Wielder of the Force (3.5e Class)

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Author: TheWolfman2112 (talk)
Date Created: 05/21/2022
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A generalist and conduit of the Force, allowing for incredible customization within the class.

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"Force User" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.
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"Good Guy" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.
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"Bad Guy" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Other

Wielder of the Force[edit]

Force users vary greatly in ability and temperament. This class aims to create an incredibly customizable force wielder, who can pick and choose abilities and improvements.

Making a Wielder of the Force[edit]

Wielders of the Force are strong front line fighters, capable of controlling the battlefield, defending themselves and allies, and dealing devastating blows to the enemy. They can also be potent support characters with the proper combination of abilities and augmentations.

Abilities: Strength, Dexterity, and Wisdom could all be important stats to the Wielder of the Force, depending on his archetype. Jedi may rely on Strength and Wisdom, or Dexterity and Wisdom, and Sith rely on Strength and Constitution, while Gray Jedi may depend on any combination of Strength, Wisdom, and/or Dexterity.

Races: Any Race can be a Wielder of the Force.

Alignment: Any, though a Wielder of the Force must be of certain alignments to pick specific archetypes.

Starting Gold: 5d6×10 gp (155 gp).

Starting Age: Complex

Table: The Wielder of the Force

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Force Connection, Force Sensitivity, Force Manipulation, Lightsaber Form I: Shii Cho
2nd +1 +0 +3 +3 Deeper Connection
3rd +2 +1 +3 +3 Augmented Connection
4th +3 +1 +4 +4 Deeper Connection
5th +3 +1 +4 +4 Augmented Connection, Bonus Feat
6th +4 +2 +5 +5 Deeper Connection, Custom Connection
7th +5 +2 +5 +5 Augmented Connection
8th +6/+1 +2 +6 +6 Deeper Connection
9th +6/+1 +3 +6 +6 Augmented Connection
10th +7/+2 +3 +7 +7 Deeper Connection, Bonus Feat, Signature Ability
11th +8/+3 +3 +7 +7 Augmented Connection
12th +9/+4 +4 +8 +8 Deeper Connection
13th +9/+4 +4 +8 +8 Augmented Connection
14th +10/+5 +4 +9 +9 Deeper Connection
15th +11/+6/+1 +5 +9 +9 Augmented Connection, Bonus Feat
16th +12/+7/+2 +5 +10 +10 Deeper Connection
17th +12/+7/+2 +5 +10 +10 Augmented Connection
18th +13/+8/+3 +6 +11 +11 Deeper Connection
19th +14/+9/+4 +6 +11 +11 Augmented Connection
20th +15/+10/+5 +6 +12 +12 Deeper Connection, Augmented Connection, One With the Force

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Wielder of the Force.

Weapon and Armor Proficiency: Wielders of the Force are proficient with all simple and martial weapons, and their lightsaber. They are proficient with light armors, but not shields.

Force Connection (Ex): A Wielder of the Force's blood is filled with the life force of the universe. Due to this, he is granted the use of the Force, an enigmatic energy that binds all living beings. At 1st level, he must choose one of three archetypes; Jedi, Gray Jedi, or Sith.

Jedi: His secondary stat is Wisdom, as your strength stems from your deep connection to the Light Side of the Force. Jedi must be of good alignment.

Gray Jedi: He balance the Light Side and the Dark Side, pulling from both, with the knowledge that both are equally right and wrong. He may choose his secondary stat from; Wisdom, Strength, or Dexterity. Gray Jedi are generally neutral, but can also be good.

Sith: His secondary stat is Strength or Charisma, as his power stems from his anger and deep connection to the Dark Side of the Force. Sith must be of evil alignment.

Force Sensitivity (Ex): This mysterious power connects all living beings to each other. Through this, the Wielder of the Force can detect other beings, as well as if they have similar powers. This is similar to a cleric's aura, however all living beings have one, including plants and even microscopic organisms. In this way, he can tell whether someone is Good (a Light Side aura), Neutral (a neutral Aura), or Evil (a Dark Side aura).

He is able to track others using this sensitivity, allowing him to discern the direction of another being who he can detect. It is also possible to detect if someone else can wield the Force. Some rare objects may also wield or otherwise contain this life force; such objects are treated as magic items for that purpose. The radius at which he can sense these things is 10ft, and is also called his Force Presence. It should be noted that, while this area is very limited, he may still sense others’ auras at greater distance if their radius is greater than his and he is enveloped within it.

