Jedi/Sith (5e Class)

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[edit]

Creating a Jedi/Sith[edit]


Quick Build

You can make a Jedi/Sith quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: light
Weapons: lightsabers, simple weapons, martial weapons.
Tools: Artisans tools
Saving Throws: Dexterity, Wisdom
Skills: choose two from acrobatics, athletics, history, insight, religion, and stealth.

Equipment

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

  • (a) lightsaber or or (b) lightsaber staff( duel bladed ) or (c) dungeoneer's or explorer's pack

Table: The

Level Proficiency
Bonus
Features
1st +2 Unarmored defense, The Force, Light or Dark side, Way of the Force
2nd +2 Unarmored Movement(10ft)
3rd +2 Way of the Force feature, Lightsaber Fighting Style
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Way of the Force feature
7th +3 Fighting Style Improvement
8th +3 Ability Score Improvement
9th +4 Evasion, Unarmored Movement Increase(15ft)
10th +4 Force Strength Improvement
11th +4 Way of the Force feature
12th +4 Ability Score Improvement, Extra Attack(x2),
13th +5 Force Strength Improvement
14th +5 Fighting Style Improvement
15th +5 One with the Force
16th +5 Ability Score Improvement
17th +6 Way of the Force feature
18th +6 Fighting Style Mastery
19th +6 Ability Score Improvement
20th +6 Grandmaster/Emperor

Unarmored Defense[edit]

Beginning at 1st level when you are not wearing armor and not wielding a shield, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.

The Force[edit]

As a Jedi/Sith you have the ability to use the force in anyway that your mind sees fit. The DC for your use of the force is 8 + Proficiency bonus + Wisdom Modifier. You may not use abilities described in the ways of the force unless you fall under that archetype.

Lightsaber- 1d10 + Dexterity modifier slashing fire damage(if done more then 20 damage in one hit cuts a limb off, if done 30 or more in one hit cuts the head off) creatures with armor of 19 and above can not have there head or limbs cut off

Light or Dark side[edit]

This choice determines the color of your lightsaber along with your alignment. Light side Green-LG Blue-NG, LN, N, Purple-CN Yellow-CG Dark Side Red-LE, NE, CE

Way of the Force[edit]

Starting at 1st level you choose your Way of the Force getting feature at 3rd, 6th, 11th, and 17th level.

Councilmen- a councilman is a Jedi that prefers to use your words rather then action. At 3rd level you gain the ability to Force meditate, healing you and your allies in a 15ft radius 1d6 + Wisdom modifier. doing any hostile action cancels this ability, this ability can be used up to your Wisdom modifier per long rest. At 6th level you gain the ability to use the Jedi mind trick, the target must succeed a DC 8 + Wisdom + proficiency bonus Wisdom save, those with a Intelligence higher then your Wisdom aren't affected by this ability, this ability can be used up to your wisdom modifier per long rest. at 11th level your meditation aura increases by 10ft and ups to a 1d8 + Wisdom modifier. at 17th level your Jedi mind trick has reached its peak in its effectiveness working on all creatures with who's intelligence is less then your Wisdom + your Intelligence modifier.


Knight- A brave warrior that goes out for the order that he represents by any means necessary. At 3rd level 3rd level you can use the force to double your speed without having to use the dash action, this ability can be used up to your wisdom modifier per long rest. at 6th level you can use the force to increase your jump height and distance by multiplying your normal distance by your Wisdom modifier. at 11th level you can use the force to up your strength temporally by your wisdom modifier for 10 minutes, this ability can be used up to your wisdom modifier per long rest. at 17th level you gain the ability to use force armor, this increases your AC by adding the dexterity and wisdom, if your are already using for unarmored defense this effect is still used (10 + dex + dex + wis + wis) this ability can be used up to your wisdom modifier per long rest.


Guardian- A sworn protector of your order defending its ideals til your dying breathe. At 3rd level you gain the ability to use the force to push others back to keep them at bay, using ur reaction to force someone back 30ft on a failed Force save and 10ft on a successful save. at 6th level you gain the ability to surround yourself in force energy making force users to make a Wisdom check that is higher then your Wisdom score in order to use the force on you, the same must be done for magic abilities that effect you physically(bigby's hand can't be used, eldritch blast can be used), can be used up to your wisdom score per long rest. at 11th level your force push has evolved so that if used as an action you force any creature large or smaller move away from you 20ft and take 1d8 force damage, can be used once per short rest. at 17th level the force allows you to make copies of yourself to give your opponent disadvantage to hit you, you create as many copies of you equal to your wisdom modifier, you can use this ability once per long res, the disadvantage last as long as you have copies and every hit removes one clone.


Scholar- A Jedi/Sith that swore there life to knowledge and the advancement of the past. at 3rd level you have just begun your scholarly training and learn to use the force to speak telepathically with allies or those of the same blood. at 6th level you gain the ability to use force sight taking your insight and overall vision to the next level, you gain a darkvision or the next upgrade if you already have darkvision and proficiency or expertise if already proficient in insight. at 11th level your knowledge allows to understand all speak and be understood by all creatures. at 17th level your knowledge of the force gifts you the ability to severe one targets connection to the force or anyone who gets there magical abilities from another source until you cancel this ability, can be used once per long rest and cancels when you choose a new target.


Conqueror(Sith only)- A Sith who lives for combat and taking over everything that can be seen, friendly or not. At 3rd level your presence bestows fear to all, all creatures in 30ft radius or those that know your presence is near must succeed your force DC other wise be frightened,successful save makes you immune to the effect for 24 hours. at 6th level you gain the ability to cause those who are affected by force fear to go insane, once per long rest you can target a target under the force fear affect to paralyze them and cause them to not take actions while within 10ft, must fail your force dc for this affect to take place and successful save makes you immune to the effect for 24 hours. at 11th level you can the ability to use mind control on those who are driven insane by your own force abilities, must succeed a force DC or they must do whatever the user says until the ability is canceled or the creature who's mind is controlled is unconscious, can be used once per long rest and a successful save makes the opponent immune for 24 hours. at 17th level you gain the ability to use force drain, while creatures are in 15ft of you they must succeed your force DC every round or lose their highest available spell or force ability, when their abilities are all gone and fail one more save they start to lose their hit points equal to the players level while healing the same amount to the player, death by this means can only be reversed by a wish spell.


Dark Lord(Sith only)- A ruler of the dimensions with an iron fist. At 3rd level you gain the ability to use the dark side in your meditations to give you an advantage in combat, after meditating for at least 5 minutes before combat you can add your Wisdom modifier to your to hit of your lightsaber strikes,this ability can only be used once per long rest lasting as long as you are in combat. at 6th level you gain force rage to combo with your dark side meditation to add your Wisdom modifier to your lightsaber damage, this ability can only be used once per long rest lasting as long as you are in combat. at 11th level you gain the ability to suffocate one large or smaller creature using Force choke, the target must succeed a DC 8 + Wisdom Modifier + Proficiency bonus or lose players Sith level + Wisdom modifier + proficiency bonus to their Hit Points. at Level 17th you channnel the force threw your body like a flow of electricity threw your hands, you can use Force lightninng, using your force DC in a 20ft cone in front of you dealing 4d12 or half as much on a successful save.

Unarmored movement[edit]

while not wearing armor or wielding a shield you gain 10ft of movement at 2nd level and 15ft at 12th level(if your movement speed is 30 then at 2nd level its 40ft and at 12th level it becomes 45ft)

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Ability Score Increase[edit]

When you reach 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.

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dextarity 13, Wisdom 13.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Lightsabers



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