Fighter
Base Class: Fighter

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. A mindblade lies somewhere between those two extremes. Blending psychic talent and martial skill to lethal effect. They have the ability to create weapons with their mind, and thus; they always have the right tool for any situation. As they grow in power, they unlock abilities that allow them to merge their talents further, and at the pinnacle of their art, the mindblade becomes a blur of movement and magic, a force that few foes would dare to stand against.

They spend much of their time traveling the world, learning whatever techniques or secrets they can. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

Spellcasting

At 3rd level, a mindblade begins to cast spells from the wizard spell list, except for cantrips which are drawn from the bard spell list. They can cast any spell they know without preparing it ahead of time.

Like other spellcasters, a mindblade can cast only a certain number of spells of each spell level per day. They know 1/2 the number of spells and receive 1/2 the number of spell slots per day as a bard of their level.

Psychic Points

At 3rd level, a mindblade gains a number of psychic points, similar to a monk's ki points, equal to 1/2 their mindblade level (minimum of 1 point) + their INT modifier. A mindblade can expend 1 psychic point as a standard action to manifest a simple melee weapon with the light property, formed from psychic energy. By spending 2 points, the mindblade can manifest any simple melee weapon, and by spending 3 points, they can manifest any martial melee weapon. This psychic weapon can last indefinitely, but it vanishes if it leaves the mindblade's hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic points used to create it. They can maintain only one weapon at a time. Weapons summoned in this way have the same attributes and abilities as normal.

Spellstrike

At 3rd level, whenever a mindblade casts a spell with a range of touch, they can deliver the spell through any weapon they are wielding as part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range , but the spell effect only deals ×2 damage on a critical hit, while the weapon damage uses its own critical modifier.

Psychic Feats

At 7th level, a mindblade begins to learns secrets and techniques tailored to their specific style of blending martial puissance and psychic skill. Gain one psychic feat now.

Aquatic Agility

The mindblade can spend 1 psychic point as a bonus action to gain the benefits of Water Breathing for 1 round per level. During this time, they can ignore the effects of water and on their attacks and movement.

Cloud the Mind

The mindblade can spend 1 psychic point as a bonus action to grant a bonus on their Deception and Stealth checks equal to their INT modifier.

Concentrate!

The mindblade can reroll any concentration check they just made with a +4 bonus. They must use this ability after the roll is made, but before the roll’s outcome is determined. Take the higher of the two rolls as with advantage.

Dispelling Strike

The mindblade can spend 1 or more psychic points bonus action to imbue their weapon with a the spell Dispel Magic. If the weapon strikes a creature within the next minute, that spell takes affect with the mindblade’s level as the spell level, except that this effect cannot dispel a spell of a level higher than the number of psychic points expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.

Divinatory Strike

Whenever the mindblade scores a critical hit against an opponent with a melee attack, they can gain preternatural insight into his foe’s strengths and weaknesses as though they had rolled a natural 20 on a check to identify the creature struck. Any bonuses or penalties the mindblade normally applies to such a check are applied to this ability. Depending on the final calculated outcome of this ability and the CR of the creature struck, the mindblade may still be unable to glean information about his enemy.

Familiar

The mindblade gains access to the Find Familiar spell. 

Greater Psychic Redoubt

The mindblade can spend 1 psychic point as a bonus action to give themselves a +4 bonus to AC. In additon, this bonus applies to Dexterity saving throws. If a Dexterity saving throw is required, they may spend an additional 2 points to be treated as having Evasion or an additional 4 points to be treated as having Improved Evasion.

Grievous Wounds

The mindblade can spend 1 psychic point as a bonus action after hitting a target with a slashing or piercing weapon, to hold the wounds open, and deal an amount of additional bleed damage equal to their INT modifier.

Hasted Assault

The mindblade can expend 1 psychic point as a bonus action to caste haste on themselves. This lasts for a number of rounds equal to the mindblade’s INT modifier.

Invisible Assault

The mindblade can spend 1 psychic point as a bonus action to cast the spell Greater Invisibility on themselves. This lasts until the end of the mindblade's next round.

Prescient Attack

The mindblade can spend 1 psychic point as a reaction after hitting a target with a weapon attack, allowing him to anticipate his opponent’s defenses. The target is denied the dexterity bonus to its AC against the mindblade's attacks until the end of the mindblade's next turn.

Prescient Defense

The mindblade can spend 1 psychic point as a reaction after hitting a target with a weapon attack, granting them a premonition of their enemy’s intentions. The mindblade gains a bonus to his AC and on Dexterity saves equal to his INT modifier against attacks by that opponent until the beginning of his next turn.

Psychic Redoubt

The mindblade can spend 1 psychic point as a bonus action to give themselves a +4 bonus to AC.

Quickened Magic

The mindblade can cast one spell per day, that would normally require a standard action, as a bonus action.

Reflection

The mindblade can spend 1 or more psychic points reaction to reflect a spell back at its caster. This only works if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are spent, they instead grant a bonus on any saving throws allowed by the spell, equal to the number of points spent.

Slicing Strike

The mindblade can spend 1 psychic point make a single attack as a standard action that ignores all a foe’s magic-based protections. The mindblade cannot use this ability to ignore spells or effects that take affect when a foe is attacked. The character must declare his use of this ability before making the attack.

Spellbreaker

Enemies that cast spells while threatened by you provoke attacks of opportunity.

Surge of Enhancement

A mindblade can further enhance their weapon by channeling their spell slots directly into it. The mindblade can expend a single spell slot to increase her weapon’s enhancement bonus on attacks and damage by an amount equal to half the slot’s level. This bonus lasts for 1 minute per mindblade class level, and the mindblade can use only one spell slot in this manner at a time. If a mindblade activates this ability while a previous use of it is still in effect, the new bonus replaces the old one—it does not stack.

Unnatural Accuracy

The mindblade can expend 1 psychic point as a bonus action to grant themselves a bonus on attack rolls equal to their INT modifier until the end of the turn.

Wave Step

As a bonus action, a mindblade can spend 1 psychic point and gain the effects of the Water Walk spell for 10 minutes per mindblade level. If instead they expend 2 psychic points they can affect a total number of touched creatures equal to their mindblade level.

Psychic Access

At 7th level, the mindblade may add two spells to their spell list from the divination, enchantment, or illusion spell schools. These spells must be of levels a bard of the mindblade's level is able to cast.

Cognitive Disruption

At 10th level, when a mindblade attacks an opponent they can choose to deal 2 points of ability damage to either Intelligence, Wisdom, or Charisma; in addition to the normal damage of the attack. The opponent can make a saving throw matching the type of ability damage attempted, with a DC 10 + the mindblade's INT modifier, to negate the effect.

If the mindblade rolls a critical hit there is no saving throw.

Mindbreaker

At 15th level, a mindblade can try to cleave the psyche of it's enemy away from its physical form.

As a standard action you can make a single attack. You deal damage as though you rolled a critical hit and the target must make a Wisdom saving throw with a  DC of 15 + the mindblade's INT modifier, or become incapacitated for 1 round. If the attack is a critical hit, the saving throw becomes a save vs death instead.

Awakening of the Blade

At 18th level, a mindblade's summoned weapon(s) become a fully fledged psychic entity.

It becomes a fragment of the mindblade's psyche and is treated as a familiar with half of the mindblade's ability scores. It possesses sight and hearing, blindsense out to 60 ft., the ability to speak, and telepathy.

Previous Versions

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