Cleric
Base Class: Cleric

“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, yes. Even between the land and the ship.”

-Jedi Master Yoda

 

A Jedi was a member of the Jedi Order, an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspired to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy did not forbid a Jedi from acting in self-defense or in the defense of others.

A New Hope

"The Force is not a power you have.  It's not about lifting rocks. It's the energy between all things, a tension, a balance, that keeps the universe together."

 Something has sparked within you, a connection to the Force.  You may begin your first steps on the path to being a Jedi.  Gain proficiency with the Perception and Insight abilities.  You've also learned some basic force abilities, allowing you to use Mage Hand without preparing it first.  When you cast this cantrip, the mage hand is invisible.

Jedi traditionally wear robes, though some have been known to place thin layers of armor beneath them a additional security. A Jedi's weapon is a lightsaber, a powerful blade of energy.  You are not ready for that quite yet, but you have become proficient with Longswords. Additionally, when wielding a Longsword you may use your Wisdom modifier when calculating attack and damage scores.

Always Two, There Are...

"Always two there are, a master and an apprentice.  No more, no less."

 Starting at the 1st level, you may select one party member who uses Wisdom or Charisma as their primary attribute. If there are no party members with this requirement, you may save this ability until you find another player or NPC who does. If they are willing, they may become your mentor, or 'Master', and you can never use this ability again. Choose a cantrip from their known spell list to add to your own. It does not count against your known spells, and Wisdom is your spellcasting ability. If they do not know any additional cantrips, you may choose an additional one from the Cleric class instead. So long as you are within 20 feet of each other, you gain +1 to all Wisdom saving throws, and they gain +1 to melee attack and damage modifiers.

If they should die, you gain +2 to all attack and damage modifiers, stacking on top of any modifiers from magic weapons.  This bonus has no time limit, but will only count against the creature who last hit your Master before he died. During each long rest, you may roll a 1d20. If you roll a 19 or 20, you may converse with their spirit, gaining advantage on either Wisdom saving throws, Insight ability checks, or Initiative rolls until your next long rest.

Channel Divinity - Force Wave

"I am one with the Force.  The Force is with me."

 Starting at 2nd level, you can use your Channel Divinity to create a blast of force energy that hits all enemies within 10 feet of you, who must make a Strength saving throw.  If they fail, they are moved back 10 feet, knocked prone, and take force damage equal to your Wisdom modifier plus Cleric level.  On a successful save they are only moved back 5 feet and take half damage.  If you successfully knock a creature prone then you may immediately take a move action toward a prone enemy and make a single melee attack.

Return of the Jedi

A Jedi's Weapon

"Not as clumsy or random as a blaster; an elegant weapon for a more civilized age."

Starting at the 6th level, you have graduated to Jedi Knight.  After a long rest you may put together a lightsaber to use as your weapon.  Construction of this weapon costs 400g worth of metal and a small gem which determines the color of the blade.  Lightsabers can come in almost any color, though black lightsabers can only be crafted with extremely rare and expensive gems of the chosen color.  Once your lightsaber is created, it is capable of the following:

  • Deals 1d8 radiant damage.  Gains +2 damage if held with 2 hands.  Has a +1 attack and damage modifier at level 6.  This increases to +2 at level 11 and +3 at level 15.
  • This weapon counts as magical for the purpose of resistances.
  • If disarmed, you may use the force to pull the saber back to you at the speed of 30 feet per round.  The saber must be in line of sight, though if lost you may meditate for 10 minutes to find it's location. If another creature is holding it, it must use a Strength check against your Wisdom to try and hold on.
  • When wielding a lightsaber, if a creature makes a successful ranged or melee attack against you, you may use your reaction to add your wisdom modifier to your Armor Score, causing the attack to potentially miss. If you prevent damage from a spell that targeted you in this way, you may make a ranged attack roll without modifiers to redirect the spell at another creature.  If a spell has multiple attacks, you may not target different creatures with them.
  • This weapon benefits from the Dueling feat but not from Great Weapon Fighting.
  • Your lightsaber counts as a spellcasting focus for the sake of casting spells.
  • You may throw the lightsaber as a ranged attack by using up a spell slots.  The blade may travel up to 60 feet at a cost of 10 feet for each level of spell slot you use.  You may use multiple low level spells slots for a combined total. If you throw the lightsaber within 5 feet of an enemy who is not the target, that enemy may make an acrobatics or athletics check to try and grab the saber out of the air.

Construction of this weapon must be done over the course of a long rest and takes 8 hours to complete.  During this time you may deeply meditate for 4 hours instead of sleep, and this option is now available to you for any long rest.  If the weapon is lost, broken, or you want to change it's color, you may undertake this process again during a long rest.

The Force Awakens

"Do or do not.  There is no try."

 Starting at 6th level, your knowledge of the Force has granted you mighty telepathic abilities. Your mage hand cantrip can be empowered by expending a spell slot to move objects from up to 60 feet away within a 20 cubic foot area. The combined weight of the items cannot exceed a total of 20 times the level of the spell slot used multiplied by your Wisdom modifier. Objects may be moved up to 60 feet in any direction at a speed of 20 feet per turn. This ability may last for a minute, and requires concentration to maintain.

