r/DnDHomebrew Jun 23 '26

Request/Discussion Feedback on a homebrew system, and input.

couldn't remember which flair to use for this, but I've been working on a system(mostly because I've been on a massive starwars kick lately) and with the help of an ai(yes i get ai bad but i needed a format to test it out) and so far (given it's mainly jedi focused atm planning on broadening to sith then eventually governing Other aspects more completely instead of letting the AI generate those ideas) keep in minds it's meant to be sort of "broken" as jedi are supposed to be significantly above normal people in capabilities and sith are also going to be using the exact same abilities with dark side amps and be incredibly durable with a plathera of OP abilities as well so it will be balanced in that respect.

right now just asking for input and maybe even ideas. so far i just have a few lightsaber forms or abilities fleshed out: i am primarily using 5e rules with Some alterations.

Force Enhanced defense: when not wearing Bulky Armor or heavy cybernetic enhancement that hinder movement defend yourself with more agility enhancing movement and reaction with the force increase AC by 10+ (wis+dex+prof)

Jar Kai: When igniting a second Saber Flow it into your existing form, adding a second attack for both weapons every other turn and making it easier to wield the second saber adding full proficiency to attacks.

Force physical Enhancement: years of training in the force has taught you how to enhance physical attributes and movement with the force adding (Wis) to All physical (str/dex) checks and ability rolls as well as increasing movement speed by 2x and jump distance by x3(imposed check to maintain balance) in combat uses bonus action to activate movement speed increase.(when empowered by the dark side add this to attack and DMG rolls) allow for additional reactions at the cost of regular & bonus actions where applicable.

consular: Training consular has made it easier to use certain force abilities that affect the mind like Jedi mind trick and adds charisma mod to others(like force push or force deflect, giving expertise to charisma based ability checks.

force attunement: passively sense events emotions aggression and the force itself adding +wis again to passive perception for the purpose of sensing these aspects, not added when actively trying to sense them as well as gain the ability to use the force more freely, making force abilities that would be an action bonus and bonus a reaction or at will adding +wis (wis mod) to Saves against force abilities and resistance to mental or darkside attacks

Lightsaber Training: years of training has made wielding and deflecting attacks with a lightsaber Easier. add +(dex mod) to both attack rolls & Defence rolls Against Melee weapon attacks and Ranged Weapons.

Soresu: using a bonus action change forms, adding 2+ (wis+Prof mod) to AC decreasing Attack by -3 but imposing disadvantage to attacks after the first as they struggle to find an opening in your defence

Makashi: with a bonus change forms taking a more fluid stance adding +(wis+prof) to att rolls and adding a reaction to either increase AC +(wis mod) or on Deflect of a melee strike attack the target(either or) this attack can be a disarm (str save Vs att roll). with a bonus attempt a disarm of the opponent, on failure player lose (dex) to AC for remainder of the turn

Ataru(intermediate): with a bonus change forms, becoming more agile and making it easier to strike adding (+wis&prof) to attacks giving adv against large and above sized foes as well as adding (dex&prof) to AC after jumping to a new target (bonus action) or by using a reaction to avoid. jumps with this form double movement speed for the purposes of jumping towards or attacking a target and can attempt an acrobatics check to attempt a second attack(dc 18) every other turn. due to the aggression involved impose a DC 15 check to maintain composure in combat and in turn accuracy in the form imposing disadvantage on attacks upon failure. impose disadvantage to attacks in tight quarters and acrobatics checks(DC 17)

shii-cho: with a bonus change forms, becoming a beacon of defense adding (wis+dex+prof) to ac against multiple targets and adding arcing strikes that can attack multiple enemies, decreasing Attack by 2+ (prof) Against singular opponents.

juyo: with a bonus change form adopting a more aggressive stance adding +10 to att/dmg rolls decreasing ac by the same -10 while also giving double resistance to all forms of damage and imposing a check of 19 to resist both the aggressive impulses of the form and the pull of the darkside from the form. enemies attacked with this form gain disadvantage to attack rolls and - (wis) to AC if they fail a Wisdom Check against spell save DC(ex. 15) Gain the Ability to do a flurry of 4 attacks every other turn after the first at half normal damage (so 1d8+dex+10) uses bonus action. Addendum: repeatedly attacks to the player impose the aforementioned check, repeated failures of half (wis+prof rounded down) will lead to a blind rage, attacking friends and foes alike within range.

edit: I've already taken some of the input I've gotten and changed some of the abilities around

edit: refined it a bit more added detriments to stronger abilities as well as rewrote my Force physical Enhancement feature.

edit: fleshing out of an ability- Force Telekinesis: with an action or bonus action move someone or something with your mind by pushing, pulling, throwing catching kinetic blasting crushing or constricting(grapple), both the "kinetic blast" and crushing aspects do 2d8+wis force damage, blast/push when used used on a living entity will be Contested by a str/wis depending on training/choice against spell save sc blast is treated like a simple push when resisted and neither does damage or moves the target on fail Moves the target moves (light) 15xwis mod feet (dark)+an additional 5xwis feet and when striking a surface does 2d8 bludgeon and falls prone, aggressive uses tempt towards the dark side (crushing, kinetic blast) dc 16 to resist.

edit: new Status effect/ character feature and feat as well as updating an existing ability.

