Baldur's Gate 3

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FunkyKat

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Eddymayne21

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About this mod

Hello again! I am here with another class mod. The Force-Sensitive! ever feel like wanting to play a jedi or sith? this is the class for YOU! The class was made with the intent to be something morally ambiguous to allow for players to choose their playstyle and is based more on the Legends lore than the "Skywalker Era" Please enjoy!

Requirements
Permissions and credits
- Force-Sensitive
In a secluded fortress–monastery, a young human reaches
out with his mind. Across the room, a practice ball shifts. He
can feel it—its shape, its texture, its weight. By the barest act
of silent will, the young man lifts the object aloft to gently
deposit it atop a tall shelf.
A blade of light springs forth from a half-elf’s hand
just in time for her to raise it against the incoming hail
of arrows. The blade hums loudly as it is drawn in a
sweeping arc, scattering the projectiles and leaving the
wielder unharmed.
Unphased by the bellowing war cry of the charging
hobgoblin, a lithe woman narrows her red eyes and raises a
slender hand. The corridor fills with cold light as arcs of
electricity surge from the woman’s fingertips, blasting the
hobgoblin to ash.
Force-Sensitives are mystic warriors who harness a form of magical
energy known as the Force. Whether channelled to empower
their bodies in combat or to create overt magical effects, this
energy is the basis for all Force-Sensitive powers.
- The Magic of the Force
The Force-Sensitives are unparallelled masters of a special kind of
magical energy that flows through all living things. Through
meditation and willpower, Force-Sensitives harness this power to create
magical effects which augment their physical abilities, direct
harmful energy at their foes, or manipulate the weak-minded.
- Contemplative Warriors
Small, fortified compounds can be found across the world
where Force-Sensitives train their abilities and meditate on the mysteries
of the Force. Almost all aspirants enter at a young age, when
they first become aware of their affinity for the special magic
that Force-Sensitives wield, and they develop their abilities as they age.
Very rarely does a Force-Sensitive become aware of their powers later in
life.
Many Force-Sensitive sects treat the Force with a reverence normally
reserved for gods, or seek to protect it as with druids and
nature. For many Force-Sensitives, balance is more important than good
or evil. The membership of such orders are invariably ascetic
and disinclined to concern themselves with the petty politics
of ephemeral nations, save where the consequences of
inaction would threaten the natural order.
By contrast, there are a few Force-Sensitive orders that reject such
concepts as balance and neutrality, and instead believe hold
that the Force is a tool to deliver justice, or even vengeance.
Those that follow this philosophy are sometimes called evil,
and have a tragic history of falling into depravity.
Force-Sensitives usually become adventurers as part of their training to
ascend to full–fledged membership of their order, or because
they have been dispatched on an important mission. A Force-Sensitive
who is sent to investigate dark omens or disturbances in the
Force has great latitude in the execution of their task, and
may spend years untangling various mysteries and threats
that arise from their original purpose.
- Creating a Force-Sensitive
As you make your Force-Sensitive character, think about the philosophy
you learned while studying the Force in your formative years.
Are you a student of the Living Force, taught to live in the
moment, or perhaps of the Unifying Force, believing in the
central, inimitable role of destiny? Consider why you left.
Were you given a mission from your superiors that sent you
far from home, or were you perhaps cast out for violating the
order’s tenets? Had you left before, or was this your first time
outside the temple’s walls?
Most Force-Sensitive orders preach respect for the balance of the
Force, so it is rare to find a Force-Sensitive who is not lawful.

Class Features
As a Force-Sensitive, you gain the following class features
Hit Points
  • Hit Dice: 1d8 per Force-Sensitive level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Force-Sensitive level
Proficiencies
  • Armor: Light armor, Medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Dexteriy, Wisdom
  • Skills: Choose four from Acrobatics, Athletics, Persuasion, Insight, Intimidation, Investigation, Perception, History, Religion, and Stealth

The Force
At 1st level, your training allows you to harness the mystical energy of The Force. Your access to this energy is represented by a number of Force points. Your Force-Sensitive level determines the number of points you have, as shown in the Force Points column of the Force-Sensitive table. You can spend these points to fuel various Force Abilities. You start knowing three such powers. You learn more Abilities as you gain levels in this class. 
Some of your Force powers require your target to make a saving throw to resist the power’s effects. The saving throw DC is calculated as follows:
Force Spell attack modifier = your proficiency bonus + your Wisdom modifier
Force Save DC = 8 + your proficiency bonus + your Wisdom modifier

Unarmored Defence
Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 12 + your Dexterity modifier + your Wisdom modifier.

Lightsaber
Beginning at 1st level, as a bonus action, you can focus on the Force to manifest a weapon of Force energy, called a Lightsaber. The Lightsaber appears and functions as a longsword, but it deals radiant damage, has the finesse property and is weightless. You are proficient with your Lightsaber while you wield it, and it counts as magical for purposes of overcoming resistance and immunity to non magical attacks and damage. This weapon acts as if coated in adamantite and always does max damage to structures. The damage of your Lightsaber is 1d10+1d4 radiant and gains another 1d4 at 11th level and at 17th level.

