Fighter
Base Class: Fighter

A balanced psionic fighter that specializes in moving weapons with their mind.

Psionic Power

3rd-level Psi Weaponmaster feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Protective Field. When you or another creature you can see within 30 feet of you are hit by an attack, you can use your reaction to expend one Psionic Energy die, roll the die plus your Dexterity modifier (minimum reduction of 1) to add a bonus to AC including against the triggering attack, until the start of your next turn. (this uses a psionically equipped weapon)

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 10 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Dexterity modifier. You can expend another Psionic Energy die to chain this attack to an enemy within 10 ft of the target (this cannot attack the same target twice), this can be continued until the user is out of  Psionic Energy die. (this uses a psionically equipped weapon). You may also use this ability in the place of one attack from the user's multiattack.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Psionic Field

3rd-level Psi Weaponmaster feature

You may psionically equip a weapon to fly freely in a 10ft radius (weapons with reach add +5 to this range and the range specified in skills), if the weapon is taken beyond that range it falls to the ground, and you must move the weapon in range to reequip the weapon. at 5th level, you may psionically equip two weapons at 11th level you may psionically equip 3 weapons at 17th level you may psionically equip 4 weapons.

You also gain Truesight out to a range of 10ft

Telekinetic Adept

7th level Psi Weaponmaster feature

You have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Thorn. When you deal damage to a target with your Psionic Strike, you can leave your psionically equipped weapon in the target, and as a bonus action on subsequent turn you may deal 2d8 force damage, per weapon, to the target if the target is within 30ft. The target or one of their allies may use an action to attempt to remove the weapon (Strength save vs a DC equal to 8 + your proficiency bonus + your Constitution modifier),  the target or one of their allies gains advantage on this roll if they are beyond 30ft, and gains disadvantage if they are 10ft or closer.

Telekinetic Expert

10h-level Psi Weaponmaster feature

Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Constitution. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

Additionally, you can expend a Psionic Energy die to add the damage from the previous Psionic Strike attack to the next one.

Telekinetic Master

15th-level Psi Weaponmaster feature

Your Psionic field and the range of your Psionic strike increase to 30ft. Also, the disadvantage range for telekinetic thorn is increased to 30 ft or closer and the advantage range is increased to 60ft or farther.

Additionally, your Truesight extends to 30ft

Psionic Field Mastery

18th-level Psi Weaponmaster feature

You regain all of your Psionic Energy Dies at the end of a turn

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