Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Jedi Consular

    The Jedi Consular is the calm center of the storm. Where other Jedi stride into battle with blades blazing, Consulars shape the flow of events through wisdom, diplomacy, and precise use of the Force. In SWURPG, this subclass emphasizes healing, protection, control, and nonviolent solutions, allowing you to guide your group through crises with insight rather than pure aggression.

    Consulars are not pacifists by default, but they prioritize de-escalation and preservation of life whenever possible. They are the Jedi most likely to negotiate with enemies, stabilize wounded allies, and sense hidden motives in tense negotiations. When combat is unavoidable, a Consular can shield allies, debilitate foes, and subtly alter the battlefield so that others can finish the fight on favorable terms.

    This subclass works especially well in campaigns rich with politics, spiritual questions, and moral complexity. In High Republic or late Republic stories, a Jedi Consular might serve as an advisor to planetary leaders, a negotiator between rival factions, or a healer on the front lines of a developing conflict. In Imperial-era or post–Order 66 games, a Consular may operate from the shadows, tending to hidden communities, training future heroes, or quietly undermining oppressive regimes through careful alliances and covert assistance.

    At the table, a Jedi Consular rewards players who enjoy reading the room, thinking a few steps ahead, and investing in allies’ success. You will often be the one asking questions, making Insight or Persuasion checks, and deciding when to spend Force resources on healing, buffs, or mental influence. You can still draw your lightsaber when needed, but your greatest impact often comes from choosing the right words or power at the right time.

    Examples from Star Wars lore: Figures such as Yoda, Shaak Ti, Luminara Unduli, and other council-focused Jedi emphasize the Consular ideal — deeply attuned to the Force, concerned with the big picture, and more likely to be found leading meditation, negotiations, or strategic planning than spearheading every assault personally.

    Playing a Jedi Consular

    A Jedi Consular in SWURPG is ideal if you enjoy being the team’s emotional anchor and strategic support. You can heal wounds, reduce incoming damage, and use the Force to guide the flow of a scene long before blasters are drawn. When negotiations falter or tempers flare, your character is the one who steps between parties, sensing fear, doubt, or hidden manipulation and steering events toward balance.

    From a mechanical perspective, Consulars depend heavily on Wisdom to power Force abilities, enhance perception, and support social insight. Intelligence reinforces their role as scholars of the galaxy, tying into lore, sciences, and tactical understanding. While you are not as tough as a dedicated frontline Guardian, careful positioning and defensive Force powers let you survive even in dangerous situations.

    In play, you might open an encounter by calming a crowd, reading an official’s motives, or quietly warning your allies through subtle cues. During combat, you can focus on keeping allies standing, blocking key attacks, weakening priority targets, or setting up decisive plays from other party members. Groups that lean into story, character development, and moral choices will find a Jedi Consular particularly satisfying to build and portray.

    Padawan Traits (Levels 1–2)

    Before embracing the Consular path at level 3, your character advances through the same Padawan stages as any other Jedi. The traits below are shared with all Jedi subclasses and reflect universal training in lightsaber defense, Force fundamentals, and mental focus during the earliest levels of play.

    Level 1 – 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.

    Level 1 – Force Training

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

    Level 2 – Lightsaber Form Basics

    Learn one Core Form (1 FP):
    * Shii-Cho – Momentum Flow: On hit, make a second attack (disadvantage) against a different creature within 5 ft.
    * Soresu – Defensive Spiral: Action – gain +2 AC and advantage on Dex saves vs. area effects; can’t attack this turn.
    * Ataru – Flowing Assault: Move 10 ft before attacking to gain advantage; on hit, move 10 ft without provoking.
    * Niman – Harmonized Strike: Your next lightsaber attack has advantage; next attack against you has disadvantage.

    Level 2 – Focused Mind

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

    Jedi Consular Path Traits (Level 3+)

    At level 3, your Jedi chooses the Consular path. From this point forward, the traits below define how your character grows as a healer, diplomat, and Force sage. These features build on the Padawan foundation and emphasize support, control, and careful application of the light side in both combat and narrative scenes.

    Level 3 – Consular Force Healing

    As an Action, spend 2 FP to heal a creature within 5 ft for 1d8 + PB + Wis HP. At levels 7, 13, and 17, healing increases by +1d8, range extends by +5 ft, and FP cost increases by 1. You cannot target yourself.

