ImSAMazing
2015-06-12, 09:32 AM
The Jedi
First, thanks for coming to this Thread! Please leave feedback at this class. Me and my friend worked hard on it!
Fluff:
After some long training, the moment is finally there. Your mentor has given you your Jedi Weapon, and has taken off your Padawan neckless. It's time. You have completed your Jedi training, and your mentor wants to be proud of you. You can do whatever you want with your special powers, and even within adventurers you are unique. The Force is special, but you have (some) control over it. You are ready to take up the adventure life, but what are ou going to do with your powers? Are you going to be the evil Darth Vader? The good Obi-Wan Kenobi? The strong Jedi Knight Mace Windu? It's your choice, and your power.
LevelProficiency BonusFeaturesForceFeature Gains
1st2The Force; Jedi origin3The Force; Jedi origin
2nd2Force Push, Force Options3Force Push, Force Options
3rd2Force Path4Force Path
4th2Nothing but ABSI4Nothing but ABSI
5th3Extra Attack5Extra Attack
6th3Force Path feature5Force Path feature
7th3Force Explosion6Force Explosion
8th3ABSI6ABSI
9th4Force Fly7Force Fly
10th4Force Shield7Force Shield
11th4Force Path feature8Force Path feature
12th4ABSI8ABSI
13th5Force Is Everywhere9Force Is Everywhere
14th5Ultimate Shield9Ultimate Shield
15th5Force Path feature10Force Path feature
16th5ABSI10ABSI
17th6Power of Force11Power of Force
18th6Shocking Force11Shocking Force
19th6ABSI12ABSI
20th6Force Path feature12Force Path feature
HP at level 1: 8+CON modifier
Hit Dice: 1d8/jedi level
HP at higher levels: 1d8+CON modifier (or 5+CON modifier)
Armor: None
Weapons: Jedi weapons
Tools: 1 artisian’s tool of choice
Saving Throws: Wisdom and Charisma
Skills: Choose 2 of the list
The Force
Starting at level 1, you have a special sense, you can sense “the force”. “The force” is everywhere. Every molecule is surrounded by it. It isn’t damaging, except in the hands of Jedi. You gain the following features:
You can concentrate for 1 minute, and then you can choose a creature of your choice within 30 feet of you. Then the creature you have choosen needs to make a Charisma saving throw. On a failure, you sense the alignment of the creature.
You get Force points, which increase on higher levels. You can use this points to fuel some of your strong force abilities. You regain them after you finish a short rest. During a long rest you regain all your force points normally. The DC for saving throws for your force abilities is calculated this way: 8+PROF. Bonus+Wis. Modifier. At level 1, you have 3 force points. You get another force point for each 2 levels you pass. For example, at level 2 you have 3 force points, but at level 3 you have 4 force points.
Jedi Origin
Starting at level 1, you gain the ability to sense the Force. But how did you gain that ability? Did you gain it by a specific bloodline, or were you gifted by a strong creature? You have 2 choices as Jedi Origin: Force Bloodline or The Gift.
Unarmored Defense
Starting at level 1, When not wearing armor or using a shield, your AC is 10 + dex mod + Wis mod.
Force Options
Starting at level 2, you can choose three Force Options. You can’t choose the same Option two times, even if you later get to choose again. Options:
Force Jump: You jump 3 times as high and far as normal, and 5 times if you spend 1 Force point.
Force Fall: You reduce your falling damage by 1d6*your Jedi level if you spend 1 Force point
Force Will: You have adv. on saving throws against being frightened.
Force Speed: Your base speed increases by 10 ft.
Force Push
Starting at level 2, as an action and by spending 1 Force Point, you can use your control over the Force to push creatures and objects away in a 15 ft cone. The targets needs to succeed on a Strength saving throw or be pushed away up to 15 ft, only horizontally not provoking an opportunity attack.
