The Acolyte



Sith Acolyte was a rank within the Sith Order prior to Darth Bane's reformation. The term was used to refer to Force-sensitive apprentices who had only just started on the dark path under the tutelage of a more experienced Sith Lord to rightfully bear the mantle of Sith

Creating A Acolyte

While creating your Acolyte character, consider how you first took your steps toward developing the Force. Perhaps you were indoctrinated into the Sith Academy at a young age. Maybe you're a Force-sensitive adept who only recently learned the ways of the Sith from one of the academy's warriors or masters.

Quick Build

You can make a acolyte quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second choose the criminal background.


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


  • Armor: None
  • Weapons: Simple weapons, lightsabers
  • Tools: Choose any one
  • Saving Throws: Dexterity, Wisdom
  • Skills: Dark-side Force and any two others from Acrobatics, Athletics, Deception, Insight,  Perception, Persuasion, Sleight of Hand and Stealth.
  • Languages: Choose any two


    You start with the following equipment, in addition to the equipment granted by your background.
  • • (a) A Training Lightsaber (b) Katharcite Crystal
  • • (b) a tool kit or (b) a utility belt
  • • (c) a utility belt or (b) a traveler's pack, Acolyte Robes
  • • You start with a number of credits equal to the total of 5d4 x 10.

Force Powers

Through training and focus you have begun to gain control of the Force, and can use it in remarkable ways. You can use the powers of the Force to aid you in battle, sense your surroundings or unravel the secrets of the galaxy.

Force Talents

You know two Force Talents of your choice from the Force power list. You learn additional Force Talents of your choice at higher levels, as shown in the Talents Known column of the Acolyte table.

Force Points

The Acolyte table shows how many Force points you have. The table also shows what the maximum level of power you can spend your Force Points on. To use one of your Force Powers of 1st level or higher, you must expend a number of Force Points. You regain all expended Force Points after a long rest.

Powers known of 1st-level and higher

At 1st level, you know two 1st-level powers of your choice from the Force power list. The Powers Known column of the Acolyte table shows when you learn more Force powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Force power, which can be 1st, 2nd or 3rd level.

Force Casting Ability

Charisma is your Force casting ability for your Force powers, so you can use your Charisma whenever a power refers to your Force casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Force power you cast and making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Charisma modifier
Power attack modifier = your proficiency bonus + your Charisma modifier

Acolyte Defence

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Bonus Feat

Begining at 1st level you can choose a Feat from the Bonus Feat list. You get this again at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th level.

Lightsaber Form

Also starting at 2nd level, you adopt one of the Seven Lightsaber Forms of combat, training by practicing one of the ancient Lightsaber Forms, as your specialty. Choose one of the following options. You can't take a Lightsaber Form option more than once, even if you later get to choose again. You can only be in one Lightsaber Form at a time. If you have access to more then one Lightsaber Form you can change into a different form as a Bonus Action.

The 7 Lightsaber Forms:

​1.) Shii-Cho: "Form I, also called Shii-Cho, requires little explanation, as every Jedi youngling learns the basics of attack, parry, body target zones, and practice drills called velocities."―Cin Drallig. While in this form you gain the following benifits:

  • Disarming Slash: When you attack a creatures weapon or item that you can see you can attempt to Disarm them. Make a melee attack against the target, contested against their Athletics or Acrobatics. If you succeed the weapon or item falls to the floor. If you roll a natural 20 the target must roll a d20 + Dexterity Modifier, if it rolls under the damage dealt the item is destroyed unless you specify otherwise. A natural 20 automatically succeeds.
  • Sarlacc Sweep: As an action you can make a melee attack hitting all enemies in a 5ft radius centered on you as long as you meet or exceed their AC.

​2.) Makashi: "Form II, also called Makashi, represents the ultimate refinement of lightsaber-to-lightsaber combat."―Cin Drallig. Whiin this form you gain the following benefits:

  • Precision: While wielding only one non-ranged weapon you gain a +2 to attack with it.
  • Fluid Motion: Making an opportunity attack doesn't use your reaction.

​3.) Soresu: "A... defensive technique. But effective. Use it if you do not wish to be hit, or if you are facing many opponents with blasters. With a lightsaber blade and enough skill in deflection, it is an excellent offense against blasters, but in other situations, it merely delays the inevitable."―Kreia. While in this form you gain the following benefits:

  • Weapon Ward: You gain a +1 AC when you have a non-ranged weapon out.
  • Blaster Deflection: As part of your Reaction, you a number of stacks of Blaster Deflect until the start of your next turn equal to your Dexterity Modifier. When you would be hit with a energy based ranged weapon, you can expend one of these stacks to activate your deflect. if you dont reduce the damage to 0 or you are hit by a energy based ranged attack roll, you lose all remaining stacks.

​4.) Ataru; "Ataru is the name given to the movements of this form - though it is aggressive, it is focused, and its best use is in combat against a single opponent."―Zez-Kai Ell. While in this form you gain the following benefits:

  • Deadly Fighter: While you wield two weapons you can add your ability modifier to your offhand attack and damage.
  • Su Ma: With the force fueling your movements and speed you gain +10ft of movement while in combat. You also have the ability to leap over opponents with ease, while within 5ft of an opponent you can make a leap to jump to any space within 5ft of the target not causing any opportunity attacks from other hostile targets.

​5.) Shien "Peace through superior firepower"―Jedi Maxim. While in this form you gain the following benefits:

  • Perseverance: When you deflect a blaster bolt you can make an attack at any target within 5ft as part of the same reaction.
  • Djem So: You gain a +2 to damage with non-ranged weapons and when you hit with a power attack the target is pushed back 10ft.

