Sith

Sith are ruthless Force adepts who embrace passion, aggression, and the Dark Side to attain power. They pair martial ferocity—most often wielding the iconic lightsaber—with corrupt Force sorcery: lightning, choking, mind-control, and life-draining magics. Sith prize dominance: over enemies, over events, and over other Force users. In play, a Sith is a potent front-line striker, a battlefield manipulator, and a social predator who uses fear, lies, and attraction to bend others to their will.

Class Features

Hit Die d8
Primary Ability Charisma, Strength, Dexterity
Saving Throws Charisma, Dexterity

Proficiencies

Armor Light armor, Medium armor
Weapons Simple weapons, Martial weapons, Lightsaber (counts as a martial melee weapon, versatile)
Tools None
Skills Choose two from Intimidation, Deception, Persuasion, Athletics, Stealth, Insight

Starting Equipment

• A lightsaber (you craft or are given one at 1st level) or a martial weapon and a shield
• Either (a) leather armor and two daggers or (b) studded leather and a longsword
• An explorer's pack or a burglar's pack

Class Resources

Dark Points 7 (Long rest)

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 2
Force Push
Cantrip Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A wave of telekinetic force knocks creatures away. Make a ranged spell attack or force them to make a Strength saving throw (DC = 8 + your proficiency + CHA mod). On failure they are pushed up to 15 feet and knocked prone (if moved into an obstacle they take 1d6 bludgeoning).

Control
Saving Throw: Strength
Damage: 1d6 bludgeoning
Conditions: Prone (on failed save if pushed into obstacle)
Mind Trick
Level 1 Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute

You attempt to charm a humanoid that can hear and see you. The target makes a Wisdom saving throw. On a failed save, the target regards you as a friendly acquaintance for the duration and will obey simple commands that do not obviously harm it.

Control
Saving Throw: Wisdom
Damage:
Conditions: Charmed
At Higher Levels:

At higher levels you can target one additional humanoid per spell slot level above 1st.

Force Choke
Level 2 Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You constrict a creature's throat. The target must make a Constitution saving throw. On a failed save it takes 2d8 necrotic damage and is restrained by an invisible force for the duration. On a successful save it takes half damage and is not restrained.

Damage
Saving Throw: Constitution
Damage: 2d8 necrotic (+1d8 per spell slot above 2nd)
Conditions: Restrained (on failed save, concentration required)
At Higher Levels:

When cast using a higher-level slot, the damage increases by 1d8 per slot level above 2nd.

Force Lightning
Level 3 Evocation
Casting Time: 1 action
Range: 60 feet (chain up to 3 targets within 15 feet of each other)
Components: V, S
Duration: Instantaneous

You unleash a crackling bolt of electricity that arcs between targets. Each target must make a Dexterity saving throw; on a failed save a creature takes 4d8 lightning damage and half on success. A creature that fails by 5 or more is stunned until the end of your next turn.

Damage
Saving Throw: Dexterity
Damage: 4d8 lightning (+1d8 per slot above 3rd)
Conditions: Stunned (if failed by 5 or more)
At Higher Levels:

Each slot level above 3rd increases damage by 1d8 and allows one additional target (maximum 6 targets).

Force Armor
Level 1 Abjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes

You cloak yourself in a shimmering layer of the Dark Side, granting you a +1 bonus to AC and temporary hit points equal to your level. While active you deal +1 necrotic damage on melee attacks.

Buff
Damage: 1 necrotic (Damage bonus scales to +1 per 6 class levels)
At Higher Levels:

When cast with higher-level slots, temporary HP increase by 1d6 per slot above 1st.

Force Drain
Level 2 Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You siphon vitality from a creature. Make a melee spell attack; on a hit the target takes 2d6 necrotic damage and you gain temporary hit points equal to the damage dealt. Undead and constructs have advantage on the save.

Damage
Damage: 2d6 necrotic (+1d6 per slot above 2nd)
Healing: Temporary HP equal to necrotic damage dealt
At Higher Levels:

Damage increases by 1d6 per slot above 2nd.

Saber Throw (Force-Enhanced)
Cantrip Transmutation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

You hurl your lightsaber as a ranged attack. Make a ranged weapon attack; on hit it deals your lightsaber damage. The saber returns to your hand at the end of your turn. You can spend 1 Dark Point to have it ricochet to another target within 10 feet for half damage.

