The Jedi Born to the Force, Raised by Training and Perished to Time; the Guardians of Balance. Version 0.7.1

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 every 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. A whole different order bestowed upon the dark side of the force, encouraging their members to give in to the emotions. These were known as the Sith, and were feared across the galaxy. 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 Cantrips Known Spells Known Maximum Spell Level 1st +2 Force Sensitive, Force Training, Attune Weapon 2 3 2 1st 2nd +2 Training Guidance 2 3 4 1st 3rd +2 Weapon Throw 3 3 4 1st 4th +2 Ability Score Improvement 4 3 5 1st 5th +3 Training Guidance Feature 5 3 6 2nd 6th +3 Defense of the Blade, Improved Attune Weapon 6 3 7 2nd 7th +3 Training Guidance Feature 7 3 8 2nd 8th +3 Ability Score Improvement 8 4 9 2nd 9th +4 Force Sensitive (2) 9 4 10 3rd 10th +4 Blessing of the Force 10 4 10 3rd 11th +4 Training Guidance Feature 11 4 10 3rd 12th +4 Ability Score Improvement 12 4 11 3rd 13th +5 Serenity 13 4 12 4th 14th +5 Control Techniques 14 5 12 4th 15th +5 Training Guidance Feature 15 5 13 4th 16th +5 Ability Score Improvement 16 5 13 4th 17th +6 Force Sensitive (3) 17 5 14 5th 18th +6 One With the Force 18 5 14 5th 19th +6 Ability Score Improvement 19 5 15 5th 20th +6 Shatterpoint 20 5 15 5th 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: Light Armor.

Light Armor. 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 Wisdom and Charisma. 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 Force 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. You can roll a 1d6 when expending a Force Point. As you train and growth stronger, you become more powerful, too. Onwards 9th level, whenever you would roll a Force Die, you roll two and keep the better result. When you reach 17th, you roll 3d6 and keep the better result, instead. Force Training The blood in your system 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 for each level the spell has. Cantrips You learn three cantrips: mage hand, message and one other cantrip of your choice from the jedi spell list. You learn additional jedi cantrips of your choice at 8th and 14th level. Spell Slots As a Jedi, you don't have spell slots. Instead, you cast a spell expending one use of a Force point for each level the spell has. The table shows the maximum spell level of your spells. Once you reach 5th level in this class, you can spend additional Force points to increase the level of a spell that you cast, provided that the spell has an enhanced effect at a higher level, as cure wounds does. The spell’s level increases by 1 for each additional Force point you spend. For example, if you are a 5th-level jedi and use the Force to cast Cure Wounds, you can spend 2 Force points to cast it as a 2nd-level spell (the discipline’s base cost of 1 Force point plus 1). 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 the maximum level your spells can be. 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 Your attuned jedi weapon can be used as a spellcasting focus. While using your weapon as a spellcasting focus you only need to use components when they are consumed by the spell.

Attune Weapon At 1st level, you can link your weapon to the Force in your body. During a long rest you can expend one use of a Force point and spend some time meditating and focusing the Force in the weapon. At the end of the long rest, your weapon glows with a color of your choice and you can use and action to magically retrieve it to your hand if you can see it. You can only have up to two attuned weapons at the same time and these weapons don't count towards the limit of attuned items. 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 Starting on 3rd Level, your telekinetic abilities allow you to treat any melee weapon as thrown. 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. 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 hitting 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. Improved Attuned Weapon When you reach 6th level, your attuned weapons counts as magical for bypassing resistances. Telekinetic Prowess Starting at 10th level, you can cast and command 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 regain a number of expended Force Points equal to your charisma modifier and heal yourself a Force die plus half your jedi level. 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. One with the Force When you reach 18th level, your understanding of the Force allows you to push it even further than most mortal beings. Once per long rest you can expend extra uses of Force points to cast a spell at a higher level than your maximum spell level. For example, if you want to cast Malacia as a 8th level spell you must expend 8 Force Points for the cast. Shatterpoint At 20th 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. 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. Diplomat Training When you become a consular at 2nd level, you become proficient in two of the following skills: Deception, History, Insight and Persuasion. Also, you learn the vicious mockery cantrip. In addition, your Diplomat guidance allows you to add these spells to your class spells. Credit: Star Wars: The Old Republic Diplomat Spells Spell Level Spell 1st Bane, Bless 2nd Calm Emotions, Detect Thoughts 3rd Bestow Curse, Tongues 4th Compulsion, Confusion 5th Dominate Person, Hallow 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. Once during that minute, as a reaction to being hit by an attack from that creature, you can add the rolled number to your Armor Class until end of turn. You can only have one creature selected at the same time. Bolster Ally Beginning at 5th level you are able to channel the Force through your words. As a bonus action on your turn you may expend one use of a Force point to inspire a friendly creature other than yourself that can hear you. That creature can, within one minute, roll a Force die to increase one of his attack rolls, skill checks or saving throws. Treat that Force die as it would be rolled by you. 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 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. Also, your Force adept guidance allows you to add these spells to your class spells. Force Adept Spells Spell Level Spell 1st Earth Tremor, Thunderwave 2nd Dust Devil, Gust of Wind 3rd Call Lightning, Melf’s Minute Meteors 4th Fold Space %%, Storm Sphere 5th Bigby's Hand, Wall of Force %% New Spell Located in the spell section. 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 bonus. Also, you can expend one use of a Force point to add a Force die to a saving throw. You also learn the eldritch blast cantrip. Force Knowledge When you reach 5th 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. Also, once per long rest, you can cast a spell you don't know from the jedi class spells as if you knew it. Flux of the Force At 7th 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 cantrip, you can make one weapon attack as a bonus action. Fortified Body By the time you reach 11th level, the Force shields you from all poisons, ailments, toxins, and radiation poisoning, making you immune to them. You gain immunity to the Poisoned condition and gain resistance to poison, acid, necrotic and radiant damage. Telekinetic Power Beginning at 15th level, whenever you roll a natural 20 on a spell attack roll, you may use that spell again freely as part of the same action. You may choose new targets for the spell and you cannot benefit from this feat more than once per short rest.

