll for initiative you must choose a form to use, to change forms you must use a bonus action. When you reach 11th level you can choose to master one of your forms, this increases your knowledge and effectiveness with the form. You learn new forms at 1st, 4th, 7th, and 10th level.
Form I: Shii-Cho
While using this form, enemies do not get advantage when flanking you. Additionally you can disengage as a bonus action if there are two or more enemies within 5 feet of you.
Mastered: You can perform one attack roll on each enemy within 5 feet of you.
"It is simple, and its simplicity is strength." ―Kreia
Form II: Makashi
While using this form, as long as there is only one enemy within 5 feet of you; you can jump back 5 feet after hitting an enemy with an attack roll and gain +2 AC when attacked by that same enemy until the start of your next turn.
Mastered: You can now gain advantage on all attacks as long as there is only one enemy within 5 feet of you.
"He is a fencer. Leverage, position, advantage—they are as natural to him as breathing." ―Qui-Gon Jinn's spirit to Yoda on Count Dooku, a Makashi master.
Force Energy
Starting at 2nd level, you learn how to harness the powers of the Force. To use the Force, you expend Energy Points. Your Force-user level determines the number of Energy Points you have, as shown in the Energy Points column on the Force-user table. You start out knowing two Force abilities. You learn more Force abilities as you gain levels in this class. When you spend an Energy Point, it is unavailable until you finish a long rest, at the end of which you regain all of your expended Energy Points. Some of your Force abilities require you to make an attack roll or have your target make a saving throw to resist the effect. The saving throw and attack bonus is calculated as follows:
Force Energy save DC = 8 + your proficiency bonus + your Wisdom modifier
Spellcasting Focus: Instead of using a spellcasting focus you have to have an open hand.
Force Shove
At 2nd level, as an action you can spend 1 Energy Point to push a creature within 20 feet of you 10 feet away from you. The creature must make a Strength saving throw. The creature gets shoved on a failed save, and stays in place on a successful one.
Force Pull
Also at 2nd level, as an action you can spend 1 Energy Point to pull a creature within 20 feet of you 10 feet towards you. The creature must make a Strength saving throw. The creature gets pulled on a failed save, and stays in place on a successful one. If you pull a creature within 5 feet of you, you get an opportunity attack if available.
Ways of the Force
At 3rd level, the Force (DM) will take into consideration all your life’s choices and give you a path based on your alignment and background. The Force will give you the title of Jedi, Sith, or Gray Jedi. All of these are detailed at the end of the class description. This grants you features at 3rd level and again at 6th, 9th, 12th and 17th level.
Ability Score Improvement
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.
Form III: Soresu
Unlocked at 4th level, while using this form, you can use your reaction to deflect incoming projectiles. If an enemy hits you with a ranged weapon attack you can use your reaction to make a Dexterity check, if your total is greater than the projectile’s damage you negate all damage and reflect it back at the enemy dealing 1d10 damage.
Mastered: You can do the same as listed above for ranged spell attacks using half the damage of the spell, and you have advantage on Dexterity saving throws against spells.
“You must rely on quickness, cunning and, most of all, patience to best your enemies." ―Darth Zannah
Form IV: Ataru
Also at 4th level, while using this form, your speed increases by 5 feet. In addition, when you use your action to damage a target, you can use your bonus action to make another attack on the same target.
Mastered: Your speed is now increased by 10 feet and you can double the Energized Weapon dice for the bonus action attack with this form.
"Ataru is the name given to the movements of this form—though it is aggressive, it is focused, and its best use is in combat against a single opponent." ―Zez-Kai Ell
Focused Mind
At 5th level, when you take a short rest, you can regain all of the energy points you have expended. Also, you have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Form V: Shien
At 7th level, you unlock Shien Form. While using this form, if an enemy misses a melee weapon attack against you; you can immediately use your reaction to make an attack against that target with advantage.
Mastered: If an enemy misses a ranged weapon attack against you; you can immediately use your reaction to move up to your speed and then if available make an attack against that target with advantage.
"One must question any discipline that has lethal potential. However, if it serves to suppress violent opposition and preserve peace, I believe it is a discipline worth knowing." ―Cin Drallig
Form VI: Niman
Also at 7th level, you unlock Niman Form. While in Niman Form, as a bonus action you can perform a Force Shove or Force Pull at no Energy Point cost.
