Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Star Wars 5th edition
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="famouswolfe" data-source="post: 6903248" data-attributes="member: 6801915"><p><strong>Jedi Revealed!!</strong></p><p></p><p>The one we've all been waiting for, finally the 5th edition Jedi!! Please let me know what you think.</p><p></p><p></p><p>Level Proficiency Bonus Class Features Unarmored Movement</p><p></p><p></p><p>1 +2 Force Sensitive, Jedi Padawan —</p><p>2 +2 Fighting Style, Unarmored Movement +10 feet</p><p>3 +2 Deflect, Jedi Archetype +10 feet</p><p>4 +2 Ability Score Improvement +10 feet</p><p>5 +3 Extra Attack +10 feet</p><p>6 +3 Jedi Knight, Jedi Archetype feature +15 feet</p><p>7 +3 Evasion, Strong Mind +15 feet</p><p>8 +3 Ability Score Improvement +15 feet</p><p>9 +4 Surge +15 feet</p><p>10 +4 Equilibrium +20 feet</p><p>11 +4 Jedi Archetype feature +20 feet</p><p>12 +4 Ability Score Improvement +20 feet</p><p>13 +5 Improved Force Trance +20 feet</p><p>14 +5 Diamond Soul +25 feet</p><p>15 +5 Jedi Master +25 feet</p><p>16 +5 Ability Score Improvement +25 feet</p><p>17 +6 Jedi Archetype feature +25 feet</p><p>18 +6 Serenity +30 feet</p><p>19 +6 Ability Score Improvement +30 feet</p><p>20 +6 Perfect Self +30 feet</p><p></p><p></p><p>Hit Dice: d8</p><p>HP at 1st level: 16 + Constitution modifier</p><p>Proficiencies:</p><p>Armor: none</p><p>Unarmored Defense: Dexterity and Wisdom</p><p>Weapons: simple weapons, lightsabers</p><p>Tools: none</p><p>Saving Throws: Strength, Wisdom</p><p>Skills: Choose three from Acrobatics, Athletics, Galactic Lore, Insight, Stealth, Pilot, Treat Injury, and Mechanics. </p><p></p><p></p><p>Force powers</p><p>FP attack modifier: prof bonus + Wisdom modifier</p><p>FP save DC = 8 + prof bonus + Wisdom modifier</p><p></p><p></p><p>Force Sensitive</p><p>You may begin using Force powers. You start with 2 mastered powers.</p><p></p><p></p><p>Jedi Padawan</p><p>You learn the basics such as Block and Force Speed.</p><p></p><p></p><p>Fighting Style</p><p>Defensive, Dueling, GW Fighting, 2 weapon fighting</p><p></p><p></p><p>Unarmored Movement</p><p>While wearing no armor, your base speed increases by amount listed on table. </p><p></p><p></p><p>Deflect</p><p>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. </p><p></p><p></p><p>Jedi Archetype</p><p>Choose between Consular, Guardian, and Sentinel</p><p></p><p></p><p>ABSI</p><p>increase two abilities by +1 or one ability by +2</p><p></p><p></p><p>Extra attack</p><p>attack twice when you make an attack</p><p></p><p></p><p>Jedi Knight</p><p>you can now build a lightsaber and learn 1 more Force power</p><p></p><p></p><p>Evasion</p><p>take no damage from an effect that requires a Dexterity save, half damage if failed. </p><p></p><p></p><p>Strong Mind</p><p>you can take an action to end one charm/fear effect</p><p></p><p></p><p>Surge</p><p>you are no longer bound by how high/far you can leap, and you have advantage on Strength (Athletics) checks when jumping/leaping/landing.</p><p></p><p></p><p>Equilibrium</p><p>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. </p><p></p><p></p><p>Improved Force Trance</p><p>regain all spent hit dice during a rest instead of only half.</p><p></p><p></p><p>Diamond Soul</p><p>gain proficiency in all saving throws, spend a Force point to re-roll any failed saving throw and take second result.</p><p></p><p></p><p>Jedi Master</p><p>gain Force Visions and another Force power</p><p></p><p></p><p>Serenity</p><p>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. </p><p></p><p></p><p>Perfect Self</p><p>When you roll initiative, if you have no more slots to activate a Force power, you regain one slot immediately. </p><p></p><p></p><p></p><p></p><p>Jedi Guardian</p><p></p><p></p><p>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. </p><p></p><p></p><p>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.</p><p></p><p></p><p>Lv. 11— Improved superiority dice, become d10s. At 18th level they become d12s. </p><p></p><p></p><p>Lv. 17— Relentless, if you have no more superiority dice, you regain 1 when you roll initiative. </p><p></p><p>Jedi Consular</p><p></p><p></p><p>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. </p><p></p><p></p><p>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. </p><p></p><p></p><p>Lv. 11— Inspire Peace, you gain the effects of a Sanctuary spell permanently, ends if you attack but regain it after a long rest. </p><p></p><p></p><p>Lv. 17— Sever Life, just like Quivering Palm, ONLY used against dire threats and in circumstances of great need. </p><p></p><p></p><p>Jedi Sentinel</p><p></p><p></p><p>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 </p><p></p><p></p><p>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. </p><p></p><p></p><p>Lv. 6— Enhanced Training, you gain proficiency in two additional skills of your choice chosen from the list of skills available to your class.</p><p></p><p></p><p>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).</p><p></p><p></p><p>Lv. 17— Swift Justice, you can now use Obliterate Evil as a bonus action rather than an attack action.</p></blockquote><p></p>
[QUOTE="famouswolfe, post: 6903248, member: 6801915"] [b]Jedi Revealed!![/b] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Star Wars 5th edition
Top