Fighter
Base Class: Fighter

A Psychic Swordsman blends psychic abilities and martial skill with lethal results. They are quite a handful on the battlefield, weaving in spells alongside ruthless attacks from their psychic blade.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.You learn spells from the wizard spell list and must immediately pick two schools of magic. You can only learns spells from these schools. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

At 8th and 14th level you may choose an additional school of magic from which to learn spells.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots

The Psychic Swordsman Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know three 1st-level spells of your choice from wizard spell list, from within your chosen schools of magic.

The Spells Known column of the Psychic Swordsman Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from within a school of magic available to you, and must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from within a school of magic available to you.

Spellcasting Ability

Intelligence is your spellcasting ability for spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Psychic Swordsman Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

3

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Arcane Infusion

You are able to cast spells with range of "touch" through your melee weapon, performing a melee weapon attack instead of a melee spell attack. If the attack is a critical hit, the spell's damage is doubled as well.

Additionally, you do not have disadvantage on ranged attack rolls of spells cast against targets due to them being within 5 feet.

Psychic Blueprints

At 3rd level, you learn a ritual that creates a psychic manifestation of one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and it is consumed.

Once you have done this to a weapon, you can’t be disarmed of that weapon unless you are incapacitated, in which case it ceases to exist until you re-summon it. You can summon that weapon as a bonus action on your turn, causing it to appear instantly to your hand.

You can manifest up to two psychic weapons, but can summon only one at a time with your bonus action. Your manifestations are considered magical for the purposes of damage reduction. You can learn three blueprints however If you attempt to consume a fourth weapon, you must forget how to summon one of the others.

Mind Latch

At 3rd level, you gain the ability to latch onto the mind of a target. As a bonus action, choose one creature you can see within 30 feet of you, the target is marked for 1 minute, or until you are incapacitated.

While Mind Latch is active you gain the following benefits:

  • Gain bonus damage on rolls against your Latched target equal to your proficiency bonus
  • Gain +1 AC on attacks made on you by your Latched target.
  • Gain +1 to any saving throw you would make on spells cast by your Latched target.

 

Psionic Charges & Notions

At 6th level, you gain Psionic Charges equal to your Psychic Swordsman level.

You can spend these charges to manifest Psionic Notions. These Notions affect your Latched target. At the end of your turn you regain a number of charges based upon a roll of your Recharge Dice.

Recharge Dice
Fighter Level Dice Rolled
6th 1d4
12th 1d6
18th 1d8

 

So a roll of 4 on a d4 awards 4 replenished Psionic Charges and so on.
If at any point during any enemy or ally turn you take damage >= {{classlevel*2#unsigned}}, or your Psychic Swordsman level x 2, you become Fractured and must roll your recharge dice. You can become Fractured multiple times.Your new temporary maximum number of Psionic Charges drops by the number rolled. Any charges lost in this way are replenished on a Long Rest.

Finally, if the target you have affected with Mind Latch dies, you gain temporary hit points equal to the current number of charges you have lost due to being Fractured.

 

Recharge Dice
Notion Activation Time Number of Charges to Use Effect
Amplify 1 Action 4 Add 3d8 to weapon attack rolls against your Latched target for 1 minute. Requires concentration.
Distance 1 Bonus Action 1 Your Latched target makes an Intelligence saving throw or is pushed back 30 feet.
Extract Essence 1 Bonus Action Variable While Extract Existence is active, when you strike your Latched target, you spend a charge and learn a Vulnerability, Resistance, or Immunity. You choose which. You may spend multiple points.
Instill Frailty 1 Bonus Action 2 Until the end of your turn, if you strike your Latched target, they have disadvantage on the next saving throw made against a spell you cast before the end of your next turn.
Mind Shackle 1 Action 3 to activate. 1 on each subsequent round to maintain. Your Latched target makes an Intelligence saving throw, if they fail, they suffer 1d8 psychic damage for every 5 feet they move. Requires concentration.
Psionic Transport 1 Bonus Action 2 You teleport up to 30 feet to an unoccupied space you can see, you can make an attack with your levitating blade.
Psychic Intrusion 1 Minute 4 for basic. 8 for enhanced. You must spend 1 minute within 15 ft of the target to complete the intrusion. If they fail an Intelligence saving throw, you gain advantage on Insight, Intimidation, and Persuasion rolls against them for the next hour. You may spend twice the amount of charges to use your INT modifier for these rolls instead of their normal modifiers.
Psychic Rebuke 1 Reaction 2 When an enemy hits you with an attack, your blade reacts instinctively, allowing you to make a single attack with your levitating blade as a reaction.
Psychic Resilience 1 Reaction 3 If you would fail a saving throw caused by a spell, you can activate Psychic Resilience as a reaction to reroll the saving throw with advantage. You must accept the new result.
Warped Reach 1 Bonus Action 2 If your levitating blade is in attack mode, you can activate this to give it 5 extra ft of reach until the beginning of your next turn.
Weight 1 Action 3 to activate. 1 on each subsequent round to maintain. Your Latched target must succeed an Intelligence saving throw or suffer the effects of Levitas or Gravitas. Requires concentration.

Blade Surge

At 7th level, you gain the ability to guide a blade with your mind. As a bonus action, you can select a weapon manifestation you are holding. The blade levitates around you for 1 minute, or until you are incapacitated.

When you activate this ability you must choose a Mode for your levitating blade.

Modes
Mode Name Ability
Attack You can make an attack with your levitating blade as a bonus action, you may also use it for opportunity attacks. These are spell attacks and use your spell casting modifier for attack and damage rolls. Your levitating blade doesn't make attacks in any other mode unless another ability specifies so.
Defense You gain +1 AC and have advantage on Concentration checks.
Bladeboard Your move speed is doubled and you ignore difficult terrain. If you take damage, make a Acrobatics check DC 10 or half the damage taken, whichever is higher, if you fail then your speed becomes 0 until end of turn and you fall prone.

 

You can use this feature twice per short rest.

Psionic Adaptation

At 10th level, if your Latched target hits you with an attack, you may use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Replenish the Mind

At 15th level, when you use Second Wind, you can choose to heal Fracture damage instead of health points.

Master of the Mind

At 15th level, you can reach out from the mind of a slain Latched creature to another creature. When a Latched creature dies, you can apply Mind Latch to another creature you can see within 30 feet of you, provided you aren't incapacitated.

Synthesis of Mind & Body

At 18th level, when you use your Second Wind or Replenish the Mind, you roll your recharge dice and heal that much Fracture damage. Additionally, you are immune to any Fracture damage until the beginning of your next turn.

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