6.) Niman: "Is Form VI the most worthy of study? No, but in general it is the most practical."―Cin Drallig. While in this form you gain the following benefit:

  • Complete Balance: You gain a +1 to AC and +1 to Attack and Damage rolls with non-ranged weapons.

7.) Juyo: "Six there were for generations of Jedi. The seventh, is not well-known. Powerful form it is. Deadliest of all. But dangerous it is, for its master as well as its opponent. Few have studied. One student alone, to mastery has risen."―Yoda. While in this form you gain the following benefit:

  • Embrace the Light: Your non-ranged weapon attacks gain a +1 bonus to attack and damage equal to half your lightside level (round up, minimum 1).

Sith Training

Starting at 2nd level, your training allows you to call upon rigorously taught sith techniques, which call upon the force to heighten your reflexes to perform these amazing feats. Your Acolyte level determines the number of "Sith Points" you have, as shown in the Sith Points column of the Acolyte table. You can spend these points to fuel various Force features. You start knowing four such features: Rapid Strike, Recovery, Surge and Focus. You learn more Force features as you gain levels in this class. When you spend a Sith point, it is unavailable until you finish a Long Rest, at the end of which you meditate on the Force to regain the points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your points. Some of your Force features require your target to make a saving throw to resist the feature's effects. The saving throw DC is equal to your Force power DC as listed above.

  • Rapid Strike: Immediately after you take the Attack action on your turn, you can spend 1 Sith Point to make an additional unarmed attack as a bonus action.​

  • Recovery: Immediately after falling prone by some effect, you can spend 1 Sith Point as a reaction to regain your standing and upright position. Alternatively, you can spend 1 Sith point as a bonus action to spend one of your healing hit die, regaining hit points.

  • Surge: You can spend 1 Sith Point to take the Dash, Disengage or Dodge action as a bonus action on your turn, and your jump distance is doubled for the turn.

  • Focus: You can spend 1 Sith Point when you make an ability check to gain proficiency in it.

Sith Teachings

When you reach 3rd level, you begin your Sith trials that guide you into one of the three primary Sith branches: Sith Assassin, Sith Sorcerer, or Sith Warrior All are detailed at the end of the class description. Your teaching grants you features at 3rd level and again at 6th, 14th and 20th level.

Sith Reaction

Starting at 3rd level, you can choose one from the following features, you gain an additional feature at 6th and 9th level.

  • Deflect: You can use your reaction to deflect a ranged blaster bolt that you can see with your lightsaber. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + Half Acolyte level, You must be wielding a lightsaber in order to use this feature.
  • Parry: You can use your reaction to Parry a melee attack that you can see with your lightsaber. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + Acolyte level.
  • Force Absorption: You can use your reaction to absorb a Force Power that you can see with your lightsaber. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + Acolyte level, You must be wielding a lightsaber in order to use this feature.

Sith Lightsaber

At 3rd level you draw near your initiation as a Acolyte. One of the core aspects of this appointment is the construction of your own lightsaber. This ritual requires time and materials. You must spend 1,000 (250 if you breakdown your training lightsaber) credits to obtain the basic components (if you do not possess them already) and 24 uninterrupted hours constructing the weapon. At the end of this time, make a DC 15 Force skill check. If the check succeeds, you complete the lightsaber's construction. If the check fails, you must spend another 24 hours dismantling and rebuilding the weapon. Once the lightsaber is constructed, you must spend a Force point to attune it as an Action. From that point on, your personally Crafted Lightsaber is considered a modified weapon for the purposes of overcoming resistances.

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 2 ability scores of your choice by 1. As normal, 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

Force Trance

Starting at 6th level, you no longer need to sleep. Instead, you can meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can use the Force skill to sense the emotions and general status of any target with whom you are familiar, regardless of distance as long as they are conscious. After resting in this way, you gain the same benefit that you normally would from 8 hours of sleep. Alternatively, as an action, you can also spend 1 Sith point on your turn to enter a Force Trance. In doing so, you regain a number of hit points equal to 1d8 + your Acolyte level. You can maintain this Trance in subsequent rounds by using your action to spend 1 Sith points to trigger the effect again. Once you use your Action to do something other then sustain your Force Trance in this fashion or run out of Sith points, your Force Trance drops and you cannot enter another Trance until you finish a long rest.

Sith's Defense

Beginning at 10th level, your Sith Reaction feature improves. Choose one of the following features below:

  • Counterattack: When you use parry and reduce the damage of a melee attack to 0, you can then make a counterattack against the attacking target. you make a melee attack with your lightsaber, melee weapon, or unarmed strike.

  • Reflect: You use Deflect and reduce the damage of a ranged attack to 0, you can reflect the blaster bolt back at the attacker. Dealing the damage it rolled.

  • Repulse: When you use Force Absorbtion and reduce the damage to zero, your next melee attack deals an additional amount of damage equal to the reduced amount.​

Dark Soul

When you reach 13th level, your soul has been hardened by the dark-side of the force. You gain resistance to Necrotic damage, and you can no longer be Frightened by non-force powers.​

Rule of Two:

Starting at 15th level, you gain an apprentice who follows your every command and treats you as its master. You gain a 3rd level Sith Assassin, Sith Sorcerer or Sith Warrior who can act independently and rolls its own initiative. 

Dark Lord: 

When you reach 20th level, you become one of the most feared Dark Lords of the Sith in the galaxy, your power sends echoes throughout the force for all to hear and tremble beneath. Many sith are eager to become your apprentices, while others fear your might.

You receive a number of Sith points equal to your Charisma modifier, in addition to your normal allotment. When you enter a Force Trance, you can also make Perception checks at any range, regardless of line of sight. To do so, you must sense a familiar target in the area or be familiar with the area.