Base Class: Fighter
Sharpened mind, sharpened blade. Most Fighters of the Iaido Mind train alongside Soulknife Monks, as both hone their psionic capabilities into lethal weapons. With wills unwavering and blinding speed with graceful and efficient weaponry, an Iaido Mind is a valuable addition to any party, and a lethal sellsword or knight to any kingdom that wishes to harbor them.
Quick-Striking
Learning the craft of Iaijutsu, an Iaido Mind is capable of drawing their weapon and making an attack within the same moment. You may spend an action to perform quick striking instead of your normal attack, and if your Dexterity modifier is higher than the target's, you have advantage on the attack roll. At level 3 you become proficient with Scimitars, Rapiers, and Longswords. You are also able to bond yourself with one weapon of your choice as a ritual. So long as you and your weapon are on the same plane of existence, you can call it back to your hand from anywhere, and no other creature can remove it from your hand unless you are incapacitated.
Psionic Prowess
An Iaido Mind trains their psyche as much as their blade, allowing them to tap into the psionic power of their own will. You start with a pool of 3+CHA modifier psionic points at level 3. (Note that this number cannot reach below 1, so any modifiers below -2 are not counted.) As you level up, you gain 1 point + your Charisma modifier. These points reset after a short rest and can be used for a number of features, but at level 3, the benefits are as follows.
Mind Spike. You are able to cast this as a 1st level spell with your Charisma modifier, and can increase the spell level by spending 2 psionic points for each level.
Deflect Missiles. You are able to use this feature by spending 2 psionic points. You can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Fighter level.
If you reduce the damage to 0, you can fully redirect the missile if it is small enough for your weapon to block it. If you block a missile in this way, you can spend 1 psionic point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a Fighter weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Your expanded psyche and bolstered will also give advantage on Intimidation, Perception, and Arcana rolls.
Unwavering Slasher
At level 7 you gain the Slasher feat, and as a bonus action after using your Quick Striking, you can spend 2 psionic points and use your remaining movement while attacking, hitting several opponents in a line. Any attacks of opportunity made against you while taking this action have disadvantage.
Psi-reach: By spending 4 psionic points, you are also able to 'extend' the slash of your blade in a 30ft cone or line depending on the axis of your slash as a bonus action, adding your Charisma modifier to the attack and dmg rolls. On a failed Dexterity saving throw of 17, any creature in the line or cone takes 4d6 psychic dmg from the wave of energy.
Psionic Barrier
At level 10 you are immune to being charmed or frightened, you have 10ft of truesight, and any attempts to reach into your mind are rolled at disadvantage.
For 4 psionic points, you can give yourself or any ally you see within 30ft of you +3 to their AC for 5 minutes as an action or bonus action. You regain use of this feature when using your Second Wind feature, and after that, this feature resets after a short rest.
Psionic Fortress
Upon reaching level 15, whenever you use your Second Wind Feature or as a reaction to reaching zero hit points, you can spend 5 psionic points to gain an extra hit point, as well as resistance to all damage types, +5 AC, and +10 to movement speed for 5 minutes. If you spend psionic points to use your Psi-reach in this duration, it gains 10ft of range and an extra 2d6 to dmg rolls.
Dividing Mind
Your final boon at level 18, by spending half of your maximum psionic points, you give your bonded weapon the vorpal status for a single attack action with advantage. If your target is 30-60ft away, you can spend an extra 4 psionic points to teleport within melee range. (Note that this cannot be used in conjunction with Unwavering Slasher, or Action Surge.)
Previous Versions
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