Now keep in mind that with any conversion of mine, it's subject to change based upon user feedback. If it's not powerful enough, or too powerful, it can be toned down. But if you want to see some changes, please let me know in the comments section.
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His cool gaze lingered only for mere moments on his foes
before assailed him from every direction. The rod in his hand suddenly snapped
to life with a glowing blade of its own. He moved as if he know already what
his foes would do before they did, his blade sizzling as it intercepted killing
blows with speed and grace.
She closed her eyes and kept them closed as she stretched
out her senses. The room looked jovial, but underneath it all there was
tension. She could sense them, a handful
of people tense and ready to act. They
were people she of course did not travel with, but ones who were ready to stir
up trouble. On the other hand, that was why she was there.
To be vigilant and ready to defend was a noble concept,
however he was more proactive. He slipped through the halls of the enemy fort
unseen, as if he owned the place. The
creatures that stalked the halls would see him if he let them, but the Force
had a power over the weak minded, and even those with some strength of will
were still susceptible.
Jedi are masters of the unseen arts, wielders of a cosmic
energy known as the Force. Like Ki and
magic, the Force is an unseen energy that is created by all living things. The Jedi stand as wielders of the Force for
the sake of defending others. But there
are still some who choose a different path, to walk a path of darkness, and
many start upon this path by starting as Jedi.
The Power of
the Force
Jedi spend much of their lives in training and study of a
mystical energy field they call “the Force.” This energy is a magic like energy
often thought to be the power from which the Gods gain their power. The Force
flows through all living things, connecting all life together in hidden ways.
This universal life force is the source of the Jedi’s power, and the source of
power for several other beings. It
stands separate from the elements that comprise magic, or the magic gifted to
clerics. Bending the Force to one’s will requires training and aptitude. With it one can alter the perceptions of
those around them, or affect the physical world. But more importantly one can control their
own physical capabilities, and even attune their senses to the flow of the
world around them to make them appear to have reflexes well beyond the norm for
a person.
There is No Death,
only The Force
Temples of grandeur or small alcoves can play home to the
Jedi. It is not the aesthetics of a dwelling that make it home, but how it is
used. The Jedi who live in these places train to use the Force, they
contemplate the Force – its light and dark sides. People do not simply become Jedi, most those
with the aptitude are found amongst orphans, or children that parents have come
to fear or worry about the powers they display.
In some cases, children are born within their order as well.
Jedi are sociable, but some can come across being distant
or withdrawn from the world and its troubles as they contemplate the extent of
their actions before acting, making their order to appear lethargic in their
actions. Their capabilities as warriors
and diplomats is highly sought after, and many kingdoms try to retain the
services of Jedi though establishment of temples for their order to use.
Those Jedi that do adventure often do so out of a desire
to help others, or to expand their knowledge of the world and the Force. For a Jedi, material needs are
inconsequential. Jedi dress in simple
robes and carry only the basic items they need for travel. The only other item they carry is a sword,
that is until the time when the Force calls to them to build a lightsaber.
Creating a Jedi
Creating a Jedi character requires one to think about the
character’s motivation to adventure.
What sort of person are they? How did they come to join the Jedi
order? Is the Force for knowledge &
defense, or perhaps it is a means to an end?
Are you one for diplomacy, or do you utilize more forceful tactics? Did you fall to the dark side? Rather than
standing on the side of the light or darkness do you walk a middle ground?
Jedi that move into a life of adventure are hard workers,
often using the Force in their daily lives in either subtle ways or profound
ways depending upon what is needed.
Those the go out into the world care little for wealth and the
accumulation of political power. And
with adventure can come opportunities to learn about love. And while love is a
thing they look upon with some degree of reserve, as attachment is not entirely
a good thing, but it is not evil either.
As a result of extensive training and upbringing to serve
the light side of the Force, nearly all Jedi are good aligned.
