Star Wars 5th edition

Connorsrpg

Adventurer
This looks interesting. And yes, I recommend going with what is in 5E wherever you can. No use implementing new ideas for AC etc when this is a 5E conversion. Go the Unarmored Defense route. Don't forget bounded accuracy helps here as far as enemies go anyway.

I can understand people wanting 1 base Jedi class, but I see your problem once you break it down into trying to put all those powers into one base class. I actually liked your idea of 2 base classes. One focuses on force use, 'magic', leadership, healing etc. The other combat focus, inc combat powers, even though there will be a little crossover. As someone above stated. Kind of like a warlock and a monk (but both are Jedi). Not to forget there are other Force users too.

Then you can have subclasses like Healer, Consular/Leader, or even use the Alter/Sense/Control. The warrior one has Guardian/Sentinel, Sith Hunter, Light saber spec (fighting syle), even a Force using Edritch Knight style.
 

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famouswolfe

Explorer
This looks interesting. And yes, I recommend going with what is in 5E wherever you can. No use implementing new ideas for AC etc when this is a 5E conversion. Go the Unarmored Defense route. Don't forget bounded accuracy helps here as far as enemies go anyway.

I can understand people wanting 1 base Jedi class, but I see your problem once you break it down into trying to put all those powers into one base class. I actually liked your idea of 2 base classes. One focuses on force use, 'magic', leadership, healing etc. The other combat focus, inc combat powers, even though there will be a little crossover. As someone above stated. Kind of like a warlock and a monk (but both are Jedi). Not to forget there are other Force users too.

Then you can have subclasses like Healer, Consular/Leader, or even use the Alter/Sense/Control. The warrior one has Guardian/Sentinel, Sith Hunter, Light saber spec (fighting syle), even a Force using Edritch Knight style.

Thanks for your input!!
 

famouswolfe

Explorer
So just wanted to check in with everyone, the project is still alive and well lol. Sorry for the long silence, I've been busy looking for a new job (got laid off my previous job a couple months ago, the company decided to outsource to another foreign country /sigh) and all the chaos that comes with learning a new job. Don't worry, I'm good now and everything is getting back to normal.

As far as progress goes, I'm still working on the Jedi class. I decided to redesign it as I didn't feel that it was up to par and was broken the way it was. Ultimately, I've opted to keep Jedi as a single class. What I've come to realize is that in 5E, the classes are designed a bit differently than what we're used to. Each class gets specific features, no matter who you are you get them. Then, you're given a couple different options for customization. For example: all monks get increased movement speed, slow fall, missile deflection, immunity to poison and aging, fists count as magic weapons, etc. What sets each monk apart is their monastic tradition. Same thing goes for Paladins and their Oaths, Druids and their Druid Circles, Bards and their Bardic Colleges, etc. So what I've done now is given all Jedi the ability to deflect/reflect blasters, use Force powers, build lightsabers, etc. Starting at 3rd level you'll get to choose a specific discipline (guardian, consular, sentinel, and a few others that I don't want to let the cat out of the bag just yet). These will provide you with abilities that not only shape what KIND of Jedi you are, but provide for more flavor and help with role-play.

As far as Defense/Armor Class goes, I feel that Unarmored Defense is definitely the way to go. I'll have to play around w/ adding proficiency bonus to AC because as it's been explained earlier, it does seem less wonky.

Ok you guys, I'm HOPING that I'll be able to release a starter version (first 5 levels of each class plus some starter enemies etc) in time for the release of The Force Awakens. Bit of a stretch but I'm working very feverishly at it, because it just coincides and there will be plenty of interest in Star Wars the closer we get to the new movie lol. Anyways, just wanted to say that you guys rock, I love the input and feedback and am proud to be working on this little project lol. Stay tuned, and see you at the movies :D
 


Beleriphon

Totally Awesome Pirate Brain
There is one big reason I'm firmly in favor of the proficiency bonus method instead of the two-ability method: a Scoundrel 3/Scout 3/Soldier 3 will not have ANY ability score improvements at all, since you get those based on class level and not total character level. That character will not have seen its Defense/AC increase at all over 9 levels, which I don't like. That said, maybe that character should just strap on some armor. I dunno. I think proficiency + Dex is overall easier and less wonky.