Force Path
Starting at level 3, you specialize into a specific Path of the Force. Each Path gives you features at this level and at higher levels. You can choose out of this Paths: Path of the Force Control; Path of the Jedi Knight; Path of the Master or Path of the Sith
Ability Score improvement
When you reach level 4/8/12/16/19, you can increase 2 ability scores by 1 or 1 ability score by 2. You can also choose a feat, but only Jedi approved feats. See a list at the end of the class description for the list.
Extra Attack
Starting at level 5, Your control over the Force allows you to attack at an incredible speed. You can make 2 attacks instead of 1 when you take the Attack action.
Force Explosion
Starting at level 7, you can power up your body and the Force around it. As an action, you can spend 2 Force Points to deal 2d8+wis modifier force damage in a sphere around you with a radius of 20 feet centered on you. Everyone in this area needs to succeed on a Strength saving throw. On a success, a target gets only halve damage and isn’t knocked prone. On a failure, a target gets the normal damage AND is knocked prone.
Force Fly
Starting at level 9, you can spend 5 Force Points to cast Fly without spending material components targeting yourself.
Force Shield
Starting at level 10, You have resistance against Force damage, and you can spend 2 Force points as a reaction to have immunity against Force damage until the end of your next turn.
Force Is Everywhere
Starting at level 13, you can sense Shapechangers. As an action, you can spend 3 Force points to sense Shapechangers within 30 feet of you. You feel if there is a Shapechanger, and which direction he is from you, but not his exact location and what kind of creature it is.
Ultimate Shield
Starting at level 14, when you and/or multiple creatures are targeted by a spell/other offensive effect, you can use your reaction to spend 1 Force Point and make up a shield with the same properties as a Wall of Force. This shield lasts until the end of your next turn, and you need to concentrate on it like you were concentrating on a spell.
Power of Force
Starting at level 17, As an action, you can cast any LeVeL 5 spell or lower. You spend 2 * level of spell Force Points for this. You can only use this feature once a long rest.
Shocking Force
Starting at level 18, as an action, you can cast Earthquake without spending material components by spending 10 Force Points. However, the radius is halved.
Forceful Suggestion
Starting at level 3, you can spend 1 Force point as an action to make sure someone follows your orders. You give a creature within 30 ft an order which can be completed in 2 rounds. The order can’t lead to the creature’s death or put his friends in great danger. The creature needs to succeed on a Wisdom saving throw. On a failure, the creature follows your order for 2 rounds or until the order is completed/can’t be completed anymore.
Force Power:
Starting at level 6, you gain the ability to throw your Jedi Weapons. They all have a range of 20/60 ft, unless stated otherwise. You can make multiple attacks with one throw, so at this level you can throw your weapon for 2 attacks. You use your Wisdom instead of dexterty for the attack roll and damage.
Force Throw
Starting at level 11, You can choose another Force Option.
Improved Force Push
Starting at level 15, your Force Push feature gets better. Instead of pushing away a creature 15 feet horizontally, you can now push the creature 20 feet to every direction(Except into the ground). The creature still needs to make a Strength saving throw, but has disadvantage when it has the same or lower size as you.
Force Blur
Starting at level 20, you can spend 5 Force Points to give you and up to 4 allies of your choice a blurry shield. Everyone targeted gets +1 AC and attacks have disadvantage on them. This effect lasts for 5 rounds, or until you lose your concentration like concentrating on a spell.
Forceful Body
Starting at level 3, you can spend 1 Force point as an action to try to Frighten a creature of your choice within 30 ft. The creature needs to make a Wisdom saving throw or be frightened for 1 minute. At the end of each of the creature’s turn the creature can make the saving throw again, ending the effect on a succes. If the creature is below his max HP, the creature has disadvantage on his first save against this feature.
Forceful Resistance
Starting at level 6, your control over the Force makes you tougher against necrotic damage or against cold damage. You gain resistance against necrotic damage or cold damage(your choice).
Extra Attack Upgrade
Starting at level 11, the speed of your attacks increases even more. You can make 3 attacks instead of 2 when you take the Attack action.
Improved Forceful Resistance
Starting at level 15, your control over the Force gives you additional resistances. You gain resistance against Radiant or Fire damage(your choice).
