Base Class: Monk
The Jedi are an ancient order of monks who refer to Ki as the Force. Unlike other monks the Jedi believe that Ki, or the Force, is an energy that not only exists within living things but within all matter that suffuses the multiverse. The Jedi often spend their lives in secluded meditation in order to hone their focus and broaden their minds so that they may become one with the Force. Jedi can use their affinity with the Force to attain powers both subtle and fantastical.
A Jedi's Lightsaber
Starting when you choose this tradition at 3rd level, you have learned the ancient Jedi method of crafting a lightsaber. By spending 8 hours and using rare material components including a light-focusing crystal, you can create a lightsaber which counts as a monk weapon for you. If your lightsaber is ever damaged or destroyed you can repeat this ritual to create a new one, provided you have the proper materials. Your lightsaber is a Sun Blade that lacks the versatile property. The lightsaber you create at this level gives no magical pluses to attack or damage rolls, but it will scale in power as you reach milestones in this subclass. Your lightsaber becomes a +1 weapon at level 6, +2 at level 11, and +3 at level 17. In addition, if your lightsaber is within 30 feet of you, you can use an action to summon it to your hand. At 11th level, your lightsaber gains the Thrown property with a range of (20/60), and your lightsaber will return to your hand immediately after the attack.
Jedi Leap
At 6th level, while not incapacitated both your jump height and distance are tripled.
Minor Force Abilities
At 6th level, you have begun to gain a small amount of control over the Force around you. As an action, you can spend 2 ki points to cast calm emotions, comprehend languages, or enhance ability, without providing material components. Additionally, you gain the mage hand cantrip if you don't already know it. When you cast mage hand, you can make the hand invisible and you can use your bonus action to control the hand.
Major Force Abilities
By 11th level, your understanding of the Force has deepened. By spending an hour in meditation, which can be done during a short rest, you can use one of your attunement slots to attune to an Aspect of the Force. You can only be attuned to two Aspects of the Force at any time, using an attunement slot for each Aspect. During a short rest, you can meditate for an hour to swap one Aspect you are attuned to for a different one.
Aspect of Control: As an action you can use telekinesis, as per the spell, at will without providing verbal or material components, but you can target only Objects that aren't being worn or carried.
Aspect of the Mind: As an action you can use detect thoughts, as per the spell (save DC 13), without providing verbal or material components. As long as you maintain concentration on this ability, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply -- using a bonus action to do so -- while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to issue a suggestion, as per the spell (save DC 13) without providing a material component. You can only use suggestion in this way once per long rest.
Aspect of the Hermit: You are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Jedi Master
At level 17, you have become a master of the mysterious and ethereal powers of the Force. You can project your own presence and senses through the Force to a distant location. You can use an action to use project image, as per the spell, without providing any components. You can use your Minor Force Abilities via your projected image as if you were in its space, but are otherwise limited in what you can do as per the normal restrictions of the spell description. You must finish a long rest before you use this feature again.







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Posted Dec 12, 2021isn't the ability to cast comprehend languages kinda weird to have for a monk subclass, just cuz tongue of the sun and moon is already in their abilities? it seems like there's some room to wiggle things around a bit there and look for something to replace comprehend languages with since jedi as a monk subclass would already gain that power.
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Posted Dec 20, 2020Not if you build it like the Barbarian classes subclass
path of the totem warrior.
at 3rd level they choose from 3 spirits. Same could be done with a monk class.
again at 6 and 10. different battleforms could be chosen like Fighters.
Think i'll work on it to match one i had a few decades ago. But now that new lore is here.. heh more choices. LOL
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Posted Dec 19, 2020I considered this, but that much flexibility would require a pure Jedi class. This is just a fun monk subclass.
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Posted Dec 19, 2020jedi of different apaths and study have different ability. all dont have the same ability.
Some can throw their weapon... some cant.
Ezra didnt but he could speak with animals or mentally/empathically?
So technically the jedi path should be like barbarian's in that you can choose an ability at each milestone and take feats that give you abilities.
such as Telekinesis and the invisible mage hand.. bonus action return your weapon from thrown.
but a different Jedi might not learn that.
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Posted Jul 20, 2020Rewording to fix some of the things I was thinking about over the weekend:
Starting when you choose this tradition at 3rd level, you learn ability to create a jedi weapon: a lightsaber. You must spend 8 hours crafting your lightsaber. Its creation requires rare material components costing 50gp in materials and must include a colored crystal or gemstone appropriate for the transmission or amplification of light or other energy. This crystal or gemstone gives the lightsaber its color. If your lightsaber is ever damaged or destroyed you can repeat this ritual to create a new one, provided you have the proper materials.
The lightsaber you create with this monastic tradition is considered a monk weapon with which you are proficient. Your lightsaber deals 1d8 radiant damage and is considered a finesse weapon. As you gain additional levels in this monastic tradition, you become increasingly proficient with your lightsaber. You gain a +1 bonus to attacks and damage made with your lightsaber at 6 level, an additional +1 bonus at 11 level, and a final additional bonus of +1 at 17 level.
BUT -- if you keep those [Tooltip Not Found] indicators in the language of the text, you will not be able to post it publicly. Just FYI
At 11th level, your lightsaber gains the Thrown property with a range of (20/60). You can cause the lightsaber to immediately return to you hand after throwing it provided there is an unobstructed path for it to do so.
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At 6th level, you have begun to gain control over the Force around you. As an action, you can spend 2 ki points to calm emotions, comprehend languages, or enhance ability, without the need to provide material or verbal components. Additionally, you gain the mage hand cantrip if you don't already know it. The mage hand you summon is invisible and you can use a bonus action to control the hand on each of your terms you maintain concentration on the hand.