Imo they are Paladins but a friend told me he thought they would fall under Wizard (a magic space wizard fighter).
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I love drow, rogues and Chinese weapons. I mean come on, rope darts are awesome.
My current character is a drow shadow monk, with a "unique" honor code (give him some time, he's working through some stuff). He also sucks on the socialization side of interacting with all other living creatures. which is very fun to RP.
Oh yeah Psi Warrior would work great. I was thinking you'd need to pick up some feats for the telekinetic stuff but with Psi Warrior it's all built in.
A big factor to me is that Jedi typically do not wear armor and rely on dodging and parrying aswell as supernatural senses. They are magicians first and agile warriors second
I think bladesinger is the most appropriate class for a Jedi.. magicians with Martial training. Bladesong allows you to reach out with your mental stat to enhance your dodge chance .
Ideally you'd use wisdom instead of int ofc but i think everything else works
If you take spells that messes with people's minds like like suggestion, calm emotions, friends and zone of truth, object manipulation spells like catapult and telekinesis and physical enhancing abilities like haste and jump it's even better.
For me and a "darth maul" style build it was Monk Way of the Astral Self, flavouring arms of the astral self as spectral blades that came out of the ends of his quaterstaff and then adding in some spell casting via the various magic feats (magic initiate, fey touched and shadow touched) and using gIthyanki as a race.
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Psi Warrior with a DEX focus and Sunblade does it for me. Still agile and dodgy in light armor, swings a lot, has jedi-type powers without also being able to randomly throw out a Fireball or Booming Blade.
But jedis were pretty diverse and you could build many different kinds with many different classes.
"Jedi" is as much a background as it is a class. The skillset varies strongly from individual to individual - some Jedi focused primarily on pyshicality, martial arts, and warrior's prowess, while others focused on pure Force manipulation, and others still focused more on diplomacy, peoplemancy, and the gentler arts. What they all had in common was a specific upbringing designed to sever them from any pre-existing bonds and align them with the Jedi Order/Council.
The powerset can vary from character to character. The most iconic 'Jedi' powerset is going to be a Dex-based Psi Warrior, fluffing the light armor as specialized robes for those who can't tolerate armored Jedi. Bladesinger works, as does a purely caster ability set. Force-users are more like sorcerers than wizards, generally training a smaller array of gifts more intensely than learning the 101 of every Force power, but sorcerers don't have any gishy subclasses. Creating one might be your best bet if you don't like Psi Warrior. But in any case, recall that 'Jedi' is as much a background as it is a class.
Jedi are their own homebrew class. There are subclasses that focus on lightsaber dueling, force use, maybe one on pilot, probably one or two others. And force powers are like sorcerer spells, where there’s a long list and people choose only a few of them (with some subclasses getting more choices than others), except you can’t swap them at level up. Some are basic like telekinetic pushing things (probably everyone gets that at level 1), others aren’t flashy, like a passive bonus to your piloting skill if you choose pilot, for example.
And yurei is right that it’s a background, too. Probably not a standard one, but one where there are 3-5 skill proficiencies, and you choose 2.
I think Jedi work as a mix between sorcs and wizards in terms of their powers.. they are born with natural gifts like a sorc but are trained from a very young age at an academy
If sorcs had a martial subclass it would probably work better since charisma captures the Jedi skillset Better than int.
The Main reason I don't find any fighter subclass super appropriate is that a Jedi's starting point is that they are a character with mystical abilities... So having fighter as your main class feels off to me. You can easily imagine an out of shape Jedi but you cannot take away the magic(force)
The fact that Jedi are so diverse in their focus is why I find bladesinger so appropriate. Some people play bladesinger as a caster with better defenses, only occasionally going into martial Combat(which would be akin to a Yoda or a qui Gon jinn.. where as others play them as martial characters enhanced by magic would would fit obi wan or darth maul
In any case.. unless you play as monk cleric or paladin, a Jedi character is probably gonna need some type of cultist or religious background
I think monk for sure, but I also think there's a lot of feats and multiclassing involved from one jedi to the next. Some are more monk/cleric, some monk/paladin, some straight up monk/fighter, even monk/druid (arguably everyone's favorite swamp troll Yoda who first gives us the spiel of all nature being connected through the Force).
