Fighter
Base Class: Fighter

Fighters of this archetype combine their prowess with a wide assortment of weapons with the psychic powers they possess. These warriors control and dominate enemies with their overwhelming will of mind and strength, and display otherworldly feats that could impress even the greatest magic users.

Martial Psionics

When you choose this archetype at 3rd level, you gain psychic powers that empower your attacks, controlled by a resource known as psionic dice.

Psionic Combat. You learn two Psionic Strikes of your choice, which are detailed under “Psionic Strikes” below. Many Psionic Strikes enhance your weapon attacks in some way. You can use only one Psionic Strike per attack.

You learn one additional Psionic Strike of your choice at 7th, 10th, and 15th level. Each time you learn new Psionic Strikes, you can also replace one Psionic Strike you know with a different one.

Psionic Dice. You have four psionic dice, which are d8s. A psionic die is expended when you use it. You regain all of your expended psionic dice when you finish a long rest.

You gain another psionic die at 7th level and one more at 15th level.

Saving Throws. Some of your Psionic Strikes require your target to make a saving throw to resist the strike’s effects. The saving throw DC is calculated as follows:

Psionic Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.

Strength of Body and Mind

At 3rd level, you have trained your own mind to resist certain negative effects. You gain proficiency in Intelligence saving throws.

Psionic Strikes

The psionic strikes are presented in alphabetical order.

Brain Pierce

As an action, you can expend one psionic die to mentally damage an opponent of your choice. Choose one creature within 60-feet of you that you can see. The target must make an Intelligence saving throw. On a failed save, the creature take psychic damage equal to your psionic die + your Intelligence modifier and the creature has disadvantage on all subsequent Intelligence and Wisdom saving throws until the beginning of your next turn, or half as much damage and you don't impose any disadvantages on it's saving throws on a successful one.

Calming Attack

When you hit a creature with a weapon attack, you can expend one psionic die to attempt to temporarily calm the creature's hostility. You add the superiority die to the attack’s damage roll, and the creature must make a Wisdom saving throw. On a failed save, the creature becomes charmed and regards you and your allies as friends. While charmed in this way, the target will not directly harm you or your allies until the beginning of your next turn. The charm ends early if you or any of your allies damage the target after expending this Psionic Strike. 

Confounding Attack

When you hit a creature with a weapon attack, you can expend one superiority die to scramble your opponent's line of thinking. You add the superiority die to the attack’s damage roll, and the target must make an Intelligence saving throw. On a failed save, the creature must use all of it's movement to move in random direction on it's next turn. The direction it moves in is determined by rolling a d8, assigning a direction to each die face. After the target expends all of it's movement, it may continue it's turn as normal.

Empowering Attack

When you hit a creature make a weapon attack, you can expend one psionic die to psychically bolster your own constitution as a result of reducing your opponent's. You gain temporary hitpoints equal to your psionic die + your Intelligence modifier.

Enraging Attack

When you hit a creature with a weapon attack, you can expend a psionic die to subtly influencing your opponent into an uncontrollable rage. Add your psionic die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the creature can only take the Attack action or the Cast a Spell (if the spell or cantrip it casts deals damage) on it's next turn.

Mind Barrier

As an action, you can expend one psionic die to give a creature within 30-feet of you that you can see a personal psychic shield. The creature gains additional AC equal to the amount rolled on the psionic die until the beginning of your next turn.

Mind Melting Attack

When you hit a creature with a weapon attack, you can expend one psionic die to temporarily halt complex thought in the creature's mind. You add the psionic die to the weapon's damage roll, and the creature must make an Intelligence saving throw. On a failed save, the creature cannot speak, read, or understand any language until the beginning of your next turn.

Pain Split

When another creature damages you,  you can use your reaction and expend one psionic die to force the attacking creature to make an Intelligence saving throw. On a failed save, the creature takes psychic damage equal to the psionic die + your Intelligence modifier, or half as much damage on a successful one.

Psionic Immunity

As a bonus action, you can expend one psionic die to gain immunity to one of the following damage types until the beginning of your next turn: acid, cold, fire, lighting, necrotic, poison, psychic, radiant, or thunder. In addition, when you are immune to a damage type due to this psionic strike and are damage by an attack that deals that damage type, you can expend your reaction to deal psychic damage to the attacking creature equal to your psionic die.

Psychic Explosion

As an action, you can expend one psionic die to push away any creatures surrounding you. Each creature with 5-feet of you must make a Strength saving thow or be pushed 10 feet away from your location and take force damage equal to your psionic die + your Intelligence modifier.

Psychic Weapon

When you hit a creature with a weapon attack, you can choose to deal damage to the enemy's mind instead. When you do so, expend one psionic die. All bludgeoning, slashing, and piercing damage from the weapon instead becomes psychic damage for that attack. Add the psionic die to the attack's damage roll as additional psychic damage. 

Seeking Weapon

When you make a weapon attack, you may expend one superiorty die to enchant the attack with focused psionics. You may reroll the attack roll and use it if it produces a higher result (you reroll with advantage or disadvantage if you have them). You can use this psionic strike after you make the attack roll, but before you know if you successfully hit. If you hit, add the psionic die to weapon's damage roll.

Slowing Attack

When you hit a creature with a weapon attack, you can expend one psionic die to attempt to slow the processes of the opponents reflexes and mind. You add the psionic die to the attack’s damage roll, and the target must make an Intelligence saving throw. On a failed save, the target's speed is reduced by 10 (to a minimum of 0) and it cannot take reactions until the beginning of your next turn.

Teleporting Attack

When you hit a creature with a weapon attack, you can expend one psionic die to attempt to swap it's position with another creature. You add the psionic die to the attack's damage roll, and the creature must make an Intelligence saving throw. On a failed save, you may swap the position's of the target creature and any one creature that is friendly to you. The friendly creature must be within 10-feet of you and cannot be behind total cover.

Terrifying Attack

When you hit a creature with a weapon attack, you can expend one psionic die to telepathically communicate to the creature that you are the greatest threat to it. You add the psionic die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, any weapon or spell attack against a creature other than you is made at disadvantage until the beginning of your next turn.

Ever-Changing Psyche

Starting at 7th level, you let the processes of your consciousness flow ever-changeably like water. Whenever you finish a long rest, you may choose an additional Psionic Strike from the "Psionic Strikes" section above to prepare for the day. You may use this Psionic Strike until you finish your next long rest.

Minor Telepathy

At 7th level, your mind has honed itself and has opened up for the ability of minor telepathy. You can telepathically speak to creatures that you can see with 120 feet of you, but they cannot respond back in turn telepathically unless they have the ability to send telepathic messages as well. Additionally, the creature must share at least one language with you to understand your telepathic communications.

Improved Martial Psionics

At 10th level, your psionic dice turn into d10s. At 18th level, they turn into d12s.

Airborne Psychic

Starting at 15th level, you learn certain mental techniques that allow you to gain large advantages against your foes. You may cast the levitate at will with a range of self.

Improved Martial Psionics

At 18th level, your psionic dice turn into d12s.

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