Base Class: Monk
Monks who follow the Way of the Force are called Jedi.
"For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times, before the Empire."
Light Saber
When you choose this tradition at 3rd level, you can turn any one-handed melee weapon into a light saber as a bonus action. The light saber is considered a monk weapon for you. This beam of pure energy deals 2d8 radiant damage on a successful attack. The light saber counts as a monk weapon for you. If you drop or otherwise lose possession of your light saber, it transforms back into the weapon it was before ignited.
The damage of your light saber increases at level 6 (3d8), level 11 (4d8), and level 17 (5d8) in this class.
“This is the weapon of a Jedi Knight. Not as clumsy or random as a blaster; an elegant weapon for a more civilized age.”
Force Sensitive
You have awakened to the Force. Starting at 3rd level when you choose this tradition, you gain the mage hand and minor illusion cantrips. Your mage hand is always invisible.
"The Force is what gives a Jedi his power. It’s an energy field created by all living things. It surrounds us and penetrates us; it binds the galaxy together."
Force Powers
Starting at level 6, you gain the ability to use the Force in substantial ways. By spending 2 ki points, you can cast Jump, Shield, or Suggestion.
“Ready are you? What know you of ready? For eight hundred years have I trained Jedi. My own counsel will I keep on who is to be trained. A Jedi must have the deepest commitment, the most serious mind. This one a long time have I watched. All his life has he looked away… to the future, to the horizon. Never his mind on where he was. Hmm? What he was doing. Hmph. Adventure. Heh. Excitement. Heh. A Jedi craves not these things. You are reckless.”
Deflect Spells
Starting at level 6, whenever you are the target of a ranged spell attack or a single target spell, you can use your deflect missiles feature against it. You must have your light saber ignited in order to deflect spells.
“A Jedi uses the Force for knowledge and defense, never for attack.”
Jedi Knight Powers
Starting at 11th level, you can spend 3 ki points to cast Mass Suggestion or Telekinesis.
"Do or do not. There is no try."
Force Mastery
At 17th level, you can choose between two powers.
Force Heal will allow you to heal a creature that you touch as an action.
Force Lightning will allow you to unleash lightning on a creature within 60 feet as an action.
“Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well, you should not. For my ally is the Force, and a powerful ally it is. Life creates it, makes it grow. Its energy surrounds us and binds us. Luminous beings are we, not this crude matter. You must feel the Force around you; here, between you, me, the tree, the rock, everywhere.”
Force Heal
By spending 5 ki points, you can heal a creature you touch as an action, restoring all of a creature's hit points and removing all conditions afflicting the creature, including all poisons and diseases.
"Wars not make one great.”
Force Lightning
By spending 5 ki points, you can electrocute a creature within 60 feet as an action. The creature must make a dexterity saving throw, the DC of which is equal to 8 + your proficiency modifier + your wisdom modifier. On a failed save, the creature is stunned and takes 4d8 damage per round for as many rounds as you use your action to continue electrocuting the creature.
“If you only knew the power of the dark side.”







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