The Jedi Born to the Force, Raised by Training and Perished to Time; the Guardians of Balance. Version 0.4

The Jedi Becoming a Jedi required the most profound commitment and astute mind; the life of a Jedi was one of sacrifice. There was no joy into being the keepers of the balance of the Force. The Force was their resource, and the origin of all life, meaning that an unbalanced state could lead to unthinkable disasters. The Force The force is a living energy field generated by verey living organism. Surrounds and lies within verything, keeping life together. There are two sides of the Force; peace, serenity and knowledge are the Light Side and violence, anger and fear form the Dark Side. The unierse is a haven of balance: life and death, creation and destruction, love and hate. Both sides of the Force are part of the natural order. Some beings are more linked with the Froce than others. Even if they don't understand it, these beings can feel the Force flowing around everything. Those who are Force-sensitive can learn to manipulate that energy and, sometimes, master it. This is where the Jedi fall, using their knowledge of the Force to boost their abilities and to channel energy. But they are not the only tradition of Force-users, and everyone of those traditions has it's own way to train the Force. Force Powers Manifestations of the Force, which are mentally-based abilities and tapped through the practitioner's willpower, can take all forms, and included telepathy, psychokinesis, and enhanced physical and metaphysical perception. It can allow people to affect and some control over momentum and fundamental forces such as kinetic energy, friction, pressure and even gravity, allowing them to be able to slightly defy both of these and enhance force and momentum they create, with a variety of different effects and range. Such things allow users of the Force to be almost undamaged by high impact and only be stunned by the impact, with examples of falling from great heights or being struck with great force or at high speed. It should be noted that anticipating the impact lessened its effects, allowing some users of the Force to not be stunned or even land on their feet with ease. This effectively enhances the physical durability and recovery capability of a Force-user. Power over physical forces and momentum also allowed force users to partially defy gravity and other weight, allowing them to move and jump at unnatural speed and distance in seconds, though the speed only worked for limited times and was not constant while jumping could be done repeatedly to those who have mastered this ability. This effectively enhances the agility of those who used it, giving the user acrobatic capabilities at unnatural levels. The Force can be used to bend the will of weak-minded beings and guide an adept's body. Users who are very good at using the Force could cease merely reacting to their surroundings and actually predict events in the very near future, such as the next blow in a duel. Manipulating the Force entails significant risks, however. When a person uses the Force beyond their body's ability to sustain it, the individual can suffer physical damage, accelerated aging, or in an extreme case, certain death by burning their own body cells from the inside out. Creating a Jedi Depending on the Order that tutors them, the traning of every Jedi might differ a lot, but most have the same goal, to control the power that lies within them. The most common one is the Jedi Order, in which the younglings are mentored by Jedi Masters in rudimentary control over the Force and basic self-defense techniques. Most Initiates were typically a Youngling (a child Jedi-in-training) receiving early and first-class education. When Jedi Sentinels discover or test a suitable force-sensitive candidate, they are taken to the Jedi Academy at very young age with the parent's permission. Jedi scholarship educations are considered prestigious, as most parents are portrayed as either happy or proud for the opportunity, but sad since they are unlikely to see their child again before adulthood. Once they enter the Jedi Order, they are given with the choice of a guidance, the Consular Guidance, the Guardian Guidance and the Sentinel Guidance. Other Orders work differently and they focus different aspects of the Force. In any case, some force-sensitive youngfolk don't ever get to enter an Order, this creatures learn to master their powers with trying and failure, just by their curiosity; these are known as Force Adepts. Quick Build You can make a Jedi quickly by following these suggestions. First, make Charisma your highest ability score, then Strength (Guardian Guidance), Dexterity (Sentinel Guidance), Constitution (Consular and Sith Guidance) or Wisdom (Force Adept Guidance) depending on your Training Guidance. Second, choose the acolyte background. Why Charisma? Shouldn't it be Wisdom? I've been noted many times about why the Jedi uses Charisma instead of Wisdom, so I'll point out my feelings here: The ability to sense the Force and, later, use it, is inherited, just like Sorcerers.

Fear leads to the Dark Side, and fear is fought with Wisdom; being wise allows you to understand the light side, not to use the Force.

Yoda said to Luke in Dagobah that he needed to believe in himself to use the Force, and that's not Wisdom, that's Charisma, that's being able to translate your inner powers into your will.

You can still think that Wisdom plays a role in the Force, of course, so I'll be adding some Variant Rules to play this as a Wisdom-based Class.

