|Level||Proficiency Bonus||Features||Combat Style Proficiencies||Saber Die||Lesser Force Powers Known||Greater Force Powers Known||1st||2nd||3rd||4th|
|1st||+2||Precognition, Fighting Style, Forcecasting, Lightsaber Combat||1||2||2||1||2||-||-||-|
|2nd||+2||Action Surge (one use), Force Strike||1||2||2||2||2||-||-||-|
|3rd||+2||Specialization, Hardened Fighter||2||3||3||3||3||-||-||-|
|4th||+2||Ability Score Improvement||2||3||3||3||3||-||-||-|
|5th||+3||Artifice, Extra Attack||3||4||3||3||3||-||-||-|
|6th||+3||Ability Score Improvement||3||4||3||4||3||-||-||-|
|8th||+3||Ability Score Improvement||4||4||3||6||4||2||-||-|
|11th||+4||Extra Attack (2)||5||5||3||7||4||3||-||-|
|12th||+4||Ability Score Improvement||5||5||3||7||4||3||-||-|
|14th||+4||Ability Score Improvement||6||5||4||8||4||3||2||-|
|16th||+5||Ability Score Improvement||6||6||4||9||4||3||3||-|
|17th||+6||Action Surge (two uses)||6||6||4||9||4||3||3||-|
|19th||+6||Ability Score Improvement||7||6||4||10||4||3||3||1|
|20th||+6||Extra Attack (3)||7||6||4||10||4||3||3||1|
As a Guardian, you gain the following class features
Hit Dice: 1d10 per combat level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st
Weapons: Elegant melee weapons, all simple weapons, martial melee weapons
Saving Throws: Wisdom, Strength
Skills: Choose one from Creature Handling, Athletics, Acrobatics, Investigation, and Perception. Additionally, you are proficient in Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- a lightsaber
- weave armor
The Force is a metaphysical, binding, and ubiquitous power that holds enormous importance for both the Jedi and Sith orders. Known as the Power of Cosmos by the Kwa and the Way in ancient times, the Force is viewed in many different aspects, including, but not limited to, the Light side of the Force, the Dark side of the Force, the Unifying Force, the Living Force, the Cosmic Force and the Physical Force. As a Jedi you will learn to hone the force into a wide range of abilities as you progress in levels.
Lesser Force Powers
At 1st level, you know four lesser force powers of your choice from the force ability list. You learn additional lesser force powers of your choice at higher levels, as shown in the Lesser Force Powers column.
Greater Force Powers
The Guardian table shows many greater force powers you have to cast of 1st level and higher. To cast one of these force powers, you must expend a slot of the forces power's level or higher. You regain all expended greater force powers when you finish a long rest.
For example, if you know the 1st-level greater force power Force Quake and have a 1st-level and a 2nd-level spell slot available, you can cast Force Quake using either slot.
Force Power Levels
You know two 1st-level greater force powers of your choice from the force ability list.
The Greater Force Powers column of the Guardian table shows when you learn more greater force powers of your choice. Each of these greater force powers must be of a level for which you have slots. For instance, when you reach 3rd level in this class, you can learn one new greater force power of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the force powers you know and replace it with another force power from the force ability list, which also must be of a level for which you have spell slots.
Wisdom is your forcecasting ability for your force powers. You use your Wisdom whenever a force power refers to your forcecasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a force ability you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Lightsaber combat refers to several schools of martial arts specialized in, though not limited to, fighting with a lightsaber. Such fighting forms were required to compensate for or take advantage of the unique attributes of lightsabers, notably the odd balance of the weapon, all of the weight being in the hilt, and the omni-directional cutting edge. Over time Jedi will learn and master new combat styles to employ in battle.
The Jedi table shows many combat styles you are proficient with at the 1st level and higher. At level 3 reference your Jedi Dedication table instead. There are seven combat styles that Jedi may learn or master of the course of a campaign. Each combat style brings exclusive maneuvers that may be used in combat. Unless specified switching between combat styles requires you to expend a bonus action. All Jedi begin proficient in Form I: Shii-Cho and cannot learn Form VI: Niman until all preceding forms are mastered.
You learn specific maneuvers based on the combat styles you are proficient with. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. Reference the combat style listing to see available maneuvers.
You have two saber dice, which are d8s. A saber die is expended when you use it. You regain all of your expended saber dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
The most prominent lightsaber-oriented combat styles were the seven forms of the Jedi Order, though other organizations were known to have developed their own styles and methods.
Form I: Shii-Cho
As the most ancient style of lightsaber combat, Shii-Cho was developed during the transition period from swords to lightsabers. The simplicity and persistent methods of the form led it to being dubbed the "Way of the Sarlacc" and the "Determination Form". Shii-Cho swordplay was simplistic and raw.
When you hit a unit with a weapon attack, you can expend one saber die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the saber die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
When you hit a unit with a melee weapon attack, you can expend one saber die to attempt to damage another unit with the same attack. Choose another unit within 5 feet of the original target and within your reach. If the original attack roll would hit the second unit, it takes damage equal to the number you roll on your saber die. The damage is of the same type dealt by the original attack.
Form II: Makashi
Form II's primary purpose was to serve as a counter to the first form; Shii-Cho. Makashi relied on precision swordplay to counter the sweeping movements demonstrated by Shii-Cho, and a heavy focus on protecting one's weapon to avoid being disarmed, the primary goal of Form I.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly unit who can see or hear you and expend one saber die. That unit can immediately use its reaction to make one weapon attack, adding the saber die to the attack's damage roll.
When a unit misses you with a melee attack, you can use your reaction and expend one saber die to make a melee weapon attack against the unit. If you hit, you add the saber die to the attack's damage roll.
