Jedi
Jedi are disciplined Force-sensitives who blend martial skill, spiritual focus, and moral training. They act as guardians, mediators, and seekers of knowledge, relying on Wisdom and inner calm to guide action rather than raw power.
Class Features
Proficiencies
Starting Equipment
Class Abilities
Martial Abilities
Force Push
A focused burst of kinetic force that can shove creatures and objects.
Force Pull
Pulls a creature or object toward you. Useful to disarm, reposition, or bring an enemy into melee.
Mind Trick
A subtle suggestion that bends the immediate perceptions of weak-willed creatures.
Force Leap
You augment your jump with the Force. As a bonus action, spend 1 Force Point to triple your jump distance and gain a fly speed equal to your walking speed until the end of your turn.
Force Deflect
You can deflect missile attacks or redirect incoming energy. Use your reaction and spend 1 Force Point to impose disadvantage on a ranged attack that targets you, or to reduce its damage by 1d8 + your Wisdom modifier.
Lightsaber Flourish
An elegant pattern of strikes that can hit multiple foes. When you take the Attack action with a lightsaber, you can spend 1 Force Point to make an additional attack against a different creature within reach.
Wielding a lightsaber
Force Heal
Channel the Force to mend wounds. As an action you can spend 1 Force Point to restore 1d8 + your Wisdom modifier hit points to a creature you touch. You may spend additional Force Points to increase the healing by 1d8 per additional point.
Telekinetic Throw
Lift and fling a Medium or smaller object (or an unattended creature). As an action, spend 2 Force Points to hurl the target 20 feet and deal 2d6 bludgeoning damage on impact (Dex save halves).
Sense Danger
As an action, spend 1 Force Point to gain a heightened sense of immediate threats. For 1 minute you gain blindsight out to 10 feet, cannot be surprised, and have advantage on Dexterity saves.
Force Barrier
Create a brief ward. As an action, spend 2 Force Points to grant yourself or an ally within 30 feet a barrier that provides temporary hit points equal to 2d10 + your Wisdom modifier and resistance to one damage type you choose (chosen when cast) for 1 minute.
Force Stun
Overwhelm a foe's nervous system. As an action, spend 2 Force Points to force a creature within 30 feet to make a Constitution saving throw. On a failed save the creature is stunned until the end of your next turn. On a success it is restrained until the end of your next turn.
Force Cloak
Blend into the Force to become less noticeable. As an action, spend 2 Force Points to become lightly obscured and gain advantage on Stealth checks for 1 minute. At the start of each of your turns while cloaked you may spend 1 Force Point to become invisible until your next turn.
Calming Presence
With a gesture, you can soothe panic and fury. As an action spend 1 Force Point to force hostile creatures of your choice in a 20-foot cone to make a Wisdom save; failed creatures are calmed (drop one hostile action or attack, cannot attack for 1 round) and take no actions next turn as they reorient. A successful save halves the effect (they lose advantage if they had it).
Redirect Projectile
As a reaction against a ranged weapon attack or spell that targets a creature within 60 feet, spend 2 Force Points to change the target of the incoming attack or spell to a different creature within range (must be a valid target). The attacker keeps the same attack roll/spell save DC against the new target.
Force Drain
Rip a little of an enemy's vitality with the Force. As an action spend 3 Force Points to deal 4d8 necrotic damage to a creature within 30 feet (Con save halves). You regain hit points equal to half the damage dealt.
Force Shield
Create a swirling shield of Force energy. As an action, spend 3 Force Points to grant yourself a shield that imposes +3 to AC for 1 minute or until it has absorbed damage equal to 3 × your Jedi level.
Mass Mind Tranquility
Project a wave of peace. As an action spend 5 Force Points to force all hostile creatures within a 30-foot radius to make a Wisdom save. Failed creatures are incapacitated with calm for 1 round and cannot use reactions for 1 minute; on a successful save they are immune to this ability for 24 hours.
Force Throw (Massive)
At great cost you can toss a Large or smaller creature (willing or not). As an action spend 6 Force Points to lift and hurl a creature up to 60 feet; target takes 8d8 bludgeoning damage (Dex save halves) and lands prone. Huge creatures are pushed back and stunned instead (Con save to avoid stunned).
Transformations
Meditative Attunement
Enter a short trance to heighten your connection. As an action you may spend 2 Force Points to enter Meditative Attunement for up to 1 minute. While attuned you regain 1 Force Point at the start of each of your turns, gain advantage on Wisdom and Charisma checks, and have resistance to psychic damage. You can end the attunement at any time (bonus action).
Regain 1 Force Point each turn, Advantage on Wisdom and Charisma checks, Resistance to psychic damage
You may end attunement early as a bonus action
Concentration-like: taking damage requires a Wis save to maintain attunement
Avatar of Balance
For a short time you become a conduit of balanced Force. As an action spend 5 Force Points to become an Avatar of Balance for 1 minute. While active you add your Wisdom modifier to every saving throw, attack roll and damage roll, and your Force abilities deal additional 1d8 force damage. After it ends you are exhausted (disadvantage on attack rolls and ability checks for 1 minute).
Add Wisdom modifier to saves, attacks, damage, +1d8 force damage to Force abilities
Exhausted afterward for 1 minute
Force Ascendant
A pinnacle technique. As a full action, spend 8 Force Points to become Force Ascendant for 1 minute (see Class Feature 'Mastery of the Force' for details).
Flight at walking speed, Resistance to all damage, Advantage on all saves, Force abilities cost half
Once per long rest
Auras
Force Presence
Project a calm, centered presence that steadies allies.
Allies in the aura gain +1 to attack rolls, saving throws, and ability checks (increases to +2 at level 14).
Action to create; lasts 1 minute
Companions
Force-Bonded Astromech
Level 1A small astromech droid that shares a metaphysical bond with you. It assists with repairs, investigation, and battlefield support.
Perception + your proficiency bonus, Investigation + your proficiency bonus
Darkvision 60 ft
Repair Protocol: As an action, spend 1 minute to repair 1d8 + your Jedi level HP to a single object or construct (not magical constructs)., Tactical Scan: As a bonus action, the droid can grant you advantage on one Perception or Investigation check., Emergency Shield: Once per long rest, it can expend a stored charge (recharges on long rest) to give you a +2 bonus to AC for 1 round.
Direct (teleoperate), Assist (take Help action), Defend (interpose)
Level 5: HP increases to 6 + your Jedi level; Repair Protocol heals +1d8
Level 11: Tactical Scan grants advantage and an additional +2 to the roll once per short rest
Level 17: Emergency Shield recharges on a short rest
Class Features
Force Sensitivity (Level 1)
Lightsaber Training (Level 1)
Force Pool (Level 2)
Jedi Discipline (Level 3)
Attuned Deflection (Level 5)
Resource Cost: 1 Force Point
Prerequisite: Wielding a lightsaber
Force Flow (Level 6)
Force Presence (Aura) (Level 7)
Resource Cost: 2 Force Points
Battle Meditation (Level 11)
Resource Cost: 4 Force Points
Mastery of the Force (Level 18)
Resource Cost: 8 Force Points
Ready to Explore More Class Options?
Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!
Register to unlock spellcasting details, subclass features, and class-specific quests!
Sign Up Now - It's Free!No credit card required. Start exploring in minutes!