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About this mod

New Class with subclasses. Started with Mandalore1077 'Way of the Living Force' mod but quickly grew into its own thing

Requirements
Permissions and credits
This is my first time doing this so still ironing out details,  Let me know if you find anything

Jedi
Levels
1.Proficiency Bonus Wisdom Dexterity; Unarmored Defense Monk; Proficiency Simple Weapons Longswords; Powers: Friends, Force Push, Force Pull, Jump, Mage Hand, Pull Items
2.Unarmored Movement, Force Dash, 1 Force Power
3.1 Force Power, Select Subclass
4.Perk, Slow Fall
5.
6.Unarmored Movement 2, Ki Empowered Strikes
7.Evasion, Stillness Of Mind
8.Nothing
9.Unarmored Movement Difficult Terrain
10.Unarmored Movement 3, Purity Of Body
11.Nothing
12.Perk
Guardian HIGHLIGHTS: 5 Forms, Strength Based, 1-2 level powers, Extra Attack
Levels
1.Base Class
2.Base Class
3.1 Form
4.1 Force Power, Feat
5.1 Force Power, 1 Form, Extra Attack
6.+2 Strength, 1 Fighting Style
7.1 Force Power, 1 Form
8.1 Force Power, Feat
9.1 Form
10.Wisdom Bonus to Force Powers, 1 Force Power, 1 Fighting Style
11.1 Force Power, 1 Form
12.Feat
Sentinel  HIGHLIGHTS: Many Skills, Dexterity Based, Burst Damage (best for 2 weapon), 2 Forms, 1-2 level with 1 3rd Level powers
Levels
1.Base Class
2.Base Class
3.MageHandLegerdemain, Sentinel Burst Attack, Additional Skills, Expertise, Minor Illusion, Pass Without Trace, 1 Force Power
4.1 Force Power, Feat
5.1 Form
6.1 Fighting Style
7.2 Force Power
8.Wisdom Bonus to Force Powers, Feat
9.Jack Of All Trades, 1 Form
10.Force Camoflauge
11.1 Force Power
12.Feat
Consular HIGHLIGHTS: Force wielding powerhouse but can melee too!, up to 6th level powers, 
Levels
1.Base Class
2.Base Class
3.1 Force Power
4.2 Force Power, Feat
5.2 Force Power, Portent Dice, 
6.1 Force Power, Force Quickening Action, Wisdom Bonus to Force Powers, 1 Form
7.1 Force Power
8.1 Force Power, Feat
9.1 Force Power, Wisdom Bonus to Spell Save DC
10.1 Force Power, Wisdom Bonus to Force Powers
11.1 Force Power, Force Quickening Bonus Action
12.1 Force Power, Feat

I based all force damage on tables to level up with you.  How I differentiate the damage ability between subclasses is by giving wisdom bonuses to damage. This is a self regulating the damage potential since the primary abilities will be different, Strength for Guardian second is Dex and Wis, Dex for Sentinel with Wis as second, and Consular with wisdom as his primary focus and dex as secondary.  It naturally balances itself.  
Most powers will cause a condition, I tried to base this on single target and group target and condition severity.  Most single target will be slightly stronger condition at lower levels, all the way up to some group stuns at 6th level force powers

Conditions:
Staggered
Off Balance 
Prone
Stunned

Sentinel advantage burst damage...anytime you have advantage you will deal additional dmg (applies to both hands)
Level1 1d4
Level3 2d4
Level5 3d4
Level7 4d4
Level9 5d4
Sentinel will also get a 3rd level spell

Forms (Concentration and Bonus Action) Forms need concentration as shown in many Jedi Resources: Books, Form journals, Movies, Shows.
Jedi CAN get to the point where forms are second nature like breathing (if you ever had a stressful situation or do athletic things, you know what it means to focus on breathing)...That's called War Caster and Resilient: Constitution Proficiency.  

Extra attacks and whatnot can be found in your forms choose wisely, You can create all kinds of variations of Jedi by choosing different ones 

Shii Cho: The First Form, Shii Cho. Characterized by wide sweeping attacks and flowing but predictable motions. Unlocks Cleave (2 Ki) and Disarm (2 Ki). Advantage while surrounded, Disadvantage in single combat

Makashi: The Second Form, Makashi. Built around the singular purpose of dueling. Unlocks Parry attack (2 Ki), Parry block reaction when hit. Advantage when in single combat, disadvantage when surrounded and at range.

Soresu: The Third Form, Soresu. The Resilience form was designed for defense and especially ranged defense. Both You and opponents have melee disadvantage and cannot be crit.  Crit threshold raised to 21 so difficult to land a crit.  Unlocks deflection at no reaction cost

Ataru: The Fourth Form, Ataru. The Aggression form aims to overwhelm its opponents with a flurry of acrobatic assaults (2 Ki). Reaction attacks have disadvantage against you, Range has advantage. Unlocks a leaping attack (pretty cool) Causes fatigue when form ends

Shien: The Fifth Form First Variation, Shien. The Perseverance form balances aggression and ranged defense. Range has disadvantage but melee has advantage. Unlocks Riposte (2 Ki) and deflection which can hit the attackers for no reaction cost.  

Djem So: The Fifth Form Second Variation, Djem So. Built on the basis of Shien, Djem So forgoes the Perseverance form's counter attacks for constant offense. Range attacks have disadvantage against you. Your melee attacks have advantage and deal an additional Wisdom Modifier in damage, critical hits deal an extra 2 dice of damage. Movement is severly limited

Niman: The Sixth Form, Niman. The Moderation Form takes elements from all other forms, offering no weaknesses but great advantages either. Designed to be used with force powers, Unlock Force Quicken BonusAction

Juyo: The Seventh and Final Form, Juyo. The Ferocity Form abandons all notion of defense to attack with relentless fury. You may spend Action Surge (2 Ki) every turn. Both You and opponents have melee advantage. Causes fatigue when form ends.

Powers 1-6
There are pretty good amount will describe later

Lightsaber (Longsword) Light, Thrown, Gives off Light, Finesse
2d4/3d4 Ignores resistance 
Bonus(Levels with you) +1,+2,+3
Radiant 1d4/2, 1d6/2, 1d8/2, 1d10/2
Fire 1d4/2, 1d6/2, 1d8/2, 1d10/2

New Condition - Staggered: Target get disadvantage on attack and loses a reaction