Base Class: Fighter
You are a Force user, who either walks the path of Light, or the Dark Side. The Jedi Knights endeavor to serve as guardians of peace throughout the galaxy. The Sith are focused on accumulating power regardless of the consequences.
To play this subclass, it is suggested the player and DM "reskin" magic spells and other D&D tropes to resemble Force powers. For example, rather than calling it hold person, a Sith Knight uses a "force choke." Casting shield means a flurry of defensive lightsaber parries, rather than an "invisible barrier of magical force." Jedi "mind tricks" come in the form of charm person, command, or suggestion. Jedi refer to two-weapon fighting as "Jar'Kai."
Spellcasting (The Force)
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. You must choose whether to follow the path of the Jedi, or the Sith.
Provided you are not wearing heavy armor or holding a shield, you can cast Jedi / Sith Knight spells without any somatic or verbal components.
Minor Telekinesis
You learn mage hand and one other cantrip from the Jedi / Sith Knight spell list, found below. When you cast mage hand, you may change the casting time from 1 action to 1 bonus action. Although mage hand's description mentions a "spectral, floating hand," for Jedi / Sith Knights the spell functions invisibly.
Spell Slots
The Jedi / Sith Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You learn three 1st-level spells of your choice from the Jedi / Sith Knight spell list below. The Spells Known column of the Jedi / Sith Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the list below, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list below. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Jedi / Sith Knight spells. You learn your spells through training and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Jedi / Sith Knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Jedi / Sith Knight Spellcasting
FIGHTER LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
---|---|---|---|---|---|---|
1ST |
2ND |
3RD |
4TH |
|||
3rd |
2 |
3 |
2 |
— |
— |
— |
4th |
2 |
4 |
3 |
— |
— |
— |
5th |
2 |
4 |
3 |
— |
— |
— |
6th |
2 |
4 |
3 |
— |
— |
— |
7th |
2 |
5 |
4 |
2 |
— |
— |
8th |
2 |
6 |
4 |
2 |
— |
— |
9th |
2 |
6 |
4 |
2 |
— |
— |
10th |
3 |
7 |
4 |
3 |
— |
— |
11th |
3 |
8 |
4 |
3 |
— |
— |
12th |
3 |
8 |
4 |
3 |
— |
— |
13th |
3 |
9 |
4 |
3 |
2 |
— |
14th |
3 |
10 |
4 |
3 |
2 |
— |
15th |
3 |
10 |
4 |
3 |
2 |
— |
16th |
3 |
11 |
4 |
3 |
3 |
— |
17th |
3 |
11 |
4 |
3 |
3 |
— |
18th |
3 |
11 |
4 |
3 |
3 |
— |
19th |
3 |
12 |
4 |
3 |
3 |
1 |
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Spell List for Jedi / Sith Knights
Cantrips: friends, green-flame blade, gust, light (J), mage hand, message, mind sliver
1st-level spells: animal friendship, catapult, charm person, command, compelled duel, cure wounds (J), detect evil and good, expeditious retreat, heroism, jump, mage armor, shield, thunderwave
2nd-level spells: augury, calm emotions (J), detect thoughts, enhance ability, gust of wind, hold person, knock, levitate, locate object, suggestion, Tasha's mind whip
3rd-level spells: clairvoyance, daylight (J), fear, haste, intellect fortress, lightning bolt (S), nondetection, remove curse, sending, vampiric touch (S)
4th-level spells: charm monster, compulsion, confusion, dominate beast, freedom of movement, locate creature, phantasmal killer (S)
(J) means only Jedi Knights may select these spells; (S) means only Sith may select these spells.
Finally, a Jedi / Sith Knight is generally sensitive to "the Force" meaning, entirely at DM discretion, they may be able to sense the presence of nearby Force users, or significant "disturbances in the Force" over great distances.
Lightsaber Training
At 3rd level, you gain proficiency in fighting with lightsabers, which don't count as either simple or martial weapons. All lightsabers are magic weapons. There are three types of lightsabers: long, short, and double-sided.
A long lightsaber does 1d8 radiant damage, weighs 3 pounds, and has the following properties: Thrown (range 20/60), Versatile (2d6)
A short lightsaber does 1d6 radiant damage, weighs 2 pounds, and has the following properties: Finesse, Light, Thrown (range 20/60), Versatile (1d10)
A double-sided lightsaber weighs 5 pounds. It functions as two separate short lightsabers for purposes of two-weapon fighting. If you attack with it normally (not two-weapon fighting), it functions like a long lightsaber. Constructing a double-sided lightsaber requires a minimum of two kyber crystals (one for each side).