The Jedi Level Proficiency Bonus Features Force Points Force Die Cantrips Known Spells Known Spell Level 1st +2 Force Sensitive, Force Training 2 d4 3 3 1st 2nd +2 Training Guidance 2 d4 3 3 1st 3rd +2 Weapon Throw 3 d4 3 4 1st 4th +2 Ability Score Improvement, Force Enlightment 3 d4 3 4 1st 5th +3 Training Guidance Feature 4 d6 3 5 2nd 6th +3 Defense of the Blade 4 d6 3 5 2nd 7th +3 Training Guidance Feature, Dampen Presence 4 d6 3 6 2nd 8th +3 Ability Score Improvement, Attune Weapon (+1) 5 d6 4 6 2nd 9th +4 Eyes of the Force 5 d6 4 7 2nd 10th +4 Blessing of the Force 5 d6 4 7 2nd 11th +4 Training Guidance Feature 6 d8 4 8 3rd 12th +4 Ability Score Improvement, Attune Weapon (+2) 6 d8 4 8 3rd 13th +5 Serenity 6 d8 5 9 3rd 14th +5 Control Techniques 7 d8 5 9 3rd 15th +5 Training Guidance Feature 7 d8 5 10 3rd 16th +5 Ability Score Improvement, Attune Weapon (+3) 7 d8 5 10 3th 17th +6 — 8 d10 5 11 4th 18th +6 Shatterpoint 8 d10 5 11 4th 19th +6 Ability Score Improvement, 8 d10 5 12 4th 20th +6 One With the Force 9 d10 5 12 4th Class Features As a Jedi you gain the following features. Hit Points Hit Dice: 1d8 per jedi level.

1d8 per jedi level. Hit Points at 1st Level: 8 + your Constitution Modifier.

8 + your Constitution Modifier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per jedi level after 1st. Proficiencies Armor: None.

None. Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: None. Saving Throws: Dexterity, Charisma.

Dexterity, Charisma. Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, Perception, Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A longsword or (b) two shortswords

a robe

(a) a scholar’s pack or (b) an explorer’s pack Variant Rule: Wisdom-Based In case you want to use Wisdom as the spellcasting ability modifier, change the saving throws proficiencies to Constitution and Wisdom. Force Sensitive Your body and soul have been keenly attuned to the flow of the mysterious energy field known as the Force.

Force Points When the midi-chlorians flow through your veins, you're gifted with the aid of the Force. You have been gifted with Force points, which are your main resource. You use your Force points to cast spells, to use sabre forms and to wield the Force in every way. You regain all expended Force Points when you finish a short or long rest. Force Die As long as your link with the Force is strong, the Force makes you better at mostly everything. At 1st level, you can roll a 1d4 when expending a Force Point As you train and growth stronger, you become more powerful, too. The aid the Force gives you increases accordingly, as shown in the Jedi Class Table above. Force Training The midi-chlorians in your system are the link between all living creatures and the Force, and when you make your power grow enough, your body, mind and soul merge with the Force. To cast a spell you expend one use of a Force point. Cantrips You learn three cantrips: mage hand, sending and one other cantrip of your choice from the jedi spell list. You learn an additional jedi cantrip of your choice at 10th level. Spell Slots As a Jedi, you don't have spell slots. Instead, you cast a spell expending one use of a Force point. The table shows the spell level of your spells; all of your spell are the same level. For example, when you are 5th level, you have four Force points, each of which allows you to cast a spell as a 2nd level spell. To cast the 1st-level spell force push, you must spend one Force point, and you cast it as a 2nd-level spell. Spell Level The Force is easy to learn but hard to master and require a lot of power to be wield with success. On your way up the Jedi levels, your spells become increasingly powerful as well. The Jedi Table shows what level your spells are. Spellcasting Ability Charisma is your spellcasting ability. Charisma is your spellcasting ability for your jedi spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a jedi spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You don't require an spellcasting focus when casting jedi spells, and you only need to use components when they are consumed by the spell. Training Guidance When you reach 2nd level, you choose a guidance to focus your training. You have the option to follow the Consular Guidance, the Force Adept Guidance, the Guardian Guidance, the Sentinel Guidance or the Sith Guidance. This guidance gives you additional features at 5th, 7th, 11th and 15th level.

