Base Class: Fighter
The Mindblade Arcanist is a hybrid warrior-spellcaster who wields a telekinetic blade imbued with elemental fury. Your weapon is a floating extension of your will, capable of shifting between elemental damage types and unleashing devastating telekinetic powers. Whether you specialize in fire, cold, lightning, thunder, or necrotic energy, your blade adapts to your chosen affinity, making you a versatile and formidable force on the battlefield.
Level 3: Mindblade Manifestation
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Talent die, which is a d8. You have a number of these dice equal to twice your Proficiency Bonus. You regain all expended Psionic Talent dice when you finish a Long Rest. In addition, as a Bonus Action, you can regain one expended die, but you can’t do so again until you finish a Short or Long Rest.
Your die size changes at higher levels: 5th level (d10), 11th level (d12), and 17th level (d20).
Intelligence is your spellcasting ability for the spells granted by this subclass. When you cast a spell using this feature, it requires no material components.
You gain the following powers:
Manifest Blade. As a Bonus Action, or as part of the Attack action, you can manifest a blade of shimmering psionic energy from one or both hands. It lasts until you dismiss it, you are Incapacitated, or you die. This weapon counts as a simple melee weapon with which you are proficient. It deals 1d10 Force damage on a hit, has the Light, Finesse, and Thrown (range 30/90) properties, and instantly teleports back to your hand after a thrown attack.
Kinetic Strike. Once on each of your turns when you hit a creature with your Manifested Blade, you can roll your Psionic Talent die and add the number rolled to the damage as Force damage. If this hit triggers a Critical Hit, the bonus Force damage is also doubled.
Telekinetic Shield. When you or another creature you can see within 30 feet takes damage, you can use your Reaction to roll your Psionic Talent die. Reduce the damage taken by the number rolled plus your Fighter level.
Psionic Incantations (3rd Level). Your awakening mind allows you to cast spells using your psionic energy. You learn the Chill Touch, Mage Hand and Minor Illusion cantrips. Additionally, you can expend one Psionic Talent die to cast Burning Hands, or Thunderwave.
Level 3: Elemental Affinity
Your blade’s damage type changes to match your chosen element, and you gain one elemental ability based on your affinity:
| Element | Elemental Ability |
|---|---|
| Fire | Blazing Strike: Your Mindblade ignites on hit. The target takes 1d6 fire damage at the start of each of its turns for 1 minute. The target can repeat the save at the end of each turn, ending the effect on a success. |
| Cold | Frostbite: Your Mindblade freezes on hit. The target’s speed is reduced by 10 feet until the start of your next turn. |
| Lightning | Static Surge: Your Mindblade crackles with electricity. The target must succeed on a DC 8 + proficiency + spellcasting modifier Constitution save or be stunned until the end of its next turn. |
| Thunder | Sonic Boom: Your Mindblade emits a concussive blast on hit. Each creature within 10 feet of the target must succeed on a DC 8 + proficiency + spellcasting modifier Dexterity save or take 1d6 thunder damage. |
| Necrotic | Soul Drain: Your Mindblade leeches life on hit. You regain 1d6 hit points when you hit a creature with your Mindblade. |
Level 7: Mind Over Matter
Your psychic prowess shields your mind and bolsters your physical movements. You gain resistance to Psychic damage, and you are immune to the Charmed and Frightened conditions.
Furthermore, whenever you fail a Strength, Dexterity, or Intelligence saving throw, you can roll your Psionic Talent die and add the number rolled to the total, potentially turning the failure into a success.
Psionic Incantations (7th Level). Your mental focus expands, unlocking deeper magic. You can expend two Psionic Talent dice to cast Gust of Wind, Mirror Image, or Misty Step.
Level 10: Thought-bound Shredder
Your manifested weapons grow in power, bypassing physical armor. Your Manifested Blade now deals 1d12 Force damage and ignores all forms of Cover.
Additionally, your psionic strikes slice into the target's cognitive functions. Once per turn when you hit a creature with your Manifested Blade, you can force the target to make an Intelligence saving throw (DC = 8 + your Proficiency Bonus + your Intelligence modifier). On a failure, the target takes an extra 2d6 Psychic damage and cannot take Reactions until the start of your next turn.
Psionic Incantations (10th Level). You twist reality and minds with greater ease. You can expend three Psionic Talent dice to cast Counterspell, Fireball, or Vampiric Touch.
Level 15: Telekinetic Maelstrom
You can shatter your psionic blade into a devastating storm of flying telekinetic shards. As an Action, you can expend one Psionic Talent die to force each creature in a 30-foot radius centered on you to make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Intelligence modifier).
A creature takes Force damage equal to four rolls of your Psionic Talent die plus your Fighter level on a failed save, and is knocked prone. On a successful save, it takes half damage and isn't knocked prone.
Psionic Incantations (15th Level). Your mind reaches its peak combat utility. You can expend four Psionic Talent dice to cast Banishment or Telekinesis.
Level 18: Avatar of the MindBlade
Your mind and blade are completely intertwined, making you an unstoppable force of psionic destruction. Your Manifested Blade now deals 2d10 Force damage, and its thrown range increases to 120 feet with no disadvantage for long range.
In addition, when you use your Action Surge feature, you instantly regain all of your expended Psionic Talent dice, and you gain a flying speed equal to your walking speed for 1 minute.
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