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Jedi


Hit Points

Hit Dice: d4 per Jedi level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor: only jedi robes
Weapons: Lightsabers
Tools:
Saving Throws: Dexterity, Constitution
Skills:

Class Features

Your first steps At 3rd level you have begun to learn the art of lighsaber combat. You learn the first form of lightsaber combat- Shii-Cho as well as force push Force Sensitive At 4th Level, your senses and dexterity allow you to avoid some attacks AC- 11 + Dex +Con Force User At 7th level you are able to use the force while in combat. You can cast one cantrip as an action, and make one weapon attack as a bonus action Jedi Knight At 10th level you have become adept in an additional form of lightsaber combat from forms 2-4 Additional Training At 13th Level you have begun the process of learning new forms of lightsaber combat. You learn either form 5 or 6 Jedi Master At 16th level, you have spent years mastering the ways of the force. You gain the ability to look into the force at the start of each day and sense any danger for the day. Your senses are hightened by the force, you gain advantage on perception checks and can sense any invisible creature within 30 ft of you. Jedi Council Member At 18th level, you have become one of the most powerful jedi possible. You are able to learn form 7 of lightsaber combat One With The Force At 20th level, you are the embodiment of the force. At any point you can choose to sacrifice yourself, killing whatever creature you are fighting against, and you become a force ghost   Lighsaber Combat Forms Each form has different abilities that can only be used one at a time. at the start of every round of combat, the jedi chooses a form of combat and must use only that form's abilities for the round Form 1 Shii-Cho: Disarming Slash- A strike directed at the opponent's weapon in an attempt to rip it out of their grasp or destroy it Dex save DC 13 to avoid losing control of the weapon Sarlacc Sweep- A wide sweeping attack in which the duelist struck against multiple enemies. use your action to attack all creatures within 5 ft of you once per longrest Form 2 Makashi: Contentious Opportunity- A tactic based upon recognizing and exploiting an opening in the opponent's defense before swiftly moving to strike the exposed enemy. After meditating overnight (longrest), you can choose to gain advantage on 3 enemies throughout the day. Makashi Riposte: A defensive technique where the duelist slightly alters the angle of an opponent's attack before quickly retaliating with a counter strike. Two times per day, you can choose an attack roll to miss you Form 3 Soresu Circle of Shelter: A technique where the duelist creates a protected area around themselves and their allies, making it difficult for enemies to penetrate- raise everyone's AC by proficiency 2 times per day Deflecting Slash: A technique where the duelist redirects the momentum generated by deflecting an enemy projectile into a slashing attack at an adjacent target. Dex Save DC 24 to accomplish. Form 4 Ataru Hawk-Bat Swoop: Was intended to allow a combatant to quickly strike their opponent without giving them a chance to react. You gain a use of action surge per longrest Saber Swarm: Numerous short strikes were aimed at the adversary. Twice per day, you get the ability to attack 8 times at half damage Form 5 Shien Barrier of Blades: Defended the user from blasterfire and redirected some of the incoming blasts. Dex Save DC 21 to redirect a spell back at the caster Falling Avalanche: An overhand power blow that crashed down upon an opponent with incredible force. Once Per day use your action to destroy your opponents weapon. Athletics Check DC 18 if the weapon is magical Shien Deflection: Simultaneously deflect weapons fire and leap towards an opponent. Once per day when you use Barrier of Blades you can choose to jump up to 60 ft away without provoking opportunity attacks Form 6 Niman Draw Closer: It consisted of the duelist telekinetically seizing an opponent and pulling the enemy into the path of his/her blade. 4 times per day, you can choose to succeed on an attack if you are already engaged in combat Fluid Riposte: A smooth transition from parrying an attack to a counterstrike. Six times per day you can choose to attack an opponent on a missed attack Pushing Slash: The duelist would slash an opponent before blasting him aside with a Force push. You attack however many times you can and can then use force push as a bonus action Form 7 Juyo Assured Strike: Trading sheer power for a near-certainty of landing a hit. You can never miss when using this move Vornskr's Ferocity: Involved "ferocious" attacking of an opponent. You guarantee a crit, can be used 3 times per day Swift Flank: The user leaped or dashed around an opponent to make a quick strike. The speed of the maneuver was intended to catch opponents off guard. You are able to use the dash action and then attack an opponent at triple advantage


Starting Equipment

Lightsaber - 2d12 Force Damage + damage dependent on color Colors: Blue: add 1d6 lightning damage. You have focused your training on perfecting the art of lightsaber combat. Add Half Proficiency to all attack rolls Green: add 2d4 force damage. You have focused your training on mastery of the force. You gain the ability to throw your lightsaber and force pull it back 3 times per long rest- Dex save DC 25- 6d10 + dex damage, half as much on a save. You also gain more spell slots of force powers (homebrew spells) Purple: add 1d10 necrotic damage. You have learned to go on the brink of becoming evil, and come back to the light out of sheer will. You have advantage on all wisdom and intelligence saving throws, and you learn an additional form of lightsaber combat Black: add 1d10 Necrotic damage. You have learned to craft the most exotic lightsaber adaptations and add proficiency in any tool checks on lightsaber modifications. Yellow: add 1d8 Psychic damage. You have devoted your studies to the protection of the weak and to uphold the jedi teaching. Add 2 to intelligence and gain 2 uses of Temple of the Gods per long rest at no material cost White: add 2d6 Radiant damage. You were able to heal a red cyber crystal to undo the curse placed upon it. Your lightsaber can cast a blinding light 3 times per day that heals your allies by 4d8 + your level in the fighter class Tools: Respirator- holds 10 hours worth of air Jedi Robes- make you look lie a jedi Mobile Prosthetic- Jedi have their limbs cut off all the time, this is a robotic replacement for 1 lost limb


Spellcasting

Same spellcasting as typical eldritch knight Green Ligtsaber- you gain one level 1 spell slot at level 6, one level 2 at level 10, one level 3 at level 13, and one level 4 slot at level 17


Created by

Starshield77.

Statblock Type

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