The Padawan

A Padawan, also known as a Padawan learner or Apprentice, referred to a Force-sensitive adolescent who trained in the Jedi Order to one day become a full-fledged Jedi. Padawans were known as Jedi younglings at first, and trained in classroom settings with multiple students and a teacher.[9] After reaching a certain age, Padawans were normally apprenticed to a Jedi Knight or Jedi Master, beginning their one-on-one training. Apprentices would often go on missions with their masters as part of this one-on-one training. Jedi were only allowed to have one Padawan as an apprentice at a time. Most of the Padawans were known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan would be promoted to the rank of Jedi Knight.

Creating A Padawan

While creating your Padawa character, consider how you first took your steps toward developing the Force. Perhaps you were indoctrinated into the Jedi Order at a young age. Maybe you're a Force-sensitive adept who only recently learned the ways of the Jedi from one of the order's knights or masters.

Quick Build

You can make a padawan quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Dexterity. Second choose the missionary background.

HIT POINTS

  • Hit Dice: 1d10 per Padawan level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Padawa level after 1st

PROFICIENCIES

  • Armor: None
  • Weapons: Simple weapons, lightsabers
  • Tools: Choose any one
  • Saving Throws: Dexterity, Wisdom
  • Skills: Light-side Force and any two others from Acrobatics, Athletics, History, Insight, Investigation, Perception and Persuasion.
  • Languages: Choose any two

    EQUIPMENT:

    You start with the following equipment, in addition to the equipment granted by your background.

  • • (a) A Training Lightsaber (b) Katharcite Crystal
  • • (b) a tool kit or (b) a utility belt
  • • (c) a diplomat's pack or (b) a traveler's pack, Padawan Initiate Robes
  • • You start with a number of credits equal to the total of 5d4 x 10.

Force Powers: 

Through training and focus you have begun to gain control of the Force, and can use it in remarkable ways. You can use the powers of the Force to aid you in battle, sense your surroundings or unravel the secrets of the galaxy.

Force Talents: 

You know two Force Talents of your choice from the Jedi Force power list. You learn additional Force Talents of your choice at higher levels, as shown in the Talents Known column of the Jedi table.

Force Points: 

The Padawan table shows how many Force points you have. The table also shows what the maximum level of power you can spend your Force Points on. To use one of your Force Powers of 1st level or higher, you must expend a number of Force Points. You regain all expended Force Points after a long rest.

Powers known of 1st-level and higher: 

At 1st level, you know two 1st-level powers of your choice from the Force power list. The Powers Known column of the Padawan table shows when you learn more Force powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Force power, which can be 1st, 2nd or 3rd level.

Force Casting Ability: 

Wisdom is your Force casting ability for your Force powers, so you can use your Wisdom whenever a power refers to your Force casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Force power you cast and making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Wisdom modifier
Power attack modifier = your proficiency bonus + your Wisdom modifier


Padawan Defence

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Bonus Feat:

Begining at 1st level you can choose a Feat from the Bonus Feat list. You get this again at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th level.

Jedi Lightsaber Form: 

Also starting at 2nd level, you adopt one of the Seven Lightsaber Forms of combat, training by practicing one of the ancient Lightsaber Forms, as your specialty. Choose one of the following options. You can't take a Fighting style option more than once, even if you later get to choose again. You can only be in one Lightsaber Form at a time. If you have access to more then one Lightsaber Form you can change into a different form as a Bonus Action.

The 7 Lightsaber Forms:

​1.) Shii-Cho: "Form I, also called Shii-Cho, requires little explanation, as every Jedi youngling learns the basics of attack, parry, body target zones, and practice drills called velocities."―Cin Drallig. While in this form you gain the following benifits:

  • Disarming Slash: When you attack a creature with a weapon or item that you can see you can attempt to Disarm them. Make a melee attack against the target contested against their Athletics or Acrobatics. If you succeed the weapon or item falls to the floor. If you roll a natural 20 the target must roll a d20 + Dexterity Modifier, if it rolls under the damage dealt the item is destroyed. A natural 20 autamatically succeeds.
  • Sarlacc Sweep: As an action you can make a melee attack hitting all enemies in a 5ft radius centered on you as long as you meet or exceed their AC. 