I think with the spiritual nature of the Force, it would likely rule out most arcane magic classes, however I could still see someone who's described as being naturally prodigious with the Force as being kind of a monk/sorcerer
Mind you, if the discussion is "which of these would be playable?", then my disclaimer there would be that all of these combos are incredibly MAD and we just need to accept that the awesome heroes we see in movies just have really good stats to pull them off.
I think an excellent question is whether we are imagining building a Jedi in a DND universe or building a Jedi by applying 5e to a star wars Homebrew.
Personally im imagining DND in a star wars world and the question is which set of features best reflect a Jedi.
By that mindset arcane magic is not a thing.. star wars magic is the force and a wizard is someone who studies the force.. i definately understand the appeal of the spiritual aspect of the monk.. but i feel like it falls short when trying to achieve a Jedi move set.
I think Jedi work as a mix between sorcs and wizards in terms of their powers.. they are born with natural gifts like a sorc but are trained from a very young age at an academy.
Most of this training doesn't seem to involve academic pursuits though, at least not in terms of learning to use the Force - that's more of a "teach 'em to swim by throwing them in the deep end" approach, which is pretty sorcerer-like.
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With existing classes, Jedi are absolutely base psi warriors with dips into other classes and psi feats. My main character now is a Githyanki Psi Warrior 7/Wizard 2, and he plays pretty much like you would expect a Jedi to play. He’s incredibly mobile on the battlefield, force jumping (racial Jump and Psi-Powered Leap) where he needs to be to slash things with his magic sword. He moves objects with his mind (psi warrior Telekinetic Movement for big things and racial invisible Mage Hand for little ones). He has Charm Person for “these are not the droids you’re looking for” moments, Shield/Absorb Elements for deflecting “blasters.” He will take either Telekinetic for a force shove next level, or Fey Touched for Gift of Alacrity (precognition). All he needs is a Sunblade as a lightsaber…
I think Jedi work as a mix between sorcs and wizards in terms of their powers.. they are born with natural gifts like a sorc but are trained from a very young age at an academy.
Most of this training doesn't seem to involve academic pursuits though, at least not in terms of learning to use the Force - that's more of a "teach 'em to swim by throwing them in the deep end" approach, which is pretty sorcerer-like.
I can understand that perspective. I've always had the impression that jedi study techniques and ways to direct the force, which seems pretty similar to studying spells imo. It's like a jedi has an innate ability to connect with the force, but to achieve specific things with it, they need to learn how, which I think isn't too far off from a wizard... I do agree that they're probably not reading books to expand their skills (even though there are instances of text containing secrets ect), but they are probably learning the right ways to apply the force, which could be seen as similar to how a wizard learn to channel magic into spells by learning the right components. By contrast I guess I imagine a sorcs spell unlocking to be mroe of a personal discovery of ones inner potential... It's certainly decently fitting for a jedi, but the fact that Jedi come from, what is basically a magical boarding school. feels very wizardy to me :P
I mean.. that is untill Rey magically learns very specific force powers by pure instinct in the sequel trilogy which goes against everything I thought I knew about the jedi ways.. But I chose not to think about that tbh xD
That said, if sorcerer had a bladesinger type subclass, I would definitely find that more fitting a jedi, seeing how an innate ability seems to be pretty important for both sorcs and jedi... And jedi seem to be more charismatic than they do intelligent.
They are warlocks. I think I'd class The Force as an Archfey patron. The expanded spells fit, anyway (particularly sleep, calm emotions, dominate monster).
