Ziegander
2015-07-01, 12:01 PM
http://pathfinderwiki.com/mediawiki/images/thumb/f/fb/Jirelle.jpg/250px-Jirelle.jpg
Fighter
A half-elf in studded leathers struts through the city. Holding her rapier in hand, she smiles confidently as the naked steel shimmers in the light of the noonday sun for any onlookers to see. She heads to a duel, japing with awestruck commonfolk along the way, one she is certain she will win, having insulted a very large, very rude, and very drunk town guardsman the night prior and trapped him in a bet (with the help of his mates) regarding a contest of arms. She laughs to herself as she sees him at last. This should put a jingle in her coinpurse.
A halfling scales the walls of the village clocktower, crossbow in hand as an army of goblins approaches from the south. His allies are in position, and with the best eyes among them, he aims to coordinate them in the middle of the battle. Having fired off one, then two shots from the hand crossbow as he climbed, he vaults over the crenelations and pulls a larger crossbow from his back, securing the end against his shoulder and precisely firing into the oncoming horde all the while shouting positions and numbers to the rest of the village's defenders.
A tall, muscled human clad head to toe in polished steel sizes up his opponent, a twelve-foot tall demon ogre with red skin and a massive curved blade. The man's brow furrows, though the corner of his mouth turns up ever so slightly as he draws his greatsword from its sheath on his back. It's wavy, pale blade shined so brightly a soft glow seemed to surround it, and upon seeing it the red-skinned creature took a half-step back. "Silvance it is called," the man spoke, "Recall the name on your way to Hel." And their fight began.
Level
Proficiency Bonus
Features
1st
+2
Art of War, Fighting Style
2nd
+2
Additional Fighting Style, Battle Ready
3rd
+2
Archetype Feature
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Archetype Feature
8th
+3
Ability Score Improvement
9th
+4
10th
+4
Improved Critical
11th
+4
Archetype Feature
12th
+4
Ability Score Improvement
13th
+5
14th
+5
Ability Score Improvement
15th
+5
Archetype Feature
16th
+5
Ability Score Improvement
17th
+6
18th
+6
Superior Critical
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
The design may seem a little off right now, but it's intentional. My goal here was to design a Fighter base chassis stripped of Extra Attack (2) and (3) that would simultaneously feel balanced against a Paladin stripped of spells. The purpose is to allow myself to design an Eldritch Knight that gets up to 5th level spells that more closely mirrors a Paladin with arcane spellcasting. It will have its own spell list and new unique spells. :smallsmile:
Still unsure what I'll do with the Warblade, but seeing as the Fighter chassis has been gutted you can expect improvements over the Battle Master.
I'm tempted to try and make the Barbarian class into an archetype of this rebuilt Fighter. I think I could make it work (of course, we'd lose the Barbarian archetypes).
What do you all think of the Champion Fighter as presented here? Better than the standard Fighter (Champion)? Worse? Equivalent?
CLASS FEATURES
As a fighter, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength and Dexterity or Strength and Constitution (your choice)
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, a light crossbow, and 20 bolts
(a) a melee weapon and a shield or (b) any two simple or martial weapons
(a) a dungeoneer's pack and a climber's kit or (b) an explorer's pack and a potion of healing
ART OF WAR
At 1st level, you choose a martial archetype that you embody as you gain levels and develop new combat styles and techniques. Choose Barbarian, Champion, Eldritch Knight, or Warblade, each detailed at the end of the class description. The archetype you choose grants you features at 1st level, and again at levels 3, 7, 11 15, and 20.
FIGHTING STYLE
You adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
ARCHERY
You gain a +2 bonus to attack rolls you make with ranged weapons.
BATTLE VIGOR
In combat, at the start of your first turn, you gain temporary hit points equal to your Constitution modifier + half your class level (rounded up). These temporary hit points last until the end of any turn in which you can no longer see or hear any hostile creatures.
CAVALIER
While mounted, you may use your bonus action to direct your mount to make a single attack.
Additionally, once per long rest, when you mount a creature or construct with fewer hit points than 6 x your level, you may grant it enough temporary hit points to reach that number.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC. While you wield a shield, you may use your reaction to impose disadvantage on any attack roll made against another creature within 5 feet of you.
DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon,
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
LONGARM
You ignore the heavy property of two-handed, reach weapons you wield and may treat them as though they also had the versatile property allowing you to wield them in one hand. If you wield such a weapon in one hand, reduce the damage die by one step (for example, a Glaive wielded in one hand would deal 1d8 damage rather than 1d10).
PUGILIST
Your unarmed strike deals 1d6 damage rather than 1 and is a light, finesse weapon. If you wear no armor and do not carry a weapon your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You may use a shield or improvised weapons and still gain this benefit.
TACTICIAN
You may take the Help action as a bonus action on your turn, and you gain a +2 bonus to all weapon attack rolls you make as part of a Reaction.
THROWN WEAPON EXPERTISE
You gain a +1 bonus to ranged attack rolls you make with weapons that have the thrown property and your normal and maximum ranges with such weapons doubles. You may treat light, improvised weapons as though they had the thrown property (Range 10/30), and you do not have disadvantage on ranged attack rolls you make with thrown weapons when within 5ft of a hostile creature.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
VERSATILE COMBATANT
While wielding a Versatile weapon in one hand and not carrying a shield or weapon in your other hand you may take the Use an Object or Grapple action as a bonus action on your turn. While wielding a Versatile weapon in two hands you gain a +1 bonus to attack rolls made with that weapon.
ADDITIONAL FIGHTING STYLE
At 2nd level, you can choose a second option from the Fighting Style class feature.
