Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Force Warrior

    The Force Warrior is a living weapon — a combat-focused Adept who channels the Force into movement, resilience, and devastating kinetic strikes. Unlike Jedi, Force Warriors are not bound to an order or a code. Some are disciplined guardians of forgotten shrines, others are ruthless enforcers for crime syndicates or local rulers, but all learn to let the Force drive their bodies beyond normal limits.

    As a subclass of the Force-Adept, the Force Warrior builds on the shared Adept foundation at levels 1–2. From level 3 onward, you specialize in aggressive Force techniques, unarmored durability, and relentless frontline pressure. You do not need a lightsaber or Jedi tradition to be terrifying in close combat — your strength comes from raw connection to the Force and the will to stand where the fighting is thickest.

    A Force Warrior thrives when surrounded by danger. You close distance quickly, stay on your feet through punishing blows, and turn every surge of momentum into a brutal counterattack. In cramped corridors, boarding actions, urban ambushes, or temple brawls, you are the one the enemy remembers.

    Examples from Star Wars lore: Chirrut Îmwe–style guardians, Nightsister-like combat mystics, Morgan Elsbeth–type duelists, certain Knights of Ren, and Guardians-of-the-Whills–inspired defenders.

    Playing a Force Warrior in SWURPG

    Playing a Force Warrior means embracing risk and momentum. You are most effective when you are in the middle of the fight, forcing enemies to react to you. Your defenses come from unarmored bonuses, Force abilities, and smart positioning rather than heavy plates or riot shields, so you constantly weigh when to press the attack and when to spend precious Force Points on survival.

    In the party, you can serve as a frontline striker, a pressure tank, or a mobile brawler who punishes enemies that try to break through to your allies. You pair well with ranged Soldiers and Scoundrels who appreciate having someone draw attention, and with Leaders or Mystics who can keep you standing just a bit longer while you burn through the opposition.

    Story-wise, Force Warriors fit easily into many types of campaigns. You might be a lone temple guardian on a remote moon, an exiled disciple of a forgotten Force cult, a spiritual bodyguard to a political figure, or a quiet believer who lets actions speak instead of doctrine. You bring Force themes into the game without requiring the presence of the Jedi Order or Sith hierarchy, which makes you a great choice for gritty, local, or post-war stories focused on the edges of the galaxy.

    Class Traits by Level

    Adept Training – Shared Force-Adept Traits (Levels 1–2)

    All Force Warriors begin as Force-Adepts. The traits below are the shared Adept features from levels 1–2, representing your early connection to the Force, your unarmored defenses, and your ability to channel power in moments of crisis. For more detail on the base class, see the Force-Adept page.

    Level 1 – Force Training

    You gain 1 + your Wisdom modifier Force Powers of your choice from the Force Powers list.

    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 + PB 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 the attack.

    Force Warrior Path Traits (Level 3+)

    At level 3, you fully embrace the Force Warrior path — becoming a dedicated frontline combatant who turns the Force into speed, impact, and staying power. The traits below are unique to the Force Warrior and build on the Adept training above.

    Level 3 – Way of the Force Warrior

    Your body becomes an extension of the Force, refined through training in ancient martial traditions. Your unarmed strikes deal 1d4 + Strength, Dexterity, or Wisdom modifier kinetic damage (your choice).
    You also learn to flow through specialized combat forms that channel the Force through motion and discipline.
    • Current Level - K’tara Form (Control):
    Once per turn, when you hit a creature with an unarmed attack, you may attempt to Disarm it. The target must make a Strength or Dexterity saving throw (DC = 8 + PB + Wis) or drop one item it is holding.
    • Level 7 - Hijkata Form (Disrupt):
    Your unarmed strike damage increases to 2d4. Once per turn, when you hit with an unarmed attack, the target must make a Constitution saving throw (DC = 8 + PB + Wis) or suffer a penalty to its next attack roll equal to your Strength or Wisdom modifier (minimum –1).
    • Level 11 - Wrruushi Form (Power):
    Once per turn, when you hit with an unarmed attack, you may spend 1 Force Point to double your Strength, Dexterity, or Wisdom modifier for that attack’s damage.
    • Level 15 - Tae-Jitsu Form (Suppression):
    Your unarmed strike damage increases to 3d4. When you hit a creature with an unarmed attack, you may spend 2 Force Points to attempt to Stun it until the start of your next turn (Constitution saving throw, DC = 8 + PB + Wis).

