Jedi Knight Meditating on the nature of the universe, a robed Twi’lek gains fleeting glimpses of the universe- the location of their goal, the suffering of the locals, and the creeping footsteps of the assassin sneaking up on her. A blade of energy hums as a human warrior deflects bolt after bolt that has been fired at him, in a rhythmic dance that seems all too easy, unnerving his enemies as they contemplate fleeing. A Zabrak woman waves her hand at the guards, assuring them that she does in fact have the necessary clearance to enter, and they should probably go to the bar and get some drinks. They immediately repeat this suggestion and follow through, never questioning the idea. Known throughout the galaxy as warriors, mystics, and diplomats, the Jedi are a legendary order of knights easily identifiable by their robes, powers, and of course, their lightsabers. The Power of the Force Jedi are all unified by their connection to the Force, a power that flows through nearly all living things. With rigorous training and a degree of natural talent, they become able to manipulate the world around them in ways most people can only dream of. The two main ways they accomplish this is by manipulating their own bodies to become stronger, faster, and more clever, and by manipulating other objects by exerting their will over them. The Jedi Order Jedi are found and recruited at a very early age by other Jedi, who sense their potential in the Force and bring them to a Jedi Temple. There, they seek perfection in the Force, learning to suppress their natural emotions and desires for the sake of the greater good. The Jedi aspire to be protectors of the peace, traveling out into the galaxy and defending the weak, as well as mediating conflicts as a valued neutral party. Though they are considered talented swords-fighters, a Jedi’s greatest abilities come from the Force. Through the guidance of the Force, a Jedi can accomplish great feats of skill beyond what they ought to be able to do, and through manipulating the Force, they can affect the world around them. Some of the galaxy’s greatest pilots, mechanics, diplomats, and martial artists all come from the Jedi Order, as the Force fosters natural talents and pushes them beyond the normal limits. Since they have this degree of talent, the temptation to use it for selfish purposes is overwhelming, hence the requirement of training from a young age. Even then, some Jedi are tempted by power and passion, and end up turning to the Dark Side of the Force. The Dark Side grants raw power faster than “The Light”, but comes with greater costs, and can eventually consume the user.

The Jedi Level Proficiency Bonus Features Cantrips Known Powers Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Force Powers, Unarmored Defense, Force Inspiration (d6) 2 4 2 — — — — — — — — 2nd +2 Jack of All Trades, Calming Aura 2 5 3 — — — — — — — — 3rd +2 Jedi Tradition, Deflect Shots, Expertise 2 6 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 7 4 3 — — — — — — — 5th +3 Force Inspiration (d8), Font of Inspiration 3 8 4 3 2 — — — — — — 6th +3 Force Guidance, Jedi Tradition feature 3 9 4 3 3 — — — — — — 7th +3 — 3 10 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — — 9th +4 Calming Aura (d8) 3 12 4 3 3 3 1 — — — — 10th +4 Force Inspiration (d8), Expertise, Secrets of the Force 4 14 4 3 3 3 2 — — — — 11th +4 — 4 15 4 3 3 3 2 — — — — 12th +4 Ability Score Improvement 4 15 4 3 3 3 2 — — — — 13th +5 Calming Aura (d10) 4 16 4 3 3 3 2 1 1 — — 14th +5 Secrets of the Force, Jedi Tradition feature 4 18 4 3 3 3 2 1 1 — — 15th +5 Force Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 — 17th +6 Calming Aura (d12) 4 20 4 3 3 3 2 1 1 1 1 18th +6 Secrets of the Force 4 22 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 2 1 1 20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1 Adventuring Jedi are the norm in the Galaxy. After all, one can't protect the peace by staying cloistered away inside of a temple. That said, most Jedi accept missions from their superiors and go where they are needed, usually in Master/Padawan pairs. Those Jedi who simply go where they wish can be labeled rogues if their actions become harmful to the cause. Creating a Jedi As you make your Jedi, think about their formative years. Where are they from? How did they get recruited into the Order? Who is their Master, and what is their relationship like? What sorts of missions do they prefer and excel at? Consider why they continue to be a Jedi. Do they feel obligated to do so? Do they truly believe in the cause they've been raised for? Are they merely using the Order to gain more power for a later time? While the ideal Jedi is Lawful Good, the Order has a large array of alignments ranging from Chaotic Good to True Neutral. Chaotic Neutral and Evil Jedi are generally considered to have fallen to the Dark Side, or might even be a Sith. Quick Build You can make a Jedi quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Padawan background. Third, choose the Force Hand and Force Pull cantrips, along with the following 1st-level powers: charm person, cure wounds, detect Force, and force push. Class Features As a Jedi, you gain the following class features Hit Points Hit Dice: 1d8 per Jedi level

