SW5E - Gray Knight

by Khae1

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Gray Knight

Level Proficiency
Bonus
Features Force Powers
Known
Force Points Max Power
Level
Force-Empowered
Strikes
1st +2 Forcecasting, Force Recovery 5 3 1st -
2nd +2 Force-Empowered Strikes, Force Shield 7 6 1st 2d8
3rd +2 Gray Knight Tradition, Gray Knight Focus 9 9 2nd 2d8
4th +2 Ability Score Improvement 10 12 2nd 2d8
5th +3 Extra Attack 12 15 3rd 3d8
6th +3 Balance Affinity, Gray Knight Tradition 13 18 3rd 3d8
7th +3 Gray Knight Focus 14 21 4th 3d8
8th +3 Ability Score Improvement 15 24 4th 3d8
9th +4 Force Purity 17 27 5th 4d8
10th +4 Gray Knight Tradition 18 30 5th 4d8
11th +4 Improved Force-Empowered Strikes 19 33 6th 4d8
12th +4 Ability Score Improvement 20 36 6th 4d8
13th +5 Battle Readiness 22 39 7th 5d8
14th +5 Gray Knight Tradition 23 42 7th 5d8
15th +5 Gray Knight Focus 24 45 8th 5d8
16th +5 Ability Score Improvement 25 48 8th 5d8
17th +6 Back to the Balance 27 51 9th 6d8
18th +6 Gray Knight Tradition 28 54 9th 6d8
19th +6 Ability Score Improvement 29 57 9th 6d8
20th +6 One with the Force, Gray Knight Focus 30 60 9th 6d8

Class Features

As a Gray Knight, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: All lightweapons, all vibroweapons
  • Tools: One specialist's kit of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

FORCECASTING

Gray Knight: 1st level
In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

FORCE POWERS KNOWN

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Gray Knight table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

FORCE POINTS

You have a number of force points equal to your Gray Knight level x 3, as shown in the Force Points column of the Gray Knight table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

MAX POWER LEVEL

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Gray Knight table.

FORCECASTING ABILITY

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. Additionally, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

Force save DC = 8 + your proficiency bonus +

your forcecasting ability modifier

Force attack modifier = your proficiency bonus +

your forcecasting ability modifier

FORCE RECOVERY

Gray Knight: 1st level
You have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your Gray Knight level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

Once you’ve used this feature, you must complete a long rest before you can use it again.

FORCE-EMPOWERED STRIKES

Gray Knight: 2nd level
When you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent.

You can’t deal more additional damage than the amount shown in the Force-Empowered Strikes column of the Gray Knight table.

FORCE SHIELD

Gray Knight: 2nd level
You learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1). This includes the triggering attack.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

GRAY KNIGHT TRADITION

Gray Knight: 3rd, 6th, 10th, 14th, and 18th level
You choose a Gray Knight tradition, which is detailed at the end of the class description.

GRAY KNIGHT FOCUS

Gray Knight: 3rd, 7th, 15th, and 20th level
You begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description.

ABILITY SCORE IMPROVEMENT

Gray Knight: 4th, 8th, 12th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.

EXTRA ATTACK

Gray Knight: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

BALANCE AFFINITY

Gray Knight: 6th level
You’ve developed an affinity for the balance in the Force, you add both your Wisdom and Charisma modifier to your maximum number of force points, instead of one.

FORCE PURITY

Gray Knight: 9th level
The Force flowing through you makes you immune to poison and disease.

IMPROVED FORCE-EMPOWERED STRIKES

Gray Knight: 11th level
You are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 damage.

If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon’s damage.

BATTLE READINESS

Gray Knight: 13th level
You have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

BACK TO THE BALANCE

Gray Knight: 17th level
If your total for a Wisdom or Charisma saving throw is less than your Wisdom or Charisma score, you can use that score in place of the total. When you do so, you can’t do so again until you finish a long rest.

ONE WITH THE FORCE

Gray Knight: 20th level
Your attunement to the Force is absolute. Your Wisdom and Charisma score both increase by 2, and your maximum for this scores increases by 2.

Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

LIGHTSABER FORMS

You can’t choose a lightsaber form more than once, even if you later get to choose again. Each known form can be adopted on your turn by using your bonus action.

GRAY KNIGHT TRADITION

Every Archetype from the Consular, Guardian or Sentinel can be adapted for this class.

This class was created as a mix of the Consular, Guardian and Sentinel classes from SW5E, because for some reason every non force-user class is just better. In particular, the Sentinel is just the worst in everything.

Gray Knight Tradition

Way of Balance with the Blade

Some few master their weapon in ways that differ from their peers. Those Gray Knights who follow this path channel the Force into their weapon, forming a unique connection that grants you greater control over the weapon; it becomes an extension of their will.

PHASETHROW

Way of Balance with the Blade: 3rd level
You learn the saber throw force power, which does not count against your total powers known. Additionally, you no longer have disadvantage on the attack roll with it if you are within 1,5m of a hostile creature, and you can your Force-Empowered Strikes when you cast it as your action and hit a target.

FORCEBLADE BOND

Way of Balance with the Blade: 3rd level
You learn how to bond with a light- or vibro-weapon through the Force, making it part of you.

You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, gaining the following benefits:

You can’t be disarmed of that weapon while you are conscious. If the weapon is within 18m of you and you can see it, you can summon that weapon as a bonus action on your turn, causing it to travel instantly to you.

If you have a free hand, you catch the weapon. Otherwise, it lands at your feet. You can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls. You can have two weapons bonded to you in this way at a time, and you can summon both of them to you with the same bonus action.

TWIN SABER THROW

Way of Balance with the Blade: 6th level
When you cast saber throw while wielding your blade, you can attack the same target multiple times.

Additionally, when you deal damage to a creature within 9m of you with your forceblade, you can use your bonus action to teleport to within 1,5m of that creature.

DISRUPTIVE THROW

Way of Balance with the Blade: 10th level
When you are the target of a ranged attack, and the source is within range of your saber throw force power, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit you impose disadvantage on the triggering attack roll.

IMPROVED SUPPRESSION

Way of Balance with the Blade: 14th level
At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power, such as sever force or force suppression, you add your proficiency bonus to that ability check.

FORCEBLADE MASTERY

Way of Balance with the Blade: 18th level
You’ve mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 3m of you, spending 1 force point per target.

Each target must make a Dexterity saving throw with a DC of 8 + your bonus to weapon attack rolls with that weapon. On a failed save, it takes 1d12 + half your Gray Knight level (rounded down), is pushed back 3m and knocked prone.