The Sith Warrior

Sith Warrior
Sith Warriors, described as "an unstoppable force of darkness," were combat specialists of the Sith Empire and served as the champions of the battlefield, entrusted with destroying the Empire's enemies and enforcing Sith domination across the galaxy. Trained to rely on the emotions of fear, anger, and hatred to deepen their connection to the dark side of the Force, they channeled its power through their bodies, purging weakness from themselves.
In contrast to Sith Inquisitors, Sith Warriors had little patience for careful planning and wasted no time with manipulations. Instead, they demanded absolute obedience from their followers, relying on power and intimidation to achieve their ends. However, such blunt methods did not reduce them to single-mindedness, and Sith Warriors had been known to go renegade in order to pursue their own agendas. The Sith were also known for wielding red lightsabers to symbolize their dark allegiance.

Bonus Proficiencies:
At 3rd level, you become proficient with all martial weapons, Medium Armor, Heavy Armor, and Energy Shields.

Darkside Rage:
Also at 3rd level, in battle, you fight with primal ferocity. On your turn, you can enter a rage that lasts 1 minute by spending 1 Sith Point as a bonus action. While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • You have resistance to all damage except psychic damage.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage rolls. This bonus increases to +3 at 9th level and +4 at 16th level.
  • You cannot concentrate on Force Powers while raging.

Fury of the Darkside
At 6th level, while you are below your maximum hit points, you can use a bonus action to spend 4 Force Points. When you do, the next time you deal damage with a melee weapon, you deal bonus damage equal to your Acolyte level. You lose this effect when you deal that damage or at the start of your next turn.

Crushing Offense
At 10th level, you can use a bonus action to spend 4 Force Points to empower the strength of your attacks. For the next 1 minute, you gain a d4 on all of your attack rolls, and as an action, you can make a crushing attack against a creature. Make a melee weapon attack using Strength; on a hit, the target must make a Strength saving throw. On a failure, they gain a penalty to their attack rolls equal to your Strength modifier until the start of your next turn.

No Turning Back
When you reach 14th level, you set your eyes on the target in front of you. When moving toward a hostile target, each 5 feet of movement grants you an additional 5 feet of movement, up to a number of times equal to your Strength modifier. If you attempt to move away from a hostile target that isn't toward another hostile target, you lose 5 feet of movement for every 5 feet you move away. Each time you roll initiative, you gain temporary hit points equal to your level (this amount is doubled if a Jedi who is hostile to you also rolls initiative). This benefit can only happen once per short rest. When you roll death saves, you can expend 4 Force Points to gain advantage on the roll. If you roll a natural 20, you can immediately spend up to 4 Hit Dice.