Monday, March 2, 2020

Making a Jedi in D&D 5e

This build began as an attempt to make a Jedi/Sith in 5th edition that is Adventure League playable.
In my personal build I made only one choice for personal options, so one change is required to make it legal (see BACKGROUND).  So with that out of the way, let's get into it.


RACE
Variant Human, will give access to the force at the very first level (see FEATS)


CLASSES
Here are the Thematic features of the core classes (EK Fighter, DS Sorcerer, OH Monk)
  • Fighter [Eldritch Knight]
    • Thematic levels 1-14 (Teleportation breaks the theme)
    • Proficiency in simple and martial weapons
      • There's your lighsaber
      • There's your blaster (hand crossbow)
    • Proficiency in armor 
      • Believe it or not Jedi don't always wear robes
    • Choice of Acrobatic, Animal Handling, Athletics, Insight, Perception, and Survival as skills
    • 1st level - Fighting Style
      • Archery for blasters
      • Dueling for lightsabers
      • Two-Weapon Fighting for you guessed it
    • 1st level - Second Wind
      • Force healing for you only
    • 3rd level - Spellcasting [Eldritch Knight]
      • FORCE
    • 3rd level - Weapon Bond
      • You can now complete a full lighsaber throw
    • 7th level - War Magic [Eldritch Knight]
      • Use your lightsaber while using the force
  • Sorcerer [Divine Soul]
    • Thematic levels 1-14 (Gaining wings and flying breaks the theme)
    • 1st level - Spellcasting
      • FORCE
    • 1st level - Divine Magic (Good) [Divine Soul]
      • Force healing from Cleric spells
    • 1st level - Favored by the Gods [Divine Soul]
      • Force-assisted attacks
    • 3rd level - Metamagic (Subtle/Quickened)
      • Now you don't need to say anything to use the force (wish you could trade material for somatic)
      • Use the force while swinging a lightsaber
  • Monk [Way of the Open Hand] (Levels 1-4 fits the theme)
    • 1st level - Unarmored Defense
      • Good if you plan on wearing robes and no armor, boost WIS
    • 3rd level - Open Hand Technique [Open Hand]
      • Force push with Fury of Blows 
    • 3rd level - Deflect Missiles
      • #1 Thematic reason to dip monk
    • 4th level - Slow Fall
      • Let the force help you land a little

Your final build will most likely end up looking like one of the following

  • Fighter 7 / Sorcerer 13
    • This will be one of the strongest builds, but forgoes one important part of being a Jedi: deflecting blaster (crossbow bolts/arrows) and wearing robes for armor
  • Fighter 6 / Monk 3 / Sorcerer 11
    • This build gains the aforementioned laser deflection from Monk's Deflect Missiles, but you loose out on 2 levels of casting slots and your only 7th level spell and one instance of Ability Score Improvement, which in this build is replaced with a feat. 
  • Fighter 5 / Monk 3 / Sorcerer 12
    • If you want to go for this, you can.  The only difference between this and above is changing your HP die, from 1d10 to 1d6; a change of -2 HP.


ABILITIES
Looking onward to ability score, we will be focusing mainly on DEX and CHA, with a minor thematic focus in WIS, but with careful planning even that can be overlooked.

For my build the spread was as follows, but Jedi can very greatly, and I suggest you build however you want here.  (+1)'s come from Variant Human
 STR
DEX 
CON 
INT 
WIS 
CHA 
 9
15 (+1) 
11 
10 
13 (+1) 
14 


FEATS
The best feats for this build are listed below, Variant Human (VH) and Ability Score Increase (ASI).
  • Magic Initiate (Sorcerer) [VH]
    • Early force powers, see SPELLS
  • Alert [VH/ASI]
    • Best for starting weaker, the force keeps aware of other living beings and their intentions.
  • War Caster [ASI]
    • Give's you the ability to use the force as a reaction


SKILLS
The thematic skills are below
  • Acrobatics 
  • Animal Handling
  • Athletics
  • Insight
  • Nature
    • The only one not available from Fighter
  • Perception
  • Survival


BACKGROUND
For background, Folk Hero is your go-to.
Your alignment should be LN, N, or NE depending on how sith-ish you feel.
Below are my changes to the Folk Hero background
  • Proficiencies (Core-Folk Hero)
    • Acrobatics
    • Nature
    • Tinkerer's Tools
      • Closest I could get to droid and ship repair
    • Vehicles (Sea/AIR)

Now here are the real options available to be Adventure League legal
  • Proficiencies (Folk Hero)
    • Animal Handling
    • Survival
    • Tinkerer's Tools
    • Vehicles (Land)
      • :-(    Speeder bikes only I guess
  • Personality Traits
    • If someone is in trouble, I’m always ready to lend help.
    • When I set my mind to something, I follow through no matter what gets in my way.
    • I have a strong sense of fair play and always try to find the most equitable solution to arguments.
    • I’m confident in my own abilities and do what I can to instill confidence in others.
  • Ideals
    • Any of these work
  • Bonds
    • I have a family, but I have no idea where they are. One day, I hope to see them again.
    • I worked the land, I love the land, and I will protect the land.
    • My tools are symbols of my past life, and I carry them so that I will never forget my roots.
    • I protect those who cannot protect themselves.
    • I wish my childhood sweetheart had come with me to pursue my destiny.
      • Y'know what this one actually can work
  • Flaws
    • The tyrant who rules my land will stop at nothing to see me killed.
    • I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
    • Secretly, I believe that things would be better if I were a tyrant lording over the land.
      • SIIIITHHH


EQUIPMENT
Finally we get on to the tools of the trade
Equipment
Early Game
Late Game
Lightsaber
Shortsword (Monk Weapon)
Sun Blade
Blaster
Hand Crossbow 
Hand Crossbow, +3
Stormtrooper Armor 
Half Plate
Half Plate, +3
Robes
Robes 
Robe of the Archmagi


SPELLS
A total of 67 spells are split between these two lists.  You should end up with between 13-15 caster levels, 12-13 Sorcerer/Cleric spells and between 4-10 Wizard spells, the builds listed in CLASSES grant 4-5.