Extra Attack Upgrade V2
Starting at level 20, the speed of your attacks is beyond seeing. You can make 4 attacks instead of 3 when you take the Attack action.
Force Attack
Starting at level 3, your weak control over the Force can become damaging. You can spend 1 Force point as a Bonus action, and replace one of your attacks with the following attack: Wis Modifier + Prof. Bonus to hit, on a hit it deals 1d12+wis modifier force damage. The attack has a range of 100ft and looks like a blurred blue beam.
Force Speed
Starting at level 6, your control over the Force makes you move faster and faster. You can’t be slowed by magical means, unless it drops your speed to 0 ft. You can also spend 1 Force point to make 1 extra attack as bonus action.
Mindcontrol
Starting at level 11, you are constantly under the effect of the Telekines spell. You can use your action to move an object up to 1000 pounds without spending Force Points as long as you don’t do anything offensive with it(For example: Getting a book out of a bookshelf). You can spend 2 Force Points to do something offensive with an object(like throwing a bookshelf at a hostile creature). When you use your action for this feature, you need to concentrate on it like you are concentrating on a spell.
Force Cover
Starting at level 15, you can throw up cover for yourself as a bonus action. You can spend 2 Force Points to give you ¾ cover until your next turn. You need to concentrate on this like you were concentrating on a spell.
Killing Force
Starting at level 20, When you use your Mindcontrol feature, you can instead target a creature. That creature needs to succeed on a Con. Saving throw or get 0 HP. If the creature succeeds, it gets 9d12 force damage. This costs 5 Force Points.
Fire Force
Starting at level 3, You gain the ability to change Force parts around a creature/object. You can change this parts into fire as an action. This deals 2d10 fire damage and costs 1 Force Point.
Darkness Everywhere
Starting at level 6, You gain the ability to see in magical and nonmagical darkness at a range of 30 ft. You can also cast Darkness by spending 3 Force Points as a Bonus action.
Force Lightning
Starting at level 11, you gain the ability to change Force parts into lightning. You spend 4 Force Points, and then choose a creature within 30 feet and make an ranged attack against it(attack bonus: wis. dom+ prof. bonus). On a hit, the target is paralyzed and takes 4d12 lightning damage. Each round after the attack roll, you can use your bonus action to deal 2d12 additional lightning damage. This effect lasts for 1 minute. At the end of the creature’s turns, he can make a constitution saving throw to end this effect.
Sith’s Visions
Starting at level 15, Your walk to the Dark Side has given you the ability to sense the future. By spending 2 Force points you gain advantage on making an attack roll, 3 Force Points to gain advantage on a skill check or 4 Force points to gain advantage on one saving throw.
Lifestealing Force
Starting at level 20, you gain access to this feature. As an action, you can focus yourself on the Force. You can spend 8 Force Points to change Force parts around 1 creature of your choice within 60 feet. That creature takes 15d10 Force damage, and needs to make a Constitution saving throw. On a fail, the damage is halved.. On a success, the damage is multiplied by 2.
Force Blood:
You have gained the ability to sense the Force by a bloodline. Your father/mother was probably a Jedi to. But having Force blood isn’t enough. You also received some special training, so think about who trained you.
Blood of Force:
Starting at level 1 when you choose this Jedi Origin, your blood is full of Force. You can spend 1 Force point as an action. By using this Force point, you focus on the Force in your blood and control it for a second. In that second, the Force in your blood forms a wall which increases your AC by 2 if you are wearing no armor for 1 minute. You need to concentrate on Blood of Force like you concentrate on a spell.
Gifter:
A strong creature has gifted you the ability to sense the Force. He has also trained you to become a Jedi, and he is still your mentor. You can communicate with him by emotions, and sometimes he makes contact with you. He is played by the DM, but you choose what kind of creature gived you The Gift, at the DM’s descretion.
Jedi Training:
Because of your special training by your mentor, you are more strong with Jedi Weapons. You deal extra damage which is determined by your Wisdom modifier once a turn when you hit. This extra damage can’t be higher then your Jedi level.