Weapon Throw Your telekinetic abilities allow you to treat any melee weapon as thrown, using your charisma as your attack ability. The range of the throw is 20/60 and you can use your bonus action to retreive the weapon to your hand. 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. Force Enlightenment Despite all creatures having a link with the Force, you have been training to master it. At 4th level you gain the ability to add your proficiency bonus whenever you use a Jedi ability that requires you to roll a d20 (and you're not already adding it). Defense of the Blade Beginning in 6th level, while wielding a melee weapon you may attempt to deflect a shot or block a hit coming to you. As a reaction to a creature you can see damaging you with a ranged or melee attack, you can use a Force Point to roll a Force die and add that number to your Armor Class until the beginning of your next turn. Dampen Presence From 7th level and on, you can try to reduce the impression you have on a creature when you interact with it. As a bonus action on your turn, you attempt to clear your memory of a creature. The creature must succeed on a Wisdom saving throw or forget interacting with you once you are gone. This is an enchantment effect. Attune Weapon Starting at 8th, as an action, you can expend one use of a Force point to transfer some of your power to your weapon, making it glow brightly in a color of your choice. From this moment on, that weapon is considered magical whenever you wield it, you add +1 to your attack rolls and you deal +1 more damage. These values increase to +2 to attack rolls and damage when you reach 12th level and to +3 when you reach 16th level. Eyes of The Force Beginning when you reach 9th level, the Force grants you the keen senses of all living creatures working all together. You can expend the use of a Force Point to gain blindsight of 30 ft. during 1 minute. Telekinetic Prowess Starting at 10th level, you can cast mage hand as bonus action instead of an action. Also, whenever you throw a weapon you can retreive it to your hand as part of the attack. Serenity Starting at 13th level, you can enter into a meditative state to regain focus and power. As an action you can begin concentrating in a meditative trance. At the beginning of your next turn, if you didn't lose concentration, you treat this trance as a short rest. Once you have used this ability, it can't be used again until you have finished a long rest.

Control Techniques When you reach 14th level, you learn one of the following Force-focusing control techniques. Altus sopor As a bonus action on your turn, you may expend one use of a Force point to gain resistance to nonmagical bludgeoning, piercing and slashing damage for an amount of rounds equal to the Force die rolled. Curato salva As an action, you may expend one use of a Force point to heal yourself by an amount equal to the Force die rolled + your Charisma modifier. Tutaminis As a reaction to receiving damage of any sort, you may expend one use of a Force point to gain resistance to that type of damage for a number of rounds equal to the Force die rolled. Variant Rule: Wisdom-Based When using Wisdom instead of Charisma, Curato Salva should add your Wisdom modifier instead. Shatterpoint At 18th level, you see every fault line in your target; all you have to do is pour the Force into the cracks to shatter it. As a bonus action, you can expend one use of a Force point and choose a target you can see within 10 feet of you. Add a Force die to your next attack or spell attack roll; if it hits, treat it as a critical hit. Once you use this feature, you can’t use it again until you finish a short rest. One with the Force When you reach 20th level, your understaing of the Force allows you to push it even further than most mortal beings. Whenever you cast a spell, you can cast it as a higher level spell expending one extra use of a Force point. When a spell is cast this way, you add the number rolled to your attack or to the spell DC.

Training Guidance The Force is a powerful source, and learning to use its power it's not an easy task. The raw power of the Force can break through the minds and souls of even the sagest beings, so most people seek a master from whom to learn and to guide them in their training. Consular Guidance The Jedi Consular seek diplomatic measures in spreading peace and harmony across the world. Refraining from drawing their sabres except as a measure of last resort, Consulars spent a great deal of time studying the mysteries of the Force. Credit: Star Wars: The Old Republic Diplomat Training When you become a consular at 2nd level, you become proficient in Deception, History, Insight and Persuasion. Prescience Also at 2nd level, the Force grants you a flash of insight in dealing with your enemies. As a bonus action on your turn, you can use a Force point to select an enemy you can see within 60 ft. from you. For 1 minute you add the number rolled in Wisdom (Insight) and Persuasion checks against that creature. Also, the number rolled in the Force die is added to your Armor Class against attacks made by that creature. Bolster Ally Beginning at 5th level you are able to channel the Force through your words. As a bonus action, you may inspire a friendly creature other than yourself that can hear you. That creature can immediately use its reaction to make one weapon attack. Force of Will Starting at 7th level, you and all friendly creatures within 30 ft. from you gain advantage on saving throws against being charmed, frightened and paralyzed. Force Warning By 11th level you can sense danger and treason through the force, so you're always ready to make your way to a safe haven. You can add your Charisma modifier to your Initiative. Furthermore, if any friendly creatures within 60 ft. from you are surprised at the start of an encounter, but you are not, you can designate a number of those creatures equal to your Charisma modifier (minimum 1) who are no longer considered surprised and can act normally. Variant Rule: Wisdom-Based You may use Wisdom instead of Charisma for the Force Warning feature. Improved Prescience When you reach 15th level, your Prescience also increases the effectiveness of their attacks against that creature. Whenever you or a friendly creature within 60 ft. from you successfully damages the designated creature, they roll a Force die and add that number to the damage done.