Wasn't the Psi Warrior in Tasha's first made because they wanted a Jedi in the game? Like isn't that LITERALLY the answer? Besides that, I think fighter is still the answer (maaaaaaybe monk). Paladins get powers because they are blessed by intelligent beings for their strict adherence to a moral code (their vow). And it can't be a magic, because some people are force sensitive and some aren't... but everybody can do magic if they try hard enough, but not everybody has midichlorians. Besides that, everyone who becomes a Jedi needs physical training. Maybe this is coincidence, but who uses the force and isn't a solid fighter?
I couldn't help myself and had a good think about it and this is what I came up with, some of this is from the Star Wars: Knights of the Old Republic games as well as the films.
For Reference I’ll base these off of the 3 “types” of Jedi/Sith from the Knight of the Old Republic games and assigning a D&D class to them, those being:
Consular = Sorcerer (Divine Soul for Light Side and Storm Sorcerer for Dark Side)
Sentinel = Monk (See Way of the Force below)
Knight = Fighter (Eldritch Knight or Psi Warrior depending on which books you have available).
The Consular style of Jedi/Sith force users are people that have the closest relationship with the force and master its “arcane” ways above more martial pursuits, these would be your Yoda and Darth Sidious types. Divine Soul seems the best fit for Light Side users and Storm Sorcerer for Dark Side because Force Lightning! I would take Subtle Spell as one of the first Meta Magic just to give that full Jedi casting style with no verbal or somatic components required. Spells to look out for would be based on force powers such as (but not limited to):
Mind Trick: Friends, Suggestion, Mass Suggestion and the various Charm/Dominate spells
Force Lightning: Shocking Grasp, Witchbolt, Lightning Bolt, Chain Lightning.
The Sentinel is a mix of martial prowess and Force ability so Monk seems perfect for this, As you’ll see below, I tweaked the Monk of the Four Elements to represent a more Force orientated set of powers.
And Finally the Knight is more focused on using the Force to bolster their martial ability, these would be your Anakin/Darth Vader types. If using the Eldritch Knight then I’d choose a force power and build around that one power as you don’t have too many spells to play with. You may need to get some DM approval to diverge from the usual criteria for choosing your spells.
Homebrew bit: Monk (Way of the Force)
I’ve taken the Way of the Four Elements Monk and done a little tweaking of the spells to get the powers. Otherwise this all functions as per Way of the Four Elements,
You know the Force Trickpower and one other Force Power of your choice, which are detailed below. You learn one additional Force Power of your choice at 6th, 11 and 17th level.
Force Powers:
Affect Mind 1. You cast Friends at will and can spend 2 ki points to cast Charm Person.
Affect Mind 2 (17th Level Required). You can spend 6 Ki points to cast Dominate Person.
Burst of Speed (11th Level Required). You can spend 4 Ki points to cast Haste, you can only target yourself with this ability.
Energy Resistance (11th Level Required). You can spend 4 Ki points to cast Energy Resistance, you can only target yourself with this ability.
Force Choke. As an action on your turn, you can spend 2Ki point to cause one creature within by 10 ft for that you can see to feel like they cannot breathe and start choking. The target must make a Constitution Saving Throw. On a failed save, the creature must spend its action that turn retching, reeling as it struggles to breathe. Creatures that do not need to breathe are are immune to this power and automatically succeed on this saving throw.
Force Crush (6th Level Required). can spend 3 ki points to cast Hold Person.
Force Lightning 1. You can spend 2 ki points to cast Witchbolt.
Force Lightning 2 (6th Level Required). You can spend 4 Ki Points to cast Lightning Bolt.
Force Lightning 3 (17th Level Required). You can spend 7 Ki to cast Chain Lightning.
Force Push. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30ft of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3dl0 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Force Trick. You can Cast Prestidigitation at will.
Force Pull. You can spend 2 ki points as a bonus action to use telekinetic force to shove and pull a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25ft closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Mind Trick 1 (3 Level required). You can spend 3 Ki points to cast Suggestion.
Mind Trick 2 (11th Level Required).You can spend 5 Ki points to Cast Confusion.
Pyrokinesis 1 (6 level required). You can cast Control Flames and Create Bonfire at will.
