I am creating a Star Wars based campaign. I am creating a new class called the "Force User". This class represents the Jedi and Sith. I am having trouble deciding how to balance this class. Here is what I have so far, please tell me if this sounds like a relatively balanced class.
1) The Force User is proficient with no tools, weapons, or armor other than the lightsaber and light armors (They do have Unarmored Defense). While this may sound bad, the lightsaber works similarly to the Monk's unarmed strikes. The damage of the lightsaber increases as the Force User levels up. At certain levels, they gain certain abilities with the saber. Weapon Bond. The FU can sense their saber's exact location as long as it is within 100 miles. If they are disarmed, they can use a bonus action to bring the saber back into their hands. The saber must be within 100 feet of the FU. Saber Throw. The FU can throw their saber. It acts as a ranged weapon with a range of 60 ft. The attack deals the base and bonus damage of a regular melee attack. Deflect Projectiles. If a projectile is going to hit the FU, they can use their reaction to attempt to deflect the projectile. They can only deflect energy based projectiles. e.g. They can deflect blaster bolts but not things like bullets or rockets. At higher levels, they can deflect more than one projectile. They cannot redirect the deflected projectile back at the attacker.
2) They are able to cast spells up to Level 9. There is a general list of spells as well as a Dark Side Spell List and Light Side Spell List (the two archetypes). They their own spell list and a few homebrew spells. Most FU spells are Conjurations, Enchantments, Evocations, and Illusions. They do have less spell slots than most other spell casters and don't receive spells until 3rd level.
3) The main power of the FU class is Force Control and Force Sense. FORCE CONTROL. As an action, the FU can attempt to move or manipulate objects or creatures by channeling the Force. They have a certain amount of Force Points that represents the amount of mental strength they can exert. When they lift up an object (or objects, depending on the FU's level), the objects gain a few stats based on size. These being a Force Point cost, a movement speed, a hurl distance, a hurl attack bonus, and a hurl damage. The hurl attack bonus and damage stats are weaker versions of the "Animate Objects" spell. If the FU wants to lift up a creature, the target must make a save. They FU can move around the target or hurl them for a small amount of damage. FORCE SENSE.
Force Sense (Level #)
At #rd level, you are able to sense creatures, objects, and places strong with the Force. You are always under the effect of the “Detect Evil and Good” spell. The spell is slightly modified, no barrier can stop the spell.
At #rd level, when a creature attempts to hide its true intentions from you, you can sense a ripple in the Force. You have advantage on all Insight checks.
At #rd level, you are able to sense the flow of the Force inside nearby creatures, revealing them to you. You can sense the presence of creatures who are invisible or hiding for 30 feet. You do not know their location, just that they are nearby.
At #rd level, the Force allows you to sense imminent danger. You cannot be surprised at the start of or during combat.
Does this class sound okay? It is intended to be a bit stronger when compared to other classes, but I don't want it to be OP.
It's hard to say how strong this class will be without having the damage set yet for its Lightsaber, which seems to be key to it's identity. Seems like a cool idea though!
Not to take away from your creativity here, but have you heard of Fantasy Flight's Star Wars RPG (core books Edge of the Empire, Age of Rebellion, and Force and Destiny)? It's an AWESOME game that replicates "that Star Wars feeling" way better than D&D-style systems. I'd strongly suggest using it instead if you want to play a Star Wars game!
I am creating a Star Wars based campaign. I am creating a new class called the "Force User". This class represents the Jedi and Sith. I am having trouble deciding how to balance this class. Here is what I have so far, please tell me if this sounds like a relatively balanced class.
1) The Force User is proficient with no tools, weapons, or armor other than the lightsaber and light armors (They do have Unarmored Defense). While this may sound bad, the lightsaber works similarly to the Monk's unarmed strikes. The damage of the lightsaber increases as the Force User levels up. At certain levels, they gain certain abilities with the saber.
Weapon Bond. The FU can sense their saber's exact location as long as it is within 100 miles. If they are disarmed, they can use a bonus action to bring the saber back into their hands. The saber must be within 100 feet of the FU.
Saber Throw. The FU can throw their saber. It acts as a ranged weapon with a range of 60 ft. The attack deals the base and bonus damage of a regular melee attack.
Deflect Projectiles. If a projectile is going to hit the FU, they can use their reaction to attempt to deflect the projectile. They can only deflect energy based projectiles. e.g. They can deflect blaster bolts but not things like bullets or rockets. At higher levels, they can deflect more than one projectile. They cannot redirect the deflected projectile back at the attacker.
2) They are able to cast spells up to Level 9. There is a general list of spells as well as a Dark Side Spell List and Light Side Spell List (the two archetypes). They their own spell list and a few homebrew spells. Most FU spells are Conjurations, Enchantments, Evocations, and Illusions. They do have less spell slots than most other spell casters and don't receive spells until 3rd level.
3) The main power of the FU class is Force Control and Force Sense.
FORCE CONTROL. As an action, the FU can attempt to move or manipulate objects or creatures by channeling the Force. They have a certain amount of Force Points that represents the amount of mental strength they can exert. When they lift up an object (or objects, depending on the FU's level), the objects gain a few stats based on size. These being a Force Point cost, a movement speed, a hurl distance, a hurl attack bonus, and a hurl damage. The hurl attack bonus and damage stats are weaker versions of the "Animate Objects" spell. If the FU wants to lift up a creature, the target must make a save. They FU can move around the target or hurl them for a small amount of damage.
FORCE SENSE.
Force Sense (Level #)
At #rd level, you are able to sense creatures, objects, and places strong with the Force. You are always under the effect of the “Detect Evil and Good” spell. The spell is slightly modified, no barrier can stop the spell.
At #rd level, when a creature attempts to hide its true intentions from you, you can sense a ripple in the Force. You have advantage on all Insight checks.
At #rd level, you are able to sense the flow of the Force inside nearby creatures, revealing them to you. You can sense the presence of creatures who are invisible or hiding for 30 feet. You do not know their location, just that they are nearby.
At #rd level, the Force allows you to sense imminent danger. You cannot be surprised at the start of or during combat.
Does this class sound okay? It is intended to be a bit stronger when compared to other classes, but I don't want it to be OP.
It's hard to say how strong this class will be without having the damage set yet for its Lightsaber, which seems to be key to it's identity. Seems like a cool idea though!
Not to take away from your creativity here, but have you heard of Fantasy Flight's Star Wars RPG (core books Edge of the Empire, Age of Rebellion, and Force and Destiny)? It's an AWESOME game that replicates "that Star Wars feeling" way better than D&D-style systems. I'd strongly suggest using it instead if you want to play a Star Wars game!
Wizard (Gandalf) of the Tolkien Club
Thank you for the resources! The lightsaber deals 1d8 damage at 1st level. It can go all the way up to 1d12 starting at level 17.