BATTLE READY
Starting at 2nd level, you have advantage on Initiative checks and you may draw or stow weapons freely during your turn without using any actions. You may equip or stow a shield as your free interaction with an object or feature of the environment during your turn (see PHB, pg 190).
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
IMPROVED CRITICAL
At 10th level, your weapon attacks now score a critical hit on a roll of 19 or 20.
SUPERIOR CRITICAL
At 18th level, your weapon attacks score a critical hit on rolls of 18, 19, or 20.
MARTIAL ARCHETYPES
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to embody reflects your approach.
BARBARIAN
The archetypal Barbarian is a tour de force in raw physical power, bringing his wild rage to bear upon foes land shrugging off blows like a charging brown bear. Those who model themselves on this archetype hit harder, move faster, and stay standing longer than any other warrior.
The Barbarian
Level
Proficiency Bonus
Features
# of Rages
Rage Damage Bonus
1st
+2
Fighting Style, Rage
2
+2
2nd
+2
Additional Fighting Style, Battle Ready
2
+2
3rd
+2
Fast Movement (+10), Reckless Attack
2
+2
4th
+2
Ability Score Improvement
2
+2
5th
+3
Extra Attack
3
+2
6th
+3
Ability Score Improvement
3
+2
7th
+3
Danger Sense
3
+2
8th
+3
Ability Score Improvement
3
+2
9th
+4
Raging Critical (1 die)
4
+3
10th
+4
Improved Critical
4
+3
11th
+4
Indomitable Might
4
+3
12th
+4
Ability Score Improvement
4
+3
13th
+5
Fast Movement (+15), Raging Critical (2 dice)
5
+3
14th
+5
Ability Score Improvement
5
+3
15th
+5
Relentless Rage
5
+3
16th
+5
Ability Score Improvement
5
+3
17th
+6
Raging Critical (3 dice)
6
+4
18th
+6
Superior Critical
6
+4
19th
+6
Ability Score Improvement
6
+4
20th
+6
Primal Champion
Unlimited
+4
RAGE
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a Bonus Action.
While raging, you gain the following benefits:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack, you gain a +2 bonus to the damage roll. This bonus increases to +3 at 9th level and to +4 at 17th level.
You have resistance to bludgeoning, piercing, and slashing damage.
Starting at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 times at 5th level, 4 times at 9th level, 5 times at 13th level, and 6 times at 17th level.
RECKLESS ATTACK
Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you take the attack action on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls this turn, but attack rolls against you have advantage until your next turn. You cannot use this feature if you're wearing heavy armor.
FAST MOVEMENT
Starting at 3rd level, your speed increases by 10 feet while you aren't wearing heavy armor.
Your speed increases by 5 additional feet at 13th level.
DANGER SENSE
At 7th level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
INDOMITABLE MIGHT
Beginning at 11th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
RELENTLESS RAGE
Starting at 15th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
PRIMAL CHAMPION
At 20th level, you embody the power of the wilds. You may rage an unlimited number of times between rests. Furthermore, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
CHAMPION
The archetypal Champion focuses on the development of both the mind and body to a honed, skillful perfection. Those who model themselves on this archetype combine down to earth adventuring know-how with physical excellency to strike down foes with tried-and-true efficiency.
The Champion
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Remarkable Athlete
2nd
+2
Additional Fighting Style, Battle Ready
3rd
+2
Action Surge, Second Wind (1)
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Indomitable, Second Wind (2)
8th
+3
Ability Score Improvement
9th
+4
Action Surge (Bonus Action)
10th
+4
Improved Critical
11th
+4
Manystrike (1), Second Wind (3)
12th
+4
Ability Score Improvement
13th
+5
Indomitable (two uses), Second Wind (Greater)
14th
+5
Ability Score Improvement
15th
+5
Survivor
16th
+5
Ability Score Improvement
17th
+6
Manystrike (2), Second Wind (4)
18th
+6
Superior Critical
19th
+6
Ability Score Improvement
20th
+6
Action Surge (two uses), Indomitable (three uses), Peerless Skill
REMARKABLE ATHLETE
You gain proficiency in Athletics. If you were already proficient in Athletics, then your proficiency bonus is doubled for all Athletics checks you make. In addition, you add half your proficiency bonus to any Strength, Dexterity, or Constitution ability checks you make that do not already include your proficiency bonus.
SECOND WIND
Starting at 3rd level you regain half your expended hit dice after completing a short rest and all of your expended hit dice after completing a long rest. You may expend a number of hit dice on your turn as a bonus action. The number you may expend depends on your level - one at 3rd level, two at 7th level, three at 11th level, and four at 17th level.
Starting at 13th level after you spend a bonus action on your turn to expend any number of hit dice you have Advantage on all attack rolls, ability checks, and saving throws you make using your Strength, Dexterity, or Constitution until the start of your next turn.
ACTION SURGE
At 3rd level, once during your turn you may take an additional action. After using this feature you cannot do so again until you've completed a short or long rest.
At 9th level when you use this feature you may also take an additional bonus action on your turn.
You may use this feature twice between rests at 20th level.
INDOMITABLE
Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest.
You can use this feature twice between rests starting at 13th level, and three times between rests at 20th level.
MANYSTRIKE
Beginning at 11th level, the number of attacks you can make during an Attack action increases from two to three.
When you reach 17th level, this number increases to four.
SURVIVOR
At 15th level, you attain the pinnacle of resilience in battle. You gain proficiency with Strength, Dexterity, or Constitution saving throws. If you happen to be proficient with all three of those saving throws already, you may choose to gain proficiency in any saving throw that you are not already proficient with.
