Base Class: Fighter
Psi Knight
The Psi Knight is a warrior possessing both great physical skill and prowess and also great mental and psychic abilities. A Psi Knight has learned to take these mental powers and focus them into the creation of psychic simulacrum of the weapons that they would normally bear and wield as a fighter. These simulacrum are known as the Psi Blade. Over time they also learn how to enhance this Psi Blade with imitations of magical enchantments and even learn to make Psi Armor.
Psi Knight Features
| Fighter Level | Feature |
|---|---|
| 3rd | Form Psi Blade, Psi Points, Psi Augmentation (3 options)(uncommon)(weapons & wands) |
| 7th | Psi Blade Enhancement, Psi Augmentation (4 options)(rare) |
| 10th | Form Psi Armor & Shields, Psi Augmentation (armor & shields) |
| 15th | Psi Augmentation (5 options)(very rare) |
| 18th | Psi Augmentation (6 options)(legendary) |
Form Psi Blade
At 3rd level a Psi Knight is able to form their namesake, the Psi Blade. The weapon is a psychic energy simulacrum of any weapon with which the wielder is proficient with. The Psi Blade uses all of the stats of the weapon on which it is based. Forming a Psi Blade is a bonus action. A Psi Blade dissipates when released or after resolving a ranged weapon attack with it.
Psi Points
Starting at 3rd level you gain a reserve of psychic energy called Psi Points. The number of Psi Points you have is equal to your fighter level. You can spend these points to augment your Psi Blade.
When you spend a Psi Point, it is unavailable until you finish a long rest, at the end of which you recover all of your expended Psi Points.
Psi Blade Augmentation
At 3rd level you may choose 3 augmentations which are based on weapons or wands from the uncommon magic item lists(at your Dungeon Master's discretion). By using a Bonus Action and spending a Psi Point you may have your Psi Blade take on the properties of one of those items for a duration of 5 rounds. The effects end at the end of your 5th turn after activation, beginning on the round they are activated on.
If an Augmentation requires a saving throw, your save DC equals 8 + your proficiency bonus + your Charisma modifier.
If an Augmentation is chosen that has charges the Augmentation grants only a single charge. The charge can be held until the end of the Augmentations duration, after which if the charge is not used it is lost.
When you gain a level in this class you can choose one of the augmentations that you know and replace it with another augmentation which you meet the requirements for.
Psi Blade Enhancement
At 7th level your Psi Blade gains the magical property even when it is not Augmented. Additionally when forming the Psi Blade you may choose to have it deal psychic damage instead of the normal damage type for the weapon on which it is based.
Additional Augmentation
At 7th level you gain one additional augmentation and may choose augmentations from the Rare magic items lists, these augmentations cost 2 Psi Points each. Your Rare Augmentations have a duration of 5 rounds. Your Uncommon Augmentations now have a duration of 10 rounds.
Psi Armor & Shields
At 10th level you may now choose to form Psi Armor and Psi Shields. Armor and Shields formed this way use all of the stats of the items on which they are based. You may now also choose Augmentations based on armor and shields from the magic items lists that you meet any other requirements for(at your Dungeon Master's discretion).
Additional Augmentation
At 15th level you gain one additional augmentation and may choose augmentations from the Very Rare magic items lists, these augmentations cost 3 Psi Points each. Your Very Rare Augmentations have a duration of 5 rounds. Your Rare Augmentation now have a duration of 10 rounds. Your Uncommon Augmentations now have a duration of 15 rounds.
Additional Augmentation
At 18th level you gain one additional augmentation and may choose augmentations from the Legendary magic items lists, these augmentations cost 4 Psi Points each. Your Legendary Augmentations have a duration of 5 rounds. Your Very Rare Augmentations now have a duration of 10 rounds. Your Rare Augmentations now have a duration of 15 rounds. Your Uncommon Augmentations now have a duration of 20 rounds.
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