Force Adept Guidance A Force adept is strong in the Force, but follows a different path than the jedi. Mostly coming from different cultures, beliefs and customs, they tend to see the Force and its aid as a supernatural and misterious phenomenom. Force Treatment The Force is responsible for you waking up everyday, and you have learn to augment that aid. When you start this guidance, at 2nd level, you become proficient in Medicine and Survival. Mystical Mastery By 2nd level, your bond with the Force is so strong that your maximum Force points increase by an amount equal to your Wisdom modifier (minimum of 1). Also, whenever you roll a natural 1 on an attack roll or spell roll, you gain a temporal force point. If you don't spend that force point by the end of the encounter, you lose it. You also learn the eldritch blast cantrip. Flux of the Force At 5th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a jedi spell, you can make one melee weapon attack as a bonus action. Force Knowledge When you reach 7th level, you can seek a grasp of knowledge from the Force. You can use your Charisma instead Intelligence for Arcana and Nature. You are considered proficient in Arcana and Nature. Variant Rule: Wisdom-Based When using Wisdom instead of Charisma, you use your Wisdom modifier instead of Intelligence for the feature Force Knowledge. Talisman of the Force When you reach 11th level, you can channel the Force through an unanimated object. You can spend a Short Rest focused on one non-magical item while being in physical contact with it. After this, that item becomes your Talisman of the Force for as long as it is within 300 ft. from you, granting you +1 to your Armor Class, saving throws, your spell attack modifier and your spell DC whenever you wield or wear your talisman. This item doesn't count towards your limit of attuned magic items. The bonus granted by the talisman increases to +2 at 17th level. If you lose this item or it is broken, you can create another one after 24 hours of the loss of the former talisman. Telekinetic Power Beginning at 15th level, whenever you roll a natural 20 on a spell, you may use that spell again freely. You may choose new targets for the spell.

Guardian Guidance Jedi knights are trained to be effective combatants, seeking balance and equilibrium, they are mostly warriors holding the flags of their masters, but sometimes they rather wander alone. Concentrating on martial training and combat, Guardians engaged in combat more than either of the other guidances. Visionary Defense When you choose this guidance, at 2dn level, the Force takes control of your combat movements, allowing you to see the attacks an instant before they happen. While you are not wearing any armor, your Armor Class equals 13 + your Charisma modifier. You cannot use a shield and still gain this bonus. This feature doesn't stack with Unarmored Defense. Also, you learn combat maneuvers, which are detailed below. Maneuvers The Jedi Guardian focus their midi-chlorians thought their combat prowess, learning sabre forms that allow you to increase your combat efectiveness. Sabre forms are related to your fighting style and allow you to take particular maneuvers during combat. You can find the description of the maneuvers at the end of the Guardian Guidance archetype. If a maneuver requieres a saving throw, use your spell DC for that calculation. At 2nd level you learn the Assured Strike maneuver and the following table shows at what levels you learn each maneuver. Jedi Level Maneuver 2nd Assured Strike 5th Pushing Slash 9th Disarming Slash 13th Goading Slash 17th Vornskr's Ferocity Fighting Style Also at 2rd level, you adopt a particular style of fighting as your speciality. 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. 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. Shoto Guard You have mastered the Shoto Guard, the art of defensive dueling. On your turn, as a bonus action, you can choose to reverse the grip of a melee weapon to fight defensively. While fighting defensively, you increase your Armor Class by +1 when reversing a light weapon or +2 when reversing a regular weapon and the reversed weapon deal one smaller size of dice (e.g. if you're wielding a longsword with both hands while fighting defensively, you deal 1d8 and gain +2 to your Armor Class). You can choose to reverse the grip of each weapon you're holding separatedly. This grip lasts until canceled as a bonus action or until you're not holding the weapon anymore. Tunnel Fighter You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Force Intuition When you reach 7th level, the force grants you brief insights of the future. You can use your Charisma modifier instead of Dexterity for Initiative. Strong in the Force When you rech 11th level, you've become well versed in the arts of sabre combat and their connection to the force. You learn a sabre form and a maneuver based on the Fighting Style chosen. Strong in the Force Fighting Style Sabre Form Maneuver Dueling Makashi Makashi Riposte Great Weapon Fighting Juyo Falling Avalanche Shoto Guard Shii-Cho Deflecting Slash Tunnel Fighter Shien Draw Closer Two-Weapon Fighting Ataru Hawk-Bat Swoop Makashi Makashi emphasized fluid motion and anticipation of a weapon being swung at its target, and so required very fluid movements of both the blade and the body. When wielding a single saber in one hand, as a bonus action on your turn, you can designate an enemy you can see within 60 ft. from you and add +2 to the Armor Class granted by Visionary Defense against his or her attacks. This effects ends if you are drop to 0 hit points or you and the enemy get further than 60 ft. You can only have one designated creature at any time. Juyo Described as the most vicious form of sabre combat, was said to be filled with both fury and violent grace. When attacking with a sabre you're holding with both hands you score a critical hit on a roll of 19 or 20. However a natural 19 is not considered an automatic hit; if you roll a natural 19 and still miss the target you do not score a critical hit. Shii-Cho Shii-Cho philosophy emphasized victory without injury. When fighting defensively you don't use your reaction to use the feature Defense of the Blade. Additionaly, you don't need to expend the force point; in that case, you don't roll the die and you add +2 to your Armor Class, which doesn't stack with itself. Shien Known as the "Perseverance Form", Shien was designed to protect against enemy strikes without compromising one's ability to launch powerful counterattacks. When you successfully make an opportunity attack, that creature must succeed a Strenght saving throw or be rooted in its place for the duration of the turn. Ataru Ataru was an aggressive combat form relying on a combination of power, strength, and speed. Opportunity attacks against you are made with disadvantage and whenever an opponent fails to hit you with an opportunity attack, you gain a +2 attack bonus against that creature until the end of your turn. Sabre Froms Master By the time you reach 15th level, you've mastered a sabre form to the reach of developing a new and better form. You learn a sabre form and a maneuver based on the Fighting Style chosen. Sabre Forms Mastery Fighting Style Sabre Form Maneuver Dueling Tràkata Tripping Slash Great Weapon Fighting Vaapad Tempered Aggression Shoto Guard Soresu Soresu Riposte Tunnel Fighter Djem So Contentious Opportunity Two-Weapon Fighting Jar'Kai Sarlacc Sweep Tràkata Philosophically, Tràkata involved practical combat and deception, rather than the more traditional single-minded and determined tactics that were the hallmarks of the Jedi. The Makashi feature allows you to have advantage on the first attack made against that creature in each of your turns. Vaapad Vaapad was described as more than a fighting style; it was a state of mind that led through the penumbra of the dark side, requiring the user to enjoy the fight, and relish the satisfaction of winning. When you make your first attack on your turn, you can decide to channel rage through your midi-chlorians. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn. Soresu Soresu utilized tight moves, subtle dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less exposed to ranged fire. This allows you to be alert at any time of you and your surroudings. The bonus Armor Class from you Shoto Guard also affects friendly creatures within 5 ft. from you and you may use Defense of the Blade on an attack that would hit a friendly creature 5 ft. from you. Djem So Djem So user maintained a proper foundation in terms of defense against both ranged and melee attacks, but rather than counter only when necessary, Djem So actively pressed the offense. When you successfully use the Shien feature, the creature is pushed 10 ft. away from you, falling prone. Then, as a reaction, you can move towards that creature.

