Note from the Archmage: This document was somewhat rushed in order to be ready for May 4th. Any suggestions for revisions are more than welcome in the comments below; the class will be updated.
—2017/07/14: Massive update has been released. See changelog below.—
Happy Star Wars Day! On this day of great esteem, when we celebrate the events that took place a long time ago in a galaxy far, far away, Dungeon Master’s Workshop has prepared a special presentation. Introducing a new player option: the Jedi.
The jedi is a mystic warrior who draws on the Force, a pervasive energy field that can be used to augment one’s physical capabilities as well as achieve discrete magical effects such as precognition and energy-based attacks. The jedi has three subclass options (“Paths”) that you may choose from: Consular, Guardian, and Sentinel. The Consular focuses on Force-based attacks, the Guardian on bolstering their martial abilities, and the Sentinel on using the Force to augment their various non-magical skills. A variety of Force powers are available to all jedi, regardless of which path they choose.
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2017/07/14 — Massive overhaul of the class completed. Special thanks to our valued reader Matt Williams for his thoughtful and in-depth analysis of the class which guided several of the significant changes, and also to Damon K. for keeping us motivated to work on this. See below for a general summary of the changes.
—— Added Great Weapon Fighting to fighting style selections
—— Adjusted the level at which features such as Blindsense and Elusive were earned to not offer advanced access to major abilities
—— Removed Uncanny Dodge
— Force powers:
—— Reduced overall number of Force powers learned
—— Added the Finesse property to Lightsabres
—— Rolled all the Lightsabre improvements into a single power that costs Force points
—— Re-tooled the Twin Blades power so that it’s not objectively better than regular dual wielding
—— Rewrote the Clairvoyance power to make it worth taking
—— Eliminated Double Strike and Flurry of Strikes powers because they shat all over the action economy
—— Separated Telekinesis from Force Push and from the Force Wave power
—— Re-tooled several Force powers to allow for empowerment with additional Force points
—— Reduced the number of benefits from four to three and adjusted the levels at which they are earned
—— Revised several features so as not to take too heavily from the role of other classes (*cough* Guardian *cough*)
—— Various tweaks to make the different archetypes fit their theme better