If we’re gonna necro this thread, obviously Monk. Look at the thematic basis for that side of Star Wars: it’s all samurai and martial arts movies. Monks fit the feel perfectly, if not the mechanics, so that’s what I’d pick.
Incidentally, for any other Star Wars DMs out there, the three inspirations for Star Wars were Westerns, WWII films, and samurai films. You can make something feel a lot more “Star Wars” by taking inspiration from those rather than from Star Wars itself. Failing to recognize this is one reason why some of the recent Star Wars media hasn’t recaptured the old feel.
Psi warrior fighter (DEX based, and a sun blade is finesse, so that’s perfect) covers most force generic wielders (at least Jedi and sith, night sisters would be a whole different discussion). Take a magic initiate feat to pick up charm person for mind tricks. And maybe the telekinetic feat to really amp up “force” powers.
If we’re gonna necro this thread, obviously Monk. Look at the thematic basis for that side of Star Wars: it’s all samurai and martial arts movies. Monks fit the feel perfectly, if not the mechanics, so that’s what I’d pick.
(Incidentally, for any other Star Wars DMs out there, the three inspirations for Star Wars were Westerns, WWII films, and samurai films. You can make something feel a lot more “Star Wars” by taking inspiration from those rather than from Star Wars itself.)
It would probably be Kensei, for parries (Jedis don't get hit often. ), and being really good with swords, and I'd take Telekinetic feat from Tasha's (Yes, flame me all you want.) for force pushes, and Step of The Wind is for those acrobatic leaps, and you're good.
I feel like anyone saying something other than Psi Warrior are not very familiar with Psi Warrior. Of course jedi/sith encompass a very broad range of abilities and one class is never going to represent all the examples, but PW covers lightsaber combat, deflection, telekinesis, and mental fortitude. All it's really missing is suggestion.
I feel like anyone saying something other than Psi Warrior are not very familiar with Psi Warrior. Of course jedi/sith encompass a very broad range of abilities and one class is never going to represent all the examples, but PW covers lightsaber combat, deflection, telekinesis, and mental fortitude. All it's really missing is suggestion.
I'm not, actually. Looking at it I think you're right though!
Anyone that says anything other than Kensei Monk with a Sun Blade, the Telekinetic feat, and probably multiclassed with the Psi Warrior Fighter is dead wrong. A Sith would probably be more Psi Warrior than Kensei, and the Jedi are likely going to be more Kensei than Psi Warrior.
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Please check out my homebrew, I would appreciate feedback:
I mean...the Psi Warrior fighter was pretty much purpose-built to be a Force-empowered combatant. That said, Force users were no more uniform than magic users. Some of them preferred overt shows of telekinetic power, a'la Psi Warrior. Some preferred to hone their minds and bodies and rely on their own inner strength, a'la Kensei. Some preferred to twist and manipulate minds in ways you could mimic with a Whispers bard or even potentially an Aberrant sorcerer. One could even make a case for the right spell selections on a Bladesinger wizard for particularly mystical Force users. All depends on what type of Force user you're trying to craft, and whether you're making a straight-up Jedi/Sith or whether you're taking inspiration from those orders to create something unique to your D&D game (i.e. the proper approach).
(Incidentally, for any other Star Wars DMs out there, the three inspirations for Star Wars were Westerns, WWII films, and samurai films. You can make something feel a lot more “Star Wars” by taking inspiration from those rather than from Star Wars itself.)
Yeah, while I'm liking the actual game as I read it, I was little surprised at the lack of consumer backlash over FFG's packaging of its Star Wars rules into a "scoundrel game" a "military game" and a "Force" game (all sharing some redundant mechanics and world lore and are completely cross compatible, hence the Clone Wars sourcebooks being useful for all three games). That said, those core rules do pretty much run off the Western/Fringer, WWII/Military, and "samurai"/disciplined warrior genre roots, it just isolates/compartmentalizes them in a way that's sort of "not Star Wars." But yeah, the Star Wars movies are a great way of seeing how you can just lift elements of other genres to ground some currency with your audience in an otherwise freely imaginative space ... sort of like running a D&D game.
