Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Jedi Guardian

    The Jedi Guardian is the martial heart of the Jedi Order. Guardians prioritize lightsaber combat and battlefield leadership, using the Force primarily to augment their physical prowess. They charge into danger, protect allies, and confront the enemies of peace head-on. While they possess fewer Force techniques than other Jedi, their mastery of the blade and presence on the battlefield are second to none.

    Examples from Star Wars lore: Anakin Skywalker, Mace Windu, Ahsoka Tano, Ki-Adi-Mundi

    Class Traits by Level

    Level 1 – Lightsaber Specialization
    +1 attack and damage with lightsabers.
    Level 1 – Force Deflection
    Deflect blaster fire once per round (Reaction, Enemy att vs. DC20 + Proficiency Bonus + Dex or Wis modifier)
    Level 2 – Force Leap
    Force-enhanced jump; double jump height and distance. 1 Force point.
    Level 2 – Force Training
    You learn 1 + your Wisdom modifier Force powers.
    Level 3 – Lightsaber Defense
    +1 AC while wielding a lightsaber.
    Level 3 – Force Imbued Strike
    +1d6 bonus damage with lightsaber. 2 Force points.
    Level 4 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 5 – Blade Storm I
    You may swing your lightsaber up to 4 times against a single target. You take a commulative -2 penalty on your attack roll for every swing (2 at -2, 3 at -4, 4 at -6) and add +1 dice damage for every hit.
    Level 5 – Lightsaber Throw
    Throw and return lightsaber (range 20ft). One target. 1 Force point.
    Level 6 – Guardian’s Focus
    Advantage on saving throws against fear and mind control.
    Level 6 – Force Reflection
    Return deflected blaster fire at enemy (Must succeed Deflection. Att vs Enemy AC).
    Level 7 – Second Wind (Force Empowered)
    When 25% HP, regain HP (1d10 + Jedi Guardian level). 2 Force points.
    Level 7 – Guardian’s Vigilance
    Cannot be surprised.
    Level 8 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 9 – Lightsaber Expertise
    +2 attack and damage with lightsabers.
    Level 9 – Improved Guardian Leap
    Leap attack grants advantage on first strike in combat.
    Level 10 – Blade Storm II
    You may swing your lightsaber up to 4 times against multiple targets. You take a commulative -2 penalty on your attack roll for every swing and add +1 dice damage for every hit. You can spend Force points equal to the number of your swings to negate the Att penalty.
    Level 10 – Guardian Force Push
    Push enemies away (2d6 + Proficiency Bonus + Wisdom modifier, 15ft push, Knocked Prone, STR save for half DMG and no push or prone). 2 Force points.
    Level 11 – Force Resilience
    As a reaction, gain resistance against a Force power damage. 2 points.
    Level 11 – Fearless Defender
    Allies within 10 ft gain advantage against fear effects.
    Level 12 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 13 – Improved Lightsaber Throw
    Hit multiple targets in a 20ft cone. 3 Force points.
    Level 13 – Superior Reflection
    Reflect multiple blaster bolts per round (up to proficiency bonus).
    Level 14 – Guardian’s Resolve
    Once per long rest, reroll a failed saving throw.
    Level 14 – Lightsaber Mastery
    +3 attack and damage with lightsabers.
    Level 15 – Master Force Leap
    Fly briefly during Force Leap (up to 60ft).
    Level 15 – Blade Storm III
    You may swing your lightsaber up to 6 times against multiple targets. You take a -1 penalty on your attack roll for every swing and add +1 dice damage for every hit. You can spend Force points equal to the number of your swings to negate the Att penalty.
    Level 16 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
    Level 17 – Force Resistance
    Advantage on all saves against Force powers.
    Level 17 – Force Crush
    Slowly crush a target with the Force, dealing 2d6 damage per turn (CON save). 4 Force points.
    Level 18 – Lightsaber Grand Mastery
    Critical hits occur on 19-20.
    Level 18 – Master Guardian Aura
    Allies within 10ft gain advantage on all saving throws.
    Level 19 – Master Force Channeling
    Once per long rest, when you roll initiative and have no Force Points, regain 1d10 Force Points.
    Level 19 – Guardian’s Fortitude
    Immunity to fear effects.
    Level 20 – Combat Mastery
    Increase Lightsaber DMG die by 1 (i.e, d6 to d8, d8 to d10), +1 Att, +1 AC while wielding a lightsaber
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.