Furthermore, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
PEERLESS SKILL
At 20th level, once per turn when you make a weapon attack it automatically hits.
ELDRITCH KNIGHT
The archetypal Eldritch Knight combines sword and sorcery into a deadly, harmonious whole. Where magic power meets martial art, those who follow this archetype cause their foes, and even the laws of reality themselves, to tremble.
The Eldritch Knight
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2
Fighting Style, Weapon Bond
2nd
+2
Additional Fighting Style, Battle Ready, Spellcasting
2
2
3rd
+2
Battlemagic Defense
3
3
4th
+2
Ability Score Improvement
3
3
5th
+3
Extra Attack
4
4
2
6th
+3
Ability Score Improvement
4
4
2
7th
+3
Battlemagic Offense
5
4
3
8th
+3
Ability Score Improvement
5
4
3
9th
+4
6
4
3
2
10th
+4
Improved Critical
6
4
3
2
11th
+4
Channel Spell
7
4
3
3
12th
+4
Ability Score Improvement
7
4
3
3
13th
+5
8
4
3
3
1
14th
+5
Ability Score Improvement
8
4
3
3
1
15th
+5
Greater Battlemagic Defense
9
4
3
3
2
16th
+5
Ability Score Improvement
9
4
3
3
2
17th
+6
10
4
3
3
3
1
18th
+6
Superior Critical
10
4
3
3
3
1
19th
+6
Ability Score Improvement
11
4
3
3
3
2
20th
+6
Warmage's Edge
11
4
3
3
3
2
WEAPON BOND
At 1st level, as published, but your weapon may be used as an arcane focus and is also considered magical for the purposes of overcoming resistance/immunity to nonmagical weapons.
SPELLCASTING
Starting at 2nd level you learn to cast a number of spells from the Eldritch Knight spell list (learning as many as the Ranger as you gain levels with a spell slot progression up to 5th level). You may use an action on your turn to cast any spell you know without needing to prepare it ahead of time. You do not gain cantrips. Your spellcasting ability is Intelligence.
1ST LEVEL
Burning Hands
Charm Person
Cometfall*
Compelled Duel
Comprehend Languages
Chromatic Orb
Deadly Dance*
Detect Magic
Feather Fall
Identify
Jump
Kinetic Strike*
Longstrider
Meteoric Strike*
Shield
Thunderwave
2ND LEVEL
Blindstrike*
Blur
Darkvision
Enfeebling Blow*
Enhance Ability
Hold Person
Magic Weapon
Misty Step
Scorching Ray
Stunning Blow*
3RD LEVEL
Bestow Curse
Daylight
Dispel Magic
Elemental Weapon
Ether Strike*
Frost Tomb*
Protection from Energy
Regroup*
Tongues
Vampiric Touch
4TH LEVEL
Banishment
Dimension Door
Earth Reaver*
Fire Shield
Freedom of Movement
Mordenkainen's Faithful Hound
5TH LEVEL
Bigby's Hand
Doom Blade*
Cone of Cold
Passwall
Rary's Telepathic Bond
*Eldritch Knight exclusive spells (http://www.giantitp.com/forums/showsinglepost.php?p=21664216&postcount=36)
BATTLEMAGIC DEFENSE
Starting at 3rd level, whenever you succeed at a saving throw against a spell you gain temporary hit points equal to your Constitution bonus (minimum 0) + 3 times the spell's slot level (to a maximum of 15 + your Constitution bonus).
BATTLEMAGIC OFFENSE
Starting at 7th level, whenever you use your action to cast a spell, you may make one weapon attack as a bonus action.
CHANNEL SPELL
Starting at 11th level whenever you use your action to cast a spell that requires you to touch a creature or to make a spell attack you may make a weapon attack with your bonded weapon against that spell's target as part of casting the spell.
If you do and your weapon attack hits, the spell effects the target as though you had touched it or hit with its spell attack roll, but if your weapon attack misses, the spell fails.
GREATER BATTLEMAGIC DEFENSE
Starting at 15th level, whenever you use your action to cast a spell of 1st level or higher, the next time an attack, spell or effect would deal damage to you before the start of your next turn, you have resistance to all damage dealt by that attack, spell, or effect.
WARMAGE'S EDGE
At 20th level, if you hit a creature with a weapon attack on your turn, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Likewise, when a creature fails its saving throw against a spell you've cast, the next weapon attack you make against that creature before the end of your next turn has advantage.
The Jedi
Level
Proficiency Bonus
Features
Lightsaber Damage
Force Points
Powers Known
1st
+2
Unarmored Defense, Lightsaber Training
1d4
--
--
2nd
+2
Force Powers
1d4
2
1
3rd
+2
Jedi Order, Deflect Missiles
1d4
3
2
4th
+2
Ability Score Improvement
1d4
4
2
5th
+3
Extra Attack
1d6
5
3
6th
+3
Order Feature
1d6
6
3
7th
+3
Clear Mind
1d6
7
4
8th
+3
Ability Score Improvement
1d6
8
4
9th
+4
1d6
9
5
10th
+4
Order Feature
1d8
10
5
11th
+4
Jedi Knight, Improved Force Talents
1d8
11
6
12th
+4
Ability Score Improvement
1d8
12
6
13th
+5
1d8
13
7
14th
+5
Diamond Soul
1d8
14
7
15th
+5
Order Feature
1d10
15
8
16th
+5
Ability Score Improvement
1d10
16
8
17th
+6
1d10
17
9
18th
+6
Timeless Body
1d10
18
9
19th
+6
Ability Score Improvement
1d10
19
10
20th
+6
Jedi Master, Force Attuned
2d6
20
10
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Jedi level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons, longswords, scimitars, shortswords, hand crossbows, and heavy crossbows
Tools: Jeweler's Tools
Saving Throws: Wisdom and Charisma
Skills: Choose three from Acrobatics, Athletics, Arcana, History, Insight, Medicine, Persuasion, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
a Lightsaber and one simple weapon
a set of Jeweler's Tools
(a) a diplomat's pack, (b) an explorer's pack, or (c) a scholar's pack
UNARMORED DEFENSE
Your AC equals 10 + your Proficiency bonus + the higher of your Wisdom or Charisma modifiers as long as you wear no armor and carry no shield.
