Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Jedi Guardian

    The Jedi Guardian is the martial edge of the Jedi Order. Where other Jedi may focus on diplomacy, healing, or covert operations, Guardians step directly into harm’s way, using lightsaber combat and disciplined Force techniques to hold the line. In SWURPG, the Guardian subclass turns the shared Padawan foundation into a frontline role: you are the one who intercepts charging foes, duels enemy champions, and stands between your allies and certain doom.

    Guardians are not mindless brawlers. They combine training, battlefield awareness, and the Force itself to control space and tempo. A Guardian might stride into a hangar full of blaster fire, deflecting shots while calling out orders, or leap across a collapsing bridge to engage a dark side warrior before they can reach civilians. Where a Consular solves problems with insight and a Sentinel with subtlety, the Guardian solves them with presence — anchored by a blazing lightsaber and unwavering resolve.

    This subclass works across many Star Wars eras. In High Republic or Clone Wars campaigns, a Jedi Guardian can serve openly as a Knight aligned with the Order, leading clones, Republic forces, or local militias into battle. In Imperial-era or post–Order 66 stories, a Guardian might be one of the last surviving Jedi, acting as a hidden protector, rebel champion, or fugitive warrior who must choose carefully when to reveal their full power. Talk with your GM about how visible Jedi are in your era so your Guardian’s story aligns with the campaign tone.

    At the table, Jedi Guardians excel when they are allowed to engage first, hold attention, and create openings for their allies. You will often be the one moving into melee, drawing fire away from more fragile characters, and using Force powers to reposition enemies or protect key targets. Guardians feel especially satisfying in groups that enjoy tactical combat, close-quarters set pieces, and big cinematic moments where someone has to stand firm against overwhelming odds.

    Examples from Star Wars lore: Characters like Anakin Skywalker, Mace Windu, and many frontline Clone Wars-era Jedi Commanders embody aspects of the Guardian fantasy — aggressive lightsaber styles, decisive battlefield leadership, and a willingness to meet the enemy head-on while others focus on strategy, intel, or support.

    Playing a Jedi Guardian

    A Jedi Guardian plays like a fast, resilient melee specialist. You are not a static wall in heavy armor; instead, you rely on Lightsaber Defense, mobility, and Force-enhanced positioning to survive. Resource management matters: you decide when to spend Force Points on offensive powers, when to prioritize defense, and when to conserve resources for the encounter’s turning point. Guardians reward players who enjoy bold moves but still think about timing and risk.

    In a typical encounter, a Guardian might move to the front, draw the most dangerous melee opponent, and keep that threat locked in place while allies focus on objectives or ranged damage. In narrative scenes, your Guardian can serve as a symbol of Jedi ideals — or as a cautionary tale if they wrestle with anger and attachment. The subclass supports both classic heroic Knights and more conflicted or flawed warriors, as long as the group agrees on the story tone.

    When building a Jedi Guardian, prioritize a strong attack stat (Strength or Dexterity depending on how your table handles lightsaber finesse), solid Wisdom for Force powers, and enough Constitution to survive extended fights. Skills like Athletics, Endurance, and Perception help you operate effectively in the thick of things. If you’re playing in eras where Jedi are public leaders, you might also consider Intimidation or Persuasion to match your battlefield authority with social impact.

    Padawan Traits (Levels 1–2)

    Before committing to the Guardian 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 are loaded directly from classes.json. They represent the universal training in lightsaber defense, Force fundamentals, and mental focus that every Jedi receives.

    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.

    Guardian Path Traits (Level 3+)

    At level 3, your Jedi commits to the Guardian path. From this point forward, the traits below are unique to the Jedi Guardian subclass and build on the Padawan foundation.

    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.