the jedi for d&d 5e

by dmej

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the force adept

Force adept

A bearded man races through hordes of droids, cutting them to pieces. A young padawan screams in anger and sadness, then rushes towards the zabrak that cut down his master. A pureblood sith walks alongside his jedi companions, knowing that their usefulness was coming to an end and that they could soon be disposed of. These are force adepts, wielders of the force who use its mystical powers for good or evil...

Force adepts are those who are able to manipulate the force, the mystical energy that permeates the world. they are powerful warriors, and their powers are diverse. Whether you are a sith, a jedi, or a neutral party, you are in tune with the force. Will you use your powers to mercilessly slay sith or jedi, negotiate your way through the maze of galactic politics, or travel the galaxy searching for a true understanding of the force? It's up to you, for you are a force adept, and you will forge your destiny through the power of the force.

Class Features

As a class_name, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per force adept level
  • Hit Points at 1st Level: 8 + your constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per force adept level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons, lightweapons
  • Tools: healers kit, explorers pack, scholars pack

  • Saving Throws: wisdom, inteligence
  • Skills: Choose three from Arcana, History, Insight, Medicine, Nature, athletics, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a lightsaber (b) any lightweapon
  • (a) leather armor or (b) studded leather armor
  • (a) a laser pistol or (b) any simple weapon or vibroweapon
  • (a) a scholar's pack or (b) an explorer's pack

Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.

Force adept
Level Proficiency Bonus Features force point force limit disciplines force talents
1st +2 force, force adept order 4 2 1 2
2nd +2 telepathy, force awareness 4 2 2 2
3rd +2 force adept order feature 6 3 2 2
4th +2 ability score improvement 6 3 2 2
5th +3 _ 8 4 3 3
6th +3 Force adept order feature 8 4 3 3
7th +3 _ 8 4 3 3
8th +3 Ability Score Improvement, Potent force (1d8) 10 5 3 3
9th +4 _ 10 5 4 4
10th +4 Consumptive Power 11 5 4 4
11th +4 force Mastery (1/day) 11 5 4 4
12th +4 Ability Score Improvemen 12 5 4 4
13th +6 force Mastery (2/day) 12 6 5 4
14th +6 Force adept order feature, Potent force(2d8) 12 6 5 4
15th +6 force Mastery (3/day) 12 6 5 5
16th +6 ability score improvement 12 7 5 5
17th +6 force Mastery (4/day) 13 7 5 5
18th +6 _ 14 7 6 5
19th +6 ability score improvement 15 7 6 5
20th +6 one with the force 16 7 6 5

The Force

The force is a mystical power that allows you to command the power of life and death itself.

At 1st level, you know one force discipline of your choice. The Disciplines Known column of the force adept table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline.

In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Force Points

You have an internal reservoir of energy that can be devoted to force disciplines you know. This energy is represented by force points.

Each force discipline describes effects you can create with it by spending a certain number of force points. A force talent requires no force points.

The number of force points you have is based on your force adept level, as shown in the force Points column of the force adept table. The number shown for your level is your force point maximum. Your force point total returns to its maximum when you finish a long rest. The number of force points you have can’t go below 0 or over your maximum.

Force Limit

Though you have access to a potent amount of force energy, it takes training and practice to channel that energy.

There is a limit on the number of force points you can spend to activate a force discipline. The limit is based on your force adept level, as shown in the force Limit column of the force adept table. For example, as a 3rd-level force adept, you can spend no more than 3 force points on a discipline each time you use it, no matter how many force points you have.

Force Talents

A force talent is a minor effect you have mastered. At 1st level, you know one force talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the force adept table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.

Force Focus

You can focus the force on one of your disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your force disciplines and gain its force focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

Force Ability

wisdom is your force ability for your disciplines. You use your wisdom modifier when setting the saving throw DC for a force discipline or when making an attack roll with one.

Force Save DC = 8 + your proficiency bonus +

your wisdom modifier

Force attack modifier = your proficiency bonus +

your wisdom modifier

Force Adept Order

At 1st level, you have chosen the order you wish to follow. This order will shape how you interact with the force.

  • order of the consular
  • order of the knight
  • order of the warrior
  • order of the blademaster

Your choice grants you features at 1st level and again at 3rd, 6th, and 14th level.

Mystical Recovery

Starting at 2nd level, you can draw vigor from the force you use to power your force disciplines. Immediately after you spend force points on a discipline, you can take a bonus action to gain temporary hit points equal to the number of force points you spent.

