Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Force-Adept (Base Class)

    Not every Force-sensitive being becomes a Jedi or a Sith. Across the galaxy you find visionaries, prophets, Nightsister-style witches, frontier shamans, Lasat mystics, Guardians-of-the-Whills–type protectors, and nameless wanderers who listen to the Force without swearing loyalty to a temple or empire. Those are your Force-Adepts.

    In SWURPG, the Force-Adept class lets you play these independent Force users. Mechanically, it sits alongside Jedi, Soldiers, Scoundrels, and other classes, but thematically it represents anyone who feels the currents of the Force without formal Order training. You might be a desert seer on a backwater world, a devotee from a hidden monastery, a survivor of a forgotten sect, or someone who simply woke up one day and realized the galaxy was whispering back.

    All Force-Adepts share a common foundation at levels 1–2. During this Adept phase, you learn to draw on the Force directly, protect yourself without armor, and ride flashes of intuition when danger approaches. You are not yet a specialist, but you are already something most citizens will never understand: a being whose instincts and reflexes are shaped by the Force itself.

    At level 3, a Force-Adept chooses a path that defines how they express that power:

    • Force Warrior – A frontline combatant who channels the Force into speed, durability, and brutal kinetic strikes, fighting unarmored but unnervingly hard to bring down.
    • Force Mystic – A visionary, protector, and strategist who bends probability, shields allies, and manipulates the flow of conflict with subtle Force guidance rather than raw aggression.

    From level 3 onward, each subclass advances with its own traits and Force options, but every character still relies on the shared Adept chassis you see below. Whether you become a storm of motion and impact or a calm anchor of insight and protection, you always feel like an independent Force user first.

    Playing a Force-Adept in SWURPG

    A Force-Adept sits at the crossroads of mystic and survivor. You are harder to pin down than a Jedi: you might not carry a lightsaber, you do not answer to a Council, and your beliefs about the Force can range from calm philosophy to intense local superstition. This makes you ideal for campaigns that want strong Force themes without centering the Jedi Order.

    In combat, your toolkit is built around Force Training, Unarmored Defense, and clever use of Force Points. You are designed to fight without armor, relying on awareness, positioning, and defensive bonuses granted by your connection to the Force. When the fight turns critical, Adept Force Channeling and Precognitive Reflex help you stay alive just a little longer and swing the tide back toward your side.

    Outside combat, Force-Adepts make excellent trackers, guides, and spiritual anchors for a group. Your high Wisdom supports Insight and Survival, making you the one who spots lies, reads moods, and navigates hostile terrain or urban underbellies by “feel” as much as by map. You fit naturally into stories about small communities, pilgrimages, forgotten temples, strange Force phenomena, and the gray spaces between the light and the dark.

    In terms of party role, a Force-Adept can serve as a mobile skirmisher, a durable off-tank (especially as a Force Warrior), or a support/control specialist (especially as a Force Mystic). You will rarely match a heavy-armor Soldier for raw physical soaking or a full Jedi for lightsaber dominance, but you trade that for freedom of theme and extremely flexible narrative hooks.

    Work with your GM to decide what your Adept represents in the setting. Are you part of a minor Force cult on a remote moon? A former student of a fallen Jedi who never completed formal training? A Nightsister-style witch whose techniques feel strange to more orthodox Force users? The Force-Adept chassis is deliberately open so your character can plug into almost any corner of the Star Wars galaxy.

    Adept Traits (Levels 1–2)

    The traits below apply to all Force-Adept characters, regardless of which path they eventually choose at level 3. These features represent the universal training every Adept receives in Force basics and surviving without armor in a dangerous galaxy.

    Level 1 – Force Training

    You gain 1 + your Wisdom modifier Force Powers of your choice from the Force Powers list.
    You cannot learn the same Force power more than once.

    Level 1 – Unarmored Defense

    While not wearing armor, your connection to the Force grants you supernatural protection.
    You gain a +1 bonus to AC, which increases to +2 at level 6, +3 at level 11, and +4 at level 17.

    Level 2 – Adept Force Channeling

    Once per Long Rest, when you roll Initiative and have no Force Points remaining, you regain 1d4 + your Proficiency Bonus Force Points as the currents of the Force surge through you.

    Level 2 – Precognitive Reflex

    Once per Short Rest, when you are targeted by an attack you can see, you may use your Reaction to impose Disadvantage on that attack roll.

    Force-Adept Paths (Subclasses)

    Starting at level 3, you choose one of the following Force-Adept subclasses. Each link below provides full trait progression, a detailed role description, and guidance on how that path plays at the table across different Star Wars eras.