Force Initiate (3.5e Class)

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Author: Ethereal1111 (talk)
Date Created: 17 September 2015
Status: In progress
Editing: clarifying only please
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A DnD generalized concept of "[The ]Force" powers without the focus of alignment or "Star Wars".

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Force Initiate[edit]

<-general description->.

Making a Force Initiate[edit]

Abilities: Wisdom plays a vital role in a Force Initiate's class abilities.

Races: Any.

Alignment: Any Lawful.

Starting Gold: 0 gp. All expenses of an Acolyte are covered by his/her Master. Oath of Fielty.

Starting Age: Complex

Table: The Force Initiate

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Force Acolyte, Force Grab, Soulblade Defense, Wild Talent
2nd +1 +0 +3 +3 AC Bonus, Nimbleness, Soulblade Deflection
3rd +2 +1 +3 +3 Force Insight
4th +3 +1 +4 +4 Evasion, Speed Burst 30 ft.
5th +3 +1 +4 +4 Force Push
6th +4 +2 +5 +5 Force Knight, Throw Soulblade
7th +5 +2 +5 +5 Uncanny Dodge
8th +6/+1 +2 +6 +6 Improved Evasion, Speed Burst 40 ft.
9th +6/+1 +3 +6 +6 Mind Trick
10th +7/+2 +3 +7 +7 Impale
11th +8/+3 +3 +7 +7 Improved Uncanny Dodge
12th +9/+4 +4 +8 +8 Force Fury (1/day), Speed Burst 50 ft.
13th +9/+4 +4 +8 +8 Force Repulse
14th +10/+5 +4 +9 +9 Absorb Energy
15th +11/+6/+1 +5 +9 +9 Bonus Feat
16th +12/+7/+2 +5 +10 +10 Force Fury (2/day)
17th +12/+7/+2 +5 +10 +10 Force Master, Force Electricity
18th +13/+8/+3 +6 +11 +11 Improved Soulblade
19th +14/+9/+4 +6 +11 +11 At One With The Force
20th +15/+10/+5 +6 +12 +12 Force Fury (3/day)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Force Initiate.

Weapon and Armor Proficiency: Force Initiates are proficient with their own soulblade and all simple weapons and proficient with light and armor and no shields.

Nimbleness (Ex): At 1st level, an acolyte moves with "forceful" grace. Each step is calculated, and executed so precisely that he could walk on a wire. One may move up to his/her normal speed when using the Tumble or Balance skills without changing the result of his skill check. In addition, when he uses the Jump skill, his jumping distance is not limited by his height. Lastly, he gains a competence bonus on all above-mentioned skills equal to his class level and can take 10 even when circumstances would normally prevent him from doing so. In order for an acolyte to receive these benefits, he/she must be unencumbered.

Force Acolyte (Ex): At 1st level, a Force Initiate becomes apprenticed to another initiate of greater power. Part of this apprenticeship requires him to take an oath of fielty. You are referred to an "acolyte" and gain the Apprentice (DMG II) and Psicrystal Affinity feats as bonus feats. Your master uses your crystal to make your Psicrystal Soulblade (see below) until you learn to make your own.

Force Power (Ps): At 1st level, an acolyte can manifest, as a psi-like ability once per encounter, certain powers. At 1st level, an acolyte can manifest one Force Power. The acolyte gains another power every four levels after 1st. In addition, the acolyte gains another use of one's powers per encounter every 4 levels after 1st. The acolyte's manifester level is equal to his class level. The DC to save against an Initiate's power is 10 + Power's Level + the Initiate's Wisdom modifier.