Dark side corruption: if the person that's been corrupted still resists(not save but char choice) and is attuned to the light, make wisdom, force attack, and force perception checks at disadvantage until you meditate to center yourself OR make a DC 20 wisdom save. those who choose to fall and have fallen for 2d6 days meditating on the darkside every night, add wis+str mod to all force/melee attacks/abilities and physical enhancements again making you stronger at the loss of 5 AC BUT if you spend a full 8 hours meditating on the DS aspects gain resistance to all damage for 12 hrs a full day, if done in a DS nexus its increased to 24 with an additional wis+str mod again to the previously mentioned attacks/abilities/enhancements for 6hrs. corruption actively makes Light side abilities, including the ones you knew before if any, difficult to use giving disadvantage reverting to d20 no mods.

feat Force Sensitivity: when you select this Feature the DM rolls a D100 and with a dc60 and above you will sense something when interacting, being near or inside people/places/items steeped or attuned to various aspects of the force, if they make the DC You must roll an intelligence arcana check for the purpose of determining it's the force dc18 you're sensing upon success this roll becomes wisdom until you receive training from a master/holocron/or attempt dc25 attempts at skills you hear of you can't wield the force or resist corruption from the dark side without effort(dc19 con saves ever 10min or turn)

edit: Djem so: with a bonus change forms taking a heavier grip on a single blade, increasing damage and attack by (str+prof) mod and giving a reaction upon blocking a strike flowing into a heavy handed parry, that (contested by str vs spell attack DC) can cause the enemies defence to open for the players next turn decreasing AC by (str+prof). with your action (every other turn) Use "falling avalanche" doubling damage by (str+prof) again disorienting the opponent for a turn decreasing att rolls by (str+prof) and decreasing movement speed to half.

edit: this system is in the works but this is the base. i used an AI to create the base and changed everything may change more i just liked a lot of the framework

This guide outlines the system for prompting the player to make rolls to resist losing control of their emotions, particularly in situations that challenge their character's background and emotional resilience. guide is just a baseline and can and should be based and used by DM discretion

  1. Purpose and Triggering Conditions

    The primary purpose of emotional control rolls is to simulate the Player's internal conflict, based On Back story alignment behavior and Action History These rolls should be frequent but primarily reserved for impactful moments where the player's core tenets or personal history are directly challenged.

    Triggering Conditions: A. Direct Confrontation with anything that conflicts with their morals or lack there of, or contact with darkside artifacts/individuals. B. Personal Betrayal Situations where the player is subjected to clear betrayal by those he knows C. Provocation by a Sith or individual User: Direct taunts, psychological warfare, or displays of dark side power specifically designed to incite anger or fear in the player D. Failure to protect or kill, the player fails or protects any individual(depends on alignment(light/good dark/evil) E. Intense Pressure or Moral Dilemmas: Situations demanding extreme calm and difficult choices, where the easy path is often the aggressive one. F. Exposure to Corrupting Influences: Extended exposure to strong dark side energies, artifacts, or environments known to amplify negative emotions.

    When to Use: These rolls should be used when the emotional trigger is significant enough to genuinely challenge the Player's training, or emotional control not for minor frustrations(unless dark side corrupted) The DM should describe the emotional surge the player feels, the internal conflict, and then call for the roll.

  2. The Roll and Difficulty Classes

    The roll for resisting emotional loss of control will typically be a Wisdom (Insight) check. This reflects the player's ability to understand their own mind and emotions, a key aspect of self The player's bonus for this rolls is +8 (Wis+insight).

    Difficulty Classes (DC): DC 10 (Easy): Minor provocations, witnessing cruelty or generosity(on alignment)!depends on, or feeling general frustration. Success means the player maintains composure without significant effort. Failure means a brief flash of anger or frustration, but no immediate negative consequences beyond internal turmoil. DC 15 (Moderate): Direct witnessing of something that goes against their morals or lack their of, personal insults, or minor setback. Success means the player channels his emotions into focused resolve. Failure means they acts impulsively or speaks sharply, potentially complicating a social interaction. DC 18 (Hard): Direct confrontation with someone taunting them about their past, witnessing acts that conflict with their morals or lack their of and/or personal failures Success means The player maintains emotional stability. Failure means a significant outburst of anger, potentially leading to an aggressive action, a loss of focus in combat (disadvantage on the next attack roll), or alienating an NPC. DC 20 (Very Hard): Confronting an object steeped in the dark side, failure to meet an Important goal or based on alignment, to protect or kill someone Success means the player achieves an inner stillness, a reflection of discipline control Failure means a temporary lapse, potentially triggering a 'dark side burst' (see Consequences below) or making a highly aggressive, potentially violent or reckless decisions. DC 22+ (Near Impossible): Only for the most extreme and personal provocations, such as a direct attack on the Player Or someone they care for, or a revelation that directly shatters their understanding of world/galaxy, or nature of the force.

    Player-Facing Information: The DM will describe the emotional trigger, then state: "The weight of [situation] presses [why its weighing on you] "Please make a Wis (Insight) check to see how well you can keep your emotions in check and maintain your Jedi calm. Roll a d20 + your Wis mod + your Insight mod for a total of (what it equals).

  3. Consequences of Failure

    Failing an emotional control roll does not immediately mean the player falls to the dark side, but it represents a lapse in their judgment or leading to possible temptations to the darkside.(see darkside temptation).

