Fighter
Base Class: Fighter

Fighters who have a strong connection to the Force can hear it calling to them, in response, they grasp the power with both hands. The user can use this power only if they have a good alignment.

(Perfect for a Star wars Based campaign)

Weapon of the Force

At third level, you find a blueprint to a certain type of lightsaber, the type is up to you. This shows you many things, such as, how to build a Lightsaber, and many of the Force's secrets. Upon taking this subclass, you gain Lightsaber proficiency. There are 5 kinds of Lightsabers. The cost shows how much gold you must spend in materials to craft the Lightsaber, the time shows how long it will take to finish in hours of work. You are able to build as many lightsabers as you want but can only wield 1 at a time, unless they are the shoto lightsabers.

Lightsabers are unable to be used effectively when wearing heavy or medium armour or wearing a shield, if this happens you no longer apply your Proficiency Bonus or Dexterity Modifier to a roll to hit and you do not get the features of your Lightsaber Form at level 7.

 When dual wielding shoto lightsabers you can use both as a single attack dealing 2d4+4 instead of a bonus action

Weapon Damage Properties Weight Cost Time
Lightsaber 1d8+4 Magic slashing damage Finesse 2 lb 200 12
Shoto Lightsaber 1d4+2 Magic slashing damage Finesse, Light 1 lb. 130 8
Saberstaff 2d6+2 Magic slashing damage Finesse, Two-Handed 3 lb. 400 24
Saberpike 1d8+4 Magic slashing damage Finesse, Reach, Two-Handed 2.5 lb. 300 18
Greatsaber 1d10+4 Magic slashing damage Finesse, Heavy 5 lb. 250 15

Unarmoured Defence

ou have used your connection to the force to gain some precognition, knowing when your enemies will strike, while you are wearing no armor, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

Force

Through midichlorians in your blood you are able to channel the force through body and mind to affect yourself, others and the environment around you. You have a maximum number of force points equal to your Fighter Level + Wisdom modifier (Minimum 1). Using Force Powers costs Force Points. You regain your Force Points after every long rest.

Your Force Save DC = 4 + Wis Mod + Dex Mod + Proficiency Bonus

At 3rd level you get three force powers, this increases by two at each 7th, 10th, 15th and 18th level.

Aura of Light

You are so well tuned with the light side of the force that you exude an aura of light side energy. Your FP maximum is reduced by 5. All creatures with the Evil alignment within 30 ft get disadvantage on all skill checks, saves and attack rolls. you automatically make any save against an Evil aligned source.

Electric Judgement

Casting Time: 1 Action
Range: 30 ft
Duration: Concentration, up to 10 minutes
Force Point Cost: 4 FP

You create a sustained bolt of raw force energy that arcs to the nearest enemy in range dealing 1d12 lightning damage. They can make a Constitution saving throw against your Force Save DC each time the bolt would damage them, if they succeed the bolt deals half damage and ends the connection.

The Power requires force points to damage a target, each time you take the attack action you may choose to spend 2 FP to damage the target that the bolt is arcing to.

(This power is counted as an attack action and can be used in extra attacks)

Force Barrier

Casting Time: 1 Action
Range: 60 ft
Duration: 1 minute
Force Point Cost: 7 FP

You create a Barrier encompassing a 5 ft radius 10 ft tall solid translucent cylinder originating from a point of your choice within range. This cylinder has an AC of 15 and 70 Hitpoints, resistance to all damage types and can be destroyed by the creator whenever they please. Any creatures that would be trapped inside may make a Dexterity save at double disadvantage (roll 3 dice and take the lowest) against your Force Save DC. If they succeed they will not be trapped, but will fall prone.

Force Healing

Casting Time: 1 minute
Range: Touch
Duration: Instantaneous
Force Point Cost: X FP

You channel the force through yourself into another creature rapidly increasing their healing process, this spell heals the target by 1d4 + 1 for every Force Point used for this Power

Force Jump

Casting Time: 1 Bonus Action
Range: Self
Duration: 1 minute
Force Point Cost: 2 FP

This Force Power allows the user to jump further and higher, the users jump distance and height are equal to their movement speed. Each jump only uses 10 ft of movement.

The user takes no fall damage while this is active but can't activate this power while in the air.