Key
 X  Spells available from only this class
 X^ Cleric Spells available through Sorcerer [Divine Soul]
<X  Spells available through both classes, prioritize getting them with Fighter levels

 J  Jedi-like force abilities
 G  Neutral force abilities
 S  Powers that some may consider unnatural


Eldritch Knight Spells
These should be spells that do not require saves, since your INT is expected to be fairly low.
  • Cantrips
    • <G  Blade Ward
    • <J  Friends
    • <G  Gust
    • <G  Mage Hand
    • <J  Message
    • <G  True Strike
  • 1st Level
    • <G  Comprehend Languages
    • <G  Detect Magic
    • <G  Expeditious Retreat
    • <G  Feather Fall
    • <G  Floating Disk 
      • I think this spell is a bit much for a Jedi
    • <J  Jump
    •  G  Longstrider
    • <G  Mage Armor
    • <G  Shield
    •  G  Unseen Servant
      • Fairly force-like already, needs a little to keep the theme
  • 2nd Level
    • <G  Blur
    • <G  Knock
    •  G  Magic Mouth
      • Help me Obi-Wan Kenobi, you're my only hope.
    •  G  Magic Weapon
    • <G  See Invisibility
  • 3rd Level
    • <G  Haste
    •  J  Sending
    • <G  Tongues
Sorcerer spells
This is your bread-and-butter combat spells, you can pickup EK spells if you feel like it, and trade them on later levels if need be.
  • Cantrips
    • <G  Blade Ward
    •  G  Fire Bolt
      • Theme it as a blaster shot if you can
    • <J  Friends
    • <G  Gust
    •  J  Infestation
      • Pulled from one of the books (New Jedi Order: Dark Tide I), someone did it
    •  S  Lightning Lure
      • Force Pull + Lightning
    • <G  Mage Hand
    • <J  Message
    •  S  Shocking Grasp
    •  J^ Spare the Dying
    • <G  True Strike
  • 1st Level
    •  J^ Bless
    •  J  Catapult
      • The best available combat-use of the force IMO, keep some rocks on you
    •  J  Charm Person
    •  S^ Command
      • Cheap reskinned Force-Pull if you ask me (ready the spell for best effect)
    • <G  Comprehend Languages
    •  J^ Cure Wounds
    •  G^ Detect Evil and Good
    • <G  Detect Magic
    • <G  Expeditious Retreat
    • <G  Feather Fall
    • <G  Floating Disk
      • see above
    •  G^ Guiding Bolt
      • Another blaster shot
    • <J  Jump
    • <G  Mage Armor
    •  G^ Protection from Evil and Good
    • <G  Shield
    •  G^ Shield of Faith
    •  S  Thunderwave
    •  S  Witchbolt
  • 2nd Level
    • <G  Blur
    •  J^ Calm Emotions
    •  G  Detect Thoughts
    •  J  Enhance Ability
    •  G^ Find Traps
    •  G  Gust of Wind
    •  S  Hold Person
    • <G  Knock
    •  J^ Lesser Restoration
    • <G  See Invisibility
    •  J  Suggestion
  • 3rd Level
    •  G  Enemies Abound
    •  G  Fear
    •  G  Flame Arrows
      • Actual blaster shots
    • <G  Haste
    •  S  Lightning Bolt
    • <G  Tongues
  • 4th Level
    •  J  Charm Monster
    •  G  Confusion
    •  S  Dominate Beast
    •  G^ Freedom of Movement
  • 5th Level
    •  G  Control Winds
      • Finally close to an actual pull
    •  S  Dominate Person
    •  J^ Greater Restoration
    •  S  Hold Monster
    •  G^ Holy Weapon
    •  J  Insect Plague
    •  G  Telekinesis
  • 6th Level
    •  S  Chain Lightning
    •  J^ Find the Path
    •  J  Mass Suggestion
    •  G  True Seeing
  • 7th Level
    •  S  Power Word Pain
    •  J^ Regenerate


COMBAT
As a Jedi, you will mainly be using control spells, as well as healing with touch spells.  Combat will include hitting things with your saber and blaster (both can be boosted with Magic or Holy Weapon).
A quickened high-level casting of Catapult finishes your turn.  You can naturally self-heal with Second Wind and can boost any healing with Empowered Healing.

As a Sith, you will mainly be hitting things with your saber as well, but using Lightning Bolt on solo targets and Chain Lightning on multiples, as well as Hold Person as a Force Choke.

Thrown Saber
A thrown sword is an improvised weapon and deals 1d4+STR, not very good.  Boost this with Holy Weapon and Favored by the Gods (or Bless), now it deals 1d4+2d8, you end up supplementing your proficiency bonus with FbtG's +2d4 or Bless' d4 based on the spell level.
Another option is to use Catapult on the 2lb shortsword.
The sword will return to you if it's been attuned (what Jedi doesn't keep his weapon on him?) as a bonus action with Weapon Bond.

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