Force Manipulation (Ex): The Force can be manipulated, much like any other energy, using the Wielder of the Force as the conduit. He can lift, drag, and push anything and everything all around himself. At level 1, he may use this ability on anything within his Force Presence, and he can only move these objects as much as he himself could normally. Whenever he wishes to use this unique power, he may roll a concentration check in place of the check normally required to perform the task. For example, if he wished to move a heavy object, he would make a concentration check instead of a strength check.

At higher levels, a Wielder of the Force may move objects larger and heavier than he himself could lift. at 5th level, 10th level, and 15th level, his effective strength score while using this ability doubles, allowing him to move larger and larger objects. At 20th level, his effective strength score for this ability triples.

Lightsaber Form I: Shii Cho (Ex): At 1st level, a Wielder of the Force gains a lightsaber as his weapon. A Jedi can choose for his lightsaber to be either a longsword, bastard sword, greatsword or a two-bladed sword, each of brilliant energy. However, unlike normal brilliant energy weapons, a lightsaber can harm undead; constructs; and objects, and deals damage to any armor and shields equal to the damage given to the defender (minus hardness, min 1 expect against adamantine). The hilt is also unique in sturdiness and can come in many designs. A Wielder of the Force can choose whatever design for a hilt and whatever color of a lightsaber that he wishes. A lightsaber is treated as a one-handed exotic melee weapon or a two-handed martial melee weapon.

The basic form of lightsaber combat is Shii Cho, and was developed during the transition between metal proto-sabers and the modern lightsaber. As such, it was a raw, easy to learn form that didn't much address lightsaber-to-lightsaber combat. While using Shii Cho, the Wielder of the Force gains a bonus to all disarm attempts equal to his secondary stat modifier. All Force sensitives that recurve any formal training know Shii Cho, as it is the form taught to all Jedi younglings and Sith acolytes.

Wielders of the Force who know multiple lightsaber forms may switch between them as a swift action on their turn. These lightsaber forms are considered stances, and cannot be active at the same time as a stance from another class, unless an ability states otherwise.

Deeper Connection (Ex): The Wielder of the Force is constantly training to learn new abilities to harness and use the Force. He may pick three abilities from the following list at 2nd level, and one more at every even level thereafter (4th, 6th, 8th, etc.). At 10th level, the Wielder of the Force picks two abilities from the list instead of one. At 20th level, he picks three abilities from the list instead of one.

Lightsaber Form II: Makashi: This form specializes in lightsaber-on-lightsaber combat, relying on precision, parries, and ripostes to outmaneuver and overpower opponents. Whenever a melee attack is made against the Wielder of the Force, he can expend an Attack of Opportunity to attempt to parry the attack. Roll an attack roll, and if your attack roll beats the triggering attack's roll, the attack is parried. Whenever an attack is successfully parried in this manner, the Wielder of the Force can make an attack against the attacker as part of the Attack of Opportunity spent to parry the attack. When using this style, the Wielder of the Force gains a bonus on all lightsaber attacks equal to their Dexterity modifier.

Lightsaber Form III: Soresu: This form is an incredibly defensive dueling style of lightsaber combat, granting a +2 shield bonus to AC, which stacks with other shield bonuses. If he chooses to fight defensively while attacking using this form, he only receives a -2 penalty to attacks for the round, while receiving a +4 bonus to AC from fighting defensively. If taking the Total Defense action, he instead gains a +8 to AC in place of attacking. While taking the total defense action, any time a melee attack misses the Wielder of the Force, he may choose to expend an Attack of Opportunity to retaliate with a +2 to his attack roll, as he capitalizes on his opponent's mistakes.

Lightsaber Form IV: Ataru: This acrobatic form is often referred to as "The Aggression Form" due to its reliance on an overwhelming onslaught of strikes to overpower the enemy. Due to the aggressive speed and focus on using the Force to augment combat power, users of this form get an extra attack at their highest BAB with their lightsaber. When in an area where there is at least 5 feet of space above the enemy, a user of Ataru can choose to flip, somersault, or otherwise jump over the head of the enemy with every strike, attacking from a variety of unexpected angles. Each time this is done, roll an Acrobatics check and add half of the result to the attack (Maximum bonus equal to WotF level + 3).

