Base Class: Fighter
Awake to the psionic power within thanks to arcane research, an Aeorian Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. These warriors were developed in response to the threat that other Aeorian creations posed on their mage creators. Many warriors have adverse affects on their physical appearance due to brutal experimentation.
Telekinetic Hand
At 3rd level, you learn the Mage Hand cantrip. You can make the spectral hand invisible when you cast it.
Psionic Power
At 3rd level, 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 four Psionic Energy dice to start. You gain two additional dice at 7th, 10th, 15th, and 18th level.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description. 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.
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.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with a weapon attack, you can expend one Psionic Energy die, rolling it and dealing additional force damage equal to the number rolled plus your Intelligence modifier.
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die. Roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of psionic force.
Psionic Adept
At 7th level, you have learned new ways to amplify your psionic abilities, detailed below.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against your Psionic save DC (8 + PB + Intelligence modifier). If the save fails, you can either knock the target prone, move it up to 15 feet in any direction, or prevent it from taking reactions until the end of your next turn.
Shield of Fortification. When you use your Protective Field, the psionic energy surrounding the protected creature heightens their senses giving them advantage on their next attack roll.
Telekinesis. As an action, you can spend a Psionic Energy die to target one object that is Large or smaller or one willing creature other than yourself that you can see within 30 feet. While concentrating on this target for 1 minute, you can move it up to 30 feet away from its original position to an unoccupied space you can see.
Energy Ward
At 10th level, you have learned to redirect a portion of your spent psionic energy to bolster yourself against incoming attacks. When you expend a Psionic Energy die, you can regain a number of temporary hit points equal to the roll that you made in using the die plus your Intelligence modifier, provided that you do not already have temporary hit points. If you did not roll the die when expending it, roll the die to determine the amount of temporary hit points you gain.
You can use this ability a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Telekinetic Grasp
At 15th level, as a reaction, when a Large or smaller creature within 60 feet of you hits you with an attack, psionic energy to lashes out and attempts to restrain it. The creature must make a Strength saving throw against your Psionic save DC or be restrained. The effect lasts for 1 minute and you are concentrating on it as if it were a spell. While restrained, you can use an action to move the creature up to 30 feet (but not beyond 60 feet of you) in any direction. The creature can make Strength saving throws at the end of its turn to try and break free. If the creature succeeds, the affect ends. The affect also ends if you become incapacitated. When the effect ends, if the target is in the air, it floats gently back down to the ground.
You can use this ability once per long rest, or spend 3 Psionic Energy dice to use it again.
Psionic Incarnation
At 18th level, the power of your mind radiates from your entire being. You can use an action to unleash your Psionic Incarnation, which lasts for 1 minute. While unleashed, a force field of psionic energy spreads around you in a 20-foot radius giving you control over objects and creatures within the space as follows:
- You and your allies benefit from the effects of the bless spell.
- Your enemies are hindered by the effects of the bane spell.
- You can use a bonus action to telekinetically move Small or Tiny objects within the radius.
Once you use this feature, you can not use it again until you complete a long rest.
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