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Jedi
In a secluded fortress–monastery, a young human reaches
out with his mind. Across the room, a practice ball shifts. He
can feel it—its shape, its texture, its weight. By the barest act
of silent will, the young man lifts the object aloft to gently
deposit it atop a tall shelf.
A blade of light springs forth from a half-elf’s hand
just in time for her to raise it against the incoming hail
of arrows. The blade hums loudly as it is drawn in a
sweeping arc, scattering the projectiles and leaving the
wielder unharmed.
Unphased by the bellowing war cry of the charging
hobgoblin, a lithe woman narrows her red eyes and raises a
slender hand. The corridor fills with cold light as arcs of
electricity surge from the woman’s fingertips, blasting the
hobgoblin to ash.
Jedi are mystic warriors who harness a form of magical
energy known as the Force. Whether channelled to empower
their bodies in combat or to create overt magical effects, this
energy is the basis for all Jedi powers.
The Magic of the Force
The jedi are unparallelled masters of a special kind of
magical energy that flows through all living things. Through
meditation and willpower, jedi harness this power to create
magical effects which augment their physical abilities, direct
harmful energy at their foes, or manipulate the weak-minded.
Contemplative Warriors
Small, fortified compounds can be found across the world
where jedi train their abilities and meditate on the mysteries
of the Force. Almost all aspirants enter at a young age, when
they first become aware of their affinity for the special magic
that jedi wield, and they develop their abilities as they age.
Very rarely does a jedi become aware of their powers later in
life.
Many jedi sects treat the Force with a reverence normally
reserved for gods, or seek to protect it as with druids and
nature. For many jedi, balance is more important than good
or evil. The membership of such orders are invariably ascetic
and disinclined to concern themselves with the petty politics
of ephemeral nations, save where the consequences of
inaction would threaten the natural order.
By contrast, there are a few jedi orders that reject such
concepts as balance and neutrality, and instead believe hold Are you a student of the Living Force, taught to live in the
that the Force is a tool to deliver justice, or even vengeance. moment, or perhaps of the Unifying Force, believing in the
Those that follow this philosophy are sometimes called sith, central, inimitable role of destiny? Consider why you left.
and have a tragic history of falling into depravity. Were you given a mission from your superiors that sent you
Jedi usually become adventurers as part of their training to far from home, or were you perhaps cast out for violating the
ascend to full–fledged membership of their order, or because order’s tenets? Had you left before, or was this your first time
they have been dispatched on an important mission. A jedi outside the temple’s walls?
who is sent to investigate dark omens or disturbances in the Most jedi orders preach respect for the balance of the
Force has great latitude in the execution of their task, and Force, so it is rare to find a jedi who is not lawful.
may spend years untangling various mysteries and threats
that arise from their original purpose. Quick Build
You can make a jedi quickly by following these suggestions.
Creating a Jedi First, make Dexterity your highest ability score, followed by
As you make your jedi character, think about the philosophy Wisdom. Second, choose the hermit background.
you learned while studying the Force in your formative years.

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The Jedi
Level Proficiency Bonus Force Points Force Abilities Features
1st +2 1 3 Force, Unarmoured Defence
2nd +2 2 3 Fighting Style
3rd +2 3 3 Deflect Missiles, Jedi Path
4th +2 4 4 Ability Score Improvement
5th +3 5 4 Extra Attack
6th +3 6 4 Jedi Path feature
7th +3 7 5 Evasion
8th +3 8 6 Ability Score Improvement
9th +4 9 6 Force Body
10th +4 10 7 Mental Bastion
11th +4 11 8 Improved Lightsabre
12th +4 12 8 Ability Score Improvement
13th +5 13 9 Improved Critical
14th +5 14 9 Force Resilience, Jedi Path feature
15th +5 15 10 Blindsense
16th +5 16 10 Ability Score Improvement
17th +6 17 11 Superior Resilience
18th +6 18 11 Elusive
19th +6 19 12 Ability Score Improvement
20th +6 20 13 Jedi Master

