When you take this oath at 3rd level, you gain the following two Channel Divinity options. Use the Force. You can use your Channel Divinity to turn augment your abilities. When you make an attack, skill check, ability check or saving throw you can use your Channel Divinity to gain a +10 bonus to the roll. My Ally is the Force. You can use your Channel Divinity to protect you. When you are attacked as a reaction you can use your Channel Divinity to gain +5 AC for 1 round.
Aura of Soresu:
Beginning at 7th level, your training in form III grants you protection in the most extreme circumstances. You and friendly creatures within 10 feet of add your Charisma bonus to AC. At 18th level, the range of this aura increases to 30 feet.
Jedi Master:
Starting at 15th level when you cast a spell with a saving throw and the target fails, the spell slot is not expended.
Grand Master:
At 20th your connection to the Force is at its peak and you may call upon it fully to aid you. As an action you gain the following for 1 minute: * 1 additional use of Channel Divinity * You are under the effects of the Investiture of Wind spell * Resistance to all damage * When you score a critical hit you deal maximum damage. * Spells with a casting time of 1 action can be cast as a bonus action.
Once you use this feature it can not be used again until you complete a long rest.
First off, change the name, it will be probably be taken down otherwise.
Channel Divinity: My Ally is the Force: It would be AC not defense. I would also add that it gains a +5 to dexterity saving throws.
Aura of Soresu: What's form III? Again, AC not defense. And it would be your Charisma modifier.
Grand Master: How many times can you activate this ability before a long rest?
I would add a sidebar for someone wanting to play a sith, gaining witch bolt and hold person. I'm surprised you think that paladin is the appropriate class for a Jedi as Paladins have proficiency in heavy armor, something distinctly unlike the Jedi.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
First off, change the name, it will be probably be taken down otherwise.
Channel Divinity: My Ally is the Force: It would be AC not defense. I would also add that it gains a +5 to dexterity saving throws.
Aura of Soresu: What's form III? Again, AC not defense. And it would be your Charisma modifier.
Grand Master: How many times can you activate this ability before a long rest?
I would add a sidebar for someone wanting to play a sith, gaining witch bolt and hold person. I'm surprised you think that paladin is the appropriate class for a Jedi as Paladins have proficiency in heavy armor, something distinctly unlike the Jedi.
I didn’t add to the save just because use the Force gives them a bigger save bonus, but I fixed the miswording of defense instead of AC.
forum 3 is Soresu. Mentioning it is just flavor text, but there are 7 standard styles if Lightsaber combat, form III: Soresu is the most defensive one and the preferred style of Obi-Wan.
put the standard once per long rest to the 20th level ability.
while it’s not standard, some Jedi did wear armor, especially during the Sith and mandalorian war. Also with the Aura it gives you an option not to wear armor. Monk would be another way to go, but you’d have to give them a lot of ki point options for Force Powers, proper sword profiences that would with the powers and it felt like a lot more tweaking to do but maybe I’ll try it. Or maybe I’ll do a The Force domain Cleric and give them unarmored defense and martial weapon profiency as domain bonuses...things to try. Maybe one for Jedi Knight, vs scholar vs diplomat
actually plan on doing a Sith one next, along with the spells, going to make some other changes like maybe give them forum 7 which would add Charisms to damage or 5 which would add it to attack. Alter 15th level ability to be based off of dealing damage, And alter the 20th level ability some..
actually maybe I’ll give the aura an option for all 7 styles and let the Jedi/Sith choose.
3rd: Witchbolt, Thunderwave 5th: Hold Person, Detect Thoughts 9th: Haste, Lightning Bolt 13th: Blight, Divination 17th: Bigby’s Hand, Dominate Person
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options. Use the Force. You can use your Channel Divinity to turn augment your abilities. When you make an attack, skill check, ability check or saving throw you can use your Channel Divinity to gain a +10 bonus to the roll. The Force is my weapon. You can use your Channel Divinity to Strengthen your offense you. As a bonus action you can use your Channel Divinity to gain a +5 bonus to your damage for 1 round
Aura of Juyo:
Beginning at 7th level, your training in form VII allows you to channel your anger into greater offense. You and friendly creatures within 10 feet of add your Charisma bonus to attack. At 18th level, the range of this aura increases to 30 feet.
