Base Class: Fighter
Augment Physical Might with Psionic Power
Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force. 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.
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.
Level 3: Psionic Power
Whether through your genetics or a strange quirk of fate, you have developed psionic abilities. You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
Furthermore, you can manifest a wellspring of psionic energy within yourself. It is represented by your Psi Warrior Energy Points, which fuel powers you have from this subclass. You have a number of Psi Warrior Energy Points equal to three times your proficiency bonus. Some of your powers expend the Psi Warrior Energy Points, as specified in a power’s description, and you can’t use a power if it requires you to use points when all your Psi Warrior Energy Points are expended. You regain all of them when you finish a Long Rest.
- Psychic Parry (1-5 Energy Points). As a Reaction, when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each Psi Warrior Energy Point you spend on this ability. You can use this ability after rolling the die but before suffering the results.
- Protective Field (1-5 Energy Points). When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend up to 5 Psi Warrior Energy Points, roll a number of d8's equal to the number of expended energy points, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
- Psionic Strike (1-5 Energy Points). You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend up to 5 Psi Warrior Energy Points, to deal additional Psychic damage to the target. The additional damage is 1d8 for each expended Psi Warrior Energy Point.
- Telekinetic Movement (1 Energy Point). You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand.
Level 7: Psionic Adept
You have learned new ways to use your psionic abilities, detailed below.
- Telekinetic Thrust. When you deal damage to a target with your Psionic 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 transport it up to 10 feet horizontally.
- Psychic Armament (1 Energy Point). As a bonus action, you can change one of your equipped weapon's damage types to Psychic damage for 1 minute.
- Psi-Powered Leap (1 Energy Point). As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn.
- Detect Thoughts (2 Energy Points). You can cast Detect Thoughts, requiring no components once per Long Rest. Intelligence is your spellcasting ability for this spell. You can expend two Psi Warrior Energy Points to cast this spell again.
Level 10: Guarded Mind
You have Resistance to Psychic damage and gain proficiency in Intelligence Saving Throws. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend two Psi Warrior Energy Points (no action required) and end every effect on yourself giving you those conditions.
Level 15: Psychic Soldier
Your skill in psionic warfare has grown and with it you have mastered new techniques.
- Psionic Swiftness (5 Energy Points). As a bonus action, you can take the Dash, Dodge or Disengage actions, you then have the Invisible condition until the end of your turn.
- Psychic Cleave (1-5 Energy Points). When you take the attack action, you can forgo one attack to send out a 15ft cone of psychic energy. All creatures within the cone must make an Intelligence Saving Throw (DC: 8 plus your Intelligence modifier and Proficiency Bonus). On a failure, a creature takes a number of d8's of psychic damage equal to the number of Psi Warrior Energy Points spent plus your intelligence modifier.
- Bulwark of Force (5 Energy Points). 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.
Level 18: Psionic Mastery
You have mastered your psionic abilities and have learned two powerful techniques.
- Telekinetic 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, you can take the spell's required Magic action 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 5 Psi Warrior Energy Points (no action required) to restore your use of it.
- Psychic Holocaust. You thrust your weapon into the ground and unleash a conflagration of psychic energy. As an action you can expend 1 Psi Warrior Energy Point to cause all creatures within a 5ft emanation of yourself to make an intelligence saving throw (DC: 8 + your Intelligence modifier and proficiency bonus), taking 2d12 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d12 and the range by 5ft for each additional Psi Warrior Energy Point you expend on this ability. If you expend over 5 psionic points, you are considered to be in the emanation and also have to take the saving throw.
Level 3: Combat Superiority
Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest. You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total). Furthermore, your Superiority Dice increase by one die increment at level 10 and again at level 18, becoming d10's and then d12's respectively.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 3: Maneuver Options
The maneuvers are presented here in alphabetical order.
Ambush
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.
Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Commander’s Strike
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.
Commanding Presence
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
Disarming Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.
Distracting Strike
When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
Evasive Footwork
As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn. This feature does not stack with Armor Class bonuses granted by Reaction spells or features that increase your Armor Class, such as the Shield spell.
Feinting Attack
As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.
Goading Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Lunging Attack
As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Menacing Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Parry
When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
Precision Attack
When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Pushing Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Rally
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
Riposte
When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.
Sweeping Attack
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
Trip Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.







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Posted Sep 29, 2025Hello! Lovers of Homebrew!
You may be wondering why this version of Psi Warrior has Battle Master Maneuvers, this is because myself and my gaming group have throughout 5th edition felt that this should be a core feature of Fighter generally, with the Battle Master being the best at it (I have a version of Battle Master uploaded). If anyone would like a version without the Maneuvers let me know and I will get one uploaded for you. If you use the subclass and have any constructive feedback, then please let me know. I'd also love to hear any cool moments from your games using the subclass!
I intend to go through all the Fighter subclasses and give them a buff and maneuvers, so if you are wanting a certain subclass done first hit me up! Happy Gaming!