Sith Warrior (3.5e Class)

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Sith Warrior[edit]

Sith Warriors are wielders of the mystical power known as The Force. Unlike their counterparts the Jedi, who are generally concerned with keeping peace, Sith warriors are concerned only with power and dominance. They will work together with others, but only to further their own gains. When forced to work with others, they prefer to be in charge and will only take orders from a master who can prove a clear threat of death. Whereas a Jedi's power is derived from Wisdom, a Sith uses Strength to bend The Force to his will.

Making a Sith Warrior[edit]

The Sith Warriors are very similar to Jedi but have turned to the dark side. They can wear Heavy armor unlike Jedi and train their tough bodies in the ways of "the Force" (a non-deity attached divine magic source) in order to cast spells and use their special abilities.

Abilities: A Sith Apprentice depends on Strength for Force abilities unlike the jedi that requires Wisdom.

Races: Any race can become a Sith. In most cases Sith will attempt to trick a race before enslaving it, because it is easier to do so.

Alignment: Sith must be evil.

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: Simple.

Table: The Sith Apprentice

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Lightsaber, Weapon Focus, Sith Mage Hand, Force Block
2nd +2 +3 +3 +0 Force Strength
3rd +3 +3 +3 +1 Sith Mind Trick
4th +4 +4 +4 +1 Evasion, Uncanny Dodge
5th +5 +4 +4 +1 Force Blast
6th +6/+1 +5 +5 +2 Sith Reflexes
7th +7/+2 +5 +5 +2 Throw Lightsaber
8th +8/+3 +6 +6 +2 Force Jump
9th +9/+4 +6 +6 +3 Telekinesis
10th +10/+5 +7 +7 +3 Improved Evasion, Improved Uncanny Dodge
11th +11/+6/+1 +7 +7 +3 Force Choke, Dark Command
12th +12/+7/+2 +8 +8 +4 Improved Sith Reflexes
13th +13/+8/+3 +8 +8 +4 Wholeness of Body
14th +14/+9/+4 +9 +9 +4 Improved Throw Lightsaber
15th +15/+10/+5 +9 +9 +5 Sith Mind Poison, Improved Force Blast
16th +16/+11/+6/+1 +10 +10 +5 Force Field
17th +17/+12/+7/+2 +10 +10 +5 Improved Telekinesis
18th +18/+13/+8/+3 +11 +11 +6 Greater Improved Sith Reflexes
19th +19/+14/+9/+4 +11 +11 +6 Sith Lord
20th +20/+15/+10/+5 +12 +12 +6 One with the Force, Force Lightning/Energy Absorb (4/day)

Class Skills (4 + Int modifier per level, ×4 at 1st level): Balance, Climb, Concentrate, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, and Tumble.

Class Features[edit]

All of the following are class features of the Sith Apprentice.

'Weapon and Armor Proficiency: Sith are proficient with all simple weapons and their lightsaber (see below). However, they are not proficient with shields but are proficient with all armor.

Lightsaber: At 1st level, a Sith Apprentice gains a lightsaber as his weapon. A Sith can choose for his lightsaber to be either a bastard sword or a two-bladed sword, each of brilliant energy. However, unlike normal brilliant energy weapons, a lightsaber can harm undead; constructs; and objects, and deals damage to the armor and shield equal to the damage given to the defender (minus hardness, min 1 except against adamantine). The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a lightsaber he wishes but prefer red.

Force Block At 1st level, if a Sith concentrates (DC 10 + rounds concentrating + any damage taken), he can block any airborne object coming his way. A Sith can block 10 pounds of matter per Sith level. This ability can affect objects in a 30 foot radius from the Sith. Enemies entering this range are slowed to half speed unless they succeed a Fortitude save (10 + 1/2 Sith level + STR mod).

Weapon Focus (Su): A 1st level Sith receives the Weapon Focus feat with respect to his lightsaber. The Sith Apprentice has a +1 bonus on all Attacks with its lightsaber.

Sith Mage Hand Starting at 1st level, a Sith gains the ability to use Mage Hand once per Sith Level + Strength modifier per day. They may use this to call their lightsaber, regardless of it's usual weight restrictions.

Force Strength (Ex): At 2nd level, a Sith Apprentice gains an insight bonus equal to his Strength modifier on all Disguise, Intimidate, Sleight of Hand checks as well as Fortitiude saves and his Base Attack Bonus. They also use their Strength for their lightsaber's attack bonus and damage.

Sith Mind Trick (Su): At 3rd level, once per day per point of Str bonus, a Sith is capable of slightly influencing the minds of others. This works exactly like a suggestion spell, Unlike Jedi, Sith can use this for personal gain.

Sith Evasion (Ex) At 4th level, a Sith gains the use of the Evasion ability.

Uncanny Dodge (Ex)At 4th level, a Sith gains the use of the Uncanny Dodge ability.

Force Blast: At 5th level, a Sith can launch a 30 foot cone of energy out from their palm, inflicting damage and moving objects in its path. It deals 1d6 damage per 2 Sith levels to all characters caught in its blast. If anyone does not succeed a reflex save (10+ 1/2 Sith Level + Strenth modifier) they are knocked prone. A Sith can use this ability once every 1d4 rounds.

Sith Reflexes At 6th level, a Sith is so adept at feeling the will of others, he gains a +1 dodge bonus to AC. This bonus stacks with the feat "Dodge."

Throw Lightsaber: At 7th level, a Sith as a full-round action may throw his lightsaber 10ft + 10ft per 2 STR bonus modifiers. The lightsaber is treated as having the "Returning" special ability.

