Way of the Jedi Lightsaber
At 3rd level, you learn an attunement ritual that transforms
You follow a monastic tradition that teaches you to use the a one-handed melee weapon into a lightsaber. You perform
mystical energies of the Force. With a lightsaber in hand the ritual over 1 hour, which can be done during a short
and command of the ever-present and limitless potential rest. The weapon must be within your reach throughout
of the Force, you are a force to be reckoned with in both the ritual, during which the weapon breaks apart into
might and magic. thousands of tiny floating shards that reconfigure
themselves into a lightsaber hilt. If the lightsaber was
Disciple of the Force made from a weapon with magical properties, those
When you choose this tradition at 3rd level, you begin properties persist.
your path of enlightenment in the Force. You learn one The lightsaber is a martial melee weapon with the
discipline of your choice, which are detailed under “Force Finesse and Light properties and sheds dim light in a
Disciplines” below. You learn one additional power at 6th, 15-foot radius. It is considered a monk weapon and can
11th, and 17th levels. be used with any monk ability that requires an unarmed
Whenever you learn a new force discipline, you can strike or free hand, such as Flurry of Blows and Deflect
also replace one discipline that you already know with a Missiles.
different one. The weapon is comprised of a hilt that, while held in
Casting Force Spells. Some force disciplines allow you your hand, can emit a blade of pure radiant energy without
to cast spells. See chapter 10 in The Player’s Handbook requiring an action. The blade’s damage is radiant, and its
for the general rules of spellcasting. To cast one of these damage die is a d6. This die changes as you gain Monk
spells, you use its casting time and other rules, but you levels, as shown in the Martial Arts column of the Monk
don’t need to provide material components for it. table.
You can have up to two lightsabers created this way. If
you attempt to create a third lightsaber, you must break
Jedi Initiate
your attunement with one of the other two lightsabers,
At 3rd level, you know basic applications of the force to
which reverts the transformation back into the weapon it
enhance your abilities. As a bonus action, you can spend
was previously.
1 ki point to cast Jump, targeting yourself. Additionally,
you can cast the Mage Hand, Friend, and Minor Illusion
cantrips as bonus actions. Force Disciplines
The force disciplines are presented in order of level
requirement. If a discipline requires a level, you must be
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that level in this class to learn the discipline. can reroll the die and must use the new roll, even if the
Affect Mind. You gain proficiency in the Persuasion new roll is a 1 or 2.
skills. In addition, you can spend 1 ki to cast Animal Fear (11th level). You have advantage on Intimidation
Friendship or Charm Person. checks. In addition, you can cast Fear.
Danger Sense. You have advantage on Initiative checks. Once you use this feature, you cannot use it again until
In addition, if you are surprised, you can spend 1 ki point you finish a short or long rest.
to no longer be surprised. Force Illusion (11th level). You can to cast Major Image
Force Lightning. You can cast Witch Bolt at a spell level at a spell level equal to half your monk level (rounded
equal to half your monk level (rounded down), adding an down).
additional d6 to the damage equal to the spell’s level. Once you use this feature, you cannot use it again until
Once you use this feature, you cannot use it again until you finish a short or long rest.
you finish a short or long rest.
Force Illusion. You gain proficiency in the Deception
skill. In addition, you can spend 1 ki to cast Disguise Self
or Silent Image.
Psychometry. You can focus your mind to read the
psionic imprint left on an object. If you hold an object and
concentrate on it for 10 minutes, you learn a few basic
facts about it. You gain a mental image from the object’s
point of view, showing the last creature to hold the object,
regardless of how long ago it was last handled. You also
learn of any events that have occurred within 20 feet of the
object within the past 24 hours. The events you perceive
unfold from the object’s perspective. You see and hear
such events as if you were there, but cannot use other
senses.
Enhance Ability (6th level). You can cast Enhance Ability
at a spell level equal to half your monk level (rounded
down).
Once you use this feature, you cannot use it again until
you finish a short or long rest.
Force Choke (6th level). You can cast Hold Person.
Targets paralyzed by this spell take damage equal to your
monk level at the start of each of their turns.
Once you use this feature, you cannot use it again until
you finish a short or long rest.
Force Push (6th level). You can create a concussive
burst pressurized air that strikes with explosive force. As a
bonus action, choose a creature within 30 feet of you. That
creature must make a Strength saving throw. On a failed
save, the creature takes force damage equal to twice your
Martial Arts die + twice your Wisdom modifier, and you
push the creature up to 20 feet away from you and knock
it prone. On a successful save, the creature takes half as
much damage, and you don’t push it or knock it prone.
Once you use this feature, additional uses require 2 ki
points until you finish a short or long rest.
Mind Trick (6th level). You have advantage on Persuasion
checks. In addition, you can cast Suggestion.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
Bladeweave (11th level). When you roll a 1 or 2 on a
damage die for an attack you make with a lightsaber, you
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Force Wave (11th level). You can create a wave of pure
Force-energy that pulses outward from you as a telekinetic
explosion. As an action, you can spend 3 ki points to have
each creature in a 20-foot cube originating from you make
a Constitution saving throw. On a failed save, a creature
takes 8d6 force damage and is pushed 20 feet away
from you and knocked prone. On a successful save, the
creature takes half as much damage, and you don’t push
it or knock it prone.
Once you use this feature, you cannot use it again until
you finish a short or long rest.
Precognition (11th level). You gain brief glimpses of
insight as to where the next strike will hit you, and can
use this knowledge to avoid it. As a reaction when you are
attacked, you can spend 1 ki point to gain a bonus to AC
equal to your Wisdom modifier until the start of your next
turn. You spend these points after learning the attack’s
result but before applying its effects.
Absorb Energy (17th level). You can draw potentially
harmful energies directed at you and use it to replenish
your ki. When a targeted spell or spell-like attack that deals
damage misses you, or you are subjected to an effect that
allows you to make a Dexterity saving throw to take only
half damage and succeed, you regain 1 ki point (up to
your maximum amount).
Dominate Mind (17th level). You can cast either
Dominate Beast or Dominate Person.
Once you use this feature, you cannot use it again until
you finish a short or long rest.
Force Drain (17th level). You can cast Vampiric Touch
as a bonus action. Subsequent attacks with the same spell
can be made as bonus actions.
Once you use this feature, you cannot use it again until
you finish a short or long rest.
Shatterpoint (17th level). You see every fault line in
your target; all you have to do is pour the Force into the
cracks to shatter it. Before you make an attack roll, you
can choose for it to be an automatic critical hit.
Once you use this feature, you can’t use it again until
you finish a long rest.
Telekinesis (17th level). You can cast Telekinesis.
Once you use this feature, you cannot use it again until
you finish a short or long rest.
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