Level
|
Proficiency
Bonus
|
Force Points
|
Features
|
1
|
+2
|
2
|
Unarmored Defense, Use the Force
|
2
|
+2
|
2
|
Attuned Senses
|
3
|
+2
|
4
|
Knights Dedication, Hone Lightsaber, Lightsaber
Deflection
|
4
|
+2
|
4
|
Ability Score Improvement, Extra Attack
|
5
|
+3
|
6
|
Improved Force Use
|
6
|
+3
|
6
|
Knights Dedication
|
7
|
+3
|
8
|
Calmness of Mind
|
8
|
+3
|
8
|
Ability Score Improvement
|
9
|
+4
|
10
|
Peerless Protection
|
10
|
+4
|
10
|
Improved Lightsaber
|
11
|
+4
|
12
|
Knights Dedication
|
12
|
+4
|
12
|
Ability Score Improvement
|
13
|
+5
|
14
|
Greater Force Use
|
14
|
+5
|
14
|
Force Meditation
|
15
|
+5
|
16
|
Force Awakening
|
16
|
+5
|
16
|
Ability Score Improvement
|
17
|
+6
|
18
|
Knights Dedication
|
18
|
+6
|
18
|
Master’s Power
|
19
|
+6
|
20
|
Force Stance
|
20
|
+6
|
20
|
Ability Score Improvement
|
QUICK BUILD
You can make a Jedi quickly by following these
suggestions. First, make Dexterity your highest ability score, followed by
Wisdom. Second, choose the scholar background.
CLASS FEATURES
As a Jedi, you gain the following class features.
HIT POINTS
Hit Dice: 1d8
per monk level
Hit Points at 1st
Level: 8 + your Constitution Modifier
Hit Points at
Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after
1st.
PROFICIENCIES
Armor: Light
Weapons:
Simple Weapons, Short Sword, Long Sword, Great Sword, Lightsaber*
(* Gained once the character has reached Level 3.)
Tools: Jewelers
tools
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Athletics,
Insight, Investigation, Nature, Persuasion.
EQUIPMENT
You start with the following:
UNARMORED
DEFENSE
Beginning 1st level, you gain the unarmored
defense similar to that of the Monk.
At 1st level you have the ability to use the
Force. You gain a starting 2 Force
Points, and from there you gain an additional number of points every 2 levels
thereafter. Force points are spent on
the use of various Force powers that a Jedi learns to use as they gain in
experience. Force powers are associated
with one of three basic disciplines of Force use; Alter, Control, and Sense. Once a Jedi has expended their Force points
they may regain a number of expended Force points equal to their WIS modifier
+1 (with a minimum of 1) with a short rest, or all of their Force points with a
long rest. Jedi gain the use of the
following basic powers as they start at the “Padawan” level. If a saving throw is needed for any Force
power the difficulty is 8 + your Proficiency Bonus + your WIS Modifier. Sense and Control based Force powers may be
used as a bonus action.
·
Force
Kinesis (Alter): For 1 Force point
you may move a one handed object that you can see clearly to you, or away from
you up 60ft. If used for attack the
damage is 1d6 + WIS modifier in force damage. The target must also make a DEX
saving throw. If they fail they are
knocked prone, and if they succeed they remain standing.
·
Enhance
Self (Control): For 1 Force point you may gain advantage on either STR,
DEX, or CON based skill rolls and Saving throws. This is concentration based,
but also requires 1 Force point to be expended each turn that the power is
maintained. You may also choose to instead grant this benefit to a single
chosen ally within line-of-sight of you as a bonus action.
·
Force
Sense (Sense): You can heighten your senses, becoming attuned to the flow
of the Force in the world around you. This is concentration based and while in
use you have advantage on Insight, and Perception rolls. For 1 Force point, and while maintaining
concentration, you can act normally if blinded or in the effect of a Darkness
spell or effect, though you still cannot see.
Jedi all suffer from the lure of the Dark side. The Force has two sides, light and darkness. For more on Jedi and the Dark and Light sides
of the Force
ATTUNED SENSES
At 2nd level your senses in the Force have
become more attuned to its flow. When
using a one or two handed weapon with which you are proficient you may choose
to gain either a +2 bonus to your defense as your Force attuned senses allow
you to anticipate your opponent’s actions. Or you may gain a +2 bonus to your
attack rolls. If you are using a shield you may not apply the bonus to defense,
but if dual wielding you are allowed to retain the bonus.