Drawing a lightsaber and extending its plasma blade is a single item interaction. A lightsaber with its plasma blade extended emits bright light in a 10 foot radius and dim light 10 feet beyond that.
You also learn how to construct a lightsaber. You must have at least 10 pounds of scrap metal or other mechanical materials, plus at least one kyber crystal (described below). You build your own lightsaber over the course of one week. The weapon must be within your reach throughout construction. Sith Knights build lightsabers with red-colored plasma blades. Jedi Knights may pick any other color for their lightsabers. Once you have finished constructing a lightsaber, you are bonded to it. You can have up to two bonded lightsabers (or one double-sided lightsaber, which counts as two). If you attempt to construct a third lightsaber without first dismantling one of your two existing bonded lightsabers, the lightsaber that has been bonded to you the longest becomes inert, including its kyber crystals.
Your lightsaber may serve as your spellcasting focus.
You can modify your bonded lightsaber by adding or replacing kyber crystals. A lightsaber can contain up to three kyber crystals (a double-sided lightsaber can have up to three kyber crystals per side). Each kyber crystal you add takes one hour, during which you must remain in contact with the lightsaber. Unusual crystals of various colors, kyber crystals are magic items that come in four varieties: uncommon, rare, very rare, or legendary. They don't do anything other than serve as construction materials for lightsabers. An uncommon kyber crystal is required for a basic lightsaber. Depending on a lightsaber's number of kyber crystals and their relative rarities, the builder can upgrade the lightsaber into one of the following types of magic weapons:
- one rare OR two uncommon kyber crystals: +1 weapon, or weapon of warning
- one uncommon + one rare OR three uncommon kyber crystals: +2 weapon, or vicious weapon
- two uncommon + one rare OR two rare kyber crystals: +1 bonus to attack rolls and one additional weapon damage die
- three rare OR one very rare + one of any other rarity: +3 weapon, dwarven thrower, or scimitar of speed
- three very rare OR one legendary + one of any other rarity: defender, or holy avenger
The type of magic weapon you choose does not change the weapon from a lightsaber. For example, if you install kyber crystals to make your lightsaber a "scimitar of speed" it becomes a "lightsaber of speed." Attunement requirements still apply, however, non-dwarves may attune to a "dwarven thrower lightsaber" (which is called a "thrower lightsaber"). Once a lightsaber has been built or modified, you cannot change the type of magic weapon it is without adding at least one new kyber crystal to it. Once a kyber crystal has been incorporated into a Sith's lightsaber, it can no longer be used in a Jedi's lightsaber.
At the DM's discretion, ioun stones, pearls of power, spell gems, dragonshards, psi crystals, and similar magic items can be used as kyber crystals (applying their same rarities). Once installed in a lightsaber, an ioun stone, pearl of power, etc. transforms fully into a kyber crystal and loses its prior magical powers.
For My Ally Is The Force, And A Powerful Ally It Is
Starting at 7th level, a Jedi / Sith Knight may sacrifice a spell slot to make an attack roll, ability check, or saving throw with advantage. You may use this class feature up to once per round.
Form III: Soresu
Starting at 10th level, you now can use your reaction to deflect a ranged attack that hits you, provided you are holding your bonded lightsaber. When you do so, the damage you take from the attack is reduced by 1d10 + your Wisdom modifier + your fighter level. This works against ranged weapon attacks, ranged spell attacks, and any other ranged attacks requiring an attack roll to hit you.
If you reduce the damage to 0, and if the attack would have done fire, force, lightning, or radiant damage, you can immediately attempt to bounce the attack at any foe within range. Make a ranged spell attack, with a normal range of 20 feet and a long range of 60 feet. If you hit, the damage will be what the original attack against you would have been had you not deflected it.
Form IV: Ataru
Starting at 15th level, while not wearing heavy armor, your speed increases by 10 feet, and your jump distance is doubled.
Jedi Master / Sith Lord
Nearly unparalleled in your mastery of the Force, you have ascended to the rank of Jedi Master, or Sith Lord.
Starting at 18th level, you can cast either telepathy or telekinesis without expending a spell slot. You can use this feature again after a short or long rest. (At the DM's discretion, telekinesis's 1,000-pound limit can be enlarged.)
Also, you gain proficiency in Wisdom saving throws. (If you already have proficiency in Wisdom saving throws, you may instead choose proficiency in saving throws with a different ability.)
At the DM's discretion, Sith Knights of 18th level or higher also may embark on a special quest. If they succeed, they learn how to cast raise dead. Once you cast raise dead, you cannot cast it again until you have finished a long rest.
