Force Sensitive (5e Class)

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Force Sensitive[edit]

You have achieved the rank of Jedi Knight in the Jedi Order, and built your lightsaber. However, this is but the first step, as you now are able to go on missions alone and will one day take on your own apprentice.

Creating a Force Sensitive[edit]

Class Features

As a Force Sensitive you gain the following class features.

Hit Points

Hit Dice: 1d10 per Force Sensitive level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Force Sensitive level after 1st

Proficiencies

Armor: N/a
Weapons: Lightsabers, simple melee weapons
Tools: Artisans Tools
Saving Throws: See Subclass
Skills: See Subclass

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Lightsaber or (b) Double Bladed Lightsaber
  • Hooded Robes
  • (a) An Explorer’s Pack or (b) A Dungeoner’s Pack
  • If you are using starting wealth, you have 4d4 x 5 in funds.

Table: The Force Sensitive

Level Proficiency
Bonus
Spells known Features
1st +2 2 Force Sensitive Paths, Unarmored Defense
2nd +2 2 Fighting Style
3rd +2 2 Deflection
4th +2 3 Ability Score Improvement
5th +3 6 Self Mastery
6th +3 6 Path Feature
7th +3 7 Fighting Style
8th +3 7 Ability Score Improvement
9th +4 9 Reflection
10th +4 9 Path Feature
11th +4 10 Force Bond
12th +4 10 Ability Score Improvement, Fighting Style
13th +5 11 Force Telepathy
14th +5 11 Path Feature
15th +5 12 Improved Force Bond
16th +5 12 Ability Score Improvement
17th +6 14 Survivor, Fighting Style
18th +6 14 Path Feature
19th +6 16 Ability Score Improvement
20th +6 16 Path Feature

Force Sensitive Paths[edit]

Choose a Force Sensitive Path, which describes how you have trained to use the force. Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.

Unarmored Defense[edit]

At 1st level, if you are wearing no armor and not using a shield, your AC is 10 + your Dexterity modifier + your Wisdom modifier.

Fighting Style[edit]

At 2nd level, you learn the Form I jedi fighting style and one other form from the list below. You may switch your fighting style as a bonus action. At 7th, 12th, and 17th level, you choose another fighting style.

Form I- Shii-cho “Way of the Sarlack”: While in this form, you have advantage on disarm attempts.

Form II- Makashi “Way of the Ysalamiri”: This form was developed to combat against Form I. When fighting in this form, you have advantage against disarm attempts

Form III- Soresu “Way of the Mynock”: Developed to protect against ranged attacks, quick movements are made to evade them. Using this form, ranged attacks from more than 30 feet away from you have disadvantage against you.

Form IV- Ataru “Way of the Hawk-Bat”: An aggressive style, Form IV is fast-paced. You have advantage on Athletics and Acrobatics skill checks.

Form V- Shien/Djem So “Way of the Krayt Dragon”: Form V combat is characterized by power attacks and defense immediately followed by a counter-strike. Each turn while in this form, when a melee weapon attack misses, you may use your reaction if you haven’t used it for a different feature, to attack a creature within 5 feet of you.

Form VI- Niman “Way of the Rancor”: Niman has a fairly relaxed focus on bladework, designed as a simple, and easily mastered fighting form for jedi who prefer to devote most of their time to study and diplomacy. Success in combat is dependent on a practitioner's intuition and creativity in combat. Also, as Niman was developed from two pre-existing martial arts fighting forms that both emphasized the use of dual-blades, it provided a firm foundation for duelists looking to study into such practices. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Form VII Juyo/Vaapad “Way of the Vornskr”. Form VII is the most vicious form of lightsaber combat and involves significant internal focus on the part of the user. While in this form, your lightsaber attacks have +1 to attack and damage rolls. If you hit a target, your next attack against it has advantage.

Deflection[edit]

at 3rd level, when a blaster rifle is used against you, you may use your reaction to add +2 to your AC, if it fails it is as if you blocked it with your lightsaber. You may use this ability a number of times equal to half your Force sensitive level rounded up, per long rest.