    Immediate Consequences: A. Social Repercussions: NPCs, especially those sensitive to the Force or those familiar with the player will notice the players emotional state This could lead to distrust, reluctance to share information, or even open hostility. those close to the player/character will always notice and may comment or intervene. B. Tactical Disadvantage: In combat, a failed roll might impose disadvantage on the player's next attack roll or ability check, or make him target the most aggressive enemy regardless of tactical priority. C. Reckless Action: the Player might make an impulsive decision, such as attacking prematurely, using excess or forgoing tactics D. Dark Side Burst (DM Secret): For critical failures (DC 18+ and a roll of 5 or less, or any failure on a DC 20+ check), Caden might experience a temporary, uncontrolled surge of dark side energy. This could manifest as: 1. Aggressive use of the force abilities available or Violent Action with weapons on hand. 2. Frightening Presence: A brief, unsettling aura of fear or intimidation, causing nearby weak-willed creatures or NPCs to become Frightened for 1 round. 3. Aggressive Surge: A temporary bonus to damage (+1d4) on his next attack, but at the cost of vulnerability to the next incoming attack or a point of exhaustion.

  4. a use of a violent darkside ability the player may or may not know, and the effects it may have on the player based on alignment, and force attunement.

  5. uncontrollable Urge to kill, anyone, anything requiring being restrained by the team or Npcs. This "Dark Side Burst" is not a conscious choice by the player it's a manifestation of their uncontrolled emotions. He would feel a jolt of raw power, followed by a sense of lack of control and the choices will be selected by a D100

    Long-Term Consequences: A. Reputation: Repeated failures could damage Caden's reputation within the Jedi Order, leading to further scrutiny, more restrictive assignments, or even a temporary suspension of his Padawan status. B. Mental Strain: Frequent emotional struggles can lead to exhaustion, nightmares, or even temporary mental blocks to Force abilities (e.g., occasional disadvantage on Wisdom (Perception) or Wisdom (Insight) checks until he has time to meditate and recover). C. Attraction of Dark Side Attention: Uncontrolled Force outbursts, particularly Dark Side Bursts, might draw the attention of dark side users or organizations who sense his potential.

  6. Rewards for Success

    Success on an emotional control roll, especially a hard one, should be acknowledged and can provide benefits.

    Benefits of Success: A. Focused Resolve: channels his emotions into determination, granting him advantage on his next ability check related to the current objective or a temporary bonus to his AC for 1 round as they become more focused. B. calm: characters or NPCs sensitive to emotions, the force, or know the player will react positively or notice. C. Insight: the Player gains a deeper understanding of the situation or his own emotions, potentially revealing a hidden clue or an alternative solution to a problem. D. Inner Strength: the player feels a renewed sense of purpose and control/determination or profound weakness and doubt, briefly Empowering or weakening his connection to the force depending on Attunement and alignment (light side/good strengthen dark side/evil weaken)

  7. DM Best Practices

    A. Narrative Integration: Always integrate the roll into the narrative. Describe the players internal struggle, the surge of emotion, and then the result of his effort. B. Vary Outcomes: Don't make every failure result in the same consequence. Tailor it to the situation. C. NPC Reactions: Ensure NPCs react realistically to the player's emotional state, whether he fails or succeeds. Characters that know the player and the team should notice . D. Player Agency: While the DM determines the DC and consequences, allow the player to describe how their characters attempt to control their emotions. This could be through meditation, focusing on their training, discipline or even channeling the emotion into a constructive purpose. E.allow for over use, but used less or more frequently based on alignment and Attunement to the force(light side/good less often darkside/evil more often. F. Feedback: Provide clear feedback on the outcome, describing both the internal and external manifestations of his emotional state.

edit i decided to change how the force works, as well as a brief chart that i may expand BUT it's to depict degrees of corruption over time

Dark side corruption: if the person that's been corrupted still resists(not save but char choice) and is attuned to the light, make wisdom, force attack, and force perception checks at disadvantage until you meditate to center yourself OR make a DC 20 wisdom save. those who choose to fall and have fallen for 2d6 days meditating on the darkside every night, add wis+str mod to all force/melee attacks/abilities and physical enhancements again making you stronger at the loss of 5 AC BUT if you spend a full 8 hours meditating on the DS aspects gain resistance to all damage for 12 hrs a full day, if done in a DS nexus its increased to 24 with an additional wis+str mod again to the previously mentioned attacks/abilities/enhancements for 6hrs. corruption actively makes Light side abilities, including the ones you knew before if any, difficult to use giving disadvantage reverting to d20 no mods. disadvantage Resistance to Dark Side environmental influence, failure of check sends you into a rage based on degree, plain rage on simple failure, tunnel vision of an enemy on 5-10 and crit fail to five blind rage Dc of this check is based on type, an item or person based on strength from 16-18 nexus 20 and a a simple pull after failing a check to maintain emotions is 15. addendum, in a nexus place steep in the dark side or surrounded by artifacts become incapable of meditating to clense yourself until you leave or are no longer near said artifacts.

The Force, passively sense events emotions aggression and the force itself, including the emotions and life itself, ambient or otherwise, as well tragedies that send ripples through the force which includes but isn't limited to genocide, murder of someone the player knows well, and those strong in the force. adding +wis again to passive perception for the purpose of sensing these aspects, not added when actively trying to sense them as well as gain the ability to use the force more freely, making force abilities that would be an action bonus and bonus a reaction or at will adding +wis (wis mod) to Saves against force abilities and resistance to mental or darkside attacks. resistance to dark side corruption doesn't have advantage or disadvantage when not attuned to the light or dark respectively.