1d8 per Jedi level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per fletcher level after 1st Proficiencies Armor: None

None Weapons: Simple weapons, shortsword, longsword, lightsaber

Simple weapons, shortsword, longsword, lightsaber Tools: One of your choice Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose any three

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

(a) a diplomat's pack or (b) an explorer's pack Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Force Powers You have learned to exert your will over the Force, allowing you to alter reality in ways both invisible and plain to see. Your powers are part of your vast repertoire, useful in many different situations. This functions identically to the Spellcasting feature in the Player's Handbook, but the spell list has been replaced with the Jedi powerlist. Cantrips You know two cantrips of your choice from the Jedi powerlist. You learn additional Jedi cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Jedi table. Power Slots The Jedi table shows how many Power slots you have to use your Powers of 1st level and higher. To use one of these Powers, you must expend a slot of the power's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level Power cure wounds and have a 1st-level and a 2nd-level Power slot available, you can use cure wounds using either slot. Powers Known of 1st Level and Higher You know four 1st-level powers of your choice from the Jedi Powerlist. The Powers Known column of the Jedi table shows when you learn more Jedi powers of your choice. Each of these powers must be of a level for which you have power slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Jedi powers you know and replace it with another power from the Jedi powerlist, which also must be of a level for which you have power slots. Force Power Ability Charisma is your Force-using ability for your Jedi powers. Your powers comes from the connection you forge with the Force over the course of years of training, meditation, and faith in your own ability. You use your Charisma whenever a power refers to your Force-using ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Jedi power you use and when making an attack roll with one. Power save DC = 8 + your proficiency bonus + your Charisma modifier Power attack modifier = your proficiency bonus + your Charisma modifier RITUAL USE You can use any Jedi Power you know as a ritual if that power has the ritual tag. Force Inspiration The Force can inspire you to perform better than normal. To do so, you use a bonus action on your turn to call upon the Force, granting yourself one Force Inspiration die, a d6. Once within the next 10 minutes, you can roll the die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Force Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Force Inspiration die is rolled, it is lost. You can have only one Force Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Force Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th levei, a dlO at 10th level, and a d12 at 15th level. Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. Calming Aura Beginning at 2nd level, your very presence can help revitalize your wounded allies during a short rest. If you or any friendly creatures who can see or hear you regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain leveis in this class: to ld8 at 9th levei, to 1dl0 at 13th level, and to 1d12 at 17th level. Jedi Tradition When you reach 3rd level, you begin training in a Jedi tradition: the Path of the Guardian, or the Path of the Counselor, both of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th levels. Deflect Shots Starting at 3rd level, if you are wielding a lightsaber, you can use your reaction to deflect a ranged energy weapon or energy Power attack you are hit with. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Jedi level.