KNIGHTS
DEDICATION
Upon reaching 3rd level, you must choose a path
upon which to commit yourself as you move from “Padawan” to “Knighthood.” These dedications are: Way of the Guardian,
Way of the Consular, Way of the Sentinel, and Way of the Sith. Your dedication grants you features at 3rd,
6th, 11th, and 17th levels.
HONE LIGHTSABER
At 3rd level you gain the ability to craft a
lightsaber. To do this the Jedi requires
a crystal which they must cut and then infuse the Force with. With a crystal
ready the Jedi then needs to have parts and pieces ready to assemble to form
the hilt of their lightsaber, encasing the crystal in the protective
casing. With the hilt crafted the Jedi
can ignite the blade of this weapon creating a long sword like blade that deals
damage like a long sword, but has the following weapon properties: Finesse,
Light, Thrown, and Versatile. A
lightsaber’s blade is treated as a magical weapon and its damage is fire based
(it can be used to ignite combustible objects).
You may also use other lightsabers that you may find, but you must
attune the weapon to you first before you can use it. The lightsaber that you craft is
automatically attuned to you, and counts as an attuned weapon for such
purposes.
LIGHTSABER
DEFLECTION
At 3rd level you may use your lightsaber to
deflect missiles like the Monk’s “Deflect Missiles” class feature. However, you may only deflect missiles, you
cannot catch them. You also must use a
lightsaber for this to be used at its full effect. If you use any other weapon you are
proficient with for this attempt you roll 1d6 instead of 1d10. The lightsaber
however can also deflect magical attacks, including the Magic Missile spell. By
expending a Force point per level of the spell deflected, the Jedi may attempt
to reflect the attack back at the attacker, requiring an attack roll at a
disadvantage. Magical attacks that
cannot be deflected are ones that do more damage than can be deflected,
otherwise the damage against the user is reduced by their deflection, this does
include area affecting attacks as the blade can be used to split the path of
the damage. Additionally, every 4 levels
allow the Jedi to apply an additional 1d10 to the amount of damage they can
deflect.
ABILITY SCORE
IMPROVEMENT
This is gained as per the same feature for every class in
the PHB.
EXTRA ATTACK
This is gained as per the same feature for some classes
in the PHB (at level 5).
IMPROVED FORCE
USE
At 5th level the extent of your Force powers
increases. You may select up to 3 of the
following powers.
·
Improved
Force Kinesis (Alter): You can move objects equal to what you can lift and
carry up to your maximum weight. If striking an opponent, the damage die is
increased to 2d6. For an additional
Force point you can use the strike to hit all opponents in a 30ft cone.
·
Improved
Enhance Self (Control): You no
longer need to spend a Force point per turn to maintain the power. You instead
need only spend a point to activate the power and maintain concentration. For
an additional Force Point you may apply your WIS modifier to any roll that you
have chosen to enhance.
·
Improved
Force Sense (Sense): For an
additional Force Point you can sense the location of individuals who are
invisible or hidden from sight.
·
Force
Heal (Light Side, Alter): You can
use the Force to heal the wounds of others (not yourself). Each Force point spent allows you to heal 1d8
+ your WIS modifier in HP to the target.
The target must be touched by you in order for them to receive the
effect. This also can be used to draw out
poisons and diseases, but only 1 at a time for 2 Force points.
·
Force
Repulse (Alter): You project the
Force out from you, pushing any opponent with in 15ft of you. For 2 Force points, each target must make a
STR save. If the save is failed, the target
takes 2d8 damage and is pushed back a number of feat equal to the damage rolled
and are prone. If they succeed they take
half damage, and are pushed back half the distance of what is rolled on the
dice (they also remain on their feet).
You can spend another Force die to increase the dice rolled by an
additional d8.
·
Mind
Trick (Alter): You can use the Force
to cloud the mind of others allowing you to influence them without their
realizing it. The mind trick has a few
different uses.
o Influence Perceptions: The power can be used to influence the
perceptions of others. This allows you to create sounds and sights to fool
those that you can perceive. This works
like the Prestidigitation spell, except that it creates a mental illusion of
the effect, and cannot be used to do some of the more physical capabilities of
the spell. But because of this the power
can mix both sight and sound. This can affect any target with in sight, and it
requires concentration to maintain.