​2.) Makashi:  "Form II, also called Makashi, represents the ultimate refinement of lightsaber-to-lightsaber combat."―Cin Drallig. Whiin this form you gain the following benefits:

  • Precision: While weilding only one non-ranged weapon you gain a +2 to attack with it.
  • Fluid Motion: Making an oppurtunity attack doesnt use your reaction.

​3.) Soresu: "A... defensive technique. But effective. Use it if you do not wish to be hit, or if you are facing many opponents with blasters. With a lightsaber blade and enough skill in deflection, it is an excellent offense against blasters, but in other situations, it merely delays the inevitable."―Kreia. While in this form you gain the following benefits: 

  • Weapon Ward: You gain a +1 AC when you have a non-ranged weapon out.
  • Blaster Deflection: As part of your Reaction, you a number of stacks of Blaster Deflect until the start of your next turn equal to your Dexterity Modifier. When you would be hit with a energy based ranged weapon, you can expend one of these stacks to activate your deflect. if you dont reduce the damage to 0 or you are hit by a energy based ranged attack roll, you lose all remaining stacks.

​4.) Ataru; "Ataru is the name given to the movements of this form - though it is aggressive, it is focused, and its best use is in combat against a single opponent."―Zez-Kai Ell. While in this form you gain the following benefits:

  • Deadly Fighter: While you wield two weapons you can add your ability modifier to your offhand attack and damage.
  • Su Ma: With the force fueling your movements and speed you gain +10ft of movement while in combat. You also have the ability to leap over opponents with ease, while within 5ft of an opponent you can make a leap to jump to any space within 5ft of the target not causing any oppurtunity attacks from other hositle targets.

​5.) Shien "Peace through superior firepower"―Jedi Maxim. While in this form you gain the following benefits:

  • Perseverance: When you deflect a blaster bolt you can make an attack at any target within 5ft as part of the same reaction.
  • Djem So: You gain a +2 to damage with non-ranged weapons and when you hit with a power attack the target is pushed back 10ft.  

6.) Niman: "Is Form VI the most worthy of study? No, but in general it is the most practical."―Cin Drallig. While in this form you gain the following benefit:

  • Complete Balance: You gain a +1 to AC and +1 to Attack and Damage rolls with non-ranged weapons.

7.) Juyo: "Six there were for generations of Jedi. The seventh, is not well-known. Powerful form it is. Deadliest of all. But dangerous it is, for its master as well as its opponent. Few have studied. One student alone, to mastery has risen."―Yoda. While in this form you gain the following benefit:

  • Dark Rage: Your non-ranged weapon attacks gain a +1 bonus to attack and damage equal to half your darkside level (round up, minimum 1). 

Jedi Training: 

Starting at 2nd level, your training allows you to call upon rigorously taught jedi techniques, which call upon the force to heighten your reflexes to perform these amazing feats. Your Padawan level determines the number of "Jedi Points" you have, as shown in the Jedi Points column of the Padawan table. You can spend these points to fuel various Force features. You start knowing four such features: Rapid Strike, Recovery, Surge and Focus. You learn more Force features as you gain levels in this class. When you spend a Jedi point, it is unavailable until you finish a Long Rest, at the end of which you meditate on the Force to regain the points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your points. Some of your Force features require your target to make a saving throw to resist the feature's effects. The saving throw DC is equal to your Force power DC as listed above.

  • Rapid Strike: Immediately after you take the Attack action on your turn, you can spend 1 Jedi Point to make an additional unarmed attack as a bonus action.​

  • Recovery: Immediately after falling prone by some effect, you can spend 1 Jedi point as a reaction to regain your standing and upright position. Alternatively, you can spend 1 Jedi point as a bonus action to spend one of your healing hit die, regaining hit points.