Class Features Force


As a jedi, you gain the following class features At 1st level, your training allows you to harness the mystical
energy of the Force. You access to this energy is represented
Hit Points
by a number of Force points. Your jedi level determines the
number of points you have, as shown in the Force Points
Hit Dice: 1d8 per jedi level column of the Jedi table.
Hit Points at 1st Level: 8 + your Constitution modifier You can spend these points to fuel various Force powers.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution You start knowing three such powers, one of which must be
modifier per jedi level after 1st the Lightsabre power. You learn more powers as you gain
Proficiencies levels in this class, as indicated in the Force Powers column
Armor: None of the Jedi table. Your Force power options are detailed at the
Weapons: Simple weapons, lightsabres end of the class description. When you gain a level in this
Tools: None class, you can choose one of the Force powers you know
(except for the Lightsabre power) and replace it with another
Saving Throws: Dexterity, Intelligence Force power that you could learn at that level.
Skills: Choose two from Acrobatics, Athletics, History, The maximum number of Force points that you can spend
Insight, Intimidation, Perception, Persuasion, Religion, and to use a Force power (including the base Force point cost and
Stealth. any additional Force points you spend to increase its level) is
Equipment determined by your jedi level, as shown in the Powers and
You start with the following equipment, in addition to the Force Points table.
equipment granted by your background: When you spend a Force point, it is unavailable until you
finish a short or long rest, at the end of which you draw all of
(a) a Force crystal or (b) any simple weapon your expended Force energy back into yourself. You must
(a) a dungeoneer’s pack or (b) an explorer’s pack spend at least 30 minutes of the rest meditating to regain
your Force points.

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Powers and Force Points Jedi Path
Jedi Levels Maximum Force Points for a Power
When you reach 3rd level, you commit yourself to a path that
1st–3rd 2 calls to you: the Consular, the Guardian, or the Sentinel.
4th–8th 3 These choices are detailed at the end of the class description.
9th–12th 4 Your choice grants you features at 3rd level and again at 6th,
and 14th level.
13th–16th 5
17th–20th 6 Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
Some of your Force powers require your target to make a 19th level, you can increase one ability score of your choice
saving throw to resist the power’s effects. The saving throw by 2, or you can increase two ability scores of your choice by
DC is calculated as follows: 1. As normal, you can’t increase an ability score above 20
Force Save DC = 8 + your proficiency bonus + using this feature.
your Wisdom modifier
Extra Attack
Unarmoured Defence Beginning at 5th level, you can attack twice, instead of once,
Beginning at 1st level, while you are wearing no armour and whenever you take the Attack action on your turn.
not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier. Evasion
At 7th level, your connection with the Force provides you with
Fighting Style a glimmer of foresight, allowing you to dodge out of the way
At 2nd level, you adopt a particular fighting style as your of certian area effects, such as a blue dragon’s lightning
specialty. Choose one of the following options. You can’t take breath or a fireball spell. When you are subjected to an effect
a Fighting Style option more than once, even if you later get that allows you to make a Dexterity saving throw to take only
to choose again. half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Duelling
When you are wielding a Lightsabre in one hand and no Force Body
other weapons, you gain a +2 bonus to damage rolls with that Starting at 9th level, you have become so suffused with the
weapon. Force that your physical abilities are augmented. You can add
half your proficiency bonus (round up) to any Strength,
Great Weapon Fighting Dexterity, or Constitution check you make that doesn’t
When you roll a 1 or a 2 on a damage die for an attack you already use your proficiency bonus.
make with a Lightsabre that you are wielding with two hands,
you can reroll the die and must use the new roll, even if the Mental Bastion
new roll is a 1 or a 2. The weapon must have the two-handed By 10th level, your connection with the Force allows you to
or versatile property for you to gain this benefit. perceive the world with clarity. You cannot be frightened or
Two-Weapon Fighting charmed.
When you engage in two-weapon fighting while wielding
Lightsabres, you can add your ability modifier to the damage Improved Lightsabre
of the second attack. Beginning at 11th level, you are able to manifest a more
potent Lightsabre. Your Lightsabre damage die increases to
Deflect Missiles 1d10, or 1d12 if wielded with two hands.
Starting at 3rd level, you can use your reaction to deflect or
reflect the missile when you are hit by a ranged weapon Improved Critical
attack. When you do so, the damage you takek from the Starting at 13th level, your knowledge of the Force grants you
attack is reduced by 1d10 + your Dexterity modifer + your the ability to react to openings in battle with superior aplomb.
jedi level. You roll one additional weapon damage die when
If you reduce the damage to 0, you can spend 1 Force point determining the extra damage for a critical hit with a
to reflect the missile as part of the same reaction. Make a Lightsabre attack.
ranged attack with proficiency, regardless of your weapon
proficiencies, with a normal range of 20 feet and a long range Force Resilience
of 60 feet. On a hit, it deals the original amount of damage to
the new target. Beginning at 14th level, your connection to the Force grants
you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail,
you can spend 1 Force point to reroll it and take the second
result.

