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.