SWURPG

Force Warrior

✦ Force-usingadvanced from Force Adept
Hit Die
d8
Primary Ability
Wisdom and Constitution
Saves
Constitution, Wisdom
Expertise Pts
2
Starting Credits
1d4x100
Skill Profs
Use the Force, Insight, Survival, Acrobatics, Endurance

The Force Warrior channels the Force into pure, kinetic motion — fists, feet, momentum, and impossible reflexes instead of a lightsaber. Where the Force Mystic guides events from a distance, the Force Warrior closes the distance and ends the conflict in person.

Quick read: The kinetic-melee Force user. Unarmed strikes powered by the Force, no lightsaber, monk / Nightbrother / pugilist fantasy.

What you do at the table

The signature feature is Way of the Force Warrior — your unarmed strikes scale into a real damage source (1d4 → 2d4 → 3d4 over 20 levels) and key off your chosen ability (STR, DEX, or WIS — your build choice). You fight in melee, unarmored, and you stay alive through Force-fueled durability and movement speed rather than armor.

You'll often be the second front-line combatant alongside the party's Soldier or Guardian — but you trade durability for mobility and unconventional moves (knockdowns, disarms, repositioning).

Sibling differentiation

  • vs. Force Mystic — Warriors close the gap and strike; Mystics control from a distance through visions and shields.
  • vs. Jedi Guardian — Both are melee Force users. Guardians have lightsabers, heavy armor proficiency, and Order training. Warriors have unarmed strikes, mobility, and freedom from doctrine.

Build tips

Pick one of STR / DEX / WIS as your "unarmed-strike ability" at level 3 (the Way of the Force Warrior choice) — that's your primary going forward. CON is strong secondary; you fight unarmored.

Common pitfalls

  • Don't try to dual-wield weapons. Your damage flows through Way of the Force Warrior unarmed strikes — picking up a vibro-blade replaces what makes the subclass interesting.
  • Use your speed. Force Warriors have movement and reposition traits Jedi don't. If you're standing still trading hits, you're playing a worse Guardian.

Class Features by Level

Level 31 feature

Way of the Force Warrior

Choose 1 (creation)

Your unarmed strikes deal 1d4 + Strength, Dexterity, or Wisdom modifier bludgeoning damage (your choice — pick one ability that governs your unarmed strikes). You learn specialized combat forms that channel the Force through motion and discipline; you can only use one form per round. Level 3 – K'tara Form (Control): Once per turn on unarmed hit, Disarm attempt — target makes Strength or Dexterity saving throw (DC = 8 + PB + Wis) or drops one held item. Level 7 – Hijkata Form (Disrupt): Unarmed damage increases to 2d4; once per turn on unarmed hit, target makes Constitution saving throw (DC = 8 + PB + Wis) or suffers a penalty to its next attack equal to your Strength or Wisdom modifier (minimum –1). Level 11 – Wrruushi Form (Power): Once per turn on unarmed hit, spend 1 Force Point to double your Strength, Dexterity, or Wisdom modifier for that attack's damage. Level 15 – Tae-Jitsu Form (Suppression): Unarmed damage increases to 3d4; on unarmed hit, spend 2 Force Points to attempt to Stun the target until the start of your next turn (Constitution saving throw, DC = 8 + PB + Wis).

Options
  • StrengthYour unarmed strikes use STR modifier for damage. Best for grapple/disarm-focused combat.
  • DexterityYour unarmed strikes use DEX modifier for damage. Best for finesse and mobility-focused builds.
  • WisdomYour unarmed strikes use WIS modifier for damage. Best for Force-focused builds where insight guides your strike.
Scales: Lv 7 · Lv 11 · Lv 15
Level 51 feature

Force Strike

once per short rest · 2 FP

Once per Short Rest, when you hit with a melee or unarmed attack, spend 2 Force Points to channel kinetic energy through your strike, dealing +1d8 Force damage. At level 10, spend up to 3 Force Points for 2d8. At level 15, spend up to 4 Force Points for 3d8 + 1d8 per additional FP (maximum 4d8). Cannot be used in the same round as a Way of the Force Warrior Form.

Scales: Lv 10 · Lv 15
Level 61 feature

Kinetic Shielding

bonus_action · once per short rest · 2 FP

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

Scales: Lv 13
Level 71 feature

Force Leap

2 FP

Spend 2 Force Points to take a Force-enhanced jump, doubling jump height and distance. At level 15, spend 3 Force Points to fly briefly during Force Leap (up to 60 ft).

Scales: Lv 15
Level 91 feature

Kinetic Resistance

You gain resistance to Kinetic Force-based damage.

Level 101 feature

Force Discipline

once per short rest · 1 FP

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

Level 111 feature

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 131 feature

Kinetic Ripple

action · 3 FP

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

Level 141 feature

Shadow Step

bonus_action · 2 FP

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

Level 151 feature

Phase Shift

bonus_action · 2 FP

As a Bonus Action, spend 2 Force Points 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 171 feature

Relentless Flurry

2 FP

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

Level 181 feature

Force Warrior Maelstrom

action · once per long rest · 5 FP

As an Action, once per Long Rest, 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 makes a Dexterity saving throw (DC = 8 + PB + Wis). On a failed save, the target takes 4d6 + PB + Wisdom modifier Force damage and is pushed up to 20 feet away from the center. On a success, the creature takes half damage and isn't pushed.

Level 191 feature

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 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

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.