    You can only use one form per round.

    Level 5 – Force Strike

    Once per Short Rest, when you hit with a melee or unarmed attack, you may spend 2 Force Points to channel kinetic energy through your strike, dealing an additional 1d8 Force damage.
    • Level 10: You can spend up to 3 Force Points, increasing the additional damage to 2d8.
    • Level 15: You can spend up to 4 Force Points, increasing the additional damage to 3d8 + 1d8 per additional FP (maximum 4d8).

    You cannot use Force Strike in the same round as a Way of the Force Warrior Forms.

    Level 6 – Kinetic Shielding

    Once per Short Rest, as a Bonus Action, spend 2 Force Points to create a kinetic barrier around your body, gaining temporary hit points equal to your Wisdom modifier + Constitution modifier + your Proficiency Bonus.
    • At level 13, when activating Kinetic Shielding, you may also extend the barrier to one adjacent ally, granting them half the temporary hit points.

    Level 7 – Force Leap

    You can spend 2 Force points to take a Force-enhanced jump; double jump height and distance.
    • At level 15, you maye spend 3 Force Points and fly briefly during Force Leap (up to 60ft).

    Level 9 – Kinetic Resistance

    You gain resistance to Kinetic Force-based damage.

    Level 10 – Force Discipline

    Once per short rest, when you fail a saving throw, you can spend 1 Force Point to reroll it.

    Level 11 – Relentless Channeling

    Whenever you reduce a creature to 0 HP or score a critical hit, you regain 1 Force Point. You can benefit from this feature a number of times equal to your Wisdom modifier per Long Rest.

    Level 13 – Kinetic Ripple

    As an Action, spend 3 Force Points to emit a shockwave of Force energy in a 20-ft radius. Enemies must make a Strength saving throw (DC = 8 + PB + Wis) or take 2d6 Force damage, be pushed 20 ft, and knocked prone.
    Half damage on a success. Spend up to 5 FP to increase the damage by +1d6 per additional FP.

    Level 14 – Shadow Step

    As a Bonus Action, you can spend 2 Force Points to teleport up to 30 ft to an unoccupied space in a shadowed area you can see.

    Level 15 – Phase Shift

    As a Bonus Action, spend 2 FP to become incorporeal for 1 round, allowing you to pass through solid, non-energy obstacles. While phased, you have resistance to physical and energy damage.

    Level 17 – Relentless Flurry

    When you take the Attack action, you may spend 2 Force Points to make one additional attack as part of the same action.

    Level 18 – Force Warrior Maelstorm

    As an Action, once per long rest, you can spend 5 Force Points to unleash a massive storm of telekinetic energy in a 20-foot-radius sphere centered on a point within 60 feet of you. Each creature of your choice in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a target takes 4d6 + your Proficiency Bonus + your Wisdom modifier Force damage and is pushed up to 20 feet away from the center of the maelstrom. On a successful save, the creature takes half damage and isn’t pushed.

    Level 19 – Way of the Force Warrior Mastery

    Your unarmed attacks and kinetic Force powers now score a critical hit on a roll of 19–20.

    Level 20 – Embodiment of the Kinetic Force

    Your mastery of motion and momentum reaches perfection. All your kinetic Force powers and unarmed attacks increase their hit die by one step (d6 → d8, d8 → d10, etc.).
    Your every movement carries the weight of the Force itself.