Why not do Proficieny + Dex or [Something] + Dex whichever is higher.,
 

famouswolfe

Explorer
***BIG UPDATE***

Hello all, happy Star Wars day!! Hope you all loved the new movie as much as I did :cool:. Now, on to business. So I failed in my goal to have a starter version of my Star Wars RPG project ready in time for the movie, sadly. I've been working very very hard at it though, and I've learned much much more in the process regarding 5E mechanics and how to design the game. So on the upside, it isn't a total loss. In fact, I just finished designing the new Jedi class today and thought I would post it and give everyone a sneak peek at what I'm working on. Feel free to submit feedback (please be gentle! :-S). Anyways, without further ado, I present to everyone the 5E Jedi!

The Jedi

LevelProficiency BonusFeaturesPowers
Known
Power
Points
1st+2Force Sensitive, Lightsaber Block----
2nd+2Fighting Style, Force Powers24
3rd+2Lightsaber Deflect, Jedi Archetype34
4th+2Ability Score Improvement36
5th+3Extra Attack46
6th+3Build Lightsaber, Strong Minded414
7th+3Archetype feature514
8th+3Ability Score Improvement517
9th+4--617
10th+4Improved Force Trance, Enhanced Force Sensitive627
11th+4Archetype feature, Severing Strike727
12th+4Ability Score Improvement732
13th+5--832
14th+5Force Fortification838
15th+5Archetype feature938
16th+5Ability Score Improvement944
17th+6--1044
18th+6Serenity1057
19th+6Ability Score Improvement1157
20th+6Jedi Champion1164
Class Features
As a Jedi, you gain the following class features.

Hit Points
Hit Dice:
1d8 per level of Jedi.
Hit Points at 1st Level: 24 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Jedi level after 1st.
ProficienciesArmor: None
Weapons: Simple weapons, lightsabers
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose 2 + your Intelligence modifier from Acrobatics, Athletics, Endurance, Galactic Lore, Investigation, Mechanics, Perception, Persuasion, Pilot.

Unarmored Defense
Beginning at 1st level, while you are wearing no armor, your Defense equals 10 + your Dexterity Modifier + your Wisdom modifier.

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

  • Lightsaber provided by your master (later you can build your own).
  • Jedi robes
  • An aquata breather (provides 2 hours of breathable air in water)
  • 2d4x100 (or 450) credits

Force Sensitive
You are attuned to the flow of the Force, and have taken your first steps into a much larger world. You are automatically proficient in the Wisdom (Use the Force) skill. Additionally, as an action, you can call upon the Force in one of the following ways. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum 1). You regain all expended uses after finishing a long rest.

  • Search Your Feelings: You can search your feelings to determine whether a particular action will yield favorable or unfavorable results to you within the immediate future (within the next 10 minutes or less). This feature cannot tell you anything specific, only if a course of action will have immediate unforeseen repercussions that will occur within the next 10 minutes.
  • Sense Force: You automatically sense disturbances in the Force. A location strong in the dark side can be sensed up to half a mile away. A relative, companion, or close friend in mortal danger or great pain can be sensed out to a range of 10,000 lightyears. A major disturbance, such as the destruction of a populated planet or or the distress of an entire order of allies, can be sensed anywhere in the same galaxy. This particular feature is considered free (doesn’t count as a use) when it’s activated by the GM.
  • Detect Force-Users: You can use this ability to actively detect other Force-Users out to a range of 60 miles. If you succeed on a DC 15 Wisdom (Use the Force) check, you know their approximate distance and direction from you, and whether or not you’ve met them before. Another Force-User within range can attempt to conceal his or her presence by making an opposed Wisdom (Use the Force) check. If they equal or exceed the result of your check, you don’t sense their presence at all.
  • Sense Surroundings: You may substitute Wisdom (Use the Force) when making Wisdom (Perception) checks to detect or observe targets. If the target(s) have total concealment or cover, you have disadvantage on this ability check. You are considered proficient for purposes of using this feature.
  • Telepathy: You can establish a telepathic link with a distant allied creature. Through the telepathic link, you can exchange an emotion or a single thought, such as “Go!”, “Help!”, or Danger!” The target must be an ally or friendly to you, have at least a 2 Intelligence score, and be on the same planet. If the target is off planet but in the same star system, you must make a DC 15 Wisdom (Use the Force) check in order to establish the link. If the target is in a different part of the galaxy, the DC increases to 20.


