Star Wars 5th edition

famouswolfe

Explorer
Happy anniversary!!

Hello all! So exactly one year ago today, I sat down in my room after a particularly exhausting day. I had just been laid off my previous job (gotta love outsourcing :p) and had spent the day out job-hunting. I remember going home and watching a trailer on Facebook for The Force Awakens and thought to myself how neat it would be to play Star Wars using 5th Edition rules, but deep down I knew that WotC had no plans for that. It was then that part of me whispered to myself "you've played tabletop RPG games since you were 15, you have a good understanding of these things, do the revision yourself." Armed with my passion for tabletop gaming and my equally undying love for Star Wars, I opened up my Macbook and went to work. I'll admit, it's proven to be a very daunting task that's taken much more time than I had initially anticipated. However, anything good takes time and effort. I've been working on this project in the spare time I've had ever since, and here we are. Still not finished, but making steady progress. It's been a fun journey, I hope you will continue to accompany me! Stay tuned, I'll be posting the new updated Jedi class soon : )


Famouswolfe
 

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famouswolfe

Explorer
Curious if you're planning on just doing the classes from SAGA or if you've looked at maybe expanding a bit. Like Maybe Pilot or Bounty Hunter.

Sorry for the long radio silence. I've finished designing classes now. I stuck with the basics like Jedi, Soldier, Scout, and Scoundrel, but added in a few new ones like Socialite (these are your super social dudes like celebrities/nobles/crime lords), Tech Specialist (your engineer/tech based dudes), and Force Adept (pretty much any Force-user that practices outside the Jedi philosophy). Overall it's come together very well. Stay tuned, I'll be releasing a starter pack soon!
 

famouswolfe

Explorer
Jedi Revealed!!

The one we've all been waiting for, finally the 5th edition Jedi!! Please let me know what you think.


Level Proficiency Bonus Class Features Unarmored Movement


1 +2 Force Sensitive, Jedi Padawan —
2 +2 Fighting Style, Unarmored Movement +10 feet
3 +2 Deflect, Jedi Archetype +10 feet
4 +2 Ability Score Improvement +10 feet
5 +3 Extra Attack +10 feet
6 +3 Jedi Knight, Jedi Archetype feature +15 feet
7 +3 Evasion, Strong Mind +15 feet
8 +3 Ability Score Improvement +15 feet
9 +4 Surge +15 feet
10 +4 Equilibrium +20 feet
11 +4 Jedi Archetype feature +20 feet
12 +4 Ability Score Improvement +20 feet
13 +5 Improved Force Trance +20 feet
14 +5 Diamond Soul +25 feet
15 +5 Jedi Master +25 feet
16 +5 Ability Score Improvement +25 feet
17 +6 Jedi Archetype feature +25 feet
18 +6 Serenity +30 feet
19 +6 Ability Score Improvement +30 feet
20 +6 Perfect Self +30 feet


Hit Dice: d8
HP at 1st level: 16 + Constitution modifier
Proficiencies:
Armor: none
Unarmored Defense: Dexterity and Wisdom
Weapons: simple weapons, lightsabers
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose three from Acrobatics, Athletics, Galactic Lore, Insight, Stealth, Pilot, Treat Injury, and Mechanics.


Force powers
FP attack modifier: prof bonus + Wisdom modifier
FP save DC = 8 + prof bonus + Wisdom modifier


Force Sensitive
You may begin using Force powers. You start with 2 mastered powers.


Jedi Padawan
You learn the basics such as Block and Force Speed.


Fighting Style
Defensive, Dueling, GW Fighting, 2 weapon fighting


Unarmored Movement
While wearing no armor, your base speed increases by amount listed on table.


Deflect
As a reaction, you can deflect a ranged weapon attack aimed at you. Roll 2d10 + your Dexterity modifier + your Jedi level. The incoming damage is reduced by that amount. If you reduce it to zero, you can redirect it back to the target as part of the same reaction. Make an attack roll with proficiency, if successful the target takes normal weapon damage. You may also use your action to actively defend yourself against incoming blaster fire, if you do so you can deflect a number of ranged attacks equal to your Dexterity modifier. This feature can stop some of the barrage fired from an auto-fire weapon or Force Lightning, but these types of attacks can’t be redirected. Cannot deflect grenades, missiles, or colossal starship weapons.


Jedi Archetype
Choose between Consular, Guardian, and Sentinel


ABSI
increase two abilities by +1 or one ability by +2


Extra attack
attack twice when you make an attack


Jedi Knight
you can now build a lightsaber and learn 1 more Force power


Evasion
take no damage from an effect that requires a Dexterity save, half damage if failed.


Strong Mind
you can take an action to end one charm/fear effect


Surge
you are no longer bound by how high/far you can leap, and you have advantage on Strength (Athletics) checks when jumping/leaping/landing.


Equilibrium
you can take a bonus action to remove all debilitating conditions affecting you and return to a normal state. Must finish long rest to use again.


Improved Force Trance
regain all spent hit dice during a rest instead of only half.


