Fighter
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 personcommand, 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: friendsgreen-flame bladegustlight (J), mage handmessagemind sliver

1st-level spells: animal friendshipcatapultcharm person, commandcompelled duelcure wounds (J)detect evil and goodexpeditious retreatheroism, jump, mage armor, shieldthunderwave

2nd-level spells: augury, calm emotions (J)detect thoughtsenhance ability, gust of windhold person, knocklevitatelocate objectsuggestionTasha's mind whip

3rd-level spells: clairvoyance, daylight (J), fearhasteintellect fortresslightning bolt (S), nondetection, remove curse, sendingvampiric touch (S)

4th-level spells: charm monstercompulsionconfusiondominate beast, freedom of movementlocate creaturephantasmal 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)

Jedi / Sith Knight Image

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