Lightsaber Block
You have learned how to use your lightsaber to protect yourself in combat. As a reaction, you may negate a melee attack by making a successful Wisdom (Use the Force) check. The DC of the ability check is equal to the attack roll you wish to block. You must have your lightsaber drawn and ignited and cannot be surprised or otherwise unaware of the incoming attack.


Fighting Style
At 2nd level, you have adopted a particular style of fighting as your specialty. Choose one of the following options. You can’t choose a fighting style more than once, even if you later get to choose again.


Defensive
While wielding a melee weapon, you gain a +1 deflection bonus to Defense.


Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus on attack rolls.


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 re-roll the die and must use the new roll, even if it results in another 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Force Powers
By 2nd level, your training allows you to harness the mystic energy of the Force. Your access to the Force is represented by a number of Power Points. Your Jedi level determines the number of Power Points you have as well as the number of Force powers you know, as shown on the Jedi table. You must spend Power Points to fuel Force powers. When you expend Power Points, they are unavailable until you finish a long rest, at the end of which you draw all of your spent Power Points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Power Points. Some Force powers require you to make an attack roll or for your target to make a saving throw to resist the power’s effects. The attack roll and saving throw DC is calculated as follows:


Force power attack modifier = your proficiency bonus + your Wisdom modifier.
Force power save DC = 8 + your proficiency bonus + your Wisdom modifier.


Lightsaber Deflection
At 3rd level, you can use your reaction to deflect or redirect a blaster bolt when you are hit by a ranged attack. You must have your lightsaber drawn and ignited and can’t be surprised or otherwise unaware of the incoming attack. When you do so, the damage you take from the attack is reduced by 2d10 + your Dexterity modifier + your Jedi level. If you reduce the damage to 0, you can immediately make a ranged attack as part of the same reaction at the same or different target within line of sight. This attack roll is made with proficiency. If the attack roll is successful, the target takes normal weapon damage. You can also use this feature to deflect a weapon set to auto-fire or to deflect the Force Lightning power, however these types of attacks cannot be redirected. Note: This feature has no effect against other area-of-effect attacks such as grenades, missiles, and flamethrowers. It also cannot be used to negate attacks made by Colossal (frigate) or larger-size vehicles unless the attack is made with a point-defense weapon.


Jedi Archetype
When you reach 3rd level, you choose your path as a Jedi. Generally, all Jedi except for fallen or evil Jedi unite under the same banner. It would be a mistake to think all Jedi are the same, however. Within the Jedi Order, each and every Jedi undertakes special training and tutelage to follow a singular, specific path based on that individual’s interests and aptitudes. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. You have a number of “archetype slots” equal to your proficiency bonus. Each time you activate an archetype feature you must spend a slot unless otherwise stated. You regain expended slots or uses after finishing a long rest. Archetypes are described at the end of the class description.


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.


Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Build Lightsaber
At 6th level and higher, you may construct your very own lightsaber. You must be Force Sensitive and proficient with lightsabers. You must spend 1,500 credits (or twice the cost for a double-bladed lightsaber) in order to obtain the basic components and spend 24 uninterrupted hours constructing the weapon. At that time, make a Wisdom (Use the Force) check against a DC of 15. If you fail, you may spend another 24 hours reconstructing the lightsaber and try again. Once you have built your lightsaber, you can attune it to yourself by spending a Force Point. You (and only you) gain a +1 bonus on attack rolls with your attuned lightsaber. Generally, you are considered a full-fledged Jedi once you have constructed your own lightsaber.