Pyrokinesis 2 (17th Level Required). You can spend 5 ki points to cast Wall of Fire.
Telekinesis 1. You can Cast Mage Hand @ will.
Telekinesis 2 (6th Level Required). You can spend 3 Ki points to cast Levitate.
Telekinesis 3 (17th Level Required). You can spend 6 Ki Points to Cast Telekinesis.
These are not an exhaustive list of powers but the best I could come up with at present.
Imo they are Paladins but a friend told me he thought they would fall under Wizard (a magic space wizard fighter).
None of the core classes fit well, but long rest spellcasters fit the worst of all possible options. Using the Force may be strenuous, but it's not remotely Vancian - there's no concept of "spell components" for Jedi, and "spell slots" don't even remotely make sense. The least bad fit if you have to pick a stock class is going to be a homebrewed subclass for Fighter, Rogue, or Monk. Warlock invocations have the right "shape" for Jedi, but getting that to work would require a homebrew core class, since at a minimum you'd need to completely modify their spell list. Likewise, Bards have a bunch of non-spellcasting powers highly appropriate for a Jedi, but you can't divorce them from spellcasting just by using a subclass.
Building a homebrew core class (or multiple, if that's easier for getting different psychic abilities to work) would be better, probably based around spellcasting a different way, as Warlocks are, with thematic non-spell abilities added, as Warlocks and Bards and Paladins have. I guarantee you you can find homebrew options on the web by Googling for takes on the "psion", which is what a Jedi would be, but if you want to make it yourself, here's the basic structure you need:
Jedi Powers: Jedi have multiple powers, most of which fit traditional ideas on how psychics/psionicists/espers/whatever should work, and some of which come out of left field, like Force Lightning, until you sit back and contemplate how to make them fit those traditional ideas. You can break them down as follows; note that all spells need to be rendered subtle to avoid component issues, and you shouldn't use actual spell slots, and anywhere I say "save", some spells are resisted with checks instead of the same sort:
ESP: Perhaps the most famous way to use the Force is by listening to it and letting it guide your actions - because the Force knows all, by letting it guide you, you can do things like the iconic action of parrying incoming bullets, since you can start moving before you could have known you should, and do it in a way that is optimal. Goes backwards in time, too, for stuff like psychometry.
This means things like most of the Divination school of spells, but 5E's spell schools aren't well-policed. Includes things like Bardic Inspiration, particularly the Soulknife version, which is self-only, and Jack of All Trades, and Expertise, and Reliable Talent, but not always-on except as a very high-level feature - a Jedi does things like pilot a ship they haven't been trained on by listening to the Force and letting the Force do it for them, and using the Force is usually portrayed as a non-trivial challenge.
Telepathy: Obi-Wan Kenobi leaned into this a lot. Most of the abilities here are going to be Enchantment, Illusion, and Divination spells of the sort resisted by Intelligence, Wisdom, and Charisma saves (the latter is very rare - Charisma is usually for forced teleportation, which doesn't fit Telepathy). Also includes things like communicating telepathically, which is random - Telepathic Bond is under Divination but Message is under Transmutation and Telepathy itself is under Evocation; you get the idea.
Most of the illusion tree can be revamped to work under Telepathy with the understanding that rather than modifying the world, you modify a target's mind. Spells like Minor Illusion would need to be revamped to instead alter a target's perceptions, like Weird does.
Does not work on Constructs, and hence probably should not work on Undead.
Telekinesis: a very broad umbrella, and the hardest to describe using 5E's spell schools and other rules terms in a generic way. This is how Force users pick up an object not near them, or jump incredibly high, or choke someone from across the room, or the like. Covers many spell schools, but I think most of them are under Transmutation - Catapult and Feather Fall and Telekinesis, for example.
Force Lightning and anything like it, such as Yoda absorbing Force Lightning and making it go away. This is thematically bizarre, with seemingly no relation to any other Force power sets. If you want to lean into this, you can give very high level Force users access to the direct energetic (generally, anything resisted with a Dex save) damage Evocation and Conjuration spells, perhaps coercing all of them to Lightning.
