Jedi Knight
Jedi knights combine discipline with martial skills and the force to become the best pure warriors in the galaxy. Jedi knights can be stalwart defenders of those in need or brave adventurers. They fight for glory, honor or to right wrongs.
ALL IN A DAY’S WORK
Many Jedi knights see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Jedi knights can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.CODE RED
Most Jedi knights come to the profession after completing the Jedi trials . While creating your Jedi knight character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else? QUICK BUILD You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background. THE FIGHTERLevel | Proficiency Bonus | Features | Maneuvers Known | Superiority Dice Quantity | Superiority Dice Size | Strategies Known | Force powers know | Force points |
1 | +2 | Forcecasting, Fighting Style, Second Wind | - | - | - | - | 2 | 2 |
2 | +2 | Action Surge (one use), Combat Superiority | 1 | 2 | d4 | 1 | 2 | 2 |
3 | +2 | Fighter Strategies, Fighter Specialty | 2 | 2 | d4 | 1 | 2 | 2 |
4 | +2 | Ability Score Improvement | 2 | 2 | d4 | 1 | 3 | 3 |
5 | +3 | Extra Attack | 4 | 3 | d6 | 1 | 3 | 3 |
6 | +3 | Ability Score Improvement | 4 | 3 | d6 | 2 | 4 | 3 |
7 | +3 | Specialty feature | 5 | 3 | d6 | 2 | 4 | 3 |
8 | +3 | Ability Score Improvement | 5 | 4 | d6 | 2 | 5 | 4 |
9 | +4 | Indomitable (one use) | 6 | 4 | d8 | 2 | 5 | 4 |
10 | +4 | Specialty feature | 6 | 4 | d8 | 3 | 5 | 4 |
11 | +4 | Greater Extra Attack | 7 | 4 | d8 | 3 | 5 | 5 |
12 | +4 | Ability Score Improvement | 7 | 5 | d8 | 3 | 6 | 5 |
13 | +5 | Indomitable (two uses) | 8 | 5 | d10 | 3 | 6 | 5 |
14 | +5 | Ability Score Improvement | 8 | 5 | d10 | 3 | 6 | 5 |
15 | +5 | Specialty feature | 9 | 5 | d10 | 3 | 7 | 6 |
16 | +5 | Ability Score Improvement | 9 | 6 | d10 | 4 | 7 | 6 |
17 | +6 | Action Surge (two uses), Indomitable (three uses) | 10 | 6 | d12 | 4 | 7 | 6 |
18 | +6 | Specialty feature | 10 | 6 | d12 | 4 | 8 | 6 |
19 | +6 | Ability Score Improvement | 11 | 6 | d12 | 4 | 9 | 7 |
20 | +6 | Master of Combat | 12 | 6 | d12 | 4 | 10 | 10 |
CLASS FEATURES
As a Jedi Knight, you gain the following class features.HIT POINTS
Hit Dice: 1d10 per Jedi knight level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Jedi knight level after 1stPROFICIENCIES
Armor: All armor Weapons: All blasters, all vibroweapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and SurvivalEQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background (a) mesh armor or (b) a combat suit, blaster rifle or simple blaster, and two power cells (a) a vibroweapon or heavy pistol and a light or medium physical shield or (b) two vibroweapons (a) a light pistol and a power cell or (b) two vibrodaggers (a) a dungeoneer’s pack or (b) an explorer’s pack VARIANT: STARTING WEALTH In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below: Class Funds Jedi knight 8d4 x 100 crFORCECASTING
Guardian: 1st level In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.FORCE POWERS KNOWN
You learn 2 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Jedi knight table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.FORCE POINTS
You have a number of force points equal to your Jedi knight level , as shown in the Force Points column of the Jedi knight table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.MAX POWER LEVEL
Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table. You may only cast force powers at 4th and 5th-level once. You regain the ability to do so after a long rest.FORCECASTING ABILITY
Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one. Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier Force attack modifier = your proficiency bonus + your forcecasting ability modifierFIGHTING STYLE
Jedi knight: 1st level You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.SECOND WIND
Jedi knight: 1st level You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you’ve used this feature, you must finish a short or long rest before you can use it again.ACTION SURGE
Jedi knight: 2nd level You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action. Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.COMBAT SUPERIORITY
Jedi knight: 2nd level You learn maneuvers that are fueled by special dice called superiority dice. See chapter 13 for the maneuvers list.MANEUVERS KNOWN