LIGHTSABER TRAINING
At 1st level, your practice with the Jedi weapon of choice, the Lightsaber, gives you a powerful offensive tool that has been strengthened by your understanding of The Force and by the latent Force powers you still strive to develop. While you wield the Lightsaber (and only while you wield it), it has the following unique characteristics:
The Lightsaber is a one-handed melee weapon that deals 1d4 damage and has the finesse quality. Instead of bludgeoning, piercing, or slashing damage, the Lightsaber's damage is both Fire and Radiant energy and is thus considered magic. If you strike a creature with your Lightsaber that is vulnerable to one of those damage types, your attack deals double damage. If you strike a creature that is resistant to one of those damage types, your attack deals half damage. If, by chance, you strike a creature that is vulnerable to one type and resistant to the other, then your attack deals damage normally.
The weapon damage die for the Lightsaber increases while in your hands as you gain levels as a Jedi; to 1d6 starting at 5th level, to 1d8 starting at 10th level, to 1d10 starting at 15th level, and finally to 2d6 at 20th level.
You can use either your Wisdom or Charisma instead of your Strength or Dexterity to modify your attack rolls with the Lightsaber.
You may add the higher of your Wisdom or Charisma modifiers to damage rolls made with the Lightsaber in addition to your Strength or Dexterity modifier.
If your Lightsaber is wielded by any creature that lacks the Lightsaber Training feature, it deals 1d3 bludgeoning damage and acts in all other ways like a simple club.
FORCE POWERS
Starting at 2nd level, your training allows you to harness the cosmic energy of The Force. Your access to this energy is represented by a number of Force Points. Your Jedi level determines the number of points you have, as shown in the Force Points column of the table above. You can spend these points to fuel various Force Powers which you learn as you gain levels. You learn one at 2nd level, another at 3rd, and continue learning at the rate of one new Power at every odd level thereafter.
When you spend a Force Point it is unavailable to you until you finish a short or long rest, at the end of which you refocus all of your available Force Points back into yourself. Many of your Force Powers require a target (or targets) to make a saving throw to resist the Power's effects. The saving throw DC to resist your Force Powers is calculated as 8 + your Proficiency bonus + the higher of your Wisdom or Charisma modifiers.
At 2nd level, you know two force talents of a more basic capacity, which are detailed here. The full list of Force Powers and their descriptions are detailed at the end of the class description.
Forceful Blows
You can spend 1 Force Point and your bonus action whenever you take the Attack action on your turn. If you do, until the start of your next turn, attacks you make with a Lightsaber score a critical hit on an attack roll of 19 or 20, deal an extra weapon die of damage on hit and an additional extra weapon die on a critical hit (for a total damage roll of 4d4 damage on a critical hit at 2nd level).
Step of the Wind
You can spend 1 Force Point to take the Disengage or Dash action as a bonus action on your turn. If you do your jumping distance is doubled for the turn.
DEFLECT MISSILES
Starting at 3rd level, you can use your reaction to deflect or vaporize a missile when hit by a ranged attack. When you do so, the damage you take from the attack is reduced by an amount equal to 1d10 + the higher of your Strength or Dexterity modifiers + your Jedi level. If the attack is a ranged spell attack, add the higher of your Wisdom or Charisma modifier to the amount of damage reduced. This feature can only be used while you are wielding your Lightsaber, but it can be used to deflect even ranged spell attacks.
If you reduce the damage to 0, you can deflect the missile if it is a ranged spell attack. To do so you must spend 1 Force Point and make a ranged attack with the spell as part of your reaction. Your attack bonus for the spell attack equals the higher of your Wisdom or Charisma modifiers + your proficiency bonus, and your range for the spell attack is up to 60 feet to a maximum of half the spell's normal range.
JEDI ORDER
When you reach 3rd level, you commit yourself to one of three Jedi Orders: The Order of the First, The Order of the Consulate, and The Order of the Sentinel, all detailed at the end of the class description. Your Order grants you features at 3rd level and again at 6th, 10th, 15th, and finally 20th level when you ascend to the rank of Jedi Master.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
CLEAR MIND
Beginning at 7th level, the force sustains your mental faculties and shields you from effects that would rob you of your free will. Whenever you are subject to an effect that allows you to make a Wisdom or Charisma saving throw, if your saving throw was a success you are immune to that effect until after your next long rest, and until after your next short rest you have advantage on any saving throws you make against the same effect even if you initially failed.
JEDI KNIGHT
Starting at 11th level, you have the following options during combat on your turn:
after taking the Dash action, you may immediately take the Attack action as a bonus action.
after taking either the Attack or Disengage action, you may immediately take the other as a bonus action.
after taking the Attack action to attack with your Lightsaber, you may make an additional Lightsaber attack as a bonus action.
IMPROVED FORCE TALENTS
Also at 11th level, when you use your Step of the Wind talent you gain a 30 foot bonus to your movement for the round and can move along vertical surfaces and across liquids on your turn without falling during the move. You may use your Forceful Blows talent without spending your bonus action for the turn.