Jar'Kai Individuals applying the Jar'Kai tactic, were able to maintain a strong offense, as the speed of attack that two blades allowed would overwhelm most opponents. While wielding two sabres, one in each hand, you can apply the extra attack feature when you use your bonus action to attack with your offhand weapon. Maneuvers To use a maneuver you expend a Force point while doing an attack. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn. Assured Strike. When you make a melee attack, you can expend one use of a Force point to roll a Force die and add it to your attack roll. Contentious Opportunity. Whenever you successfully land an opportunity attack, you may expend one use of a Force point to roll a Force die and add it to your damage. Deflecting Slash. Whenever you use the Defense of the Blade feature against a ranged attack, you may expend an extra use of a Force point to make a single melee attack against an enemy in your range and add the Force die to the attack roll. Disarming Slash. When you hit a creature with a weapon attack, you can expend one Force point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Force die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Draw Closer. As an action, you can expend one Force point to bring telekinetically an opponent to your range. When you do so, choose a creature you can see within 25 ft. from you. That creature must succeed a Strength saving throw or be pulled towards you up to 20 feet in a straight line towards you. Then, if the creature is within 5 ft. from you, you can make a melee attack against that creature, adding the Force die to the attack roll. Falling Avalanche. When you successfully land a melee attack, you may expend one use of a Force point to push the target back and then move into the space that the enemy just vacated. Neither your movement nor the target's movement provokes opportunity attacks. You cannot move a target that is grabbed or grappled. You add your Force die to the damage roll and the Force die determines the pushing distance, you push the creature half the rolled number times 5 ft (minimum of 5). Goading Slash. When you hit a creature with a weapon attack, you can expend one use of a Force point to attempt to goad the target into attacking you. You add the Force die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Hawk-Bat Swoop. As an action, you may expend one use of a Force point to up to 10 ft. in a straight line without provoking opportunity attacks. If you end your movement adjacent to a creature, you can make a single melee attack against that creature, adding the Force die to your attack roll. Makashi Riposte. When another creature damages you with a melee attack, you can use your reaction and expend one use of a Force point to reduce that damage by the number rolled, then move around that creatre and make a single melee attack him or her adding the roll of the Force die to your attack roll. Pushing Slash. When you successfully land a melee attack, you may expend one use of a Force point to push the taget away from you. This movement doesn't provoke opportunity attacks. You cannot move a creature that is grabbed or grappled. The Force die determines the pushing distance, you push the creature the rolled number times 5 ft. Sarlacc Sweep. As an action, you may expend one use of a Force point to lash out attacks in a circle around yourself. Each creature wihin 5 ft. from you must succeed a Dexterity saving throw or take weapon damage plus the Force die rolled. On a successful save, the creature takes half damage. Soresu Riposte. Whenever you use the Defense of the Blade feature against a melee attack, you may expend an extra use of a Force point to make a single melee attack against the creature that attacked you and add the Force die to the attack and damage rolls. Tempered Aggression. As an action, you may expend one use of a Force point to make a melee weapon attack against against a creature adding the Force die to your attack roll. If you beat the target's Armor Class by 5 or more, the attack is treated as a critical hit. Tripping Slash. When you hit a creature with a weapon attack, you can expend one use of a Force point to attempt to knock the target down. You add the Force die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Vornskr's Ferocity. Before making a melee attack, you can expend one use of a Force point to attempt to channel the Force through the blade increasing its damage. If the attack hits, you deal two Force dice of force damage, if it doesn't, you deal only one Force die of force damage. Variant Rule: Wisdom-Based When using Wisdom instead of Charisma, you use your Wisdom modifier instead of Charisma for the features Visionary Defense and Force Intuition.