Force Healing/Repair, including Siphon mechanics (Biokinesis?): Absent from the original trilogy but present in much of the more recent lore, including The Mandalorian. Appears to always work by transferring some sort of vital energy - Rey and Grogu both seem to weaken when they use it to heal someone or something else, whereas Palpatine gets stronger by weakening someone or something else. Challenging to replicate with nothing but 5E spells, but e.g. Vampiric Touch is a decent starting point.
Note that the powers above need not be so well-separated; a Jedi might specialize in jumping very well by combining telekinesis to add oomph to a jump with ESP to have the Force tell them how to jump. That's entirely up to you.
Broadly speaking, using powers should require concentration as its most important cost, and the reason to have powers expend a resource should be to thematically represent the Force user being tired by exerting themselves - so spell points per long rest or ki points per short rest may work out ok, but spell slots are just a bad idea. Requiring time is also a good idea - e.g. if listening to the Force is concentration (so you can't have multiple effects up at once, and the one you have up can drop if you get hit) and requires e.g. an action, a bonus action, and a move to get back up (like how Rogues can currently spend their bonus action, their action, and their move on one attack with advantage), you're already making an ability have a real, genuine cost that doesn't require expending a resource per se. You may also want to require an ability check or save of some sort, which will let you do things like randomize how much time something costs (e.g. listening to the Force can be a DC 15 Arcana check using an ability dependent on the kind of Force user, which takes an action to do - so the better you are at Arcana, the faster you can probably start listening again).
For example, one approach to Force Jump:
Telekinesis: While listening to Telekinesis, you can use your spellcasting ability instead of Strength for all purposes, and your proficiency in Strength checks and saves increases one step: nonproficient->half, half->proficient, proficient->expertise.
ESP: While listening to ESP, you have advantage on Strength checks and saves, and you can treat a d20 roll of 9 or less with them as a 10.
Biokinesis: While listening to Biokinesis, you can spend a hit die to add 1d4 to any Strength check or save.
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Imo they are Paladins but a friend told me he thought they would fall under Wizard (a magic space wizard fighter).
I love drow, rogues and Chinese weapons. I mean come on, rope darts are awesome.
My current character is a drow shadow monk, with a "unique" honor code (give him some time, he's working through some stuff). He also sucks on the socialization side of interacting with all other living creatures. which is very fun to RP.
Paladin could work, but I think an eldritch knight works better.
LOL Try the Psi Warrior from Tasha's
She/Her Player and Dungeon Master
Oh yeah Psi Warrior would work great. I was thinking you'd need to pick up some feats for the telekinetic stuff but with Psi Warrior it's all built in.
Any. Just make a sub-class. Some already have them, the rest, a few feats does the job.
<Insert clever signature here>
A big factor to me is that Jedi typically do not wear armor and rely on dodging and parrying aswell as supernatural senses. They are magicians first and agile warriors second
I think bladesinger is the most appropriate class for a Jedi.. magicians with Martial training. Bladesong allows you to reach out with your mental stat to enhance your dodge chance .
Ideally you'd use wisdom instead of int ofc but i think everything else works
If you take spells that messes with people's minds like like suggestion, calm emotions, friends and zone of truth, object manipulation spells like catapult and telekinesis and physical enhancing abilities like haste and jump it's even better.
For me and a "darth maul" style build it was Monk Way of the Astral Self, flavouring arms of the astral self as spectral blades that came out of the ends of his quaterstaff and then adding in some spell casting via the various magic feats (magic initiate, fey touched and shadow touched) and using gIthyanki as a race.
Psi Warrior with a DEX focus and Sunblade does it for me. Still agile and dodgy in light armor, swings a lot, has jedi-type powers without also being able to randomly throw out a Fireball or Booming Blade.