Lightsaber Form V: Shien/Djem So: This style is a more aggressive version of Soresu, focusing mainly on redirecting attacks back at the enemy. When fighting defensively, practitioners of this form may redirect any deflected ranged attacks back at the enemy that made the attack. Any time that a ranged attack is deflected, roll your own attack roll against the AC of any enemy in range of the attack. If the new attack roll beats their AC, the damage and effects of the ranged attack are made against the new target instead. If a melee attack misses the Wielder of the Force while fighting defensively using this form, he may choose to expend an Attack of Opportunity to retaliate with a +2 to his attack roll.

Lightsaber Form VI: Niman: This form emphasized the use of Force Powers over the intense physical requirements of forms IV and V, creating a less aggressive form that pulled from all of the previous forms. While using this form, the Wielder of the Force may choose to substitute a single attack in a full-round attack for any force power that has an activation time of standard. The cooldowns of these abilities must be followed normally while using this ability.

Lightsaber Form VII: Juyo/Vaapad: This dangerously aggressive lightsaber form was known as "The Ferocity Form." Practitioners of this form must continuously draw on the Force to maintain the relentless assault that this form is known for. Since this form pulls from a negative emotional state, it is dangerous to Light Side users, as it pulls the user dangerously close to the Dark Side. This form can be used safely by Jedi or Gray Jedi for a number of rounds equal to his secondary stat mod. Every additional round beyond the limit causes him to have to roll a Will save at the end of his turn (DC 10 + 1/2 WotF level (min 1) + number of rounds past the limit of using this form safely), or have his alignment moved one step towards evil. Lawful Good becomes Good, Good becomes Chaotic Good, Chaotic Good becomes Neutral Good, Neutral Good becomes Lawful Neutral, and so on, until the Wielder of the Force reaches Lawful Evil. Jedi who become Neutral must become Gray Jedi, and Gray Jedi who become evil must become Sith. Each time his alignment changes, the Wielder of the Force loses his ability to use all deeper connections and any signature ability for 1d4 rounds. If the alignment change causes a change in archetype, then all deeper connections that he no longer meets the prerequisites for will be lost, and cannot be changed later. While using this form, the Wielder of the Force gains a bonus to all attack and damage rolls equal to their secondary stat mod, as well as gaining two additional attacks at his highest BAB. With each attack, he may choose to double the attack and damage bonus, but that round counts as two rounds for the purpose of determining how many rounds he can safely use this form, or for determining the save DC at the end of his turn. Sith that use this form may only double the bonuses in this way a number of times per day equal to their secondary stat mod.

Battle Meditation: You can grant the celerity of the Force to all those around you. As a free action on your turn, you may activate and maintain a potent Battle Meditation. All allies within your Force Presence gain a number of effects, which scale with your level. At 2nd level, this ability grants all allies a +2 bonus on Will saves, and grants a +1 bonus on all attack rolls. At 4th level and 8th level, the bonus on Will saves increases by 1, until 12th level, where they are instead granted immunity to all mind-effecting effects. At 6th level and 10th level, the bonus to attacks increases by +1, until 14th level, where all allies are granted a bonus to attack equal to the Wielder of the Force's secondary stat modifier.

Battle Precognition: Some Wielders of the Force are gifted with an ability known as Battle Precognition, which allow them to sense the flow of the Force within combat. This ability grants a passive +2 Dodge bonus to AC, which stacks with other sources of dodge bonus. Those with Battle Precognition always act on a surprise round, and can never be caught flat footed, except by an invisible enemy that the Wielder of the Force did not detect.

Chain Lightning: Must be level 6. Requires Force Lightning. Instead of recreating the effects of the Lightning Bolt spell, a Wielder of the Force may now recreate the effects of the Chain Lightning spell. The power now recharges every 1d4 rounds. Can only be taken by Sith.

Control Pain: Must be level 6. A number of times per day equal to 1+ his secondary stat modifier, a Wielder of the Force may, for one round, reduce all damage taken by half. This is not considered resistance, but instead applies to damage once resistances and weaknesses are already applied.