Sentinel Guidance Jedi sentinels dwell in the shadows and move the strings without being noticed. They are mostly lone people, unwilling to show themselves. Quiet as the Night When you become a sentinel, you become proficient in Stealth, Sleight of Hand and Investigation. Sentinel Strike Also at 2rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the following table. Jedi level Sentinel Strike Damage 2nd 1d6 4th 2d6 8th 3d6 12th 4d6 16th 5d6 20th 6d6 Sentinel's Gambit By the time you reach 5th level, you learn to use the Force to nimble the perception a creature has of you. As a bonus action on your turn, you may designate an enemy you can see and make it do a Wisdom saving throw. If they fail, you gain advantage in your next attack against that creature. Force Haze Starting at 7th level, you add Invisibility, Pass Without Trace, Misty Step and Hunter's Mark to your known spells. These count as Jedi spells for you but don't count towards the number of spells you know from the Jedi class table. Main Objective By 11th level, you carefully study your oppponent's moves to improve yours. Whenever you successfully hit a creature that hasn't been attacked from the end of your last turn, your weapon deals one additional die of damage. Force Reflexes When you reach 15th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your norm al initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Sith Guidance Embrace the Dark Side When you adopt the Sith Guidance at 2nd level, you become proficient with light armor and the Intimidation skill. Also, your sith guidance allows you to add these spells to your class spells. Sith Spells Spell Level Spell 1st Armor of Agathys, Hex 2nd Crown of Madness, Ray of Enfeeblement 3rd Fear, Vampiric Touch 4th Blight, Phantasmal Killer Sith Alchemy Also at 2nd level, you have learnt to modifiy your items to better channel the Force. During a long rest, you may expend one use of a Force point and an amount of gold equal to 50% of the item (a talisman is a gold engraved with 4 gems, costing around 120 gp), to modify one non-magical item with one of the following templates. This modifications only happen whenever you wield them and these don't count towards the limit of attuned magic items you can wear. Amulet. While attuned to this amulet, you may expend one use of a Force point to add a Force die to your next skill or ability check. Armor. Whenever you're wearing this dark armor, as a reaction you may expend one use of a Force point to add the Force die to a saving throw. Talisman. While wearing this talisman, you may expend one use of a Force point to add a Force die to a spell attack roll or spell DC. Weapon. You can expend one use of a Force point to add the Force die to your damage roll with this weapon. Dun Möch Beginning at 5th level, you fight with aggresiveness and malice, trying to hinder your opponents concentration and defensive prowess. Whenever you attack with a sith weapon that you're proficient with, you may add your Charisma modifier to the attack and damage rolls. Drain Knowledge When you reach 7th level, you may weaken a creature and try to scavenge its mind for knowledge. As an action, you may expend one use of a Force point to make a creature within 5 ft. from you make a Wisdom saving throw. On a failed save, the creature takes the Force die + your charisma modifier psychic damage, gains one level of exhaustion and you learn any information you may need. You also may choose to become proficient in a skill in which the target is proficient and, if you already are proficient, you may add twice your proficiency bonus. Once you've used this feature, you cannot use it again until you finish a long rest, during which you lose your learnt proficiency. Lus Ma By the time you reach 11th level, your dark presence can be felt across the entire battlefield. As a bonus action action on your turn, you may choose to have one of this auras. You can't have more than one aura active a the the time and you can change auras as a bonus action. The aura lasts until cancelled as a bonus action or until you fall unconscious. Focus Terror You and all creatures within 60 ft. from you gain resistance to all damage but make attacks with disadvantage. Incite Rage You and all creatures within 60 ft. from you gain a +2 rage bonus to attack rolls but they get a -3 penalty to their Armor Class. Power of Hate You and all creatures within 60 ft. from you gain temporal hit points equal to your jedi level but can't have bonus actions on their turns. Corrupt Magic You and all creatures within 60 ft. from you make all spell attacks with disadvantage but gain advantage when rolling a saving throw against a spell. Variant Rule: Wisdom-Based Whenever you choose to use Wisdom instead of Charisma for spells, the Sith guidance doesn't change and when you choose this guidance you use Charisma instead of Wisdom as your spellcasting ability.

