< Jedi

Jedi/Sith (5e Class)

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Jedi/Sith

There is a mysterious energy deep within the Weave, known as... The Force... Some people... wield this power, such as, the ancient Je'daii, but in more modern times, the Jedi, and the Sith. (Realise that this class will not fit most Fifth Edition Dungeons & Dragons campaigns, and you must ask your Dungeon Master before using this class.)

Creating a Jedi/Sith

When creating a Jedi/Sith, you must first ask yourself, will you be a Jedi? A Sith? Or a Grey Jedi? Next, why? What happened to your character that causes them to devote themselves to those teachings? When did you discover your force sensitivity?

Quick Build

You can make a Jedi/Sith quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Outlander background.


Class Features

As a Jedi/Sith you gain the following class features.

Hit Points

Hit Dice: 1d10 per Jedi/Sith level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Jedi/Sith level after 1st

Proficiencies

Armor: Shields
Weapons: Simple weapons, martial weapons, lightsabers
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose 4 from the following. Athletics, Acrobatics, Animal Handling, Arcana, Deception, History, Insight, Investigation, Medicine, Perception, Persuasion, Religion, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a melee martial weapon or (b) a ranged martial weapon or (c) two simple weapons
  • (a) Jedi robes or (b) Sith robes
  • (a) Jedi holocron or (b) Sith holocron or (c) Grey Jedi holocron
  • (a) Explorer's Pack or (b) Scholar's Pack or (c) Dungeoneer's Pack
  • If you are using starting wealth, you have 150 gp in funds.

Table: The Jedi/Sith

LevelProficiency
Bonus
Force PointsForce PowersFeatures
1st+252Unarmoured Defence, Force Powers, Holocron
2nd+253Force Jump
3rd+2104Order Path
4th+2105Ability Score Improvement, Lightsaber Form
5th+3156Extra Attack (x1)
6th+3157Order Path Feature
7th+3208Force Telepathy
8th+3209Ability Score Improvement
9th+42510Force Persuade
10th+42511Order Path Feature
11th+43012Extra Attack (x2)
12th+43013Ability Score Improvement
13th+53514The Force Is With Me
14th+53515Aura of Hope
15th+54015Improved Unarmoured Defence
16th+54016Ability Score Improvement
17th+64516Power Mastery
18th+64517One With The Force
19th+65017Ability Score Improvement
20th+65018Order Path Feature, Natural Speed

Unarmoured Defence

At 1st 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.

Force Powers

At 1st level, you have the ability to use something known as "The Force". You use it mainly through abilities called Force Powers. At 1st level you choose 2 Force Powers, gaining more as you level up, they are detailed here. Using these Force Powers costs you Force Points (Shortened to FP) (Note, Force Powers that require one Action to activate, count as an Attack Action, meaning, you can take extra attacks after using one, or, you could use one as an extra attack)


Force Save DC 8 + Wisdom modifier + proficiency bonus

Force Attack Modifier Wisdom modifier + proficiency bonus

Force Points

At 1st level, you have a pool of Force Points (FP), of which you expend to use Force Powers and certain other abilities. You have a certain amount of Force Points shown on the Jedi/Sith Table. You regain your Force Points after a short or long rest.

Holocron

At first level, you have a Jedi or Sith's Holocron, you received this, from either luck, or, it was given to you 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. There are six kinds of Lightsabers. The cost shows how much gold you must spend in materials to craft the Lightsaber. It takes one hour of total concentration and 5 force point to create your lightsaber.

WeaponDamagePropertiesWeightCost
Lightsaber1d10 Magical Radiant DamageFinesse, Light, Versatile (1d12)2 lbs.150
Shortsaber1d8 Magical Radiant DamageFinesse, Light1.5 lbs.100
Saberstaff2d8 Magical Radiant DamageFinesse, Two-Handed2.5 lbs.200
Saberpike1d8 Magical Radiant DamageFinesse, Versatile (1d10), Reach3 lbs.175
Lightwhip1d6 Magical Radiant DamageFinesse, Light, Reach1.5 lb.150
Lightdagger1d6 Magical Radiant DamageFinesse, Light, Thrown(Range 20/60)1 lb.100

Force Jump

At 2nd level, when you jump/high jump, you can spend a force point to jump twice your normal jump height, if you used this feature, you do not take fall damage from that fall. You can also use this ability while falling to lessen your fall, so you take 0 fall damage.

Order Path

At 3rd level, you chose an Order Path. Choose between (If your Holocron is that of a Jedi), Jedi Guardian, Jedi Consular, and Jedi Sentinel, or (If your Holocron is that of a Sith), Sith Sorcerer, Sith Marauder, and Sith Assassin, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 20th.

