Want to play a Jedi in Dungeons & Dragons 5e?
Honestly, I’ve been tossing around how I’d make a Jedi in DnD 5e. So, I figured I’d take my chance now right around May the 4th to put together a character build.
So, here’s what I’ve got for my DnD 5e Jedi character build.
Jedi DnD Build: Lineage
There are a few solid options for your DnD Jedi’s lineage.
My top two picks are:
- Yuan-ti Pureblood: For their Magic Resistance
- High Elf: For their Fey Ancestry, Trance, and bonus cantrip
Both would make great options for a Jedi. Both lineages have Darkvision and a bit of innate spellcasting.
The Yuan-ti was my initial pick. The Magic Resistance and ability to cast suggestion at 3rd level is very thematic for a Jedi.
But, I think the High Elf just wins for me.
That being said, either option is great for your Jedi DnD character.
Jedi DnD Build: Class
So, here’s where things get a little weird for our DnD 5e Jedi build.
Honestly, I think there are three classes that could work as a Jedi on their own.
- Monk – Kensei (Xanathar’s Guide to Everything)
- Fighter – Psi Warrior (Tasha’s Cauldron of Everything[TCoE])
- Wizard – Bladesinger (TCoE)
Each of these classes and subclasses could stand on its own as a Jedi warrior. Kensei Monks embody a lot of the agile fighting style from the prequel Star Wars series. Psi Warrior Fighters are a nice blend of martial prowess and psychic abilities that could easily serve as an analog for Force powers. And, Bladesinger Wizards offer more magical options as Force abilities with a bit of martial capabilities.
If you wanted to make a Jedi in DnD 5e without getting too complicated with your build, any of these could be flavored and played as such.
That being said…I’m gonna make it complicated.
I’m going to make a DnD Jedi that’s a multiclass of these three classes. But first, let’s take a look at what DnD backgrounds work for Jedi.
Jedi DnD Build: Background
I’m gonna be honest, it’s tough choosing a background for a Jedi in DnD 5e.
My initial, gut choice is Hermit. The Discovery feature might be something along the lines of knowing the secrets of their order or of some cataclysmic vision that’s coming.
Other than that, Acolyte is a good option. The Jedi Order is a religious-esque organization. So, the Shelter of the Faithful feature would work really well for that.
Folk Hero is another good pick. Jedi are kind of the heroes of the people (or the pariahs).
Sage works for the more learned Jedi. And, Soldier works for some of the Clone Wars era individuals.
For the purposes of this build, I’m picking Acolyte. I like the idea of the Jedi finding shelter with other followers of the Force. And, to play up the more religious elements of their Order.
Jedi DnD Build: Level Progression
The basic breakdown of my DnD 5e Jedi character is a High Elf Monk 7 / Fighter 10 / Wizard 3. My primary Ability Scores are going to be Dexterity (for martial combat) and Intelligence (for spellcasting).
I will note that I’m using the updated rules for lineage Ability Score bonuses from Tasha’s Cauldron of Everything which lets players move their bonuses around. Using the Standard Array for Ability Scores, I’m going to assign my stats as:
- Strength: 10
- Dexterity: 15 (+1 for 16 from their lineage)
- Constitution: 12
- Intelligence: 14 (+2 for 16 from their lineage)
- Wisdom: 13
- Charisma: 8
I’m gonna be honest, Charisma is just the dump stat. I feel that the physical training of becoming a Jedi (as much as it’s less of a strength-based discipline) would mean they have okay physiques. Besides, Jedi seem to either be enigmatic or asocial. That whole thing about forsaking possessions and attachments plays into it anyway. It’s thematic, moving on.
