Jedi Sentinel

Jedi that follow the path of the Sentinel are the true enemies of the Dark Side, hunting down evil and stopping the spread of darkness wherever they go. They are masters of subtlety and difficult to tempt with the Dark Side, even when constantly confronted with its power. Jedi Sentinels are also sometimes known as Jedi Shadows, for their ability to blend into the darkness to hunt down Sith of the Dark Side. Becoming like a blur and moving with swift speed to take them down.

Dark Side Sense: 

The presence of the Dark Side registers on your senses like a noxious odor, and you are trained to sniff it out. At 3rd level you can, as an action, expend 1 Jedi point to open your awareness to detect such darkness. For the remainder of your turn, you know the location of any creature within 60 feet of you that has a Dark Side score of 1 or higher. You know of their presence, but not their identity. If the creature is within 30 feet of you, you can sense accurately how strong they are in the Dark side of the force,You also know their Dark Side score. You can maintain this sense as an action in subsequent rounds, without expending any additional Jedi Points, up to a number of rounds equal to your Wisdom Modifier (minimum of 1).

Swift and Silent as a Shadow: 

Also at 3rd level, you gain proficiency in the Dexterity (Stealth) skill, and have advantage on said checks. In addition, Your Movement speed increases by 10 feet.

Dark Side Scourge: 

Starting at 6th level, you become resistant to necrotic damage. Furthermore, you add your Wisdom modifier to any weapon or Force power damage you deal to creatures with a Dark Side score of 1 or higher.

Force Haze: 

Beginning at 14th level, you can spend 1 Jedi point to create a 30' radius aura centered on yourself that lasts for 1 minute. You and any allies within that radius are considered invisible for the duration. if you or any allies within the haze makes an attack or casts a Force power, the invisibility ends.

Punishment: 

When you reach 20th level, whenever you deal Weapon or Force power damage to a creature with a Dark Side score of 1 or higher, you can score a critical hit on a roll of 19-20. In addition, if you score a critical hit on the creature, they must succeed on a Wisdom Saving Throw against your Force Power DC, if they fail, they are stunned until the end of your next turn.