Base Class: Monk
The Jedi are the guardians of peace and justice in the world. They are able to use source of their ki, the Force, to augment themselves in nearly all circumstances. Along with their unique powers, Jedi also are well-known for their signature weapon, the Lightsaber - a blade of energy that is used for both offense and defense.
Those who follow the Force fall mainly into two camps: the Light Side and Dark Side of the Force.
Light: “A Jedi uses the Force for knowledge and defense. Never for attack.” – Master Yoda
Lightside Jedi are excellent fighters in their own right, but are more geared towards negotiation, scholarship, investigation, support, and protection than combat prowess. They can solve problems before they happen, resolve matters peacefully and without incident, and offer perhaps the most reliable protective services in existence. Their lightsaber colors are regularly blue or green, though yellow and purple lightsabers have been observed in rarer occurrences. Their alignments are most often Lawful Good, though more neutral or chaotic alignments have been observed in some occurrences; they cannot be Evil without turning to the Dark side. Lightside Jedi can be tempted to use the Dark Side much more readily than the Darksiders return to the Light – as Yoda says, the Dark side is “easier, more seductive,” though not stronger than the Light side overall.
Dark: “Evil is a word used by the ignorant and weak. The dark side is about survival. It’s about unleashing your inner power.” – Darth Zannah
Darkside Jedi are primarily geared towards raw power, combat, and control. At higher levels, they can take on entire enemy groups at a whim, while remaining able to intimidate and manipulate even the staunchest enemies. The most powerful of them can influence whole governments and societies from the public or the shadows, while personally fending off armies of all sizes. Their lightsaber color is always red and they strongly tend towards evil alignments, usually Chaotic, though neutral and lawful have been observed in certain circumstances. They cannot be Good unless turned back to the Light side. They can be turned back to the Light, usually specifically through a very personal connection to another of an opposite alignment, whether a lover, friend, or kin.
I am One with the Force
Starting at 3rd level when you choose this subclass, you gain access to the Force. As such, you gain the following:
-You can choose one "General" Force power from the list below. You get to choose one more each at 6th, 11th, and 17th level. Also, at 6th, 11th, and 17th level you may choose to switch out a known General Force power for another one on the same list.
-Your ki point maximum is increased by an amount equal to your proficiency bonus.
-WIS is your spellcasting modifier when using Force powers (DC = 8+ prof bonus + WIS modifier).
-Spells cast as Force powers, if they normally require Somatic components, can be cast even if your hands are full. Further, all spells cast as Force powers still require the casting time (Action, Bonus Action, etc.) they normally require to cast.
-Your Lightsaber can be used as a spellcasting focus.
General Force Powers (all Jedi, Light or Dark, have access to these):
Force Telekinesis - If chosen, you can cast the Mage Hand cantrip at will (the hand is invisible). In addition, you may spend 2 ki points to cast Levitate, and starting at 9th level you can spend 5 ki points to cast Telekinesis.
Force Push - if chosen, you can spend 1 ki point to cast Thunderwave. You may spend additional ki points to increase the spell's power; each point increases the spell level by 1.
Force Jump - if chosen, you can spend 1 ki point to cast Jump as an action or Feather Fall as a reaction.
Force Telepathy - if chosen, you can cast the Message cantrip at will. Starting at 5th level, you can spend 3 ki points to cast Sending, and starting at 9th level, you can spend 5 ki points to cast Telepathic Bond.
Force Healing - if chosen, you may, as an action, spend up to 5 ki points. You then touch a creature within 5 feet of you and restore a number of HP equal to (the number of ki points spent x your Monk level).
Force Bellow - if chosen, you may cast the Thaumaturgy cantrip at will. You can also spend 2 ki points to cast Shatter. You may spend additional ki points to increase the spell's power; each point increases the spell level by 1.
Force Communicate - if chosen, you may spend 1 ki point to cast Comprehend Languages. Starting at 5th level, you may spend 3 ki points to cast Tongues.
Force Empathy - if chosen, you may spend 1 ki point to cast Detect Thoughts. Starting at 9th level, you may spend 5 ki points to cast Commune.
Lightsaber
Starting at 3rd level, you gain the signature weapon of the Jedi Order, the Lightsaber. This is a blade of energy ignited from a specialized hilt carried by every Jedi, and Jedi are able to construct new lightsaber hilts if theirs is lost. To do so simply requires purchasing 100gp worth of materials and spending 1 day reconstructing the hilt. Only Jedi can ignite and extinguish their lightsabers, and if the lightsaber hilt falls from their grasp, the blade automatically shuts off. You may ignite your lightsaber as if you simply drew it from a sheath; extinguishing the Lightsaber is just as if you sheathed the blade.
-Your Lightsaber deals 1d6 force damage on a hit. The Lightsaber also counts as a Monk weapon for you and further has the Light, Finesse, Versatile (1d8), Thrown (20/60), and Return properties.
-Your unarmed strike, martial arts, and Flurry of Blows attacks can be made with the Lightsaber or with your unarmed strike, individually for each attack, as you prefer.
Jedi Path
Starting at 3rd level, you must choose your path: Light or Dark. Your choice determines what abilities this subclass feature offers you, and also partially what Force powers you have access to. All Jedi, Light or Dark, have access to "General" Force abilities. However, only Lightside Jedi can access the Lightside powers, and Darkside Jedi can only access Darkside powers. If your Jedi character ends up turning from Light to Dark or Dark to Light, you lose access to your old path-specific powers and may choose new ones.
