Base Class: Fighter
Force Disciples are elite warriors who channel the Force through intense discipline, martial training, and spiritual focus. Unlike traditional spellcasters, they wield the Force as an extension of their physical abilities, enhancing their reflexes, empowering their strikes, and manipulating the battlefield through telekinesis, heightened awareness, and supernatural speed.
Some Force Disciples follow the teachings of the Jedi, devoting themselves to protection, restraint, and balance. Others embrace passion, ambition, or darker paths in pursuit of power and control. Regardless of ideology, all Force Disciples draw from the same connection to the Force, expressing it through unique combat styles, advanced techniques, and mastery of lightsaber combat.
In battle, a Force Disciple moves with impossible precision and awareness, deflecting attacks, influencing minds, and striking with deadly efficiency. Whether acting as noble guardians, ruthless conquerors, or wandering seekers of knowledge, Force Disciples stand among the galaxy’s most feared and legendary warriors.
| 3 | Padawan | Forms, Force Abilities, Deflect Energy |
| 5 | Knight | Improved Force Techniques |
| 7 | Knight+ | Adaptive Forms |
| 10 | Master | Greater Force Mastery |
| 15 | High Master | Improved Deflection |
| 18 | Legend | Force Ascendant |
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Level 3: Lightsaber Form
Beginning at 3rd level, you dedicate yourself to a specialized lightsaber combat form, shaping your fighting style through years of disciplined training and connection to the Force.
Choose one of the following Lightsaber Forms. Your chosen form grants features at 3rd level and again at higher levels as determined by your subclass progression.
Once chosen, your Lightsaber Form reflects your combat philosophy and cannot be changed without your DM’s approval.
Form II: Makashi
The Way of the Duelist
Makashi emphasizes precision, elegance, and refined bladework in single combat.
Benefits
While wielding a lightsaber in one hand and no other weapon, you gain:
- +1 AC
- Proficiency in Insight
- Advantage on Dexterity Saving Throws
Form III: Soresu
The Way of Resilience
Soresu focuses on defense, endurance, and survival against overwhelming odds.
Benefits
- +1 Armor Class
- Gain proficiency in Constitution saving throws
- Choose a damage type resilience
Form IV: Ataru
The Way of the Hawk-Bat
Ataru combines speed, acrobatics, and relentless aggression.
- +10 movement speed
- Gain proficiency in Acrobatics
- Your jump distance is doubled
Form V: Djem So
The Way of the Aggressor
Djem So emphasizes strength, power, and overwhelming counteroffense through dominating strikes.
Benefits
- +2 damage on melee weapon attacks
- Gain proficiency in Athletics
- When you deal melee weapon damage, you may reroll a damage die of 1 or 2 once per turn
Form VI: Niman
The Way of Balance
Niman blends multiple disciplines into a versatile and adaptable style.
Benefits
- Gain +1 to Armor Class
- Gain proficiency in one skill of your choice
- Gain proficiency in Wisdom saving throws
Form VII: Juyo
The Ferocity Form
Juyo channels aggression and intensity into overwhelming offensive pressure.
Benefits
- +2 initiative bonus
- Gain proficiency in Intimidation
- Once per turn, after taking the Attack action, you may make one additional melee weapon attack as a bonus action
Level 3: Force Abilities
Beginning at 3rd level, your connection to the Force grants you access to supernatural abilities fueled by instinct, discipline, and willpower.
You learn two Force Abilities of your choice from the Force Abilities list in addition to Force Manipulation.
Some Force Abilities require saving throws.
Unless otherwise stated, you may use each Force Ability a number of times equal to your proficiency bonus per long rest.
Force Abilities
| Ability | Role |
|---|---|
| Force Push | Small AOE displacement |
| Force Pull | Single target reposition |
| Saber Throw | Ranged combat option |
| Force Slam | Damage + prone setup |
| Telepathy | Utility / RP |
Force Pull
Choose one creature within 30 feet.
The target must make a Strength saving throw.
On a failed save:
- the creature takes 1d6 force damage
- is pulled 15 feet toward you
On a successful save:
- the creature takes half damage
- is not pulled
Force Push
You release a wave of Force energy in a 15-foot cone.
Creatures within the area must make a Strength saving throw.
On a failed save:
- the creature takes 1d6 force damage
- is pushed 10 feet away from you
On a successful save:
- the creature takes half damage
- is not pushed
Force Slam
Choose one creature within 30 feet.