Strong-Minded
Starting at 6th level, you and all allies within 10 feet cannot be affected by any Force power that charms, distracts, or frightens, as long as you are conscious.


Improved Force Trance
Starting at 10th level, whenever you enter a Force Trance during a long rest, you regain all expended hit dice instead of only half. See “Use the Force” in Chapter 8 for more information.


Enhanced Force Sensitive
Starting at 10th level, whenever you use the Force Sensitivity feature, it now counts as a bonus action instead of a standard action. Additionally, the DC for using Telepathy on off-world targets decreases by 5.


Severing Strike
Starting at 11th level, when you deal damage with a lightsaber that would kill your target, you may choose to use this feature. Instead of dealing full damage, you leave your target with 1 hit point and give your target the stunned condition on its next turn. In addition, you sever one of your target’s arms at the wrist or elbow joint, or one of the target’s legs at the knee or ankle joint (your choice). Severing part of an arm prevents the target from wielding weapons or using tools in that hand and imposes disadvantage on Strength and Dexterity ability checks. Severing part of a leg knocks the target prone, reduces the target’s speed by half, reduces its carrying capacity by half, and imposes disadvantage on all ability checks keyed to Strength and Dexterity. Due to the severity of the injury, the target cannot regain hit points by spending Hit Dice and must have surgery performed or seek medical attention (see Treat Injury skill in Chapter 8). A cybernetic replacement limb negates the penalties of losing a limb. Note: While this sounds brutal and uncharacteristic, it’s actually meant to protect the target from a lethal blow and is completely in-tune with Jedi teachings and philosophy. If you have multiple attacks you can sever one limb per attack with the same action, however it is considered an evil act that will grant dark side points if you leave a living creature completely limbless.


Force Fortification
Starting at 14th level, as a reaction you can spend 1 Force Point to negate a critical hit made against you (becomes a normal hit instead). This represents Jedi Force techniques that shield you from massive harm.


Serenity
At 18th level, you have attained a peace and unity with the Force that grants you tremendous clarity when you act. As a full round action, you can enter a brief meditative state. You may remain in the trance as long as you wish, and you are still aware of your surroundings; while in the trance, you lose your Dexterity bonus to Defense. Upon emerging from the trance (a bonus action on your turn), your next attack roll or Use the Force skill check is considered a natural 20.


Jedi Champion
At 20th level, you have achieved a mastery of the Force and a level of power that many dream about but few actually reach. You are peerless in your connection with the Force, and you are awarded a very powerful ally indeed. You can become one with the Force. When you do so, your appearance changes to reflect your sublime connection. You gain a transparent aura that sheds translucent light that can illuminate dark places up to 20 feet away, your voice projects a calm yet powerful authority, and everyone can feel the strength that flows through you.
Using your action, you can undergo a transformation. This change lasts for 1 minute and you gain the following benefits:



  • At the start of each of your turns, you regain 10 hit points
  • You can activate a Force Power as a bonus action once per turn
  • Enemies within 10 feet of you have disadvantage against your Force powers and archetype abilities.


Once you use this feature, you cannot use it again until you finish a long rest.

Jedi Archetypes
Becoming a true Jedi involves taking vows and upholding the cause of peace, justice, and civilization. At 3rd level, you devote yourself even further to the Jedi Order, and begin following a specific path. Each archetype represents a unique area of focus and training. Regardless, all Jedi are united under the same banner.


Jedi Battlemaster
While the Jedi Guardian seeks to hone mind and body to become the greatest combatant, the Battlemaster seeks to hone his skill with lightsabers exclusively above all else. He has no peers when it comes to fighting with lightsabers, and they are sometimes recruited by Jedi Masters to create new lightsaber fighting styles. Battlemasters are also responsible for overseeing all lightsaber instruction at Jedi academies.