Alchemical Sith Mastery When you reach 15th level, you can link your Sith item with your soul to gain additional benefits. You must expend a use of a Force point during a long rest to gain a benefit. Each item can only have one benefit at the same time. Amulet Dark Side Channeling. You deal your Charisma modifier as psychic damage whenever you land a spell that deals damage. Force Outburst. You can expend one use of a Force point to cast a spell with casting time of 1 action as a bonus action. Rage Channeling. As a bonus action on your turn, you may expend one use of a Force point and designate a creature to make all your attacks against that creature with advantage for a number of rounds equal to the Force die roll. When you finish this, you gain one level of exhaustion. Armor Traits Cortosis Tissue. You gain 2 maximum hit points for each Jedi level you have. Dark Side Energy. You add twice your Charisma modifier to your spell casting ability modifier and spell DC. Force Disguise. You can cast disguise self at will without expending a Force point. Imposing Shape. You add your Charisma modifier to Armor Class. Talisman Forcesight. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. Shorud of the Dark Side. You may cast invisibility on yourself as a Jedi spell expending one use of a Force point. Memory Walk. Whenver you cast fear, if a creature is within 5 ft. from you, you may expend one use of a Force point to focus the spell on that creature. That creature makes its saving throws against your spell with disadvantage and you deal 3d10 psychic damage at the end of each of your turns while the spell is on effect. Weapon Jagged Weapon. The weapon deals an addition 4 necrotic damage on a successful hit. Infamous Weapon. Your weapon is coated with poison. Whenever you hit with the weapon, the creature must succed a Constitution saving throw or become poisoned until the beginning of your next turn. Main Weapon. You gain one additional reaction in each of your turns, up to a maximum of 2. Jedi Spells Cantrips (0 Level) Friends

Guidance

Mage Hand

Mending

Message

Minor Illusion

Shocking Grasp

True Strike 1st Level Absorb Elements %

Animal Friendship

Bane

Battle Strike %%

Bless

Catapult %

Charm Person

Comprehend Languages

Command

Cure Wounds

Detect Magic

Feather Fall

Force Lightning %%

Force Push %%

Force Repulse %%

Heroism

Jump

Longstrider

Augury 2nd Level Aid

Blur

Calm Emotions

Darkvision

Detect Thoughts

Enhance Ability

Enthrall

Force Grip %%

Knock

Lesser Restoration

Levitate

Locate Object

Saber Throw %%

See Invisibility

Suggestion 3rd Level Aura of Vitality

Clairvoyance

Counterspell

Force Blast %%

Haste

Hypnotic Pattern

Nondetection

Plant Growth

Sending

Tongues 4th Level Compulsion

Confusion

Death Ward

Divinitation

Dominate Beast

Freedom of Movement

Hallucinatory Terrain

Locate Creature

Morichro %% % Spell located in Elemental Evil: Player’s Companion. %% New spell located below.

Spell Descriptions Battle Strike 1st-level transmutation Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: S

S Duration: Instantaneous You channel the Force through your weapon. You gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional 1d6 Force damage if the attack hits. At Higher Levels. The attack roll bonus increases by 1 and the damage increases by 1d6 for each level above 1st. Force Blast 3rd-level evocation Casting Time: 1 action

1 action Range: Self (40-foot cone)

Self (40-foot cone) Components: S

S Duration: Instantaneous A blast of pure Force-energy erupts from your hands. Each creature in a 40-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 5d8 force damage and is pushed 20 feet away from you and knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone. In addition, unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from you by the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Force Grip 2nd-level transmutation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 3d10 force damage for each slot level above 2nd at the start of each of its turns while the spell is in effect. Force Lightning 1st-level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Concentration, up to 1 minute A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and for the duration its movement speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, but not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack duraing its turn. On each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st. Force Push 1st-level evocation Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: S

S Duration: Instantaneous You slam a concussive burst of force at one creature within range. The target must make a Strength saving throw. On a failed save, the target is pushed 20 feet away from you and knocked prone. On a successful save, the creature isn’t pushed or knocked prone.

