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 Sentinel Path Traits (Level 3+)
At level 3, your character commits to the Sentinel path, blending stealth, precision, and specialized knowledge to operate where other Jedi cannot.
Sentinels excel in covert work, infiltration, sabotage, and striking from the shadows with uncanny precision. The traits below are unique to the Jedi Sentinel and build on the shared Padawan foundation.
Level 3 – Stealth Attack
When attacking from stealth add 1d6 extra damage. 2d6 at 10, 3d6 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 – Sentinel Force Channeling
Once per Long Rest, as a Bonus Action, you may regain Force Points equal to your Wisdom modifier.
• At level 12, you can instead choose to regain Force Points equal to twice your Wisdom modifier, but doing so leaves you fatigued — you have disadvantage on your next attack roll or ability check before 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 – Saboteur
Once per Short Rest when you fail a Mechanics or Use Computer check, you may instead make a Use the Force check against the same DC to disable, destabilize, or dismantle a device. Additionally, when you hit or deal damage to a droid, vehicle, turret, or electronic system, you may spend 1 Force Point to disable one of its functions — such as movement, sensors, or weapons — until the end of its next turn.
At level 13, your mastery deepens: you can disable two functions with 2 Force Points, or cause the target to make a Constitution saving throw (DC = 8 + PB + Wis mod) or become stunned until the end of its next turn if both functions are disabled.
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 – Shadow of the Light
You gain advantage on saving throws against dark side Force powers, fear, and charm effects. Whenever you succeed on one of these saving throws, you regain 1 Force Point (once per Short Rest). In addition, creatures cannot gain advantage on attack rolls against you as a result of being under the effect of a dark side Force power.
Level 13 – 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 14 – Shadow Step
As a Bonus Action, spend 2 FP to teleport up to 30 ft to an unoccupied shadowed space you can see. If you emerge within 5 ft of an enemy, gain advantage on your first attack that turn.
Level 15 – Force Technopathy
You may perform Mechanics or Use Computer checks remotely within 30 ft, even without physical contact. By spending 2 Force Points, you can instantly override, disable, or repair a device of DC 18 or lower (for higher DCs, make the roll with double proficiency).
You may instead spend 3 Force Points to animate or assume control of one nearby basic droid, turret, or vehicle for up to 3 rounds. The controlled unit acts on your turn and obeys your mental commands while you maintain concentration (as if concentrating on a Force power). Only one controlled unit can be active at a time, and you must have line of sight to it.
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 – Force Doppelganger
When you use Shadow Step or Phase Shift (Bonus Action), you may spend 1 additional Force Point to create a Force Doppelganger, an illusory projection that mirrors your movements until the start of your next turn.
• The Doppelganger occupies your previous space when you teleport or phase.
• It has AC = 15 + your Proficiency Bonus, and can move up to 15 ft as part of your movement.
• Each round, it may divert up to two attacks targeting you.
• While it exists, you have Advantage on Dexterity saving throws, and enemies have Disadvantage on attacks of opportunity against you.
• The illusion lasts until the start of your next turn or until destroyed (any hit), and you can have only one Doppelganger active at a time.
Level 19 – Force Enlightenment
Once per Long Rest, you may use any Force Power you know without expending Force Points.
Level 20 – Shadow of the Force
Once per Long Rest, as an Action, spend 5 FP to merge with the Force for 3 rounds. While active, you are invisible, undetectable, and can teleport 30 ft as part of your movement or attacks. Stealth Attacks deal maximum damage, and you regain 1 FP at the start of each turn. The effect ends if you fall to 0 HP or end your turn in bright light.