First, thanks for coming to this Thread! Please leave feedback at this class. Me and my friend worked hard on it!
Fluff:
After some long training, the moment is finally there. Your mentor has given you your Jedi Weapon, and has taken off your Padawan neckless. It's time. You have completed your Jedi training, and your mentor wants to be proud of you. You can do whatever you want with your special powers, and even within adventurers you are unique. The Force is special, but you have (some) control over it. You are ready to take up the adventure life, but what are ou going to do with your powers? Are you going to be the evil Darth Vader? The good Obi-Wan Kenobi? The strong Jedi Knight Mace Windu? It's your choice, and your power.
LevelProficiency BonusFeaturesForceFeature Gains
1st2The Force; Jedi origin3The Force; Jedi origin
2nd2Force Push, Force Options3Force Push, Force Options
3rd2Force Path4Force Path
4th2Nothing but ABSI4Nothing but ABSI
5th3Extra Attack5Extra Attack
6th3Force Path feature5Force Path feature
7th3Force Explosion6Force Explosion
8th3ABSI6ABSI
9th4Force Fly7Force Fly
10th4Force Shield7Force Shield
11th4Force Path feature8Force Path feature
12th4ABSI8ABSI
13th5Force Is Everywhere9Force Is Everywhere
14th5Ultimate Shield9Ultimate Shield
15th5Force Path feature10Force Path feature
16th5ABSI10ABSI
17th6Power of Force11Power of Force
18th6Shocking Force11Shocking Force
19th6ABSI12ABSI
20th6Force Path feature12Force Path feature
HP at level 1: 8+CON modifier
Hit Dice: 1d8/jedi level
HP at higher levels: 1d8+CON modifier (or 5+CON modifier)
Armor: None
Weapons: Jedi weapons
Tools: 1 artisian’s tool of choice
Saving Throws: Wisdom and Charisma
Skills: Choose 2 of the list
The Force
Starting at level 1, you have a special sense, you can sense “the force”. “The force” is everywhere. Every molecule is surrounded by it. It isn’t damaging, except in the hands of Jedi. You gain the following features:
You can concentrate for 1 minute, and then you can choose a creature of your choice within 30 feet of you. Then the creature you have choosen needs to make a Charisma saving throw. On a failure, you sense the alignment of the creature.
You get Force points, which increase on higher levels. You can use this points to fuel some of your strong force abilities. You regain them after you finish a short rest. During a long rest you regain all your force points normally. The DC for saving throws for your force abilities is calculated this way: 8+PROF. Bonus+Wis. Modifier. At level 1, you have 3 force points. You get another force point for each 2 levels you pass. For example, at level 2 you have 3 force points, but at level 3 you have 4 force points.
Jedi Origin
Starting at level 1, you gain the ability to sense the Force. But how did you gain that ability? Did you gain it by a specific bloodline, or were you gifted by a strong creature? You have 2 choices as Jedi Origin: Force Bloodline or The Gift.
Unarmored Defense
Starting at level 1, When not wearing armor or using a shield, your AC is 10 + dex mod + Wis mod.
Force Options
Starting at level 2, you can choose three Force Options. You can’t choose the same Option two times, even if you later get to choose again. Options:
Force Jump: You jump 3 times as high and far as normal, and 5 times if you spend 1 Force point.
Force Fall: You reduce your falling damage by 1d6*your Jedi level if you spend 1 Force point
Force Will: You have adv. on saving throws against being frightened.
Force Speed: Your base speed increases by 10 ft.
Force Push
Starting at level 2, as an action and by spending 1 Force Point, you can use your control over the Force to push creatures and objects away in a 15 ft cone. The targets needs to succeed on a Strength saving throw or be pushed away up to 15 ft, only horizontally not provoking an opportunity attack.