Ability Score Increase[edit]

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Self Mastery[edit]

Beginning at 5th level, your melee weapon attacks score a critical hit on a roll of 19 or 20

Reflection[edit]

At 9th level, when a blaster rifle is used against you, and fails, you may use your reaction to knock the attack at an enemy.

Force Bond[edit]

At the 11th, After a long rest, you may choose an ally. While that ally is withing 10 feet of you. Both you and that creature can add 1d4 to your attack die one. And gain advantage on attack rolls once.

Force Telepathy[edit]

at the 13th level, you can cast Force Telepathy without expanding a spell slot

Improved Force Bond[edit]

At the 15th, After a long rest, you may choose an ally. While that ally is withing 30 feet of you. Both you and that creature can add 1d4 to your attack die one. And gain advantage on attack rolls once, and As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.

Survivor[edit]

At 17th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Consular[edit]

A Jedi Consular (also called a Jedi Seer) is, like all Jedi, skilled in battle, but rarely enters combat, preferring to study the mysteries of the Force. Consulars are the primary scholars and diplomats and seers of the Order, often becoming instructors. Jedi Consulars generally achieve their goals through words or the Force, and rarely by the lightsaber. Traditionally, they wielded a green lightsaber, but, like all Jedi, they were free to choose their own color for the blade. In the past, once a Consular attained the rank of Jedi Master, they were given the honorific title of Sage Master.

Consular Traits[edit]

At level 1, you gain the following Traits

saves= Wisdom and Charisma

skills= Insight and your choice of Persuasion or Deception

Spellcasting[edit]

Spellcasting

You are capable of wielding the force, allowing you to affect the world around you.

Cantrips

You learn two cantrips of your choice from the Consular spell list. You learn additional Consular cantrips of your choice at higher levels

Spell Slots

The Consular Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level Consular spells of your choice. The Spells Known column of the Consular Spellcasting table shows when you learn more Consular spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Consular spells you know with another spell of your choice from the Consular spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Consular spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Consular spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier


Consular Spellcasting Table[edit]
Level Spells Known level 1 level 2 level 3 level 4 Level 5 Level 6
1 2 2 - - - - -
2 2 2 - - - - -
3 2 2 - - - - -
4 2 3 - - - - -
5 2 4 2 - - - -
6 2 4 2 - - - -
7 2 4 3 - - - -
8 2 4 3 - - - -
9 2 4 3 2 - - -
10 3 4 3 2 - - -
11 3 4 3 3 - - -
12 3 4 3 3 - - -
13 3 4 3 3 1 - -
14 4 4 3 3 1 - -
15 4 4 3 3 2 - -
16 4 4 3 3 2 - -
17 4 4 3 3 3 1 -
18 4 4 3 3 3 1 -
19 4 4 3 3 3 2 1
20 4 4 3 3 3 2 1

Force Recovery[edit]

At level 6, You have learned to regain some of your force energy by meditating. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level Force Sensitive, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Force Mastery[edit]

At level 10, you have advantage On Wisdom Saving throws.

Master Counselor[edit]

At level 14, You may add your Wisdom ability score modifier to your spells damage.

Force Severing[edit]

At level 18, Your connection with the force has allowed you to learn how to sever a force sensitives connection with the force. You may only use this once per long rest. Target must make a WIS saving throw. Upon a failed throw, the target is unable to use the force for five minutes.

Guardian[edit]

A Jedi Guardian is one whose skills and talents lay in battle, a light side mirror of the Sith Warrior. Guardians often concentrate on martial training and usually engage in combat more than any other Jedi, though they are no less skilled at diplomacy. Like all Jedi, they are keepers of the peace. Guardians have traditionally wielded blue lightsabers, though this isn’t a set rule. In the past, once a Guardian attained the rank of Jedi Master, they were given the honorific title of Warrior Master.

Guardian Traits[edit]

At level 1, You gain the following Saves.

Saves=Strength, and Constitution

Skills= Athletics, and your choice of Survival or Intimidation

Armor=Light and medium

Spellcasting[edit]

Spellcasting

You are capable of wielding the force, allowing you to affect the world around you.