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Blindsense Consular
Starting at 15th level, your connection to the Force allows you The path of the Consular is the most scholarly of all jedi
to be aware of the location of any hidden or invisible creature traditions. Consulars believe in drawing their weapons only
within 10 feet of you. as a last resort, instead focusing their efforts on developing
their Force abilities. Consulars are the diplomats, healers,
Superior Resilience and lore keepers of the jedi.
Starting at 17th level, the Force is so heavily concentrated Force Scholar
around you that are have a measure of protection even When you select this path at 3rd level, you learn two
against the most deadly of attacks. Any critical hit against you languages of your choice. You also become proficient in your
becomes a normal hit. choice of two of the following skills: Arcana, History,
Persuasion, Nature, Medicine, or Religion.
Elusive Your proficiency bonus is doubled for any ability check you
Beginning at 18th level, your knowledge of the Force has make that uses either of those skills.
granted you superior battlefield awareness. No attack roll has
advantage against you while you aren’t incapacitated. Tranquilty
Beginning at 6th level, you can enter a special meditation that
Jedi Master surrounds you with an aura of peace. At the end of a long
rest, you gain the effect of a sanctuary spell tat lasts until the
At 20th level, when you roll for initiative and have no Force start of your next long rest (the spell can end early as normal).
points remaining, you regain 4 Force points. The saving throw DC for the spell equals 8 + your proficiency
bonus + your Wisdom modifier.
Jedi Paths
The Force guides different jedi in different ways as befits Augmented Force
their nature and abilities. The jedi path you choose to follow At 14th level, your study of the Force has granted you
reflects your philosophy. improved ability with your Force powers. When you expend

