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Jedi (Warlock Sub-class)


Hit Points

Hit Dice: d8 per Jedi (Warlock Sub-class) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

The Force (Jedi)   Your Patron is the Force. It is not a single being but the energy that flows through all things. By serving the force you put its desires above your own as you strive to be a better individual by making a better whole. You are a peace keeper and protector. You bring justice to those that need it and a swift defeat to those who stand up to you.   So things to point out about choosing this class. Your cantrip Eldritch blast can be your forceful use of the force and repelling blast invocation will give you the force push that you might be looking for. You can just use the invisible descriptor for the effect of you magic. No need for a visible effect. Your mental powers that a Jedi uses are typically only supposed to work on the weak minded so feel free to use charm person and suggestion to wonderful effects. After all there is a Jedi hand movement when you attempt to effect another mind.   Mage hand among other cantrips/spells have great flavor for a Jedi character when used and decribed in just the right way. Also remember that the characters we see in the movies are always higher level characters not the Jedi in training that low level ones are. Typically Dungeons and Dragons present that you are still an apprentice until you reach 3rd level.      
 


Spellcasting

Expanded spell list.

The force lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you.   Mage Armor, Detect Magic Enhance Ability, Heat Metal Haste. Nondetection Arcane Eye, Confusion Telekinesis, Bigby’s Hand Dungeons and DragonsForce Sensative


Subclass Options

At 1st level you have the ability to be attached to the force irrevocably. You can feel the force flowing through all things and can sense it in others. You can use it to guide the story and your decisions. Your DM can give you story clues and even premonitions that the Force can show you, based on how attuned you are.  

Highly Trained

Also at 1stlevel your force attunement opens you to more skills. Choose one additional skill that is fitting to your character concept and you are now proficient. Typical skills chosen are athletics, acrobatics, perception or any of the 4 knowledge skills: arcana, nature, history or religion. Get your DMs approval on your selection.  

Quickness of Action

At 6th level your Attunement to the force has allowed you move with more speed. You can use a bonus action to take the move or disengage action.  

Solidity of Thought

At 10th level your mind has become attuned to the Force and grants you advantages on mental saving throws that would make you lose control of your actions.  

A Surge of Purpose

At 14th level you can push yourself beyond your normal limits for a brief moment. On your turn you can make one addition action on top of your regular action and bonus action. You must finish a short or long rest before you can use this again.    
 


Created by

Mancon815.

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Class Features

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