Monk
Base Class: Monk

Sith are brutal warriors who embrace the dark side of the force and use their anger and hatred to empower themselves. Many sith start as acolytes, working their way up to make themselves masters of the order and often the galaxy. Sith are sometimes barbaric attackers, and sometimes dark strategists lurking in the shadows.

Sith Lightning

When you reach level 6, you are able to use Force Lightning. You channel the dark energy inside you into jolts of pure lightning to a target within 60 feet of you, dealing XD10+ Charisma Modifier lightning damage. X is half your current Sith level, rounded up. X cannot be lower than 1. Target may make a spell DC save for half damage. Cost is 2 ki points.

Lightsaber Mastery

Upon reaching level 6, you gain a powerful knowledge of lightsabers and how to use them effectively in combat. You gain proficiency with the longsword. Additionally, choose two lightsaber forms from below to focus your mastery on. You gain two additional lightsaber forms at level 12. 

Ataru

Ataru form focuses primarily on acrobatics. When  you choose this lightsaber form, you can add your dexterity modifier to your attack bonus with melee weapons.

Djem So

A deadly method of one on one on combat, Djem So uses an unconventional reverse grip. During one on one combat, you have a +2 to melee weapon attacks.

Dun Möch

Dun Möch is the Sith art of undermining an opponent using taunts and psychological manipulation. It is incredibly rare, only briefly heard of in ancient text. You may use a bonus action on your turn to attempt to disorient an enemy. Make an intimidation check, contested by the target's wisdom saving throw. If your roll is higher, the target has disadvantage on all attack rolls it makes until the start of your next turn. If the target's roll is higher, this property has no effect and the bonus action used to take it is wasted.

Jar'Kai

Jar'Kai form is the art of using two lightsabers simultaneously. While you are wielding two lightsabers at once, you gain a +1 to melee weapon attacks and a +1 to AC.

Juyo

Juyo is a rare form that creates a relentless barrage of attacks. When you make a hit with a lightsaber, you can use this property to make extra attacks equal to your dexterity modifier, with a minimum of 1. You do not have proficiency with these attacks. Once you have used this property, you cannot use it again until you finish a long or short rest.

Makashi

The ancient and elegant Makashi form focuses on careful, calculated strikes to gain the upper hand in one on one combat. You can use this property to give yourself advantage on melee weapon attacks for 1 hour. Once you've used this property, you cant use it again until you finish a long or short rest.

Shien

 Shien is a useful lightsaber form designed for distance, allowing practitioners to swat back blaster bolts towards their enemies. If you are hit with a ranged weapon attack, you may use your reaction to attempt to parry the attack, and send the projectile back towards your enemy. When you use this property, make an acrobatics check contested by the target's attack roll. If your roll is higher, the target must make a dexterity saving throw contested by your acrobatics roll. On a success, the target manages to avoid the projectile. On a failed save, the target is hit with the projectile and takes the projectile's normal damage.

Shii-Cho

Shii-Cho is an elementary lightsaber form, although reliable and useful in a variety of situations. While wielding a lightsaber, you gain a +1 to AC.

Soresu

Soresu is a form commonly used for blocking ranged attacks, rather than melee combat. When you are hit with a ranged attack, you can use your reaction to add +3 to your AC against the attack. You must do this before seeing the attack roll.

Trakata

A dishonourable and universally hated lightsaber form, the use of Trakata is forbidden by both the Sith and the Jedi. This rare lightsaber form involves switching off the lightsaber during combat in order to wrong foot the opponent. When you use this property, a creature you are currently fighting must make a dexterity save, DC equals 10+ your Intelligence modifier. On a failed save, the target takes 1d4 bludgeoning damage and falls prone. On a success, the creature falls prone and takes no damage.

 

 

Force Acrobatics

Upon reaching level 11, you call upon the Force to reposition yourself when you see fit. During you turn you may use your movement and spend the required force points to perform one of the following abilities.

Force Leap - Ki points: 3. You may leap to any surface within 20 feet of you, whether it be up, down, or anywhere around you. If you leap downward, you do not take fall damage.

Force Dodge - Ki points: 4. Your connection to the force gives you minor precognitive abilities, when you use this ability you gain a +5 to your AC until the start of your next turn.

Mind Trick

Upon reaching level 11, you unlock Mind Trick, a feature just as iconic as the Force itself. Mind Trick is an out-of-combat feature that you may use once in between long rests. Mind Trick allows you to double your current Persuasion, Deception, or Intimidation modifier for one check.

Sith Saber Smash

You can use your attack action to jump up ten feet and slam back down using the force. Each creature within 5 ft of you must make a dexterity saving throw equal to 10+ your strength modifier, taking 8d6 force damage on a failed save or half as much on a successful one.

Force Choke

Choose one large or smaller creature within 30 ft of you that you can see. That creature must make a Con saving throw, DC 10+ your intelligence modifier. On a failure, the target is stunned and takes 2d8 force damage. Requires 6 ki points to cast, and another 3 points per round to maintain. While the caster is concentrating on the force choke, they can take no other actions. The target repeats the save at the end of each of its turns. On a success, the target breaks free of the choke, causing it to fall prone. On a failure, the target remains stunned and takes 2d8 force damage.

Force Push

When you choose this path at level 3, you obtain the ability to push, pull, or grab an object or creature that is the same size as you or smaller (at level 8, you may move a creature or object one size bigger than you. At level 14, two sizes. At level 20, any one creature or object regardless of size).

Moving something costs 1 ki point at Sith level 3, 2 ki points at level 8, 3 ki points at level 14, and 4 ki points at level 20.

The object/creature must be within 45 feet of you and is pushed or pulled in any direction of your choosing at a distance of up to 60 feet.

Force push: Cost is 1 ki point. Creature(s) in front of the user take Xd10 + strength modifier bludgeoning damage and are pushed back Xd12 feet away. X is half your current monk level, rounded up. X cannot be lower than 1. If the creature impacts an object smaller than it, the object is destroyed. If the creature impacts another creature, that creature takes half of the damage of the thrown creature. Creatures pushed may make a Dexterity save of 15 to be pushed half distance rolled.

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