- 1st Level: Monk – Unarmored Defense, Martial Arts
- 2nd Level: Monk – Ki, Unarmored Movement
- 3rd Level: Monk – Monastic Tradition (Kensei), Deflect Missiles, Path of the Kensei (Longsword & Longbow)
- 4th Level: Monk – Ability Score Improvement (+2 Dexterity), Slow Fall
- 5th Level: Monk – Extra Attack, Stunning Strike
- 6th Level: Fighter – Fighting Style (Great Weapon Fighting), Second Wind
- 7th Level: Fighter – Action Surge
- 8th Level: Fighter – Martial Archetype (Psi Warrior), Psionic Power
- 9th Level: Fighter – Ability Score Increase (+2 Dexterity)
- 10th Level: Wizard – Spellcasting, Arcane Recovery
- 11th Level: Wizard – Arcane Tradition (Bladesinger), Training in War and Song, Bladesong
- 12th Level: Wizard
- 13th Level: Fighter –
Extra Attack(redundant) - 14th Level: Fighter – Ability Score Improvement (+2 Dexterity)
- 15th Level: Fighter – Telekinetic Adept
- 16th Level: Fighter – Ability Score Improvement (+2 Intelligence)
- 17th Level: Fighter – Indomitable
- 18th Level: Fighter – Guarded Mind
- 19th Level: Monk – Ki-Empowered Strikes, Path of the Kensei, One with the Blade
- 20th Level: Monk – Evasion
My DnD Jedi focuses mostly on physical abilities because that’s how I like to play. But, if you want a more Force-focused character, you could switch out a few levels of Fighter for more Wizard.
Jedi DnD Build: Spells
So, a major part of making a Jedi in DnD is the Force powers. So, I made a list of spells that work as analogs for Force powers.
Basically, I chose spells that affected people’s minds and some other utility spells. Now, I did choose a few Sith spells like shocking grasp just in case you want to play a more Dark-aligned character.
Since this Jedi build only goes up to a 3rd level Wizard, you’ll only ever get 2nd level spells. So, that’s all I’ll include for now.
Additionally, you’ll only get three cantrips and 10 spells at most with this build. Wizards get three cantrips to start and only get their 4th once they reach 4th-level. For spells, the class starts with six and gets to add two more for each level in Wizard you take, so you’ll get four more through leveling for a total of 10.
Here’s my list of Jedi spells for DnD 5e.
DnD Jedi Cantrips
- Blade Ward
- Friends
- Gust
- Mage Hand
- Message
- Minor Illusion
- Prestidigitation
- Shocking Grasp
- Green Flame Blade (TCoE)
1st Level DnD Jedi Spells
- Catapult
- Charm Person
- Comprehend Languages
- Detect Magic
- Disguise Self
- Expeditious Retreat
- Feather Fall
- Jump
- Longstrider
- Mage Armor
- Protection from Evil and Good
- Shield
- Silent Image
- Sleep
- Tenser’s Floating Disk
- Thunderwave
- Witch Bolt
2nd Level DnD Jedi Spells
- Blindness/Deafness
- Blur
- Crown of Madness
- Detect Thoughts
- Gust of Wind
- Hold Person
- Levitate
- Mirror Image
- Nystul’s Magic Aura
- Phantasmal Force
- See Invisibility
- Shatter
- Spider Climb
- Suggestion
- Tasha’s Mind Whip (TCoE)
That’s how I’d make a Jedi in DnD 5e.
Like I said earlier, if you don’t want to bother with multiclassing, you can always go with a Psi Warrior, Kensei, or Bladesinger all the way through. In fact, I’d recommend it if you’re newer to DnD.
How would you make a DnD 5e Jedi? Have suggestions to improve on this character build? Or, do you plan on using this guide for your next character? Leave a comment below and let me know!
It’s not a bad build, but if you’re going with a Dex build, wouldn’t a finesse weapon work better? You could use a rapier and also take Defensive duelist as a feat.
You have an error/omission or two…
’19th Level: Monk – Ki-Empowered Strikes, Path of the Kensei (Add Glaive), One with the Blade’
You can’t add Glaive as a Kensei Weapon, it has the Heavy property.
“Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties.”
For your Spells, you can definitely acquire all those spells eventually… but if you’re just building the character through leveling you can only have 3 Cantrips and 10 spells. 6 for when you acquire the ‘Spellbook feature’ as a Wizard1, then +2 Spells for each additional level in Wizard, bringing your total freely learned spells to 10. you may want to preface that in your Spells section.
Ah, thanks for catching that. I must’ve missed & forgot the caveat for Kensei weapons when I re-read the feature.
And, thanks for the suggestion. That’s a good point for calling out the limited number of spells the build gets access to.