To the question at hand (wait, didn't this thread die? oh wait, Star Wars, "no one's ever really gone"), the problem with a Jedi or Sith build is you're sort of making that ellusive "Gish" that's like the grail of home brewers and new class/subclass advocates (whether there's actually a periodical table of class mechanics where theory crafters will eventually fill in all the gaps is up for the debate, a good Gish would be a big win for that theory). Yes, sun blades are basically lightsabers. In fact, I believe they were first in AD&D Unearthed Arcana HC as a way for TSR to say "you can have lightsabers now." Beyond that bit of gear, a Jedi/Sith's ranged weapon parries, force pushes and force jumps, etc. - when your looking at a Jedi/Sith duel it would really stress the spell slots of a caster with MC levels to grant the martial prowess, some of the feats performed by Jedi on the battlefield of the Clone Wars aren't really mechanically possible I don't think. I think you could build a character a number of ways to make a PC 'like a Jedi' but I don't think the ruleset really captures it. So I'd just use The Force more for flavor.
It hasn't been said, at least in the recent revivication of this thread but the Jedi weren't exactly completely of a unified mindset about anything. Not even counting the dissidents like Qui Gon, arguably Anakin, and Quinlan Vos (and whatever Dooku was called before he left the order) I'd say the current canon Jedi have very different ways of going about the business of the Jedi which I think in some ways are reflective of some of the different ways Paladins differ among oaths. You don't really see this, or it doesn't really have time to be made more explicit in the movies, but in the expanded Clone Wars you learn there's a lot of different ways of being a Jedi. The history of the Sith as well as the Sith/Maul schism shows the same can be said for the Dark Side. And yes, Night Sisters (though I like how FFG's rules call them neither light nor dark).
Also Force lighting I feel works more in tune with Eldritch blast than the higher level lightning spells. Sith, at least Palpatine, spam the hell out of it.
The streames/Youtubers MannShorts have been running a Star Wars game using I think the Saga edition rules (note: the campaign is explicitly doing a mix of old Star Wars EU, current canon, and willingness to break canon for the sake of the characters' story. It's a fun game to watch/listen but the more you know about the schism between canons and also the fact that only half of the players are really big on Star Wars you can get more out of it). Saga Edition was WotC second effort/big revision at a Star Wars RPG, in that instance using the 3.5 rules and was/is pretty popular. If you really wanted to do Star Wars in Dungeons and Dragons I'd check that out and work your 3.5->5e conversion brain muscles (I'm also guessing its been done a number of times in the overlapping SW D&D community, but since a lot of SW RPG fandom is sort of rogue in its approach to copyright and distributing rules I won't provide any links to some of the rabbit holes I sometimes go down, I will say use the same caution in evaluating homebrew as you would any other type of homebrew). Looks like The Saga Edition sells on Ebay for anywhere from $60-80 for used books in varying conditions to around $175 for verified "brand new" condition.
Really Sunblade/lightsabers and finesse. Sure DEX based make sense for some Jedi, like Kenobi and Yoda and Ahsoka. But I think Anakin and definitely Vader would be more STR builds. A lot of the developed SW games rulesets actually identify something like 5-7 lightsaber fighting styles (which I think are actually a thing stunt coordinators worked on in the films). For instance I think Mace Windu's adopted an archaic form that's not studied often because it definitely hovers near the line for using rage powered strikes/smites. Remember the look on his face when he decapitated Jango? Compare that to Kit Fisko's (incessantly) happy warrior demeanor. Sometimes countenance tells you a lot.
Probably wrote more than needed in this thread, but I'm literally dividing my game time between running D&D and thinking about Star Wars games. I'd offer to fly with anyone in Squadrons sometimes but I'm really really bad, like unintentional replication of the A Wing spin crash into the Executor's bridge when trying to learn to drift in tutorial mode bad.
Anyone that says anything other than Kensei Monk with a Sun Blade, the Telekinetic feat, and probably multiclassed with the Psi Warrior Fighter is dead wrong. A Sith would probably be more Psi Warrior than Kensei, and the Jedi are likely going to be more Kensei than Psi Warrior.
I said this in the lost zone of post #20, but the sword of sharpness is a better fit mechanically to the lightsaber than a Sun Blade. It even emits light. its also the only way to get that classic Star Wars dismemberment action going.
It would probably be Kensei, for parries (Jedis don't get hit often. ), and being really good with swords, and I'd take Telekinetic feat from Tasha's (Yes, flame me all you want.) for force pushes, and Step of The Wind is for those acrobatic leaps, and you're good.
