Fighter
Base Class: Fighter

Mind Smith are weapon master who has developed latent mental power, unlike psi warrior who uses their psionic power to enhance their martial prowess; a mind smith used their focus their mental manifestation on the weapon itself. 

writer note: this is class is a tribute to the soul knife class in 3.5, and in the spirit of 3.5 its going to be a subclass about stacking passive modifier, so there will not be any spell casting like ability. basically its build your own magic weapon, and honestly i dont think its a very strong class as 90% of this class's power can be replaced by a items. still the souls knife wasnt a strong class either and was entirely out classed by the basic fighter in 3.5 so i suppose the spirit carry on. 

Level 3: Mind Blade

Starting from level 3, gain the fighting style: mind blade feature

Fighting style: mind blade:

When you roll initiative, or using a bonus action, you can manifest up to two melee weapon of your choosing in either one of your hands as mind blades. They took the same property of said mundane weapon or you can change the damage type to psychic instead of it normal physical damage type when you make a mind blade weapon attack. The weapon will disappear if they are removed from you hand, when you summon more than two, or you can dismiss it at will.


in addition
at character level 4 when manifest your mind blades you can apply the magic weapon spell effect permanently to your mind blade and up-cast it using half if your character level. (example at character level 12 you cast a spell level 6 magic weapon.)

P.S.: you can absolutely take this using any feature that gives you a fighting style. And uses it with pact of the blade or other bond weapon feature. Exactly how that work that’s up to your DM you just have my blessing.

Level 3: Psychic Forge

Starting from level 3, you gain resistance to psychic damage.
In addition
when you manifest you mind blades your your blades can gain one of the following feature. The feature contain one passive and one active that you can activate as a free action a number of times equal to your proficiency bonus per long rest. 

Nimble: you blades gain the finesse property removing heavy if there’s one.

once per round activate your mind blade and dodge as a free action

Forceful: you blades gain the heavy property removing finesse if there’s one.

activate your mind blade and deal an additional damage equal to half of your strength modifier round down to your mind blade weapon attacks until start of your next round.

Remote: Your blades gain the reach property and the return trait if it has a thrown property.

once per round activate your mind blade and using an action cast eldritch blast cantrip but uses the modifier, attack and damage roll of your mind blade

Level 7: Actualization

Starting from level 6,

You are now able to summon your mind blades at will with a free action instead of bonus action. able to mimic real materials such as sliver, cold iron, or adamantium, and taken on properties of those material. in addition instead of weapon you can also manifest a single simple tool of your choosing such as a shovel, crowbar, rope, or anything else at your GM's discretion.   

Level 7: Sharpen Senses

Starting from level 6,

use an action to concentrate your mind to enter a state of sharpen senses, gaining advantages on mental spell effect and one the following passive:

  • Blind sense up to 30ft.

  • When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.

  • at the start of your round gain temporary gain HP base on your class level+proficiency.

  • summon a swarm of mind blades in a 15-foot Emanation for the duration of the stance. whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes double the mind blade damage roll. On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

you can remain in sharpen senses for 10 min, or dismiss it early, and you can only uses this feature a number of times equal to your proficiency bonus per long rest. 

Level 10: Elemental Blade

Starting from level 10,

Once per long rest, you can prepare one damage type of the following to be added when you manifest your mind blades: fire, cold, lighting, thunder, force and psychic; convserly you can turn your mind blade to either Merciful or Unholy.

  • Merciful: all of your mind blade damage is converted to radiant damage, and your mind blade can not deal a killing blow only able to reduce HP to zero. 

  • Unholy: all your mind blade damage in converted to necrotic, any damage that drop the creature to zero hp will kill them instantly. 

     

The damage dice of Elemental blade will be one step lower on the damage dice of your mind blades, with the exception of 1d4 weapon or less will have a flat +2 damage.
example: If your have a great axe, your elemental blade damage dice is 1d10, great sword 1d10, halberd 1d8, long sword 1d6, short sword 1d4, dagger flat +2.

Level 15: Tempered Edge

Starting level 15

Your mind blades gain two permanent enchantment of the following:

  • Keen: your blade able to critical hit on 18, 19, and 20

  • Speed: you gain one extra attack 

  • Bane: pick a creature type you, gain an extra 2d6 on you weapon's normal damage type again that creature. (you cant not change the creature type unless you reset your enchantment)

  • Elemental Burst: you gain an extra damage dice on your elemental blade, in addition on upon critical hit your deal the full elemental damage to the near by creatures excluding yourself in a 10 ft radius 

  • Vampiric: when you hit a creature with your mind blades you recover a number HP equal to your hit dice. you do not use your hit dice

you can reset you enchantment if you spend a week of 30 days of down time. alternatively the GM can say they are only allow to switch X amount of time per campaign and let the player decide when and how. 

Level 18: Mind, Body, Soul

Starting at level 18

Modified the following feature:

Psychic Forge: you can activate your mind blade at will

Sharpen Senses: use an action to concentrate your mind to enter a state of sharpen senses at will and two passive instead of one

Elemental Blade: double the additional damage

Tempered Edge: you gain all permanent enchantment

Final note: in cases of dual weapon user it is intended for the buff to be applied on both weapon, with spell like feature you use only highest damaging mind blade not combine damage.

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