Telepathy

At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Strength of the force

Even the simplest force technique requires a deep understanding of how the force can augment the mind and body. This understanding allows you to alter your defenses to better deal with threats. Starting at 4th level, you can replace your proficiency in intelligence saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of intelligence. This change lasts until you finish your next short or long rest.

Potent force

At 8th level, you gain the ability to infuse your weapon attacks with the force. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 force damage to that target. When you reach 14th level, this extra damage increases to 2d8. In addition, you add your wisdom modifier to any damage roll you make for a force talent.

Consumptive Power

At 10th level, you gain the ability to sacrifice your physical durability in exchange for force power. When activating a force discipline, you can pay its force point cost with your hit points, instead of using any force points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. Once you use this feature, you can’t use it again until you finish a long rest.

Mastery of the force

Beginning at 11th level, your mastery of the force allows you to push your mind beyond its normal limits. As an action, you gain 5 special force points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 5 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal force points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. At 15th level, the pool of force points you gain from this feature increases to 6. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.

One with the force

At 20th level, your mastery of the force fills you with power. If you roll initiative and have no force points remaining, you can regain force points equal to your wisdom modifier.

Force adept orders

Order of the consuler

force adepts of the order of the consuler delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as consulers, these force users vary from hated tyrants to inspiring leaders who are loved by their followers. consulers can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.

Bonus Discipline

At 1st level, you learn one additional force discipline of your choice. it must be chosen from among the consuler disciplines.

Unarmored defense

At 1st level, you can add your wisdom modifier to your armor class while you are not wearing armor.

Aura of Battle

Starting at 3rd level, you project an inspiring aura. As a reaction when an ally within thirty feet of you makes an attack roll, you can give it advantage. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest. In addition, allies within 30 feet of you gain a plus 2 bonus to initiative.

Aura of Healing

Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your wisdom modifier (minimum of 0) whenever they regain hit points from a force discipline.

Aura of Speed

Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash or attack action as a bonus action. In addition, your walking speed increases by 10 ft.

Order of the warrior

force adepts of the order of the warrior unleash their rage and hatred to become powerful commanders of the dark side of the force. Their practices are banned in the Jedi orders, so warriors tend towards being sith or dark jedi.

Warriors prowess

At 1st level, you gain proficiency with martial weapons and medium armor.

Bonus discipline

At 1st level, you gain 1 additional disciple. It must be a warrior discipline.

Rage of the warrior

At 3rd level, you learn to harness your rage to suit your needs. You gain proficiency with the intimidation skill. In addition, you can unleash your rage as a bonus action. Every creature within 5 ft of you must succeed a constitution saving throw or take 2d8+your wisdom modifier psychic damage. The damage increases by 1d8 at 5th, 9th, 14th, and 17th levels. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.

Contagious fury

Starting at 6th level, you can spread your rage to others. As an action, you can force every creature of your choice within 5 ft of you to succeed a wisdom save equal to your force save or fly into a mindless rage. While in a mindless rage, they use their action to attack the closest creature to them, including you, on each of their turns for 1 minute.

deaths power

At 14th level, your rage has become all powerful. When you kill a creature, you can regain force points equal to your wisdom modifier. You must finish a long rest before you can use this feature again.

Order of the knight

Force adepts of the order of the knight are the champions of the light side of the force, and are like extensions of its will. Contrary to their name though, they are more skilled at investigation than combat, although some have shown great prowess in that skill. They travel through the galaxy restoring balance and helping those in need, and tend towards being jedi, although they sometimes belong to neutral parties.

Bonus Discipline

At 1st level, you learn 1 additional force disciple of your choice. It must be a knight discipline.

knights Talent

At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion.

Force Investigation

Starting at 3rd level, you can focus your mind to read the force in an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a force discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible force sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Surge of force

Starting at 6th level, you can overload your force focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your force focus. Your focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your force focus.

Master knight

At 14th level, you become a powerful knight of the light side of the force. You can add your wisdom modifier to the damage of any force effect. In addition, you gain resistance to force damage

Order of the blademaster

force adepts of the order of the blademasters forge powerful bonds with their lightsaber, enhancing its power until the blade becomes like an extension of their body. Blademasters can be found associating with both sith, jedi, and most other force using orders.

Bonus Disciplines

At 1st level, you learn 1 additional force discipline. You must choose a blademaster discipline.

