SWURPG

Jedi Guardian

✦ Force-usingadvanced from Jedi Padawan
Hit Die
d10
Primary Ability
Strength or Dexterity
Saves
Wisdom, Strength
Expertise Pts
2
Starting Credits
1d4x100
Skill Profs
Use the Force, Insight, Perception, Athletics, Endurance

The Jedi Guardian is the Order's front-line warrior — the Jedi who steps between the party and the threat. While Sentinels strike from shadow and Consulars heal from the back, Guardians stand in the middle of the firefight, lightsaber up, daring enemies to come through them.

Quick read: The front-line Jedi. Heavy lightsaber, defensive forms, soaks hits. Think Mace Windu, Anakin during the Clone Wars, Kanan Jarrus.

What you do at the table

Guardians lean into defensive lightsaber forms (Soresu, Shien) — your sheet keys off blocking blaster bolts and out-trading melee opponents who'd shred a softer Jedi. You'll often be the closest party member to whatever you're fighting; your job is to lock down the dangerous targets so the rest of the party can finish them. Lightsaber Defense (your reaction-based AC bonus) becomes your most-used trait.

Sibling differentiation

  • vs. Sentinel — Guardians fight in the open; Sentinels strike from stealth. Guardians out-trade prolonged fights; Sentinels win in one decisive ambush.
  • vs. Consular — Guardians soak damage; Consulars prevent it (healing, buffs, wisdom-based control). Different solutions to the same fight.
  • vs. Pathfinder — Guardians anchor a position; Pathfinders move and reposition.

Build tips

Strength becomes a relevant secondary stat (heavier melee strikes, athletics, shoves). WIS still primary, but consider STR over DEX as your secondary. Light → medium armor proficiency at level 3 changes your AC math significantly.

Common pitfalls

  • Don't aim for stealth or skirmishing — you're the Big Door. Plant your feet and let enemies break themselves on you.
  • Lightsaber Defense eats your reaction. If you also want opportunity attacks, you're choosing turn by turn.

Class Features by Level

Level 31 feature

Lightsaber Discipline

You gain +1 to attack and damage rolls with lightsabers (+2 at level 10, +3 at level 17). Your critical hit range becomes 19–20 at level 15.

Scales: Lv 10 · Lv 15 · Lv 17
Level 51 feature

Deflect and Redirect

reaction

When wielding an ignited lightsaber, use your reaction to intercept incoming ranged energy attacks. Make a Use the Force check contested by the attack roll. On success, attack negated (half damage against cannons, autofire, or Force Lightning). Each additional Deflect or Block attempt since your last turn imposes a cumulative –5 penalty. On successful Deflect, redirect toward another target within 30 ft using a ranged attack (Dexterity or Wisdom); on hit, deals half normal damage. At level 10, cumulative penalty reduced to –2. At level 15, no damage on successful Deflects against cannons/autofire/Force Lightning and redirected attacks deal full damage.

Scales: Lv 10 · Lv 15
Level 61 feature

Guardian Force Channeling

once per long rest

Once per Long Rest, when you roll initiative and have 0 Force Points, regain 1d4 Force Points. At level 12, regain 1d6 Force Points instead.

Scales: Lv 12
Level 71 feature

Lightsaber Throw

action · 1 FP

As an Action, spend 1 Force Point to hurl your ignited lightsaber up to 30 feet, making a ranged attack using Dexterity or Wisdom. On a hit, deals normal lightsaber damage and returns to your hand. At level 13, spend 3 Force Points to sweep in a 30-foot cone, making separate attack rolls against all enemies with a cumulative –2 penalty per additional attack. Lightsaber returns afterward.

Scales: Lv 13
Level 91 feature

Guardian's Resolve

bonus_action · once per long rest · 2 FP

Once per Long Rest, when your hit points drop to 25% or less of your maximum, as a Bonus Action spend 2 Force Points to regain hit points equal to 2d10 + your Jedi Guardian level + your Wisdom modifier, and gain resistance to all damage until the start of your next turn.