Light: Gain proficiency in Persuasion plus ONE of the following: History, Nature, Medicine, Religion, or Animal Handling.
Dark: Gain proficiency in TWO of the following: Insight, Persuasion, Deception, and Intimidation.
You also get to choose one Force power from your chosen Path, Light or Dark (Light and Dark-specific power listed below). You may choose one additional Light/Dark-specific Force power at 6th, 11th, and 17th level. Also, at 6th, 11th, and 17th level you may choose to switch out a known Light/Dark Force power for another one on the same list you have access to.
Lightside-only Force Powers:
Jedi Mind Trick - if chosen, you may spend 2 ki points to cast Suggestion. Starting at 11th level, you may spend 6 ki points to cast Mass Suggestion. You may spend additional ki points to increase the power of these spells if the spell in question allows it; for each point, increase the spell level by 1.
Force Illusion - if chosen, you can cast the Minor Illusion cantrip at will. You can also spend 1 ki point to cast Silent Image, Sleep, or Dissonant Whispers. Starting at 5th level, you can spend 3 ki points to cast Major Image. You may spend additional ki points to increase the power of these spells if the spell in question allows it; for each point, increase the spell level by 1.
Force Cloak - if chosen, you can spend 2 ki points to cast Invisibility. You may spend additional ki points to increase the power of this spell; for each point, increase the spell level by 1.
Animal Bond - if chosen, you can spend 1 ki point to cast Animal Friendship or 2 ki points to cast Animal Messenger. Starting at 7th level, you may spend 4 ki points to cast Charm Monster.
Force Body - if chosen, you can spend 2 ki points to cast Lesser Restoration. Starting at 5th level, you can spend 3 ki points to cast Remove Curse. Starting at 9th level, you can spend 5 ki points to cast Greater Restoration.
Battle Meditation - if chosen, as an action, you can enter a trancelike state where you can boost your allies. This counts as a Concentration spell for you, and lasts for up to 1 minute. As long as you concentrate, if an allied player or creature within 60 feet of you makes an attack roll or ability check, you can spend 1 ki point and add your proficiency modifier to that roll. You can make this choice before or after you see the roll, but must be before the DM determines the result of the roll.
Darkside-only Force Powers:
Force Choke - if chosen, you can spend 2 ki points to cast Hold Person. If the target fails the spell's CON save, you can also spend up to 5 additional ki points. For each ki point spent, deal 1d10 force damage to the held creature.
Offensive Telekinesis - if chosen, you can spend 1 ki point to cast Catapult. You may spend additional ki points to increase the spell's power; for each point, increase the spell level by 1. Starting at 9th level, you may spend 5 ki points to cast Animate Objects.
Force Lightning - if chosen, you can spend 1 ki point to cast Witch Bolt. Starting at 5th level, you can spend 3 ki points to cast Lightning Bolt, and starting at 11th level, you can spend 6 ki points to cast Chain Lightning. You may spend additional ki points to increase the spell's power; for each point, increase the spell level by 1.
Force Manipulate - if chosen, you can cast the Friends cantrip at will. You also can spend 1 ki point to cast Command, Charm Person, or Dissonant Whispers. You may also choose to spend 2 ki points to cast Suggestion orTasha's Mind Whip. You may spend additional ki points to increase the power of these spells if the spell in question allows it; for each point, increase the spell level by 1.
Force Burst - if chosen, you may cast the Gust cantrip at will. You may also spend 2 ki points to cast Gust of Wind. Starting at 9th level, you can spend 5 ki points to cast Destructive Wave, and starting at 13th level, you can spend 7 ki points to cast Whirlwind.
Force Malevolence - if chosen, you can spend 1 ki point to cast Cause Fear. Starting at 5th level, you can spend 3 ki points to cast Fear. You may spend additional ki points to increase the spell's power; for each point, increase the spell level by 1.
Lightsaber Form
Starting at 6th level, you may improve your Lightsaber combat by mastering a special combat form. Choose ONE of the following options. At 14th level, you may change from one Lightsaber form to another, but if you do so, your new form cannot be changed.
Soresu - the most defensive lightsaber form. Choosing Soresu offers the following benefits: when your Lightsaber is ignited, you may use your Patient Defense ability without spending a ki point. Also, once on your turn if you've already used your reaction, you may spend 1 ki point to gain an additional reaction.
Ataru - the most acrobatic lightsaber form. Choosing Ataru offers the following benefits: when your Lightsaber is ignited, you may use your Step of the Wind ability without spending a ki point. Also, if you end your Dash within 5 feet of a creature, you may make a melee attack against that creature as a free action.
Shien/Djem So - the most brutal lightsaber form. Choosing Shien/Djem So offers the following benefits: when your Lightsaber is ignited, once on each of your turns you may add 1d8 to one damage roll. At 14th level this increases to 2d8. Also, you may make the optional ranged attack after using your Deflect Missiles ability without spending a ki point.
Juyo/Vapaad - the most aggressive lightsaber form. Choosing Juyo/Vapaad offers the following benefits: when your Lightsaber is ignited, your Lightsaber attacks score a critical hit on a roll of 19 or 20. Also, when you spend 1 ki point to use your Flurry of Blows ability, you may make three attacks instead of two.
Warrior Sage
Starting at 11th level, your Lightsaber damage increases to a base damage of 1d8 (Versatile 1d10).
In addition, when you cast a Force power, you can make a weapon attack as a bonus action.
The Force is With Me
Starting at 17th level, any spells cast as Force powers that originally require Somatic or Material components to cast now can be cast without them.
Comments