Bladebond

At 1st level, you can choose a melee weapon in your possession and form a blade bond with it. You can add your wisdom modifier to the damage of the bonded weapon. You can change your bonded weapon at the end of a short or long rest.

Blademasters agility

Starting at 3rd level, your body becomes empowered with the force. Your walking speed increases by 10 ft. in addition, your armor class increases by 2, to a maximum of 19.

Extra attack

Starting at 6th level, you can attack twice on your turn.

Flurry of blades

At 14th level, you become a master of the blade. As a bonus action, you can expend 2 force points to make three additional attacks with your bonded blade on your turn. In addition, you gain another 10 ft of speed.

order of the shadow

Force adepts of the order of the shadow are powerful sith assassins, named for their ability to utilize the force to become like shadows, unseen and stealthy.

Assassins strike

At 1st level, once per turn if you hit a creature that has not taken its turn yet with a weapon attack, you can deal an additional 1d4 damage. This extra damage increases at 3rd(2d4), 6th(3d4), 9th(4d4), 12th(5d4), 15th(6d4), and 18th(7d4) levels.

Shadowy evasion

At 1st level, you become so stealthy attackers have trouble seeing you. when an enemy attacks you, you can use your reaction to impose disadvantage on the attack. You can use this ability a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.

Melt into darkness

Starting at 3rd level, you can melt into the shadows. As an action if you are in dark or dim lighting, you can turn invisible for up to 1 minute. This invisibility ends if you attack a creature, force a creature to make a saving throw, or die. You can use this ability a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.

Extra attack

Starting at 6th level, you can attack twice on your turn.

One with the shadows

At 14th level, you become almost one with the darkness you shroud yourself in. when you use your assassins strike feature, you can instead use the maximum possibility for every damage dice rolled. You can use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.

Force Talents

Force talents are minor abilities that require aptitude in the ways of the force but don’t drain a force adepts reservoir of power. Talents are similar to disciplines and use the same rules, but with three important exceptions:

  • You can never use your force focus on a talent.
  • Talents don’t require you to spend force points to use them.
  • Talents aren’t linked to force adept orders.

Beacon

As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.

Blind Spot

As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Lesser mind trick

you subtly prod your targets mind, making them more suseptible to trickery and deception. you force one creature of your choice within 5 ft of you to make a wisdom saving throw against your force dc. on a failure, you have advantage on all charisma checks towards them for one hour.

Energy Beam

As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Force empowered speed

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Mind Meld

As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.

Force push

As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage and be blown back 5 ft. If it takes any of this damage and is Large or smaller, it is knocked prone. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Force lift

You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on. The object falls to the ground at the end of your turn if you leave it suspended in midair.

Force crush

As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in any direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Force shield

As a bonus action, you create a shield that protects you from others' force abilities. The shield lasts for up to 10 minutes and requires concentration. While the shield is active, you have advantage on saving throws against force disciplines and talents. If you still fail the saving throw, the creature that forced you to make that save takes 1d6 psychic damage. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Force disciplines

Perceive the Force

order of the knight discipline

You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.

force Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks.

Assess Foe (2 force). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. Read Moods (1 force). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.

View Aura (3 force; conc., 1 hr.). As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen (5 force; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Raw power

warrior discipline

You augment your natural strength with the force, granting you the ability to achieve incredible feats of might.

force Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks.

Empowered Strike (1–7 force). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d8 per force point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Mighty Leap (1–7 force). As part of your movement, you jump in any direction up to 20 feet per force point spent. Feat of Strength (2 force). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.

Force powered agility

You channel the force into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal. force Focus. While focused on this discipline, your walking speed increases by 10 feet.

Rapid Step (1–7 force). As a bonus action, you increase your walking speed by 10 feet per force point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense (2 force). As a bonus action, you take the Dodge action.

Blur of Motion (2 force). As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed (2 force). As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Powerful leap (1-7 force). As a bonus action, you increase your jump height by 10 ft per force point spent until the end of your next turn.

Surge of Action (4 force). As a bonus action, you can Dash or make one weapon attack.

Shade of Despair

Consuler Discipline

You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction.

force Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Crowned in Sorrow (1–7 force). As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per force point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage.

Call to Inaction (2 force; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

Visions of Despair (3 force). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional force point spent on it.

Dolorous Mind (5 force; conc., 1 min.). As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Crown of Rage

warrior, shadow, and consuler Discipline

You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to.