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Force points to cast a spell, the spell is treated as though it
were cast using a spell slot one level higher than its spell Force Powers
level. If a Force power has prerequisites, you must meet them to
learn it. You can learn the power at the same time you meet
Guardian the prerequisites. A level prerequisite refers to your level in
The skills and talents of guardians lie in battle. Most often this class.
seen as peacekeepers, guardians are esteemed warrior-
mystics whose form in battle is one of practiced perfection. Art of Movement
Guardians are a jedi temple’s first line of defence. While you are not wearing armour, you can spend 1 Force
point to double your proficiency bonus for any Acrobatics or
Improved Critical Athletics check, if it applies.
Beginning when you choose this path at 3rd level, your
Lightsabre attacks score a critical hit on a roll of 19 or 20. Battle Meditation
Prerequisite: 11th level
Force Strike
At 6th level, you gain the ability to infuse your weapon strikes As an action on your turn, you can enter a trance-like state in
with Force. Once on each of your turns when you hit a which you bolster the abilities of your allies. As long as you
creature with a Lightsabre attack, you can cause the attack to concentrate on this ability (as if you were concentrating on a
deal an extra 1d8 radiant or necrotic damage (your choice). spell), when a creature within 30 feet of you makes an attack
When you reach 14th level, the extra damage increases to roll or ability check, you can use your reaction to expend 2
2d8. Force points to add your proficiency bonus to the roll. You can
make this choice before or after you see the roll, but before
Warrior Sage the DM determines the result.
Starting at 14th level, when you use your action to cast a
Force power, you can make one weapon attack as a bonus Clairvoyance
action. You can spend 1 Force point to add your proficiency bonus to
your AC as a reaction to being attacked. The increase to your
Sentinel AC expires after the attack has been resolved.
You can use this feature a number of times equal to your
Sentinels are often considered the middle ground of the three Wisdom modifier. You regain all expended uses when you
jedi paths, blending the teachings of the consular and the finish a short or long rest.
guardian and amplifying them with non-Force skills.
Sentinels are often disaptched for highly sensitive missions Focused Blade
that require specialized abilities. Prerequisite: 11th level
Force Versatility When you manifest your Lightsabre, you may spend up to
Beginning when you choose this path at 3rd level, your half the maximum Force points you can use on a power
knowledge of the Force allows you to master even those tools (round down) to grant your Lightsabre a bonus to attack and
and skills which are outside your specializations. As an damage rolls. The bonus equals the number of Force points
action, you can expend 1 Force point to become proficient you spent. This bonus lasts for 1 minute.
with one skill or tool of your choice for 10 minutes.
Force Celerity
Reliable Talent You can spend 1 Force point to take the Disengage or Dash
By 6th level, your skill in the Force allows you to perform your action as a bonus action on your turn, and your jump distance
chosen skills with competence under any condition. is doubled for the turn.
Whenever you make an ability check that lets you add your
proficiency bonus, you can treat a d20 roll of 9 or lower as a Force Choke
10. Once you use this ability, you cannot do so again until you You can spend 1 Force point to cast hold person on a
finish a short or long rest. creature you can see. If you spend 5 Force points on this
ability, you instead cast telekinesis on a creature you can see.
Force Presence While you maintain concentration on this effect, the target
Beginning at 14th level, you can expend 5 force points to cannot breathe.
project a presence of awe or fear (your choice) to a distance
of 60 feet. For 1 minute, or until you lose your concentration Force Jump
(as though you were casting a concentration spell), each Prerequisites: 9th level, Art of Movement Force power
hostile creature that starts its turn in the aura must succeed You can cast jump on yourself at will, without expending
on a Wisdom saving throw or be charmed (if you chose awe) material components.
or fear (if you chose fear) until the aura ends.
A creature that succeeds on this saving throw is immune to
your aura for 24 hours.