Damage
Damage: 1d8 radiant (Use lightsaber damage dice and CHA modifier)
Crush Will
Level 4 Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute

You crush a creature's will. The target must succeed on a Wisdom save or become incapacitated and take 3d8 psychic damage at the start of each of its turns as the Dark Side tortures its mind. The target can repeat the save at the end of each of its turns.

Control
Saving Throw: Wisdom
Damage: 3d8 psychic (+1d8 per slot level above 4th)
Conditions: Incapacitated
At Higher Levels:

Damage increases by 1d8 per slot above 4th.

Dark Insight
Level 1 Divination
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 10 minutes

You peer into the threads of action. You gain advantage on Intelligence or Wisdom checks (player's choice) and on initiative rolls. Once during the spell you may choose to gain a reroll of an attack or save and must take the result.

Utility
Damage:
Force Anchor
Level 2 Conjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

You pin creatures within the area to the ground with the Dark Side. Creatures in the area must succeed on a Strength saving throw or have their speed reduced to 0 and be restrained. They can repeat the save at the end of their turns.

Control
Saving Throw: Strength
Damage:
Conditions: Restrained, Speed 0
Force Cloak
Level 1 Illusion
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 10 minutes

You warp perception around you, granting advantage on Stealth checks and imposing disadvantage on Wisdom (Perception) checks to detect you. At higher levels you can extend this to one willing ally per slot above 1st.

Utility
Damage:
At Higher Levels:

Extend to additional willing allies per slot above 1st.

Life Leech
Level 3 Necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You drain vitality from multiple foes. Each creature in a 20-foot cone must make a Constitution save, taking 3d8 necrotic damage on a failed save or half on success. Half the total necrotic damage dealt is returned as temporary hit points to you (divided proportionally).

Damage
Saving Throw: Constitution
Damage: 3d8 necrotic (+1d8 per slot above 3rd)
Healing: Temporary HP equal to half the necrotic damage dealt
At Higher Levels:

Damage increases by 1d8 per slot above 3rd.

Consume Spirit
Level 5 Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You attempt to end a creature's life and take its vigor. Make a melee spell attack; on a hit a creature takes 6d10 necrotic damage and you regain hit points equal to half the necrotic damage (no effect on constructs). Creatures reduced to 0 by this attack are slain and their essence fuels you; you gain immunity to frightened and charmed effects for 1 minute. Once you use this feature, you cannot use it again until you finish a long rest.

Damage
Damage: 6d10 necrotic
Healing: Heal equal to half necrotic damage dealt

Martial Abilities

Resource Dark Points
Saber Flurry
Action 1 Dark Point Level 2

Spend 1 Dark Point to make two additional melee attacks with your lightsaber as part of the Attack action. All attacks add your CHA modifier to damage.

Prerequisites:

Wielding a lightsaber

Damage Effect
Damage: Each attack uses your lightsaber damage (1d8 or 1d10) radiant (Additional attacks remain at base damage; CHA added to each)
Crushing Parry
Reaction 1 Dark Point Level 3

When you successfully parry an attack (use your reaction), you can spend 1 Dark Point to push the attacker 10 feet and impose disadvantage on its next attack.

Prerequisites:

Wielding a lightsaber

Control Effect
Conditions: Disadvantage on next attack
Duration: Until the end of the attacker's next turn
Rending Strike
Action 2 Dark Points Level 5

Spend 2 Dark Points to make a single mighty strike. On a hit, add 3d8 necrotic damage and the target must make a Constitution save or have their hit point maximum reduced by the necrotic damage dealt until a long rest.

Prerequisites:

Wielding a lightsaber

Damage Effect
Saving Throw: Constitution
Damage: 3d8 necrotic
Conditions: Max HP reduced on failed save
Duration: Until long rest
Saber Riposte
Reaction 1 Dark Point (optional) Level 2

When a creature misses you with a melee attack, you can use your reaction to make a lightsaber attack against it. If you hit, you can spend 1 Dark Point to force it to make a Strength saving throw or be knocked prone.

Prerequisites:

Wielding a lightsaber

Damage Effect
Saving Throw: Strength (optional)
Damage: 1d8 or 1d10 + CHA radiant
Conditions: Prone if fails save
Whirlwind Sabers
Action 2 Dark Points Level 8

Spend 2 Dark Points to make a single action that attacks all creatures adjacent to you with your lightsaber. Make an attack roll against each creature; on a hit deal lightsaber damage plus 1d6 necrotic.

