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  1. - Top - End - #1
    Dwarf in the Playground
     
    MindFlayer

    Join Date
    Aug 2015
    Location
    Austria
    Gender
    Male

    Default Jedi Knight / Sith Lord - WIP

    Comments welcome!

    I took the chassis of the Ranger, altered his spell list (amount is still the same), added one cantrip (Force Sword, at the end) and some Jedi-like abilities, most of them things that are from the Monk or Warlock, some unique.

    Spoiler: Why am I dissatisfied with existing "Jedi Archetypes"?
    Show



    • Soulknife, etc. is very similar to a Jedi, but is a bad melee fighter and even worse in anything else
    • Psionic classes are INT based and a Jedi in my book is WIS based
    • GOO Warlock is pretty close to a (Dark) Jedi, but just not there and its CHA based
    • Monk based builds focus too much on melee, while a Jedi should have way more spells



    Spoiler: What needs to be done?
    Show

    • The Apprentice feature must be fleshed out
    • The action economy must be looked over, especially in regards of spells - I have the feeling the Nova dmg is crazy right now
    • some balance things must be fixed! Please help!



    Class Features

    Hit Points
    Hit Dice: 1d8 per Jedi Knight level
    Hit Points at 1st Level: 8+ your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Jedi Knight level after 1st

    Proficiencies
    Armor: Light armor
    Weapons: Simple weapons
    Tools: none
    Saving Throws: Dexterity, Wisdom
    Skills: Choose three from Athletics, History, Insight, Intimidation, Investigation, Perception and Stealth.

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a dungeoneer’s pack or (b) an explorer's pack
    • (a) a melee simple weapon
    • Leather armor and a set of writing tools



    Lvl Prof. B. Features C. known Spells known Spell slots per level
    1 +2 One With The Force, Quickened Mind 2 0 0 / 0 / 0 / 0 / 0
    2 +2 Fighting Style, Spellcasting 2 2 2 / 0 / 0 / 0 / 0
    3 +2 Oath of the Force, Deflect Missiles 2 3 3 / 0 / 0 / 0 / 0
    4 +2 ASI 2 3 3 / 0 / 0 / 0 / 0
    5 +3 Extra Attack 3 4 4 / 2 / 0 / 0 / 0
    6 +3 Force Smite 3 4 4 / 2 / 0 / 0 / 0
    7 +3 Evasion, Stillness of Mind 3 5 4 / 3 / 0 / 0 / 0
    8 +3 ASI 3 5 4 / 3 / 0 / 0 / 0
    9 +4 -- 3 6 4 / 3 / 2 / 0 / 0
    10 +4 Thought Shield 3 6 4 / 3 / 2 / 0 / 0
    11 +4 Jedi Master / Sith Master 4 7 4 / 3 / 3 / 0 / 0
    12 +4 ASI 4 7 4 / 3 / 3 / 0 / 0
    13 +5 -- 4 8 4 / 3 / 3 / 1 / 0
    14 +5 The Apprentice 4 8 4 / 3 / 3 / 1 / 0
    15 +5 Sword of Power 4 9 4 / 3 / 3 / 2 / 0
    16 +5 ASI 4 9 4 / 3 / 3 / 2 / 0
    17 +6 -- 4 10 4 / 3 / 3 / 3 / 1
    18 +6 Glimpse of the Future 4 10 4 / 3 / 3 / 3 / 1
    19 +6 ASI 4 11 4 / 3 / 3 / 3 / 2
    20 +6 Champion of Good / Soul of Wrath 4 11 4 / 3 / 3 / 3 / 2



    One With The Force
    You are one with the force and can feel the force in you and around you. The force carries the vibrations of emotions. Depending on the strength of emotions and their proximity, you can feel emotions and their centre.

    • The most extreme emotions of a single sentient being that you do not know can be felt by you 100 meters multiplied by your prof. bonus from afar.
    • If you are specially attuned to a being (your adventure group), this multiplies by 100.
    • Multiple beings with the same strong emotion vibrate much stronger. Add 1 to the Multiplier of the distance for: 10, 100, 500, 1000, 10000, 50000, etc. beings. - Example: you could feel 1000 goblins writhing in terror from 600 meter at level 1 (100 x 4 (#beings) x 2 (prof bonus) - or if it is a friend of yours 20 km (100 x 100 x 2)
    • Someone can always try to hide their emotions and you can try to feel them… Your spellcasting check against their Deception check or Spellcasting if they are Jedi as well.