Force Focus. While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.

Primal Fury (1–7 force). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per force point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed.

Fighting Words (2 force; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will.

Mindless bloodlust (2 force). You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed.

Punishing Fury (5 force; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed.

Force Fortress

You forge an indomitable wall of the force around yourself that allows you to launch counter attacks against your opponents.

Force Focus. While focused on this discipline, you gain resistance to force damage and advantage on saving throws against force disciplines and talents.

Force Backlash (2 force). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 force damage.

Skilled (1–7 force). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each force point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Force Redoubt (5 force; conc., 10 min.). As an action, you create a field of protective energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to force damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Mantle of Fury

warrior Discipline

You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst.

Force Focus. While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.

Incite Fury (2 force; conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll.

Mindless Charge (2 force). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy.

Aura of Bloodletting (3 force; conc., 1 min.). As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls.

Overwhelming Fury (5 force; conc., 1 min.). As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Force Restoration

You wield psionic energy to cure wounds and restore health to yourself and others.

Force Focus. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

Mend Wounds (1–7 force). As an action, you can spend force points to restore hit points to one creature you touch. The creature regains 1d8 hit points per force point spent.

Restore Health (3 force). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.

Restore Life (4 force). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.

Restore Vigor (5 force). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.

Force empowered Weapon

Blademaster discipline

You have learned how to channel the force into your attacks, lending them devastating power.

Force Focus. Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is force and magical, rather than its normal damage type. Until you reach 6th level as a force adept, you don’t add your Strength or Dexterity modifier to the force attack’s damage rolls.

Ethereal Weapon (1 force). As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure force energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.

Lethal Strike (1–7 force). As a bonus action, you imbue a weapon you’re holding or your unarmed strike with the force. The next time you hit with it before the end of your turn, it deals an extra 1d10 force damage per psi point spent.

Augmented Weapon (5 force; conc., 10 min.). As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.

Force attack

You wield the force as a weapon, unleashing salvos of crushing energy.

Force Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with force talents that deal force damage.

Force slam (1–7 force). As an action, choose one creature you can see within 60 feet of you. The target takes 1d10 force damage per force point spent on this ability.

Force push (1-7 force). As an action, choose one creature you can see within 5 feet of you. They must succeed a dexterity saving throw or be blown back 10 ft for each force point spent. If they hit an object or creature, they and the object or creature each take 1d6 bludgeoning damage per force point spent.

Force Blast (6 force). As an action, you unleash devastating energy in a 60-foot cone. Each creature in that area must make a constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more force point on this ability.

Force Crush (7 force). As an action, you create a 20-foot cube of crushing energy within 120 feet of you. Each creature in that area must make a constitution saving throw. On a failed save, a target takes 8d8 force damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Force adept mind trick

By channeling the force, you gain the ability to control other creatures by substituting your will for their own.

Force Focus. While focused on this discipline, you gain the ability to use your telepathy class feature with up to four creatures at once. If you don’t have that feature from the force adept class, you instead gain it while focused on this discipline. In addition, you gain resistance to being charmed.

Exacting Query (2 force). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Occluded Mind (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Broken Will (4 force). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Grip of the force(5 force; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on a constitution saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.

Ultimate mind trick (6 force; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Force lightning

powerful force adepts can unleash the power of the force in the form of lightning, but the greatest can catch and reflect it. Force Focus. While focused on this discipline, you gain resistance to lightning damage.

Static bolt (1–7 force). As an action, choose one creature you can see within 60 ft of you. The target takes 1d12 lightning damage per force point spent on this ability.

Chain lightning (4 force). As an action, you unleash a devastating string of lightning. Each creature within a 10 ft cone in front of you. They must succeed a force saving throw or take 8d6 lightning damage.

Lightning strike (6 force). As an action, you unleash devastating lightning in a 60-foot cone. Each creature in that area must make a constitution saving throw, taking 8d8 lightning damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more force point on this ability.

Sith storm (6 force; concentration 1 minute). As an action, you create a storm of force lightning. On each of your turns for as long as you remain in concentration, you can force every creature within 50 ft of you to succeed a force saving throw or take 6d10 lightning damage.

Reflect lightning (7 force). As a reaction, you can reflect an attack that deals lightning damage. You take no damage from it, and the creature that generated the effect takes half damage.

Mental disruption

You use the force to create mental static that disrupts other creatures’ ability to think clearly. Force Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.