You learn one maneuver of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.SUPERIORITY DICE
You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Jedi knight table. This die changes as you gain Jedi knight levels, as shown in the Superiority Dice Size column of the Jedi knight table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.MANEUVER ABILITY
Your maneuver ability varies based on the type of the maneuver you use. You use Strength, Dexterity, or Constitution for physical maneuvers (your choice), Intelligence, Wisdom, or Charisma for mental maneuvers (your choice), and an ability of your choice for general maneuvers. You use this ability whenever a maneuver refers to your maneuver ability. Additionally, you use this ability modifier when setting the saving throw DC for a maneuver you use. Maneuver save DC = 8 + your proficiency bonus + your maneuver ability modifierJedi knight STRATEGIES
Jedi knight: 3rd level You’ve adopted a Jedi knight strategy, as detailed at the end of the class description, and you adopt more at higher levels, as shown in the Strategies Known column of the Jedi knight table.Jedi knight SPECIALTY
Jedi knight: 3rd, 7th, 10th, 15th, and 18th level You choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description.ABILITY SCORE IMPROVEMENT
Jedi knight: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.EXTRA ATTACK
Jedi knight: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn.INDOMITABLE
Jedi knight: 9th 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 long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.GREATER EXTRA ATTACK
Jedi knight: 11th level You can attack three times, instead of twice, whenever you take the Attack action on your turn. Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.MASTER OF COMBAT
Jedi knight: 20th level You are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2. Additionally, you can attack four times, instead of three times, whenever you take the Attack action on your turn.Jedi knight STRATEGIES
The strategies are presented in alphabetical order.COVER STRATEGIST
You treat partial cover as one step higher (from one-quarter to half or half to three-quarters). While in cover, your attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter).CUNNING STRATEGIST
Choose two from the following. You can perform each of the chosen options with your bonus action, instead of your action: Applying poison Dash Disengage Guard Help Hide Search Throwing grenades and setting mines While mounted on a controlled beast, having your beast make a single melee attack against a creature within its reach While mounted on a vehicle, taking a vehicle action (you can’t take the same action twice in one turn)ENDURING STRATEGIST
You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.MASTERY STRATEGIST
You’ve mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed in Chapter 6.LIGHTWEAPON STRATEGIST
You gain proficiency in all lightweapons. Additionally, you no longer need the ability to cast force powers to learn features that grant lightsaber forms, and you learn one lightsaber form of your choice.MANEUVER STRATEGIST
You learn two additional maneuvers. When you complete a short rest, you can replace one of these maneuvers with another one. When you complete a long rest, you can replace both of these maneuvers with other ones.SKILLED STRATEGIST
You gain proficiency in a skill and a tool, or two tools.STYLE STRATEGIST
You adopt a second fighting style. Choose one of the fighting style options, detailed in Chapter 6. When you complete a long rest, you can change this style out for another one.Career
Career Progression
Archetype
ASSAULT SPECIALIST
Those jedi knights who choose to become Assault Specialists focus on the development of raw physical power honed to deadly perfection. Assault Specialists combine rigorous training with physical excellence to deal devastating blows.BRUTE FORCE
Assault Specialist: 3rd, 10th, and 16th level When you make a weapon attack, you gain a +2 bonus to the damage roll. This bonus increases to +3 at 10th level and +4 at 16th level.IMPROVED CRITICAL
Assault Specialist: 3rd level Your critical hit range with weapons increases by 1.REMARKABLE ATHLETE
Assault Specialist: 7th level You can add half your proficiency bonus to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.BRUTISH DURABILITY
