SWURPG

Jedi Padawan

✦ Force-usingBase Class
Hit Die
d8
Primary Ability
Wisdom and Dexterity
Saves
Wisdom, Dexterity
Expertise Pts
1
Starting Credits
1d4x100
Skill Profs
Use the Force, Insight, Perception

The Jedi are guardians of peace and justice in the galaxy — diplomats, warriors, mystics, and explorers bound together by the Force. The Jedi Padawan class is the level 1–2 foundation that every Jedi character starts with, before specializing into one of four traditions at level 3.

Quick read: A lightsaber-wielding Force user training in the formal Jedi tradition. Pick this if you want the iconic Star Wars hero fantasy — Yoda, Luke, Obi-Wan, Ahsoka.

What you do at the table

A Jedi balances three resources in combat: lightsaber attacks (your bread and butter), Lightsaber Defense (a reaction that adds your Wisdom modifier to AC against an incoming attack), and Force Points (a pool you spend on Force powers — pushing enemies, healing allies, sensing intentions). Every turn you're deciding which tool the moment calls for. Out of combat, your high Wisdom makes you an excellent investigator, mediator, and spiritual advisor.

The class is intentionally flexible across eras. A High Republic Knight feels very different at the table than an Imperial-era survivor hiding their lightsaber in the Outer Rim — same mechanics, completely different roleplay tone.

Ability score priority

  1. Wisdom — primary. Your lightsaber attack/damage, your Force-power DCs, and your Lightsaber Defense reaction all key off WIS. Start with 15 or 16 here.
  2. Dexterity — secondary. Boosts AC and initiative. Aim for 14.
  3. Constitution — tertiary. Keeps your HP healthy. 13–14 is plenty.

Dump STR, INT, and CHA freely if your point-buy is tight. Jedi don't need them.

  • Cerean — +2 WIS is perfect; their species traits boost insight and Force sensitivity.
  • Mirialan — +1 WIS, +1 DEX, plus a free Force-attuned trait.
  • Twi'lek — +1 WIS, +1 CHA; great if you want a more diplomatic Jedi.
  • Human — flexible ability bonuses, never a wrong pick.

Specialization preview (level 3)

At level 3 you specialize into one of four Jedi traditions. Pick based on what role the party needs:

  • Jedi Guardian — front-line tank. Heavy armor, defensive lightsaber forms, soaks hits for the team.
  • Jedi Sentinel — stealth striker / shadow operative. Excellent at infiltration and surgical takedowns.
  • Jedi Consular — healer and diplomat. The party's Force-powered support and social face.
  • Jedi Pathfinder — wilderness explorer and scout. Survival, tracking, and lightsaber forms tuned for solo work.

Common pitfalls for new players

  • Don't dump WIS. People see "lightsaber, fights with melee" and assume STR. SWURPG Jedi key off Wisdom — your STR can be 8.
  • Save Force Points for the moment that matters. New players burn through their FP pool in the first round. The interesting decisions come when you have 1 FP left and three options for it.
  • Lightsaber Defense is your trick. Forgetting to use the reaction (it eats your reaction for the round, but you stay alive) is the #1 reason new Jedi go down early.

Class Features by Level

Level 12 features

Lightsaber Defense

While wielding an ignited lightsaber, you gain a +1 bonus to AC. This bonus improves to +2 at level 7 and +3 at level 15. You lose this benefit if you are incapacitated, surprised, or not holding an ignited lightsaber.

Scales: Lv 7 · Lv 15

Force Training

You gain 1 + your Wisdom modifier Force Powers of your choice from the Force Powers list.

Level 22 features

Lightsaber Form Basics

1 FP · Choose 1 (creation)

Learn one Core Form (1 FP): Shii-Cho, Soresu, Ataru, or Niman.

Options
  • Shii-Cho – Momentum FlowOn hit, make a second attack (disadvantage) against a different creature within 5 ft.
  • Soresu – Defensive SpiralGain +2 AC and advantage on Dexterity saves vs. area effects; can't attack this turn.
  • Ataru – Flowing AssaultMove 10 ft before attacking to gain advantage; on hit, move 10 ft without provoking opportunity attacks.
  • Niman – Harmonized StrikeYour next lightsaber attack has advantage; next attack against you has disadvantage.

Focused Mind

Once per Short Rest, reroll a failed Wisdom saving throw; +1 to Insight checks.