Targets must make an INT save in order to not be affected by this. Targets that possess a resistance to psychic
damage are unaffected by this power.
o Compel:
For 2 Force points you can use the Force to compel a person’s actions to
follow certain directions, and concentration must be maintained while the
commands are given. Those who are
affected by this typically don’t know that they have been affected unless
something happens to contradict the compulsion.
All targets with in line-of-sight to the character must make a WIS
save. If they fail they are compelled to
follow the directions of the user, where in they can issues commands that the
individual would normally not be opposed to, (we are not the adventurers you
are looking for – we can go about our business – move along). If it’s a command that the individual might
be opposed to then for each command given they are allowed an additional saving
throw. Commands given cannot include
actions that would result in injury or loss of life to the individual. If such commands are given, then the effect
immediately ends.
o Command (Dark Side): For 2 Force points, and acquiring a Dark Side
point, you can use the Compel ability to issue commands that essentially allow
you to force a single target to follow your instructions, no matter what they are. The target is still allowed a WIS saving
throw for each command given, but you can force them to execute themselves,
fight their comrades, and so forth.
Concentration must be maintained on the target however for this to
continue to work.
·
Force
Absorption (Control): As a reaction
you can spend 2 Force points you gain advantage on spell saving throws that do
damage. If you succeed on your saving
throw you are treated as if you have resistance to the spells damage. For an additional Force point, when you
successfully save against the power, you may shunt that energy to allow
yourself a reactionary attack against any target within striking distance to
you (you can use a Force power if desired).
·
Momentum
Control (Control): You may spend a
Force point to increase your base movement by x2. Your leaping distance also is doubled. Or if falling or leaping down you may spend
the Force point to reduce the fall distance proportionately thus reducing
potential damage you would sustain.
·
Presence
(Control): You exude your presence
in the Force allowing you to influence others in more subtle ways. For 1 Force point you gain advantage on
Deception, Intimidation, and Persuasion skill checks. If you spend an additional Force point you
may add your WIS bonus to the skill rolls.
·
Heal (Light
Side, Control): If you spend 2 Force
points you can make use of the “Cure Wounds” spell. In the place of casting at
higher levels you can expend 1 additional Force point for each level that the
spell is cast at a higher level for. However,
unlike the spell, the power can only be used during a short rest.
·
Harm
(Dark Side, Alter): For 3 Force
points you can inflict harm in the opposite way one would heal. With a gesture you can essentially strangle
the target. Distance does not matter,
but you must be able to clearly see the target.
Targets must make a CON saving throw.
If they succeed they take half damage, but if they fail they will take
full damage. The target takes 2d12
damage from the power. Additionally, the
target is unable to breath and cannot concentrate at all on the use of powers.
You may also choose to maintain the power each round for 1 Force point, where
the target continues to make a saving throw against the damage. You can choose not to kill the target with
this power, but instead render them unconscious. For an additional Force point you use the
Force to lift them into the air by their neck, this renders the target
immobile, but they are still capable of fighting and defending themselves.
·
Life
Sense (Light Side Sense): For 1
Force point, and as long as you concentrate, you can sense the life forces of
all things around you with the Force up to 1 mile away. While you may not know what they are, you
know the locations of all beings in a 1-mile area. If something is not alive then you cannot
sense it so much as an absence of life.
·
Detect
Falsehoods (Sense): For 2 Force
points, and as long as you concentrate, you will know if there are illusions
around you, if someone is telling a lie, or if someone has assumed a form that
is not their own.
·
Battle
Meld (Sense): For 1 Force point per
person you wish to affect, so long as you concentrate and can perceive them,
you may grant every person affected a +1 to attack rolls and +1 to their AC
(except yourself). So long as you
maintain this, your allies gain the bonus.
·
Empathy
(Light Side, Sense): For 2 Force
points you can empathize with any living being.
The target may make a WIS saving throw.
If they succeed they don’t see you as a threat, but their disposition
remains unchanged.
·
Move
Unseen (Control): For 3 Force points
you can move as if no one can see you.