Force Jump (Ex): At 8th level, a Sith no longer requires a running start to perform a Jump skill check without penalty.

Telekinesis (Sp): At 9th level, a Sith gains the use of the spell telekinesis as a spell-like ability once every Sith level per day.

Improved Evasion (Ex) at 10th level, a Sith gains the use of the Improved Evasion ability.

Improved Uncanny Dodge (Ex) At 10th level, a Sith gains the use of the Improved Uncanny Dodge ability, as the barbarian.

Dark Command: At 11th level, the Sith gains the Leadership feat. The Sith can now Gain An Apprentice that can provide help to the Sith if needed

Force Choke: At 11th level, a Sith gains the ability to use Force Choke. This Attack Deals 2d8+STR mod. This is a ranged touch attack, effective up to 20 feet. This can be combined with a telekinetic push of 5 feet in any direction (normal Telekinesis restrictions apply).

Improved Sith Reflexes At 12th level, a Sith is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the feat "Dodge".

Wholeness of Body At 13th level, a Sith can heal his own wounds. He can heal a number of hit points of damage equal to twice his current Sith level each day, and he can spread this healing out among several uses.

Improved Throw Lightsaber At 14th level, a Sith can now throw his lightsaber as a standard action instead of a full-round action.

Improved Force Blast At 15th level, Force Blast now launches a cone 60 feet long and does damage of 1d8 per 2 Sith levels to all characters caught in the blast. Saves and other effects are the same as before.

Sith Mind poison At 15th level, a Sith mind is so tanted it is able to tant the mind on the enemy. This Spell Acts like the Command Undead Spell but works on all Races

Force Field At 16th level, a Sith gains spell resistance equal to 10 + 1/2 Sith level + Strenth modifier.

Improved Telekenesis At 17th level, the Sith may now manipulate double the amount of weight that can normally be manipulated.

Greater Improved Sith Reflexes At 18th level, a Sith is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the feat "Dodge".

Sith Lord (Su): When Sith Apprentices reach level 19, they attain the status of Sith Lord, which confers the ability to have the spell Freedom of Movement perpetually on.

Force Lightning At 20th level, a Sith gains the force lightning ability. Sith gain the ability to cast lightning bolt as a spell-like ability once every 1d4 rounds. The DC for a saving throw against a Sith’s lightning bolt is 10 + the Sith’s Strenth modifier+ half of the Sith's level. This can be done 4 times per day.

One With the Force (Su): Upon reaching 20th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains the ability to use Detect Thoughts and Clairaudience/Clairvoyance at will

Playing a Sith Warrior[edit]

Sith Warriors should be greedy and have a lust for power.

Religion: Sith are concerned only with The Force.

Other Classes: Martial classes are amazed at the skill and finesse wielded by a Force Weilder, while arcane casters are academically curious at best and jealous at worst. Rogues are ambivalent to Sith Warriors. Clerics and paladins distrust Force Weilders--even though they're on the same side--due to their powers being divine in nature, yet not tied to a deity; to them force wielders are an anathema.


Combat: Brute force is the strategy Sith use when fighting, trying to find the best way to kill their opponent.

Advancement: Sith usually stay Sith, and can take levels in anything that they think will grant them more power.

Force Wielders in the World[edit]

Most Force Wielders fit in well amongst the people, because no one knows what they truly are. Upon learning what they are, confusion sets in. Common questions are "Are you a paladin?" or "Where's your monastery located, stranger?", simply due to the unfamilar nature of a Force Weilder abilities. Those who do know of Force Weilders are usually scholars or heard it from a scholar

Daily Life: Jedi: Meditation and training, if not on a quest to root out the Sith, defend the weak or uphold justice. Sith: Little meditation, usually on a quest for power

Organizations: The Jedi Order, The Sith, any other group can be established

NPC Reactions: Sith are usually unknown so may go unnoticed, but those who do know them generally stay far way from them.

Sith Lore[edit]

Characters with ranks in an appropriate skill can research Sith to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana, history or religion)
DC Result
20 Evil warriors that move fast and are able to wield a mighty arcane like power.
25 Sith believe in an energy that permeates all life in the universe, simply called the Force.
30 The Sith crave power and will do anything to get it. Their sworn enemy is the Jedi, warriors of equal power that fight for the "Light Side". When a Sith kills a Jedi he will often keep their lightsaber as a trophy.
45 The Sith plan to enslave all races and use them to destroy the Jedi.

Force Weilder in the Game[edit]

Adaptation: Making a forceblade, beam sabre or laser blade a martial weapon for a Force Weilder would complete the feel. Of course, you'd have to make such weapons part of your campaign world and not just a one-off for your pet NPC or PC. Then you'd have to include cortosis weave metal and such adaptation becomes far more complicated. It's best to stick to standard D&D weapons, because it keeps the game from breaking. The closest thing D&D has to a lightsaber would be a brilliant energy longsword--a +5 weapon enhancement(bling bling!)--and it doesn't work on undead or constructs, so lightsabers are straight-up Nerfed.

Sample Encounter: The Grand Tyrant's stormtroopers rolled up in the Jedi temple lookin' to drink beer and kill Jedi knights. They're all out of Yuengling, so it's time to stomp some younglings! And what's with the goblin and the teenager in the corner?

EL variable: The goblin mentioned above is Jedi Grand Master Yoda (LG old male goblin Jedi knight 20). He has held this particular padawan--Jet Zookasa--safe from the Grand Tyrant's decree that all Jedi should be put to death. Master Yoda hopes to make the defeat of these defilers a test for the young padawan learner.



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