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

Hit Die d8
Primary Ability Wisdom, Dexterity
Saving Throws Wisdom, Dexterity

Proficiencies

Armor Light armor
Weapons Simple weapons, Martial weapons (lightsaber)*
Skills Choose two from Acrobatics, Athletics, Insight, Perception, Persuasion, Stealth

Starting Equipment

• A lightsaber (you can describe its hilt and blade color)
• Traveler's clothes and a robe
• Explorer's pack or Scholar's pack
• A small personal item tied to your Order (holocron, amulet, datapad)

Class Abilities

Martial Abilities

Resource Force Points
Force Push
Action 1 Force Point Level 1

A focused burst of kinetic force that can shove creatures and objects.

Control Effect
Saving Throw: Strength
Conditions: Prone if failed by 5 or more
Duration: Instantaneous; movement forced up to 15 feet
Force Pull
Action 1 Force Point Level 1

Pulls a creature or object toward you. Useful to disarm, reposition, or bring an enemy into melee.

Control Effect
Saving Throw: Strength
Conditions: Grappled on a failed save (escape DC = 8 + prof + Wis mod)
Duration: Grappled until escape or 1 minute
Mind Trick
Action 1 Force Point Level 1

A subtle suggestion that bends the immediate perceptions of weak-willed creatures.

Debuff Effect
Saving Throw: Wisdom
Conditions: Charmed (limited) — complies with a simple, non-self-destructive request
Duration: 1 minute
Force Leap
Bonus Action 1 Force Point Level 2

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.

Utility Effect
Duration: Until end of turn
Force Deflect
Reaction 1 Force Point Level 2

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.

Defense Effect
Duration: Instantaneous
Lightsaber Flourish
Action 1 Force Point Level 3

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.

Prerequisites:

Wielding a lightsaber

Damage Effect
Damage: 1d8 radiant (Damage increases to 1d10 when wielding two-handed)
Force Heal
Action 1+ Force Points Level 3

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.

Healing Effect
Duration: Instantaneous
Telekinetic Throw
Action 2 Force Points Level 4

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).

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 bludgeoning (Increases by +1d6 at level 11 and +2d6 at level 17)
Conditions: Thrown up to 20 feet
Duration: Instantaneous
Sense Danger
Action 1 Force Point Level 4

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.

Utility Effect
Duration: 1 minute
Force Barrier
Action 2 Force Points Level 5

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.

Buff Effect
Duration: 1 minute
Force Stun
Action 2 Force Points Level 6

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.

Control Effect
Saving Throw: Constitution
Conditions: Stunned on failed save; restrained on success
Duration: Until end of your next turn
Force Cloak
Action 2 Force Points Level 7

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.

Utility Effect
Conditions: Advantage on Stealth; can spend to become invisible
Duration: 1 minute
Calming Presence
Action 1 Force Point Level 8

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).

Control Effect
Saving Throw: Wisdom
Conditions: Calmed (limited) for 1 round
Duration: 1 round
Redirect Projectile
Reaction 2 Force Points Level 9

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.

Utility Effect
Duration: Instantaneous
Force Drain
Action 3 Force Points Level 10

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.

Damage Effect
Saving Throw: Constitution
Damage: 4d8 necrotic (At level 13 deals 6d8)
Conditions: You heal for half damage dealt
Duration: Instantaneous
Force Shield
Action 3 Force Points Level 12

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.

Defense Effect
Duration: 1 minute or until absorbed
Mass Mind Tranquility
Action 5 Force Points Level 17

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.

Control Effect
Saving Throw: Wisdom
Conditions: Incapacitated on failed save
Duration: 1 round (incapacitated); 1 minute (no reactions)
Force Throw (Massive)
Action 6 Force Points Level 20

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).

Damage Effect
Saving Throw: Dexterity
Damage: 8d8 bludgeoning
Conditions: Prone on impact; Huge creatures stunned on failed Con save
Duration: Instantaneous

Transformations

Meditative Attunement
1 minute 2 Force Points Level 4

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).

Changes:

Regain 1 Force Point each turn, Advantage on Wisdom and Charisma checks, Resistance to psychic damage

Special Actions:

You may end attunement early as a bonus action

Limitations:

Concentration-like: taking damage requires a Wis save to maintain attunement

Avatar of Balance
1 minute 5 Force Points Level 13

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).

