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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Force Push
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).
Mind Trick
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.
At higher levels you can target one additional humanoid per spell slot level above 1st.
Force Choke
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.
When cast using a higher-level slot, the damage increases by 1d8 per slot level above 2nd.
Force Lightning
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.
Each slot level above 3rd increases damage by 1d8 and allows one additional target (maximum 6 targets).
Force Armor
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.
When cast with higher-level slots, temporary HP increase by 1d6 per slot above 1st.
Force Drain
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 increases by 1d6 per slot above 2nd.
Saber Throw (Force-Enhanced)
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.
Crush Will
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.
Damage increases by 1d8 per slot above 4th.
Dark Insight
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.
Force Anchor
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.
Force Cloak
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.
Extend to additional willing allies per slot above 1st.
Life Leech
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 increases by 1d8 per slot above 3rd.
Consume Spirit
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.
Martial Abilities
Saber Flurry
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.
Wielding a lightsaber
Crushing Parry
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.
Wielding a lightsaber
Rending Strike
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.
Wielding a lightsaber
Saber Riposte
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.
Wielding a lightsaber
Whirlwind Sabers
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.
Wielding a lightsaber
Saber Rend (Ultimate)
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.
20th level
Transformations
Embrace of the Dark Side
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.
+2 bonus to attack rolls and damage rolls, Gain resistance to lightning and psychic damage, Advantage on Intimidation checks
While embraced you may spend a reaction to convert an incoming hit into 1d10 necrotic damage to the attacker (reflecting the Dark Side).
After the transformation ends you gain one level of exhaustion., Cannot cast healing spells while embraced.
Wraith Form
You momentarily become more spirit than flesh, flowing through obstacles and ignoring physical restraints.
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)
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.
You cannot interact with objects (open doors, pick up items) while in Wraith Form.
Avatar of Corruption
You become an avatar of the Dark Side, reshaping the battlefield with destructive aura and deadly strikes.
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.
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.
While active you are more visible (no hiding) and you automatically fail stealth checks.
Auras
Aura of Dread
Your presence unnerves enemies nearby.
Enemies in the aura have disadvantage on saving throws against fear and on Wisdom (Insight) checks to resist mental effects.
Aura of Command
Your followers and minions fight with greater zeal while you remain close.
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.
Requires concentration (bonus action to maintain)
Class Features
Force Sensitivity (Level 1)
Dark Points (Level 1)
Lightsaber Mastery (Level 1)
Saber Combat Styles (Level 2)
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