Distracting Haze (1–7 force; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per force point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage and suffers no other effects.

Daze (3 force). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage.

Mind Storm (5-7 force). As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional force point spent on this ability.

Second sight

You call on the force to give you a mystical second sight. force Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.

Tremorsense (2 force; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.

Unwavering Eye (1 force). As a bonus action, you gain advantage on Wisdom checks for 1 minute.

Piercing Sight (3 force; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.

Truesight (5 force; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.

Sith sorcery

Shadow and consuler discipline

You call on the dark side of the force in the ancient ways of sith sorcery.

Force Focus. While focused on this discipline, you have advantage on wisdom, intelligence, and charisma saves against magic.

Deceitful form (1 force). As an action, you can cast the disguise self spell at will.You can spend one additional force to make it a bonus action.

Manipulative influence (2 force). As an action, you can cast the suggestion spell at will.You can spend one additional force to make it a bonus action.

Fearful aura (2 force). As an action, you cast the fear spell at will.You can spend one additional force to make it a bonus action.

Shadowy veil (2 force). You cast the darkness spell at will. You can spend one additional force to make it a bonus action.

Fiery wrath (4 force). You cast the fireball spell at will.

Lightsaber prowess

Blademaster, warrior, and shadow discipline

You channel the force into your lightsaber, making you a powerful combatant.

Force Focus. While focused on this discipline, you gain a +1 bonus to the damage of your lightsaber.

Enhanced blade (1–7 force). As a bonus action, you channel the force into your lightsaber, increasing its damage by 1d8 damage of the same type as the lightsaber per force point spent.

Spinning parry (1 force). As a reaction when attacked, you spin your lightsaber rapidly, giving you a plus 2 bonus to armor class until the attack ends.

Blur of Motion (2 force). As an action, you cause yourself to be invisible during any of your movement during the current turn.

Leaping strike (3 force). As a bonus action, you jump 10 ft in any direction and make one melee attack. This jump does not count against your total movement.

Running attack (4 force). You can use the dash action as a bonus action if you make a melee attack as your action.

New backgrounds

Jedi

Jedi are the courageous warriors of the light side of the force. They destroy the evil sith and bring balance to the force. They are unmatched in the diplomatic powers of the force, but can be skilled warriors too.

As a jedi, you can choose your character traits, bonds, and ideals from any background.

Proficiencies

Tool- healer's kit,

Skill- choose two from arcana, medicine, athletics, animal handling, stealth, and persuasion.

Trait: force sensitive- as a jedi, you are sensitive to the force. You can choose one force talent from the force adept class. If you are a force adept, you can instead choose one extra discipline from any order.

Dark Jedi

Dark Jedi are jedi who left or were exiled from their order for the dabbling in the sith arts, and while most become twisted and evil from their studies, some seek a balance between the dark and light sides and unification of the two. As a dark jedi, you can choose your character traits, bonds, and ideals from any background.

Proficiencies

Tool- thieves tools, disguise kit

Skills- choose two from arcana, performance, athletics, deception, stealth, and persuasion.

Trait: force sensitive- as a dark jedi, you are sensitive to the force. You can choose one force talent from the force adept class. If you are a force adept, you can instead choose one extra discipline from any order.

Sith

the sith are the warriors of the dark side of the force, showing no mercy to their enemies. they seek power above all, and will do anything to get it As a dark sith, you can choose your character traits, bonds, and ideals from the criminal or soldier backround.

Proficiencies

Tool-

Skills- choose two from arcana, athletics, deception, stealth, and persuasion.

Trait: force sensitive- as a sith, you are sensitive to the force. You can choose one force talent from the force adept class. If you are a force adept, you can instead choose one extra discipline from any order.

new weapons

Lightsaber

Martial weapon, melee, versatile 1d12

+strength to hit, reach 1 ft, 1d10+strength radiant damage.

Duosaber

Martial weapon, melee

+strength to hit, reach 2 ft, 2d6+strength radiant damage.

Lightwhip

Simple weapon, ranged

+strength to hit, reach 5 ft, 1d8+strength radiant damage.

Laser pistol

Simple weapon, ranged

+dex to hit, range 60 ft, hit 1d10+dex radiant damage

become a

knight of

the force

with this well balanced homebrew subclass designed by dmej. this document was inspired by https://sw5e.com/ and my first dungeon master, as well as my players.

Part 2 | Your Introduction
 

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