If an unwilling creature would be lifted in this way, they may attempt to hold onto something that cannot be lifted, and contest their pull/push weight limit with that of your mage hand.  This object could be something like a tree, door frame, or boulder that is either too heavy to lift with the spell slot used, or is firmly rooted into the ground or other structure that is not being effected. Otherwise they must make a Strength saving throw to avoid being moved. If they fail the throw, they may take an action on their next turn to make another roll to break the effect, but do so with disadvantage. Any attacks made while being moved are done with disadvantage.

You may end this ability by either putting the objects down gently or with a powerful throw.  When thrown, objects may travel 10 feet for each spell slot you used.  If you choose to throw objects into the ground or a wall, they take suffer the effects of falling from twice the distance.

While using this ability, your movement speed is reduced to 0.  

This ability may also be applied to Arcane Hand at higher levels.  Arcane Hand gains an additional +2 AC.

You may alternatively use this to enhance a jump action by 10 feet per spell slot, but you cannot move yourself up or down beyond the end of your turn using the Force.

Jedi Specialist

"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."

Starting at 8th level, you may pick a Jedi specialization. Jedi Guardians focused on being powerful protectors of the people.  Jedi Sentinels focused on dealing rapid damage with their lightsabers.  Jedi Consulars used the mystic powers of the Force to enhance their supernatural abilities. And Sith sacrifice their healing abilities for unlimited power in the form of lightning.

Which path speaks most to you?

Jedi Consular

"Your weapon... you will not need it."

 Consulars focus on the mystic energies of the Force externally, rather than internally.  Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cantrip.  you also gain the benefits of unarmored defense, and your new Armor Score is calculated as 10 plus your Dexterity and Wisdom modifiers when you are not wearing armor or a shield.

Jedi Guardian

“You will know when you are calm, at peace, passive. A Jedi uses the force for knowledge and defense, never for attack.”

You focus your skills on protecting your allies. The force wraps around you like a shield, granting you a bonus to your Armor Score when not wearing any armor.  Your new AC score is calculated as 12 plus your Dexterity and Wisdom modifiers.  You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have.  

If you would reflect a spell back at an enemy, add your Wisdom modifier to the attack.

Jedi Sentinel

“Hmph! Adventure. Heh! Excitement. Heh! A Jedi craves not these things. You are reckless!”

 If you would make a weapon or lightsaber attack on your turn, you may make 2 attacks instead. Your familiarity with the Force has given you a boost of speed with which to avoid enemy attacks.  Your Armor Score is now 10 plus your Dexterity and Wisdom modifiers when you are not wearing armor or a shield.

Sith

"Anger… fear… aggression. The dark side are they. Easily they flow, quick to join you in a fight. If once you start down the dark path, forever will it dominate your destiny."

"UNLIMITED POWERRRRRRRRRR!"

-Point/Counterpoint, featuring Jedi Master Yoda and Chancellor Palpatine

 You have fallen to the dark side.  If your alignment was Good before, it is now Evil.  Your eyes become yellow, and your skin takes on a sickly hue.  If your skin was blue or green before, it becomes yellow, orange or red now.  You focus on dealing pain and anguish, sacrificing your defenses for unlimited power.

Gain the Call Lightning, Chain Lightning, Fear, and Dominate Person spells which are added to your spell list.  Any spells you cast which do any type of damage other than Force now deal Lightning damage as their element.  Your healing spells now deal Lightning damage instead of healing, enemies may attempt a Dexterity saving throw if a former healing spell did not already require one, and your modifier is Wisdom.

Replace Channel Divinity: Force Wave with Channel Divinity: Force Choke.  Using your Channel Divinity, raise your hand and choke up to 3 creatures within 30 feet who are within 5 feet of each other, elevating them several inches off the ground. A target must make a Constitution saving throw on each of your turns. On a failed save, it takes 3d12 force damage. On a successful save, the spell ends for that creature.  At levels 11, 14, 17 and 20 add an extra 1d12 to the damage roll.  You may use Channel Divinity: Force Choke additional times to afflict more targets without breaking concentration.  This ability lasts for 1 minute or until they make a successful saving throw.

Jedi Master

"When gone am I, the last of the Jedi will you be.  The Force runs strong in your family.  Pass on what you have learned."

 Starting at 17th level, your mastery of this mystical energy has raised your limits in ways you never thought possible.  When rolling a Strength check or saving throw, you may use your Wisdom modifier instead.  You may also add your Wisdom modifier to your Persuasion checks from your time as a peace keeper.

If your Master is still alive, you may add a spell from their 3rd level spell list.  Wisdom is your spell modifier.  You may use it once before taking a short or long rest.

You may choose an apprentice of your own.  At any time you may choose a creature with Wisdom as it's highest attribute with a level equal to half of your Cleric level or lower.  If it is willing, it becomes your Apprentice.  You gain +1 to melee attack and damage rolls from your lightsaber if you are within 20 feet of each other, and it gains a spell from your 1st and 2nd level spell list.  Wisdom is it's modifier, and it can use them once before taking a long rest. This replaces your bond with your Master, who may choose a level 3 spell from you. They may cast this spell once per long rest using Wisdom as their modifier. 

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