Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Jedi Consular

    The Jedi Consular is a master of wisdom, diplomacy, and healing. Rather than charging into battle, Consulars focus on negotiation, support, and manipulation of the Force. They excel at restoring allies, disabling enemies nonviolently, and preserving peace through subtle influence. A Consular channels the light side to guide, protect, and inspire others across the galaxy.

    Examples from Star Wars lore: Yoda, Shaak Ti, Tera Sinube, Luminara Unduli

    Class Traits by Level

    Padawan Training – Shared Jedi Traits (Levels 1–2)

    All Jedi characters begin their journey as Padawans, learning the same foundational techniques in lightsaber combat and Force discipline. These traits are shared across all Jedi subclasses and represent your universal Jedi training before you choose a specific path at level 3.

    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 character embraces the Consular path, focusing on wisdom, diplomacy, and mastery of the Force’s more subtle arts. Consulars excel at healing, protection, mental influence, and resolving conflicts without violence whenever possible. The traits below are unique to the Jedi Consular and build on the shared Padawan foundation.

    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.