Fighter
Base Class: Fighter

WIND STRIKE TECHNIQUE When you choose this archetype at 3rd leveL you gain the ability to strike using a weapon with such precision and skill that you can harness the air to your advantage. You have four wind (psi) strike dice, which are d8s. You can decide to use a wind strike die that isn't expended before you make a weapon attack on your turn if you aren't in a liquid or vacuum. This augments the attack, giving it certain benefits depending on whether it is a melee or ranged attack: For a melee attack, the reach of the attack is increased up to 15 feet, and if the attack is made outside the weapon's normal reach, it counts as both a melee weapon attack and a ranged psi attack. If the attack hits or deals any damage, you roll the wind strike die and add the result to the damage for the attack, and the wind strike die is expended You regain all of your expended wind strike dice when you finish a short or long rest. You gain another wind (psi) strike die at 7th level.

Psionic Power

You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter levels.

Psi Warrior Energy Dice
Fighter Level Die Size Number
3 D8 4
5 D8 6
9 D10 8
11 D10 8
13 D12 10
17 D12 12

Any features in this subclass that use a Psionic Energy Die use only the dice from this subclass. Some of your powers expend the Psionic Energy Die, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Psionic Energy Dice are expended.

You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Defensive Gust. When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Constitution modifier (minimum reduction of 1), as you generate a gust of wind just enough to soften any blow.

Nado Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 15ft you can force a twister at your target for normal weapon damage die (force) and surprise the target with a wisdom save or be knocked prone OR 30 ft for weapon die (force damage)  OR 60ft at a reduced die (force) OR 120ft reducing the die 2 twice (force)

Nado Blast. You can move an object or a creature with your mind. As a Magic action, from your 10-O-clock clockwise to your 2-O-clock frontal arc you can surge and command all air/force to knock back any and all target or item 5ft from you back 30FT DC25 or knocked prone any or all items in path will take falling damage of 30 ft OR save for half effect.

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 (no action required) to restore your use of it.

Telekinetic Surge

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

Psi-Nado Rider. As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn in direction of momentum. Once you take this Bonus Action, you can’t do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Telekinetic Gust. When you deal damage to a target with your Wind Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or knock back up to 10 feet horizontally.

Adept Hearing. At 7th leveL your awareness of the air (psi) currents flowing around you sharpens your hearing to exceptional levels, allowing you to hear things as quiet as the rustle of wind through an illusion or the heightened pulse of a liar. this is how it appears to the warrior but in reality it is surface thoughts of the most basic level can sense things like lie or hostile or peace or the like. but does nothing for hearing a leaf falling100 yards away.

Steady Mind

You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.

Guard of Force

You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has Half Cover for 1 minute or until you have the Incapacitated condition.

Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Wind Master

You always have the Telekinesis spell prepared. With this feature, you can cast it without a spell slot or components, and your spellcasting ability for it is Intelligence. On each of your turns while you maintain Concentration on it, 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 in this way again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

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