Jedi
In a secluded fortress–monastery, a young human reaches Are you a student of the Living Force, taught to live in the
out with his mind. Across the room, a practice ball shifts. He moment, or perhaps of the Unifying Force, believing in the
can feel it—its shape, its texture, its weight. By the barest act central, inimitable role of destiny? Consider why you left.
of silent will, the young man lifts the object aloft to gently Were you given a mission from your superiors that sent you
deposit it atop a tall shelf. far from home, or were you perhaps cast out for violating the
order’s tenets? Had you left before, or was this your first time
A blade of light springs forth from a half-elf’s hand outside the temple’s walls?
just in time for her to raise it against the incoming hail
of arrows. The blade hums loudly as it is drawn in a Most jedi orders preach respect for the balance of the
sweeping arc, scattering the projectiles and leaving the Force, so it is rare to find a jedi who is not lawful.
wielder unharmed.
Quick Build
Unphased by the bellowing war cry of the charging
hobgoblin, a lithe woman narrows her red eyes and raises a You can make a jedi quickly by following these suggestions.
slender hand. The corridor fills with cold light as arcs of First, make Dexterity your highest ability score, followed by
electricity surge from the woman’s fingertips, blasting the Wisdom. Second, choose the hermit background.
hobgoblin to ash.
DUNGEON MASTER’S WORKSHOP | JEDI
Jedi are mystic warriors who harness a form of magical
energy known as the Force. Whether channelled to empower
their bodies in combat or to create overt magical effects, this
energy is the basis for all Jedi powers.
The Magic of the Force
The jedi are unparallelled masters of a special kind of
magical energy that flows through all living things. Through
meditation and willpower, jedi harness this power to create
magical effects which augment their physical abilities, direct
harmful energy at their foes, or manipulate the weak-minded.
Contemplative Warriors
Small, fortified compounds can be found across the world
where jedi train their abilities and meditate on the mysteries
of the Force. Almost all aspirants enter at a young age, when
they first become aware of their affinity for the special magic
that jedi wield, and they develop their abilities as they age.
Very rarely does a jedi become aware of their powers later in
life.
Many jedi sects treat the Force with a reverence normally
reserved for gods, or seek to protect it as with druids and
nature. For many jedi, balance is more important than good
or evil. The membership of such orders are invariably ascetic
and disinclined to concern themselves with the petty politics
of ephemeral nations, save where the consequences of
inaction would threaten the natural order.
By contrast, there are a few jedi orders that reject such
concepts as balance and neutrality, and instead believe hold
that the Force is a tool to deliver justice, or even vengeance.
Those that follow this philosophy are sometimes called sith,
and have a tragic history of falling into depravity.
Jedi usually become adventurers as part of their training to
ascend to full–fledged membership of their order, or because
they have been dispatched on an important mission. A jedi
who is sent to investigate dark omens or disturbances in the
Force has great latitude in the execution of their task, and
may spend years untangling various mysteries and threats
that arise from their original purpose.
Creating a Jedi
As you make your jedi character, think about the philosophy
you learned while studying the Force in your formative years.
1
The Jedi
Level Proficiency Bonus Force Points Force Abilities Features
1st +2 1 3 Force, Unarmoured Defence
2 3 Fighting Style
2nd +2 3 3 Deflect Missiles, Jedi Path
3rd +2 4 4 Ability Score Improvement
5 4 Extra Attack
4th +2 6 4 Jedi Path feature
5th +3 7 5 Evasion
8 6 Ability Score Improvement
6th +3 9 6 Force Body
7th +3 10 7 Mental Bastion
11 8 Improved Lightsabre
8th +3 12 8 Ability Score Improvement
9th +4 13 9 Improved Critical
14 9 Force Resilience, Jedi Path feature
10th +4 15 10 Blindsense
11th +4 16 10 Ability Score Improvement
17 11 Superior Resilience
12th +4 18 11 Elusive
13th +5 19 12 Ability Score Improvement
20 13 Jedi Master
14th +5
15th +5
16th +5
17th +6
18th +6
19th +6
20th +6
Class Features Force
At 1st level, your training allows you to harness the mystical
As a jedi, you gain the following class features energy of the Force. You access to this energy is represented
by a number of Force points. Your jedi level determines the
Hit Points number of points you have, as shown in the Force Points
column of the Jedi table.
