Star Wars Jedi – D&D 5e Build
So I started making this Star Wars Jedi build with my son. He is a Dungeons & Dragons 5e rules guru, and I discussed some things I’d light to see, and ideas I had and we worked on this for a while. We wanted to make the rules work for us, so there really aren’t any new rules on the build except for lightsabers. So it is a build using the existing rules with some guidelines, and should work within any campaign setting. So we did add a new item, a lightsaber and the feat to build them. If that isn’t cool in your campaign then choose different feats or just increase your ability scores. And so here it is:
Jedi Character Build
First we had to decide on what was a Jedi and use the existing classes to define one, and then at the same time how to handle lightsabers in D&D 5e. So first we broke it down into Jedi ranks and decided on the levels: Jedi Initiate (Youngling) Level 0, Jedi Apprentice (Padawan) (Level 1), Jedi Knight (Level 9) and Jedi Master (Level 14). That gave us the starting point, but a Jedi is more than just a fighter. He has special powers and is able to use the Force. So we decided to take the Monk Class and the Ki ability, and that would help to round it all out. For the Monastic Tradition we went with Way of the Open Hand. For the lightsaber, we could just make it a special sword, or several swords. We chose to make several swords that were attained through enlightenment through the Jedi ranks by Feats at specific levels and usually have to wait afterwards (see below).
But not all Jedi Knights are the same. So once Jedi Knight is attained, then Jedi Guardian, Jedi Consular or Jedi Sentinel path is chosen, which are just options after level 7 for choosing either additional levels in Monk or Fighter classes. For Jedi Guardian the remainder of class levels are chosen in Fighter Class, for Jedi Sentinel a mix of Fighter & Monk Classes are chosen, and for Jedi Consular the rest of the gained levels then Monk is the only one chosen.
Ability Scores
I started with a standard array for the ability Scores, and then decided to move 2 points into Strength. So with a Dexterity and Wisdom focus, with middle scores in Constitution and Charisma, and average scores in Strength & Intelligence.
Str 10, Dex 15, Con 13, Int 10, Wis 13, Cha 12
Level 0 Pick Human Variant and add 1 point to Wisdom & 1 point to Constitution. Add the Light Saber Feat #1 add another point to Dexterity. You have 200 gp to pick your equipment, but you will need 150 GP to build your lightsaber.
Str 10, Dex 16, Con 14, Int 10, Wis 14, Cha 12
Level 7 Add 1 point in Dexterity (Light Saber Feat#2)
Str 10, Dex 17, Con 14, Int 10, Wis 14,
Level 11 Add 1 point in Wisdom (Light Saber Feat#3)
Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 12
Level 15Add 2 points in Dexterity
Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 12
Level 19 Add 2 points in Wisdom
Str 10, Dex 20, Con 14, Int 10, Wis 16, Cha 12
Jedi Counsular
This build below is for a Jedi Consular starting after you attain Jedi Knight status at by continuing to increase Monk Levels after Level 7, all the way to Level 20
At Level 1 choose either Dueling, or Two Weapon Fighting style. You have attained the rank of Jedi Apprentice
At Level 5, choose fighter archetype Battlemaster and your maneuvers
At Level 6 Choose Way of the Open Hand monastic tradition, you learn Open Hand Technique feature (Flurry of blows causes targets to be knocked down, pushed 15 feet & can’t take reactions)
At Level 7 pick Jedi Knight Light Saber Feat
At Level 9 Learn Wholeness of Body and gain the ability to heal yourself (gain healing 3x monk level of hitpoints)
Level 11 pick Jedi Master Light Saber Feat
At Level 14 you learn monastic tradition feature Tranquility and have attained the rank of Jedi Knight. Next level you will start following a Jedi Knight Path (Jedi Consular is this build)
At Level 20 you learn monastic tradition feature Quivering Palm.