Jedi Knights of 18th level or higher who die vanish and transform into "force ghosts," which become NPCs controlled by the DM.
(Thank you to Soulnova Alizrak for the stellar art! Her Twitter handle is: @yoski_soulnova)

i found a way to add spellsots
How to Add Spellcasting to Subclasses for Barbarians, Fighters, Monks, and Rogues: - Homebrew & House Rules - Dungeons & Dragons Discussion - D&D Beyond Forums - D&D Beyond (dndbeyond.com)
Thank you! I'll play around with that suggestion, I really appreciate the feedback :)
I found a work around that kinda works. If you add custom actions, and kinda be specific enough that they show up in the right page on the actions tab- it works well enough. You can keep track of spells slots and full lists somewhere in the notes page. It's kinda a pain, but it definitely speedlines the process of a totally DOPE subclass
Also on your seventh level ability, yeah that would be amazing but may be give it a disadvantage based on your role. If your a Jedi you gain one point of exhaustion for however many round you see fit and if your a Sith you enter a rage that leads to you attacking anything visible to you. That is if you sacrifice a slot to gain inspiration.
Thanks bud! I've been passing this homebrew to a bunch of my friends since it's so well thought out and easy to understand, good job! You might want to consider Wall of Force like Obi Wan on the Kenobi show did or in Jedi Fallen Order in the Vader boss run away. And Erupting Earth for Sith like Vader did in the finale. Sorry for geeking out but I have a hard time making homebrew and you just do a great job in this subclass!
Anyway thanks!
Thank you! I really appreciate the kind compliment.
I didn't even know about Pulse Wave until I read your comment. Thank you for bringing that spell to my attention. Short answer: heck yes that spell belongs on the Jedi/Sith Knight spell list!
I have been struggling how to make all the abilities actually work with the DNDBeyond. And yeah, any spell outside the "Basic Rules" we cannot make work for the actual DNDBeyond character sheet interface. Maybe one day, now that WOTC/Hasbro is buying DNDBeyond.com :)
Hey Bud! I really love this class and had a go at it my self with Paladin, but not sure if you can do this or not because of how homebrew works, but could you add Pulse Wave to the Spell casting list? It might not work as it probably is outside the range of basic spells but it just fits so well
Thank you. Ok, I am working on this. Now I remember the problem: DNDBeyond prohibits everyone from making subclasses that use any spells outside the limited SRD "basic" spells. I kept getting an error message so gave up before, but now I understand a bit better. These are the banned spells from homebrew subclasses that otherwise would be part of the Jedi/Sith Knight spelllist:
Cantrips: friends, green-flame blade, gust, mind sliver
1st-level spells: catapult, compelled duel
2nd-level spells: Tasha's mind whip
3rd-level spells: intellect fortress
4th-level spells: charm monster
(It took me a long time to realize "friends" and "charm monster" are not part of the basic spellist.... even though they're in the PHB, they are considered licensed content prohibited from homebrew subclasses.)
I can add all the other spells to the homebrew for use in play, but if your player wants to use any of the spells listed above, they're going to have to manually plug in the details or otherwise "customize" around this limitation. I hope that now WOTC bought DNDBeyond maybe they'll readdress that.
Meanwhile, since I'm editing this subclass, I thought I'd tinker with the 7th level ability, let it scale a bit. I was gonna rewrite it like this. I'm curious if anyone thinks this makes the subclass OP:
Starting at 7th level, a Jedi / Sith Knight may sacrifice a spell slot of 1st level or higher to make an attack roll, ability check, or saving throw with advantage. If the sacrificed spell slot is 2nd level or higher, you also gain inspiration. If the sacrificed spell slot is 3rd level or higher, you also may grant inspiration to another creature you can see. You may use this class feature up to once per round.
so there a button that allows them to cast spells i dont know exactly where it is
oh! Sorry, I am tech-dumb and didn't understand. Hmm, I genuinely don't know how to link up the spells so they can be used in DND Beyond, my bad. If I ever do an update to this homebrew, I will spend some time trying to figure that part out.
I'm happy someone is playing the subclass. Hopefully everyone is finding it fun and balanced. I tried to make it strong but not overpowered, while keeping the flavor. Did your buddy go Jedi or Sith?
Thank you for your interest in the subclass. Happy gaming!
Yes my buddy is using the sub class and the spell slots arnt popping up for him to use them
Hi! Thank you for checking out the subclass. I don’t follow your comment. It says under the description of lightsaber that you can use it as a spell casting focus. Am I missing something? Thanks
so you need to make it so you can use the spells....