Fighter
A half-elf in studded leathers struts through the city. Holding her rapier in hand, she smiles confidently as the naked steel shimmers in the light of the noonday sun for any onlookers to see. She heads to a duel, japing with awestruck commonfolk along the way, one she is certain she will win, having insulted a very large, very rude, and very drunk town guardsman the night prior and trapped him in a bet (with the help of his mates) regarding a contest of arms. She laughs to herself as she sees him at last. This should put a jingle in her coinpurse.
A halfling scales the walls of the village clocktower, crossbow in hand as an army of goblins approaches from the south. His allies are in position, and with the best eyes among them, he aims to coordinate them in the middle of the battle. Having fired off one, then two shots from the hand crossbow as he climbed, he vaults over the crenelations and pulls a larger crossbow from his back, securing the end against his shoulder and precisely firing into the oncoming horde all the while shouting positions and numbers to the rest of the village's defenders.
A tall, muscled human clad head to toe in polished steel sizes up his opponent, a twelve-foot tall demon ogre with red skin and a massive curved blade. The man's brow furrows, though the corner of his mouth turns up ever so slightly as he draws his greatsword from its sheath on his back. It's wavy, pale blade shined so brightly a soft glow seemed to surround it, and upon seeing it the red-skinned creature took a half-step back. "Silvance it is called," the man spoke, "Recall the name on your way to Hel." And their fight began.
Level
Proficiency Bonus
Features
1st
+2
Art of War, Fighting Style
2nd
+2
Additional Fighting Style, Battle Ready
3rd
+2
Archetype Feature
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Archetype Feature
8th
+3
Ability Score Improvement
9th
+4
10th
+4
Improved Critical
11th
+4
Archetype Feature
12th
+4
Ability Score Improvement
13th
+5
14th
+5
Ability Score Improvement
15th
+5
Archetype Feature
16th
+5
Ability Score Improvement
17th
+6
18th
+6
Superior Critical
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
The design may seem a little off right now, but it's intentional. My goal here was to design a Fighter base chassis stripped of Extra Attack (2) and (3) that would simultaneously feel balanced against a Paladin stripped of spells. The purpose is to allow myself to design an Eldritch Knight that gets up to 5th level spells that more closely mirrors a Paladin with arcane spellcasting. It will have its own spell list and new unique spells. :smallsmile:
Still unsure what I'll do with the Warblade, but seeing as the Fighter chassis has been gutted you can expect improvements over the Battle Master.
I'm tempted to try and make the Barbarian class into an archetype of this rebuilt Fighter. I think I could make it work (of course, we'd lose the Barbarian archetypes).
What do you all think of the Champion Fighter as presented here? Better than the standard Fighter (Champion)? Worse? Equivalent?
CLASS FEATURES
As a fighter, you gain the following class features.
HIT POINTS
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength and Dexterity or Strength and Constitution (your choice)
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather armor, a light crossbow, and 20 bolts
(a) a melee weapon and a shield or (b) any two simple or martial weapons
(a) a dungeoneer's pack and a climber's kit or (b) an explorer's pack and a potion of healing
ART OF WAR
At 1st level, you choose a martial archetype that you embody as you gain levels and develop new combat styles and techniques. Choose Barbarian, Champion, Eldritch Knight, or Warblade, each detailed at the end of the class description. The archetype you choose grants you features at 1st level, and again at levels 3, 7, 11 15, and 20.
FIGHTING STYLE
You adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
ARCHERY
You gain a +2 bonus to attack rolls you make with ranged weapons.
BATTLE VIGOR
In combat, at the start of your first turn, you gain temporary hit points equal to your Constitution modifier + half your class level (rounded up). These temporary hit points last until the end of any turn in which you can no longer see or hear any hostile creatures.
CAVALIER
While mounted, you may use your bonus action to direct your mount to make a single attack.
Additionally, once per long rest, when you mount a creature or construct with fewer hit points than 6 x your level, you may grant it enough temporary hit points to reach that number.
DEFENSE
While you are wearing armor, you gain a +1 bonus to AC. While you wield a shield, you may use your reaction to impose disadvantage on any attack roll made against another creature within 5 feet of you.
DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon,
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
LONGARM
You ignore the heavy property of two-handed, reach weapons you wield and may treat them as though they also had the versatile property allowing you to wield them in one hand. If you wield such a weapon in one hand, reduce the damage die by one step (for example, a Glaive wielded in one hand would deal 1d8 damage rather than 1d10).
PUGILIST
Your unarmed strike deals 1d6 damage rather than 1 and is a light, finesse weapon. If you wear no armor and do not carry a weapon your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You may use a shield or improvised weapons and still gain this benefit.
TACTICIAN
You may take the Help action as a bonus action on your turn, and you gain a +2 bonus to all weapon attack rolls you make as part of a Reaction.
THROWN WEAPON EXPERTISE
You gain a +1 bonus to ranged attack rolls you make with weapons that have the thrown property and your normal and maximum ranges with such weapons doubles. You may treat light, improvised weapons as though they had the thrown property (Range 10/30), and you do not have disadvantage on ranged attack rolls you make with thrown weapons when within 5ft of a hostile creature.
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
VERSATILE COMBATANT
While wielding a Versatile weapon in one hand and not carrying a shield or weapon in your other hand you may take the Use an Object or Grapple action as a bonus action on your turn. While wielding a Versatile weapon in two hands you gain a +1 bonus to attack rolls made with that weapon.
ADDITIONAL FIGHTING STYLE
At 2nd level, you can choose a second option from the Fighting Style class feature.