Form III: Soresu
Becoming the most defensive of the seven forms, Soresu utilized tight moves, subtle dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less exposed to ranged fire. Over time, Form III has come to transcend this basic origin and become an expression of non-aggressive Jedi philosophy.
Circle of Shelter
When another unit damages you with a melee attack, you can use your reaction and expend one saber die to reduce the damage by the number you roll on your saber die + your Dexterity modifier.
When a unit attacks you with a ranged weapon attack, you can use your reaction and expend one saber die and make a melee weapon attack in an attempt to redirect the attack against the unit. If you hit, you add the saber die to the attack's damage roll. If you fail to hit, the attack is still deflected away.
Form IV: Ataru
Ataru is an aggressive combat form relying on a combination of power, strength, and speed. Practitioners of Ataru are always on the offensive, attacking with wide, fast, and powerful swings, constantly calling upon the Force to aid in their movements and attacks.
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
When you hit a unit with a weapon attack, you can expend one saber die to distract the unit, giving your allies an opening. You add the saber die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Form V: Shien / Djem So
Form V, also known by its two primary disciplines of Shien and Djem So, as well as The Way of the Krayt Dragon or The Perseverance Form, was developed by Form III masters who desired a more offensive style, since the defensive nature of Form III often led to prolonged combat, which was potentially dangerous for its practitioners.
Barrier of Blades
When you move, you can expend one saber die, rolling the die and adding the number rolled to your AC until you stop moving.
When you hit a unit with a weapon attack, you can expend one saber die to attempt to drive the target back. You add the saber die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Form VI: Niman
This fighting style is a hybrid martial art created by effectively combining elements of the preceding lightsaber forms into a single, generalized form. Niman balances out between the various specializations of the other forms, covering many of the basic moves, but focusing on overall moderation.
When you hit a unit with a weapon attack, you can expend one saber die to attempt to use the force to pull the unit into a secondary strike. You add the saber die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the unit is pulled into the strike.
When you hit a unit with a weapon attack, you can expend one saber die to attempt to drive the target back with the force. You add the saber die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Allies gain an attack of opportunity as the target is pushed away.
Form VII: Juyo
Juyo is often described as the most vicious form of lightsaber combat, and is said to be filled with both fury and "malignant grace". The form is both chaotic and erratic, with a heavy focus on offense. Juyo's use is controversial among the Jedi Order, as many feel that Juyo violates the "there is no emotion, there is peace" tenet of the Jedi Code due to its requirement to fight under the guidance of controlled passion.
Prior to attacking a unit you may expend a saber die to gain advantage on your next melee attack. Additionally, you add the saber die to the attack's damage roll.
When you hit a unit with a weapon attack, you can expend one saber die to attempt to frighten the target. You add the saber die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged attacks.
While you are wearing armor, you gain a +1 bonus to defensive rating.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed property for you to gain this benefit.
As a reaction you can make an unarmed melee attack roll against a single target that attacks you.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Your connection to the force gives an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and force abilities. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
At 3rd level, you gain the ability to to provoke a creature using the force. You can use your action and choose one creature that you can see within 30 feet of you. The target must succeed on a Wisdom saving throw against your force save DC or have dis-advantage on attack rolls against creatures other than you for 1 minute. At the end of each of its turns, the target can make another saving throw, ending the effect on a success. Taunt ends early on the target if you use this ability on a different creature.
Advanced Class Specialization
By 3rd level, you choose a specialization that you strive to emulate in your combat styles and techniques. Choose either Duelist or Peacekeeper, all detailed at the end of the class description. The specialization you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Also at 3rd level, your experience in combat increases your hit point maximum by an amount equal to your Strength modifier plus your Guardian level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Upon reaching the 5th level, you have gained the knowledge of artifice. Using the force you may now create, repair, and tinker with holocrons and lightsabers. You may venture out to gather the necessary resources to craft your own lightsaber(s).
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Starting at 9th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
The number of attacks increases to four when you reach 20th level in this class.
Extra Fighting Style
Beginning at 13th level, choose an additional fighting style. You cannot pick a fighting style you are already proficient in.
At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on melee weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
By 7th level, your focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Improved Lightsaber Combat
At 10th level, your saber dice turn into d10s. Also, when you roll initiative and have no saber dice remaining, you regain one saber die.
At 18th level, saber die turn into d12s.
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Improved Lightsaber Combat
At 18th level, your superiority dice turn into d12s.
Beginning when you choose this specialization at 3rd level, your melee weapon attacks score a critical hit on a roll of 18-20.
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Wisdom modifier.
At 10th level, you excel in one on one combat. Whenever you use a saber maneuver against a single creature, your DR gains a bonus equal to the number you roll and your movement speed increases by 10 feet until the start of your next turn.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 16–20.
Upon reaching 18th level, you regain one saber die whenever you land a critical hit on a creature with a melee attack.
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your guardian level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
At 7th level, you learn to fend off strikes directed at you or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon. Roll the die, and add the number rolled to the target’s DR against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Hold the Line
At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.
Starting at 15th level, you can run down your foes with overwhelming force power. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Starting at 18th level, you respond to danger with extraordinary aggression. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Channel Life Essence
Beginning when you pick this specialization at the 3rd level, your touch can heal wounds with the force. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Guardian level × 5.
As an action, you can touch a unit and draw power from the pool to restore a number of hit points to that unit, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Channel Life Essence, expending hit points separately for each one.
This feature has no effect on droids or constructs.
Starting at 7th level, whenever a creature critically strikes you, you regain one saber die.
Upon reaching 10th level, you can turn a defensive maneuver into an offensive strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s DR against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
At 15th level, your command of the battlefield is unrivaled. Whenever you utilize Action Surge you benefit from disengage and have advantage on your next attack roll.
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.