Base Class: Monk
Monks of the Way of the Sentinel follow two traditions. One tradition values the living force and meditation. These monks might be called Jedi, and they serve as diplomats and guardians. Jedi are servants of the people to safeguard freedom and justice. The other tradition believes in self-preservation and power. These monks may be called Sith. Sith serve as assassins and mercenaries. Sith are corrupted by power and live for chaos.
For abilities that use saving throws it is 10+ your Wisdom modifier referred to as a Will save.
Jedi/Sith Force
This ability grants you the power to push, pull, lift and throw objects of small size or less that are not worn or carried. You may use this ability on a creature if they are one size large or smaller than you. You can move them in a direction of your choice up to ten feet if they fail a Will save (Wisdom). The range of this ability is 30 ft. If they collide with a wall, they take 1d4 bludgeon damage.
Sith Force Choke/Jedi Force Regenerate
Sith Force Choke
At 6th level, if you choose the path of the Sith you gain the ability to Choke the life from a target using the force. You can target a creature 30 ft away with this ability. The target must make a Will save (Wisdom) or take 2 of your martial arts die as damage. This ability costs 2 Ki points.
Jedi Force Regenerate
At 6th level, if you choose the path of the Jedi you gain the ability to Regenerate the life essence of a target creature. You can use this ability on yourself or another creature, the range is touch. Upon spending 2 Ki points you or the target you use this ability on regain hit points equal to two martial arts die.
Sith Saber Throw/Jedi Mind Trick
Sith Saber Throw
By 11th level, a Sith has mastered the darker powers of the force and can use them to throw their Lightsaber. When you spend 4 Ki points you can make a ranged attack and throw your lightsaber up to 20 feet. On hit the target will take 3 martial arts die as damage (this includes the 2 martial arts die of damage the lightsaber does already.)
Jedi Mind Trick
At 11th level, the Jedi can use the power of the force to trick the mind of others. By spending 3 Ki points you can pick a target up to 30 feet away and try to trick them with the force. The target creature must make a Will save (Wisdom) or be incapacitated for a round.
Sith Force Lightning/Jedi Force Repulsion
Sith Force Lightning
At 17th level, a Sith can call upon the living force and manifest it as a lightning attack. Make a ranged attack against a target using 5 Ki points at a range of 30 ft. On a hit the target takes 4 martial arts die + your wisdom as lightning damage.
Jedi Force Repulsion
At 17th level, a jedi can absorb some of the damage of the next attack that hits him and throw it back at the attacker. On a hit the jedi rolls 4 martial arts die and adds their wisdom modifier to the roll then they will subtract that from the damage they would normally receive, the amount left over will still affect the jedi. The number that was blocked by this ability can be thrown back to the attacker. For example, if you were attacked by lightning bolt for 8d6 and 38 was the total and you as the jedi used this ability to absorb the damage you would roll 4d10. Let's say you roll 29, you would now subtract the 29 from the 38 which gives you 9 remaining damage. You would take this 9 the other 29 you stopped with this ability would be thrown back to the attacker, meaning they take 29 force damage.
Light Saber
When you choose this path at level 3 you can craft your own lightsaber. You can make your lightsaber look however you want, and you can pick the color it is. Your lightsaber does your martial arts die as damage plus Wis.
Note before you can use a lightsaber you must have your dm take you on a quest to gather the materials you need to craft it and get some sort of crystal as its focus.
Previous Versions
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