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Force Push
As an action, you can spend 2 Force points and choose a
creature within 30 feet of you. That creature must succeed a Force Crystals
Strength saving throw. On a failed save, the creature takes Force crystals are special stones that are attuned to
3d10 force damage, plus an additional 1d10 force damage for the Force which are used by jedi to manifest their
each additional Force point you spend, and you can push the Lightsabres. By itself, a Force crystal is a mundane
creature up to 20 feet away from you and knock it prone. On (albeit highly valuable) gemstone. In the hands of a
jedi, it focuses the Force into a tangible effect that
a successful save, the creature takes half as much damage, becomes an extension of the jedi’s own essence.
and you don’t push it or knock it prone. There are many types of Force crystals, and their
nature is an ongoing mystery that the jedi seek to
Force Shroud explain. It has been suggested that different types
As an action on your turn, you can spend 2 Force points to of crystals may enhance the Force in those of a
become invisible until the end of your next turn. You become particular affinity—a reason, perhaps, why those
visible if you take any action that is not Hide. who follow certain paths tend to use crystals of the
same colour. Others, however, believe that Force
Force Smite crystals differ only in their prismatic effect and
You can spend 4 Force points to cast lightning bolt, without focal capacity.
expending material components. If you spend more Force Force crystals form only under special conditions
points, the spell is cast as though you had used a spell slot and are extremely rare. A ‘common’ Force crystal is
one level higher for every additional Force point you spent. still a remarkable treasure, and jedi protect them as
though they were priceless. Some crystals can be
found with greater levels of attunement, though a
Force Speed jedi of sufficient power does not need to ever seek
You can spend 4 Force points to cast haste on yourself, out a crystal of greater attunement. Rather, through
without expending material components. meditation they can augment their current crystal’s
attunement to match their strength in the Force.
Force Wave
You can spend 2 Force points to cast thunderwave. If you
spend more Force points, the spell is cast as though you had
used a spell slot one level higher for every additional Force
point you spent. Powerful Blade
Prerequisite: 11th level
Healing
Your mystical touch can heal wounds. Starting at 3rd level, When you hit a creature with your Lightsabre, the creature
you have a pool of magical healing power that replenishes takes extra radiant damage equal to your Wisdom modifier
when you take a long rest. With that pool, you can restore a (minimum 1).
total number of hit points equal to your jedi level × 5.
As an action, you can touch a creature and draw power Psychometry
from the pool to restore a number of hit points to that Prerequisite: 17th level
creature, up to the maximum amount remaining in the pool.
Instead of healing the creature, you can expend 5 hit points You can call up visions of the past that relate to an object you
from your pool of healing to cure the target of one disease or hold or your immediate surroundings. You spend at least 1
neutralize one poison affecting it. You can cure multiple minute in meditation and prayer, then receive dreamlike,
diseases and neutralize multiple poisons with a single use of shadowy glimpses of recent events. You can meditate in this
Healing, expending hit points separately for each one. way for a number of minutes equal to your Wisdom score and
This feature has no effect on undead and constructs. must maintain concentration during that time, as if you were
casting a spell.
Lightsabre Once you use this feature, you can’t use it again until you
As a bonus action, you can focus on a Force crystal you hold finish a short or long rest.
to manifest a weapon of Force energy, called a Lightsabre, in Object Reading. Holding an object as you meditate, you
that hand. The Lightsabre appears and functions as a can see visions of the object’s previous owner. After
longsword, but it deals radiant damage, has the finesse meditating for 1 minute, you learn how the owner acquired
property, and is weightless. You are proficient with your and lost the object, as well as the most recent significant
Lightsabre while you wield it, and it counts as magical for event involving the object and that owner. If the object was
purposes of overcoming resistance and immunity to owned by another creature in the recent past (within a
nonmagical attacks and damage. number of days equal to your Wisdom score), you can spend
1 additional minute for each owner to learn the same
Mass Smite information about that creature.
Prerequisites: 11th level, Force Smite Force power Area Reading. As you meditate, you see visions of recent
events in your immediate vicinity (a room, street, tunnel,
You can expend 6 Force points to cast chain lightning, clearing, or the like, up to a 50-foot cube), going back a
without expending material components. number of days equal to your Wisdom score. For each minute

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you meditate, you learn about one significant event,
beginning with the most recent. Significant events typically
involve powerful emotions, such as battles and betrayals,
marriages and murders, births and funerals. However, they
might also include more mundane events that are
nevertheless important in your current situation.
Read Thoughts
You can spend 1 Force point to read a creature’s thoughts.
You can then use your access to the creature’s mind to
command it.
As an action, choose one creature that you can see within
60 feet of you. That creature must make a Wisdom saving
throw. If the creature succeeds on the saving throw, you can’t
use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface
thoughts (those foremost in its mind, reflecting its current
emotions and what it is actively thinking about) when it is
within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect
and cast the suggestion spell on the creature. The target
automatically fails its saving throw against the spell.
Sabre Throw
As an action on your turn, you can spend 1 Force point to
throw your Lightsabre as though it had the thrown property
with a normal range of 20 feet and a long range of 60 feet.
Immediately after your ranged attack is resolved, the weapon
flies back to your hand.
Telekinesis
As an action, you can move or manipulate objects
by thought, as though you had cast telekinesis.
The maximum weight of the object cannot
exceed 5 pounds.
The total weight you can move or
manipulate increases to 5 pounds per
level when you reach 5th
level, 10 pounds per level
when you reach 10th level,
15 pounds per level when you
reach 15th level, and 20 pounds
per level when you reach 20th level.
Twin Blades
When you use a bonus action to
manifest a Lightsabre, you can create a
second one in a second empty hand. This
second Lightsabre functions as a short sword,
but it deals radiant damage and is weightless.

Art Credits
“Fantasy City”, artist unknown
“Masked Knight” by Raymond
Minnaar
“Nihilus vs Atris”, artist
unknown
“Lost Jedi” by PhelanDavion

DUNGEON MASTER’S WORKSHOP | JEDI 7

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