Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Jedi Guardian

    The Jedi Guardian is the martial heart of the Jedi Order. Guardians prioritize lightsaber combat and battlefield leadership, using the Force primarily to augment their physical prowess. They charge into danger, protect allies, and confront the enemies of peace head-on. While they possess fewer Force techniques than other Jedi, their mastery of the blade and presence on the battlefield are second to none.

    Examples from Star Wars lore: Anakin Skywalker, Mace Windu, Ahsoka Tano, Ki-Adi-Mundi

    Class Traits by Level

    Soldier Training – Shared Soldier Traits (Levels 1–2)

    All Soldiers begin their journey with the same foundational combat training. These early-level traits represent the drills, battlefield conditioning, and disciplined weapon practice shared by every Soldier before they specialize at level 3.

    Vanguard Path Traits (Level 3+)

    At level 3, your character commits to the Vanguard path — becoming a hardened frontline warrior capable of absorbing punishment, locking down threats, and holding the line against overwhelming odds. The traits below are unique to the Vanguard and build on the shared Soldier foundation above.

    Level 3 – Lightsaber Discipline
    You gain +1 to attack and damage rolls with lightsabers. +2 at 10, +3 at 17. Your critical range becomes 19–20 at level 15.
    Level 5 – Deflect and Redirect
    When wielding an ignited lightsaber, you can use your reaction to intercept incoming ranged energy attacks.
    Make a Use the Force check contested by the attack roll. On a success, the attack is 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 further checks.

    When you successfully Deflect, you may immediately redirect the attack toward another target within 30 feet as part of the same reaction. Make a ranged attack using Dexterity or Wisdom (your choice). On a hit, the redirected attack deals half the weapon’s normal damage.

    • At level 10, the cumulative penalty is reduced to –2.
    • At level 15, you no longer take damage on successful Deflects against cannons, autofire, or Force Lightning, and redirected attacks deal full damage.
    Level 6 – Guardian Force Channeling
    Once per Long Rest, when you roll initiative and have 0 Force Points, regain 1d4 Force Points. At level 12, regain 1d6 Force Points.
    Level 7 – Lightsaber Throw
    As an Action, you can spend 1 Force Point to hurl your ignited lightsaber up to 20 feet, making a ranged attack using Dexterity or Wisdom. On a hit, it deals normal lightsaber damage and then returns to your hand.
    At level 13, you can instead spend 3 Force Points to sweep your lightsaber in a 20-foot cone, making separate attack rolls against all enemies in the area. Each additional attack in the sequence suffers a cumulative –2 penalty. The lightsaber returns to your hand afterward.
    Level 9 – Guardian’s Resolve
    Once per long rest, when your hit points drop to 25% or less of your maximum, you can channel the Force to restore your strength. As a Bonus Action, you may spend 2 Force Points to regain hit points equal to 2d10 + your Jedi Guardian level + your Wisdom modifier and gain resistance to damage until start of next turn.
    Level 10 – Combat Mastery
    You may attack twice when you take the Attack action. Once per turn, reroll one damage die.
    Level 11 – Lightsaber Form Mastery
    You master two additional lightsaber forms. When you spend Force Points to use a Form power, you regain 1 Force Point if the power hits or succeeds. You can benefit from this feature only once per turn.
    Level 13 – Flow of Battle
    When an enemy within 5 ft misses you with an attack, you can use your Reaction to make a melee lightsaber attack against them and move up to 10 ft without provoking opportunity attacks. Usable a number of times equal to your Wisdom modifier per Long Rest.
    Level 14 – Whirlwind Attack
    As an Action, you can spend 3 Force Points to unleash a spinning flurry of lightsaber strikes. Make one melee attack against each enemy within 5 feet of you. These attacks are made with disadvantage but deal an extra 1d6 Force damage on a hit.
    Until the start of your next turn, enemies have disadvantage on opportunity attacks against you.
    Level 15 – Empowered State
    Once per long rest, you may enter an empowered state for 3 rounds. During this time, you gain +2 attack, +2 AC, and all lightsaber attacks deal +1d6 energy damage.
    Level 17 – Force Resistance
    Advantage on all saves against Force powers.
    Level 18 – Unbreakable Will
    You can’t be charmed or frightened. Once per long rest, when reduced to 0 HP, drop to 1 HP instead.
    Level 19 – Force Mastery
    Once per long rest, regain 5 FP. For 3 rounds after regaining FP this way, all lightsaber attacks deal +PB radiant (energy) damage.
    Level 20 – Warrior of the Force
    Once per long rest, enter a transcendent focus for 3 rounds. You gain advantage on all attack rolls, saving throws, and Force checks. During this time, your lightsaber attacks ignore resistance to energy damage, and you gain +2 AC.