Changes:

Add Wisdom modifier to saves, attacks, damage, +1d8 force damage to Force abilities

Limitations:

Exhausted afterward for 1 minute

Force Ascendant
1 minute 8 Force Points Level 18

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).

Changes:

Flight at walking speed, Resistance to all damage, Advantage on all saves, Force abilities cost half

Limitations:

Once per long rest

Auras

Force Presence
10-foot radius 2 Force Points Level 7

Project a calm, centered presence that steadies allies.

Effect:

Allies in the aura gain +1 to attack rolls, saving throws, and ability checks (increases to +2 at level 14).

Activation:

Action to create; lasts 1 minute

Companions

Force-Bonded Astromech
Mechanical Companion (Small)
Level 1

A small astromech droid that shares a metaphysical bond with you. It assists with repairs, investigation, and battlefield support.

Statistics:
HP 3 + your Jedi level
AC 13
STR 8
DEX 14
CON 12
INT 12
WIS 10
CHA 8
Speed:
Walk 25 ft.
Skills:

Perception + your proficiency bonus, Investigation + your proficiency bonus

Senses:

Darkvision 60 ft

Features:

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.

Commands:

Direct (teleoperate), Assist (take Help action), Defend (interpose)

Scaling:

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)

You are attuned to the Force. You learn to sense presences, subtle currents, and alignments. You gain proficiency in Insight and Perception. You can attempt a Wisdom (Insight) check to read a creature's emotional state or intent as an action. At higher levels this sensing improves (see abilities).

Lightsaber Training (Level 1)

You are trained to wield a lightsaber. You can wield a lightsaber as a finesse, versatile weapon dealing 1d8 radiant (versatile 1d10) damage. When you take the Attack action and attack with a lightsaber, you may spend 1 Force Point to add your Wisdom modifier to damage instead of Strength or Dexterity.

Force Pool (Level 2)

You gain a pool of Force Points equal to your Jedi level + your Wisdom modifier. You can spend Force Points to activate Jedi abilities listed under Martial Abilities, Transformations and Auras. You regain all Force Points after a long rest, and regain half (rounded down) after a short rest if you spend at least 10 minutes in meditation.

Jedi Discipline (Level 3)

You choose an Order at 3rd level (see Subclasses). Your chosen Order grants you specialized techniques and changes how some Force abilities scale.

Attuned Deflection (Level 5)

When you are wielding a lightsaber, you can use your reaction and spend 1 Force Point to deflect a ranged weapon attack that would hit you. The attack is reduced by 1d10 + your Wisdom modifier. If this reduces the attack to 0, the incoming projectile is deflected harmlessly; a DM may allow you to redirect it at disadvantage at range 30 ft.

Resource Cost: 1 Force Point

Prerequisite: Wielding a lightsaber

Force Flow (Level 6)

You move with preternatural anticipation. You gain a bonus to initiative equal to your Wisdom modifier (minimum +1). Additionally, when you spend Force Points to activate an ability that requires an attack roll, you may gain advantage on that attack (spend 1 extra Force Point to do so).

Force Presence (Aura) (Level 7)

You can project a calm, centered presence that steadies allies. As an action, you can spend 2 Force Points to create an aura with a 10-foot radius centered on you for 1 minute. Allies in the aura gain a +1 bonus to attack rolls, saving throws, and ability checks. The bonus increases to +2 at level 14.

Resource Cost: 2 Force Points

Battle Meditation (Level 11)

At 11th level you can focus to affect the morale and coordination of combatants. As an action you can spend 4 Force Points to grant all allies within 30 feet temporary hit points equal to 2d8 + your Jedi level and advantage on Wisdom saving throws for 1 minute. Enemies that are frightened or charmed by you suffer disadvantage on saving throws while this lasts.

Resource Cost: 4 Force Points

Mastery of the Force (Level 18)

At 18th level you can spend 8 Force Points to enter a state of heightened attunement for one minute (see Transformation 'Force Ascendant'). In this state you gain flight at your walking speed, resistance to all damage, advantage on all saving throws, and your Force abilities cost half Force Points (rounded down). Once used, you cannot use this feature again until you finish a long rest.

Resource Cost: 8 Force Points

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