Force Path
Starting at level 3, you specialize into a specific Path of the Force. Each Path gives you features at this level and at higher levels. You can choose out of this Paths: Path of the Force Control; Path of the Jedi Knight; Path of the Master or Path of the Sith
Ability Score improvement
When you reach level 4/8/12/16/19, you can increase 2 ability scores by 1 or 1 ability score by 2. You can also choose a feat, but only Jedi approved feats. See a list at the end of the class description for the list.
Extra Attack
Starting at level 5, Your control over the Force allows you to attack at an incredible speed. You can make 2 attacks instead of 1 when you take the Attack action.
Force Explosion
Starting at level 7, you can power up your body and the Force around it. As an action, you can spend 2 Force Points to deal 2d8+wis modifier force damage in a sphere around you with a radius of 20 feet centered on you. Everyone in this area needs to succeed on a Strength saving throw. On a success, a target gets only halve damage and isn’t knocked prone. On a failure, a target gets the normal damage AND is knocked prone.
Force Fly
Starting at level 9, you can spend 5 Force Points to cast Fly without spending material components targeting yourself.
Force Shield
Starting at level 10, You have resistance against Force damage, and you can spend 2 Force points as a reaction to have immunity against Force damage until the end of your next turn.
Force Is Everywhere
Starting at level 13, you can sense Shapechangers. As an action, you can spend 3 Force points to sense Shapechangers within 30 feet of you. You feel if there is a Shapechanger, and which direction he is from you, but not his exact location and what kind of creature it is.
Ultimate Shield
Starting at level 14, when you and/or multiple creatures are targeted by a spell/other offensive effect, you can use your reaction to spend 1 Force Point and make up a shield with the same properties as a Wall of Force. This shield lasts until the end of your next turn, and you need to concentrate on it like you were concentrating on a spell.
Power of Force
Starting at level 17, As an action, you can cast any LeVeL 5 spell or lower. You spend 2 * level of spell Force Points for this. You can only use this feature once a long rest.
Shocking Force
Starting at level 18, as an action, you can cast Earthquake without spending material components by spending 10 Force Points. However, the radius is halved.
Forceful Suggestion
Starting at level 3, you can spend 1 Force point as an action to make sure someone follows your orders. You give a creature within 30 ft an order which can be completed in 2 rounds. The order can’t lead to the creature’s death or put his friends in great danger. The creature needs to succeed on a Wisdom saving throw. On a failure, the creature follows your order for 2 rounds or until the order is completed/can’t be completed anymore.
Force Power:
Starting at level 6, you gain the ability to throw your Jedi Weapons. They all have a range of 20/60 ft, unless stated otherwise. You can make multiple attacks with one throw, so at this level you can throw your weapon for 2 attacks. You use your Wisdom instead of dexterty for the attack roll and damage.
Force Throw
Starting at level 11, You can choose another Force Option.
Improved Force Push
Starting at level 15, your Force Push feature gets better. Instead of pushing away a creature 15 feet horizontally, you can now push the creature 20 feet to every direction(Except into the ground). The creature still needs to make a Strength saving throw, but has disadvantage when it has the same or lower size as you.
Force Blur
Starting at level 20, you can spend 5 Force Points to give you and up to 4 allies of your choice a blurry shield. Everyone targeted gets +1 AC and attacks have disadvantage on them. This effect lasts for 5 rounds, or until you lose your concentration like concentrating on a spell.
Forceful Body
Starting at level 3, you can spend 1 Force point as an action to try to Frighten a creature of your choice within 30 ft. The creature needs to make a Wisdom saving throw or be frightened for 1 minute. At the end of each of the creature’s turn the creature can make the saving throw again, ending the effect on a succes. If the creature is below his max HP, the creature has disadvantage on his first save against this feature.
Forceful Resistance
Starting at level 6, your control over the Force makes you tougher against necrotic damage or against cold damage. You gain resistance against necrotic damage or cold damage(your choice).
Extra Attack Upgrade
Starting at level 11, the speed of your attacks increases even more. You can make 3 attacks instead of 2 when you take the Attack action.
Improved Forceful Resistance
Starting at level 15, your control over the Force gives you additional resistances. You gain resistance against Radiant or Fire damage(your choice).