This functions like the Invisibility spell, lasting 1hour as long as you
concentrate. This can only affect you
however.
·
Far-sight
(Sense): With the Force you can see
into the past, what is happening in the present, and with the future you can
catch glimpses of what could be. Use of
this power requires concentration, but the character also cannot be in combat
as it takes at least a minute of time to focus on using this power. While in
use the character can clearly see the past and present, regardless of distance,
however the future is always in motion and the character will be assailed with
images of what could be. The power
essentially grants guidance, to a course of action.
CALMNESS OF
MIND
At 7th level your focus and calm mind grant
you resistance to charms and being frightened.
You have advantage on saving throws against these powers. You also can spend your action to recover a
number of Force points equal to your WIS modifier +1 per 3 levels.
PEERLESS
PROTECTION
At 9th level when an ally is adjacent to you,
you may use your action to defend, in doing so those adjacent to you gain a +2
bonus to their AC so long as you are using your lightsaber, and are using your
“Attuned Senses” to grant yourself a +2 bonus to your AC as well.
IMPROVED
LIGHTSABER
At 10th level the damage dice you roll for
your lightsaber increases by an additional die.
GREATER FORCE
USE
At 13th level you gain the use of an
additional 3 chosen Force powers from the Improved Force Use list.
FORCE
MEDITATION
At 14th level you gain the skill to meditation
with the Force. Instead of taking a long
rest the Jedi may meditate for half the time to gain the same benefits. If meditating as part of a short rest, the
Jedi may recover an additional Force point.
FORCE AWAKENING
At 15th level your aware on a day to day basis
of the ebbs and flow of the Force. You
cannot be the subject of a surprise attack, and you are aware of danger in your
vicinity (with in 180ft), though you won’t know if it is directed at you or
not). More over if a person dies while
you are around you will sense their death through the Force.
MASTERS POWER
At 18th level your powers in the Force are at
their height. You may select an
additional 3 powers either from the Improved Force Use list, or you may select
3 from the following list.
·
Force
Negation (Light Side, Alter): You
can use the Force to negate any one spell (or Force Power) that you are aware
of that is being cast, or is on an area (excluding enchantments). You may expend a number of Force points equal
to the spells level, or those used in the Force Power, to negate the effect. You must make an attack roll against the
saving throw of the spell/power, or its attack roll. If you succeed the effect is negated, if you
fail the effect is diminished doing half its intended effect.
·
Greater
Force Kinetics (Alter): Your
telekinetic powers are at their peak.
The amount you can lift can be doubled for each Force point you spend in
addition to the base requirements. If
used to strike with the already doubled dice double a second time.
·
Domination
(Dark Side, Alter): This powerful Dark
Side Force power requires training, unlike other Dark Side powers (see The Dark
Side for more details). Domination works
similar to Mind Trick except that the effect has you completely dominating the
mind of another. The target must make a
WIS save. If successful they are able to
ward off the Domination…however if they fail they are not the puppet of the
Jedi, and they can be commanded to do anything, even things they would be
morally opposed to doing. Each turn they
act against their will they may make a WIS save to break free. This affects only 1 target that you can
perceive and who can perceive you. The
base cost is 5 Force points, plus you may spend an additional number of Force
points to increase the DC of the roll while the target is dominated by 1 point
per Force point spent. Each time they
fail a save however the DC reduces by 1.
·
Force
Lightning (Dark Side, Alter): This
powerful Dark Side Force power requires training, unlike other Dark Side powers
(see the Dark Side for more details).
For 5 Force points you can unleash Force Lightning from your
fingertips. This deals 8d8 Necrotic
damage, that inhibits any regeneration, and leaves the target stunned until the
start of your next turn. Targets may make a DEX saving throw for half damage,
and Jedi can deflect it. If they fail
the save they take the full damage and are stunned. The power can be used to target an individual
or a 30ft cone. Use of this power gives
an immediate Dark Side point.
·
Force Enlightenment
(Light Side, Control): Through the
Force you can awaken a broader world to those you choose to. A single chosen target can have their senses
temporarily awakened to the Force. For 1hr
the person has 3 Force points (that don’t recover) and can spend 1 Force point
to grant you either advantage on your next WIS based skill rolls, or you gain a
+2 to Defense until the start of your next turn. To use this the character needs at least a
short rest to temporarily awaken the person to the Force.