Mastered All Force abilities while using this form require two less Energy Points to cast (Minimum of one).
"To compensate for the relaxed focus on bladework, Form VI encourages integrating Force powers into combat." ―Skarch Vaunk
Form VII: Juyo
At 10th level, while using this final form, your weapon attacks score a critical hit on a 19 and above.
Mastered: your weapon attacks now score a critical hit on 18 and above.
"Predictably, he seeks to unbalance you with his erratic attacks. His technique is called Juyo, the most chaotic of the forms.” ―Kreia to the Jedi Exile
Combat Master
At 11th level, you can choose to master one of your forms; this increases your knowledge and effectiveness with the form. Mastering Form VII: Juyo is only available to Gray Jedi or Sith subclasses. Additionally, requiring no action you can change forms at the start of your turn.
Force Jump
At 13th level, as a bonus action you are able to leap into the air and expend 1 Energy Point for every 10 feet that you cover with your jump to a maximum of 100 feet.
Force Speed
At 15th level, as a bonus action you can expend 3 Energy Points to increase your speed by 30 feet for 1 minute. While Force Speed is active, you do not provoke attacks of opportunity.
Force Vision
At 20th level, after meditating for 30 minutes, you can spend 10 Energy Points to cast foresight
Ways of the Force
Through your training, your actions will lead you down one of the three paths; Jedi, Gray Jedi, or Sith. Your path determines your future training and relationship with the force. All three paths use different parts of the force to achieve peace, understanding, or power.
Jedi
Jedi are members of the Jedi Order, an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspired to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force.
"The Jedi are selfless. They only care about others." ―Anakin Skywalker to Chancellor Palpatine
- Energized Color
Your connection to the Force and your pursuit of tranquility makes you a Jedi. Your Energized weapon becomes blue. At 12th level it changes to green.
- Mind Trick
Starting at 3rd level, you gain proficiency in persuasion and deception if not already. Additionally you can expend 2 Energy Points to cast suggestion.
- Force Throw
At 6th level, you gain the ability to manipulate objects with your Force. As an action you can move any non-living objects not being worn. To use this ability, you can expend 1 Energy Point per 100 pounds moved. The max weight of an object you can move is equal to your Wisdom modifier x 100. You can move the object 30 feet in any direction and deal 1d12 bludgeoning damage per 100 pounds. The object must move at least 10 feet and must be at least 100 pounds to deal damage. If the object you want to move is being held, the holder must make a Strength saving throw or lose the object.
- Precognition
Starting at 9th level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability checks made by you or an ally creature that you can see with one of these precognition rolls. You may use this after the roll but before knowing the outcome. You can replace a roll in this way only once per turn. Each precognition roll can be used only once. When you finish a long rest, you lose any unused precognition rolls.
- Force Healing
At 12th level, once on your turn you can expend 1 Energy Point to regain 1d6 hit points. Additionally, when you drop to 0 hit points, you can immediately spend 3 Energy Points to get an automatic successful death save.
- Force Valor
At 17th level, expelling 10 Energy Points on a bonus action, you and any allies within 30 feet of you have increased power, accuracy, and speed. You and any allies who remain within 30 feet of you are granted +10 feet to their speed, advantage on all attacks, and can roll damage dice twice and choose the highest one. This effect lasts 1 minute or until you are knocked unconscious.
Sith
The Sith Order was an ancient institution of Force-wielders devoted to the dark side of the Force. Driven by their emotions, most prominently hate, anger, and greed, the Sith were deceptive and obsessed with gaining power no matter the cost.
"Anger and pain are natural and part of growth. They give you focus. They make you strong." ―Darth Vader
- Energized Color
Because of your loyalty to the darkside, your energized weapon color becomes red.
- Force Choke
Starting at 3rd level, you can harness the power of the dark side; As an action requiring concentration, choke an enemy creature within 20 feet of you for up to 1 minute, expelling 2 Energy Points. The enemy must succeed on a Constitution saving throw or take 1d4 force damage and be stunned. At the end of each of its turns, the target takes another 1d4 force damage and can make another Constitution saving throw. On a success, the effect ends on the target. The damage increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), and 13th level (4d4).