Force Light

Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Force Point Cost: 2 FP

The user channels to force into rays of light that dispel all darkness, magical and non magical, in a 60 ft radius sphere originating from your torso.

Force Projection

Casting Time: 10 minutes
Range: Self
Duration: Concentration
Force Point Cost: 10 FP

You are able to enter a state of meditation where you can tune yourself to the force and project your spirit anywhere within your current plane. Your force projection appears as you currently look but you are intangible, you can still use other force abilities through your spirit but you expend twice as many Force Points to use that ability. After prolonged use of this ability you start to lose vitality, for every 5 minutes you spend in spirit form you lose (12 minus your Constitution modifier)* from your hit point maximum until you take a short rest where you regain half of the lost hit points or a long rest where they are all regained.

Success depends on how familiar you are with the place your spirit travels to. 

Been to a place personally and/or know a person in that place personally Always works
 Heard about the place in detail roll above 4 on a d20
Interacted briefly with a person or creature in that place and/or heard about place with general detail roll above 7 on d20 
Heard the place exists but no further detail roll above 17 on d20 

 

* if i have a constitution of 12 (+1) i would lose 11 hit points from my hit point maximum

Force Push/Pull

Casting Time: 1 Action
Range: 60 ft
Duration: Instantaneous
Force Point Cost: 4 FP

You channel the force to cause a creature to move up to half of your movement speed directly towards or away from you. The creature can make a Constitution save against your Force Save DC, If they succeed they are unaffected and immune to this effect for 1 turn. You can target multiple creatures, each creature targeted costs 2 FP.

This Force Power is treated as an attack action and can be used in extra attacks

Force Valour

Casting Time: 1 hour
Range: 30 ft
Duration: 8 hours
Force Point Cost: 15 FP

You call upon the force to imbue you and your allies with great power. You and all your allies gain immunity to being charmed frightened and an increase to their movespeed, dexterity, and get a +1 to hit on all melee and ranged attacks. While this is active you are unable to use any Force Power other than Force Heal, Revitalise or Force Light.

Mind Trick

Casting Time: 1 Action
Range: 30 ft
Duration: Concentration, up to 1 day
Force Point Cost: 3 FP

For the duration, you can alter a single creatures decisions, to an extent that it still seems reasonable to that creature in accordance with its alignment and goals, and have advantage on all charisma checks against that creature. The spell ends when you break concentration or when you target another creature with this ability.

Precognition

Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Hour
Force Point Cost: 6 FP

The force allows you small snippets of what might happen next. You cannot be surprised for the duration of the spell, your armour class is increased by 2 if you aren't wearing armour but you become vulnerable to fire damage because of its unpredictable nature.

Revitalise

Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Force Point Cost: 5 FP

Cures the user of all conditions and exhaustion points. This also feeds the target for the day.

Telekinesis

Casting Time: 1 Action
Range: 120 ft
Duration: Concentration, 1 minute
Force Point Cost: 7 FP

You can move an inanimate object less than 400 lb up to four times your move speed through the air, you can hold the same item for up to a minute or until you stop concentration.

Words of Banishment

Casting Time: 1 Action
Range: 120 ft
Duration: Instantaneous
Force Point Cost: 18 FP

You sacrifice your connection to the living world in order to banish a great threat to another Plane. Transport 1 creature to the Astral plane, your hitpoint maximum becomes 1. This stays as your hitpoint maximum even if you are knocked out, the only way to regain you hitpoint maximum is to have a long rest and meditate afterwards for another 2 hours.

Lightsaber Form

At 7th level, you choose one Lightsaber Form to focus on. To gain the benefit of any of these forms, you must be wielding a type of Lightsaber.

 

Form I: Shii-Cho

Form I encouraged deliberate tactics, calling for continuous, step-by-step advancement while cutting off the opponent's angles. Shii-Cho was specialized towards engaging multiple opponents, the wide, sweeping motions being ideally suited towards attacking numerous adversaries. However, Form I was not as useful against single opponents, as such enemies had complete mobility and could find a weakness in Shii-Cho's comparatively clumsy bladework.

You practiced Form I: Shii-Cho teaching you how to take on and disarm multiple enemies in a group. While there are 1 or more enemies within 5 ft of each other, your lightsaber attacks can knock all those opponent's weapons or spellcasting focuses 10 ft behind them, even if they aren't the target of the attack.

