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How would you make a Jedi in 5e?
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<blockquote data-quote="Lackhand" data-source="post: 6662438" data-attributes="member: 36160"><p>Depends <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>With the newest Unearthed Arcana, below 5th level, etc, I'd go with immortal mystic (for Luke, Vader) or awakened (Yoda). It's sketchy, not all the rules are there yet.</p><p></p><p>Let's ignore that.</p><p></p><p>Jedi are space wizard ninja paladins. They cover a versatile set of roles: technologists, mystics and mind controllers, sneaky single agents, moral guardians of goodness.</p><p></p><p>So we're going to have to pick a focus here, because RPGs are team sports.</p><p>I suggest starting with the cleric, Knowledge, Trickery or War, respectively.</p><p></p><p>This gets us a reasonably competent warrior frame with the powers of a devotee to a cause. We're still going to need a few eldritch powers; I see the Mind Trick, short range telekinesis, and lightsaber itself as most important.</p><p>mind trick: The knowledge domain gets us command and suggestion on the spell list. Failing that, a few levels in bard or wizard (enchanter). Trickery gets us charm person.</p><p>short range telekinesis: this one's a pain, depending on what you want. Spiritual weapon is a good catchall for "special effects attack", like flinging stuff or your actual lightsaber. This is really a wizard schtick, though -- consider multiclassing for mage hand. Anyway, the cleric list itself gets us Enhance Ability for being strong, fast, etc as a result of telekinesis.</p><p>lightsaber: sweetest portmanteau in English. Paladins can do it with sacred blade. Magic weapon or light might also approximate it. See if you can get access to tye druidical flameblade.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 6662438, member: 36160"] Depends :) With the newest Unearthed Arcana, below 5th level, etc, I'd go with immortal mystic (for Luke, Vader) or awakened (Yoda). It's sketchy, not all the rules are there yet. Let's ignore that. Jedi are space wizard ninja paladins. They cover a versatile set of roles: technologists, mystics and mind controllers, sneaky single agents, moral guardians of goodness. So we're going to have to pick a focus here, because RPGs are team sports. I suggest starting with the cleric, Knowledge, Trickery or War, respectively. This gets us a reasonably competent warrior frame with the powers of a devotee to a cause. We're still going to need a few eldritch powers; I see the Mind Trick, short range telekinesis, and lightsaber itself as most important. mind trick: The knowledge domain gets us command and suggestion on the spell list. Failing that, a few levels in bard or wizard (enchanter). Trickery gets us charm person. short range telekinesis: this one's a pain, depending on what you want. Spiritual weapon is a good catchall for "special effects attack", like flinging stuff or your actual lightsaber. This is really a wizard schtick, though -- consider multiclassing for mage hand. Anyway, the cleric list itself gets us Enhance Ability for being strong, fast, etc as a result of telekinesis. lightsaber: sweetest portmanteau in English. Paladins can do it with sacred blade. Magic weapon or light might also approximate it. See if you can get access to tye druidical flameblade. [/QUOTE]
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