I have a rogue who took on Soul Knife because I explained the class in a nutshell "basically kinda a Sith, or maybe Ventriss if she stayed with the Nightsisters" and advised the Telekinetic feat instead of their fourth level ASI. The psi die is like the Force.
Off topic (but not really): someone explain "Night Sisters" to me, or provide a good link (good information can sometimes be hard to find on EU/"Legends" stuff...). This sounds like something I need to know about.
Off topic (but not really): someone explain "Night Sisters" to me, or provide a good link (good information can sometimes be hard to find on EU/"Legends" stuff...). This sounds like something I need to know about.
"The Nightsisters, also known as the Witches of Dathomir, were a clan and order of magick-wielding females who lived on Dathomir, a planet bathed in dark energies. These Dark side users were able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet."
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"The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game" - Dungeon Masters Guide
Off topic (but not really): someone explain "Night Sisters" to me, or provide a good link (good information can sometimes be hard to find on EU/"Legends" stuff...). This sounds like something I need to know about.
"The Nightsisters, also known as the Witches of Dathomir, were a clan and order of magick-wielding females who lived on Dathomir, a planet bathed in dark energies. These Dark side users were able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet."
Yeah, the Night Sisters I think may have an appearance in the old EU (I want to say the marriage of Leia/Han novel which some say was the worst written SW novel of that era, which ... is saying a lot). I don't think much beyond the name "NIghtsisters" and "witchy force users" was adapted into current canon. In current canon they are key to the backstory of an important villain turned anti-hero in Clone Wars, Assage Ventriss (herself having appeared in the 'vintage' clone wars cartoon), and they were revealed to be instrumental to the background of Darth Maul, who was not just a run of the mill Zabrak it runs out.
The recent video game Jedi: Fallen Order touches on the Night Sister legacy, which makes sense because that game widens the door to other traditions of observing/practicing The Force besides the Jedi/Sith divide, similar steps being done in the Sister/Brother/Father beings in a cool Clone Wars arc as well as the Bendu in Rebels (that show also revisits the Nightsisters in one pretty cool episode).
Best write up of the Nightsisters I've read was actually in one of the two FFG Clone Wars sourcebooks. Speaking of, was Aurra Sing a non Nightsister Dathomirian, or ever presented as one? I can totally see her as someone who grew up on Dathomir but never really connected to the Force, so instead sought fortune as a bounty hunter finger.
Also, am I being too harsh on a GM or abusive of lightsaber canon if I tell a character because they never maintain their lightsaber, the accumulated lint in the emitters has given his lightsaber blade a grey with white pinstripes look?
Thanks. Nar Shadaa makes sense for her too. And she can't really be "Dathomirian" who happened to be born on Nar Shadaa since Dathomirians ... are sort of bound to Dathomir that makes them being birthed elsewhere physically impossible. That said, it seems kidnappers and slavers have sometimes had business in Dathomir, so maybe raised on Nar Shadaa could make sense if I wanted to break canon in my drawing board Star Wars game, which is basically a bunch of brain storm notes for a d6 one shot I ran where Nightsisters of varying commitment to the NightSister order and Night Owls and Dr. Aphra-esque roguish tomb raider types were key I had a great time running it and a lot of the details I used to "fluff up" the one shot begged for more exploration in a sustained campaign).
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Jander Sunstar is the thinking person's Drizzt, fight me.
For the weapon, a [Tooltip Not Found] is probably the closest visually, but the sword of sharpness is probably the best fit mechanically.
For classes I'd say a spellcaster multiclass with either 7 levels of Monk (for deflect missiles and evasion) or 7 levels of Rogue (for uncanny dodge and evasion). The best fits for spellcasting would be martial/caster combos, so Paladins, Clerics, Hexblade Warlocks, Bladesinger Wizards, or Eldritch Knight fighters would all be appropriate.
Some others that might be useful are healing spells, Enervation (replicates Palpatine's move at the end of Ep 9), Sleep (replicating Kylo Ren's abilities in Eps 7/8), Sending, etc.