Cantrips

You learn two cantrips of your choice from the Guardian spell list. You learn additional Guardian cantrips of your choice at higher levels

Spell Slots

The Guardian Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level Guardian spells of your choice. The Spells Known column of the Guardian Spellcasting table shows when you learn more Guardian spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Guardian spells you know with another spell of your choice from the Guardian spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Guardian spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Guardian spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Guardian Spellcasting Table[edit]
Level Cantrips known level 1 level 2 level 3 level 4 Level 5 Level 6
1 2 2 - - - - -
2 2 2 - - - - -
3 2 2 - - - - -
4 2 3 - - - - -
5 2 4 2 - - - -
6 2 4 2 - - - -
7 2 4 3 - - - -
8 2 4 3 - - - -
9 3 4 3 - - - -
10 4 4 3 - - - -
11 4 4 3 - - - -
12 4 4 3 - - - -
13 4 4 3 - - - -
14 5 4 3 - - - -
15 5 4 3 - - - -
16 5 4 3 - - - -
17 6 5 3 - - - -
18 6 5 3 - - - -
19 6 6 4 - - - -
20 6 6 4 - - - -

Double attack[edit]

At level 6, when you make a melee attack, you may make a second melee attack.

Force Reflex[edit]

At level 10, Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest

Improved Self Mastery[edit]

At level 14, your weapon attacks score a critical hit on a roll of 18–20.

Battle Meditation[edit]

At level 18, You can Meditate during a fight to give all allies within 50 feet of you your proficiency bonus, which can be used on attack rolls, and damage, and skills that they are proficient in. Battle meditation lasts for one minute and can only be used once per long rest.

Sentinel[edit]

The Jedi Sentinel seeks a balance between the two extremes of the Jedi; the Jedi Consulars and the Jedi Guardians. They have adequate combat skills and somewhat extensive knowledge of the Force. The traditional lightsaber color of a Sentinel was yellow, but like the above types, this was not a requirement. While the Sentinel doesn’t have the strengths of the Consular in the Force, or the skill of a Guardian in battle, they also don’t have the weaknesses of those types. Since Sentinels are open to wide range of skills, and are generally well-rounded, many Jedi end up falling into this classification.

Sentinel Traits[edit]

At level 1, You gain the following Saves.

Saves= Dexterity and Wisdom

Skills= Stealth and your choice of Perception or Investigation

Armor=Light

Spell Casting[edit]

Spellcasting

You are capable of wielding the force, allowing you to affect the world around you.

Cantrips

You learn two cantrips of your choice from the Sentinel spell list. You learn additional Sentinel cantrips of your choice at higher levels

Spell Slots

The Sentinel Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level Sentinel spells of your choice. The Spells Known column of the Sentinel Spellcasting table shows when you learn more Sentinel spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Sentinel spells you know with another spell of your choice from the Sentinel spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Sentinel spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Sentinel spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Sentinel Spellcasting Table[edit]
Level Cantrips known level 1 level 2 level 3 level 4 level 5 Level 6
1 2 2 - - - - -
2 2 2 - - - - -
3 2 2 - - - - -
4 2 3 - - - - -
5 2 4 2 - - - -
6 2 4 2 - - - -
7 2 4 3 - - - -
8 2 4 3 - - - -
9 2 4 3 2 - - -
10 3 4 3 2 - - -
11 3 4 3 3 - - -
12 3 4 3 3 - - -
13 3 4 3 3 1 - -
14 4 4 3 3 1 - -
15 4 4 3 3 2 - -
16 4 4 3 3 2 - -
17 5 4 3 3 3 - -
18 5 4 3 3 3 - -
19 6 4 3 3 3 - -
20 6 4 3 3 3 - -

Sneak Attack[edit]

At level 6, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Force Evasion[edit]

At level 10, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you

Force Concealment[edit]

At level 14, you can cast Force Concealment without expanding a spell slot.

Master tracker[edit]

At level 18, you can cast Force Psychometry without expanding a spell slot.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Force Sensitive class, you must meet these prerequisites: a 13 Wisdom

Lightsaber Link[edit]


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