Force Barrier: A Wielder of the Force can, as a standard action, create a shimmering blue bubble of Force around their body, capable of deflecting any and all attacks. Maintaining the bubble is a full round action, during which time the only thing that can be done is meditation. A full or short rest can be taken while inside and maintaining the bubble. At 6th level, this ability can be used on an enemy. The target must make a Reflex saving throw (DC 10 + WotF level + his secondary stat mod), or be trapped inside the indestructible bubble until the Wielder's concentration is broken, or until the bubble is no longer maintained.

Force Block:' A Wielder of the Force can block any airborne object coming his way. In place of an Attack of opportunity (This ability can be used similar to a reaction, in response to any ranged attack entering a 30 ft radius of the Wielder of Force), a number of times per day equal to his Wielder of the Force level, he can block 10 pounds of matter per character level. This ability can affect objects in a 30 foot radius, and lasts until the end of your next turn after activation. Enemies entering this range are slowed to half speed unless they succeed a Fortitude save (10 + 1/2 WotF level + secondary stat mod).

Force Choke: As a standard action, the Wielder of the Force can channel their hatred into an almost unbreakable chokehold using the Force. The target must make a Fortitude save (DC 10 + WotF level + his secondary stat mod), or be locked in a chokehold. Each round, a contested strength check must be made. If the target wins, the hold is broken. Each round that the hold is maintained, the target takes 1d6 force damage for every 2 WotF levels. Can only be taken by Sith.

Force Concealment: Must be level 4. As a standard action, the Wielder of the Force can recreate the effects of the Invisibility spell. This ability can be used a number of times per day equal to 1 + his secondary stat mod. At 8th level, this ability instead recreates Greater Invisibility.

Force Healing: A Wielder of the Force can channel power into another person's body to heal their wounds. As a standard action, a number of times per day equal to 1 + his secondary stat mod, he can recreate the Cure Wounds spell. At 5th level and every 4 levels after, this ability can recreate the next most powerful version of the Cure Wounds spell (Cure Moderate Wounds, Cure Serious Wounds, etc.).

Force Judgement: As a standard action, the Wielder of the Force can recreate the effects of the Lightning Bolt spell, using his WotF level as his caster level. Since this ability is a manifestation of a deep connection with the tranquility of the Force, it deals nonlethal damage, instead of the lethal damage of its Dark Side counterpart. Can only be taken by Jedi or Gray Jedi.

Force Jump: A Wielder of the Force can jump great distances by propelling himself with the Force. Whenever he jumps, he may choose to extend the distance or height to a number of feet equal to 5 x his WotF level, and he is always considered as having a running start for the purpose of making jump checks.

Force Lightning: As a standard action, the Wielder of the Force can channel his hatred to recreate the effects of the Lightning Bolt spell, using his WotF level as his caster level. Can only be taken by Sith.

Force Push: A Wielder of the Force can repel targets using the Force. As a standard action, he may make a ranged touch attack roll against a target within 30 feet. If the attack is successful, the target is pushed back 5 feet for every 2 WotF levels. If the target is knocked back into a wall, or into another target, they are stopped, and take 1d6 bludgeoning damage for every 5 feet they were supposed to be pushed beyond where they stopped. If they are knocked into another target, that target takes half as much damage.

Force Repulse: Requires Force Wave. Must be level 8. As a standard action, the Wielder of the Force sends out a telekinetic explosion of Force energy. All targets in a 30 ft radius take 1d6 force damage per WotF level, and are pushed back to the outside square of the radius, then another 10 feet beyond that per WotF level. If an enemy is knocked back into a wall, or into another target, they are stopped, and take 1d6 bludgeoning damage for every 5 feet they were supposed to be pushed beyond where they stopped. If they are knocked into another target, that target takes half as much damage. A successful Reflex save (DC 10 + WotF level + secondary stat mod) negates the push and halves the damage.

Force Speed: A Wielder of the Force is capable of great speeds, using the Force to cross great distances quickly. Upon taking this ability, his movement speed doubles. At 8th level, the speed becomes tripled. At 16th level, it becomes quadrupled.

Force Valor: A Wielder of the Force can inspire bravery and competence in his allies. As a standard action, he can create an aura that grants all allies within his Force Presence the effects of the Haste spell. As a swift action on his turn, he may maintain this aura.

