Prerequisite: At least one level in fighter
You are either beginning training towards being a psi warrior or have the innate basic abilities to work as a psi warrior and are still unable to fully affect the physical world outside of the mental one.
Taking this feat gives you the following features and abilities:
- If taken at first level or without the Psi Warrior subclass you gain one psionic energy die which is represented by a d4 which otherwise is added and scales with normal psionic energy dice given from being a Psi Warrior which becomes a d6 at 3rd level, d8 at 5th level, d10 at 11th level and d12 at 17th level. Psionic energy dice replenish on a long rest and are used to fuel abilities added with this feat and given as a Psi Warrior:
- Mental Enhancement: When making an intelligence ability check or saving throw you can use your reaction to expend one psionic energy die and add it to the result. This can be done after you have rolled the d20 but before any results for the number is made.
- Psionic Assault: When you make the attack action on your turn you may expend one psionic energy die and replace one of your attacks with a mental overload of an creature with 30 feet of you. That creature must make an intelligence saving throw and on a failed save the creature takes the damage rolled on the psionic energy die and also subtracts the number rolled from their initiative as the mental strain hinders their reaction time. A creature that fails this saving throw is then immune to the effect for the next 24 hours. If the creature succeeds on the saving throw the target takes no damage and their initiative is unaffected.
- The DC of any saving throws is equivalent to DC = 8 + PB + Intelligence modifier.
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