BATTLE READY
Starting at 2nd level, you have advantage on Initiative checks and you may draw or stow weapons freely during your turn without using any actions. You may equip or stow a shield as your free interaction with an object or feature of the environment during your turn (see PHB, pg 190).
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
IMPROVED CRITICAL
At 10th level, your weapon attacks now score a critical hit on a roll of 19 or 20.
SUPERIOR CRITICAL
At 18th level, your weapon attacks score a critical hit on rolls of 18, 19, or 20.
MARTIAL ARCHETYPES
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to embody reflects your approach.
BARBARIAN
The archetypal Barbarian is a tour de force in raw physical power, bringing his wild rage to bear upon foes land shrugging off blows like a charging brown bear. Those who model themselves on this archetype hit harder, move faster, and stay standing longer than any other warrior.
The Barbarian
Level
Proficiency Bonus
Features
# of Rages
Rage Damage Bonus
1st
+2
Fighting Style, Rage
2
+2
2nd
+2
Additional Fighting Style, Battle Ready
2
+2
3rd
+2
Fast Movement (+10), Reckless Attack
2
+2
4th
+2
Ability Score Improvement
2
+2
5th
+3
Extra Attack
3
+2
6th
+3
Ability Score Improvement
3
+2
7th
+3
Danger Sense
3
+2
8th
+3
Ability Score Improvement
3
+2
9th
+4
Raging Critical (1 die)
4
+3
10th
+4
Improved Critical
4
+3
11th
+4
Indomitable Might
4
+3
12th
+4
Ability Score Improvement
4
+3
13th
+5
Fast Movement (+15), Raging Critical (2 dice)
5
+3
14th
+5
Ability Score Improvement
5
+3
15th
+5
Relentless Rage
5
+3
16th
+5
Ability Score Improvement
5
+3
17th
+6
Raging Critical (3 dice)
6
+4
18th
+6
Superior Critical
6
+4
19th
+6
Ability Score Improvement
6
+4
20th
+6
Primal Champion
Unlimited
+4
RAGE
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a Bonus Action.
While raging, you gain the following benefits:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack, you gain a +2 bonus to the damage roll. This bonus increases to +3 at 9th level and to +4 at 17th level.
You have resistance to bludgeoning, piercing, and slashing damage.
Starting at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 times at 5th level, 4 times at 9th level, 5 times at 13th level, and 6 times at 17th level.
RECKLESS ATTACK
Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you take the attack action on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls this turn, but attack rolls against you have advantage until your next turn. You cannot use this feature if you're wearing heavy armor.
FAST MOVEMENT
Starting at 3rd level, your speed increases by 10 feet while you aren't wearing heavy armor.
Your speed increases by 5 additional feet at 13th level.
DANGER SENSE
At 7th level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
INDOMITABLE MIGHT
Beginning at 11th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
RELENTLESS RAGE
Starting at 15th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
PRIMAL CHAMPION
At 20th level, you embody the power of the wilds. You may rage an unlimited number of times between rests. Furthermore, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
CHAMPION
The archetypal Champion focuses on the development of both the mind and body to a honed, skillful perfection. Those who model themselves on this archetype combine down to earth adventuring know-how with physical excellency to strike down foes with tried-and-true efficiency.
The Champion
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Remarkable Athlete
2nd
+2
Additional Fighting Style, Battle Ready
3rd
+2
Action Surge, Second Wind (1)
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Ability Score Improvement
7th
+3
Indomitable, Second Wind (2)
8th
+3
Ability Score Improvement
9th
+4
Action Surge (Bonus Action)
10th
+4
Improved Critical
11th
+4
Manystrike (1), Second Wind (3)
12th
+4
Ability Score Improvement
13th
+5
Indomitable (two uses), Second Wind (Greater)
14th
+5
Ability Score Improvement
15th
+5
Survivor
16th
+5
Ability Score Improvement
17th
+6
Manystrike (2), Second Wind (4)
18th
+6
Superior Critical
19th
+6
Ability Score Improvement
20th
+6
Action Surge (two uses), Indomitable (three uses), Peerless Skill
REMARKABLE ATHLETE
You gain proficiency in Athletics. If you were already proficient in Athletics, then your proficiency bonus is doubled for all Athletics checks you make. In addition, you add half your proficiency bonus to any Strength, Dexterity, or Constitution ability checks you make that do not already include your proficiency bonus.
SECOND WIND
Starting at 3rd level you regain half your expended hit dice after completing a short rest and all of your expended hit dice after completing a long rest. You may expend a number of hit dice on your turn as a bonus action. The number you may expend depends on your level - one at 3rd level, two at 7th level, three at 11th level, and four at 17th level.
Starting at 13th level after you spend a bonus action on your turn to expend any number of hit dice you have Advantage on all attack rolls, ability checks, and saving throws you make using your Strength, Dexterity, or Constitution until the start of your next turn.
ACTION SURGE
At 3rd level, once during your turn you may take an additional action. After using this feature you cannot do so again until you've completed a short or long rest.
At 9th level when you use this feature you may also take an additional bonus action on your turn.
You may use this feature twice between rests at 20th level.
INDOMITABLE
Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a short or long rest.
You can use this feature twice between rests starting at 13th level, and three times between rests at 20th level.
MANYSTRIKE
Beginning at 11th level, the number of attacks you can make during an Attack action increases from two to three.
When you reach 17th level, this number increases to four.
SURVIVOR
At 15th level, you attain the pinnacle of resilience in battle. You gain proficiency with Strength, Dexterity, or Constitution saving throws. If you happen to be proficient with all three of those saving throws already, you may choose to gain proficiency in any saving throw that you are not already proficient with.