Force Wave: Requires Force Whirlwind. Must be level 6. As a standard action, the Wielder of the Force pushes out in every direction, sending a horizontal shockwave out in a 20 ft radius, but only along the ground. This deals 1d6 force damage to all enemies in the area, and pushes them back to the outside of the radius, then another 10 feet beyond that. If an enemy is knocked back into a wall, or into another target, they are stopped, and take 1d6 bludgeoning damage for every 5 feet they were supposed to be pushed beyond where they stopped. If they are knocked into another target, that target takes half as much damage. A successful Reflex save (DC 10 + WotF level + secondary stat mod) negates the push and halves the damage.

Force Whirlwind: Requires Force Push. Must be level 4. As a standard action, the Wielder of the Force whips up the air around a target, creating a whirlwind that lifts the target into the air. The target must make a successful Reflex save (DC 10 + WotF level + secondary stat mod), or be lifted one foot into the air and spun uncontrollably. The target is unable to do anything until the end of your next turn, after which they will be dropped onto the ground, falling prone and taking 1d6 force damage per three WotF levels (minimum 1d6). This ability can be used every 1d4+1 rounds.

Mind Trick: A Wielder of the Force can affect the minds of others, allowing them to impart their will onto those they target. As a standard action, a number of times per day equal to 1 + his secondary stat mod, he may recreate the effects of the Suggestion spell (DC 10 + WotF level + secondary stat mod).

Saber Throw: A Wielder of the Force is proficient with using the Force to throw and recall his lightsaber. When in his hands, the lightsaber is considered to be a throwing and returning weapon. It will return after every attack, not at the end of the round, allowing him to throw it for every attack in the round if he desires.

Saber Ward: On a successful Reflex save (DC 10 + the attack roll), a Wielder of the Force can use his lightsaber to block ranged attacks coming his way. At 2nd level, he can block ranged attacks within a 10 ft radius of himself. He can block an extra 10 ft every even level after 2nd. This ability can affect range attacks in a 30 foot spread from the Wielder of the Force.

Shatterpoint: Requires Battle Precognition. Must be level 6. Some Wielders of the Force are gifted with the ability to see Shatterpoints, which are essentially fault lines in the Force, showing weak points in people or objects. When a user of Shatterpoint examines an object or structure, they have a 20% chance of finding a Shatterpoint. if struck, this point multiplies any damage dealt to the object by 2, and multiplies the damage to the structure through that location by 10, allowing you to effectively damage large structures that normally would be unaffected by a single person's attacks. At the start of combat, each enemy in the perception range of a user of Shatterpoint has a 10% chance to reveal a Shatterpoint. When struck, the point guarantees a critical hit on any successful hit, regardless of the number on the d20. Each Shatterpoint can be struck only once, and unless it is on an object or structure, it lasts for two rounds before disappearing.

Augmented Connection (Ex): Strength in oneself is just as important as diversifying oneself. Starting at level 3, the Wielder of the force may choose to change class features, such as Hit Die and Base Attack Bonus, as well as Saving Throws, or even increase his base stats. He gain one Augment every 2 levels.

Increased Strength: The Force augments his body, increasing his Strength score by 1. This can be taken up to 4 times.

Increased Dexterity: The Force augments his body, increasing his Dexterity score by 1. This can be taken up to 4 times.

Increased Constitution: The Force augments his body, increasing his Constitution score by 1. This can be taken up to 4 times.

Increased Wisdom: The Force augments his mind, increasing his Wisdom score by 1. This can be taken up to 4 times.

Increased Intelligence: The Force augments his mind, increasing his Intelligence score by 1. This can be taken up to 4 times.

Increased Charisma: The Force augments his mind, increasing his Charisma score by 1. This can be taken up to 4 times.

Increased BAB: His prowess in combat is exceptional, a step above most other Force users. He gains full BAB progression.

Increased Hit Die: His body is hardened with the Force. Increase his hit die to d10's. This ability can be taken a second time to increase his hit die to d12's. Recalculate all hit points from previous levels by adding 2 hp per previous Wielder of the Force level.

Increased Fortitude: His body is tempered by the Force. The first time he takes this augment, he gains a good progression in Fortitude saves. It may be taken two more times, each time granting a +2 competence bonus to all Fortitude saves.

Increased Reflex: His reflexes are tempered by the Force. He gain a +2 competence bonus to all Reflex saves. this augment may be taken a total of three times.

Increased Will: His mind is tempered by the Force. He gain a +2 competence bonus to all Will saves. this augment may be taken a total of three times.