Extra Attack Upgrade V2
Starting at level 20, the speed of your attacks is beyond seeing. You can make 4 attacks instead of 3 when you take the Attack action.
Force Attack
Starting at level 3, your weak control over the Force can become damaging. You can spend 1 Force point as a Bonus action, and replace one of your attacks with the following attack: Wis Modifier + Prof. Bonus to hit, on a hit it deals 1d12+wis modifier force damage. The attack has a range of 100ft and looks like a blurred blue beam.
Force Speed
Starting at level 6, your control over the Force makes you move faster and faster. You can’t be slowed by magical means, unless it drops your speed to 0 ft. You can also spend 1 Force point to make 1 extra attack as bonus action.
Mindcontrol
Starting at level 11, you are constantly under the effect of the Telekines spell. You can use your action to move an object up to 1000 pounds without spending Force Points as long as you don’t do anything offensive with it(For example: Getting a book out of a bookshelf). You can spend 2 Force Points to do something offensive with an object(like throwing a bookshelf at a hostile creature). When you use your action for this feature, you need to concentrate on it like you are concentrating on a spell.
Force Cover
Starting at level 15, you can throw up cover for yourself as a bonus action. You can spend 2 Force Points to give you ¾ cover until your next turn. You need to concentrate on this like you were concentrating on a spell.
Killing Force
Starting at level 20, When you use your Mindcontrol feature, you can instead target a creature. That creature needs to succeed on a Con. Saving throw or get 0 HP. If the creature succeeds, it gets 9d12 force damage. This costs 5 Force Points.
Fire Force
Starting at level 3, You gain the ability to change Force parts around a creature/object. You can change this parts into fire as an action. This deals 2d10 fire damage and costs 1 Force Point.
Darkness Everywhere
Starting at level 6, You gain the ability to see in magical and nonmagical darkness at a range of 30 ft. You can also cast Darkness by spending 3 Force Points as a Bonus action.
Force Lightning
Starting at level 11, you gain the ability to change Force parts into lightning. You spend 4 Force Points, and then choose a creature within 30 feet and make an ranged attack against it(attack bonus: wis. dom+ prof. bonus). On a hit, the target is paralyzed and takes 4d12 lightning damage. Each round after the attack roll, you can use your bonus action to deal 2d12 additional lightning damage. This effect lasts for 1 minute. At the end of the creature’s turns, he can make a constitution saving throw to end this effect.
Sith’s Visions
Starting at level 15, Your walk to the Dark Side has given you the ability to sense the future. By spending 2 Force points you gain advantage on making an attack roll, 3 Force Points to gain advantage on a skill check or 4 Force points to gain advantage on one saving throw.
Lifestealing Force
Starting at level 20, you gain access to this feature. As an action, you can focus yourself on the Force. You can spend 8 Force Points to change Force parts around 1 creature of your choice within 60 feet. That creature takes 15d10 Force damage, and needs to make a Constitution saving throw. On a fail, the damage is halved.. On a success, the damage is multiplied by 2.
Force Blood:
You have gained the ability to sense the Force by a bloodline. Your father/mother was probably a Jedi to. But having Force blood isn’t enough. You also received some special training, so think about who trained you.
Blood of Force:
Starting at level 1 when you choose this Jedi Origin, your blood is full of Force. You can spend 1 Force point as an action. By using this Force point, you focus on the Force in your blood and control it for a second. In that second, the Force in your blood forms a wall which increases your AC by 2 if you are wearing no armor for 1 minute. You need to concentrate on Blood of Force like you concentrate on a spell.
Gifter:
A strong creature has gifted you the ability to sense the Force. He has also trained you to become a Jedi, and he is still your mentor. You can communicate with him by emotions, and sometimes he makes contact with you. He is played by the DM, but you choose what kind of creature gived you The Gift, at the DM’s descretion.
Jedi Training:
Because of your special training by your mentor, you are more strong with Jedi Weapons. You deal extra damage which is determined by your Wisdom modifier once a turn when you hit. This extra damage can’t be higher then your Jedi level.