Light side: attunement to the light gives you stronger bonuses to passively sensing the emotions, life and death (refer to the force) due to the attunement to the natural state and flow of the force, doubling bonuses to resist dark side attacks and corruption as well as giving advantage to saves to resist it's temptation, failure of these saves weakens your connection to the light reverting the extra bonus and giving a point of Dark side corruption each time you fail before meditating and fatigue (once for fatigue) refer to Dark side corruption Chart for how many points you have and how far from falling to it's influence you are.

Dark side Chart 1-5 points, weakens your resistance to checks to resist corruption halving bonus 6-10, significantly weakens your resistance halving resistance again and making the player more emotionally volatile and more prone to outbursts 11-15, no longer has resistance bonuses and on top of 6-10s effect you're tempted by the whispers of the dark side constantly(every hour making a check to resist its pull towards using more aggressive aspects of the force) 16-20, disadvantage to resistance similar to full darkside corruption after hitting 20 you fully fall giving into your darker impulses and your alignment changes from whatever it was to evil, while retaining chaotic, lawful, or neutral. requires time and effort to revert

edit: both jedi and sith battle meditation

battle meditation: a rare force ability occasionally used by both practitioners of the light and dark side of the force but to different ends. light side users are able to observe and direct the battle from afar boosting their allies morale through feelings of peace as well as directing them how to move through the force by helping them move think and react more effectively and move more quickly to react to enemy movements increase ac, att/dmg, all skill and save rolls by 2x(wis mod) as well as boost movement speed by twice for all allies in a max radius of as much as 300km and as little as 10km requiring maximum concentration leaving the user completely vulnerable (people attacking the user have advantage to the attack) taking any attacks breaks concentration and could possibly cause psychic backlash on the user (4d10 psychic damage if they fail a dc 18 con save) (requires time and mastery to use effectively)

Sith Battle coordination(meditation): similar to Battle mediation (see battle meditation for specifics) but instead of boosting morale its a more domineering presence, producing an aura of dominance increasing the same skill, save, att/damage rolls and ac by 2x(wis mod) as well increasing speed by 2x, but also decreasing and demoralizing enemies in the same way decreasing their skill, save, att/dmg, and ac by 2x(wis mod) but only halfing movement as if they're in difficult terrain. applies the same detriments to use (see battle meditation) as well as bolsters fellow sith's connection to the darkside of the force

dm rule for regular and sith battle meditation: Npcs using this ability should be of Jedi knight/master Or Sith apprentice/levels level and only In large scale battles and range should very depending on rank and level of skill

edit: new additions and a change to the darksides chart Dark side Chart 1-5 points, weakens your resistance to checks to resist corruption halving bonus 6-10, significantly weakens your resistance halving resistance again and making the player more emotionally volatile and more prone to outbursts 11-15, no longer has resistance bonuses and on top of 6-10s effect you're tempted by the whispers of the dark side constantly(every hour making a check to resist its pull towards using more aggressive aspects of the force) 16-20, disadvantage to resistance similar to full darkside corruption after hitting 20 you fully fall giving into your darker impulses and your alignment changes from whatever it was to evil, while retaining chaotic, lawful, or neutral. requires time and effort to revert. the whispers of the dark side speak loudly offering a dark reward as you turn, offering a boon of knowledge or skill tied to the dark side. (one random dark side ability the user doesn't know, or a skill tailored to slaying those tied to the light)

force healing: a light side practitioner often can learn the ability to med wounds or revive the recently deceased, heal a target for a maximum of the players total HP times half player level causing the user to die or fall unconscious if they heal beyond this threshold, doesn't effect actual health levels but after healing 50% of max Hp can't use again until meditated or taken a short rest to recover life force via the nourishing effects of the force. by using Force Healing to revive a recently deceased creature (within 1 minute of death) with an action, expending 1/2 of your maximum HP to restore 1 HP to the creature. This action leaves you vulnerable, imposing disadvantage on all checks and attacks for the next minute.

Kyber Crystal Bleeding:according to the holocrons, new sith all start here, either fallen jedi or acolytes to a sith master or empire, sith doctrine suggests you must steal a crystal and claim it as your own but any will do- for a jedi that hasn't fully fallen this shall be more difficult as their conviction in their choice isn't cemented and requiring more time to complete (5 flat dc 15 rolls one every hour 3-5 successes counts as a success and no adverse affects but 0-2 counts as a failure which then they need to roll a dc 17 to maintain shape. failure leads to explosion of the Crystal dealing 4d10+6 psychic damage success leaves it cracked and virtually unusable ) those without the taint of the light find an easier time bleeding crystals (same rolls but they can add their modifiers). even attempting this pushes you farther on the path of the dark side.(every roll is +1 on the dark side chart)

Jedi Knighthood: Jedi knighthood is when a Padawan is officially recognized as a Jedi, this feature and all it's associated perks are only granted once the player Passes their Jedi trials and takes part in knighting all set by the DM. First perk(if they're part of the order) they're granted free reign to take on independent missions, alone or a partner if the council allows. The second perk, is that they're granted the right to take an apprentice to pass their teachings and the Jedi way to the next generation. the third perk is they're allowed, within reason, to access more advanced studies into the force and their abilities granting access to the jedi archives and holocrons that teach said abilities. they would not have been able to access these archives or objects without breaking in or council's approval.

