Fighter
Base Class: Fighter

This is a variation of the Psi Warrior, with some aspects adjusted or redesigned to make it more engaging and to have higher-level improvements build on earlier abilities to better develop a more cohesive skillset for this subclass. 

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many Githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young Kalashtar dream of becoming Psi Warriors.

 As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.

Psionic Power

3rd-level Psi Warrior feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain a number of expended Psionic Energy die equal to half your proficiency bonus (rounded down), but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Psionic Augmentation. Your mental training allows you to augment your physical abilities with psionic force. When you use your movement to make a long jump or high jump, you may expend a Psionic Energy die to multiply your jump distance by your proficiency bonus. When you jump in this way, the distance of your jump is not limited by your movement speed, but if the distance covered is greater than your movement speed, you cannot continue to move on your turn unless you take the Dash action. 

Additionally, when you make a Strength (Athletics) or Dexterity (Acrobatics) check, you may expend one Psionic Energy die and add the number rolled to your check. 

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. 

Additionally, if you are targeting a Tiny object, you can move it to or from your hand at will. Either way, you can move the target horizontally, vertically, or both.

Deft Psion

7th-level Psi Warrior feature

You have mastered new ways to use your telekinetic abilities, detailed below.

Psionic Deflection. You can use your psionic abilities to deflect harm from yourself and others. As a reaction when you or a creature within 30 feet of you takes damage, you can send a protective pulse of psionic energy at them, expending a Psionic Energy die. Roll this Psionic Energy die, then reduce the amount of damage the creature takes by an amount equal to the number rolled plus your Intelligence modifier.

Telekinetic Blast. When you take the Attack action, you may replace one of your attacks with a blast of telekinetic energy. You can target a creature within 60 feet of you and force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target is moved up to 20 feet in any direction horizontally. Alternatively, on a failed save, you may knock the creature prone.

Improved Psionic Augmentation. Your psionic abilities have suffused your physical form such that now you may make a long jump or high jump with or without a running start.  

Guarded Mind

10th-level Psi Warrior feature

The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Enhanced Psionics

15th-level Psi Warrior feature

Your psionic powers have allowed you to develop your capabilities, augmenting your battlefield effectiveness, harming your foes, and fortifying your allies.

Psionic Crush. When you hit a creature with a Telekinetic Blast, you may expend a Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. 

Psionic Safeguard. When you use your reaction to use the psionic deflection ability, you may expend an additional Psionic Energy die and grant this creature a psionic safeguard for one minute. If they are forced to make a Charisma, Intelligence, or Wisdom saving throw while they have a psionic safeguard, they may add a number equal to a roll of your Psionic Energy die to their saving throw.

Alternatively, if the creature takes psychic damage while they have a psionic safeguard, this damage is reduced by a number equal to a roll of your Psionic Energy die and the safeguard is expended.

Only one creature may have a psionic safeguard at a time.

Telekinetic Master

18th-level Psi Warrior feature

Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. When cast in this way, the range of this spell is 60 feet. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

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