Fighting Style
At 2nd level, you adopt 2 particular fighting styles as your specialties. You can’t take any more Fighting Style options more than once, even if you later get to choose again.

-Soresu Form: As long as you are not wearing armor, Gain 2 AC.
-Shii-Cho Form: If you make an attack on a creature, whether you hit or miss, your movement does not cause opportunity attacks on that creature.
-Juyo Form: Gain the two weapon fighting, fighting style.
-Djem-So Form: While wielding a weapon you are proficient with, gain 2 damage to your attacks.
-Makashi Form: Movement adds AC while you move.
-Niman Form: Add 1d6 lightning damage to your attacks.
-Vaapad Form: Weapon attacks deal 10 extra damage but have -5 penalty to attack rolls.

Force Body
Due to extensive training and repetitive use of the Force, A Force-Sensitive can call upon the Force to enhance their physical qualities so naturally it becomes synonymous with breathing. As long as the Force-Sensitive is not incapacitated and not wearing armor or wielding a shield, they naturally jump 3 times the distance and height and can slow their fall to allow for safe landings up to their maximum jump distance. Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Force Sensitive levels.

Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or reflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Force-Sensitive level. If you reduce the damage to 0, you can spend 1 Force point to reflect the missile as part of the same reaction. Make a ranged attack with proficiency, regardless of your weapon proficiencies, with a normal range of 20 feet and a long range of 60 feet. 

Force-Sensitive Path
When you reach 3rd level, you commit yourself to a path that calls to you: the Sage, the Champion, or the Specialist. These choices are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, and 14th level.

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 two ability scores of your choice by 1. 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.

Evasion
At 7th level, your connection with the Force provides you with a glimmer of foresight, allowing you to dodge out of the way of certain area effects such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Mental Bastion
By 10th level, your connection with the Force allows you to perceive the world with clarity. You cannot be frightened or charmed.


Force Resilience
Beginning at 14th level, your connection to the Force grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Force point to reroll it and take the second result.

Blindsense
Starting at 15th level, your connection to the Force allows you to be aware of the location of any hidden or invisible creature within 30 feet of you.

Elusive
Beginning at 18th level, your knowledge of the Force has granted you superior battlefield awareness. No attack roll has advantage against you while you aren’t incapacitated.

Force Master
At 20th level, when you roll for initiative and have no Force points remaining, you regain 4 Force points.

Sage
The path of the Sage is the most scholarly of all Force-Sensitive traditions. Sages believe in drawing their weapons only as a last resort, instead focusing their efforts on developing their Force abilities. Sages are the diplomats, healers, and lore keepers of the Force-Sensitives.
Force Scholar. When you select this path at 3rd level, you know more force abilities than your fellow Force-sensitive paths. You know more force abilities in the amount of your proficiency bonus. Additionally, you can recover force points up to your proficiency bonus, this effect can only occur once per long rest.

Equilibrium
Beginning at 6th level, you can spend 2 force points enter a special meditation that allows you to focus in the force, You gain the effect of a sanctuary spell.

Augmented Force
At 14th level, your study of the Force has granted you improved ability with your Force powers. When you expend Force points to cast a damaging spell, the spell deals one extra die of damage.

Champion
The skills and talents of Champions lie in battle. Most often seen as knights, Champions are esteemed warrior- mystics whose form in battle is one of practiced perfection. Guardians are a Force-Sensitive temple’s first line of defence.

Improved Critical
Beginning when you choose this path at 3rd level, your Lightsaber attacks score a critical hit on a roll of 19 or 20.

Force Strike
At 6th level, you gain the ability to infuse your weapon strikes with Force. Once on each of your turns when you hit a creature with a Lightsaber attack, you can cause the attack to deal an extra 1d8 radiant or necrotic damage (your choice). When you reach 14th level, the extra damage increases to 2d8.

Warrior Sage
Starting at 14th level, when you use your action to cast a Force power, you can make one weapon attack as a bonus action.

Specialist
Specialists are often considered the middle ground of the three Force-Sensitive paths, blending the teachings of the Sage and the Champion and amplifying them with non-Force skills. Specialists are often dispatched for highly sensitive missions that require specialized abilities.

Force Versatility
Beginning when you choose this path at 3rd level, your knowledge of the Force allows you to master even those tools and skills which are outside your specializations. As an action, you can expend 1 Force point to cast Astral Knowledge. Additionally, once per turn you can give yourself advantage on one of your attacks per turn. When you hit a creature with advantage on the attack, you can choose to empower that attack with the force. 2 Force points would deal 1d8 Force damage. 3 Force Points, 2d8. 4 Force points, 3d8. 5 Force points, 4d8 and 6 Force points is 5d8.

Reliable Talent
By 6th level, your skill in the Force allows you to perform your chosen skills with competence under any condition. Whenever you make an ability check that lets you add your proficiency bonus, you can give yourself advantage to that ability check.
Once you use this ability, you cannot do so again until you finish a short or long rest.

Force Presence
Beginning at 14th level, you can expend 5 force points to project a presence against awe for allies and fear for enemies to a distance of 30 feet.

Please also check out my first Class mod, the Crimson Oathsworn here