Base Class: Monk
The Jedi are an order of intergalactic protectors able to use a powerful magic called "The Force" to defeat enemies. They wield powerful weapons called lightsabers powered by a kyber crystal, which creates a plasma blade that can extend and contract from the metal hilt freely. The Jedi are against the Sith, which are also wielders of the Force but use it for evil purposes.
Lightsaber
At 3rd level, when you choose this subclass, you gain a specialized Jedi weapon called a lightsaber, which has a range of 5 ft. Only you can wield this weapon, and if it breaks, it takes 12 hours and 1,000 GP to craft a new saber. The lightsaber counts as a monk weapon, and you can either use your Dex. modifier or Wis. modifier on your attack rolls. The standard lightsaber deals 2d6 [ ] damage, the damage type being modified by what color of lightsaber you choose. Orange and Purple: Psychic damage- Blue and White: Force damage- Red and Black- Necrotic damage- Yellow and White- Radiant damage.
There are many types of Lightsabers, and each model grants you special benefits. Choose a lightsaber below that you have access to (you must fit the perquisite.)
Dual Blade: (Cost: 800 gp) The dual-bladed lightsaber is a powerful weapon that has two plasma blades instead of the standard one. Special Feature: multiple attacks (after the first attack) have disadvantage, and if two enemies are attacking you, you may add one to your armor class as a reaction. Wielders include Darth Maul.
Standard and Blaster: (Cost: 250 gp) In addition to the basic lightsaber, you carry a lightsaber pistol (or blaster). This is a ranged weapon that counts a monk weapon. It deals 1d10 force damage on a hit, and has a range of 100/900. Blaster wielders include the Mandalorian, Princess Leia, and Han Solo.
Backhand (Shien): You carry a standard saber wielded in the style Shien. The Shien form involves the user holding the saber in reverse grip and uses many wrist movements. The Shien deals 1d10 [ ] damage instead of the usual 2d6, but gives you the following feature- Shien Parry (Perquisite: Shien form)- as a reaction to an enemy succeeding in hitting you, you may add three to your armor class to try to stop that attack roll from succeeding. Wielders include Ahsoka Tano.
Curved: The curved lightsaber, as its name implies, has a curved hit that allows for precise, powerful attacks. You may add 2 to any attack roll made with this lightsaber. Wielders of this lightsaber include Count Dooku.
Greatsaber: (Perquisite: creature size Large or more) The Greatsaber is a large weapon built for bigger Jedi. Only creatures of size Large or more can wield this weapon, and it deals 2d8 [ ] damage.
Tonfa: (Cost: 590 gp) are perpendicularly gripped lightsabers that are used by, most famously, Maris Brood. This lightsaber strikes very quickly. As a result, if you miss an attack roll with this weapon, you can roll again with disadvantage.
Lightwhip: (Cost: 590 gp)The lightwhip is a peculiar saber that has a flexible blade that is capable of hitting enemies far away. Instead of the usual range of 5 ft., the Lightwhip has a range of 20 ft. Wielders include Ona Nobis and Vernestra Rwoh.
Crossguard: (Cost: 250 gp) The crossguard saber has two shorter plasma blades extending from the sides. These give you a +1 bonus to your armor class and gives opportunity attacks against you disadvantage.
The Force
You gain this feature at 3rd level. As a Jedi, you know how to use the powerful magic called the force. Starting out, you have 100 force points. While you have over half of your force points, you gain the feature Advanced Dueling (detailed below). You also know many maneuvers, each of which costs a different amount of force points. Each turn you gain 5d10 force points.
Advanced Dueling: Jedis can use the force to pinpoint enemy's weaknesses and where attackers are most likely to strike. While attacking, you can add your class level divided by five (Minimum of one, round down) to each attack roll you make. In addition, when attacked by a melee or ranged attack roll from someone you can see, roll a d6. On a 4-6, you can add your proficiency bonus divided by two (Minimum of one, round up) to your armor class.
Sense: You can use the force to detect all creatures within 500 ft. of you. This feature costs 50 force points per minute it is active.
Pull/Choke: For pull, you can move a creature Large or Smaller up to 120 ft. towards you. However, doing so gives them an opportunity attack against you. This feature costs 25 force points. For choke, make a ranged weapon attack with advantage. If you hit, you deal 1d8 bludgeoning damage and grapple the target. You can continue the hold, dealing 1d4 bludgeoning damage for each turn spent afterwards, though you cannot use any other action, bonus action, or reaction while continuing the maneuver. This feature costs 25 force points per turn while it is active.
Jump/Speed: For jump, you use the force to propel you to insane heights. You spend a force point per foot traveled vertically, and for each foot vertically you move one foot horizontally. For speed, you use 10 force points to increase your speed by 120 feet. You then can move up to your speed, but each creature you pass can make an opportunity attack.
Lightning: You spread out your hands to reveal the full power of your mastery over the force. Each character in a 30ft by 30ft cube must make a DC 20 dex saving throw or take 5d10 lightning damage. This attack uses all of your force points, and also gives you three levels of exhaustion and the inability to regain any force points until you finish a long rest.
Dual Wield
At 6th level, you can the ability to wield two lightsabers at once by doubling the cost of your weapon (Only select certain lightsabers, that is.) You can dual wield Dual Blades, Tonfas, Shien form, regular sabers, Curved, Greatsabers, and Crossguards. You can use two-weapon fighting with these sabers, and you have advantage on attack rolls to do this. In addition, you also can add +1 to your armor class (More weapons means more protection!) or +2, if your are dual wielding Crossguards or Dual Blades.
Force Prodigy
At 11th level, your knowledge and skill in using the force has allowed you to gain the following benefits:
Advanced Force: You now have 200 force points, which is something that only Jedi Masters could dream of. In addition, the range of your Sense and Pull ability doubles, the damage of your Choke ability increases from 1d8 to 2d10 and 1d4 to 1d12, your Jump ability gains new heights (Pun intended) as it uses one force point per each two feet horizontally and two feet vertically, your Lightning abilities' damage increases from 5d10 to 10d10, and your Speed abilities' opportunity attacks now have disadvantage.
Additional Force Option: You can project a version of yourself up to 5,000 ft. away. This clone has the same weapon attacks you do, but it cannot use the force. It has the same AC as you and has 1/4 of your health. You can play it like your own character, but for each turn it spends it costs you 50 force points. If this clone dies or you run out of force points, it disappears with a coded message flashing above it. This message is created by you and can be up to 100 words long.
Force Movement: You can now move between your attacks, and moving away from a creature gives it an opportunity attack with disadvantage.
Jedi Master
After long last, you've finally done it! After 17 levels of hard work, your character is ready to call themselves a Jedi Master. You can now train pupils of your own (You gain 2d10 apprentices who use the Guard statblock with the following changes: their armor class is 14, as they do not carry a chain shirt or a shield, and they have a lightsaber which replaces their spear, which deals 1d10 [ ] damage.) You also now have unlimited force points, and when you use your Flurry of Blows you can attack using you lightsabers. In addition, when using your Step of the Wind, you can instead choose to cast Misty Step (Range 120 ft.). Casting this does not provoke opportunity attacks.
Orange and Purple: Psychic damage- Blue and White: Force damage- Red and Black- Necrotic damage- Yellow and White- Radiant damage.
Wheres Green????
Which white is supposed to be green or does white double up force and radiant?
Shouldn't Jedi be a base class and the subclass be the different types of Jedi? Like Guardian, Duelist and Counselor.
Yes.
This is meant for a Spelljammer/Star-Wars themed campaign. Finally, after 6 months of work, A.'Shak has released our latest subclass!