Lightsaber Forms
Certain class features, Formfighting Style, or Formfighting Mastery, offer your choice of lightsaber forms. You can't choose a lightsaber form more than once, even if you later get to choose again.
You may choose your lightsaber forms from the following options or roll on the table below to determine them randomly.
| d20 | Lightsaber Form |
|---|---|
| 1 | Aqinos |
| 2 | Ataru |
| 3 | Bakuuni Hand |
| 4 | Djem So |
| 5 | Drallig |
| 6 | Ishu |
| 7 | Jar'Kai |
| 8 | Juyo |
| 9 | Makashi |
| 10 | Niman |
| d20 | Lightsaber Form |
|---|---|
| 11 | Shien |
| 12 | Shii-Cho |
| 13 | Soresu |
| 14 | Sokan |
| 15 | Trakata |
| 16 | Trispzest |
| 17 | Twilight |
| 18 | Vaapad |
| 19 | Vonil |
| 20 | Ysannite |
Each known form can be adopted on your turn by using your bonus action.
Aqinos Form
Prerequisite: The ability to cast tech powers As a part of the bonus action to adopt this form, if you cast a tech power of 1st level or higher as your action, but no higher than half your Max Power Level, you can make one melee weapon attack.
Ataru Form
As a part of the bonus action to adopt this form, you can leap up to 15 feet to an unoccupied space you can see.
Bakuuni Hand Form
As a part of the bonus action to adopt this form, if you took the Attack action and would be able to use your bonus action to make an unarmed strike, you can do so as a part of this bonus action.
Until the start of your next turn, when a creature enters your reach or moves while within your reach, you can use your reaction to attempt to shove the creature. On a success, you can choose shove the target an additional 5 feet.
Djem So Form
Before the end of your next turn, you can add half your Wisdom or Charisma modifier (your choice, minimum of +1) to one ability check or attack roll you make using Strength.
Drallig Form
Until the start of your next turn, you gain a special reaction. When a creature enters your reach or moves while within your reach, you can use this special reaction to leap to an unoccupied space you can see within 10 feet without provoking opportunity attacks from that creature.
Ishu Form
If there is a friendly creature within 15 feet of you, you can move up to 10 feet without provoking opportunity attacks. You must end this movement within 5 feet of the friendly creature.
Jar'Kai Form
As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.
Each time you hit with an attack on this turn, you can move up to 5 feet without provoking opportunity attacks from the creature you hit.
Juyo Form
Until the start of your next turn, your critical hit range with weapons increases by 1.
Makashi Form
Until the start of your next turn, you gain a special reaction. When a creature makes a melee weapon attack against you and misses, you can use this special reaction to make an opportunity attack against that creature.
Niman Form
As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.
Until the end of your next turn, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.
Soresu Form
The first time you take kinetic, energy, or ion damage from a weapon before the end of your next turn, that damage is reduced by half.
Shien Form
Before the end of your next turn, you can add half your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC against one attack.
Shii-Cho Form
As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.
Additionally, the first time you hit a Large or smaller creature within 5 feet of you with a weapon attack before the end of your next turn, you can force the target to make a Strength saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.
Sokan Form
Until the start of your next turn, you ignore difficult terrain. Additionally, when a hostile creature makes a melee weapon attack against you, you can use your reaction to move to another space within 5 feet of that creature without provoking opportunity attacks, imposing disadvantage on the triggering roll.
Trakata Form
As a part of the bonus action to adopt this form, you can flourish your weapon to attempt to distract an enemy you can see. Make a Dexterity (Sleight of Hand) or Charisma (Deception) check (your choice) contested by a Wisdom (Perception) check of one creature that you can see within 5 feet of you. On a success, that creature has disadvantage on the next attack roll it makes against you.
Trispzest Form
Once before the start of your next turn, you have advantage on a melee weapon attack against a creature that is frightened of you.
Twilight Form
As a part of the bonus action to adopt this form, you can mask yourself with the force to attempt to hide from an enemy you can see. Make a Dexterity (Stealth) check contested by a Wisdom (Perception) check of one creature that you can see within 5 feet of you. On a success, you become invisible to that creature until the start of your next turn, or until you attack, cast a power, or otherwise take a hostile action against it.
Vaapad Form
Once before the start of your next turn, if you would have advantage on a melee weapon attack, you can choose to forgo the advantage. If you do so, you can make one melee weapon attack against the same target (no action required), also without advantage.
Vonil Form
If you took the Attack action before adopting this form, you can direct one of your allies to strike a creature you hit with an attack. Choose a friendly creature that can see or hear you and is within 5 feet of the creature you hit with an attack. That creature can immediately use its reaction to make one weapon attack against the same creature.
Ysannanite Form
As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.
Additionally, until the end of your next turn, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.