Base Class: Monk
As a Jedi you spend much time focusing on the ways of the force. Some Jedi spend time in meditation and the use of the force in diplomacy, everyday life, and as a weapon. Other Jedi spend time finding ways to use the force to enhance their combat abilities. Whatever their focus, all Jedi have a deep connection with the force.
The Lightsaber
Starting when you choose this tradition at 3rd level, you have learned the ancient Jedi method of crafting a lightsaber. on your first time creating your lightsaber, you spend 1 hour using rare material components including a light-focusing crystal to create your 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. While your saber is within 30ft of you, you can use an action or bonus action to call it back to you
Your lightsaber is a Sun Blade with slightly different properties and no innate +2 bonuses, 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.
There are multiple builds of lightsabers, each with their own strengths and downfalls
Standard: This build is a standard sun blade with no versatile property but you gain a thrown range of (20/60ft).
Double Blade: This build is a two handed weapon with the stats, 5ft Reach, 2d6 radiant damage. These builds are more prone to failure however. At your DM's Discretion if your enemy rolls a melee crit on you or if you roll bad enough on a roll your saber can break in half, leaving you with a damaged saber
Lighsaber Pike: This build is a two handed weapon with the stats, 10ft reach, 1d10 radiant damage. These builds are more prone to failure however. At your DM's Discretion if your enemy rolls a melee crit on you or if you roll bad enough on a roll your saber can break in half, leaving you with a damaged saber.
Damaged Saber: This saber is severely damaged and is not operating at peak efficiency. It had 5ft reach and deals 1d6 radiant damage regardless of your unarmed strike/monk weapon damage. on a roll of a 1 or a 2 on a d20 the saber stops working for 1d4 rounds. and on a 1 for damage the saber deals no damage for that attack. To fix it you can attempt a DC15 wisdom check on a short rest or fix it completely on a long rest. Each time you fail to fix it on a short rest the DC increases by 2. The DC resets on a long rest. If the DC reaches 21 or above the lightaber is completely broken and the character has to start anew.
Water proof: This standard saber is built to work perfectly under water and is a standard Sunblade without the versatile property. Any other saber that is ignited while fully submerged will suffer the following detriments. Standard: Damage to 1d6 and no thrown range, Double: Damage to 2d4 while submerged and more prone to breaking until next short rest, Pike: Damage to 1d8 while submerged and more prone to breaking until next short rest, Damaged: Stops working until completely fixed.
Minor force abilities
At 3rd Level you feel your force abilities awakening. As an action you can spend ki points equal to the level of the spell you intend to cast. You can only increase a spell's level to be equal to the highest level spell you know. Wisdom is your spell casting modifier for these spells. the maximum level you can cast these spells increases to 2nd at 6th level, 3rd at 11th level, and 5th at 17th level (With some exceptions)
Jedi Leap
At 6th level when you use step of the wind, your jump distance and height is tippled instead of doubled
Moderate force abilities
At 6th level, you have begun to gain a better amount of control over the Force around you. you gain the ability to cast levitate and suggestion
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 focus yourself on one of the Ways of the Force. You can only be attuned to two ways of the Force at any time. During a short rest, you can meditate for an hour to swap one Way of the Force you are attuned to for a different one.
Force Control: As an action you can spend 5 Ki points to cast telekinesis, at will without providing verbal or material components.
Force Concealment: You are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Force Senses: You gain a blind sense range of 5 times your wisdom modifier.
Force Lightning: You gain the ability to spend 3 Ki points to cast witch bolt or lightning bolt, at will at 3rd level without providing verbal or material components.
Force Enhancement: You gain the ability to spend 3 Ki points to cast haste on yourself, at will without providing verbal or material components
Force Guidance
At level 17, you have become a master of the mysterious and ethereal powers of the Force. You gain a number of Guidance points equal to your wisdom modifier. As part of an action, attack, skill check, or saving throw you are proficient in, you can spend one point to treat that roll as a 10. In addition, you can use one of the points to cast commune without using any material components. You receive your answers from the force not a god. You regain all points on a long rest.
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Posted Apr 22, 2021Is there a spell list that is meant to go with this subclass?