Force Repulse 1st-level evocation Casting Time: 1 action

1 action Range: Self (15-foot sphere)

Self (15-foot sphere) Components: S

S Duration: Instantaneous A 15-foot sphere of pure Force-energy pulses outward from you. Each creature in a 15-foot radius around you must make a Strength saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Morichro 4th level necromancy Casting Time: 1 action

1 action Range: Touch (a creature you have grabbed or grappled)

Touch (a creature you have grabbed or grappled) Components: V, S

V, S Duration: Concentration, up to 1 minute You slow the vital functions of a target, casing him or her to slip into a deep sleep or even die. The creature must succeed a Constitution saving throw or gain one level of exhaustion. Each round, while you concentrate on this spell, you can use your action to force the target to succeed a Constitution saving throw or gain another level of exhaustion. If the target gets to the 6th level of exhaustion by this mean, you may choose to not kill it and fall unconscious but stable. If the target escapes your grab or the grab ends for any reason, you cannot maintain this power on your next turn. Saber Throw 2nd-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, M (a lightsaber)

S, M (a lightsaber) Duration: Instantaneous You toss your lightsaber, sending it spinning through the air in a line 30 feet long and 5 feet wide in a direction you choose before. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. The lightsaber then returns back to your hand. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Multiclassing The Jedi Multiclassing Prerequisites Ability Score Minimum Charisma 13 The Jedi Multiclassing Proficiencies Proficiencies Gained Simple Weapons, martial weapons Multiclassing with Other Spellcasters If multiclassing the Jedi with another spellcaster, treat Force points as spell slots of the corresponding level. >Whenever an ability asks you to expend one use of a Force point, expend one spell slot of that level. Multiclassing with Warlock If multiclassing the Jedi with Warlock levels, add a third of your Jedi levels (rounded down) to your Warlock level and consult the Warlock progression table (pg 106 of the PHB) for total Spell Slots, Cantrips known, and Spell Slot Level.

Credits Design - Original Idea NovemberBrow - /u/sravps Inspiration LucasArts™ y Star Wars: Saga Edition (Wizards of the Coast™)

Way of the Jedi - Homebrew by Spiketail Drake /u/SpiketailDrake Uncerdited Art (In order of apparition) Page 1: Saehral http://saehral.deviantart.com/

Page 4: Dustin Hawk http://shoguneagle.deviantart.com

Page 5: Lukasz Poduch http://shadzior.deviantart.com

Page 6: Fantasy Flight

Page 8: Unknown

Page 9: Derek Herring http://graysun-d.deviantart.com/

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Page 13: Yvan Quinet http://yvanquinet.deviantart.com/

Page 16: Jelux09 http://jelux09.deviantart.com Collaborators Discord of Many Things Made With NaturalCrit http://homebrewery.naturalcrit.com/ Changelog v0.5 Added a Variant Rule: Wisdom instead of Charisma.

Visionary Defense doesn't stack with Unarmored Defense. Changelog v0.4

Removed some spells from the Spell List; a few added to the Sith Guidance.

Formatting and polishing.

Flux of the Force now only allows for a melee attack.

Swapped names between Force Enlightment and One with the Force, for flavor.

Memory Walk enhancement from the Talisman Alchemical Sith Mastery now allows you improve your fear spell.

Removed expertise from most guidance proficiencies. Changelog v0.3

Added Multiclassing rules.

Added Sith Guidance.

Added Morichro spell.

Slightly reworded Shoto Guard to make it work right.

Sentinel Reworked: Added Sentinel's Gambit, Force Haze now teaches spells, added Main Objective.

Dampen Presence moved to the core class. Changelog v0.2

Removed the 5th level spell and 1d12 Force die from 20th level.

Removed the ability to use Force points to increase a roll.

Removed Force Secrets.

Added Weapon Throw.

Removed sabre and shortsabre. Defensive property added to Shoto Guard Fighting Style, thrown to Weapon Throw.

Telekinetic Prowess now succeeds automatically.

Added Equipment packs.

Added Athletics to the class skills.

Removed Dwell Your Feelings, added Augury to the spell list..

Serenity now has a number of usages per long rest.

Removed the Wisdom (Perception) part of Eyes of the Force.

Shatterpoint now requires to expend a Force Point and you add the Force die to the attack roll. Removed the resistance and invulnerabiliry bypass.

Removed the advantage on checks to hide your true intentions in Empty the Mind.

Dampen Presence now it's a wisdom saving throw.

Force Treatment now adds expertise. Changelog v0.1 Created