Fighter
Base Class: Fighter

In Avalestra, there aren't actually a great number of psychic individuals, and the vast majority of them are not warriors by specialty. Fewer still are those chaotic souls who find their talents and attitude not typically suited to the role of the Psi Knights, such as the Shulwaine Maenad, who aren't typically such sticklers for law and disciplinary focus. The Maenad instead prefer to live more chaotic and impulsive lives, and a few of them unlock this particular unique set of psionic capabilities instead of any others, as they have a better mentality for it. The most reputed Maenad Psionic Brawler, Olsen Soulflame, teaches this style to some of the few disciples who seek him out, and most of those students take up adventuring or mercenary work elsewhere in the world for a living, afterwards.

Sometimes, the mind opens and reveals unforeseen psychic powers in a brain that isn't disciplined, structured, or by any means predictable. This means that some warriors who develop these psychic powers are still fundamentally brawlers, and may not necessarily even be very law-abiding. These unique pugilists don't really fit in the modality of a Knight's tradition, and instead develop their martial skills and psionic powers in a continual trial-by-error that leads to unique results befitting their fiery brawling style. No one ever recognizes them as such by name, per se, but these extraordinary fighters are known as Psionic Brawlers. 

Psionic Talent

Your emotional devotion to combat training awakens your psionic potential, which enhances your mind and body. You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Psi-Boosted Body. When you make a Strength or Constitution check, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.

Psi-Powered Aura. Your body crackles with an aura of dangerous psionic energy, and it recoils at nearby attackers if they hit you. As a reaction when you take damage from a weapon attack, roll your Psionic Talent die and deal that much psychic damage to the enemy that attacked if they are within 10 feet. Likewise, at any time that you use the special attack action to grapple an enemy, you may also roll your Psionic Talent die and deal that much psychic damage to that enemy whether your grapple attempt is successful or not, as the fierce energy arcs off of your hands to the target.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). If you have a Psionic Talent die from another source, such as a class feature, you don’t get more than one die; use only the one with the largest starting size.

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Telekinetic Repulsion

The unusual powers you've manifested so far may have only had a limited tactical usefulness, but you are able to now use your telekinetic power to help you pin down enemies completely, shove them with the aid of psychic forces, or send them reeling into the air. This ensures your ability to wade through multiple opponents, especially when you also learn to telekinetically slide yourself along the ground safely at high speeds, even from a prone position.

Once you have successfully grappled a creature, if your Psionic Talent die is available, you can roll your Psionic Talent die as a bonus action, and if the number on the die meets or exceeds that enemy's Strength modifier, you can use your telekinetic aura to pin down your enemy, leaving them reduced to 0 speed as normal and also freeing your hands, so you may continue to act normally against your target as long as you do not leave your space. You may also choose to use your bonus action to telekinetically and physically shove a grappled enemy, pushing them 10 ft in any direction, including upwards or downwards. A creature shoved into the air this way without a fly speed then falls back to the ground, potentially taking falling damage. A creature shoved down out of flight from 10 feet elevation is treated as if they had also fallen, and they may also take falling damage.

Additionally, you learn to propel yourself along the ground with telekinetic buffers behind and under every step, allowing you to ignore difficult terrain as long as your Psionic Talent die is available. You can also, if your Psionic Talent die is available, move your speed, even when prone, sliding your body rapidly across the ground with a form of repulsive telekinetic aura around you to project you forward and to prevent grinding into the earth or the features of the land.

Pyrokinetic Aura

You learn a powerful advancement to your skills, the ability to create telekinetic friction to the point of controlling flames that arise from your body in an aura-like field. If your Psionic Talent die is available, you may take an action to surround your body in a sheet of flames and roll your Psionic Talent die. Doing so confers the following benefits:

- You deal 1d6 additional fire damage with all weapon attacks and unarmed strikes, and at the beginning of your turn when you have a creature restrained in a grapple.

- Whenever a creature hits you with a weapon attack and that creature is within 10 ft of you, they suffer 1d6 fire damage.

- Whenever either of the above features would trigger and deal 1d6 fire damage, you may instead choose to roll your Psionic Talent die.

You gain these benefits for a number of rounds equal to 1 + the number rolled on your activation roll of your Psionic Talent die. You may use this feature a number of times per day equal to your Intelligence modifier (minimum 1) before you must complete a long rest to use it again.

Pyrokinetic Strike

You learn to empower your telekinetic striking ability into a refined form, causing telekinetic detonations to occur at the moment of impact. If your Psionic Talent die is available, you may as a bonus action set yourself to trigger a telekinetic rupture that explodes with friction, heat, and flames the next time you hit with a melee attack for the next 1 minute. This deals 3d4 fire damage, and if you reduce your Psionic Talent die by one size, you may change the size of the damage dice to the size that your newly-lowered Psionic Talent die would be. For instance, if your Psionic Talent die was a d10 prior to using this feature, you would activate this feature, reduce your Psionic Talent die, and change the damage dice to be 3d8, instead. You may use this ability a number of times equal to your Intelligence modifier (minmum 1) before you must complete a long rest to use it again, however, when you use Psi Replenishment from your Psionic Talent feature, you regain one use of this feature.

Tactical Telekinesis

You become a terrifying force of psychic power in battle, able to scorch away the enemies that you cannot simply shove out of your way with your mind, and carving your own path through enemy lines with relative ease. You gain the following benefits:

- Whenever you grapple an enemy, if your Psionic Talent die is available, you may reduce your Psionic Talent die by one size and choose a number of creatures you can see within 10 feet of you that you could normally grapple. You then as an action attempt to telekinetically grapple each of these targets. You roll your Strength (Athletics) ability check once, and each of the targets you chose must resist the grapple with their own Strength (Athletics) or Dexterity (Acrobatics) checks (their choice). If you succeed, the target is treated as if you grappled it, and their speed is reduced to 0 by invisible telekinetic hands that mimic your own in many ways. Flying enemies grappled in this way do not fall, but are rather locked in place in mid-air telekinetically. If you take your hands off the adjacent creature you are physically grappling in any way, the grappled condition on the targets of this feature immediately ends. If you use your Telekinetic Repulsion feature after having grappled multiple enemies in this way, the number you roll on the Psionic Talent die must still meet or exceed the target's Strength modifier for that grappled target to be affected by that feature, and if you use the feature to shove the targets, all such targets must be moved in the same direction. You cannot use the Telekinetic Repulsion option to grapple the target while taking normal actions when using this feature, as this would remove your hands from the physical target.

- If your Psionic Talent die is available, you are able to cast your choice of either Fire Shield or Wall of Fire, as the spell without somatic or material components, and without expending any spell slots. Your spellcasting ability for either spell is Intelligence and you may use this feature once before you must complete a long rest to use it again, however, if you use your Psi Replenishment option from Psionic Talent feature, you also regain one use of this feature.

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