Hit Dice: 1d8 per jedi level
Hit Points at 1st Level: 8 + your Constitution modifier You can spend these points to fuel various Force powers.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution You start knowing three such powers, one of which must be
the Lightsabre power. You learn more powers as you gain
modifier per jedi level after 1st levels in this class, as indicated in the Force Powers column
of the Jedi table. Your Force power options are detailed at the
Proficiencies end of the class description. When you gain a level in this
class, you can choose one of the Force powers you know
Armor: None (except for the Lightsabre power) and replace it with another
Weapons: Simple weapons, lightsabres Force power that you could learn at that level.
Tools: None
Saving Throws: Dexterity, Intelligence The maximum number of Force points that you can spend
Skills: Choose two from Acrobatics, Athletics, History, to use a Force power (including the base Force point cost and
any additional Force points you spend to increase its level) is
Insight, Intimidation, Perception, Persuasion, Religion, and determined by your jedi level, as shown in the Powers and
Stealth. Force Points table.
Equipment When you spend a Force point, it is unavailable until you
finish a short or long rest, at the end of which you draw all of
You start with the following equipment, in addition to the your expended Force energy back into yourself. You must
equipment granted by your background: spend at least 30 minutes of the rest meditating to regain
your Force points.
(a) a Force crystal or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
2 DUNGEON MASTER’S WORKSHOP | JEDI
Powers and Force Points Jedi Path
When you reach 3rd level, you commit yourself to a path that
Jedi Levels Maximum Force Points for a Power calls to you: the Consular, the Guardian, or the Sentinel.
These choices are detailed at the end of the class description.
1st–3rd 2 Your choice grants you features at 3rd level and again at 6th,
and 14th level.
4th–8th 3
Ability Score Improvement
9th–12th 4 When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
13th–16th 5 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
17th–20th 6 using this feature.
Some of your Force powers require your target to make a Extra Attack
saving throw to resist the power’s effects. The saving throw Beginning at 5th level, you can attack twice, instead of once,
DC is calculated as follows: whenever you take the Attack action on your turn.
Force Save DC = 8 + your proficiency bonus + Evasion
your Wisdom modifier At 7th level, your connection with the Force provides you with
a glimmer of foresight, allowing you to dodge out of the way
Unarmoured Defence of certian area effects, such as a blue dragon’s lightning
Beginning at 1st level, while you are wearing no armour and breath or a fireball spell. When you are subjected to an effect
not wielding a shield, your AC equals 10 + your Dexterity that allows you to make a Dexterity saving throw to take only
modifier + your Wisdom modifier. half damage, you instead take no damage if you succeed on
the saving throw, and only half damage if you fail.
Fighting Style
At 2nd level, you adopt a particular fighting style as your Force Body
specialty. Choose one of the following options. You can’t take Starting at 9th level, you have become so suffused with the
a Fighting Style option more than once, even if you later get Force that your physical abilities are augmented. You can add
to choose again. half your proficiency bonus (round up) to any Strength,
Dexterity, or Constitution check you make that doesn’t
Duelling already use your proficiency bonus.
When you are wielding a Lightsabre in one hand and no Mental Bastion
other weapons, you gain a +2 bonus to damage rolls with that By 10th level, your connection with the Force allows you to
weapon. perceive the world with clarity. You cannot be frightened or
charmed.
Great Weapon Fighting
Improved Lightsabre
When you roll a 1 or a 2 on a damage die for an attack you Beginning at 11th level, you are able to manifest a more
make with a Lightsabre that you are wielding with two hands, potent Lightsabre. Your Lightsabre damage die increases to
you can reroll the die and must use the new roll, even if the 1d10, or 1d12 if wielded with two hands.
new roll is a 1 or a 2. The weapon must have the two-handed
or versatile property for you to gain this benefit. Improved Critical
Starting at 13th level, your knowledge of the Force grants you
Two-Weapon Fighting the ability to react to openings in battle with superior aplomb.
You roll one additional weapon damage die when
When you engage in two-weapon fighting while wielding determining the extra damage for a critical hit with a
Lightsabres, you can add your ability modifier to the damage Lightsabre attack.
of the second attack.