Form II: Makashi

Form II emphasized fluid motion and anticipation of a weapon being swung at its target, and so required very fluid movements of both the blade and the body. Timing, accuracy, and skill, rather than strength, were relied-upon to defeat one's opponent.

 You practiced Form II: Makashi, based off Melee dueling and fast precise strikes. While facing an isolated enemy (one without any of its allies within 5 ft of you or it), your critical chances are increased, when you roll to hit and get a 19 or 20 you strike with a critical hit.

Form III: Soresu

The most defensive of the seven forms, Soresu utilized tight moves, subtle dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less exposed to ranged fire.

You practiced form III: Soresu, based on defence and outlasting your opponents. While wielding a lightsaber you gain a +4 to AC and when hit by a ranged attack you can make an acrobatics check against the attackers roll, if you succeed you take half damage and all ranged attacks against you until your next turn are made with disadvantage. Because of your defensive form you get disadvantage on all attack rolls with a lightsaber for the first minute of combat.

Form IV: Ataru

Practitioners of Ataru were always on the offensive, attacking with wide, fast, and powerful swings, constantly calling upon the Force to aid in their movements and attacks. By allowing the Force to flow throughout their body, they could overcome their physical limitations and perform amazing feats of acrobatics, such as somersaults and backflips, not only for attack, but also to evade the attacks and strikes of their opponents.

You practiced form IV: Ataru, based on fast, acrobatic attacks. During combat you get a +5 to your movement speed. While you use the Force Jump power you get advantage on melee attacks, if you are hit by a melee attack you can use your reaction to make an Acrobatics check against their attack roll, if you succeed you flip over the the person and take no damage, if you fail you fall prone as you got hit while attempting an acrobatic stunt.

Form V: Shien

Form V, Shien known as the "Perseverance Form", Shien was designed to protect against enemy blaster fire and strikes without compromising one's ability to launch powerful counterattacks.

You practiced form V: Shien, Based around counteracking and deflecting. When hit by an attack you can make an acrobatics check against their attack roll. On a success against a melee attack you exploit their momentary weakness to make a counterattack, dealing half of your Lightsaber damage to the enemy, on success against a ranged or ranged spell attack you deflect the attack taking half of the damage and the attacker takes the other half. You can use this feature as well as a reaction and you can use this feature a number of times equal to your proficiency bonus per short rest.

Form VI: Niman

Form VI attempted to balance all elements of lightsaber combat, combining the techniques from Forms that came before into a less intensely demanding combat style. In practice, Form VI was a combination of older forms (Forms I, III, IV, and V), and all of them in moderation.

You practised Form VI: Niman, a low intensity jack of all trades combat style. Being able to concentrate less on combat and more on the force allows to connect to the force better during combat. While in combat you gain Temporary Force Points equal to 1/3 of your fighter level rounded up, these can go above your normal maximum FP. All your Force Power attacks do additional 2 force damage for each force point used to cast that power.

Form VII: Juyo

Juyo was described as the most vicious form of lightsaber combat, and was said to be filled with both fury and malignant grace. The form came to be known as the most difficult and demanding in all of saber combat.

You practised Form VII: Juyo, being both chaotic and erratic, with a heavy focus on offense. All of your Lightsaber attacks get your proficiency added to the damage, whenever you deal a critical hit deal maximum damage instead of rolling and add your proficiency and Dexterity bonus a second time to the damage. Each enemy you defeat you gain 1d4 hitpoints back. At the end of combat you get 3 exhaustion points and 1/3 rounded up of your force points as this form slightly weakens your connection with the force.

Memory Walk

You are able to connect yourself to the force through other sentient creatures. You can see all the memories of any being capable of speaking a language. This can only be used once per short rest.

Calm Mind

During a short rest you can expend 1 hit dice to regain some of your Force Points. you can expend 2 hit dice this way at 15th level fighter and 3 at 18th level fighter.

One with the Force

You delve into the secrets of the Living and Cosmic Force, you have discovered mysteries available to only the most Force sensitive Jedi can find these secrets.

The voices of Jedi long past talk to you through the Force, you gain proficiency in all skills.

Your mastery of the force is unmatched, You gain a bonus of 5 FP to your maximum force point total and you can use 2 Force Power attacks per attack.

All of your Force powers cost 1 FP less

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