Diamond Soul
gain proficiency in all saving throws, spend a Force point to re-roll any failed saving throw and take second result.


Jedi Master
gain Force Visions and another Force power


Serenity
as an action you can enter into a brief meditation for as long as you wish, you are still aware of your surroundings. As a bonus action you can awaken. Your next attack roll or Use the Force check is considered a natural 20. Once per day, regain use after a long rest.


Perfect Self
When you roll initiative, if you have no more slots to activate a Force power, you regain one slot immediately.




Jedi Guardian


Lv. 3— Superiority dice 4d8, and choose 3 Lightsaber Forms (maneuvers). Learn 2 additional Lightsaber Forms at 7th, 10th, and 15th level. All expended superiority dice are regained after a short or long rest. Gain another superiority die at 7th and 15th level.


Lv. 6 —Perceive Threat, using the Force you can instantly perceive two things about your enemy: Str/Dex/Con stat, current HP, AC, or level.


Lv. 11— Improved superiority dice, become d10s. At 18th level they become d12s.


Lv. 17— Relentless, if you have no more superiority dice, you regain 1 when you roll initiative.

Jedi Consular


Lv. 3— Consular Strike, when you make a weapon attack you may force the target to make a Dexterity saving throw or be knocked prone, Strength saving throw or be pushed back 15 feet, or target can’t take reactions. Can use this feature a number of times equal to Wisdom modifier, regain spent uses after a short rest.


Lv. 6— Force Healing, you can heal yourself or another living creature up to 3 times your Jedi level. You regain use of this feature after a long rest.


Lv. 11— Inspire Peace, you gain the effects of a Sanctuary spell permanently, ends if you attack but regain it after a long rest.


Lv. 17— Sever Life, just like Quivering Palm, ONLY used against dire threats and in circumstances of great need.


Jedi Sentinel


Lv. 3— Sense the Dark Side, you can make a Wisdom (Use the Force) check to sense dark siders a number of times equal to 1 + Wisdom modifier


Lv. 3— Obliterate Evil, as an action you can deal an extra 2d8 damage when you make a melee weapon attack, or an extra 4d8 to anyone that has a dark side score, using this feature costs a daily Force power slot.


Lv. 6— Enhanced Training, you gain proficiency in two additional skills of your choice chosen from the list of skills available to your class.


Lv. 11— Resist the Dark Side, you have advantage on saving throws against Force powers and abilities with the [dark side] descriptor. In addition, any ally within 10 feet of you gains a bonus to saving throws against [dark side] powers equal to your Charisma modifier (minimum 1).


Lv. 17— Swift Justice, you can now use Obliterate Evil as a bonus action rather than an attack action.
 


famouswolfe

Explorer
Looks good- What do you think an ETA for testing / release of this will be. I have a team of 6 ready to give this a go.

Dude that's the best thing ever!! Totally just made my day!! So as far as the project goes, I've completed the classes, different species, and equipment. Right now I'm working on enemies. Once that's done, I'll be able to release a starter kit (covers lv. 1-5 and has a fair variety of enemies etc). It won't include any vehicles or spaceship combat, however that will be added later. Honestly my focus right now is trying to get something released for you everyone.

So where does that put us in terms of an ETA? Still hard to say, it takes time. If I had to guess, I'd estimate another month or so before having the starter set released (subject to change). Getting the whole thing fully released, I'd say I'm still at least another 3-4 months out, possibly even longer depending on the feedback I get from playtests. On the upside, we're starting to see the light at the end of the tunnel. I will say this, you've motivated me and I will be putting in extra effort to get it done ASAP (not to the point where I sacrifice quality though). Stay tuned, and may the Force be with you!!

-Famouswolfe
 

BlueShepherd

First Post
Yeah I wouldn't be to concerned with vehicle combat either right now. Out of all the versions and rpgs I play, I rarely do vehicle combat. Variety of enemies based off challenge ratings is the right thing to focus on.
 

famouswolfe

Explorer
Yeah I wouldn't be to concerned with vehicle combat either right now. Out of all the versions and rpgs I play, I rarely do vehicle combat. Variety of enemies based off challenge ratings is the right thing to focus on.

To be perfectly clear, I do plan on adding vehicles and spaceship combat in the future. It is an iconic and important part of Star Wars after all. Right now though you are correct, I'm focusing on getting a decent group of enemies level 1-8 for use in the starter pack. At the present moment I'm designing Storm/Clone Troopers, I'll post some sample stat blocks once I've made a bit more progress for everyone to see and critique. Stay tuned!
 

BlueShepherd

First Post
To be perfectly clear, I do plan on adding vehicles and spaceship combat in the future. It is an iconic and important part of Star Wars after all. Right now though you are correct, I'm focusing on getting a decent group of enemies level 1-8 for use in the starter pack. At the present moment I'm designing Storm/Clone Troopers, I'll post some sample stat blocks once I've made a bit more progress for everyone to see and critique. Stay tuned!

Absolutely have to have vehicles... You're doing it right though. Slow and steady- can't wait to test it.
 



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