But jedis were pretty diverse and you could build many different kinds with many different classes.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
"Jedi" is as much a background as it is a class. The skillset varies strongly from individual to individual - some Jedi focused primarily on pyshicality, martial arts, and warrior's prowess, while others focused on pure Force manipulation, and others still focused more on diplomacy, peoplemancy, and the gentler arts. What they all had in common was a specific upbringing designed to sever them from any pre-existing bonds and align them with the Jedi Order/Council.
The powerset can vary from character to character. The most iconic 'Jedi' powerset is going to be a Dex-based Psi Warrior, fluffing the light armor as specialized robes for those who can't tolerate armored Jedi. Bladesinger works, as does a purely caster ability set. Force-users are more like sorcerers than wizards, generally training a smaller array of gifts more intensely than learning the 101 of every Force power, but sorcerers don't have any gishy subclasses. Creating one might be your best bet if you don't like Psi Warrior. But in any case, recall that 'Jedi' is as much a background as it is a class.
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Jedi are their own homebrew class. There are subclasses that focus on lightsaber dueling, force use, maybe one on pilot, probably one or two others. And force powers are like sorcerer spells, where there’s a long list and people choose only a few of them (with some subclasses getting more choices than others), except you can’t swap them at level up. Some are basic like telekinetic pushing things (probably everyone gets that at level 1), others aren’t flashy, like a passive bonus to your piloting skill if you choose pilot, for example.
And yurei is right that it’s a background, too. Probably not a standard one, but one where there are 3-5 skill proficiencies, and you choose 2.
I think Jedi work as a mix between sorcs and wizards in terms of their powers.. they are born with natural gifts like a sorc but are trained from a very young age at an academy
If sorcs had a martial subclass it would probably work better since charisma captures the Jedi skillset Better than int.
The Main reason I don't find any fighter subclass super appropriate is that a Jedi's starting point is that they are a character with mystical abilities... So having fighter as your main class feels off to me. You can easily imagine an out of shape Jedi but you cannot take away the magic(force)
The fact that Jedi are so diverse in their focus is why I find bladesinger so appropriate. Some people play bladesinger as a caster with better defenses, only occasionally going into martial Combat(which would be akin to a Yoda or a qui Gon jinn.. where as others play them as martial characters enhanced by magic would would fit obi wan or darth maul
In any case.. unless you play as monk cleric or paladin, a Jedi character is probably gonna need some type of cultist or religious background
I think monk for sure, but I also think there's a lot of feats and multiclassing involved from one jedi to the next. Some are more monk/cleric, some monk/paladin, some straight up monk/fighter, even monk/druid (arguably everyone's favorite swamp troll Yoda who first gives us the spiel of all nature being connected through the Force).
I think with the spiritual nature of the Force, it would likely rule out most arcane magic classes, however I could still see someone who's described as being naturally prodigious with the Force as being kind of a monk/sorcerer
Mind you, if the discussion is "which of these would be playable?", then my disclaimer there would be that all of these combos are incredibly MAD and we just need to accept that the awesome heroes we see in movies just have really good stats to pull them off.
I think an excellent question is whether we are imagining building a Jedi in a DND universe or building a Jedi by applying 5e to a star wars Homebrew.
Personally im imagining DND in a star wars world and the question is which set of features best reflect a Jedi.
By that mindset arcane magic is not a thing.. star wars magic is the force and a wizard is someone who studies the force.. i definately understand the appeal of the spiritual aspect of the monk.. but i feel like it falls short when trying to achieve a Jedi move set.
Most of this training doesn't seem to involve academic pursuits though, at least not in terms of learning to use the Force - that's more of a "teach 'em to swim by throwing them in the deep end" approach, which is pretty sorcerer-like.