    Quickened Mind
    You are attuned with the Force. Gain +2 Initiative and + 5 feet Moving Speed.

    Fighting Style
    At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style more than once, even if you later get to choose again.

    Defense
    While you are wearing armor, you gain +1 bonus to AC.

    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.

    Protection
    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding your Force Sword.

    Two-Weapon Fighting

    When you engage in two-weapon fighting, you can add your ability modifier to damage of the second attack.

    Spellcasting
    By the time you reach 2nd level, you have learned to use the magical essence of the force to cast spells. See chapter 10 for the general rules of spellcasting and “Jedi Spelllist” for your spells.

    Cantrips
    At 1st level, you know the Force Sword Cantrip and one cantrip of your choice from the Jedi spell list. You learn additional Jedi cantrips of your choice at higher levels, as shown in the Cantrips Known column of your Level Table.

    Spell Slots
    The Level Table shows how many spells slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

    Spells Known of 1st level and higher
    You know two 1st-level spells of your choice from the Jedi spell list.

    Silent Casting
    For all spells from your spell list, you may skip the verbal component as long as you hold a Spellcasting Focus in your hand.

    Spellcasting Focus
    You can use a Force Focus (See Cantrip Force Sword, a gemstone) as a spellcasting focus for your Jedi spells.

    Oath of Force
    You reached a crossing. You need to make a commitment in order to go further in your career as a Jedi Knight. If you are of "good" alignment, you follow the Order of the Jedi from now on. If you are of "evil" alignment, you follow the Order of the Sith from now on. You gain access to the respective additional spell list. If you are neutral, you must take your pick now.

    Additionally, if you choose to be a Jedi, you gain proficiency in the Charisma Savings Throw.

    If you choose to be a Sith, you gain proficiency in the Deception Skill.

    Deflect Missiles

    Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your jedi level.
    If you reduce the damage to 0, you can catch the missile if it is small enough for your to hold in one hand.
    You can also choose to deflect a missile using your Force Sword instead of your empty hand when you hold it at the ready, thus not being able to catch a weapon.

    Force Smite
    Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases is the target is of an opposite alignment (good-evil / evil-good).

    Thought Shield
    Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

    Jedi Master / Sith Lord
    You are now regarded as a Jedi Master or a Sith Lord. When you hit a creature with your Force Sword, the creature takes extra force damage equal to your Wisdom modifier (minimum 1).

    Additionally, when you are two-weapon fighting with a Force Sword in your off-hand, you may use your bonus action to make 2 melee attacks instead of one.


    The Apprentice
    You are bestowed with an Apprentice.

    Sword of Power
    You may use a more valuable gemstone (1000 gp or more) and attune to it as if it were a magic weapon. If you do, its damage die changes to d10 and when activated as a Force Sword, it becomes a +2 weapon and gains the attribute: Versatile (d12). You may only attune to one gemstone this way.

    Glimpse of the Future
    You can see in the future, sometimes, when it matters for a brief moment. You may use your bonus action to gain advantage for the rest of the turn.

    20th level Jedi / Sith Feature
    Champion of Good: As a Jedi, when you make an attack, cast a spell or a contest of skill check against an opponent that is evil aligned, you may add your Wisdom modifier to the attack, spell or damage or skill check roll once per turn. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

    Soul of Wrath: As a Sith, when you die, you can command your soul next turn after you died to take over another sentient being within a reach of 100 feet. Make a contest of will check using your spellcasting Ability versus a Constitution and Wisdom Check of your Opponent. If your opponent fails one of these checks, you may try again. Your opponent stays paralyzed until the duel is decided. Should your opponent fail both checks, you take over its body, keeping all your mental stats and gaining the physical characteristics of your new host. Should your opponent win both checks, you are doomed into the darkest realms of death.