·
Battle
Meditation (Control): For 5 Force
points you can enter a battle meditation.
In this state you have advantage on all attack rolls you make while you
concentrate. You can spend an additional
Force point to add a +2 to your Defense, or you can do an additional die of
damage (equal to the weapon you’re using).
While in the battle meditation you are immune to charms, intimidation,
and fear effects so long as you maintain your concentration.
·
Force
Armor (Control): For 3 Force points
you gain resistance to harm as long as you concentrate. While this is active you have resistance to
Slashing, Piercing, and Bludgeoning damage. For 1 additional Force point (or
more) you can gain resistance to an additional damage source type.
FORCE STANCE
At 19th level the character’s strength in the
Force allows them to better control their destiny and where they stand in the
Force. You gain one of the following
traits depending on your stance toward the Light Side or Dark Side of the
Force. Note that if your stance in the
Force shifts from Light to Dark, you lose the use of the feature until your
stance can shift back.
·
Champion
of the Light: You are resistant to the pull of the Dark Side, and oppose
evil. When fighting Dark Side Force
users, or evil opponents, one of your attacks can be made with advantage – once
per turn.
·
Defender
of the Light: You stand against the
tide of darkness and corruption of the world.
On your turn, choose one of your saves that you can have advantage on.
·
Seeker of
Balance: You stand in neither Light nor Darkness for both are at balance in
you. You are not susceptible to the pull
of the Light or Dark Side of the Force and are immune to actions that would
incur a Light or Dark side point (including if one is forced on you). However,
you cannot use Force powers that are aligned with either side of the Force.
When targeted by Light or Dark side powers you are treated as if having
resistance to them, this includes helpful Force powers.
·
Corrupter
in the Dark: You have fallen into
darkness and through the dark you can corrupt the hearts of others. You can
force an opponent who is within 30ft of you to make a WIS save. If they fail, they gain 1 Dark Side point if
they are susceptible to the pull of light and darkness in the Force, and they
are at disadvantage on their next attack roll.
Those who are good aligned however just suffer the disadvantage. If they make their save you cannot use this
against them again until you have taken a long rest.
·
Marauder
in the Dark: You are a ravager, a
brutal warrior for the Dark Side. If you
roll a natural 19 or 20 on your attack roll it is a critical hit. If attacking a Light Side or Good aligned opponent,
you may add an additional die of damage to the critical hit equal to that of
the weapon you are using.
MASTER FORCE
USE
At 20th level you gain the use of an
additional 2 Force powers from either the Improved Force Use list, and 1 power
from the Master Power list.
KNIGHTS DEDICATION
Upon reaching 3rd level, you must choose a
path upon which to commit yourself as you move from “Padawan” to
“Knighthood.” These dedications are:
Path of the Guardian, Path of the Consular, path of the Sentinel, and Path of
the Sith. Your dedication grants you
features at 3rd, 6th, 11th, and 17th
levels.
Jedi who follow the Path of the Guardian are defenders of
others. They learn to defend themselves
and others while leading others into openings that they can take advantage of.
GUARDIAN’S COUNTER
Starting at 3rd level you learn to lead your opponent’s
attacks into an opening for you to strike at.
If your opponent misses an attack roll you may use your reaction to make
an immediate counter attack at advantage. You may also spend a Force point
instead of taking a reaction to make use of this if desired.
INSIGHTFUL REFLEXES
At 6th level you your senses in the Force
allow you to sense what is going to happen moments before it will. You cannot
be the subject of a surprise attack and my act normally if this occurs. Additionally, you have advantage on DEX
saving throws against effects that you can and cannot see. Thus your attuned
senses can cancel out penalties for being blinded, fighting an invisible
target, as well as assisting you in dealing with traps and spells. This does not allow you to know if something
is there, just that when something is about to happen you become aware of the
danger and where it is coming from.
GUARDIAN’S STRIKE
At 11th level your ability to strike an
opponent is guided by the Force. For one
of your attacks, you may add an addition die equal to that of the weapon you
are using to your roll.
