Fighter
Base Class: Fighter

A Jedi is a devotee to the ways of the Jedi Order an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspired to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force.

Padawan

When you choose this archetype at 3rd level, you learn Force abilities that are fueled by special dice called Force dice. These dice also fuel the Jedi Stance Maneuvers you choose.

 

Jedi Powers.  You have access to new Force powers starting at 3rd level. These Force Powers are fueled by your Force Dice.

Force Dice. You have four Force dice, which are d8s. A Force die is expended when you use it. You regain all of your expended Force dice when you finish a short or long rest.

You gain another Force die at 7th level and one more at 15th level.

Saving Throws. Some of your Force Powers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Force Power and Stance save DC = 8 + your proficiency bonus + your Intelligence modifier. 

Force Jump

You harness the Force to increase your jump distance. Your vertical jump distance increases by 10 feet and your horizontal jump distance increases by 20 feet. (at level 10, each distance increased by 10 feet.)

Force Push/Pull

You learn the Force Push/Pull Cantrip

Force Sprint

You harness the Force to increase your movement speed. As a bonus action, you can expend 1 Force die to Dash as a bonus action on this turn and for 1 minute.

Jedi Stance Maneuvers

Stances. At Level 3, pick one of the Jedi Stances detailed below. Once per turn you may expend a Force die and use the manuever associated with your chosen Jedi Stance.

The Stances are presented below.

Ataru

When you take the attack action, you can expend one of your Force dice to cause the weapon to deal extra damage to the target you hit and to any other creatures of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Force die.

Makashi

When you make a weapon attack, you can expend one of your Force dice to cause the weapon attack to deal extra damage to the target you hit. The damage equals the number you roll on the Force die. You also add the number rolled to your AC until the start of your next turn.

Soresu

When you make the attack action, you can expend one of your Force dice to cause your weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Force die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. 

Apprentice

Starting at 7th level, you learn two additional force powers. 

 

Force Deflection

Starting at level 7, You may expend a Force die as a reaction to deflect a missile when you are hit with a ranged attack. The damage of the attack is reduced by 1d12 + your Intelligence mod + your Fighter level. If the damage is reduced to 0, make a ranged attack with your attack modifier on the attacker by deflecting the missile back. 

Force Telekinesis

At level 7, You may expend a Force die to enhance your Force Push/Pull cantrip. 

When you Cast Force Push/Pull, you can choose to roll a Force Die, adding the amount on the die to the damage and cause the target to make a Strength saving throw. On a failed save they are disarmed and the weapon falls to their feet. If they fail by 5 or more, you can pull the weapon to you. 

Jedi Knight

Starting at level 10, You have improved your knowledge of the Force. You have learned to use your Force powers in a more aggressive manner, drawing from both the light and the dark side.

 

Additional Stance You also learn an additional Jedi Stance. You can switch between your two stances using a bonus action or on a short or a long rest. 

 

Force Choke

Starting at level 10, You may harness the Force to cast an upgraded version of the Hold Person spell. 

As an Action, you may expend 2 Force dice to cast Hold Person without somatic or material components. 

If the spell lands, for the duration of the spell, you can use your bonus action to cause the target to take 1d10 Force damage. 

Force Lightning

Starting at level 10, You may harness the Force to cast the Lightning bolt spell. 

You may expend 2 Force dice to cast the spell without any somatic or material components. 

Improved Force Dice

At 10th level, your Force dice turn into d10s.

Jedi Master

Starting at 15th level, when you roll initiative and have no Force dice remaining, you regain one Force die.

Improved Force Dice

At 18th level, your Force dice turn into d12s.

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