Fighter
Base Class: Fighter

Force Disciples are warriors trained in the ancient traditions of the Force, blending martial skill with supernatural power. Through years of disciplined study and relentless training, they learn to manipulate the world around them, enhance their physical abilities, and wield a lightsaber with deadly precision.

While all Force Disciples share a common foundation of telekinesis, heightened awareness, and lightsaber combat, no two follow the same path. Some dedicate themselves to defense and protection, standing as unbreakable guardians against darkness. Others embrace speed, aggression, and overwhelming offensive power. A rare few pursue forbidden techniques, wielding abilities that blur the line between mastery and corruption.

As a Force Disciple grows from Padawan to Knight, Master, and eventually Grand Master, they develop unique Force Techniques and Lightsaber Forms that reflect their personal philosophy and approach to the Force. Whether serving as a healer, duelist, battlefield commander, telekinetic powerhouse, or feared wielder of the dark side, every Force Disciple forges their own path through the Force.

Level 3: Force Fundamentals

Beginning at 3rd level, you learn the foundational abilities shared by all Force users. These abilities represent the basic techniques taught to every Padawan and serve as the cornerstone of your Force training.

You gain the following abilities:

  • Force Manipulation
  • Force Push
  • Force Pull
  • Force Sense
  • Force-Assisted Movement
  • Deflect Energy

Additionally, your Force abilities use the following saving throw DC:

Force Save DC = 8 + your Proficiency Bonus + your Wisdom Modifier

As your training progresses, these fundamental abilities grow alongside your mastery of the Force, forming the basis upon which all advanced techniques are built.

Force Sense

Your connection to the Force heightens your awareness.

Benefits:

  • Gain proficiency in Perception.
  • You cannot be surprised while conscious.

Level 3: Lightsaber Form

Beginning at 3rd level, you dedicate yourself to a specialized lightsaber combat form, shaping your fighting style through years of disciplined training and connection to the Force.

Choose one of the following Lightsaber Forms. Your chosen form grants unique benefits that reflect your approach to combat.

Once chosen, your Lightsaber Form reflects your combat philosophy and cannot be changed without your DM's approval.

At 11th level, when you attain the rank of Jedi Master, you learn one additional Lightsaber Form through the Adaptive Forms feature.

You may only benefit from one Lightsaber Form at a time.

Form II: Makashi

Makashi emphasizes precision, elegance, and refined bladework in single combat.

Benefits

  • +1 Armor Class
  • Gain proficiency in Insight
  • Advantage on Dexterity Saving Throws

Form III: Soresu

Soresu focuses on defense, endurance, and survival against overwhelming odds.

Benefits

  • +1 Armor Class
  • Gain proficiency in Constitution Saving Throws
  • Choose one damage type. You gain resistance to that damage type. Choose from the following damage types: Fire, Cold, Lightning, Acid, Thunder

 

Form IV: Ataru

Ataru combines speed, acrobatics, and relentless aggression.

Benefits

  • +10 Movement Speed
  • Gain proficiency in Acrobatics
  • Your jump distance is doubled

Form V: Djem So

Djem So emphasizes strength, power, and overwhelming counteroffense.

Benefits

  • +2 Damage with melee weapon attacks
  • Gain proficiency in Athletics
  • When you deal melee weapon damage, you may reroll a damage die showing a 1 or 2 once per turn

Form VI: Niman

Niman blends multiple disciplines into a versatile and adaptable style.

Benefits

  • +1 Armor Class
  • Gain proficiency in one skill of your choice
  • Gain proficiency in Wisdom Saving Throws

Form VII: Juyo

Juyo channels aggression and intensity into overwhelming offensive pressure.

Benefits

  • +2 Initiative
  • Gain proficiency in Intimidation
  • Your melee weapon attacks score a critical hit on a roll of 19-20

Level 3: Force Techniques

Beginning at 3rd level, you learn specialized Force Techniques that reflect your personal approach to the Force and distinguish you from other Force users.

Choose three Force Techniques from the Force Technique list.

These techniques represent advanced applications of the Force that require dedicated training beyond the Force Fundamentals. Some focus on combat prowess, others enhance mobility or defense, while others provide unique utility both on and off the battlefield.

At 6th level, when you attain the rank of Jedi Knight, you learn two additional Force Techniques of your choice.

Unless otherwise specified, a Force Technique can only be used if you are conscious and capable of taking the required action.

Your Force Techniques use your Force Save DC when a saving throw is required.

Force Save DC = 8 + your Proficiency Bonus + your Wisdom Modifier

Ataru Acrobatics

As a Bonus Action, make an Acrobatics check.