- Force Throw
At 6th level, you gain the ability to manipulate objects with your Force. As an action you can move any non-living objects not being worn. To use this ability, you can expend 1 Energy Point per 100 pounds moved. The max weight of an object you can move is equal to your Wisdom modifier x 100. You can move the object 30 feet in any direction and deal 1d12 bludgeoning damage per 100 pounds. The object must move at least 10 feet and must be at least 100 pounds to deal damage. If the object you want to move is being held, the holder must make a Strength saving throw or lose the object.
- Force Fear
At 9th level, you gain proficiency in Intimidation if not already. You can use 1 Energy Points to increase your Intimidation modifier by 5 for 10 minutes. Additionally, you can cause uncontrollable fear in your enemies. As an action choose any creatures within 30 feet of you to make a Wisdom saving throw expending 1 Energy Point per creature. If a target fails they must spend their turn trying to move as far away from you as it can, including its actions and bonus actions..
- Force Lightning
At 12th level, using an action, you can send force lightning to any creature within 20 feet, expelling either 2, 5, or 8 Energy Points. 2 Energy Points will shoot blue lightning, rendering an enemy stunned until the end of their next turn and dealing 2d6 lightning damage. 5 Energy Points will shoot purple lightning, dealing 6d6 lightning damage and causing the target to be stunned, and 8 Energy Points will send a devastating blast of red lightning, dealing 8d6 lightning damage to two different enemy creatures within 10 feet of each other and knocking them both stunned. The targeted creatures must succeed on a Constitution saving throw. If they succeed, the targets take half damage and are not stunned.
- Force Rage
At 17th level, as a bonus action you can use 10 Energy Points to bring out all of your hatred into combat. You gain advantage on all attack rolls, and all attacks deal an additional 3d8 damage. This effect lasts until you do not take the attack action on your turn.
Gray Jedi
The term Gray Jedi, was used by Jedi and Sith to describe Force-users who walked the line between the light and dark sides of the Force without surrendering to either side. However, those who were considered to be true Gray Jedi met both qualifications and did not belong to any particular Force tradition.
"Well, I assure you, I see more grey than dark or light. I'm just a stubborn old man, tired of the foolishness of others." ―Jolee Bindo to Revan
- Energized Color
Because of your separation from the Jedi and Sith, your energized weapon color becomes white. At 12th level the color becomes gray.
- True Balance
Starting at 3rd level, choose between the ability Mind Trick and Force Choke. Refer to the Jedi and Sith subclasses for details. Additionally you gain proficiency in heavy armor.
- Protection Bubble
At 6th level, as a reaction you can expend 4 Energy Points to summon a bubble to protect an ally who is getting attacked (before the attack roll) within 30 feet of you. When the bubble is damaged by an attack, the attacker must make a Dexterity saving throw. If failed, the damage is reflected back at the attacker protecting the creature inside. If the attacker successes, the bubble breaks and the creature inside takes half damage. Attacking while inside the bubble breaks it. The bubble lasts 1 minute unless broken.
- Battle Mind
At 9th level, as a bonus action and using 3 Energy Points, you gain unrelenting heroism for 1 minute. You cannot be paralized, petrified, stunned, or frightened. Additionally you gain advantage on Intelligence, Wisdom, and Charisma saving throws.
- Electric Judgement
At 12th level, you rain down electric judgement. As an action, you spend 8 Energy Points as you release two devastating yellow and green lightning blasts at one creature of your choice within 20 feet. The target must make two Constitution saving throws; each failed saving throw deals 6d6 lightning damage, half as much on a success. If the target fails both saving throws, it is stunned until the start of your next turn.
- Force Kill
At 17th level, you learn how to collapse the interior of one's body. As an action, expend 12 Energy Points and target one creature within 15 feet. That creature must make a Constitution saving throw. If they fail and have 125 hit points or fewer, it dies. Otherwise, there is no effect.
Multiclassing
Prerequisites. To qualify for multiclassing into the Force-user class, you must meet these prerequisites: 13 Wisdom
Proficiencies. When you multiclass into the Force-user class, you gain the following proficiencies: Light Armor, Medium Armor, Daggers, Shortswords, Scimitars, Rapiers, Quarterstaffs, Longswords
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