Yes, very much agreed. The only issues here are that Force users reliably disdain armor, so you need a build that's deliberately allergic to armor - that means, as a general rule, barbarian for a heavy armor allergy, bladesinger for heavy/medium allergy, and monk for total allergy. But there are very few ways to combine Barbarian usefully with spellcasting - you have to cast a non-concentration spell with a good buff before you rage. And studded leather can be credibly sold as just very good jedi robes, so I don't think we need to obsess with incorporating monk per se.
So I'd say the low-hanging fruit here is Bladesinger/X, where X is probably Arcane Trickster, Eldritch Knight, or, if you don't mind being very MAD, Monk. X could also be an Artificer dip, if you want e.g. a companion droid.
The other low-hanging fruit is Monk/X, where X is anything you like with Monk synergy, provided you pick up proficiency with longswords while you're at it (which can come from your race, if you like). There's no point at all in picking up Kensei, but as an example build here, you could do a shadow monk (which gets you some spellcasting with ki) / fighter or ranger with blind fighting quite well, and it's super easy to include a 1-level cleric dip for any domain you feel fits your jedi well, which might or might not get you your weapon proficiency.
Detect Thoughts should be on the Jedi/Sith spell list. Kylo Ren used it on Poe and failed on Rey. Vader sensed Obi Wan presence on the Death Star as well as discovered the existence of his daughter through similar probing. I don't recall off hand any of the cinematic Jedi mind reading, but I'm sure you see some instances of at least heightened empathy in Clone Wars. Speaks with Animals was an uncommon ability in either canon but Ezra Bridger exhibited powers akin to that. Protagonist of Jedi Fallen Order has a sort of psychometry power (get impressions of an object or area's past) which I know has an analogous D&D spell, but can't think of it. Absorb Elements, you see that being done with blaster fire and force lightning.
I think leather/studded being sold as Jedi robes make sense. I mean Darth Maul was very leathered up, and Anakin's Robes have a leather to them too. In the Clone Wars, Jedi did actually adapt varying elements of Clone battle armor into their uniforms, so you could go up to include things like breast plates or even half plate I'd say. Vader's more machine than man suit probably could be considered full plate with the DEX penalties.
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Jander Sunstar is the thinking person's Drizzt, fight me.
One will likely have a better time with creating a Force user if they make allowances for D&D being D&D, rather than doing their utmost to create a Star Wars cosplayer in D&D. As well, Midnight rightly points out that Force users don't always disdain armor. Even if they did, a simple Mage Armor fixes that issue without having to multiclass (for classes that get Mage Armor, anyways).
One interesting possibility for that route is an Archfey Warlock of the Blade. The Archfey gives a number of mind-affecting fey tricks that could map to a Force user manipulating its enemies' minds in battle, and the Blade Pact weapon summoning could map (roughly) to a Force user summoning their blade from some inconvenient place - or pulling it back to them, if it's knocked away. Warlock gives access to the Armor of Shadows invocation for constant Mage Armor as well as a number of other neat Invocations that could serve as unique Force disciplines for a given character. It wouldn't be the most relentlessly minmaxed D&D character ever devised, but that's sort of a given when working with strictures other than 'Relentlessly Minmax This Shit".
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If we’re gonna necro this thread, obviously Monk. Look at the thematic basis for that side of Star Wars: it’s all samurai and martial arts movies. Monks fit the feel perfectly, if not the mechanics, so that’s what I’d pick.
Incidentally, for any other Star Wars DMs out there, the three inspirations for Star Wars were Westerns, WWII films, and samurai films. You can make something feel a lot more “Star Wars” by taking inspiration from those rather than from Star Wars itself. Failing to recognize this is one reason why some of the recent Star Wars media hasn’t recaptured the old feel.
Wizard (Gandalf) of the Tolkien Club
Psi warrior fighter (DEX based, and a sun blade is finesse, so that’s perfect) covers most force generic wielders (at least Jedi and sith, night sisters would be a whole different discussion). Take a magic initiate feat to pick up charm person for mind tricks. And maybe the telekinetic feat to really amp up “force” powers.
It would probably be Kensei, for parries (Jedis don't get hit often. ), and being really good with swords, and I'd take Telekinetic feat from Tasha's (Yes, flame me all you want.) for force pushes, and Step of The Wind is for those acrobatic leaps, and you're good.
Mystic v3 should be official, nuff said.