Grab (Ps): At 1st level, the acolyte gains, as a psi-like ability, the equivalent of Complete Telekinesis.
Push (Ps): At 5th level, the acolyte gains, as a psi-like ability, the equivalent of the Energy Bolt power, with the [force] and [sonic] subtypes. This subtype causes, in addition to sonic damage dealt, knockback of 5 ft. per die of damage caused. Knockback distance is halved on a successful save.
Mind Trick (Ps): At 9th level, the Knight gains, as a psi-like ability, the equivalent of the Psionic Suggestion power.
Repulse (Ps): At 13th level, the Knight gains, as a psi-like ability, the equivalent of the Energy Burst power, with the [force] and [sonic] subtypes. This subtype causes, in addition to sonic damage dealt, knockback of 5 ft. per die of damage caused. Knockback distance is halved on a successful save.
Lightning (Ps): At 17th level, the Master of the Force gains, as a psi-like ability, the equivalent of Energy Current (lightning only).

Psicrystal Soulblade (Ps): In exchange for a psicrystal's normal abilities. A Force Knight uses his crystal to form a "Soulblade", or a bladed weapon composed entirely of psionic plasma ([fire], [force], and [sonic] energies) projected by the Initiate's psicrystal, focused by the Force-bond between crystal and Initiate into a particular type of bladed weapon, and housed inside a metallic apparatus that is used as the weapon's hilt (approx. 1,000 g.p., 1.5 lb.). The crystal designates the color of the blade. A soulblade, because of it's plasma state (having the [fire] and [sonic] subtypes), ignores hardness of any substance and seers through virtually any material and creatures struck by a soulblade must be immune to all fire, force, and sonic to not receive damage. A blade hums as it is in motion and has the luminary equivalency of a torch (10'). Due to a blade being composed of psionic plasma, a blade can't be sundered (unless the crystal itself is sundered) but having the [force] subtype it will stop incoming weapons . A blade can be either wielded as an one-handed bladed weapon dealing (1d8 19-20 x2) piercing or slashing damage, an exotic one-handed bladed weapon dealing (1d10 19-20, ×2) piercing or slashing damage, wielded two-handed as a martial bladed weapon dealing (1d10 +1 1/2 Strength bonus 19-20, x2) piercing or slashing damage, as a double bladed weapon dealing (1d8/1d8 19-20, ×2) piercing or slashing damage, as well as wielding a light bladed weapon in each hand dealing (1d6/1d6 18-20, ×2) piercing or slashing damage. Once an apprentice activates his/her soulblades, it activates the same way every time afterward. It is considered highly offensive to either sell or lose one's soulblade, and repeated offenses can result in being released from a master's instruction. It can be manifested at 1st level as a move-equivalent action. At 7th level it can be manifested as a swift action. Deactivating a soulblade is free action. A soulblade is considered a magic weapon for purposes of overcoming damage reduction.

Soulblade Ability: Your soulblade can gain or perform certain abilities based on your level as a Force Initiate. The soulblade needs to be activated and in hand to gain these bonuses. These abilities replace those of a psicrystal as per Psicrystal Soulblade feat.

Defense (Ex): An acolyte can use his soulblade for defense rather than attack. The acolytete gains his Wisdom modifier as a shield bonus (this is in addition to his normal Wisdom bonus) to AC.
Deflection (Ex): An acolyte of 2nd level gains the equivalent to having the Deflect Arrows feat.
Throw Soulblade (Ex): A Knight at 6th level can throw his soulblade as a ranged attack at a range of 10 ft. + 5 ft./level with the Throwing and Returning abilities.
Impale (Ex): At 10th level, a Knight of the Force may throw his soulblade at a target currently being held by his own force grab power. This attack automatically hits and does critical damage.
Absorb Energy (Ex): At 14th level, a Knight may, as an immediate action, attempt to absorb the energy from a psionic or magical energy attack targeted at him into his soulblade. The Knight must expend his psionic focus as part of this immediate action.
Improved Soulblade (Ex): A Master of the Force has become so devastating, yet bonded to their own soulblade, that their soulblade now deals damage as if it were one size category larger. The Master can choose to now use his Wisdom modifier for damage rolls instead of his Strength bonus. Plus, its critical threat range is doubled and its critical damage multiplier is increased by 1. This ability stacks with the Improved Critical or Insightful Strike feats (but not both). This ability is available at 18th level.