Armor Proficiency (Medium): His training in heavier armor has allowed him to become comfortable wearing more armor. He gains proficiency with medium armors, as well as light and heavy shields.

Armor Proficiency (Heavy): Requires Armor Proficiency (Medium). His training in heavier armor has allowed him to become comfortable wearing more armor. He gains proficiency with heavy armors, as well as tower shields.

Altered Attack Bonus: A Wielder of the Force can choose to attack and deal damage with his secondary stat instead of strength, but only for his lightsaber.

Bonus Feat: He may pick a bonus feat in place of an augment. this may be taken a maximum of three times.

Greater Force Presence: He may multiply the radius of his Force Presence by 5. This can be taken a maximum of 4 times.

Custom Connection (Ex): As a Wielder of the Force becomes stronger, and more familiar with the basics, the user gains more flexibility in their training. Starting at 6th level, a Wielder Of The Force may choose a Deeper Connection in place of an Augmented Connection, and vice versa at each level. A Wielder of the Force can never exchange an Ability or Augment already learned, only change which option he will take upon leveling up.

Signature Ability (Ex): Many Wielders of the Force have a signature ability that sets them apart from other Force users, such as Darth Traya's three floating lightsabers, Darth Maul's Deadly Sight, or Darth Nihilus' Force Drain. This ability should be unique to the Wielder of the Force, and the exact scope and limitations of this ability should be discussed with the DM, and decided between you two. This ability can be anything, within reason.

One With the Force (Ex): At level 20, a Wielder of the Force has become so in tune with his Force training that he can choose to swap out the Deeper Connections that he has chosen after each long rest. He cannot use this ability to change the number of Deeper Connections he has, in favor of gaining more or fewer Augmented Connections, nor can he change the Augmented Connections he has chosen, as they are innate to his person in many cases. He also gains an improvement to the Signature Ability he chose at 10th level. Due to the varied nature and open-ended choice granted by the ability, this upgrade also needs to be discussed with the DM, and decided between you two. This upgrade can be anything within reason.

Campaign Information[edit]

Playing a Wielder of the Force[edit]

Religion: They worship (to some degree) the Force, revering it not as a deity, but as the life force of the universe.

Other Classes: This depends on the archetype. Sith are generally feared, hated, or respected, depending on the alignment of the subject. Jedi and Gray Jedi are often loved, hated, or viewed with apathy, depending on the alignment of the subject.

Combat: Front line fighters, specializing in damage, defense, control, or some combination of the three.

Advancement: Wielders of the Force are so varied and customizable that they can be multiclassed with almost anything.

Wielders of the Force in the World[edit]

If you define yourself by the power to take life, the desire to dominate, to possess… then you have nothing.
—Obi-Wan Kenobi, Human Wielder of the Force

Daily Life: Force users lead a wide variety of different lifestyles, ranging from training and teaching, to enslaving and exploiting, and everything in between.

Notables: Darth Revan, Obi-Wan Kenobi, Anakin Skywalker/Darth Vader, Luke Skywalker.

Organizations: While the Sith Empire is a long forgotten memory, Sith still exist in the galaxy, following the rule of two and working in the shadows. The Jedi have an Order where they teach younglings, and oversee peace in the galaxy. Gray Jedi do not have a stable headquarters, instead roaming individually in search of new ways to bring balance to the Force.

NPC Reactions: Jedi and Gray Jedi are often viewed as powerful heroes or great peacekeepers, while Sith are often feared or even reviled.

Wielder of the Force Lore[edit]

Characters with ranks in Knowledge (Religion) can research Wielders of the Force to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
5 Wielders of the Force use a strange energy known as "The Force" to achieve great feats of power.
10 There are both evil and good Force users, known as Jedi and Sith, who have been at odds for millenia.
15 The Force is an enigmatic energy said to exist in all living things, at least to some degree. Jedi and Sith channel either the Light Side or the Dark Side of this energy.
20 Specific information about the Force user that sparked the Knowledge (Religion) check, if they have any lore that would be known about them.

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Article BalanceHigh +
AuthorTheWolfman2112 +
Base Attack Bonus ProgressionModerate +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Escape Artist +, Gather Information +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Profession +, Ride +, Search +, Sense Motive +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points4 +
SummaryA generalist and conduit of the Force, allowing for incredible customization within the class. +
TitleWielder of the Force +
Will Save ProgressionGood +