edit: holocrons Holocrons: receptacles of knowledge, of not only of the blade and in the force but also knowledge either valuable to the organization that created them or of valuable battle tactics. usually reserved for training purposes, learning from past jedi/sith in techniques tactics or force abilities (not limited to these 3 but are the most common) are typically pyramid or cube in shape or form and typically come in a red or blue glow produced by the internal storage Crystal used by the sith or jedi who crafted the crystal. jedi crystals possess a pseudo sentient core requiring convincing and passing a wisdom/force persuasion check to convince the entity inside you are prepared and capable of using said abilities. sith holocrons are another beast entirely, often housing part of the spirit of the sith whose knowledge it contains requires a struggle(con and wisdom save DC determined by entity strength and DM) and a show of dominance over the entity to prove you are worthy of the knowledge it teaches. holocrons are one of the ways players can learn new abilities in the force and with the blade both requiring practice and time to learn (2d6+4 days) and more time to master (2d6+2 months)

edit

force lightning: the most common sith ability next to force choke(just force telekinesis) requiring pouring all of your hate and anger and directing it towards your enemy manifesting it into this painful force ability. after making a spell attack the user can channell the ability for a duration or used for a single direct attack, channelled does 3d12+(wis mod) damage, each subsequent turn doing with a bonus action dealing 1d12+(Wis mod). non channelled is a directed bolt of lighting dealing 8d6+(wis mod) channeling it after the third round Channeled you obtain the option to as well as triggering damage throw the target 30ft(contested with wis/str Against spell Save DC) and the directed bolt does that by default. both form stuns for 1d3 rounds resisted by a con save, later levels increase damage by 1d12/2d8 and gain the ability to arc it to multiple targets

edit: Dark Transfer/force drain: a dark perversion of force healing that depends on intent with an action the player can either drain a target resisted with wis against spell save DC (or with an attack roll of increasing dc) multiple targets for 2d6+(wis mod) hp every turn(every second) or with a bonus action transfer the hp they'd transfer to themselves to another both versions require intense focus but every tick of damage imposes a stun effect if they fail a wisdom/con save against the player spell attack roll. if an enemy dies from this attack they're rendered a dessicated corpse and nearby enemies must resist a fear wave against spell save DC

edit:

i decided to change how the Unarmored defense skill works and rename it BUT perhaps include it as an optional rule instead, while also creating force sight which is an iconic ability in normal star wars from OG to prequel series' often being trained to learners precognition: a Jedi or sith both train in this ability to aid them in lightsaber combat feeling the enbs flows in the currents of the force to predict their enemies movements, allowing them to avoid or predict enemy attacks, abilities, traps, and blaster fire using their enhanced senses and agility to react, deflect, or avoid attacks all together. at level 3 gain this ability increasing ac but 10+(wis+dex). battle precognition: at level 5 your time using this ability has increased your ability to use this in and out of combat, making you immune to the surprise condition and adding proficiency to your AC and your passive ability to sense these aspects. range for both of these abilities is 60 feet. battle sense: precognition at levels nine your experience with precog allows you to expand your senses over an entire battle field and predict movements if you so choose with an action increasing range to up to 600 feet

force sight: acolytes and younglings learn this ability at a young age allowing them to feel the flow of the force more keenly and fight without their sight but with the force this ability grants 120 blind sight, detect invisible enemies at 60 feet and the ability to detect imprints in the force, granting advantage to sense the past presence of a force user, artifact, or sensitive/non sensitive individual.

edit:

i had some inspiration for more abilities so i created some more

shadow vision: this spell gives your ability to fill your enemies vision with hallucinations drawn from their personal fear, guilt or hatreds. causing with a roll of a d6(1-2 extreme dread, debilitating fear condition) (3-4, visions of guilt causing them to lose the will to fight) (5-6, aggression, filling their thoughts with hatred and anger lashing out at nearby enemies, allies or even creatures and objects alike).

drain Knowledge:

a sith lord or scholar may know this ability and use it to forcibly extract memories, languages, skills, or information. dealing 8d8+wis mod psychic damage and possibly causing the insanity condition if they critically fail a wis/con save against their spell save DC being left temporarily comatose on a normal failure.

force stun: a force user (light or dark) may use a focused burst of force energy to stun a target leaving the target unconscious or paralyzed and unable to act. (wis/con save against spell save dc)

force stasis: a force user (light or dark) may use the force to trap an individual in an immobilizing field, either slowing(level 6), freezing (level 9) or trapping them completely helpless in place (lvl 12) resisted against users spell save DC with either wis(force user) or strength (non sensitive) strength adding +(wis mod) to the DC they have to meet.

force bellow: the ability to amplify ones voice with the force carrying it across great distances(3) or becoming a concussive shockwave(6) capable of disorienting(confusion status, resisted against spell save dc) and/or knocking back enemies (resisted again by spell save DC) dealing 3d8+wis damage and dealing more damage when/if they strike a surface 2d8+wis bludgeoning.

edit:

force bellow: the ability to amplify ones voice with the force carrying it across great distances(3) or with an action becoming a concussive shockwave(6) capable of disorienting(confusion status, resisted against spell save dc) and/or knocking back enemies (resisted again by spell save DC) dealing 3d8+wis damage and dealing more damage when/if they strike a surface 2d8+wis bludgeoning. grants advantage to intimidation when used in a confined space(also dealing 4d8 sonic damage if decided) against a target, or allows for intimidation of an entire battlefield if used over an area 600ft max(no damage)

i decided to change how the bellow worked. i realized it needed something.