Lightsaber Form

At 4th 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 reaction 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 extra force point.

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.

Ability Score Increase

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Force Telepathy

At 7th level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. The creature can respond to you. You can communicate to multiple creatures at once by spending force points, you must spend 1 for every additional creature.

Force Persuade

At 9th level, whenever you make a Skill Check using Charisma, you can spend FP to give you a bonus to your roll. Every 1 FP you spend, you gain a +1 to your roll, you can use this before or after rolling, but it must be used before you know the outcome, or, if you already know the outcome, it costs 2FP for every +1 bonus.

The Force Is With You

At 13th level, when you roll a Saving Throw, you can spend 5 FP to give yourself advantage on the roll. (This ability cannot stack with itself)

Aura of Hope

At 14th level, whenever you or a friendly creature within 15 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). Your allies within this range can also not be Frightened. You must be conscious to grant this bonus.

Improved Unarmoured Defense

At 15th 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 + your Dexterity modifier + your Wisdom modifier + half your proficiency bonus.

Power Mastery

At 17th level, you may choose one force power. You can use it without consuming Force Points, you can do this once every short or long rest.

One With The Force

At 18th level, projectiles (I.E. arrows, bolts, bullets, laser blasts, etc.) have disadvantage on hitting you.

Natural Speed

At 20th level, your Speed increases by 10, and you add your Wisdom modifier to initiative rolls.

Jedi Guardian

Concentrating on martial training and combat,[3] Guardians engaged in combat more than either of the other two classes of Jedi.

Improved Critical

Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.

Jumping Attack

At 6th level, as an action, you can expend 4 FP to jump to an enemy within 15 feet of you and immediately take the attack action as a part of the same action.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Extra Attack

Beginning at 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Jedi Consular

Refraining from drawing their lightsabers except as a measure of last resort, Consulars spent a great deal of time studying the mysteries of the Force.

Diplomat

When you choose this archetype at 3rd level, you gain proficiency in the Persuasion and Insight skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Force Adept

Starting at 6th level, all Force Powers have a -1 Force Point cost.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Power Speed Up

At 20th level, when using a Force Power that's casting time is 1 Action, you can expend extra FP equal to the Force Power's normal FP cost to make the casting time 1 Bonus Action instead.

Jedi Sentinel

Sentinels blended both schools of teaching and amplified them with a series of non-Force skills

Force Strike

At 3rd level, you can use the force to more accurately aim your attacks. Before you know the outcome of the roll, you can expend 1 FP to add a +1 bonus to the roll. (You can spend more to increase the bonus, it is always a 1:1 ratio.)

Evasion

Beginning at 6th level, 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.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Reliable Talent

By 20th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Sith Sorcerer

A Sith sorcerer or sorceress was an individual who was proficient in the arts of Sith magic, using spells, talismans, or incantations to focus the power of the dark side.

Sith Alchemy

At 3rd level, You gain one Warlock Cantrip, and one Warlock spell (Up to 2nd level), with which you gain one 2nd Level spell slot to cast it with. Wisdom is your spellcasting attribute for these spells.

Sith Alchemy Improved

At 6th level, you gain another Warlock Cantrip, and another Warlock spell (Up to 3rd level), your 2nd level spell slot is taken away, and replaced by two 3rd level spell slots.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Unlimited Power

At 20th level, whenever you attack using a force power (Or your spells), if it hits and deals damage, it also adds your proficiency modifier to the damage.

Sith Marauder

Sith Marauders were fueled by hatred, rage, and cruelty, and used it to defeat their opponents.

Savage Attacker

At 3rd level, when you attack an enemy with a weapon (The force power Lightsaber Throw counts), you deal 1d4 extra damage.

Survivor

At 6th level, when you take damage, you can decrease the damage taken by 1d12, you can use this once every short or long rest.

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Extra Attack

Beginning at 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Sith Assassin

The Sith assassins were unique because they preferred to ambush their intended prey from the shadows rather than engaging them in open combat.

Undetected

When you choose this archetype at 3rd level, you gain proficiency in the Sleight of Hand and Stealth skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Stealth Attack

At 6th level, if you have advantage on an attack roll, you may spend 1 FP to increase the damage dealt by 1d4. (You can spend more to increase it further.)

Additional Lightsaber Form

At 10th level, you can choose a second option from the Lightsaber Form class feature.

Blindsense

Starting at 20th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 20 feet of you.

Multiclassing

Prerequisites. To qualify for multiclassing into the Jedi/Sith class, you must meet these prerequisites: Wisdom of 13 or higher.


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