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 2nd 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 10 + your Dexterity modifier + your Charisma modifier. You cannot use a shield and still gain this bonus. This feature doesn't stack with Unarmored Defense. In addition, your hit point maximum increases by 1 per Jedi level. Also, you learn combat maneuvers, which are detailed below. Maneuvers The Jedi Guardian focus their Force 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. Counter Thrust You excel at defending and counter-attacking right after, learning to use the strenght of your enemies' movements against them. You have advantage on the first attack you make against a creature that missed you with an attack last round. 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 damage dice becomes 0. 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. 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 Counter Thrust Shien Draw Closer Dueling Makashi Makashi Riposte Great Weapon Fighting Juyo Falling Avalanche Shoto Guard Shii-Cho Deflecting Slash Two-Weapon Fighting Ataru Hawk-Bat Swoop 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 have it's speed reduced to 0 for the duration of the turn. 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 +1 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 need to expend the force point to use the feature Defense of the Blade; in that case, you don't roll the die and you add +2 to your Armor Class, which doesn't stack with itself. 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 damage bonus on your next attack 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 Counter Thrust Djem So Contentious Opportunity Dueling Tràkata Tripping Slash Great Weapon Fighting Vaapad Tempered Aggression Shoto Guard Soresu Soresu Riposte Two-Weapon Fighting Jar'Kai Sarlacc Sweep 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. 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 Force. 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.

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 move 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. Roll a Force die and substract the rolled number from your next attack roll, 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. Also, your sentinel guidance allows you to add these spells to your class spells. Sentinel Spells Spell Level Spell 1st Disguise Self, Hunter's Mark 2nd Invisibility, Pass Without Trace 3rd Blink, Nondetection 4th Arcane Eye, Freedom of Movement 5th Mislead, Modify Memory 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. 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 out of his line of sight. This is an enchantment effect. 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. Eyes of The Force Beginning when you reach 15th 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.

Sith Guidance Embrace the Dark Side When you adopt the Sith Guidance at 2nd level, you become proficient with medium 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 5th Contagion, Destructive Wave 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 benefit you and only when 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. Once per turn, whenever you successfully hit with a sith weapon that you're proficient with, you may add your Charisma modifier to the 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 read its mind and memories like an open book. 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 or reaction. 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 do half damage on spells and attacks. 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 increase their speed by 15 feet 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. Once per short rest you can expend one use of a Force point to cast two spells this turn. 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 are proficient in constitution saving throws. Force Disguise. You can cast disguise self at will without expending a Force point. Imposing Shape. You add half 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. Once a creature has successfully saved against this, is immune to it for 10 minutes. Main Weapon. Oportunity Attacks with this weapon deal one additional die of damage.