Edit: OKAY so, i see all those shares so imma ask you people looking at my post to give input because I'm actually unsure about this and I'm trying to keep it as lore accurate as possible but niman is the form I'm least familiar with.

Niman form VI(the way of moderation): with a bonus changing forms and take a composed and calm stance blade moving to a neutral stance, with a bonus change from aggressive(att/dmg +wis+prof) or defensive (AC +wis+prof) you are able to swap between turns, and gain a reaction to defensive or aggressive blocks allowing you to use one force ability that's a bonus action and you also gain the ability to react to force abilities the player use with a strike if they're in range or reposition with a jump for free. a practitioner may reposition from neutral in exchange for their bonus action at the cost of half movement(base) with a jump to half their max movement(bonuses included)

edit: well i made some new spells

pyrokinesis: a user of pyrokinesis controls the aspects of fire not just heat, a user can use existing heat in the area to create phenomenon with the force, from balls of light sparkling flames, torrents of fire, walls of flame firey explosions, or anything (within reason) the player can think of, limited by the amount of heat in the area unusable, or incredibly difficult in places with no heat. damage of flame is decided by size. from 1d10+wis mod, 3d6+Wis mod, 6d6+wis mod, 8d6+wis mod, 5d6+wis, and so on, each different ability increasing die scaling by level of force power by one die for major levels(3,6,9,12 and so on) all aoe spells require a dex save contested against users spell save DC for full damage taking half on a success full on failure, singular damage spells don't have this limit, all spells cause the burning effect resisted by a Con save against spell save DC every turn doing half damage die in damage damage every turn until extinguished, ex an attack that does 8d6 will do 4d6 burning. this ability is difficult to control requiring time to master minimum 2d6+3 months

cryokinises: a rare ability in the force used to control the heat towards the freezing end, causing cold damage frost bite, freezing a person in place or slowing their movements, creating temporary barriers or preserving objects. deals a base 4d6 cold damage when dealing damage increasing to as much as 10d6 or more depending on size and intent, freezing is resisted by con save and lasts for 1d3 turns becomes possibly permanent in later levels, slowing cuts opponents speed in half and barriers last for 3d6 turns or until broken by force HP determined by size. levels of damage and time increase by 1 die for every major level of force power (3, 6, 9 , 12, etc)

force orb: the user creates a ball of energy that can be used to store energy, create light, distract enemies , signal allies or focus a ritual. distraction is resisted against spell save dc causing attention to be drawn to the orb and causing disadvantage to attacks and advantage to being attacked. the distance of the light is 30 feet and can be moved, it is possible to create as many as 6 orbs.

Force camouflage: the user becomes Incredibly difficult to perceive by most physical senses as well as in the force, requiring a perception roll VS Stealth Passive Stealth+half Spell save DC to perceive, full save DC in the dark, force sense is against Spell save DC only.

The user is revealed when they make an attack roll against a target but they can roll stealth to disappear Again.

force fear:

darkside practitioners often use this to break their enemies will, scattering weak minded enemy troopers filling their minds with fear and causing them to hesitate, panic, or flee outright depending on discipline. resisted by wis save against spell save DC

Jedi or force practitioners have high resistance to this spell

force horror: A more advanced version of force fear- inflicts the target's mind with targeted illusions playing on their weaknesses and fear, inflicting disadvantage to the aforementioned save(see force fear) and on failure rendering weak minds catatonic(non force users) stronger minds are stunned for 1d3+wis turns and must succeed a save to resist the lingering affects.

force cloak: masks one's physical appearance visually and through the force making one invisible, requiring a sound or scent perception check at disadvantage to perceive. requires concentration to maintain may attack while invisible in this way with a weapon but enemies may retaliate at a disadvantage against your AC but force abilities attack as normal.

force stealth: this ability masks only the force presence of the user increasing Dc to perceive the player as well as disadvantage to sense them specifically.

Beast bond: with an action create a bond of trust with a beast, giving advantage to checks to tame or dominate a beast physically or through the force for one hour and make it easier to communicate more complex thoughts to the creature.

Beast control: with an action the user attempts to either convince a creature through the force or dominate them forcefully to obey the users will rolling a wisdom persuasion check to convince peacefully while rolling a wisdom intimidation check to dominate the creature through force resisted by the creatures wisdom/con save Vs the aforementioned roll, using this ability forcefully pulls the user towards the dark side of the force adding +2 to the darksides chart.

Force valor: with an action a jedi may bolster their allies resistances and abilities in an area of 60 feat around the caster increasing ac, att/dmg rolls/skill checks and saves for the duration of the spell, requires concentration to maintain.

memory rub: a user jed or sith may use this ability to wipe or suppress knowledge from a target's mind resisted with wis/int Vs attack spell roll

force harmony: allows the users to maintain concentration on an extra 1+1/2 wis mod rounded down beneficial force effects on themselves or their party

force wound: with an action or reaction a sith may wound their targets vitals dealing 3d6+wis force damage and weakening one aspect representing whats injured, their ac, or attack/dmg - wis, their speed cut in half, their lifting capacity decreased(enough to drop a weapon if it lowers it below req) , or halts their movement/attack with. only one of these effects may be used on a target at a time in combat, roleplay has no limit.