Wild Talent (Ex): An acolyte gains Wild Talent as a bonus feat (this feature provides the acolyte with the psionic power to manifest his/her soulblade, if he has no power points otherwise). An Initiate who already has a power reserve or is a racially psionic creature, he instead gains the Psionic Talent feat.

AC Bonus (Ex): At 2nd level, an acolyte is trained to dodge blows and have an almost insightful sense to avoid unanticipated attacks. When unarmored and unencumbered, the acolyte adds his Wisdom modifier (if any) as a dodge bonus to his armor class.

Force Insight (Su): At 2nd level the acolyte can manifest Detect Hostile Intent at will.

Evasion (Ex): The acolyte listens well to the insightful Force and uses his uncanny agility to dodge. At 4th level, the acolyte can avoid even magical or unnatural attacks with great agility. If an acolyte makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the acolyte takes no damage. If helpless, the acolyte loses this ability.

Speed Burst (Ps): At 4th level, an acolyte can accelerate himself as a swift action 30 ft. in addition to his normal land speed. At 8th level, this distance increases to 40 ft. and again to 50 ft. at 12th level. In order to receive these benefits, an Initiate must be wearing light armor and carrying a light load.

Force Knight (Ex): At 6th level, a Force Initiate is referred to as a Knight. A Knight can attain his own wealth but must tithe (10% per year) to his previous master or the temple. It is at this time they have mastered the foundations of the Force and can create their own soulblade. They replace Psicrystal Affinity with Psicrystal Soulblade.

Uncanny Dodge (Ex): At 7th level a knight retains his Dexterity bonus to AC, even if flat-footed or struck by an invisible opponent. If immobilized, the knight loses this ability. If the Initiate has already has this ability, he gains Improved Uncanny Dodge instead.

Improved Evasion (Ex): At 8th level, the Knight's ability to dodge attacks as if knowing they are coming beforehand increases. This ability functions like Evasion, but the Knight takes half damage even if he/she fails the Reflex save. Again, a helpless Knight loses this ability.

Improved Uncanny Dodge (Ex): At 11th level, the Knight can no longer be flanked. This ability denies a rogue's ability to sneak attack the Knight by flanking him unless the attacker has four more rogue levels than the target has class levels.

Force Fury (Su): At 12th level and 1/day, a Force Knight can for a number of rounds equal to his Wisdom modifier manifest Force Powers as if the power were fully augmented and maximized (as per the Maximize Power) according to his manifester level. Afterward, the Knight must make a Will save DC 20 or suffer from fatigue and Brainburn for 1d4 rounds (1d6 points damage per round of what appears to be electrical damage). At 16th and 20th level, the knight gets another use of this ability, at 20th level the initiate no longer suffers from the effects of brainburn.

Bonus Feat (Ex): At 15th level, the Knight gains a bonus feat that he must choose from the psionic bonus feat list.

Force Master (Ex): At 17th level, an Initiate is now a Master and is so recognized as such that the Apprentice feat is replaced with Mentor (DMG II)A Master new to the ranks gains acolytes, as many acolytes as his (Wisdom) modifier equals, although there are some restrictions. These restrictions are that the acolytes' accumulated total HD must be equal to the Master's class level - 1. Also, no acolyte can have more than 5 HD. The Force, sends out a subtle psychic call for acolytes, and that call is answered.

Those who answer the call are referred to as acolytes, and as apprentices and pupils, according to an acolyte's affiliation respectively. They do not appear because they admire the character and want to serve him, but because a hidden psychic resonance connects the master and his acolytes.

A Force Master cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as initiates and acolytes. A masters’ first initiate and acolytes arrive within 24 hours; likewise, lost initiates and acolytes are replaced within 24 hours.