Force Resilience
Deflect Missiles Beginning at 14th level, your connection to the Force grants
Starting at 3rd level, you can use your reaction to deflect or you proficiency in all saving throws.
reflect the missile when you are hit by a ranged weapon
attack. When you do so, the damage you takek from the Additionally, whenever you make a saving throw and fail,
attack is reduced by 1d10 + your Dexterity modifer + your you can spend 1 Force point to reroll it and take the second
jedi level. result.
If you reduce the damage to 0, you can spend 1 Force point DUNGEON MASTER’S WORKSHOP | JEDI
to reflect the missile as part of the same reaction. Make a
ranged attack with proficiency, regardless of your weapon
proficiencies, with a normal range of 20 feet and a long range
of 60 feet. On a hit, it deals the original amount of damage to
the new target.
3
Blindsense Consular
Starting at 15th level, your connection to the Force allows you The path of the Consular is the most scholarly of all jedi
to be aware of the location of any hidden or invisible creature traditions. Consulars believe in drawing their weapons only
within 10 feet of you. as a last resort, instead focusing their efforts on developing
their Force abilities. Consulars are the diplomats, healers,
Superior Resilience and lore keepers of the jedi.
Starting at 17th level, the Force is so heavily concentrated
around you that are have a measure of protection even Force Scholar
against the most deadly of attacks. Any critical hit against you
becomes a normal hit. When you select this path at 3rd level, you learn two
languages of your choice. You also become proficient in your
Elusive choice of two of the following skills: Arcana, History,
Beginning at 18th level, your knowledge of the Force has Persuasion, Nature, Medicine, or Religion.
granted you superior battlefield awareness. No attack roll has
advantage against you while you aren’t incapacitated. Your proficiency bonus is doubled for any ability check you
make that uses either of those skills.
Jedi Master
At 20th level, when you roll for initiative and have no Force Tranquilty
points remaining, you regain 4 Force points.
Beginning at 6th level, you can enter a special meditation that
Jedi Paths surrounds you with an aura of peace. At the end of a long
rest, you gain the effect of a sanctuary spell tat lasts until the
The Force guides different jedi in different ways as befits start of your next long rest (the spell can end early as normal).
their nature and abilities. The jedi path you choose to follow The saving throw DC for the spell equals 8 + your proficiency
reflects your philosophy. bonus + your Wisdom modifier.
Augmented Force
At 14th level, your study of the Force has granted you
improved ability with your Force powers. When you expend
4 DUNGEON MASTER’S WORKSHOP | JEDI
Force points to cast a spell, the spell is treated as though it Force Powers
were cast using a spell slot one level higher than its spell
level. If a Force power has prerequisites, you must meet them to
Guardian learn it. You can learn the power at the same time you meet
The skills and talents of guardians lie in battle. Most often the prerequisites. A level prerequisite refers to your level in
seen as peacekeepers, guardians are esteemed warrior- this class.
mystics whose form in battle is one of practiced perfection.
Guardians are a jedi temple’s first line of defence. Art of Movement
Improved Critical While you are not wearing armour, you can spend 1 Force
point to double your proficiency bonus for any Acrobatics or
Beginning when you choose this path at 3rd level, your Athletics check, if it applies.
Lightsabre attacks score a critical hit on a roll of 19 or 20.
Battle Meditation
Force Strike
Prerequisite: 11th level
At 6th level, you gain the ability to infuse your weapon strikes As an action on your turn, you can enter a trance-like state in
with Force. Once on each of your turns when you hit a which you bolster the abilities of your allies. As long as you
creature with a Lightsabre attack, you can cause the attack to concentrate on this ability (as if you were concentrating on a
deal an extra 1d8 radiant or necrotic damage (your choice). spell), when a creature within 30 feet of you makes an attack
When you reach 14th level, the extra damage increases to roll or ability check, you can use your reaction to expend 2
2d8. Force points to add your proficiency bonus to the roll. You can
make this choice before or after you see the roll, but before
Warrior Sage the DM determines the result.