If you reduce the damage to 0, you can redirect the attack to another valid target, making your own attack roll. You are considered to be proficient in this attack, and you use the same range increments as the original attack. Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. 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. Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Force Inspiration when you finish a short or long rest. Fighting Style At 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense (Lightsaber) While you are wielding a lightsaber, you have a +2 bonus to your defense. This stacks with your Unarmored Defense. This bonus does not stack with each lightsaber you wield. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a lightsaber. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Secrets of the Force By 10th level, you have studied and meditated on the Force, discovering new ways to use it. Choose two powers from any class, including this one. A power you choose must be of a level you can use, as shown on the Jedi table, or a cantrip. The chosen powers count as Jedi powers for you and are included in the number in the Powers Known column of the Jedi table. You learn two additional powers from any class at 14th level and again at 18th level. Superior Inspiration At 20th level, when you roll initiative and have no uses of Force Inspiration left, you regain one use. Jedi Traditions The way of a Jedi is full of effort. To make it easier, the Jedi have various traditional styles that they pass down to their Padawans so that they can learn according to their aptitudes. Two such styles are listed below. Jedi Consular Jedi Consulars focus more on the mental aspects of the Force, gathering and protecting both knowledge and people. Many go on to become protectors of the vast libraries the Jedi keep, while others go out to seek knowledge, or even create it. In addition, they are often devoted to keeping the peace, and can be found everywhere from royal courts to lowly taverns, convincing others that violence isn't the answer. While they prefer that words don't turn into blows, Consulars are more than capable of ending any fights that start in their presence. Their focus on the Force allows them to demoralize foes with a wave of their hand, leading their allies to victory all their sooner. Consulars are much more likely to spend time at Jedi temples than their counterparts, reading about the past of the Order and about the mysteries of the Force. This also allows them to make connections with each other, and find out about the state of affairs concerning galactic politics. Bonus Proficiencies When you become a Jedi Consular at 3rd level, you gain proficiency with three skills of your choice. Battle Meditation Also at 3rd level, you learn how to use the Force to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Force Inspiration, rolling a Force Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it's immune to being charmed.

Additional Secrets of the Force At 6th level, you learn two powers of your choice from any class. A power you choose must be of a level you can use, as shown on the Jedi table, or a cantrip. The chosen powers count as Jedi powers for you but don't count against the number of Jedi powers you know. Force Guidance Starting at 14th level, you may grant a Force Inspiration die to a creature of your choice within 60 feet of you. They may use it in the same way you can, except for Battle Meditation. Jedi Guardian Jedi Guardians are daring warriors who are often the reason for the tales of Jedi valor in combat. These Jedi, while acting as mediators, are more than capable of using physical force to end a conflict. They travel the galaxy, looking for foes to vanquish and shattered peace to repair. Additional Fighting Style You may take a Fighting Style from the list above when you become a Jedi Guardian. Force Enhancement Also at 3rd level, you learn to inspire yourself in battle. You can roll a Force Inspiration die and add the number rolled to a weapon damage roll you just made. Alternatively, when an attack roll is made against you, you can use your reaction to roll your Force Inspiration die and add the number rolled to your AC against that attack, after seeing the roll but before knowing whether it hits or misses. Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Battle Force At 14th level, you have mastered the art of Force use and weapon use into a single harmonious act. When you use your action to use a Force power, you can make one weapon attack as a bonus action. Lightsabers Considered the heart and soul of a Jedi, a lightsaber is a powerful weapon. Jedi are given training lightsabers by their masters, and learn to craft one of their own in order to become a full-fledged Jedi Knight. There are few things a lightsaber can't cut, and the signature hiss of a lightsaber igniting has been known to stop out of control brawls in an instant. Normal lightsabers are constructed using the following materials: a special Energy Cell to power it, a special focusing crystal, and a handle to hold it all. Each part costs about 100 gp, although Jedi Temples often keep a large inventory. When activated, a lightsaber demonstrates a signature glow, determined by the crystal used in its creation. This glow casts bright light in a 15 feet from the blade, and dim light for another 15 feet. A Doublesaber is notable in that it is essentially two lightsabers welded together. Someone wielding a Doublesaber may ignite only one end and use it as a normal lightsaber with an abnormally long handle, or ignite both ends simultaneously. Someone using a Doublesaber may use the other end as an off-hand weapon. This weapon is rarely used by Jedi, seeing it as a weapon meant to inspire fear more than anything else. Shortsabers were developed for use by shorter Jedi, but taller Jedi often use them in pairs. Lightsabers Name Cost Damage Weight Properties Lightsaber 300 gp 1d8 Radiant 2 lbs Finesse, Versatile (1d10) Doublesaber 700 gp 1d8 Radiant 4 lbs Finesse, Double (1d8/1d8), Versatile (1d10) Shortsaber 250 gp 1d6 Radiant 1 lbs Light, Finesse