Guru of Warfare
At 3rd level, the Force delivers inspiration to you while in the heat of battle. When you use the Attack action, you can spend an archetype slot to make another weapon attack as a bonus action.


Combat Inspiration
At 7th level, you can gain an insight that helps you deliver attacks with supernatural accuracy. When you make a weapon attack, you can spend an archetype slot to gain a +10 Force bonus on your attack roll. You make this choice after you see the roll but before the GM declares the attack a hit or miss.


Guided Strike
At 11th level, you can give an ally near you insight to help them deliver highly accurate attacks. Whenever an ally within 60 feet of you makes an attack roll, you can spend an archetype slot to grant that ally a +10 Force bonus to its attack roll. You make this choice after you see the roll but before the GM declares a hit or miss.


Peerless Paragon
At 15th level, while wielding a lightsaber, you deal an extra 1d8 damage once per turn.


Jedi Consular
Jedi Consulars achieve their results through leadership, diplomacy, inspiration, and dialogue, preferring to refrain from drawing their lightsabers unless absolutely necessary. Most Consulars wield green lightsabers, reflecting their dedication to peace and harmony. Within the Jedi Order, Consulars generally take on the role of ambassadors and diplomats, trying to resolve conflict with persuasion and discourse and keeping the peace. Other important roles include researchers and lore keepers, although some Consulars decide to take an even more peaceful route and become Jedi Healers and Seers instead.


Bonus Proficiency
When you choose this archetype at 3rd level, you gain Force Persuasion (whenever you make a Charisma [Persuasion] check, you can substitute Wisdom [Use the Force] instead; you are considered proficient when you do this).


Master of Discipline
At 3rd level, you gain Disciplined Strike (whenever you activate a Force power that targets a number of creatures, you can exclude a number of allies equal to your Wisdom modifier). In addition, you may spend an archetype slot to grant an ally within line of sight advantage on its next attack roll.


Mystic Master
At 7th level, your close connection with the Force has granted you the ability to manipulate your Force powers in several ways. When you activate a Force power, you may expend an archetype slot to modify it in one of the following ways:

  • Re-roll a number of damage dice equal to your Wisdom modifier
  • Double the duration of any power that lasts 1 minute or longer (max 24 hours)
  • Double the range of any Force power with a range of 5 feet or greater
  • Grant a target disadvantage on its save against your Force power


Disciple of Combat
At 11th level, you add your Wisdom modifier to lightsaber weapon attacks and Force powers.


Mystic Elite
At 15th level, any target that is 10th level or lower automatically fails whenever you use Force Persuasion. In addition, you may spend an archetype slot to modify your Force powers in the following ways:

  • Change the time it takes to activate a Force power to a bonus action
  • Choose one additional target if you activate a power that only has 1 target


Jedi Guardian
A Jedi Guardian focuses on martial training, training hard to make mind and body become the perfect weapon. They are the first line of defense against the thousands of enemies that seek to destroy peace and civilization. Most Guardians wield blue lightsabers, demonstrating solidarity and uniformity. While Jedi Sentinels use subterfuge and Consulars use diplomacy, a Jedi Guardian relies on brute strength and action.


Elusive Riposte
At 3rd level, while in melee with an opponent, any other opponents attempting to attack you with ranged weapons have disadvantage. In addition, you may spend an archetype slot to counterattack a creature within 5 feet that hits you. The target must make a Dexterity save or take 2d8 damage (half as much on a successful save).


Cleaving Burst
At 7th level, you can perform cleave attacks (once per turn when you make a melee weapon attack, you may make an additional weapon attack against an adjacent enemy). Additionally, you may spend an archetype slot to get a second wind. When you do so, you regain hit points equal to 1d10 + your level.


Lightsaber Mastery
At 11th level, you use d10s instead of d8s when you deal damage with a lightsaber.


Perfect Riposte
At 15th level, whenever you perform a riposte, you deal maximum damage. In addition, you can spend an archetype slot to gain the ability to run across liquids and vertical surfaces when you take a double move action on your turn. You must end your turn on solid ground or else you fall.