I feel like anyone saying something other than Psi Warrior are not very familiar with Psi Warrior. Of course jedi/sith encompass a very broad range of abilities and one class is never going to represent all the examples, but PW covers lightsaber combat, deflection, telekinesis, and mental fortitude. All it's really missing is suggestion.
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
I'm not, actually. Looking at it I think you're right though!
Wizard (Gandalf) of the Tolkien Club
Anyone that says anything other than Kensei Monk with a Sun Blade, the Telekinetic feat, and probably multiclassed with the Psi Warrior Fighter is dead wrong. A Sith would probably be more Psi Warrior than Kensei, and the Jedi are likely going to be more Kensei than Psi Warrior.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I mean...the Psi Warrior fighter was pretty much purpose-built to be a Force-empowered combatant. That said, Force users were no more uniform than magic users. Some of them preferred overt shows of telekinetic power, a'la Psi Warrior. Some preferred to hone their minds and bodies and rely on their own inner strength, a'la Kensei. Some preferred to twist and manipulate minds in ways you could mimic with a Whispers bard or even potentially an Aberrant sorcerer. One could even make a case for the right spell selections on a Bladesinger wizard for particularly mystical Force users. All depends on what type of Force user you're trying to craft, and whether you're making a straight-up Jedi/Sith or whether you're taking inspiration from those orders to create something unique to your D&D game (i.e. the proper approach).
Please do not contact or message me.
Tulok the Barbrarian has done a lot of fictional character builds, including a lot of Star Wars builds so can browse his channel for inspiration.
Yeah, while I'm liking the actual game as I read it, I was little surprised at the lack of consumer backlash over FFG's packaging of its Star Wars rules into a "scoundrel game" a "military game" and a "Force" game (all sharing some redundant mechanics and world lore and are completely cross compatible, hence the Clone Wars sourcebooks being useful for all three games). That said, those core rules do pretty much run off the Western/Fringer, WWII/Military, and "samurai"/disciplined warrior genre roots, it just isolates/compartmentalizes them in a way that's sort of "not Star Wars." But yeah, the Star Wars movies are a great way of seeing how you can just lift elements of other genres to ground some currency with your audience in an otherwise freely imaginative space ... sort of like running a D&D game.
To the question at hand (wait, didn't this thread die? oh wait, Star Wars, "no one's ever really gone"), the problem with a Jedi or Sith build is you're sort of making that ellusive "Gish" that's like the grail of home brewers and new class/subclass advocates (whether there's actually a periodical table of class mechanics where theory crafters will eventually fill in all the gaps is up for the debate, a good Gish would be a big win for that theory). Yes, sun blades are basically lightsabers. In fact, I believe they were first in AD&D Unearthed Arcana HC as a way for TSR to say "you can have lightsabers now." Beyond that bit of gear, a Jedi/Sith's ranged weapon parries, force pushes and force jumps, etc. - when your looking at a Jedi/Sith duel it would really stress the spell slots of a caster with MC levels to grant the martial prowess, some of the feats performed by Jedi on the battlefield of the Clone Wars aren't really mechanically possible I don't think. I think you could build a character a number of ways to make a PC 'like a Jedi' but I don't think the ruleset really captures it. So I'd just use The Force more for flavor.
It hasn't been said, at least in the recent revivication of this thread but the Jedi weren't exactly completely of a unified mindset about anything. Not even counting the dissidents like Qui Gon, arguably Anakin, and Quinlan Vos (and whatever Dooku was called before he left the order) I'd say the current canon Jedi have very different ways of going about the business of the Jedi which I think in some ways are reflective of some of the different ways Paladins differ among oaths. You don't really see this, or it doesn't really have time to be made more explicit in the movies, but in the expanded Clone Wars you learn there's a lot of different ways of being a Jedi. The history of the Sith as well as the Sith/Maul schism shows the same can be said for the Dark Side. And yes, Night Sisters (though I like how FFG's rules call them neither light nor dark).
Also Force lighting I feel works more in tune with Eldritch blast than the higher level lightning spells. Sith, at least Palpatine, spam the hell out of it.