At One With The Force (Ex): At 19th level, a master of the Force's understanding has become so strong that he gains the Timeless Body ability. He no longer gains penalties for aging and can no longer be magically aged. Bonuses still accrue and he still dies when his time is up. When a Master does die, he is translated into a Force Geist. .


There are two opposing factions that focus on the Force Initiate class and they are the Vendalic Temple Order and the Tal' Aire. Though these factions derive from the same origins from the planet Talaron and the empire of the Tal'Aire. When the empire was all but desotroyed by the mind flayers. The Vendalic Knights (the original order whose charge was the defense of the Elans and the noble Tal'Airiic Houses) are those who pursue self enlightenment inside completely self sufficient temples after having lost their commission from the loss of the empire. They act as escorts to diplomats and peace mediators when commissioned, and with their renowned reputation, few are eager to get violent in a Vendalic Knight's presence. The Tal' Aire are the remnant of a great empire which spanned entire planets and systems and was brought to the brink of extinction by the mind flayers. The nobility relieved the Vedalic Temple to pursue their aesthetic studies if they wanted. The rest were of those knights and masters that wanted revenge against the enemy married into the noble houses and militarized them. Both factions have sworn to vanquish the illithid threat but refuse to ally with one another for basically political reasons.

The Vendalic Order organize through the Vandalic Temple where the highest ranking masters form a counsel to act as the executive authority when time comes to handle matters of serious consequence. Apprentices are addressed as pupils, who always shadow their mentor a Vendalic Knight or Master for those who have been known to stay with the action in the field and personal instruction (although Masters usually serve on the counsel or open new chapters accompanied by their favored previous apprentices). The Tal' Aire however function more like a fuedal monarchy. Each master is a head of a "House" and usually has a noble title like Lord, Count, and Archduke, reserving the title of D'Arth or D'Arah for paragon and that being the supreme executive authority. A master has vassal knights. Apprentices are referred by their "Masters" as just that (but said with a certain amount of disdain). While Pupils tend to develop a bond with their master like that of a wise parent and child who has come of age; the Tal' Aire apprentice/mentor relationship is more like that of a feudal system.

There are some similarities between the two factions other than they both use the Force. The main similarity is they both use the apprentice and mentor style of instructing potential Force Initiates. Another is that both apprentices are required to take an Oath and swear their complete devotion and dedication to the instructions of their Lord (appointed master in case of Vendala).

Ex-Force Initiates[edit]

Those who stop being Initiates of the Force, one does not lose their abilities. Although this class does not focus so much on alignment, that is not to say that there are no such effects. Even though the aesthetic training involved to be a Force Initiate requires one to maintain a lawful and focused disposition, there are those who believe these powers come to them for their own gain and the subjugation of those unable to resist. This comes with a cost as the Force marks and corrupts your physical features. Ability points are neither gained nor lost for this effect.

Epic Force Initiates[edit]

Table: The Epic Force Initiates

Hit Die: d8

Level Special
21st --
22nd --
23rd Bonus Feat
24th --
25th Force Fury (4/day)
26th Bonus Feat
27th --
28th --
29th Bonus Feat
30th Force Fury (5/day)

4 + Int modifier skill points per level.

Bonus Feats : The epic Force Initiate gains a bonus feat every 3 levels after 20th.

Force Fury: The epic Force Initiate gains a Force Fury every 5 levels after 20th.

Force Power: The epic Force Initiate gains another use of their force powers per encounter at 21st level and every four levels thereafter.

Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorEthereal1111 +
Base Attack Bonus ProgressionModerate +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Rated ByZhenra-Khal +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAutohypnosis +, Balance +, Bluff +, Concentration +, Craft +, Diplomacy +, Gather Information +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Psicraft +, Sense Motive +, Spot +, Swim + and Tumble +
Skill Points4 +
SummaryA DnD generalized concept of "[The ]Force" powers without the focus of alignment or "Star Wars". +
TitleForce Initiate +
Will Save ProgressionGood +