Furthermore, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
PEERLESS SKILL
At 20th level, once per turn when you make a weapon attack it automatically hits.
ELDRITCH KNIGHT
The archetypal Eldritch Knight combines sword and sorcery into a deadly, harmonious whole. Where magic power meets martial art, those who follow this archetype cause their foes, and even the laws of reality themselves, to tremble.
The Eldritch Knight
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2
Fighting Style, Weapon Bond
2nd
+2
Additional Fighting Style, Battle Ready, Spellcasting
2
2
3rd
+2
Battlemagic Defense
3
3
4th
+2
Ability Score Improvement
3
3
5th
+3
Extra Attack
4
4
2
6th
+3
Ability Score Improvement
4
4
2
7th
+3
Battlemagic Offense
5
4
3
8th
+3
Ability Score Improvement
5
4
3
9th
+4
6
4
3
2
10th
+4
Improved Critical
6
4
3
2
11th
+4
Channel Spell
7
4
3
3
12th
+4
Ability Score Improvement
7
4
3
3
13th
+5
8
4
3
3
1
14th
+5
Ability Score Improvement
8
4
3
3
1
15th
+5
Greater Battlemagic Defense
9
4
3
3
2
16th
+5
Ability Score Improvement
9
4
3
3
2
17th
+6
10
4
3
3
3
1
18th
+6
Superior Critical
10
4
3
3
3
1
19th
+6
Ability Score Improvement
11
4
3
3
3
2
20th
+6
Warmage's Edge
11
4
3
3
3
2
WEAPON BOND
At 1st level, as published, but your weapon may be used as an arcane focus and is also considered magical for the purposes of overcoming resistance/immunity to nonmagical weapons.
SPELLCASTING
Starting at 2nd level you learn to cast a number of spells from the Eldritch Knight spell list (learning as many as the Ranger as you gain levels with a spell slot progression up to 5th level). You may use an action on your turn to cast any spell you know without needing to prepare it ahead of time. You do not gain cantrips. Your spellcasting ability is Intelligence.
1ST LEVEL
Burning Hands
Charm Person
Cometfall*
Compelled Duel
Comprehend Languages
Chromatic Orb
Deadly Dance*
Detect Magic
Feather Fall
Identify
Jump
Kinetic Strike*
Longstrider
Meteoric Strike*
Shield
Thunderwave
2ND LEVEL
Blindstrike*
Blur
Darkvision
Enfeebling Blow*
Enhance Ability
Hold Person
Magic Weapon
Misty Step
Scorching Ray
Stunning Blow*
3RD LEVEL
Bestow Curse
Daylight
Dispel Magic
Elemental Weapon
Ether Strike*
Frost Tomb*
Protection from Energy
Regroup*
Tongues
Vampiric Touch
4TH LEVEL
Banishment
Dimension Door
Earth Reaver*
Fire Shield
Freedom of Movement
Mordenkainen's Faithful Hound
5TH LEVEL
Bigby's Hand
Doom Blade*
Cone of Cold
Passwall
Rary's Telepathic Bond
*Eldritch Knight exclusive spells (http://www.giantitp.com/forums/showsinglepost.php?p=21664216&postcount=36)
BATTLEMAGIC DEFENSE
Starting at 3rd level, whenever you succeed at a saving throw against a spell you gain temporary hit points equal to your Constitution bonus (minimum 0) + 3 times the spell's slot level (to a maximum of 15 + your Constitution bonus).
BATTLEMAGIC OFFENSE
Starting at 7th level, whenever you use your action to cast a spell, you may make one weapon attack as a bonus action.
CHANNEL SPELL
Starting at 11th level whenever you use your action to cast a spell that requires you to touch a creature or to make a spell attack you may make a weapon attack with your bonded weapon against that spell's target as part of casting the spell.
If you do and your weapon attack hits, the spell effects the target as though you had touched it or hit with its spell attack roll, but if your weapon attack misses, the spell fails.
GREATER BATTLEMAGIC DEFENSE
Starting at 15th level, whenever you use your action to cast a spell of 1st level or higher, the next time an attack, spell or effect would deal damage to you before the start of your next turn, you have resistance to all damage dealt by that attack, spell, or effect.
WARMAGE'S EDGE
At 20th level, if you hit a creature with a weapon attack on your turn, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Likewise, when a creature fails its saving throw against a spell you've cast, the next weapon attack you make against that creature before the end of your next turn has advantage.
The Jedi
Level
Proficiency Bonus
Features
Lightsaber Damage
Force Points
Powers Known
1st
+2
Unarmored Defense, Lightsaber Training
1d4
--
--
2nd
+2
Force Powers
1d4
2
1
3rd
+2
Jedi Order, Deflect Missiles
1d4
3
2
4th
+2
Ability Score Improvement
1d4
4
2
5th
+3
Extra Attack
1d6
5
3
6th
+3
Order Feature
1d6
6
3
7th
+3
Clear Mind
1d6
7
4
8th
+3
Ability Score Improvement
1d6
8
4
9th
+4
1d6
9
5
10th
+4
Order Feature
1d8
10
5
11th
+4
Jedi Knight, Improved Force Talents
1d8
11
6
12th
+4
Ability Score Improvement
1d8
12
6
13th
+5
1d8
13
7
14th
+5
Diamond Soul
1d8
14
7
15th
+5
Order Feature
1d10
15
8
16th
+5
Ability Score Improvement
1d10
16
8
17th
+6
1d10
17
9
18th
+6
Timeless Body
1d10
18
9
19th
+6
Ability Score Improvement
1d10
19
10
20th
+6
Jedi Master, Force Attuned
2d6
20
10
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Jedi level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons, longswords, scimitars, shortswords, hand crossbows, and heavy crossbows
Tools: Jeweler's Tools
Saving Throws: Wisdom and Charisma
Skills: Choose three from Acrobatics, Athletics, Arcana, History, Insight, Medicine, Persuasion, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
a Lightsaber and one simple weapon
a set of Jeweler's Tools
(a) a diplomat's pack, (b) an explorer's pack, or (c) a scholar's pack
UNARMORED DEFENSE
Your AC equals 10 + your Proficiency bonus + the higher of your Wisdom or Charisma modifiers as long as you wear no armor and carry no shield.