Level Progression
Jedi Order Rank | Level | Class | Features | Martial Arts |
Ki Points |
Unarmed Movement |
Jedi Initiate | 0 | acolyte background, light saber feat | — | — | — | |
Jedi Apprentice | 1 | Fighter1 | fighting style, second wind | — | — | — |
2 | Fighter1 Monk1 |
unarmored defense, martial arts | 1d4 | — | — | |
3 | Fighter1 Monk2 |
ki, unarmored movement | 1d4 | 2 | + 10 ft | |
4 | Fighter2 Monk2 |
action surge | 1d4 | 2 | + 10 ft | |
5 | Fighter3 Monk2 |
martial archetype | 1d4 | 2 | + 10 ft | |
6 | Fighter3 Monk3 |
monastic tradition, deflect missiles | 1d4 | 3 | + 10 ft | |
7 | Fighter3 Monk4 |
light saber feat, slow fall | 1d4 | 4 | + 10 ft | |
8 | Fighter3 Monk5 |
extra attack, stunning strike | 1d6 | 5 | + 10 ft | |
Jedi Knight | 9 | Fighter3 Monk6 |
ki-empowered strikes, WOH: open hand technique | 1d6 | 6 | + 15 ft |
10 | Fighter3 Monk7 |
evasion, stillness of mind | 1d6 | 7 | + 15 ft | |
11 | Fighter3 Monk8 |
light saber feat | 1d6 | 8 | + 15 ft | |
12 | Fighter3 Monk9 |
unarmored movement improvement | 1d6 | 9 | + 15 ft | |
13 | Fighter3 Monk10 |
purity of body | 1d6 | 10 | + 20 ft | |
Jedi Master | 14 | Fighter3 Monk11 |
WOH: tranquility | 1d8 | 11 | + 20 ft |
15 | Fighter3 Monk12 |
ability score improvement | 1d8 | 12 | + 20 ft | |
16 | Fighter3 Monk13 |
tongue of the sun and moon | 1d8 | 13 | + 20 ft | |
17 | Fighter3 Monk14 |
diamond soul | 1d8 | 14 | +25 ft | |
18 | Fighter3 Monk15 |
timeless body | 1d8 | 15 | +25 ft | |
19 | Fighter3 Monk16 |
ability score improvement | 1d8 | 16 | +25 ft | |
20 | Fighter3 Monk17 |
WOH: quivering palm. | 1d10 | 17 | +25 ft |
Lightsaber Feat (Padawan)
Increase Dexterity 1 point. You can gain this feat at any level, but you will need training & instruction from a Jedi Knight or Jedi Master. Lightsabers are built with rare crystals and Jedi magic/science. And take time to craft.
They will make you wait until Level 1 (Jedi Apprentice). At level 1 gain the final knowledge and ability to build Jedi Apprentice lightsaber.
Padawan lightsaber. 1d6 force & fire damage – light, finesse, thrown, versatile (1d8), monk weapon – 150 gold in materials – 1 month to build
Lightsaber Feat (Jedi Knight)
Increase Dexterity 1 point. You can gain this feat at any level, but must find a Jedi Knight or Jedi Master to help you build the lightsaber. They will make you wait until Level 9(Jedi Knight). At level 9 gain the ability to build Jedi Knight lightsaber. Treat the lightsaber as a magical item for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Jedi Master Light Saber. 2d8 force & fire damage – light, finesse, thrown, versatile (2d10), monk weapon – 1000 gold in materials – 1 month to build
Lightsaber Feat (Jedi Master)
Increase Dexterity 1 point. You can gain this feat at any level, but a Jedi Master to help you build the lightsaber. The Jedi Master will make you wait until Level 14(Jedi Master) to finalize the instruction. At Level 14 gain the ability to build Jedi Master lightsaber.
Jedi Master Light Saber. 3d10 force & fire damage – light, finesse, thrown, versatile (3d12), monk weapon – 5000 gold in materials – 1 month to build
Thank you for reading all of this. Please if you have any comments, or changes or catch an error let me know.
Have Fun! 🙂
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