Sith (3.5e Class)

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A female Sith using the spell Force Lightning and using a lightsaber.

Sith Mage[edit]

The Sith Order was a sect of Force-sensitives who utilized the dark side of the Force. The term "Sith" originally referred to a species of alien native to the planets Korriban and Ziost, who were later enslaved and ruled by exiled Dark Jedi from the Galactic Republic. These Dark Jedi had once been members of the Jedi Order, a monastic Force religion dedicated to peace through the use of the light side of the Force. The Dark Jedi, who refused to rely exclusively on the light side, challenged the Jedi by giving into the dark and starting the Hundred-Year Darkness. However, they had been defeated and subsequently exiled from known space, which led to their discovery of the Sith species. Following centuries of interbreeding and mixing of cultures between the aliens and the exiles, the Sith would no longer be identified by their race, but by their dedication to the ancient Sith philosophy. This religious order would survive in many different incarnations throughout Galactic History. The rise of a new leader, or Dark Lord, would often cause drastic reorganizations in the cult, however the Sith would always be characterized by their lust for power and their desire to destroy the Jedi Order.

The Sith were the most infamous of all dark side religions, and the members of the cult were often seen as the pinnacle of power within the dark side. Throughout their long history, the Sith commanded several Empires and initiated many galactic wars. With such great influence, the Sith religion inspired many cults that weren't technically part of the Sith Order.

Making a Sith Mage[edit]

The Sith harness the extreme powers of the dark side of the Force. These powers consist of some of the deadliest things in the universe, but are also difficult to control. But, being as the Sith have the dark side imbued within them, they have advanced control with these powers. Due to the spectrum of spells the Sith can cast, no one person is immune to their powers, because their powers range across every element and attack type, unless that person is immune to every type of attack.

Abilities: Intelligence, Strength, and Dexterity are the three prime attribute scores for a Sith.

Races: Any race that can tune themselves into the Force.

Alignment: Any Evil but tends toward Lawful Evil.

Starting Gold: 5d8 + 20.

Starting Age: Simple.

Table: Sith

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Bonus Feat, Dark Force Sensitive, Precognition 4 1 2 4 3
2nd +1 +0 +2 +2 5 2 3 5 4
3rd +2 +0 +3 +3 Channel Dark Force 1/day 5 2 1 3 5 4
4th +3 +1 +3 +3 5 3 2 4 5 4
5th +3 +1 +4 +4 Bonus Feat, Manipulate Dark Force 5 3 2 1 4 5 4
6th +4 +1 +4 +4 Channel Dark Force 2/day 5 3 3 2 5 6 5
7th +5 +2 +5 +5 6 4 3 2 1 5 6 5
8th +6 +2 +5 +5 6 4 3 3 2 6 6 5
9th +6 +2 +6 +6 Channel Dark Force 3/day 6 4 4 3 2 1 6 7 6
10th +7 +3 +6 +6 Bonus Feat, Dark Aura, Awaken To The Dark Force 6 4 4 3 2 2 6 7 6
11th +8 +3 +7 +7 6 5 4 4 3 2 1 7 7 6
12th +9 +3 +7 +7 Channel Dark Force 4/day 6 5 4 4 3 3 2 7 7 6
13th +9 +4 +8 +8 6 5 5 4 4 3 2 1 7 8 7
14th +10 +4 +9 +9 6 5 5 4 4 3 2 2 8 8 7
15th +11 +4 +9 +9 Bonus Feat, Dark Force Power, Channel Dark Force 5/day 6 5 5 5 4 4 3 2 1 8 8 7
16th +12 +5 +10 +10 6 6 5 5 4 4 3 3 2 8 8 7
17th +12 +5 +10 +10 6 6 5 5 5 4 4 3 2 1 9 9 8
18th +13 +5 +11 +11 Channel Dark Force 6/day 6 6 6 5 5 4 4 3 3 2 9 9 8
19th +14 +6 +11 +11 6 6 6 6 5 5 4 4 3 3 9 9 8
20th +15 +6 +11 +11 Bonus Feat, Dark Force Empowerment 6 6 6 6 6 5 5 4 4 4 10 10 9

Class Skills (4 + Int modifier per level, ×4 at 1st level)

Class Features[edit]

The Sith is an adept and dangerous combatant capable of annihilating his enemies with speed and power. He is not easily controlled and unpredictable due to his uncanny ability of acting on impulse. All of the following are class features of the Sith:

Weapon and Armor Proficiency: The Sith is proficient with all Simple weapons, two martial weapons of his choice, and light armor.

Bonus Feats: The Force Sensitive may pick an extra bonus feat from the Fighter Bonus Feat list at 1st, 5th, 10th, and every five levels thereafter.

Dark Force Sensitive (Ps): The Sith feels the effects of the dark side of the Force strongly, and is in tune with others within his awareness, gaining a situational +2 to all rolls made to detect a fellow dark Force-user.

Precognition (Ps): The Sith may make an Insight check to see an amount into the future, granting her a circumstantial +2 to any checks associated with the event she foresees. This ability requires a recharge time of 1d6-CON modifier turns.

Channel Dark Force (Sp): At 3rd level, The Sith may channel the Force into his body to accomplish feats of great strength, skill, and thought. An amount of times per day as dictated by his level, she may gain a +2 insight bonus to her next check, or attack roll. This increases by +2 at 6th, 12th, and 18th level.