Jedi Healer
Jedi Healer is a special field of study within the Jedi Order. Those that wish to expand and amplify the healing abilities taught to all at the Academy choose the path of the Healer. Their role within the Order is self-evident, and their existence has spanned millennia. Jedi Healers typically work closely with the Medical Corps, and frequently serve not only in hospitals and medical facilities, but also on battlefields during times of war and crisis.


Bonus Proficiency
When you choose this Discipline at 3rd level, you gain proficiency with light and medium armor and the Treat Injury skill.


Disciple of Life
At 3rd level, your healing abilities are more effective. Whenever you use a Force power to restore hit points to a creature, that creature regains additional hit points equal to 3 + your Wisdom modifier. Additionally, as an action you can expend an archetype slot to evoke healing energy that can restore a number of hit points equal to three times your Jedi level. Choose any living creatures within 30 feet of you, and divide those hit points amongst them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on non-living targets such as droids or vehicles.


Disciple of Autonomy
Beginning at 7th level, any healing Force powers you use on others heal you as well. When you use a Force power that restores hit points to a creature other than yourself, you regain a number of hit points equal to 5 + your Wisdom modifier.


Disciple of Combat
Starting at 11th level, you add your Wisdom modifier damage rolls made with lightsabers and Force powers. You may also spend an archetype slot to touch a living creature and rid it of one condition (blinded, deafened, paralyzed, or poisoned).


Disciple of Restoration
Starting at 15th level, when you would normally roll one or more dice to restore hit points with a Force power, you instead use the highest number possible for each die. For example, instead of healing 2d6 hit points to a creature, you heal 12 hit points. In addition, as a full round action you can spend a Force Point to restore life to a fallen comrade. The target must be a living creature and cannot be dead for longer than a minute or missing any vital organs necessary for survival (such as its head). This feature will close wounds and cure the target of any toxins in its system, but it will not regrow lost limbs or organs. Coming back from the great beyond is a taxing ordeal, causing the creature to lose a level. Once you use this feature, you cannot use it again until after you finish a long rest.


Jedi Seer
Jedi Seers value learning and understanding above all. They comprehend that the Force grants great power to those that seek to unlock its secrets. Jedi Seers are a vital part of the Jedi Order, often serving as a first alert to impending surges in the dark side and of danger or threats to the galaxy at large. On a more mundane level, Seers are also responsible for maintaining the Order’s holocron library and records.


Blessing of Knowledge
Starting at 3rd level, you learn two languages of your choice and gain proficiency in two skills of your choice chosen from the Jedi skill list. Additionally, you can tap into the well of knowledge that is the Force. As an action, you can expend an archetype slot to choose any skill or tool. For the next 10 minutes you have proficiency with the chosen skill or tool.


Read Thoughts
At 7th level, you are so in-tune with the Force that you can preemptively sense danger and respond accordingly. You retain your Dexterity modifier during a surprise attack and aren’t considered flat footed. Also, you can expend an archetype slot to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost on its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and activate the Mind Trick power without expending Power Points. The target automatically fails its saving throw against the power.


Blessing of Insight
Starting at 11th level, as an action you can spend an archetype slot to choose a target within line of sight and gain a deeper understanding of its defenses. Your next attack roll against that target has advantage, or the target has disadvantage on its next save against one of your Force powers.


Visions Of The Past And Future
Starting at 15th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time. Once you use this feature, you can’t use it again until you finish a short or long rest.

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Glimpse the Future. At the start of each day, roll 2d20 and record each roll separately. During the day, as a reaction you can replace an attack roll, skill roll, or saving throw for yourself, an ally, or an opponent. Once you use this feature, you must finish a long rest before you can use it again.