Assault Specialist: 10th, 13th, and 17th level Once per round, you can roll a d8 and add the die to a saving throw you make. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. This die increases to a d10 at 13th level and a d12 at 17th level.DEVASTATING CRITICAL
Assault Specialist: 15th level When you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your fighter level.SURVIVOR
Assault Specialist: 18th level You attain the pinnacle of resilience in battle. 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 your hit points left. You don’t gain this benefit if you have 0 hit points.BLADEMASTER SPECIALIST
Those Jedi knights who choose to become Blademaster Specialists hone their focus to a blade’s edge, becoming so in tune with their arsenal that it becomes both their weapon and their armor.UNARMORED DEFENSE
Blademaster Specialist: 3rd level While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.ADAPTIVE FIGHTING
Blademaster Specialist: 3rd level You’ve learned to make adaptations to your fighting style on the fly. You have three such effects: Change Up, Draw, and Stow. When you use your Adaptive Fighting, you choose which effect to create. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a short or long rest.CHANGE UP
You can use your object interaction and expend a use of your Adaptive Fighting to change the Fighting Style option granted to you by your fighter class feature.DRAW
When you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to increase your critical hit range by 1 with the weapon(s) until the start of your next turn.STOW
When you use your object interaction to stow a weapon, you can expend a use of your Adaptive Fighting (no action required) to take the Disengage action.DERVISH
Blademaster Specialist: 7th level When you score a critical hit with a melee weapon attack, you regain an expended use of your Adaptive Fighting.RESILIENT FIGHTING
Blademaster Specialist: 10th level When you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.ADRENALINE RUSH
Blademaster Specialist: 15th level When you use your Action Surge feature, you can take an extra bonus action on top of the additional action.BLADESTORM
Blademaster Specialist: 18th level You can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Double- or Two-Weapon Fighting. Once you’ve used this feature, you must complete a short or long rest before you can use it again.TACTICAL SPECIALIST
Those Jedi knights who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as armstech or armormech. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Tactical Specialty, but those who do are well-rounded fighters of great skill and knowledge.BONUS PROFICIENCIES
Tactical Specialist: 3rd level You gain proficiency in your choice of artisan’s implements.IMPROVED COMBAT SUPERIORITY
Tactical Specialist: 3rd level Your tactical skill in combat improves, granting bonuses to your Combat Superiority.IMPROVED MANEUVERS
You know four maneuvers of your choice, instead of two, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Superiority table.IMPROVED SUPERIORITY DICE
You have four superiority dice, instead of two, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Tactical Superiority table.MANEUVER VERSATILITY
Tactical Specialist: 3rd level You can use each maneuver twice per turn, instead of once. Additionally, choose two maneuvers you know. The chosen maneuvers count as general maneuvers for you. You can choose another maneuver at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can replace one of these maneuvers with another maneuver you know.KNOW YOUR ENEMY
Tactical Specialist: 7th level If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Tactical Superiority Level Maneuvers Known Superiority Dice Quantity- 3rd 4 4
- 4th 5 4
- 5th 6 5
- 6th 7 5
- 7th 9 6
- 8th 10 6
- 9th 11 7
- 10th 12 7
- 11th 14 8
- 12th 15 8
- 13th 16 9
- 14th 17 9
- 15th 19 10
- 16th 20 10
- 17th 21 11
- 18th 22 11
- 19th 23 12
- 20th 24 12
MANEUVER ADEPT
Tactical Specialist: 10th level Once per turn, your superiority dice rolls gain a minimum roll threshold, discussed in chapter 7.RELENTLESS
Tactical Specialist: 15th level When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.MANEUVER MASTERY
Tactical Specialist: 18th level Once per round, when you would roll a superiority die, you can instead choose the maximum.Remove these ads. Join the Worldbuilders Guild
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