Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Jedi Sentinel

    The Jedi Sentinel is a master of balance between martial prowess and technological savvy. Sentinels are pragmatic and perceptive, often working behind the scenes or under deep cover. They blend Force mastery, investigative skills, stealth, and sabotage to protect the Republic in ways others cannot. While they wield a lightsaber, their true strength lies in foresight, adaptability, and striking from the shadows.

    Examples from Star Wars lore: Bastila Shan, Jaden Korr, Quinlan Vos

    Class Traits by Level

    Level 1 – Tech Affinity
    You have advantage on Use Computer and Mechanics.
    Level 1 – Force Stealth
    You can use the Force to mask your presence, gaining advantage on Stealth checks.
    Level 2 – Sentinel’s Reflexes
    You have heightened awareness, allowing you to add your Wisdom modifier to Initiative rolls.
    Level 2 – Force Training
    You learn 1 + your Wisdom modifier Force powers.
    Level 3 – Lightsaber Defense I
    +1 AC while wielding a lightsaber.
    Level 3 – Keen Analysis
    Once per short rest, you may reroll an Investigation or Insight check.
    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 – Force Deflection
    Deflect blaster fire once per round (Reaction, Enemy att vs. DC20 + Proficiency Bonus + Dex or Wis modifier)
    Level 5 – Lightsaber Throw
    Throw and return lightsaber (range 20ft). One target. 1 Force point.
    Level 6 – Shadow of the Light
    You gain advantage on saving throws against dark side Force powers.
    Level 6 – Saboteur
    On a failed Use Computer or Mechanics roll, you can roll a Use the Force check to disable, destabilize, and dismantle a device. DC is determined by complexity. Additionally, once per short rest, when you hit a droid or vehicle, it is disoriented (similar to confusion) until the end of its next turn (Int save).
    Level 7 – Force Stealth Attack
    When attacking from stealth add 1d6 extra DMG.
    Level 7 – Energy Absorbtion I
    Use the Force to reduce damage from blaster shots by half. 2 Force point.
    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 – Force Empowerment
    Once per long rest, you regain Force Points equal to your Wisdom modifier as a bonus action.
    Level 9 – Unseen Warrior
    Once per short rest, you can make an attack from stealth without revealing your location.
    Level 10 – Sentinel’s Evasion
    When targeted by an area effect that requires a Dexterity saving throw, you take half damage on failure, or none on success.
    Level 10 – Techno-Mystic Versatility
    You gain Expertise on Use Computer and Mechanics. If you already have Expertise in one of those, you may choose another skill for Expertise.
    Level 11 – Lightsaber Defense II
    +2 AC while wielding a lightsaber.
    Level 11 – Enhanced Reflexes
    Gain an additional reaction per round.
    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 – Phase Shift
    Phase through non-energy-based objects for 1 round. 2 Force points.
    Level 13 – Force Strider
    Your speed is doubled for 1 turn. 2 Force points.
    Level 14 – Energy Absorbtion II
    Use the Force to completely negate damage from blaster shots (reaction). 3 Force points.
    Level 14 – Master Saboteur
    When you deal damage to a droid, vehicle, turret, or electronic system, you can disable a specific function of your choice (e.g., movement, sensors, weapons) for 1 round. 1 Force point.
    Level 15 – Shadow Step
    You can use a Bonus Action to teleport up to 30ft into a shadowed area you can see. 2 Force points.
    Level 15 – Tactical Precision
    Once per encounter, you may reroll an attack roll and take the new result.
    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 Suppression
    You may suppress an active Force effect on an Ally or Enemy (DC12 Wis save). 3 Force points.
    Level 17 – Force Resistance
    Advantage on all saves against Force powers.
    Level 18 – Critical Force Stealth
    When attacking from stealth your critical hit range is 18-20.
    Level 18 – Force Enlightenment
    Once per long rest, use any Force power without expending Force Points.
    Level 19 – Sentinel’s Fortitude
    Immunity to the Fear and Charm.
    Level 19 – Master Force Channeling
    Once per long rest, when you roll initiative and have no Force Points, regain 1d10 Force Points.
    Level 20 – Sentinel Mastery
    Enter a heightened state for 3 rounds, gaining advantage on all attacks and saving throws. 3 Force points.
    Level 20 – ASI or Alternative Trait
    Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.