    Level 5 – Mind Trick

    As an Action, spend 2 Force Points to influence a creature within 30 ft. It must make a Wisdom saving throw (DC = 8 + PB + Wis) or be Charmed or Confused (your choice) until the end of your next turn.
    • At level 10, you can instead spend 3 Force Points to attempt an Advanced Mind Trick. On a failed save, the target is Stunned until the end of its next turn.
    • At level 15, you may spend 4 Force Points to Dominate Mind, controlling a creature within 30 ft for up to 3 rounds (concentration). The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Creatures immune to Charm or with higher Wisdom than yours are unaffected and become immune for 24 hours.

    Level 6 – Consular Force Channeling

    Once per Long Rest, as an Action, you may open yourself fully to the Living Force to restore your reserves.
    You regain Force Points equal to twice your Wisdom modifier (minimum 2).
    • At level 12, your mastery deepens: you may instead regain Force Points equal to twice your Wisdom modifier + your Proficiency Bonus, but doing so leaves you fatigued — you have disadvantage on attack rolls and ability checks until the end of your next turn.

    Level 7 – Energy Absorption

    Once per Short Rest, as a Reaction, you may spend 2 Force Points to halve damage from blasters or other energy-based attacks. When you successfully resist or reduce energy damage this way, you gain a +2 bonus on your next attack roll before the end of your next turn.
    • At level 13, your control over absorbed energy improves — you may immediately release it as a burst of Force power. Each hostile creature within 10 feet must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or take energy damage equal to the absorbed damage.

    Level 9 – Harmonize

    As an Action, spend 2 FP to end one condition (blinded, deafened, frightened, or paralyzed) on an ally within 30 ft. Once per Long Rest, you may spend 3 FP to end one such condition on all allies within 30 ft (Mass Harmonize).

    Level 10 – Force Imbued Strike

    Before making a lightsaber attack, you may declare that you are channeling the Force into your strike. If the attack hits, spend 1 Force Point to deal +1d6 Force damage.

    Level 11 – Force Suppression

    As an Action, spend 3 FP to disrupt an enemy’s connection to the Force. The target must make a Wis save (DC = 8 + PB + Wis) or be unable to use Force powers until the end of its next turn.

    Level 13 – Force Barrier

    As an Action, spend 3 Force Points to create a shimmering 15-foot-radius protective field centered on you. The barrier lasts for 3 rounds (concentration) and grants you and all allies within the area +2 AC and resistance to Energy and Force damage.

    Level 14 – Consular Force Combustion

    As an Action, spend 4 Force Points to ignite concentrated energy within a target you can see within 30 ft.
    The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier).
    On a failed save, the target takes 4d8 Heat damage and begins Burning, taking 1d8 Heat damage at the start of its next turn.
    On a success, it takes half damage and does not ignite.
    • At level 18, you may spend 5 Force Points to intensify the effect — increasing the initial damage to 5d8 and the Burning damage to 2d8.

    Level 15 – Mind Shield

    You are immune to mind-affecting powers.

    Level 17 – Force Purge

    As an Action, spend 4 Force Points to unleash a wave of cleansing energy in a 20-foot radius centered on you. All ongoing Force effects in the area are dispelled. Hostile Force users caught in the wave must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier), taking 4d8 Force damage and losing 2 Force Points on a failed save, or half as much damage on a success. Non-Force users in the area take half damage.

    Level 18 – Force Enlightenment

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

    Level 19 – Perfect Serenity

    You are immune to Stun effects, automatically succeed on concentration checks, and once per Long Rest you can drop to 1 HP instead of 0, regaining 2d10 + Wis HP.

    Level 20 – Serenity of the Force

    Once per Long Rest, as an Action, you may spend 5 Force Points to enter a state of perfect harmony with the Living Force for 3 rounds. While in this state, a tranquil 30-foot aura surrounds you, radiating calm and renewal. You and all allies within the aura regain 10 hit points at the start of each of your turns and gain Advantage on saving throws against Fear, Charm, and Force powers. While Serenity of the Force is active, you can use healing force powers as a Bonus Action, but you cannot make weapon attacks.