On a successful check, choose one:

  • Gain Advantage on your next attack roll before the end of your turn.
  • Impose Disadvantage on the next attack roll made against you before the start of your next turn.

Beast Empathy

Your connection to the Force allows you to calm and communicate with beasts.

You gain proficiency in Animal Handling.

Additionally, you have advantage on Animal Handling checks made against beasts and non-hostile creatures.

Force Slam

You violently slam a creature into the ground using the Force.

As a Bonus Action, choose one creature within 30 feet.

The target must make a Strength saving throw against your Force Save DC.

Failure:

  • Takes 1d8 Force damage
  • Falls Prone

Success:

  • Takes half damage
  • Does not fall Prone

Force Speed

As a Bonus Action, you enhance your movement through the Force until the end of your turn.

You gain:

  • +20 feet movement speed
  • Opportunity attacks against you are made with disadvantage

Force Valor

As a Bonus Action, you bolster yourself with the Force.

You gain temporary hit points equal to:

10 + your Wisdom Modifier

These temporary hit points last for 1 minute.

Mind Trick

As an Action, choose one creature within 30 feet that can hear or understand you.

The target must make a Wisdom saving throw against your Force Save DC.

On a failure, the target becomes charmed by you for 1 minute.

While charmed in this way, the target will obey a brief and reasonable command that does not directly endanger itself.

The effect ends immediately if you or your allies attack the target.

A creature that succeeds on this saving throw is immune to your Mind Trick for 24 hours.

Precognition

Your awareness extends moments into the future.

When you are hit by an attack or fail a saving throw, you may immediately choose one of the following:

  • Gain +2 AC against the triggering attack.
  • Gain +2 to the triggering saving throw.

You must choose before the outcome is finalized.

Saber Throw

You have learned to guide your lightsaber through the Force.

As a Bonus Action, make a ranged weapon attack against a creature within 30 feet using your lightsaber.

On a hit, the target takes:

  • Normal weapon damage
  • An additional 1d6 Force damage

After the attack resolves, the lightsaber immediately returns to your hand.

 

Telepathy

You can communicate telepathically with willing creatures within 60 feet.

A creature must understand at least one language to receive your message.

This communication is silent and cannot be overheard by non-Force means.

Level 7: Force Empowerment

Beginning at 6th level, your connection to the Force deepens.

Choose two additional Force Techniques from the Force Technique list.

Additionally, your Force Manipulation improves:

  • The range of Force Manipulation increases to 60 feet.
  • The maximum weight you can manipulate increases to 1,000 pounds.
Ataru Acrobatics

As a Bonus Action, make an Acrobatics check.

On a successful check, choose one:

  • Gain Advantage on your next attack roll before the end of your turn.
  • Impose Disadvantage on the next attack roll made against you before the start of your next turn.

Beast Empathy

Your connection to the Force allows you to calm and communicate with beasts.

You gain proficiency in Animal Handling.

Additionally, you have advantage on Animal Handling checks made against beasts and non-hostile creatures.

Force Slam

You violently slam a creature into the ground using the Force.

As a Bonus Action, choose one creature within 30 feet.

The target must make a Strength saving throw against your Force Save DC.

Failure:

  • Takes 1d8 Force damage
  • Falls Prone

Success:

  • Takes half damage
  • Does not fall Prone

Force Speed

As a Bonus Action, you enhance your movement through the Force until the end of your turn.

You gain:

  • +20 feet movement speed
  • Opportunity attacks against you are made with disadvantage

Force Valor

As a Bonus Action, you bolster yourself with the Force.

You gain temporary hit points equal to:

10 + your Wisdom Modifier

These temporary hit points last for 1 minute.

Mind Trick

As an Action, choose one creature within 30 feet that can hear or understand you.

The target must make a Wisdom saving throw against your Force Save DC.

On a failure, the target becomes charmed by you for 1 minute.

While charmed in this way, the target will obey a brief and reasonable command that does not directly endanger itself.

The effect ends immediately if you or your allies attack the target.

A creature that succeeds on this saving throw has advantage against your Mind Trick for 24 hours.

Precognition

Your awareness extends moments into the future.

When you are hit by an attack or fail a saving throw, you may immediately choose one of the following:

  • Gain +2 AC against the triggering attack.
  • Gain +2 to the triggering saving throw.

You must choose before the outcome is finalized.

Saber Throw

You have learned to guide your lightsaber through the Force.

As a Bonus Action, make a ranged weapon attack against a creature within 30 feet using your lightsaber.

