Base Class: Fighter
Many Psychogenic Warriors are trained with a specific sect or order, under strict guidelines and rigorous training regiments. They learn to use their mind and body as one to deadly effect.
Blade of the Mind
Due to your extensive training between body and mind, you are able to extend your will onto your weaponry, and enhance them. Your blades are sharper than normal, and your swings deal more damage than the average warrior.
At 3rd level, your weapon attacks count as magical for the purposes of overcoming damage resistances.
Armor of the Mind
Your hardened will and mental discipline have made it harder for others to intrude into your thoughts and disrupt your senses.
Starting at 3rd level when you choose this archetype, you gain proficiency in INT saving throws.
Improved Blade of Mind
Your mind has extended to create a telekinetic link with your weaponry.
Starting at 7th level, your weapons gain a +1 magic enchantment bonus while you wield them. If a weapon already has a magic enchantment, this bonus stacks with it, up to a maximum of +3.
Improved Armor of the Mind
Your mental defenses have reached a point where you are able to exert your force of personality over others who are trying to control or influence your mind.
Starting at 7th level, you gain proficiency in CHA saving throws.
Superior Blade of the Mind
Your telekinetic bond with weapons you wield continues to expand.
Starting at 10th level, you gain a +2 magic enchantment bonus on any weapons that you wield. If a weapon already has a magic enchantment, this bonus stacks with it, up to a maximum of +4.
Superior Armor of the Mind
You have trained your mind so extensively, that others find it almost impossible to penetrate your mental defenses with spells and effects that control the mind.
Starting at 10th level, you gain proficiency in WIS saving throws.
Masterful Blade of the Mind
You have mastered the connection between the physical world and your mental senses, which extends to your weaponry.
Starting at 15th level, your weapons gain a +3 magic enchantment bonus while you wield them. If a weapon already has a magic enchantment, this bonus stacks with it, up to a maximum of +5.
Masterful Armor of the Mind
Beginning at 15th level, whenever you fail an INT, WIS, or CHA saving throw, you can instead choose to succeed that saving throw. You cannot use this ability again until you finish a long rest.
One with Body and Mind
Starting at 18th level, you gain resistance to psychic and poison damage. You are also immune to charm and frightened effects.
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