D&D 5E How would you make a Jedi in 5e?

I would go for the great old one pact warlock at level 1, at level 2 pick up the new psionic stuff from the website, alternate a bit and as your first feat take the one that gives you the fighter maneuvers...
 

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I would 1) pick any class; and 2) role play the character in a jedi-like manner.

The D&D mechanics are not really designed for emulating characters outside of traditional fantasy (if that is your thing I would suggest Hero System). You are not going to get it "right" from a mechanical standpoint so don't worry so much about that and focus on the role playing side of things.
 


The hardest part of any "jedi" build is going to be the lightsaber. Beyond that most of the "spells" you need for a Jedi exist within the game.

Monk is going to give you the most general "jedi" feel with the base case, the requisite level of acrobatics, light-armor and quasi-mystical kung-fu samurai-action. You can wield a short sword, which is comparable to a lightsaber in a loose sense. The class comes built-in with many of the general assumptions that Jedi have as well (since Jedi are loosely based on oriental monks!). The Elemental Monk is going to provide you with a selection of "spells" that will also most closely replicate force-like abilities. About the only thing you'll be missing out on is the mental powers, but depending on how the Psionic classes play out they might provide a better fit and even give you a lightsaber!

I wouldn't recommend any class that sort of assumes medium or heavy armor as a necessity to making the class work.

A bard might also be a good option.
 

Given the diversity of jedi as represented (everything from acrobatic rogues to heavily armoured wizards), my representation of a jedi would be:

Make any character you feel like.
Give them a sun blade.
Have them make proclamations involving the light side and dark side and the force.

Done.
 

I like the idea of using Monk as the base. It's so close, as is.

Start with a Way of the Four Elements monk. Replace elemental spells with mind-affecting spells, Telekinesis, etc. Rename "ki points" to "Force points". Replace "Martial Arts" with "Lightsaber Fightin'" -- make sabers d8 DEX-based weapons (d10?? Jedi are supposed to be better than regular adventuring-type folks), bonus action to summon if disarmed/unarmed within 30'' of your saber, can only Deflect Missiles when equipped, Reflect Missiles at higher levels (Force point cost??), comes with Duelist Fighting Style. I'd probably through in a "spend Force points to auto-crit" at higher levels, too.
 

Having played West End Games D6, and read Wizards d20 and the new FFG version I am not sure I have a clear direction I would take Jedi in. Like previous posters Jedi were an organization and there were significant differences that might not be best to lump into a single class without a large variety of subclasses.

The new psionic web supplement is nice. I do like the idea of targeting stats(INT, WIS, CHA) as an inherent AC against mind affecting powers etc. It also gives them something more useful that just being their to generate plusses and minuses.
 

Well, the Sun Blade might as well be called a Lightsaber, so really, you want telekinesis, mind tricks and agility. I'd do a custom version of the Elemental monk, with those spells in mind.
 


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