On a hit, the target takes:

  • Normal weapon damage
  • An additional 1d6 Force damage

After the attack resolves, the lightsaber immediately returns to your hand.

Telepathy

You can communicate telepathically with willing creatures within 60 feet.

A creature must understand at least one language to receive your message.

This communication is silent and cannot be overheard by non-Force means.

Level 10: Adaptive Forms

Beginning at 10th level, you learn one additional Lightsaber Form.

At the start of each of your turns, choose one of your known Lightsaber Forms to be active.

You gain the benefits of only the chosen Form until the start of your next turn.

Changing Forms requires no action.

You may not choose the same form you already have.

Form II: Makashi

Makashi emphasizes precision, elegance, and refined bladework in single combat.

Benefits

  • +1 Armor Class
  • Gain proficiency in Insight
  • Advantage on Dexterity Saving Throws

Form III: Soresu

Soresu focuses on defense, endurance, and survival against overwhelming odds.

Benefits

  • +1 Armor Class
  • Gain proficiency in Constitution Saving Throws
  • Choose one damage type. You gain resistance to that damage type. You may choose from the following:
    Fire, Cold, Lightning, Acid, Thunder

Form IV: Ataru

Ataru combines speed, acrobatics, and relentless aggression.

Benefits

  • +10 Movement Speed
  • Gain proficiency in Acrobatics
  • Your jump distance is doubled

Form V: Djem So

Djem So emphasizes strength, power, and overwhelming counteroffense.

Benefits

  • +2 Damage with melee weapon attacks
  • Gain proficiency in Athletics
  • When you deal melee weapon damage, you may reroll a damage die showing a 1 or 2 once per turn

Form VI: Niman

Niman blends multiple disciplines into a versatile and adaptable style.

Benefits

  • +1 Armor Class
  • Gain proficiency in one skill of your choice
  • Gain proficiency in Wisdom Saving Throws

Form VII: Juyo

Juyo channels aggression and intensity into overwhelming offensive pressure.

Benefits

  • +2 Initiative
  • Gain proficiency in Intimidation
  • Your melee weapon attacks score a critical hit on a roll of 19-20

Level 10: Master Techniques

Master Techniques are powerful Force abilities that require years of training and experience to learn.

When you gain this feature, choose two Master Techniques from the Master Technique list.

Some techniques grant additional abilities when selected.

Unless otherwise specified, Master Techniques use your Force Save DC.

Force Save DC = 8 + Proficiency Bonus + Wisdom Modifier

Abilities labeled Dark Side must be approved by DM

[Dark Side] Force Choke

Selecting this Master Technique grants the following abilities:

Force Choke

Activation: Bonus Action

Range: 30 Feet

Choose one creature within range.

The target must make a Constitution saving throw.

Failure:

  • 2d8 Force Damage
  • Creature is paralyzed until successful save or concentration is broken

Success:

  • Half Damage

This ability requires concentration.

Force Crush

Activation: Action

Range: 30 Feet

Choose one creature within range.

The target must make a Constitution saving throw.

Failure:

  • 4d8 Force Damage
  • Creature is paralyzed until successful save or concentration is broken.
  • Half Damage

This ability requires concentration.

[Dark Side] Force Fear

As an Action, creatures in a 15-foot cone must make a Wisdom saving throw against your Force Save DC.

Failure:

  • 2d8 Psychic Damage
  • Frightened for 1 minute

Success:

  • Half Damage

A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

[Dark Side] Force Lightning

Selecting this Master Technique grants the following abilities:

Force Lightning

Activation: Bonus Action

Range: 30 Feet

Choose one creature within range.

The target must make a Dexterity saving throw against your Force Save DC.

Failure:

  • 2d8 Lightning Damage

Success:

  • Half Damage

[Dark Side] Force Rage

As a Bonus Action, you enter a state of Force-fueled rage for 1 minute.

While active:

  • +2 Damage on melee weapon attacks
  • Advantage on Strength checks

When the effect ends:

  • Gain one level of Exhaustion

Advanced Telepathy

Your Telepathy range increases to 1 mile.

You may communicate telepathically with willing creatures within that range.

Battle Meditation

As an Action, choose up to three allies within 30 feet.

For 1 minute they gain:

  • +1d4 Attack Rolls
  • +1d4 Saving Throws

The effect ends if you become incapacitated.

Force Barrier

As a Bonus Action, you create a barrier of Force energy.

Gain temporary hit points equal to:

20 + Wisdom Modifier

These temporary hit points last for 1 minute.