  • Surge: You can spend 1 Jedi point to take the Dash, Disengage or Dodge action as a bonus action on your turn, and your jump distance is doubled for the turn.

  • Focus: You can spend 1 Jedi point when you make an ability check to gain proficiency in it.

Jedi Mastery: 

When you reach 3rd level, you begin your Jedi trials that guide you into one of the three primary Jedi branches: Jedi Consular, Jedi Gaurdian or Jedi Sentinel All are detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 14th and 20th level.

Jedi Reaction: 

Starting at 3rd level, you can choose one from the following features, you gain an additional feature at 6th and 9th level.

  • Deflect: You can use your reaction to deflect a ranged blaster bolt that you can see with your lightsaber. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + Half Padawan level, You must be wielding a lightsaber in order to use this feature.
  • Parry: You can use your reaction to Parry a melee attack that you can see with your lightsaber. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + Padawan level.
  • Force Absorbtion: You can use your reaction to absorb a Force Power that you can see with your lightsaber. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + Padawan level, You must be wielding a lightsaber in order to use this feature. 

Jedi Lightsaber:

At 3rd level you draw near your initiation as a Padawan. One of the core aspects of this appointment is the construction of your own lightsaber. This ritual requires time and materials. You must spend 1,000 (250 if you breakdown your training lightsaber) credits to obtain the basic components (if you do not possess them already) and 24 uninterrupted hours constructing the weapon. At the end of this time, make a DC 15 Force skill check. If the check succeeds, you complete the lightsaber's construction. If the check fails, you must spend another 24 hours dismantling and rebuilding the weapon. Once the lightsaber is constructed, you must spend a Force point to attune it as an Action. From that point on, your personally Crafted Lightsaber is considered a modified weapon for the purposes of overcoming resistances. 

Ability Score Improvement: 

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack: 

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Force Trance: 

Starting at 6th level, you no longer need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can use the Force skill to sense the emotions and general status of any target with whom you are familiar, regardless of distance as long as they are conscious. After resting in this way, you gain the same benefit that you normally would from 8 hours of sleep. Alternatively, you can also spend 1 Jedi point on your turn in combat to enter a Force Trance. In doing so, you regain a number of hit points equal to 1d8 + your Padawan level. You can maintain this Trance in subsequent rounds by spending further Jedi points. Once you break out of your Trance in this fashion, you cannot enter another Trance until you take a long rest.

Jedi's Defense: 

 Beginning at 10th level, your Jedi Reaction feature improves. Choose one of the following features below:

  • Counterattack: When you use parry and reduce the damage of a melee attack to 0, you can then make a counterattack against the attacking target. you make a melee attack with your lightsaber, melee weapon, or unarmed strike.

  • Reflect: You use Deflect and reduce the damage of a ranged attack to 0, you can reflect the blaster bolt back at the attacker. Dealing the damage it rolled. 

  • Repulse: When you use Force Absorbtion and reduce the damage to zero, your next melee attack deals an additional amount of damage equal to the reduced amount.​

Jedi Tranquility: 

Starting at 13th level, you can enter a special meditation that surrounds you with an aura of peace and serenity granted by the calming influence of the force. You can use your action to end a Disease, Poison, Charm or Frieghtened Condition on yourself.

Soul of a Jedi: 

Starting at 15th level, your mastery of the force grants you proficiency in one additional Saving Throw of your choice. Additionally, whenever you make a saving throw and fail, you can spend 1 Jedi point to reroll it. but you must take the second result.

Jedi Master: 

When you reach 20th level, you reach the pinnacle of training within the Jedi Order. By obtaining the rank of Jedi Master, you take it upon yourself to turn your attention toward younger or newer padawans and knights who look up to you. Padawans and other Jedi will defer to your wisdom for advice or guidance, many will take your words of wisdom to heart. Additionally you gain a Padawan that starts out as a Level 5 Guardian, Counselor or Sentinel.