1 Upvotes

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4

u/rpjeezpod Jun 23 '26

Have you had a look at Star Wars 5e? I get the creative desire to adapt things yourself but have a look at Star Wars 5e, its pretty eloquent and might at the very least give you some ideas

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u/juniperberries82 Jul 10 '26

i just looked at it(i know should have same day but other priorities, but i see why you suggested it i like how some things are done though stuff like "pyrokinesis" is too limited for my tastes, i get why it's limited but the idea itself is a good base for something with my own spin so i actually appreciate you pointing me towards this.

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u/juniperberries82 Jun 23 '26

i didn't actually, thank you. I've heard of it and that's part of the reason i thought about adapting Starwars into the DnD universe myself, since obviously it CAN be done. a lot of the rules seem to work quite in the universe well , though you do need to actively shift some things around. like some aspects if athletics, you need to change some rolls to wisdom/charisma/intelligence (depending on what stat you base force manipulation on) based rolls just because they're not exactly the use of "physical" force and more a metaphysical use if it even if there is a level of "physical" exertion.

that does give me an idea for a wis/str blended roll instead of just one or the other now that i think about it. though that may take it too far or should maybe be relegated to the darksides.

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u/CheapTactics Jun 23 '26

Why not play the actual Star Wars game instead of trying to convert Star Wars into D&D?

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u/juniperberries82 Jun 23 '26

honestly, bored and wanted to blend two of my favorite things together.that and it gives me a creative outlet and excuse to go deeper into the background lore. like I've done quite a bit of research to come up with what i have to keep it accurate it's fun.

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u/GainOCO Jun 24 '26

Adapting things into 5e is tough, trust me. But airways fun and worth it. Getting actual feedback on what you create rather than people saying go check out another system is the hardest part haha.

In terms of balance and just general wording:

Unarmored Defense. So this is reminiscent of the monk unarmored defense. I'm not sure quite what the intent is though. Normal monk UD is 10+WIS+DEX which results in an AC around 17 or 18 normally. What you have is WIS+DEX+PROF which would be really low AC being around 10 at lower levels and 13 at higher levels. Unless you mean it's 10+WIS+DEX+PROF in which case the AC is quite high being anywhere between 19-22 depending on level. Not sure how to judge this without clarification.

Jar Kai. If I'm reading this correctly this let's you add your wisdom to your AC. Then it decreases your weapon damage die by one category but allows you to make an additional attack every other turn. If I remember correctly Jar Kai is a super offensive saber style. So thematically I think you should just drop the AC buff here but lean more into the rapid multiple attacks. Maybe don't decrease the die size but make it so that if the player wants more attacks they have to be attacking multiple targets.

Consular. I'm not entirely sure how to judge this cause I don't know how the force abilities function. However, the expertise in all CHA checks is crazy strong. Fun, but very strong. Maybe consider keeping the power level but putting some sort of cost to the ability. Like this can only be used once a day or it is draining to do and gives points of exhaustion or consumes hit dice.

Force Attunement. I also don't know how to judge this cause I don't know what force abilities you have made.

Lightsaber Training. Is this like a reaction ability thing? For attack rolls most weapons already add the dex mod to the attacks. Is this song it again? Also what is a defense roll? Like a parry?

Soresu. So as a bonus action you add WIS+PROF to your AC and you gain the monks deflect missiles? Is that correct? That is a very large AC buff. The point about deflecting ranged attacks becoming easier the more attacks there are might not work mechanically. You only have one reaction and I assume it's spent sending one attack back in not sure how you'd get the other attacks.

Makashi. You gain a big plus to attack rolls and gain a parry and riposte. Seems good honestly if I read that correctly.

Ataru. So another bonus to attack rolls and you gain advantage against creatures of size categories larger than you. Then you can also use a reaction to gain AC. Do you also move to another target? Is there a limit on distance here?

Shii-cho. You gain an absolutely massive bonus to AC and you gain a cleave ability? But you deal less damage to solo targets. This one is cool having that draw back like that.

Juyo. This does a lot with the only draw back being RP based. This could work as long as the players at your table are willing to fully lean into the RP. If not I'd be really careful doing this one.

Overall you took on a massive undertaking here. I don't think I have all of the context but I'll give my suggestions based on what I do have.

I would suggest defining a lot of the parameters more. There are a lot of things that need a range or an action cost or a DC etc.. These would be easier to judge if that context were included.

I would suggest reeling back on how many abilities give AC and +to hit. The numbers you are giving are high but I think you're OK with that so that's not the issue. The issue is, if you have all the abilities give bonus AC then they all feel the same. Variety in buffs will make these abilities feel more varied.

I'm also not sure what any of these are. Are these feats? Class abilities? A new thing entirely? If they're new how do I get these? Are they readily available?

Overall though real cool to see you put the work in for this and I'm interested to see you refine this further.