Level 101 feature

Combat Mastery

You may attack twice when you take the Attack action. Once per turn, you may reroll one damage die and keep the new result.

Level 111 feature

Lightsaber Form Mastery

Choose 2 (creation)

You master two additional lightsaber forms beyond your Core Form. When you spend Force Points to use a Form power, you regain 1 Force Point if the power hits or succeeds. This recovery can occur only once per turn.

Options (choose 2)
  • Jar'Kai – Dual Saber FlurryWielding dual lightsabers (LVL 7+, 2 FP). Bonus Action: make an extra off-hand attack with Advantage; if both attacks hit, deal +1d6 Force damage.
  • Makashi – Dueling FocusWielding a lightsaber (LVL 7+, 2 FP). Bonus Action: mark a target within 5 ft. Until your next turn you gain +2 AC against that target and Advantage on your next attack against them.
  • Sokan – Tactical FootworkWielding a lightsaber (LVL 7+, 2 FP). Bonus Action: move 15 ft without provoking opportunity attacks; gain +2 AC vs ranged attacks until your next turn.
  • Shien – Rebounding DefenseWielding a lightsaber (LVL 10+, 2 FP). Reaction when a ranged attack hits: roll DEX save (DC = attacker's roll); on success, deflect — attacker's next attack against another target has Advantage from you.
  • Djem So – Counterstrike FormWielding a lightsaber (LVL 12+, 4 FP). Reaction when a melee attack hits you: make an immediate lightsaber counterattack with Advantage; on hit, deal +2d8 Force damage and push the attacker back 10 ft.
  • Juyo – Ferocity UnleashedWielding a lightsaber (LVL 12+, 3 FP). Free Action declared before attack: on hit deal +3d6 Force damage but take 1d6 damage yourself; on a critical hit add another +3d6 Force.
  • Tràkata – Deceptive StrikeWielding a lightsaber (LVL 12+, 3 FP). Action: feint then strike — target makes WIS save (DC = 8 + PB + CHA) or has Disadvantage on its next attack. On hit, deal +2d8 Force damage.
  • Vaapad – Channel the StormWielding a lightsaber (LVL 12+, 5 FP). Action: make two lightsaber attacks. If both hit the same target, regain 1 FP and deal +2d6 Force damage per hit (regain 2 FP on a critical hit). Advantage on melee attacks against Dark Side foes while active.
Level 131 feature

Flow of Battle

reaction

When an enemy within 5 feet misses you with an attack, you can use your Reaction to make a melee lightsaber attack against them and move up to 10 feet without provoking opportunity attacks. Usable a number of times equal to your Wisdom modifier per Long Rest.

Level 141 feature

Whirlwind Attack

action · 3 FP

As an Action, spend 3 Force Points to make one melee attack against each enemy within 5 feet. Attacks are made with disadvantage but deal +1d6 Force damage on a hit. Until the start of your next turn, enemies have disadvantage on opportunity attacks against you.

Level 151 feature

Empowered State

once per long rest

Once per Long Rest, enter an empowered state for 3 rounds. You gain +2 to attack rolls, +2 AC, and all lightsaber attacks deal +1d6 energy damage.

Level 171 feature

Force Resistance

You have advantage on all saving throws against Force powers.

Level 181 feature

Unbreakable Will

You can't be charmed or frightened. Once per Long Rest, when reduced to 0 hit points, you drop to 1 hit point instead.

Level 191 feature

Force Mastery

once per long rest

Once per Long Rest, regain 5 Force Points. For 3 rounds after regaining Force Points this way, all lightsaber attacks deal additional radiant (energy) damage equal to your Proficiency Bonus.

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.

Warrior of the Force

once per long rest

Once per Long Rest, enter a transcendent focus for 3 rounds. You gain advantage on all attack rolls, saving throws, and Force checks. Your lightsaber attacks ignore resistance to energy damage, and you gain +2 AC.