Sith Lord:
Starting at 15th level when you cast a spell with a saving throw and the target fails, the spell slot is not expended.
Sith Master:
At 20th your connection to the Force is at its peak and you may call upon it fully to aid you. As an action you gain the following for 1 minute: * 1 additional use of Channel Divinity * Can Cast Chain lightning once per turn * Resistance to all damage * When you score a critical hit you deal maximum damage. * Spells with a casting time of 1 action can be cast as a bonus action.
Once you use this feature you can’t use it again until you finish a long rest.
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Just my attempt to turn Paladin into a Jedi
Oath of The Jedi
Oath Spells:
3rd: Shield, Thunderwave
5th: Suggestion, Detect Thoughts
9th: Haste, Sending
13th: Freedom of Movement, Divination
17th: Telekinesis, Steel Wind Strike
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Use the Force. You can use your Channel Divinity to turn augment your abilities. When you make an attack, skill check, ability check or saving throw you can use your Channel Divinity to gain a +10 bonus to the roll.
My Ally is the Force. You can use your Channel Divinity to protect you. When you are attacked as a reaction you can use your Channel Divinity to gain +5 AC for 1 round.
Aura of Soresu:
Beginning at 7th level, your training in form III grants you protection in the most extreme circumstances. You and friendly creatures within 10 feet of add your Charisma bonus to AC.
At 18th level, the range of this aura increases to 30 feet.
Jedi Master:
Starting at 15th level when you cast a spell with a saving throw and the target fails, the spell slot is not expended.
Grand Master:
At 20th your connection to the Force is at its peak and you may call upon it fully to aid you. As an action you gain the following for 1 minute:
* 1 additional use of Channel Divinity
* You are under the effects of the Investiture of Wind spell
* Resistance to all damage
* When you score a critical hit you deal maximum damage.
* Spells with a casting time of 1 action can be cast as a bonus action.
Once you use this feature it can not be used again until you complete a long rest.
First off, change the name, it will be probably be taken down otherwise.
Channel Divinity: My Ally is the Force: It would be AC not defense. I would also add that it gains a +5 to dexterity saving throws.
Aura of Soresu: What's form III? Again, AC not defense. And it would be your Charisma modifier.
Grand Master: How many times can you activate this ability before a long rest?
I would add a sidebar for someone wanting to play a sith, gaining witch bolt and hold person. I'm surprised you think that paladin is the appropriate class for a Jedi as Paladins have proficiency in heavy armor, something distinctly unlike the Jedi.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
First draft of the Sith variant
Oath of The Sith
Oath Spells:
3rd: Witchbolt, Thunderwave
5th: Hold Person, Detect Thoughts
9th: Haste, Lightning Bolt
13th: Blight, Divination
17th: Bigby’s Hand, Dominate Person
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Use the Force. You can use your Channel Divinity to turn augment your abilities. When you make an attack, skill check, ability check or saving throw you can use your Channel Divinity to gain a +10 bonus to the roll.
The Force is my weapon. You can use your Channel Divinity to Strengthen your offense you. As a bonus action you can use your Channel Divinity to gain a +5 bonus to your damage for 1 round
Aura of Juyo:
Beginning at 7th level, your training in form VII allows you to channel your anger into greater offense. You and friendly creatures within 10 feet of add your Charisma bonus to attack.
At 18th level, the range of this aura increases to 30 feet.
Sith Lord:
Starting at 15th level when you cast a spell with a saving throw and the target fails, the spell slot is not expended.
Sith Master:
At 20th your connection to the Force is at its peak and you may call upon it fully to aid you. As an action you gain the following for 1 minute:
* 1 additional use of Channel Divinity
* Can Cast Chain lightning once per turn
* Resistance to all damage
* When you score a critical hit you deal maximum damage.
* Spells with a casting time of 1 action can be cast as a bonus action.
Once you use this feature you can’t use it again until you finish a long rest.