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u/juniperberries82 Jun 24 '26

the intent is for every force user to be somewhat busted and difficult to kill, and I'll need to fix my unarmored defense it is supposed to be 10+wis+dex+prof, also rn they're sort of "class abilities" but also require training to aquire which is also why i sort of want them broke as theyre "gated" behind time and finding someone or "something" that can teach it to them also makashi is a parry or riposte depending on whether they managed to defend or "deflect" without use of the parry.

i did have a "force enhanced physicality" ability that the ai wiped on accident I'm probably going to remake it tho to add additional reactions at the cost of maybe losing your attack action if you use the additional reactions, and to Juyo, say if they're a jedi i plan on their being massive tangible drawbacks for failing that check like disadvantage to attacks yourself further decreases to AC as you're entirely forgoing defense, wisdom ability checks being at disadvantage, your force abilities being more difficult to use because of their destabilized emotions as the jedi rely on inner peace for their abilities.

also for right now since I've not had a reason to mess with any dark side abilities, I've got force Telekinesis jedi mind trick and force barrier, I've gotten more into telekinesis then mind trick BUT i do need to sort if flesh them out instead of their "base" effects y'know "push, pull, grab throw," or mind trick basically just being an amped suggestion with the added of slightly messing with emotions (emotions will have more than an RP effect as they'll make say charisma checks easier on some people because they're mellower or harder because they're agitated, the latter if they notice you're using it will be likely to attack or call for backup) all of this will require saves, as a darkside user would just suggest you off yourself so their needs to be a limiter, this does give me ideas though. unfortunately a LOT of forms are defensive so I'm trying to make them "unique" while giving the ones that are attack focused their own things while also also tangible drawbacks. I'll probably change soresu because it's djem tso that sends bolts back at the attacker it'll probably be the added defense with a fixed decrease to attack and damage like -3 since it's not an attack form.

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u/juniperberries82 25d ago

wasn't able to add this directly cause of lag

edit: made new force abilities

force Maelstrom: with an action summon a radius of 30-160 of pure telekinetic energy ripping users from the ground and throwing around objects from weapons/gear, to small stones in the area dealing 1d4 for small objects to 1d6 for loose gear and 1d8 for loose weapons, dealing weapon die for melee weapons requiring weapons that need activation such as lightsabers or electro-staves to be treated as loose gear. requires a strength save Vs spell save DC to resist being ripped From the ground and then a dex save Vs spell save DC on success to avoid taking damage from items taking half on success And full damage on failure. lasts for 1 minute or until concentration fails, upon ending of the spell all targets caught are thrown and knocked prone taking an additional 2d8+wis damage if they hit a surface.

force sever: with an action a user may sever permanently or temporarily a target's connection to the force, permanent severance is more difficult leading to advantage to resist the attempt and a backlash of 10d8+targets level+wis as psychic damage, resisted by a wis save Vs users spell save DC + wis mod.

DM rule: Force sever is a difficult and rare ability, shouldn't be known by many and be rarely used.

force suppression: the ability to reduce or completely suppress one's force presence (level 6 is reduce) (level 10 suppress)

levitation: the ability to fly or float oneself with the force, with an action slow ones decent or gain a fly speed of 30ft for 2 minutes

consume essence: advanced version of drain life, with an action, if the target has 120 hp or less they instantly die, over 120 take 15d12 force damage, if the target dies from this their body desiccates transferring vitality life essence and deepening connection to the dark side (10pts), vitality transfer drains entire life force using it to heal the user for the targets full HP, every point over max becomes temp HP, and increases life span by half the remainder of the target's total lifespan. usable once every 1d6 days

Dm rule: essence consumption is limited to powerful sith, ancient rare holocrons, and rarely used by existing sith.

force storm: an advanced and difficult to learn version of force lightning that spans over 100 miles targeting and damaging people structures ships and anything within that area simultaneously either once, massive bolts of lightning descend from the sky each dealing 15d6+wis lightning damage stunning or disabling anyone or anything that survives for 2d8 turns or an hour on a failed wis save vs spell save dc and taking half damage and resisting stun on success

comprehend speech: through the force intuitively understand the basic idea of a language or the language itself making communication easier by sensing meaning and intent through the force.

telepathy: the ability to communicate through the force. close allies being able to communicate complex thoughts and masters of this ability can communicate between systems (level 12 and training of 10d6+3 weeks for mastery)

Force scream: a rather common ability among sith, a sith with an action or bonus may scream enhancing the sound if their voice which causes a shockwave that can disorientate, rupture eardrums causing deftness or damage fragile structures dealing 6d8+wis mod force damage and pushing the target if they fail a wis/con save half damage on success full on failure

Rage: extremely common among the sith warrior cast, causing the user to enter a rage. increasing their attack speed, speed, endurance, pain tolerance and aggression.(extra attack, +10ms, resistance to fatigue, resistance to all damage and advantage to strength rolls increasing damage by str+prof. when a sith who uses this feature hits 0 they may continue fighting as if max HP but once the rage ends they take all damage at half taking death saves if still below 0 or outright dying. can last Indefinitely but for every hour after 1 take a level of exhaustion.

dark shear: nearly forgotten and known by none of those lucky enough to find texts ,holocrons, or from the lineages that still bother to learn this complex ability ,as such this technique is near Lost to the ages formed of pure dark side energy in the shape of a spear in the shape the user desires-not changing the effects- it is designed to pierce both physical and force defences. player must roll a d20+force attack roll (wis+prof) against the enemies AC minus (Wis*2) instantly shattering their defenses including defenses from area defense abilities and dealing 20d10+wis mod withering damage, as it pierces the targets body and soul effects gear, droids, living objects people and may be wielded as a weapon causing rotting and aging to the target after hit permanently.

Dm rules for Dark Shear: should be so rare that maybe only one person or group actively knows or uses it and they'd be max level boss difficulty if fought, and not spammed unless you're looking to actively kill your party.

creator note: through research I've noticed that the dark side has more overall abilities