Manipulate Dark Force (Su): At 5th level, The Force Sensitive may recreate the effects of any 1st level or lower spell through the Force. An additional spell-level is granted every 5 levels thereafter to the Sith. (Example: 2nd level spells at 10th level.)

Dark Aura: At 10th level, the Sith gains Aura of Evil or Lawful Evil as based upon his own alignment.

Awaken To The Dark Force (Ex): The Sith gains a greater comprehension of the dark side of the Force, gaining the ability to Manipulate and Channel the dark Force times per day adding her Wisdom modifier.

Dark Force Power (Ps): At 15th level, the Sith gains the ability to use Powers from the Psion/Wilder class list through the dark side of the Force as if they were a Psion of their Sith levels. They add their Wisdom modifiers instead to any powers that gain modifier benefits.

Dark Force Empowerment (Ex): At 20th level, the Sith may, once per day, let the dark side of the Force run rampant through his body like the power of evil. For 1d4 rounds, the Sith becomes immune to Sleep, Paralysis, Poison, and Charm. During this time, the Sith gains an extra Standard Action per turn.

Spells: The Sith are capable of casting spells that cover all elements and various attack types. Stat bonuses for spells are generally based on the Intelligence mod, but sometimes the Wisdom mod, and DC checks use these mods as well. Sith choose their spells from the following list (Spell Tier 1 → Spell Tier 2 → Spell Tier 3):



2nd—Force PushForce WhirlwindForce Wave

3rd—Fear → Horror → Insanity

4th—Shock → Force Lightning → Force Storm

5th—Drain Force → Improved Drain Force → Master Drain Force

6th—Force Crush

7th—Force Scream

8th—Drain Life → Death Field


Table: Sith Spell Tier Known
Level Spell Tier Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 1
2nd 1 1
3rd 1 1 1
4th 2 1 1
5th 2 1 1 1
6th 2 2 1 1
7th 2 2 1 1 1
8th 2 2 2 1 1
9th 2 2 2 1 1 1
10th 3 2 2 1 1 1
11th 3 2 2 2 1 1 1
12th 3 3 2 2 1 1 1
13th 3 3 2 2 1 1 1 1
14th 3 3 2 2 2 1 1 1
15th 3 3 2 2 2 1 1 1 1
16th 3 3 2 2 2 2 1 1 1
17th 3 3 2 3 2 2 1 1 1 1
18th 3 3 2 3 3 2 1 1 1 1
19th 3 3 2 3 3 3 1 1 1 1
20th 3 3 2 3 3 3 1 1 2 1

Power Points/Day: A Sith’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Sith. In addition, he receives bonus power points per day by adding his Strength mod to the daily base. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: The Sith is capable of a variety of powers that aid in melee combat, balancing out the powers of the dark side of the Force with that of physically attacking. The save DC's are generally based off of the Reflex mod, and the stat bonus that power points are based off of is your Strength mod. Sith choose their powers from the power list.


If a character ever becomes aligned with the light side of the Force or betrays the code of the Sith, they fall from the dark side and can train to become a Jedi. However, they lose all skills, powers, and spells they have achieved and remain at their current level.

Epic Sith[edit]

Table: The Epic Sith Hit Die: d8
Level Special
21st Improved Dark Force Sensitive
22nd Improved Precognition
24th Improved Dark Aura
25th Bonus Feat
26th Channel Dark Force 7/day
29th Improved Dark Force Empowerment
30th Bonus Feat

8 + Int modifier skill points per level.

Bonus Feats: The epic Sith gains a bonus feat (selected from the list of epic Fighter bonus feats) every 5 levels after 20th.

Allurin Sith Starting Package[edit]

Weapons: Simple Sword.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability AC Penalty
Dark Force Sensitive 4 +2 to all rolls made to detect a fellow dark Force-user. "—"
Precognition 4 +2 to any checks associated with the event he foresees. "—"

Feat: Longsword and Shortsword Proficiency.

Bonus Feats: Dodge.

Gear: Basic Clothing, Basic Survivor's Kit.

Gold: 50.

Campaign Information[edit]

Playing a Sith[edit]

Religion: They have no religion, the Sith just focus on the dark side of the Force.

Other Classes: The Sith instill fear into common classes, but have little to no effect on greater classes. They treat common classes as lesser beings or servants. They can be quite diplomatic.

Combat: Casting extraordinary spells to weaken and destroy foes as well as using melee abilities to attack those nearby.

Advancement: A Sith generally focuses only within the Sith path, choosing later on to become a Sith Lord or some other greater form of Sith.

Sith in the World[edit]

Peace is a lie; there is only passion. Through passion, I gain strength. Through strength, I gain power.

Through power, I gain victory. Through victory, my chains are broken. The Force shall free me.

—Darth Bane, Human Sith Lord

Living in the world:

Daily Life: The Sith go around fulfilling duties given to them by higher powers (Sith Lords, etc.), whatever this may be.

Notables: Darth Vader, Darth Bane, Darth Sidious, Darth Malak, Darth Revan.

Organizations: The Sith are free to join any organization, as long as it is within the duties given to them by their leaders.

NPC Reactions: The common NPC's react in fear or uncertainty/uneasiness. Greater NPC's tread carefully around the Sith.

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