The streames/Youtubers MannShorts have been running a Star Wars game using I think the Saga edition rules (note: the campaign is explicitly doing a mix of old Star Wars EU, current canon, and willingness to break canon for the sake of the characters' story. It's a fun game to watch/listen but the more you know about the schism between canons and also the fact that only half of the players are really big on Star Wars you can get more out of it). Saga Edition was WotC second effort/big revision at a Star Wars RPG, in that instance using the 3.5 rules and was/is pretty popular. If you really wanted to do Star Wars in Dungeons and Dragons I'd check that out and work your 3.5->5e conversion brain muscles (I'm also guessing its been done a number of times in the overlapping SW D&D community, but since a lot of SW RPG fandom is sort of rogue in its approach to copyright and distributing rules I won't provide any links to some of the rabbit holes I sometimes go down, I will say use the same caution in evaluating homebrew as you would any other type of homebrew). Looks like The Saga Edition sells on Ebay for anywhere from $60-80 for used books in varying conditions to around $175 for verified "brand new" condition.
Really Sunblade/lightsabers and finesse. Sure DEX based make sense for some Jedi, like Kenobi and Yoda and Ahsoka. But I think Anakin and definitely Vader would be more STR builds. A lot of the developed SW games rulesets actually identify something like 5-7 lightsaber fighting styles (which I think are actually a thing stunt coordinators worked on in the films). For instance I think Mace Windu's adopted an archaic form that's not studied often because it definitely hovers near the line for using rage powered strikes/smites. Remember the look on his face when he decapitated Jango? Compare that to Kit Fisko's (incessantly) happy warrior demeanor. Sometimes countenance tells you a lot.
Probably wrote more than needed in this thread, but I'm literally dividing my game time between running D&D and thinking about Star Wars games. I'd offer to fly with anyone in Squadrons sometimes but I'm really really bad, like unintentional replication of the A Wing spin crash into the Executor's bridge when trying to learn to drift in tutorial mode bad.
Jander Sunstar is the thinking person's Drizzt, fight me.
I said this in the lost zone of post #20, but the sword of sharpness is a better fit mechanically to the lightsaber than a Sun Blade. It even emits light. its also the only way to get that classic Star Wars dismemberment action going.
I have a rogue who took on Soul Knife because I explained the class in a nutshell "basically kinda a Sith, or maybe Ventriss if she stayed with the Nightsisters" and advised the Telekinetic feat instead of their fourth level ASI. The psi die is like the Force.
Jander Sunstar is the thinking person's Drizzt, fight me.
Off topic (but not really): someone explain "Night Sisters" to me, or provide a good link (good information can sometimes be hard to find on EU/"Legends" stuff...). This sounds like something I need to know about.
Please do not contact or message me.
The Nightsisters are canon, they appeared in the Clone Wars. Their Wookieepedia page.
"The Nightsisters, also known as the Witches of Dathomir, were a clan and order of magick-wielding females who lived on Dathomir, a planet bathed in dark energies. These Dark side users were able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet."
"The D&D rules help you and the other players have a good time, but the rules aren't in charge. You're the DM, and you are in charge of the game" - Dungeon Masters Guide
Yeah, the Night Sisters I think may have an appearance in the old EU (I want to say the marriage of Leia/Han novel which some say was the worst written SW novel of that era, which ... is saying a lot). I don't think much beyond the name "NIghtsisters" and "witchy force users" was adapted into current canon. In current canon they are key to the backstory of an important villain turned anti-hero in Clone Wars, Assage Ventriss (herself having appeared in the 'vintage' clone wars cartoon), and they were revealed to be instrumental to the background of Darth Maul, who was not just a run of the mill Zabrak it runs out.
The recent video game Jedi: Fallen Order touches on the Night Sister legacy, which makes sense because that game widens the door to other traditions of observing/practicing The Force besides the Jedi/Sith divide, similar steps being done in the Sister/Brother/Father beings in a cool Clone Wars arc as well as the Bendu in Rebels (that show also revisits the Nightsisters in one pretty cool episode).
Best write up of the Nightsisters I've read was actually in one of the two FFG Clone Wars sourcebooks. Speaking of, was Aurra Sing a non Nightsister Dathomirian, or ever presented as one? I can totally see her as someone who grew up on Dathomir but never really connected to the Force, so instead sought fortune as a bounty hunter finger.
Also, am I being too harsh on a GM or abusive of lightsaber canon if I tell a character because they never maintain their lightsaber, the accumulated lint in the emitters has given his lightsaber blade a grey with white pinstripes look?
