Base Class: Fighter
Psionic Talent
At 3rd level, 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.
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 in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Psionic Offense
Starting at 3rd level your psionic abilities allow you a number of offensive benefits detailed below.
Psionic Weapons. As a bonus action you can create one or two weapons in your free hand(s) made of pure psionic energy. By default one such weapon appears as a glowing purple scimitar, however you may choose the color and appearance of the weapon as it is summoned. The appearance has no effect on damage. The damage for your psionic weapon is based on the base psionic talent die for your level, regardless of die size changes from other uses. The damage dealt by your psionic weapons is either slashing, piercing, bludgeoning, or psychic, which is chosen when the weapons are summoned. The weapons count as magical for the purpose of overcoming resistances, however they do not support enhancing spells such as Booming Blade. Additionally, when rolling damage the number rolled has no effect on your current psionic talent die like other psionic talents would. The psionic weapon(s) disappear when you dismiss them, when you are incapacitated, or if they leave your grip for more than 1 minute.
Knowing Strike. You are able to use your psionic powers to better understand how to defeat your foe. Once per turn you can add your Intelligence modifier to the attack and damage rolls you make with your psionic weapon.
Telekinetic Strike. You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.
Psi Replenishment
Starting at 3rd level, 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.
Psionic Evasion
Starting at 7th level, your psionic abilities have increased your ability move and evade.
Mind of the Body: When you make Dexterity (Acrobatics, Stealth) checks or Dexterity saving throws you can add the role of one Psionic Talent die to your total score.
Strategic Retreat: As a bonus action on your turn you can roll a Psionic Talent die. Compare the number rolled with the amount of movement you are capable of on this turn (without taking the Dash action) and take the lower number. You can move this number of feet in any direction without provoking opportunity attacks from enemies at your starting or ending position.
Psionic Defense
Starting at 10th level, your psionic abilities have increased your ability to protect yourself from harm.
Psionic Armor. When an enemy makes an attack on you, you can use a reaction to protect yourself with your psionic abilities. Role your Psionic talent die and divide the number 4, rounded down (minimum of 1). You can add this number to your AC until the start of your next turn.
Psionic Wall. When you or another creature you can see within 30 feet of you is about to take an attack, you can use your reaction to protect that creature with psionic energy. All attacks that deal Piercing, Slashing, and Bludgeoning damage are at disadvantage, and the damage of all attacks are reduced by the sum or your Intelligence modifier and a role of your Psionic Talent die (minimum of 1).
Psionic Veil
Starting at 15th level you can protect yourself and others from magical effects. As a bonus action choose any creatures, which can include you, you can see within 30 feet of you, up to your Intelligence modifier (minimum of 1). These creatures are immune from being frightened are charmed while under the effect of the Psionic Veil. Additionally any spell attacks made against them have disadvantage, and saving throws they make from damaging magical effects are at advantage. Each of the chosen creatures is effected for 1 minute or until you’re incapacitated.
Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
Psionic Blast
When you reach 18th level you can focus your psionic energy into a powerful beam of damaging light. If your Psionic Talent die is available you can make a ranged attack at a creature, adding your Intelligence modifier and your Proficiency bonus. On a hit, roll a number of psionic talent die equal to your Intelligence modifier, and add your intelligence modifier for total damage. (For an Intelligence of 19 at 18th level, roll 4d12+4) The damage type is Psychic. When you use this ability, your Psionic Talent die decreases by one size.
Psionic Talent
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 in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Psionic Offense
Psionic Weapons. As a bonus action you can create one or two weapons in your free hand(s) made of pure psionic energy. By default one such weapon appears as a glowing purple scimitar, however you may choose the color and appearance of the weapon as it is summoned. The appearance has no effect on damage. The damage for your psionic weapon is based on the base psionic talent die for your level, regardless of die size changes from other uses. The damage dealt by your psionic weapons is either slashing, piercing, bludgeoning, or psychic, which is chosen when the weapons are summoned. The weapons count as magical for the purpose of overcoming resistances, however they do not support enhancing spells such as Booming Blade. Additionally, when rolling damage the number rolled has no effect on your current psionic talent die like other psionic talents would. The psionic weapon(s) disappear when you dismiss them, when you are incapacitated, or if they leave your grip for more than 1 minute.
Knowing Strike. You are able to use your psionic powers to better understand how to defeat your foe. Once per turn you can add your Intelligence modifier to the attack and damage rolls you make with your psionic weapon.
Telekinetic Strike. You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.
Psi Replenishment
Starting at 3rd level, 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.
Psionic Evasion
Mind of the Body: When you make Dexterity (Acrobatics, Stealth) checks or Dexterity saving throws you can add the role of one Psionic Talent die to your total score.
Strategic Retreat: As a bonus action on your turn you can roll a Psionic Talent die. Compare the number rolled with the amount of movement you are capable of on this turn (without taking the Dash action) and take the lower number. You can move this number of feet in any direction without provoking opportunity attacks from enemies at your starting or ending position.
Psionic Defense
Psionic Armor. When an enemy makes an attack on you, you can use a reaction to protect yourself with your psionic abilities. Role your Psionic talent die and divide the number 4, rounded down (minimum of 1). You can add this number to your AC until the start of your next turn.
Psionic Wall. When you or another creature you can see within 30 feet of you is about to take an attack, you can use your reaction to protect that creature with psionic energy. All attacks that deal Piercing, Slashing, and Bludgeoning damage are at disadvantage, and the damage of all attacks are reduced by the sum or your Intelligence modifier and a role of your Psionic Talent die (minimum of 1).
Psionic Veil
Starting at 15th level you can protect yourself and others from magical effects. As a bonus action choose any creatures, which can include you, you can see within 30 feet of you, up to your Intelligence modifier (minimum of 1). These creatures are immune from being frightened are charmed while under the effect of the Psionic Veil. Additionally any spell attacks made against them have disadvantage, and saving throws they make from damaging magical effects are at advantage. Each of the chosen creatures is effected for 1 minute or until you’re incapacitated.
Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.
Psionic Blast
When you reach 18th level you can focus your psionic energy into a powerful beam of damaging light. If your Psionic Talent die is available you can make a ranged attack at a creature, adding your Intelligence modifier and your Proficiency bonus. On a hit, roll a number of psionic talent die equal to your Intelligence modifier, and add your intelligence modifier for total damage. (For an Intelligence of 19 at 18th level, roll 4d12+4) The damage type is psychic. When you use this ability, your Psionic Talent die decreases by one size.
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