Jedi Spells Cantrips (0 Level) Friends

Guidance

Mage Hand

Mending

Message

Minor Illusion

Shocking Grasp

True Strike 1st Level Absorb Elements %

Animal Friendship

Augury

Battle Strike %%

Catapult %

Charm Person

Comprehend Languages

Command

Cure Wounds

Detect Magic

Feather Fall

Force Lightning %%

Force Push %%

Force Repulse %%

Force Whirlwind

Heroism

Jump

Longstrider

Sanctuary

Shield 2nd Level Aid

Blur

Calm Emotions

Darkvision

Detect Thoughts

Enhance Ability

Enthrall

Hold Person

Knock

Lesser Restoration

Levitate

Locate Object

Piercing Throw %%

See Invisibility

Suggestion

Rebuke %% 3rd Level Aura of Vitality

Clairvoyance

Force Blast %%

Haste

Hypnotic Pattern

Plant Growth

Sending 4th Level Death Ward

Divinitation

Dominate Beast

Hallucinatory Terrain

Locate Creature

Malacia %% 5th Level Contact Other Plane (Ritual)

Dream

Mass Cure Wounds

Morichro %%

Reincarnate

Telekinesis % 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. Fold Space 4th-level conjuration Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: S, M (a piece of dry clothing)

S, M (a piece of dry clothing) Duration: Instantaneous You can use the Force to bend space, transporting an object almost instantaneously from one place to another. Select a large or smaller object you can see within range, if the object is an unwilling creature or it is grabbed by a creature, that creature must succeed a strength saving throw to avoid the transportation. If he or she fails or the object is unattended, it is transported to a location you choose within range from you and within range from the original location. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range increases by 30 feet and the size of the object increases by one step for each slot level above 4th. 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 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 1d10 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 1d10 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. While concentrating on this spell your speed becomes 0 and you automatically lose concentration if you're moved. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 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-feet sphere)

Self (15-feet 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. Force Whirlwind 1st-level evocation Casting Time: 1 action

1 action Range: 30 ft

30 ft Components: S

S Duration: Concentration, up to 1 minute You call upon the Force to surround an enemy in a swirling vortex of Force energy. The whirlwind lifts them about a half a meter off of the ground, spinning them in the air and buffeting them with Force energy. Choose a medium or smaller creature that you can see within range. The target must succeed on a Constitution saving throw or be restrained for the duration. At the end of each of its turns, the target recieves 1d6 force damage and 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 2nd level or higher, the size of the creature increases one size and the damage increases by 1d6 for each slot level above the 1st. Malacia 4th level necromancy Casting Time: 1 action

1 action Range: 30 ft (15-feet sphere)

30 ft (15-feet sphere) Components: V, S, M (a weighing scale)

V, S, M (a weighing scale) Duration: Instantaneous You create dizziness and nausea by disrupting your enemies' equilibrium. All creatures within the sphere must succeed a Constitution saving throw or gain one level of exhaustion make its attacks with disadvantage until the end of its next turn. Morichro 5th 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.

Piercing Throw 2nd-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, M (a melee weapon)

S, M (a melee weapon) Duration: Instantaneous You toss your weapon, 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 weapon 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. Rebuke 2th level abjuration Casting Time: 1 action

1 action Range: 120 ft

120 ft Components: S

S Duration: Instantaneous Reaction trigger: You are targeted by a spell attack that would hit you. You attempt to reflect a spell being directed to you against it's creator. As a reaction to being targeted by a spell attack that would hit you, roll a Force die and add that number rolled to your Armor Class against that spell. If the spell fails you, you can make a ranged spell attack against that creature and the spell is reflected back to it's original caster on a hit. Multiclassing The Jedi Multiclassing Prerequisites Ability Score Minimum Charisma 13 The Jedi Multiclassing Proficiencies Proficiencies Gained Light armor, 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, you can expend one spell slot instead.

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 17: Jelux09 http://jelux09.deviantart.com Collaborators Discord of Many Things

/r/Unearthed_Arcana Made With NaturalCrit http://homebrewery.naturalcrit.com/ Changelog v 0.7.1 Removed Force Grip, added Hold Person.

Rebuke, force lightning, morichro and malacia had been reworked.

Sith Guidance heavily revised.

Guardian Guidance revised. Tunnel Fighter reworked into Counter Thrust.

Force Knowledge and Flux of the Force swapped. Counterspell replaced with Call Lightning.

Serenity now also heals.

Improved Attuned Weapon added.

Removed Force Enlightment.

Removed CHA bonus from Weapon Throw. Changelog v 0.7 Reworked the way spellcasting works, now you need multiple Force Points for each level.

Modified the progression of Force Points and known spells.

Force Points now don't scale with level, you roll two or three and pick the best when you level up.

Mystical Mastery: Removed temporary FP and added the ability to expend a force Point to add to a saving throw.

Telekinesis Power now can only happen once per turn.

Bolster Ally has been reworked.

Visionary Defense now is calcualted as 10 + Dex + Cha

Dun Möch limited to once per turn and only damage.

Consular Guidance now grants 2 proficiencies instead of 4.

Removed all reference to midi-chlorians, except the one in the changelog.

One with the Force has been slightly reworked.

Serenity now restores a number of FP equal to CHA.

Wisdom-Based Variant Rule now has modified its saving throws.

Force Lightning damage has been tweaked.

Added Shield as a class spell.

Added a once per long rest ability to force adept's force knowledge.