MASTER GUARDIAN
At 17th level the guardian is a master of the
Force and how it is used for defense of one’s self and others. As a bonus action, you can do one of the
following:
·
Master
Deflection: When using the Lightsaber Deflection feature you may roll d12’s
instead of d10s when using a lightsaber (roll d8’s if using any other weapon).
You may also use this to protect adjacent allies as well.
·
Yielding
Strike: When you hit an opponent
with a melee attack and do damage you may, as a bonus action, demand that they
surrender. The opponent must be able to
understand you for this to work. You may make either a Persuasion or
Intimidation roll (depending on the circumstance and how you approach
them). The roll is at advantage. If you succeed the opponent will yield,
surrender, or flee. If you fail the roll
then the opponent simply continues to act normally. However, if you or anyone in your party
attacks the opponent after this, the opponent’s next attack roll is at an
advantage.
·
Inspire: Your presence can reassure and inspire your
allies. As a bonus action you may spend a Force point (per person) to grant all
of your allies a 1d4 inspiration die to use on one d20 roll on their turn. This lasts until the end of the encounter,
and cannot be used again until a short rest is taken.
Jedi who follow the Path of the Consular are
diplomats. They learn many things other
Jedi do not, and prefer diplomacy over violence.
CONSULAR STUDIES
At 3rd level your more capable and studied
than other Jedi, and you have learned to apply your knowledge. When making an INT skill roll, you may add
your WIS modifier to the roll made. You
may also choose 1 additional INT based skill to have as a class skill.
AGGRESSIVE
NEGOTIATIONS
At 6th level you can use a bonus action to
make an Intimidation, Deception, or Persuasion skill roll. You may add your WIS modifier as a bonus to
the skill roll. Out of combat you may apply
the same bonus to your rolls. For 1
Force point you can grant yourself advantage on the roll as well.
CALMING INFLUENCE
At 11th level your presence never comes across
as anything but calm. You have advantage
on saves vs. fear. Additionally, animals
that are not provoked into attacking will treat you as a friend. For a Force point you may force animals that
are aggressive toward you to make a WIS save.
If they fail, they calm and will leave you alone if possible. If they succeed, then their aggressive
attitude continues.
MASTER CONSULAR
At 17th level your diplomatic skills and
mastery of the Force are at their best.
You may choose either Deception, Intimidation, or Persuasion to be a
class skill. You may also select 2
additional Force powers that you do not already possess.
Jedi who follow the Path of the Sentinel are silent
protectors. They learn to do what other
Jedi do not, to use subterfuge and precise action to deal with a problem.
HIDE IN PLAIN
SIGHT
At 3rd level you gain the ability to hide in
plain sight. First the Stealth skill is
a class skill for you if it is not. For 1 Force point you may make a Stealth
roll even if you do not have concealment.
The only requirement is that a way to conceal yourself must be
present. This can be as simple as
staying behind someone or making use of a chaotic environment. Once concealed it can be maintained as long
as you make a Stealth roll each time you move.
CONCEALED STRIKE
At 6th level whenever you are concealed, or
otherwise hidden from view, you may add +1d6 to one of your attack rolls, with
an additional +1d6 per 4 levels. For 1
Force point you can make use of this anytime you have advantage on the attack
roll, or when an ally or enemy of the target is within 5ft of the intended
target. If you are at a disadvantage to
your attack roll you cannot use this.
FORCE STEALTH
At 11th level you have learned to use the
Force to completely conceal your presence.
If you do not already possess it, you get the use of the Move Unseen
Force power. If you already possess the
power, then its use may last an additional hour. You also may reduce the Force
point cost of the power by 1pt.
MASTER SENTINEL
At 17th level you are a master of your
art. You may reduce the Force point cost
of Move Unseen by an additional point.
You also gain the use of the Mind Trick power if you do not already
possess it. If you do possess the power
then its cost is reduced by 1, and you may add double your WIS Mod to the
saving throw for the power.
Jedi can fall from grace and those that do often go down
the path of the Sith. The accumulation
of power for one’s own wants and desires is what drives a Sith onwards. Those who set upon this path often take the
title of “Darth” as well as a secondary name, often one that has some meaning
to the character, but typically sounds malevolent.