LIGHTSABER TRAINING
At 1st level, your practice with the Jedi weapon of choice, the Lightsaber, gives you a powerful offensive tool that has been strengthened by your understanding of The Force and by the latent Force powers you still strive to develop. While you wield the Lightsaber (and only while you wield it), it has the following unique characteristics:
The Lightsaber is a one-handed melee weapon that deals 1d4 damage and has the finesse quality. Instead of bludgeoning, piercing, or slashing damage, the Lightsaber's damage is both Fire and Radiant energy and is thus considered magic. If you strike a creature with your Lightsaber that is vulnerable to one of those damage types, your attack deals double damage. If you strike a creature that is resistant to one of those damage types, your attack deals half damage. If, by chance, you strike a creature that is vulnerable to one type and resistant to the other, then your attack deals damage normally.
The weapon damage die for the Lightsaber increases while in your hands as you gain levels as a Jedi; to 1d6 starting at 5th level, to 1d8 starting at 10th level, to 1d10 starting at 15th level, and finally to 2d6 at 20th level.
You can use either your Wisdom or Charisma instead of your Strength or Dexterity to modify your attack rolls with the Lightsaber.
You may add the higher of your Wisdom or Charisma modifiers to damage rolls made with the Lightsaber in addition to your Strength or Dexterity modifier.
If your Lightsaber is wielded by any creature that lacks the Lightsaber Training feature, it deals 1d3 bludgeoning damage and acts in all other ways like a simple club.
FORCE POWERS
Starting at 2nd level, your training allows you to harness the cosmic energy of The Force. Your access to this energy is represented by a number of Force Points. Your Jedi level determines the number of points you have, as shown in the Force Points column of the table above. You can spend these points to fuel various Force Powers which you learn as you gain levels. You learn one at 2nd level, another at 3rd, and continue learning at the rate of one new Power at every odd level thereafter.
When you spend a Force Point it is unavailable to you until you finish a short or long rest, at the end of which you refocus all of your available Force Points back into yourself. Many of your Force Powers require a target (or targets) to make a saving throw to resist the Power's effects. The saving throw DC to resist your Force Powers is calculated as 8 + your Proficiency bonus + the higher of your Wisdom or Charisma modifiers.
At 2nd level, you know two force talents of a more basic capacity, which are detailed here. The full list of Force Powers and their descriptions are detailed at the end of the class description.
Forceful Blows
You can spend 1 Force Point and your bonus action whenever you take the Attack action on your turn. If you do, until the start of your next turn, attacks you make with a Lightsaber score a critical hit on an attack roll of 19 or 20, deal an extra weapon die of damage on hit and an additional extra weapon die on a critical hit (for a total damage roll of 4d4 damage on a critical hit at 2nd level).
Step of the Wind
You can spend 1 Force Point to take the Disengage or Dash action as a bonus action on your turn. If you do your jumping distance is doubled for the turn.
DEFLECT MISSILES
Starting at 3rd level, you can use your reaction to deflect or vaporize a missile when hit by a ranged attack. When you do so, the damage you take from the attack is reduced by an amount equal to 1d10 + the higher of your Strength or Dexterity modifiers + your Jedi level. If the attack is a ranged spell attack, add the higher of your Wisdom or Charisma modifier to the amount of damage reduced. This feature can only be used while you are wielding your Lightsaber, but it can be used to deflect even ranged spell attacks.
If you reduce the damage to 0, you can deflect the missile if it is a ranged spell attack. To do so you must spend 1 Force Point and make a ranged attack with the spell as part of your reaction. Your attack bonus for the spell attack equals the higher of your Wisdom or Charisma modifiers + your proficiency bonus, and your range for the spell attack is up to 60 feet to a maximum of half the spell's normal range.
JEDI ORDER
When you reach 3rd level, you commit yourself to one of three Jedi Orders: The Order of the First, The Order of the Consulate, and The Order of the Sentinel, all detailed at the end of the class description. Your Order grants you features at 3rd level and again at 6th, 10th, 15th, and finally 20th level when you ascend to the rank of Jedi Master.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
CLEAR MIND
Beginning at 7th level, the force sustains your mental faculties and shields you from effects that would rob you of your free will. Whenever you are subject to an effect that allows you to make a Wisdom or Charisma saving throw, if your saving throw was a success you are immune to that effect until after your next long rest, and until after your next short rest you have advantage on any saving throws you make against the same effect even if you initially failed.
JEDI KNIGHT
Starting at 11th level, you have the following options during combat on your turn:
after taking the Dash action, you may immediately take the Attack action as a bonus action.
after taking either the Attack or Disengage action, you may immediately take the other as a bonus action.
after taking the Attack action to attack with your Lightsaber, you may make an additional Lightsaber attack as a bonus action.
IMPROVED FORCE TALENTS
Also at 11th level, when you use your Step of the Wind talent you gain a 30 foot bonus to your movement for the round and can move along vertical surfaces and across liquids on your turn without falling during the move. You may use your Forceful Blows talent without spending your bonus action for the turn.