Fighter
Base Class: Fighter

Psyknights are fighters who can summon weapons and equipment comprised of psionic energy. Unlike the similarly-named Psi Warriors, these fighters focus on harnessing psychic energy in physical forms rather than as force to manipulate objects and minds.

The most experienced Psyknights are able to manifest a plethora of weapons, as well as generate armour and shields to guard themselves and their allies.

Psionic Arms

At 3rd level, your psionic training has allowed you to begin manifesting the start of your armoury. 

Choose one of the following weapons to be able to manifest out of psychic energy:

  • Psionic Longsword
  • Psionic Greatblade
  • Psionic Longbow
  • Psionic Daggers
  • Psionic Lance

You can manifest your Psionic Weapon as a bonus action in tandem with your psionic armour and/or shield. The weapon lasts for 1 minute, until you dismiss it or you fall unconscious. If the weapon leaves your hand, you can summon it back as a free action. You can manifest a Psionic Weapon a number of times equal to your Intelligence Modifier and regain all expended uses during a long rest.

When you attack with a Psionic Weapon, you can use your Intelligence Modifier instead of Strength or Dexterity for the attack and damage rolls, as the Psionic energy is focussed from your mind.

You gain another Psionic Weapon at 7th, 10th, 15th, and 18th level. You can switch between which Psionic Weapon you have equipped using a bonus action. Switching psionic weapons does not consume a usage as long as you do so within the duration time limit, without dismissing them, and without falling unconscious.

Psionic Daggers

The Psionic Daggers are a pair of simple melee weapons with which you are proficient. They have the Finesse, Light and Thrown properties. They have a thrown range of 20ft, with a 60ft long range, and deal 2d4 psychic damage on a hit.

Once you have gained the Psychic Special feature at 7th level, the Psionic Daggers gains the special attack Psychic Assassination:

You must have both Psionic Daggers in hand to perform this attack. As an action, choose one creature within 5ft of you. That creature must perform a dexterity saving throw, taking 10d4 psychic damage on a failed save or half as much on a successful one.

Psionic Greatblade

The Psionic Greatblade is a simple melee weapon with which you are proficient. It has the finesse and two-handed properties, and deals 2d12 psychic damage on a hit.

Once you have gained the Psychic Special feature at 7th level, the Psionic Greatblade gains the special attack Psychic Sweep:

As an action, you swing the Psionic Greatblade in a circle around you. Each creature within 10ft must perform a dexterity saving throw, taking 3d12 psychic damage on a failed save or half as much on a successful one.

Psionic Lance

The Psionic Lance is a simple melee weapons with which you are proficient. It has the Finesse and Reach (10ft) properties. It also requires two hands to wield when not mounted, and you have disadvantage when you use the Psionic Lance to attack a target within 5 feet of you. It deals 2d12 psychic damage on a hit.

Once you have gained the Psychic Special feature at 7th level, the Psionic Lance gains the special attack Psychic Streak:

As an action, you thrust the lance forward as a beam of psychic energy erupts from its tip. Each creature in 5ft wide, 60ft line must perform a dexterity saving throw, taking 3d12 psychic damage on a failed save or half as much on a successful one.

Psionic Longbow

The Psionic Longbow is a simple ranged weapon with which you are proficient. It has the Range and Two-handed properties. It has short range of 150ft, a long range of 600ft, and deals 2d10 psychic damage on a hit. The arrows for this bow are also manifested out of psionic energy whenever you attack with it.

Once you have gained the Psychic Special feature at 7th level, the Psionic Longbow gains the special attack Psychic Seek:

As an action, choose a number of creatures up to twice your Intelligence Modifier that you can see within 600ft. Each creature must perform a Dexterity saving throw as psionic arrows streak towards them, taking 3d10 psychic damage on a failed save or half as much on a successful one. 

Psionic Longsword

The Psionic Longsword is a simple melee weapon with which you are proficient. It has the finesse, light, and versatile properties. When wielded with one hand it deals 2d8 psychic damage, and when wielded with two hands it deals 2d10 psychic damage. 

Once you have gained the Psychic Special feature at 7th level, the Psionic Longsword gains the special attack Psychic Slash:

As an action, you can swipe with the Psionic Longsword and expel a slash of psychic energy. Each creature within a 30ft cone originating from you must perform a Dexterity saving throw, taking 3d10 psychic damage on a failed save or half as much on a successful one.

Psionic Guard

As a bonus action, you can summon either your Psionic Armour or Psionic shield, in tandem with your Psionic weapon. If you choose to summon your Psionic Armour, it lasts for 1 minute and grants you an AC equal to 10 + double your Intelligence Modifier. If you choose to summon your Psionic Shield, it lasts for 1 minute and grants you a bonus to your AC equal to half your Intelligence Modifier (rounded up) or 2 (whichever is highest). Your Psionic Shield manifests on your forearm and so does not occupy either of your hands.
You can also summon either of your Psionic Shield or Psionic Armour independently as a bonus action, and both can be active simultaneously.

You are proficient with both your Psionic Shield and Psionic Armour, and with either equipped you are immune to the Magic Missile spell. You cannot manifest your Psionic Armour or Psionic Shield if you are wearing physical armour or wielding a physical shield as the solidification of psionic energy is blocked.

You can summon either of these a number of times equal to your Intelligence Bonus each, regaining all expended uses on a long rest.

Psychic Special

By 7th level, you have harnessed mastery over your Psionic Weapons.

You can use an action to perform each of the Special Attacks described in each Psionic Weapon's description. When a target affected by one of these Special Attacks must perform a saving throw, the DC is equal to 8 + your Proficiency Bonus + your Intelligence Modifier. Each of these Special Attacks can only be used once per short or long rest.

Psychic Shielding

By 10th level, your mastery over your psionic equipment now extends to your armour and shield.

You can now summon both your Psionic Armour and Psionic Shield with the same bonus action, though doing so still consumes an independent usage of each. Furthermore, while one or both of them are active, you can cast the Shield spell as a reaction when you are targeted by an attack. Alternatively, when a creature within 30ft of you is targeted by an attack, you can use your reaction to cast the Shield spell on them instead up to a number of times equal to your Intelligence Modifier provided that you have one or both of the Psionic Shield and Psionic Armour active. This casting does not require any verbal nor somatic components, and you regain all expended uses of this casting on a short or long rest.

Psychic Sustain

At 15th level, you have developed the fortitude to maintain you psionic manifestations for an extended period of time.

You can now maintain your Psionic Weapons, Shield, and Armour for up to 1 hour. After the first 1 minute of this duration, you must maintain concentration on your equipment as if concentrating on a spell. If you lose concentration, then the Weapons, Shield, and Armour are dismissed automatically.

Additionally, when you use your Indomitable feature to reroll a saving throw and fail with the new roll, you can recover one usage of any feature of this subclass. Each Psionic Weapon's special attack and each piece of your Psionic Equipment (weapons, armour, shield) counts as an individual feature for the purpose of this ability.

Psionic Superiority

By 18th level, you have reached such a mastery over your psionic equipment that you can call upon it with no delay.

After summoning a Psionic Weapon, you can now switch to another at will, no action required. Furthermore, as a reaction when you roll initiative, you can summon all of your psionic equipment, expending usages for each as appropriate.

Additionally, if you roll initiative and have no uses of your Psionic Weapons, Shield, or Armour left, you regain one usage of any that are completely expended. At the same time, you regain a usage of one Special Attack of your choice from one of your Psionic Weapons.

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