Starting at 14th level, when you use your action to cast a Clairvoyance
Force power, you can make one weapon attack as a bonus
action. You can spend 1 Force point to add your proficiency bonus to
Sentinel your AC as a reaction to being attacked. The increase to your
Sentinels are often considered the middle ground of the three AC expires after the attack has been resolved.
jedi paths, blending the teachings of the consular and the
guardian and amplifying them with non-Force skills. You can use this feature a number of times equal to your
Sentinels are often disaptched for highly sensitive missions Wisdom modifier. You regain all expended uses when you
that require specialized abilities. finish a short or long rest.
Force Versatility Focused Blade
Beginning when you choose this path at 3rd level, your Prerequisite: 11th level
knowledge of the Force allows you to master even those tools When you manifest your Lightsabre, you may spend up to
and skills which are outside your specializations. As an half the maximum Force points you can use on a power
action, you can expend 1 Force point to become proficient (round down) to grant your Lightsabre a bonus to attack and
with one skill or tool of your choice for 10 minutes. damage rolls. The bonus equals the number of Force points
you spent. This bonus lasts for 1 minute.
Reliable Talent
Force Celerity
By 6th level, your skill in the Force allows you to perform your
chosen skills with competence under any condition. You can spend 1 Force point to take the Disengage or Dash
Whenever you make an ability check that lets you add your action as a bonus action on your turn, and your jump distance
proficiency bonus, you can treat a d20 roll of 9 or lower as a is doubled for the turn.
10. Once you use this ability, you cannot do so again until you
finish a short or long rest. Force Choke
Force Presence You can spend 1 Force point to cast hold person on a
creature you can see. If you spend 5 Force points on this
Beginning at 14th level, you can expend 5 force points to ability, you instead cast telekinesis on a creature you can see.
project a presence of awe or fear (your choice) to a distance While you maintain concentration on this effect, the target
of 60 feet. For 1 minute, or until you lose your concentration cannot breathe.
(as though you were casting a concentration spell), each
hostile creature that starts its turn in the aura must succeed Force Jump
on a Wisdom saving throw or be charmed (if you chose awe)
or fear (if you chose fear) until the aura ends. Prerequisites: 9th level, Art of Movement Force power
You can cast jump on yourself at will, without expending
A creature that succeeds on this saving throw is immune to material components.
your aura for 24 hours.
DUNGEON MASTER’S WORKSHOP | JEDI 5
Force Push Force Crystals
As an action, you can spend 2 Force points and choose a Force crystals are special stones that are attuned to
creature within 30 feet of you. That creature must succeed a the Force which are used by jedi to manifest their
Strength saving throw. On a failed save, the creature takes Lightsabres. By itself, a Force crystal is a mundane
3d10 force damage, plus an additional 1d10 force damage for (albeit highly valuable) gemstone. In the hands of a
each additional Force point you spend, and you can push the jedi, it focuses the Force into a tangible effect that
creature up to 20 feet away from you and knock it prone. On becomes an extension of the jedi’s own essence.
a successful save, the creature takes half as much damage,
and you don’t push it or knock it prone. There are many types of Force crystals, and their
nature is an ongoing mystery that the jedi seek to
Force Shroud explain. It has been suggested that different types
of crystals may enhance the Force in those of a
As an action on your turn, you can spend 2 Force points to particular affinity—a reason, perhaps, why those
become invisible until the end of your next turn. You become who follow certain paths tend to use crystals of the
visible if you take any action that is not Hide. same colour. Others, however, believe that Force
crystals differ only in their prismatic effect and
Force Smite focal capacity.
You can spend 4 Force points to cast lightning bolt, without Force crystals form only under special conditions
expending material components. If you spend more Force and are extremely rare. A ‘common’ Force crystal is
points, the spell is cast as though you had used a spell slot still a remarkable treasure, and jedi protect them as
one level higher for every additional Force point you spent. though they were priceless. Some crystals can be
found with greater levels of attunement, though a
Force Speed jedi of sufficient power does not need to ever seek
out a crystal of greater attunement. Rather, through
You can spend 4 Force points to cast haste on yourself, meditation they can augment their current crystal’s
without expending material components. attunement to match their strength in the Force.