Jedi Sentinel
Jedi Sentinels are the true enemies of evil, hunting down agents of the dark side and stopping the spread of darkness. They accomplish this by seeking a balance between the other branches of the Jedi order. While they possess considerable combat skill and knowledge of the Force, they also blend these schools with non-Force related fields, such as security, computer slicing, stealth techniques, repair, or medicine. Overall, they tend to take a middle-road approach to solving problems. While a Guardian might bash down a locked door and a Consular might simply knock, a Sentinel tries to use available equipment and ingenuity to pick the lock.

Bonus Proficiency

At 3rd level, choose two skills from Security, Stealth, or Treat Injury.


Clear Mind
Beginning at 3rd level, you have advantage on opposed Use the Force rolls to avoid detection by other Force-users. In addition, you may spend an archetype slot to gain advantage on Wisdom (Use the Force) checks made to detect other Force-users with a dark side score of 1 or more.


Force Haze
At 7th level, as an action you may spend an archetype slot to completely turn invisible. You turn visible after 1 minute, if you make an attack, or if you activate a Force power. In addition, you have advantage on all saving throws made to resist Force powers with the [dark side] descriptor or that originate from a dark Force-user (that is, any Force-user whose dark side score equals his Wisdom score).


Dark Side Scourge
At 11th level, while wielding a lightsaber, you deal an extra 1d8 damage once per turn. Against creatures with a dark side score of 1 or higher, this becomes an extra 2d8 damage instead.


Bane of Evil
At 15th level, you can spend an archetype slot to deal double damage to a dark side creature (that is, any creature whose dark side score equals his or her Wisdom modifier). In addition, choose two skills. Your proficiency bonus with those two skills is doubled.

Dark Jedi

Also known as fallen Jedi, these individuals deny the light side and strive to follow their own selfish goals or even continue further down the dark side, eventually becoming enemies of Jedi and the light side. Although initially this referred to an ex-Jedi, the term Dark Jedi can apply to any Force sensitive individual that follows the dark side. Others are simply Force-users that do not follow the teachings of the Sith and go on their own evil path. Note: This archetype is generally reserved for evil GM characters. With GM approval, it can be selected as a representation of a Jedi struggling to resist his dark emotions or some other concept if it fits the campaign. Once again, it is at your GM’s discretion.


Power of the Dark Side
At 3rd level, you can spend an archetype slot to increase your dark side score to gain advantage on one attack roll, ability check, or saving throw. Doing so increases your dark side score by 1.


Swift Power
At 7th level, you can spend an archetype slot to activate a Force power that normally requires an action as a bonus action. Also, you and all allies within 10 feet of you gain a +1 Force bonus to Defense as long as you are conscious.


Dark Rage
At 11th level, you may tap into your dark emotions and allow it to fuel a hatred-induced rage. While raging, you deal an extra 1d8 damage with your weapon attacks, you gain advantage on all Strength and Constitution ability checks, and you gain resistance to bludgeoning, slashing, and piercing damage. While raging, you cannot do anything that requires patience and focus, such as stealth, hacking a computer, or activating a Force power unless that Force power has the [dark side] descriptor. The rage lasts until the end of the encounter, unless you voluntarily end it or become incapacitated. You may enter a rage a number of times equal to your proficiency bonus. You regain expended uses after a long rest.


Revenge
At 15th level, you become more and more consumed by the dark side. If an ally falls in combat, you are quick to seek out vengeance. In combat, whenever an ally of equal or higher level than you is killed or reduced to 0 hit points within your line of sight, you gain a +5 Force bonus on attack rolls and damage rolls until the end of the encounter. This effect doesn’t stack if more than one ally falls during the same encounter.


 
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BlueShepherd

First Post
Whats your suggestion on enemies? Use the the ones from D20 saga? I want to play test this pretty soon- however not everyone I'm recruiting wants to be a Jedi.
 


Tensen01

Explorer
So very interested in this! Just saw the movie and really want to run a Star Wars game. And while I own and like Saga, after running 5e I'm definitely more interested in running SW in it. Can't wait to see the rest of what you do.

Also, might recommend putting the info in a Google Doc for ease of formatting, sharing and download.
 

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