The Force Warrior is a living weapon of kinetic power and discipline. Wielding the Force through sheer will and physical mastery, they strike with explosive precision and resilience. Force Warriors wear no armor and rely instead on movement, perception, and the crushing power of telekinesis. They are relentless front-line combatants fueled by pure Force energy.
Examples from Star Wars lore: Order of the Whills, Knights of Ren, Nightsisters, Zeffo Warriors
You gain access to a number of Force powers equal to 1 + your Wisdom modifier.
While not wearing armor, your AC increases by +2.
Your unarmed attacks deal 1d4 + Str or Dex mod
Add your Wisdom modifier to Initiative rolls.
When you hit with a melee attack, deal an additional 1d8 force damage. 2 Force points.
Once per long rest, you may not be surprised while conscious and may act normally in the first round of combat.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You gain access to a number of Force powers equal to 1 + your Wisdom modifier.
Force-enhanced jump; double jump height and distance. 2 Force points.
You can attack twice instead of once when you take the Attack action.
While not wearing armor, your AC increases by +2.
As a bonus action, spend 2 Force points to gain temporary hit points equal to your Constitution modifier + Wisdom modifier.
Once per short rest, you may recover 2 Force Points as a bonus action.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
When you hit a creature with a melee attack, you may spend 2 Force points to push it 10 feet and force a DC12 STR save or knock it prone.
Your unarmed attacks deal 2d4 + Str or Dex mod
You can use the Force to mask your presence, gaining advantage on Stealth checks. 1 Force point.
While not wearing armor, your AC increases by +2.
You gain resistance to Kinetic Force-based damage.
Force Strike now deals 2d8 damage instead of 1d8.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You gain access to a number of Force powers equal to 1 + your Wisdom modifier.
Once per short rest, when you fail a saving throw, you can spend 1 Force Point to reroll it.
You emit a ripple of Kinetic Force in a 20-foot radius centered on yourself. Affected enemies must succeed on a Str saving throw (DC = 8 + your PB + your Wis mod) or be pushed 20ft, take 1d6 Dmg and knocked prone. 3 Force points.
Your unarmed attacks deal 3d4 + Str or Dex mod
You can three times instead of once when you take the Attack action.
Fly briefly during Force Leap (up to 60ft).
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per long rest, when you roll initiative and have no Force Points, regain 1d4 Force Points.
You can use a Bonus Action to teleport up to 30ft into a shadowed area you can see. 2 Force points.
When you reduce an enemy to 0 HP, you regain 2 Force Point.
Generate a storm of enhanced telekinetic energy, dealing 4d6 + PB + Wis mod Force damage in a 20×20 area within a 60ft radius (DEX save for half DMG). 5 Force points.
All your kinetic force powers and unarmed attacks hit die increase by one (d6 to d8, d8 to d10, etc.)
Your unarmed critical hit range is 19-20
All kinetic force powers cost is reduced by 1 (minimum 1).
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.