Fighter
Base Class: Fighter

The Force is a mysterious energy field created by life that binds the galaxy together. Harnessing the power of the Force gives the Fighter and others sensitive to this spiritual energy extraordinary abilities, such as levitating objects, tricking minds, and seeing things before they happen. While the Force can grant users powerful abilities, it also directs their actions. And it has a will of its own, which both scholars and mystics have spent millennia seeking to understand its nature and its purpose.

Force knight Fighting Style

At 3rd level, a Force knight can learn one of the four forms from the list below with access to the first feature of that form. You gain access to the second feature of the form at level 4. Switching forms during combat requires a bonus action. At 6th level, you gain the choose another Force knight fighting style. You may use only one Form per attack made.

Form I- Shii-cho “Way of the Sarlacc": While in this form, you gain the following the force maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:

Form II- Makashi “Way of the Ysalamiri”: This form was developed to combat against Form I. While in this form, you also gain the following force maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:

Form III- Soresu “Way of the Mynock”: Developed to protect against ranged attacks, quick movements are made to evade them. The following maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:

Form IV- Ataru “Way of the Hawk-Bat”: An aggressive style, Form IV is fast-paced. You know the following maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:

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. You also know the following maneuvers which can in total be used at your Dexterity modifier or Strength modifier a short/long rest:

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 Force Knight 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. In addition, you know the following maneuvers which can in total be used at your Dexterity or Strength modifier modifier a short/long rest:

The Force

when you choose this archetype you choose 4 force powers from the force power list. You can choose an additional 3 force powers at levels 6/10/15/18

At 3rd level, you are capable of wielding the force in various ways, most notably force powers.
Force Points: You have a number of force points according to the table. You regain all used force points after a long rest or a short rest. Force points are used for your force powers and maneuvers. At no time can you use a number of force points greater than your Jedi level at one time.
Force Power Ability: Wisdom is your force power ability for your Jedi powers and maneuvers, since you use the force for your powers. You use your Wisdom whenever a power or maneuver refers to your force power ability.

Force Powers Known: In addition to the powers listed below, you know a number of powers according to your Jedi level as listed on the Jedi Table. Whenever your level increases in this class, you may exchange any number of force powers you know for different ones.

Force Telekinesis:

You gain the ability to move or manipulate creatures or objects by thought. As an action, you use 2 force points to cast Force Telekinesis you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect both Creatures and Objects.

Creature. You can try to move a Large or smaller creature. Make an ability check with your force power ability contested by the creature's Strength check. If you win the contest, you move the creature up to 10 feet in any direction, including upward but not beyond 60 feet. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. This requires concentration and can only last up to 1 minute.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 200 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your Force Power ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Force Push: A power every way of the force practitioner knows, you use the force to push an object or person away. As an action, you can use 1 force point to cause the shove effect on a creature that is within 30 feet of you to be involuntarily moved in a the direction directly away from you. On a failed Strength saving throw, a creature is pushed away from you by 10 feet or knocked prone. You may spend additional force points on this power, increasing the range or distance pushed by 10 feet for every 1 point used up to a max of 3 force points. Additionally, you may use 5 force points instead of 1 to effect all creatures within 30 feet of you with the same effect.

Mind Tricks: Another common power for a Force Knight is influencing others. As an action, you can use 2 force points to cast suggestion as the spell except as noted; range is 10 feet, duration is 1 minute, and no components are required.

Force Skills

When you choose this archetype at 3rd level, you gain proficiency in the Athletics, Acrobatics, Persuasion, Insight, Sleight of Hand or Stealth skills. Your proficiency bonus is doubled for that chosen proficiency you picked.

Force Weapon Attunement

Starting at level 3, when the Way of the Force practitioner is holding a force practitioner weapon, your attacks with your force practitioner weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage choose two types of weapons to be your force practitioner weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are Fighter weapons for you. Many of this tradition's features work only with your force practitioner weapons. When you reach 7th, 10th, 15th and 18th level in this class, you can choose another type of weapon—either melee or ranged—to be a force practitioner weapon for you, following the criteria above.  Additionally, the Way of the Force practitioner can use 1 force point to apply their Wisdom modifier as well to their damage rolls for that turn as a bonus action, secondly, if an attack hits the fighter, they may choose to use their reaction to add their constitution modifier to their armor class for that attack only for 1 force point per point of AC added. The total amount of modifier must be added to AC meaning, the Force Practitioner must have matching force points to use this ability.

Expanded Force Knight Fighting Style

At 6th level, you learn an additional Force Knight fighting style and may select Form VII Juyo/Vaapad “Way of the Vornskr”. Form VII is the most vicious form of Force weapon combat and involves significant internal focus on the part of the user. While in this form, when a creature misses you, you deal an extra 1d6 damage if you successfully hit it before its next turn. At level 11, this is an extra 2d6 of damage, at level 15, 3d6 of damage, At level 18 4d6 of damage.

Additionally, you gain Aura of protection, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Force Smite

Starting at 11th level, you are so suffused with the living force that all your melee weapon strikes carry force power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage. Additionally, your attunement to the Force has given you an even faster reaction time than non-Force users. You gain one additional reaction that you can take in each round of combat. A single effect can only trigger one reaction.

Force Defense

Starting at 15th level you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Wisdom modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Superior Force Critical

Starting at the 18th level, your weapon attacks score a critical hit on a roll of 19-20. For 3 force points, you can add an additional damage die.

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