LET THE HATE FLOW
At 3rd level you learn to channel your hatred
for power. For 1 Force point you may
mark a specific individual who is the source of your hate. While fighting this target you do an
additional 1d6 damage, and have advantage on Intimidation rolls made against
them.
FEAR THY POWER
At 7th level you learn to channel the fear of
others and draw power from it. You may
make an Intimidation skill roll as a bonus action. If successful, each target that is affected
allows you to draw strength from them.
Each person affected allows you to recover 1 Force point. Once intimidated, you cannot recover more
Force points again in this manner from the same person(s).
SUFFER MY TOUCH
At 11th level you learn to inflict suffering
upon others. By channeling the Dark Side
into your touch you can inflict immense pain on whom ever you touch. Make an attack roll against the target. If successful, the target must make a CON
saving throw. For 1 Force point you can
roll 2d8 damage with an additional 1d8 per Force die spent (up to 5 Force
points permitted to be spent). On a
failed save the target takes the afore mentioned damage, plus on each turn they
take the same damage, just minus 1 dice until all the damage is gone. On each of their turns they are allowed to
make a CON save as well. For each CON
saving throw they make the damage is halved.
Once used on a target you cannot use it again on the same target until
the previous effect has faded and a short rest has been taken.
BREACHING MY
CHAINS
At 17th level you have found that the Dark
Side has freed you from the limitations of power that one expects. You gain immunity to Charms, and Fear
effects. Additionally, you can unleash
the Dark Side of the Force into a person, clouding their judgment and making
them susceptible to your own charms.
This can only target one person at a time. The target must make WIS saving throw. If they fail they become susceptible to
suggestion, suffering a disadvantage to WIS, INT, and Charm saving throws. If targeted by a Dark Side force power the target
is treated as if they had a weakness to it.
LIGHT SIDE vs.
DARK SIDE
For Jedi, there is a balance between the light and dark
side of the Force. The light serves for
knowledge and defense, which includes defending themselves. The dark side however is for the pursuit of
personal power and harming others. Those
that fall to darkness who are Jedi are known as Sith. For a Jedi and other Force users, there is a
risk of falling to the dark side. When
characters make use of the Force they determine whether or not they will use it
for light or darkness. In some cases, the
pull of the dark side is stronger than what one can resist.
When the character uses a Force point for their powers
they may choose to use it for the dark side.
In using a power for the dark side, the damage is increased by 1 die, or
the saving throw required by the target is increased by 2. However, when a Force point is spent in this
manner it draws the person closer to falling to the dark side and becoming corrupted. On the other hand, following the light is not
so simple either. When a Force point is spent
to call upon the dark side, or to use a dark side power the Jedi must make a
WIS saving throw. If they fail the save,
then they begin their shift to the dark side.
This gives the character a Dark Side score of 1 point for the first time
this happens. Once a score of 5 is
gained the character’s destiny is now entwined with the dark side. Using light side Force powers becomes
difficult increasing the Force point cost by 1 for them. If another 5 points is earned to have a score
of 10, the character has fallen to the dark side. The benefit of using a Force point to call on
the dark side is no longer available, and one cannot use light side Force
powers again.
However, for one who has gained a dark side score there
is still hope. In order remove a dark
side point the character must either perform a heroic act that would benefit
the light. Or they can refuse to use
anything but the bear minimum of their Force abilities, nothing that requires a
Force point expenditure for a number of days equal to their dark side
score. After that time the score is
reduced by 1 point. Those who have
fallen to the dark side and wish to remain there can no longer advance in any
of the Knights Dedication except with the Path of the Sith. If this happens any features previously
gained may be swapped out for those for the new path. Once fallen to the dark side the character’s
alignment also changes, but to “evil”.
This is due to the dark side’s corruption upon them and the shift in
personality that often comes with the fall.
Finally, the act of self-sacrifice can possible wipe the slate clean,
allowing the character to once again have a dark side score of 0…but this
technically should be an act that would cost the character their life; though
there are ways of surviving death – including being lucky.