The target must make a Strength saving throw.
On a failed save:
- the creature takes 1d8 force damage
- is knocked prone
On a successful save:
- the creature takes half damage
- is not knocked prone
Saber Throw
Make a ranged weapon attack against a creature within 30 feet using your lightsaber.
On a hit:
- the target takes normal weapon damage plus 1d6 force damage
Telepathy
You may communicate telepathically with any willing creature you can see within 60 feet.
Level 3: Deflect Energy
Beginning at 7th level, your reflexes and connection to the Force allow you to deflect incoming ranged attacks with impossible precision.
While wielding a lightsaber, when you are hit by a ranged weapon attack, you may use your reaction to reduce the damage by:
1d10 + your Dexterity modifier + your proficiency bonus
If you reduce the damage to 0, you may redirect the attack toward another creature within 30 feet.
Make a ranged weapon attack using D
Level 10: Adaptive Forms
Beginning at 10th level, your mastery of lightsaber combat expands beyond a single discipline.
You learn one additional Lightsaber Form of your choice.
At the start of your turn, you may choose which of your known Lightsaber Forms is currently active. You gain the benefits of only one Lightsaber Form at a time.
Form II: Makashi
The Way of the Duelist
Makashi emphasizes precision, elegance, and refined bladework in single combat.
Benefits
While wielding a lightsaber in one hand and no other weapon, you gain:
- +1 AC
- Proficiency in Insight
- Advantage on Dexterity Saving Throws
Form III: Soresu
The Way of Resilience
Soresu focuses on defense, endurance, and survival against overwhelming odds.
Benefits
- +1 Armor Class
- Gain proficiency in Constitution saving throws
- Choose a damage type resilience
Form IV: Ataru
The Way of the Hawk-Bat
Ataru combines speed, acrobatics, and relentless aggression.
- +10 movement speed
- Gain proficiency in Acrobatics
- Your jump distance is doubled
Form V: Djem So
The Way of the Aggressor
Djem So emphasizes strength, power, and overwhelming counteroffense through dominating strikes.
Benefits
- +2 damage on melee weapon attacks
- Gain proficiency in Athletics
- When you deal melee weapon damage, you may reroll a damage die of 1 or 2 once per turn
Form VI: Niman
The Way of Balance
Niman blends multiple disciplines into a versatile and adaptable style.
Benefits
- Gain +1 to Armor Class
- Gain proficiency in one skill of your choice
- Gain proficiency in Wisdom saving throws
Form VII: Juyo
The Ferocity Form
Juyo channels aggression and intensity into overwhelming offensive pressure.
Benefits
- +2 initiative bonus
- Gain proficiency in Intimidation
- Once per turn, after taking the Attack action, you may make one additional melee weapon attack as a bonus action
Level 10: Advanced Force Techniques
Beginning at 10th level, your mastery of the Force allows you to wield advanced and devastating techniques.
You learn two Advanced Force Techniques of your choice from the Advanced Force Techniques list.
Force Choke (Sith)
Choose one creature within 30 feet.
The target must make a Constitution saving throw.
On a failed save:
- the creature takes 3d8 force damage
- its movement speed becomes 0 until the end of its next turn
- it cannot speak while affected
On a successful save:
- the creature takes half damage
- suffers no additional effects
Force Fear (Sith)
You unleash a wave of fear in a 15-foot cone.
Creatures of your choice within the area must make a Wisdom saving throw.
On a failed save:
- the creature takes 2d8 psychic damage
- becomes frightened of you for 1 minute
A frightened creature may repeat the saving throw at the end of each of its turns.
On a successful save:
- the creature takes half damage
- is not frightened
Force Healing
Touch one creature.
The target regains:
3d8 + your Wisdom modifier hit points
This ability has no effect on constructs or droids.
Force Lightning
You project lightning in a 15-foot cone.
Creatures within the line must make a Dexterity saving throw.
On a failed save:
- the creature takes 4d8 lightning damage
On a successful save:
- the creature takes half damage
Force Speed
Until the end of your turn:
- your movement speed doubles
- opportunity attacks against you have disadvantage
- you gain advantage on Dexterity saving throws
Jedi Mind Trick
Creature makes Wisdom save or becomes charmed for 1 minute.
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