SWURPG

Jedi Sentinel

✦ Force-usingadvanced from Jedi Padawan
Hit Die
d8
Primary Ability
Dexterity and Intelligence
Saves
Wisdom, Dexterity
Expertise Pts
2
Starting Credits
1d4x100
Skill Profs
Use the Force, Insight, Perception, Stealth, Mechanics, Use Computer

The Jedi Sentinel is the Order's covert operative — the Jedi who works in shadow, hunts corruption, infiltrates compromised systems, and resolves problems before they become wars. Where Guardians are the visible champions, Sentinels are the unseen blade.

Quick read: The shadow Jedi. Stealth, infiltration, surgical strikes. Think Quinlan Vos, Luminara during clandestine missions, the Inquisitor archetype repurposed for the light side.

What you do at the table

Sentinels fight by being wherever the enemy isn't expecting them. You're the Jedi who scouts ahead of the party, opens the engagement from a flank, drops a high-priority target before they know you're there, and then disappears into the chaos for a second strike. Your traits emphasize stealth, deception, intuition (high WIS for reading liars), and burst damage on opening strikes.

You'll usually carry dual lightsabers (Niman/Jar'Kai forms) — the visual icon of the subclass — though single-blade builds work too.

Sibling differentiation

  • vs. Guardian — Sentinels strike first and hard; Guardians out-trade over time. If a fight goes long, the Guardian wins; if it ends in round one, the Sentinel does.
  • vs. Consular — Sentinels deal damage; Consulars prevent damage. Both can be the party's "thinker."
  • vs. Pathfinder — Sentinels favor urban / interior infiltration; Pathfinders work in wilderness.

Build tips

DEX becomes a meaningful secondary (Stealth + Acrobatics + AC). Push WIS to 16 and DEX to 14+. Skill picks should include Stealth, Insight, Investigation, and Deception.

Common pitfalls

  • Don't open in the front line. Your durability is fine but not Guardian-tier. Strike from advantage; retreat to cover.
  • Force Points spent on first strikes pay best. Sentinel traits often double-count damage on the first hit of an encounter — cash out FP early.

Class Features by Level

Level 31 feature

Stealth Attack

When attacking from stealth, add 1d6 extra damage. Increases to 2d6 at level 10 and 3d6 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

Sentinel Force Channeling

bonus_action · once per long rest

Once per Long Rest, as a Bonus Action, regain Force Points equal to your Wisdom modifier. At level 12, regain Force Points equal to twice your Wisdom modifier instead, but have disadvantage on your next attack roll or ability check before the end of your next turn.

Scales: Lv 12
Level 71 feature

Energy Absorption

reaction · once per short rest · 2 FP

Once per Short Rest, as a Reaction, spend 2 Force Points to halve damage from blasters or other energy-based attacks. Gain +2 on your next attack roll before the end of your next turn. At level 13, may immediately release absorbed energy as a burst — each hostile creature within 10 feet makes a Dexterity saving throw (DC = 8 + PB + Wis) or takes energy damage equal to the absorbed damage.

Scales: Lv 13
Level 91 feature

Saboteur

once per short rest · 1 FP

Once per Short Rest when you fail a Mechanics or Use Computer check, make a Use the Force check against the same DC to disable, destabilize, or dismantle a device instead. When you hit or deal damage to a droid, vehicle, turret, or electronic system, spend 1 Force Point to disable one of its functions until the end of its next turn. At level 13, disable two functions with 2 Force Points, or cause the target to make a Constitution saving throw (DC = 8 + PB + Wis) or become stunned until the end of its next turn if both functions are disabled.

Scales: Lv 13
Level 101 feature

Rapid Strike

When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a –2 penalty on your attack roll, but deal +1 die of damage with a successful attack.

Level 111 feature

Shadow of the Light

You have advantage on saving throws against dark side Force powers, fear, and charm effects. When you succeed on one of these saving throws, regain 1 Force Point (once per Short Rest). Creatures cannot gain advantage on attack rolls against you as a result of being under a dark side Force power effect.

Level 131 feature

Instinctive Evasion

When subjected to an effect that allows a Dexterity saving throw for half damage, you instead take no damage on a success and half damage on a failure. Functions only while wearing Light armor or no armor.

Level 141 feature

Shadow Step

bonus_action · 2 FP

As a Bonus Action, spend 2 Force Points to teleport up to 30 feet to an unoccupied shadowed space you can see. If you emerge within 5 feet of an enemy, gain advantage on your first attack that turn.

Level 151 feature

Force Technopathy

Perform Mechanics or Use Computer checks remotely within 30 feet, even without physical contact. Spend 2 Force Points to instantly override, disable, or repair a device of DC 18 or lower (higher DCs: roll with double proficiency). Spend 3 Force Points to animate or assume control of one nearby basic droid, turret, or vehicle for up to 3 rounds (concentration, line of sight required). Only one controlled unit at a time.

Level 171 feature

Phase Shift

bonus_action · 2 FP

As a Bonus Action, spend 2 Force Points to become incorporeal for 1 round, allowing you to pass through solid, non-energy obstacles. While phased, you have resistance to physical and energy damage.

Level 181 feature

Force Doppelganger

1 FP

When you use Shadow Step or Phase Shift, spend 1 additional Force Point to create a Force Doppelganger that occupies your previous space. AC = 15 + Proficiency Bonus. Moves up to 15 ft as part of your movement. Diverts up to two attacks targeting you per round. Grants Advantage on Dexterity saving throws and enemies have Disadvantage on opportunity attacks against you. Lasts until start of your next turn or until hit. Only one active at a time.

Level 191 feature

Force Enlightenment

once per long rest

Once per Long Rest, you may use any Force Power you know without expending Force Points.

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.

Shadow of the Force

action · once per long rest · 5 FP

Once per Long Rest, as an Action, spend 5 Force Points to merge with the Force for 3 rounds. While active, you are invisible, undetectable, and can teleport 30 feet as part of your movement or attacks. Stealth Attacks deal maximum damage, and you regain 1 Force Point at the start of each turn. The effect ends if you fall to 0 hit points or end your turn in bright light.