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
+1 attack and damage with lightsabers.
Deflect blaster fire once per round (Reaction, Enemy att vs. DC20 + Proficiency Bonus + Dex or Wis modifier)
Force-enhanced jump; double jump height and distance. 1 Force point.
You learn 1 + your Wisdom modifier Force powers.
+1 AC while wielding a lightsaber.
+1d6 bonus damage with lightsaber. 2 Force points.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
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.
Throw and return lightsaber (range 20ft). One target. 1 Force point.
Advantage on saving throws against fear and mind control.
Return deflected blaster fire at enemy (Must succeed Deflection. Att vs Enemy AC).
When 25% HP, regain HP (1d10 + Jedi Guardian level). 2 Force points.
Cannot be surprised.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
+2 attack and damage with lightsabers.
Leap attack grants advantage on first strike in combat.
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.
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.
As a reaction, gain resistance against a Force power damage. 2 points.
Allies within 10 ft gain advantage against fear effects.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Hit multiple targets in a 20ft cone. 3 Force points.
Reflect multiple blaster bolts per round (up to proficiency bonus).
Once per long rest, reroll a failed saving throw.
+3 attack and damage with lightsabers.
Fly briefly during Force Leap (up to 60ft).
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.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Advantage on all saves against Force powers.
Slowly crush a target with the Force, dealing 2d6 damage per turn (CON save). 4 Force points.
Critical hits occur on 19-20.
Allies within 10ft gain advantage on all saving throws.
Once per long rest, when you roll initiative and have no Force Points, regain 1d10 Force Points.
Immunity to fear effects.
Increase Lightsaber DMG die by 1 (i.e, d6 to d8, d8 to d10), +1 Att, +1 AC while wielding a lightsaber
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.