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With existing classes, Jedi are absolutely base psi warriors with dips into other classes and psi feats. My main character now is a Githyanki Psi Warrior 7/Wizard 2, and he plays pretty much like you would expect a Jedi to play. He’s incredibly mobile on the battlefield, force jumping (racial Jump and Psi-Powered Leap) where he needs to be to slash things with his magic sword. He moves objects with his mind (psi warrior Telekinetic Movement for big things and racial invisible Mage Hand for little ones). He has Charm Person for “these are not the droids you’re looking for” moments, Shield/Absorb Elements for deflecting “blasters.” He will take either Telekinetic for a force shove next level, or Fey Touched for Gift of Alacrity (precognition). All he needs is a Sunblade as a lightsaber…
I can understand that perspective. I've always had the impression that jedi study techniques and ways to direct the force, which seems pretty similar to studying spells imo. It's like a jedi has an innate ability to connect with the force, but to achieve specific things with it, they need to learn how, which I think isn't too far off from a wizard... I do agree that they're probably not reading books to expand their skills (even though there are instances of text containing secrets ect), but they are probably learning the right ways to apply the force, which could be seen as similar to how a wizard learn to channel magic into spells by learning the right components. By contrast I guess I imagine a sorcs spell unlocking to be mroe of a personal discovery of ones inner potential... It's certainly decently fitting for a jedi, but the fact that Jedi come from, what is basically a magical boarding school. feels very wizardy to me :P
I mean.. that is untill Rey magically learns very specific force powers by pure instinct in the sequel trilogy which goes against everything I thought I knew about the jedi ways.. But I chose not to think about that tbh xD
That said, if sorcerer had a bladesinger type subclass, I would definitely find that more fitting a jedi, seeing how an innate ability seems to be pretty important for both sorcs and jedi... And jedi seem to be more charismatic than they do intelligent.
They are warlocks. I think I'd class The Force as an Archfey patron. The expanded spells fit, anyway (particularly sleep, calm emotions, dominate monster).
Wasn't the Psi Warrior in Tasha's first made because they wanted a Jedi in the game? Like isn't that LITERALLY the answer? Besides that, I think fighter is still the answer (maaaaaaybe monk). Paladins get powers because they are blessed by intelligent beings for their strict adherence to a moral code (their vow). And it can't be a magic, because some people are force sensitive and some aren't... but everybody can do magic if they try hard enough, but not everybody has midichlorians. Besides that, everyone who becomes a Jedi needs physical training. Maybe this is coincidence, but who uses the force and isn't a solid fighter?
I couldn't help myself and had a good think about it and this is what I came up with, some of this is from the Star Wars: Knights of the Old Republic games as well as the films.
For Reference I’ll base these off of the 3 “types” of Jedi/Sith from the Knight of the Old Republic games and assigning a D&D class to them, those being:
Consular = Sorcerer (Divine Soul for Light Side and Storm Sorcerer for Dark Side)
Sentinel = Monk (See Way of the Force below)
Knight = Fighter (Eldritch Knight or Psi Warrior depending on which books you have available).
The Consular style of Jedi/Sith force users are people that have the closest relationship with the force and master its “arcane” ways above more martial pursuits, these would be your Yoda and Darth Sidious types. Divine Soul seems the best fit for Light Side users and Storm Sorcerer for Dark Side because Force Lightning! I would take Subtle Spell as one of the first Meta Magic just to give that full Jedi casting style with no verbal or somatic components required. Spells to look out for would be based on force powers such as (but not limited to):
Mind Trick: Friends, Suggestion, Mass Suggestion and the various Charm/Dominate spells
Force Lightning: Shocking Grasp, Witchbolt, Lightning Bolt, Chain Lightning.
Telekinesis: Gust, Mage Hand, Catapult, Levitate, Fly, Telekinesis.
The Sentinel is a mix of martial prowess and Force ability so Monk seems perfect for this, As you’ll see below, I tweaked the Monk of the Four Elements to represent a more Force orientated set of powers.
And Finally the Knight is more focused on using the Force to bolster their martial ability, these would be your Anakin/Darth Vader types. If using the Eldritch Knight then I’d choose a force power and build around that one power as you don’t have too many spells to play with. You may need to get some DM approval to diverge from the usual criteria for choosing your spells.