Force Heal

Selecting this Master Technique grants the following abilities:

Force Heal

Activation: Action

Range: Touch

Choose yourself or one creature you can touch.

The target regains:

3d8 + Wisdom Modifier Hit Points

Force Restoration

Activation: Action

Range: 30 Feet

Choose up to three creatures within range.

Each target regains:

2d8 + Wisdom Modifier Hit Points

Force Stasis

As an Action, choose one creature within 30 feet.

The target must make a Wisdom saving throw.

Failure:

  • Restrained for 1 minute

Success:

  • No effect

The target may repeat the save at the end of each turn.

Force Wave

As an Action, creatures in a 30-foot cone must make a Strength saving throw.

Failure:

  • 4d8 Force Damage
  • Knocked Prone
  • Pushed 20 Feet

Success:

  • Half Damage

Greater Force Sense

You gain:

  • Blindsight 10 feet
  • Advantage on Perception checks

Master Precognition

You gain:

  • Advantage on Initiative Rolls
  • Advantage on Dexterity Saving Throws

Level 15: Force Mastery

Beginning at 15th level, your connection to the Force rivals that of the greatest Force users in history.

Choose one additional Master Technique from the Master Technique list.

[Dark Side] Force Choke

Selecting this Master Technique grants the following abilities:

Force Choke

Activation: Bonus Action

Range: 30 Feet

Choose one creature within range.

The target must make a Constitution saving throw.

Failure:

  • 2d8 Force Damage
  • Creature is paralyzed until successful save or concentration is broken

Success:

  • Half Damage

This ability requires concentration.

Force Crush

Activation: Action

Range: 30 Feet

Choose one creature within range.

The target must make a Constitution saving throw.

Failure:

  • 4d8 Force Damage
  • Creature is paralyzed until successful save or concentration is broken.
  • Half Damage

This ability requires concentration.

[Dark Side] Force Fear

As an Action, creatures in a 15-foot cone must make a Wisdom saving throw against your Force Save DC.

Failure:

  • 2d8 Psychic Damage
  • Frightened for 1 minute

Success:

  • Half Damage

A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

[Dark Side] Force Lightning

Selecting this Master Technique grants the following abilities:

Force Lightning

Activation: Bonus Action

Range: 30 Feet

Choose one creature within range.

The target must make a Dexterity saving throw against your Force Save DC.

Failure:

  • 2d8 Lightning Damage

Success:

  • Half Damage

[Dark Side] Force Rage

As a Bonus Action, you enter a state of Force-fueled rage for 1 minute.

While active:

  • +2 Damage on melee weapon attacks
  • Advantage on Strength checks

When the effect ends:

  • Gain one level of Exhaustion

Advanced Telepathy

Your Telepathy range increases to 1 mile.

You may communicate telepathically with willing creatures within that range.

Battle Meditation

As an Action, choose up to three allies within 30 feet.

For 1 minute they gain:

  • +1d4 Attack Rolls
  • +1d4 Saving Throws

The effect ends if you become incapacitated.

Force Barrier

As a Bonus Action, you create a barrier of Force energy.

Gain temporary hit points equal to:

20 + Wisdom Modifier

These temporary hit points last for 1 minute.

Force Heal

Selecting this Master Technique grants the following abilities:

Force Heal

Action

Touch

Choose yourself or one creature you can touch.

Restore:

3d8 + Wisdom Modifier Hit Points

Force Restoration

Action

30 Feet

Choose up to three creatures.

Each regains:

2d8 + Wisdom Modifier Hit Points

Setup

Create:

  • Force Heal Action
  • Force Restoration Action

Ability:

  • Wisdom

Force Stasis

As an Action, choose one creature within 30 feet.

The target must make a Wisdom saving throw.

Failure:

  • Restrained for 1 minute

Success:

  • No effect

The target may repeat the save at the end of each turn.

Force Wave

As an Action, creatures in a 30-foot cone must make a Strength saving throw.

Failure:

  • 4d8 Force Damage
  • Knocked Prone
  • Pushed 20 Feet

Success:

  • Half Damage

Greater Force Sense

You gain:

  • Blindsight 10 feet
  • Advantage on Perception checks

Master Precognition

You gain:

  • Advantage on Initiative Rolls
  • Advantage on Dexterity Saving Throws

Level 18: One with the Force

Beginning at 18th level, your connection to the Force rivals the greatest Force users in galactic history.

You gain the following benefits:

  • The range of your Force Manipulation increases to 120 feet.
  • Your Force Manipulation no longer has a practical weight limit, subject to DM discretion.
  • Force Push, Force Pull, and Force Slam deal one additional damage die.

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