Base Class: Fighter
Psionswords are warriors who have found a balance between mind and matter. Their psionic abilities augment their fighting styles, leading to something similar to the eldritch knight.
Awakened
Your knowledge of the sentient mind allows you to spot the tiny, minute signs of how someone is feeling. You have proficiency in Insight checks, and you can use your intelligence modifier for it. If you have observed someone for at least one minute, you can determine their current emotion with a successful Insight check against the target's deception check.
Mental Might
At 3rd level when selecting this subclass, you unlock access to Thought Patterns, abilities fueled by Psion Dice.
Thought Patterns. You learn how to use special mental maneuvers. You can have a number of them prepared equal to your intelligence modifier, to a minimum of 1. You can change the Thought Patterns you have prepared at the end of a short or long rest.
At 10th level, you may add half of your proficiency bonus to the number of Thought Patterns you may have prepared. At 18th level, you may have all Thought Patterns prepared at once.
Psion Die. You have 4 Psion Die, which are d8s. They are expended when used, and are regained at the end of a short or long rest.
You gain another Psion Die at 7th level and one more at 15th level.
Saving Throws. Some of your Thought Patterns require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Thought Pattern save DC = 8 + your proficiency bonus + your Intelligence modifier.
Blink
You can use your mind to pull you through space and time. As a bonus action, you may teleport 20 feet. Or, you may use this as an action, taking a number of willing creatures with you equal to your intelligence modifier. Roll your Psion Die, adding your intelligence modifier to your roll. You may teleport to a location you or one of the creatures you are taking with you has been to before within a radius equal to the result of the roll in miles.
Calm Mind
You may telepathically calm the emotions of those around you. Roll a Psion Die. For the next hour, any creature of your choice within 30 feet of you can add the result of your Psion Die plus your intelligence modifier to any saving throw against being charmed or frightened.
Mind Lance
You project your mental energy as a piercing line of psychic power. Roll your Psion Dice. You create a 5/40 line in a direction you choose. All creatures within the line must make an Intelligence saving throw, taking 2d10 psychic damage, plus the result of your Psion Dice roll.
Psion Hood
You can deceive the senses of those around you, convincing them you're not who you truly are. Roll your Psion Dice. You cast disguise self, and you may add the result of the roll to your deception checks while you remain disguised. You may change what you appear to be as a bonus action.
Shaderift
You can create illusory darkness in the minds of your enemies, blinding them to the world while assailing their senses. Roll a Psion Die. Pick a point within 50 feet. All enemies within a 10 foot sphere of the point must make an intelligence saving throw, taking psychic damage equal to the number you rolled on your Psion Die plus your intelligence modifier and causing [Tooltip Not Found].
Submission
You can reach into the mind of a creature and take control of it by force. Roll a Psion Die. The target, within 30 feet of you, must make a wisdom saving throw, subtracting the result of the Psion Die from their roll. On a success, the creature knows you attempted to control it. On a failure, the creature is charmed and you gain complete control of their actions for the next 3 hours. You do not need to give verbal commands to them. A creature immune to being charmed is immune to this ability.
Telepathic Force
At 7th level, you learn how to reach into the minds of those around you. You gain telepathy out to 60 feet. If you already had telepathy, increase its range by 30 feet. As an action, you may attempt to read a creatures thoughts as if you had cast the detect thoughts spell. The target must make on an Intelligence saving throw against your Thought Pattern DC. On a success, they get to determine how much you see - and what. On a failure, you gain access to both their surface level thoughts and their deeper thoughts.
Psion Potency
At 10th level, your Psion Dice turn into d10s. At 18th level, they turn into d12s.
Preserve
At 15th level, you learn how to keep yourself alive past what you normally would. Upon dropping to 0 hit points, you instead drop to one and stay alive as a bubble of psionic energy envelops you until the start of your next turn. While enveloped, you are incapacitated, immune to all damage, and cannot be targeted by attacks or spells. This can only be done once per long rest.
At 18th level, when a creature drops to 0 hit points, you may use your reaction to apply this ability to them, expending your use of it.
Psychic Unleashed
At 18th level, you become a master of both psionics and martial fighting, mind and matter. You gain proficiency in Intelligence saving throws. Your Psion Dice become d12s, and you regain one at the start of combat if you do not have one. Whenever you take the attack action on your turn, you may add an additional 1d8 psychic damage to the damage of the attack if you hit to all of your attacks. Upon activating your action surge, you regain a single Psion Die.
In addition, you may roll a d6 to attempt to use an ability that requires a Psion Die. If you roll a 6, you may use the ability, treating the 6 as what you rolled on your Psion Die. Any other result wastes the attempt.
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