    Jedi Spell List
    You may choose spells from the following spell list. All these spells are class spells for you and the casting stat is Wisdom.
    Cantrips
    Booming Blade
    Force Sword
    Green Flame Blade
    Guidance
    Lightning Lure
    Mage Hand
    Prestidigation

    LVL 1
    Absorb Elements
    Alarm
    Cure Wounds
    Detect Evil & Good
    Detect Magic
    Ensnaring Strike
    Feather Fall
    Hunter’s Mark
    Jump
    Longstrider
    Mage Armor
    Protection from Evil / Good
    Shield
    Speak with Animals

    LVL 2
    Darkness
    Detect Thoughts
    Find Traps
    Lesser Restoration
    Levitate
    Locate Object
    Pass without Trace
    Protection from Poison
    Silence
    Suggestion

    LVL 3
    Clairvoyance
    Conjure Barrage
    Counterspell
    Daylight
    Haste
    Hypnotic Pattern
    Nondetection
    Protection from Energy
    Water Breathing
    Wind Wall

    LVL 4
    Freedom of Movement
    Locate Creature
    Stoneskin
    Elemental Bane

    LVL 5
    Bigby’s Hand
    Dispel Evil and Good
    Telekinesis




    Jedi Knight- addtional spells
    Cantrip: Spare the Dying
    LVL1: Bless
    LVL2: Calm Emotions, Spiritual Weapon
    LVL3: Spirit Guardians, Sending
    LVL4: Death Ward
    LVL5: Geas

    Sith Knight- additional spells
    Cantrip: Shocking Grasp
    LVL1: False Life
    LVL2: Crown of Madness, Phantasmal Force
    LVL3: Bestow Curse, Fear
    LVL4: Evard’s Black Tentacles
    LVL5: Contagion



    New Spell: Force Sword, Jedi only

    Transmutation cantrip
    Casting Time: 1 bonus action
    Range: Touch
    Components: S, M (a gemstone worth 100 gp or more)
    Duration: 1 hour
    The gemstone in your hand emits the power of the force that shines through you. In your hand appears a force sword, a ray of light in the rough form of a short sword made of light in the color of the gemstone. For the duration, you can use your spellcasting ability instead of Strength for the attack rolls of melee attacks using that weapon, and the weapon’s damage die becomes d8. The weapon is treated as a magical weapon. You can cast the same spell on two targets, if you hold them in different hands when you cast it, creating two force swords in both hands at once.
    The Force Sword has the attributes light and versatile.
    At level 3, you may use a more valuable stone (500 gp or more) to imbue it with the additional attribute: thrown (20/60). It will return to your hand when you command it to do so using your bonus action or reaction.

    Last edited by Markoff Chainey; 2015-11-29 at 05:26 AM. Reason: small update

  2. - Top - End - #2
    Dwarf in the Playground
     
    NecromancerGuy

    Join Date
    Jun 2014
    Location
    Massachusetts
    Gender
    Male

    Question Re: Jedi Knight / Sith Lord - WIP

    Would it be broken if the Sith casting modifier was charisma? Should there be a modified sith spell list?

  3. - Top - End - #3
    Dwarf in the Playground
     
    MindFlayer

    Join Date
    Aug 2015
    Location
    Austria
    Gender
    Male

    Default Re: Jedi Knight / Sith Lord - WIP

    Quote Originally Posted by manny2510 View Post
    Would it be broken if the Sith casting modifier was charisma? Should there be a modified sith spell list?
    I think it wouldn`t be broken, but WIS fits better.
    If you read the jedipedia or also in the films, mighty Sith are referred to as "wise" and they draw their power not from themselves (like Sorcerers - CHA) nor from their mindpower (like Psions - INT) but from their knowledge about the midi-chlorians.

    The difference is that the Jedi draw their power from the communion with the midi-chlorians alone, while the Sith also extert their will above them. I think it is more in line with the concept that both use WIS.

    Sure, you could make a spell list for the Sith. I made an additional spell list for both, because the Sith emerge out of the Jedi and take a different route. Their base spells are not different, though.

    The spell list is tricky - it is where the build becomes broken or not. I am not sure if my list is not already doing that.

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