Homebrew bit: Monk (Way of the Force)
I’ve taken the Way of the Four Elements Monk and done a little tweaking of the spells to get the powers. Otherwise this all functions as per Way of the Four Elements,
You know the Force Trick power and one other Force Power of your choice, which are detailed below. You learn one additional Force Power of your choice at 6th, 11 and 17th level.
Force Powers:
Affect Mind 1. You cast Friends at will and can spend 2 ki points to cast Charm Person.
Affect Mind 2 (17th Level Required). You can spend 6 Ki points to cast Dominate Person.
Burst of Speed (11th Level Required). You can spend 4 Ki points to cast Haste, you can only target yourself with this ability.
Energy Resistance (11th Level Required). You can spend 4 Ki points to cast Energy Resistance, you can only target yourself with this ability.
Force Choke. As an action on your turn, you can spend 2 Ki point to cause one creature within by 10 ft for that you can see to feel like they cannot breathe and start choking. The target must make a Constitution Saving Throw. On a failed save, the creature must spend its action that turn retching, reeling as it struggles to breathe. Creatures that do not need to breathe are are immune to this power and automatically succeed on this saving throw.
Force Crush (6th Level Required). can spend 3 ki points to cast Hold Person.
Force Lightning 1. You can spend 2 ki points to cast Witchbolt.
Force Lightning 2 (6th Level Required). You can spend 4 Ki Points to cast Lightning Bolt.
Force Lightning 3 (17th Level Required). You can spend 7 Ki to cast Chain Lightning.
Force Push. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30ft of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3dl0 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.
Force Trick. You can Cast Prestidigitation at will.
Force Pull. You can spend 2 ki points as a bonus action to use telekinetic force to shove and pull a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25ft closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
Mind Trick 1 (3 Level required). You can spend 3 Ki points to cast Suggestion.
Mind Trick 2 (11th Level Required). You can spend 5 Ki points to Cast Confusion.
Pyrokinesis 1 (6 level required). You can cast Control Flames and Create Bonfire at will.
Pyrokinesis 2 (17th Level Required). You can spend 5 ki points to cast Wall of Fire.
Telekinesis 1. You can Cast Mage Hand @ will.
Telekinesis 2 (6th Level Required). You can spend 3 Ki points to cast Levitate.
Telekinesis 3 (17th Level Required). You can spend 6 Ki Points to Cast Telekinesis.
These are not an exhaustive list of powers but the best I could come up with at present.
None of the core classes fit well, but long rest spellcasters fit the worst of all possible options. Using the Force may be strenuous, but it's not remotely Vancian - there's no concept of "spell components" for Jedi, and "spell slots" don't even remotely make sense. The least bad fit if you have to pick a stock class is going to be a homebrewed subclass for Fighter, Rogue, or Monk. Warlock invocations have the right "shape" for Jedi, but getting that to work would require a homebrew core class, since at a minimum you'd need to completely modify their spell list. Likewise, Bards have a bunch of non-spellcasting powers highly appropriate for a Jedi, but you can't divorce them from spellcasting just by using a subclass.
Building a homebrew core class (or multiple, if that's easier for getting different psychic abilities to work) would be better, probably based around spellcasting a different way, as Warlocks are, with thematic non-spell abilities added, as Warlocks and Bards and Paladins have. I guarantee you you can find homebrew options on the web by Googling for takes on the "psion", which is what a Jedi would be, but if you want to make it yourself, here's the basic structure you need:
For example, one approach to Force Jump:
Telekinesis: While listening to Telekinesis, you can use your spellcasting ability instead of Strength for all purposes, and your proficiency in Strength checks and saves increases one step: nonproficient->half, half->proficient, proficient->expertise.
ESP: While listening to ESP, you have advantage on Strength checks and saves, and you can treat a d20 roll of 9 or less with them as a 10.
Biokinesis: While listening to Biokinesis, you can spend a hit die to add 1d4 to any Strength check or save.