Jander Sunstar is the thinking person's Drizzt, fight me.
Per wookiepedia, she was from nar shadaa. No connection to dathomir nor the nightsisters.
https://starwars.fandom.com/wiki/Aurra_Sing
Thanks. Nar Shadaa makes sense for her too. And she can't really be "Dathomirian" who happened to be born on Nar Shadaa since Dathomirians ... are sort of bound to Dathomir that makes them being birthed elsewhere physically impossible. That said, it seems kidnappers and slavers have sometimes had business in Dathomir, so maybe raised on Nar Shadaa could make sense if I wanted to break canon in my drawing board Star Wars game, which is basically a bunch of brain storm notes for a d6 one shot I ran where Nightsisters of varying commitment to the NightSister order and Night Owls and Dr. Aphra-esque roguish tomb raider types were key I had a great time running it and a lot of the details I used to "fluff up" the one shot begged for more exploration in a sustained campaign).
Jander Sunstar is the thinking person's Drizzt, fight me.
Psi Warrior. Hands down.
SAUCE!!!!!!!!!!!!!!!!!
Yes, very much agreed. The only issues here are that Force users reliably disdain armor, so you need a build that's deliberately allergic to armor - that means, as a general rule, barbarian for a heavy armor allergy, bladesinger for heavy/medium allergy, and monk for total allergy. But there are very few ways to combine Barbarian usefully with spellcasting - you have to cast a non-concentration spell with a good buff before you rage. And studded leather can be credibly sold as just very good jedi robes, so I don't think we need to obsess with incorporating monk per se.
So I'd say the low-hanging fruit here is Bladesinger/X, where X is probably Arcane Trickster, Eldritch Knight, or, if you don't mind being very MAD, Monk. X could also be an Artificer dip, if you want e.g. a companion droid.
The other low-hanging fruit is Monk/X, where X is anything you like with Monk synergy, provided you pick up proficiency with longswords while you're at it (which can come from your race, if you like). There's no point at all in picking up Kensei, but as an example build here, you could do a shadow monk (which gets you some spellcasting with ki) / fighter or ranger with blind fighting quite well, and it's super easy to include a 1-level cleric dip for any domain you feel fits your jedi well, which might or might not get you your weapon proficiency.
Detect Thoughts should be on the Jedi/Sith spell list. Kylo Ren used it on Poe and failed on Rey. Vader sensed Obi Wan presence on the Death Star as well as discovered the existence of his daughter through similar probing. I don't recall off hand any of the cinematic Jedi mind reading, but I'm sure you see some instances of at least heightened empathy in Clone Wars. Speaks with Animals was an uncommon ability in either canon but Ezra Bridger exhibited powers akin to that. Protagonist of Jedi Fallen Order has a sort of psychometry power (get impressions of an object or area's past) which I know has an analogous D&D spell, but can't think of it. Absorb Elements, you see that being done with blaster fire and force lightning.
I think leather/studded being sold as Jedi robes make sense. I mean Darth Maul was very leathered up, and Anakin's Robes have a leather to them too. In the Clone Wars, Jedi did actually adapt varying elements of Clone battle armor into their uniforms, so you could go up to include things like breast plates or even half plate I'd say. Vader's more machine than man suit probably could be considered full plate with the DEX penalties.
Jander Sunstar is the thinking person's Drizzt, fight me.
One will likely have a better time with creating a Force user if they make allowances for D&D being D&D, rather than doing their utmost to create a Star Wars cosplayer in D&D. As well, Midnight rightly points out that Force users don't always disdain armor. Even if they did, a simple Mage Armor fixes that issue without having to multiclass (for classes that get Mage Armor, anyways).
One interesting possibility for that route is an Archfey Warlock of the Blade. The Archfey gives a number of mind-affecting fey tricks that could map to a Force user manipulating its enemies' minds in battle, and the Blade Pact weapon summoning could map (roughly) to a Force user summoning their blade from some inconvenient place - or pulling it back to them, if it's knocked away. Warlock gives access to the Armor of Shadows invocation for constant Mage Armor as well as a number of other neat Invocations that could serve as unique Force disciplines for a given character. It wouldn't be the most relentlessly minmaxed D&D character ever devised, but that's sort of a given when working with strictures other than 'Relentlessly Minmax This Shit".
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