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 Pathfinder Traits (Level 3+)
At level 3, your character chooses the Pathfinder path, devoting themselves to exploration, survival, and navigating dangerous frontiers.
Pathfinders blend agility, instinct, and environmental mastery to guide allies safely through hostile terrain while shaping the battlefield through mobility and adaptability.
The traits below are unique to the Jedi Pathfinder and build on the shared Padawan foundation.
Level 3 – Primal Force Instincts
As a Bonus Action, spend 2 Force Points to channel the instincts of the Living Force for a number of rounds equal to your Proficiency Bonus. Choose one aspect:
• Wampa’s Strength – +1 to melee attack and damage rolls.
• Nexu’s Agility – +10 ft Speed; Advantage on Dexterity saving throws.
• Kath Hound’s Tenacity – Gain temporary HP equal to your PB + level.
• Mynock’s Evasion – +1 AC; Advantage on Stealth checks.
• At level 7, spend 3 FP and switch aspects as a Move Action; bonuses improve (+2 atk/dmg, +15 Speed, AC +2, and Kath gains resistance to bludgeoning, piercing, and slashing damage).
• At level 13, spend 4 FP and switch aspects as a Bonus Action; bonuses improve again (+3 atk/dmg, +20 Speed, AC +3, Kath adds damage reduction equal to your Wisdom bonus, and Mynock becomes invisible after Dodging until the start of your next turn).
• At level 17, spend 5 FP to channel two aspects simultaneously, regaining 1 FP at the start of each turn.
Level 5 – Tame Beast
As an Action, spend 2 Force Points to calm one beast or wild creature within 30 ft that can see or sense you. The creature must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or become non-hostile toward you and your allies. If the creature was already non-hostile, you instead form a temporary Force bond. While bonded, you gain Advantage on Perception and Survival checks. If the bonded creature is attacked, it remains by your side for a number of rounds equal to your Proficiency Bonus, after which the bond is severed permanently.
• At level 10, you may spend 3 Force Points to form a bond with up to two creatures at once. A bonded creature may act on your initiative, taking the Help action as a Bonus Action on your turn.
• At level 15, you may spend 4 Force Points to form a bond with up to three creatures at once. Each bonded beast can attack using its natural weapons when commanded as a Bonus Action (once per turn).
Level 6 – Pathfinder Force Channeling
Once per Long Rest, as a Bonus Action, you may open yourself to the flow of the Living Force, letting it surge through your body like wind and current. You regain Force Points equal to your Wisdom modifier (minimum 2).
• At level 12, your mastery deepens: you may instead regain Force Points equal to 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.
• When you use this ability while in a natural environment strong in the Force, the effect is doubled, restoring twice as many Force Points, but you remain fatigued for 3 turns.
Level 7 – Force Leap
You can spend 2 Force Points to take a Force-enhanced jump; double jump height and distance.
• At level 15, you may spend 3 Force Points and fly briefly during Force Leap (up to 60 ft).
Level 9 – Environmental Mastery
Difficult terrain caused by natural hazards no longer slows your movement, and once per Short Rest, you can use your Reaction to grant yourself or an ally within 10 feet Resistance to environmental damage such as extreme heat, cold, acid, or falling debris.
Level 10 – Rapid Strike
When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a -2 penalty on your attack roll, but deal +1 die of damage with a successful attack.
Level 11 – Instinctive Evasion
When subjected to an effect that allows a Dexterity save for half damage, take none on a success and half on a failure. Functions only while wearing Light or no armor.
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 – Force Tempest
As an Action, once per short rest, you can spend 4 Force Points to unleash the raw energy of the Living Force, shaping it into a storm of elemental power in a 20-foot radius centered on you.
Choose one effect:
• Wind Burst (creatures of your choice make a Strength saving throw or are pushed 15 feet away and take 2d8 kinetic damage)
• Lightning Surge (up to three targets make a Dexterity saving throw or take 3d8 energy damage)
• Stone Tremor (the ground ripples violently; creatures of your choice within 10 feet must make a Dexterity saving throw or fall prone, and the area becomes difficult terrain for 1 round).
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 – Phase Shift
As a Bonus Action, spend 2 FP to become incorporeal for 1 round, allowing you to pass through solid, non-energy obstacles. While phased, you have resistance to physical and energy damage.
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 Enlightenment
Once per Long Rest, you may use any Force power you know without expending Force Points.
Level 20 – Flow of the Living Force
Once per Long Rest, as an Action, you may spend 5 Force Points to fully attune your body and mind to the motion of the Living Force for 3 rounds. While this state lasts your Speed doubles, you cannot be flanked and you gain Advantage on Dexterity saving throws. Once per turn, when you hit with a melee attack, you deal an additional 1d8 elemental damage of your choice (heat, cold, or electric). At the end of each of your turns, you regain 1 Force Point.