Force Wave Powerful Blade
You can spend 2 Force points to cast thunderwave. If you Prerequisite: 11th level
spend more Force points, the spell is cast as though you had When you hit a creature with your Lightsabre, the creature
used a spell slot one level higher for every additional Force takes extra radiant damage equal to your Wisdom modifier
point you spent. (minimum 1).
Healing Psychometry
Your mystical touch can heal wounds. Starting at 3rd level, Prerequisite: 17th level
you have a pool of magical healing power that replenishes You can call up visions of the past that relate to an object you
when you take a long rest. With that pool, you can restore a hold or your immediate surroundings. You spend at least 1
total number of hit points equal to your jedi level × 5. minute in meditation and prayer, then receive dreamlike,
shadowy glimpses of recent events. You can meditate in this
As an action, you can touch a creature and draw power way for a number of minutes equal to your Wisdom score and
from the pool to restore a number of hit points to that must maintain concentration during that time, as if you were
creature, up to the maximum amount remaining in the pool. casting a spell.
Instead of healing the creature, you can expend 5 hit points Once you use this feature, you can’t use it again until you
from your pool of healing to cure the target of one disease or finish a short or long rest.
neutralize one poison affecting it. You can cure multiple
diseases and neutralize multiple poisons with a single use of Object Reading. Holding an object as you meditate, you
Healing, expending hit points separately for each one. can see visions of the object’s previous owner. After
meditating for 1 minute, you learn how the owner acquired
This feature has no effect on undead and constructs. and lost the object, as well as the most recent significant
event involving the object and that owner. If the object was
Lightsabre owned by another creature in the recent past (within a
number of days equal to your Wisdom score), you can spend
As a bonus action, you can focus on a Force crystal you hold 1 additional minute for each owner to learn the same
to manifest a weapon of Force energy, called a Lightsabre, in information about that creature.
that hand. The Lightsabre appears and functions as a
longsword, but it deals radiant damage, has the finesse Area Reading. As you meditate, you see visions of recent
property, and is weightless. You are proficient with your events in your immediate vicinity (a room, street, tunnel,
Lightsabre while you wield it, and it counts as magical for clearing, or the like, up to a 50-foot cube), going back a
purposes of overcoming resistance and immunity to number of days equal to your Wisdom score. For each minute
nonmagical attacks and damage.
Mass Smite
Prerequisites: 11th level, Force Smite Force power
You can expend 6 Force points to cast chain lightning,
without expending material components.
6 DUNGEON MASTER’S WORKSHOP | JEDI
you meditate, you learn about one significant event,
beginning with the most recent. Significant events typically
involve powerful emotions, such as battles and betrayals,
marriages and murders, births and funerals. However, they
might also include more mundane events that are
nevertheless important in your current situation.
Read Thoughts
You can spend 1 Force point to read a creature’s thoughts.
You can then use your access to the creature’s mind to
command it.
As an action, choose one creature that you can see within
60 feet of you. That creature must make a Wisdom saving
throw. If the creature succeeds on the saving throw, you can’t
use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface
thoughts (those foremost in its mind, reflecting its current
emotions and what it is actively thinking about) when it is
within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect
and cast the suggestion spell on the creature. The target
automatically fails its saving throw against the spell.
Sabre Throw
As an action on your turn, you can spend 1 Force point to
throw your Lightsabre as though it had the thrown property
with a normal range of 20 feet and a long range of 60 feet.
Immediately after your ranged attack is resolved, the weapon
flies back to your hand.
Telekinesis
As an action, you can move or manipulate objects
by thought, as though you had cast telekinesis.
The maximum weight of the object cannot
exceed 5 pounds.
The total weight you can move or
manipulate increases to 5 pounds per
level when you reach 5th
level, 10 pounds per level
when you reach 10th level,
15 pounds per level when you
reach 15th level, and 20 pounds
per level when you reach 20th level.
Twin Blades
When you use a bonus action to
manifest a Lightsabre, you can create a
second one in a second empty hand. This
second Lightsabre functions as a short sword,
but it deals radiant damage and is weightless.
Art Credits
“Fantasy City”, artist unknown
“Masked Knight” by Raymond
Minnaar
“Nihilus vs Atris”, artist
unknown
“Lost Jedi” by PhelanDavion
DUNGEON MASTER’S WORKSHOP | JEDI 7