Fighter
Base Class: Fighter

A slight rework of the new fighter subclass in the recent Fighter, Rogue, and Wizard (PsychicSoulPsionics) Unearthed Arcana. With an emphasis on the blend of Psionic might and Martial prowess.

Having awakened the psionic power within themselves, a Psionic Warrior is a fighter who combines their physical might with psionically infused weapon strikes, telekinetic strikes, and barriers of psionic fortitude. Your psionic might, may have come about through a variety of sources: whether it be tutelage under a psionic teacher or academy, or failed experimentation (perhaps by mind flayers), or a traumatic event unlocking a part of your mind you didn't previously have access to. Regardless, this energy comes from within yourself and is powered by body, but focused by your mind.

Psionic Armament

You can focus your Psionic prowess through your meditation: You learn certain spells when you reach certain levels in this class if you don’t already know them, as shown in the Psionic Armament Spells Table table. These spells don’t count against the number of spells you know if you know any.
You can cast each of these spells once without needing any spell slots. Once you cast a spell in this way, you can’t do so again until you finish a long rest.

Psionic Warrior Armamant Spells
Psionic Warrior Level Spell
3rd Absorb Elements Wrathful Smite
7th Hold Person Mind Thrust (UA)
13th Psionic Blast (UA) -- [Replace Dex Save w/STR save]
19th Staggering Smite

Psionic Discipline

3rd and 10th-level Psionic Warrior feature

You can channel your psychic power to magically augment your prowess and skill. When you finish a long rest, choose whether to augment your defenses, your strikes, or your psionic skill. The chosen benefit lasts until you finish a long rest.

  • Augmented Defenses --- When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.
  • Augmented Strikes --- Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d6 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d8.
  • Augmented Telekinesis --- You learn the mage hand cantrip for the duration of this discipline. You can cast it without components, and you can make the spectral hand invisible. Constitution is your spellcasting ability for this spell. When you reach 10th level in this class, as a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be pushed 5 feet away from you or knocked prone (your choice).

Strength of Mind and Body

As a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving
throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target takes force damage equal to 2d6 plus your Constitution modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn’t moved.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Telekinetic Bulwark

10th-level Psionic Warrior feature --- When you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you’re incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws. Once you use this feature, you can’t do so again until you finish a long rest or until after you use your Second Wind feature.

Psionic Discipline - 10th Level

3rd and 10th-level Psionic Warrior feature

You can channel your psychic power to magically augment your prowess and skill. When you finish a long rest, choose whether to augment your defenses, your strikes, or your psionic skill. The chosen benefit lasts until you finish a long rest.

  • Augmented Defenses --- When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12.
  • Augmented Strikes --- Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d6 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d8.
  • Augmented Telekinesis --- You learn the mage hand cantrip for the duration of this discipline. You can cast it without components, and you can make the spectral hand invisible. Constitution is your spellcasting ability for this spell. When you reach 10th level in this class, as a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be pushed 5 feet away from you or knocked prone (your choice).

Agonizing Strikes

15th-level Psychic Warrior feature:

Your attacks can channel your mental and physical agony against your foes. If you took damage after your most recent long rest or have a level of exhaustion, you can use this feature:

  • When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on all ability checks until the end of your next turn.
  • You can use this feature a number of times equal to your Constitution modifier (minimum of
    once), and you regain all expended uses when you finish a long rest.
  • You also regain a single use when you take damage equal to or more than double your fighter level.

Psionic Dreadnaught

18th-level Psychic Warrior feature: The power of your mind suffuses your entire being, fueled by your body's suffering, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you’re incapacitated:

  • At the start of each of your turns, you regain 10 hit points.
  • Your walking speed increases by 10 feet.
  • If you’re prone, you can stand up by spending 5 feet of movement.
  • Once you activate this feature, you can’t use it again until you finish a long rest.

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