Prerequisites:

Wielding a lightsaber

Damage Effect
Damage: 1d8 + 1d6 radiant and necrotic
Saber Rend (Ultimate)
Action 5 Dark Points Level 20

At 20th level you can spend 5 Dark Points to execute an overwhelming lightsaber sequence: make four attacks; on any hit the target takes an extra 6d8 necrotic and must make a Constitution save or be incapacitated for 1 round. Once you use this, you cannot use it again until you finish a long rest.

Prerequisites:

20th level

Damage Effect
Saving Throw: Constitution (for incapacitate)
Damage: 6d8 necrotic
Conditions: Incapacitated on failed save
Duration: 1 round

Transformations

Embrace of the Dark Side
1 minute 3 Dark Points Level 11

You fully yield to the Dark Side for a short time, trading restraint for raw power. While transformed you exude menace and your attacks and Force powers are amplified.

Changes:

+2 bonus to attack rolls and damage rolls, Gain resistance to lightning and psychic damage, Advantage on Intimidation checks

Special Actions:

While embraced you may spend a reaction to convert an incoming hit into 1d10 necrotic damage to the attacker (reflecting the Dark Side).

Limitations:

After the transformation ends you gain one level of exhaustion., Cannot cast healing spells while embraced.

Wraith Form
Concentration, up to 1 minute 2 Dark Points Level 7

You momentarily become more spirit than flesh, flowing through obstacles and ignoring physical restraints.

Changes:

You gain resistance to non-magical bludgeoning, piercing, and slashing, You can move through creatures and objects as though they were difficult terrain (no teleport through total cover)

Special Actions:

While in Wraith Form you can move through a creature and force it to make a Strength saving throw or be pushed to the nearest empty space and knocked prone.

Limitations:

You cannot interact with objects (open doors, pick up items) while in Wraith Form.

Avatar of Corruption
Concentration, up to 1 minute 4 Dark Points Level 18

You become an avatar of the Dark Side, reshaping the battlefield with destructive aura and deadly strikes.

Changes:

You radiate an aura of 10-foot radius that deals 1d6 necrotic damage at the start of each creature's turn (creatures you choose are immune)., Your melee attacks deal an extra 1d8 necrotic damage.

Special Actions:

Once during the transformation, you can expend 4 Dark Points to force all creatures in the aura to make a Wisdom save or be frightened for 1 minute.

Limitations:

While active you are more visible (no hiding) and you automatically fail stealth checks.

Auras

Aura of Dread
10-foot radius Level 5

Your presence unnerves enemies nearby.

Effect:

Enemies in the aura have disadvantage on saving throws against fear and on Wisdom (Insight) checks to resist mental effects.

Aura of Command
30-foot radius Concentration, 1 Dark Point per minute to maintain Level 12

Your followers and minions fight with greater zeal while you remain close.

Effect:

Allied creatures in the aura gain a +1 bonus to attack rolls and saving throws. If you lose concentration or are incapacitated, the aura fades immediately.

Activation:

Requires concentration (bonus action to maintain)

Class Features

Force Sensitivity (Level 1)

You are attuned to the Dark Side. You learn a handful of Force powers (see Spellcasting). Charisma is your spellcasting ability for these powers. You also gain proficiency in Intimidation.

Dark Points (Level 1)

You channel the Dark Side using Dark Points. At 1st level you have a pool equal to 1 + your Charisma modifier (minimum 1). You can spend Dark Points to fuel many Sith abilities. You regain all Dark Points on a long rest. Some subclass features modify this pool.

Lightsaber Mastery (Level 1)

You are trained with the lightsaber. While wielding one, you gain a +1 bonus to damage rolls with it. You can choose to wield a lightsaber in one or two hands. When two-handing, treat it as versatile (1d8/1d10). You can use your Charisma modifier instead of Strength or Dexterity for attack and damage rolls with a lightsaber.

Saber Combat Styles (Level 2)

At 2nd level you learn two saber styles. Choose two options: Aggressor (bonus action to Dash + advantage on first attack that turn), Brawler (bonus damage when adjacent to two or more enemies), Duelist (add CHA to AC while wielding a lightsaber and no shield), or Thrower (can spend 1 Dark Point to make a ranged lightsaber throw attack that returns). You learn an additional style at 10th level.

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