Fighter
Base Class: Fighter

You have learned to manipulate the psionic energy around you. You use this to devastating effect to create weapons, as well as bolstering your attack and defense.

Your basic abilities include: Telepathy to a range of 30ft, and the ability to manipulate psionic energy around you to create weapons. These weapons use the base stats of any non magical weapons from the phb. Their damage type is changed to psychic instead of the normal weapons damage.

Psionic Arts

3rd-level Psi Blade feat

You can manipulate the psionic energy around you this is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

You regain all your expended Psi dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psi dice, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Psionic Shield. When you take damage from a melee attack you can see, you can use your reaction to expend one Psi dice, roll the die, and reduce the roll by the number rolled plus your Intelligence modifier (minimum reduction of 1), potentially causing the attack to miss. 

Psionic Strike. You can propel your weapons with psionic force. Immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Psi Adept

7th-level Psi Warrior feature

You have mastered new ways to use your telekinetic abilities, detailed below.

Psi Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Blast. You have mastered the ability to manipulate psionic energy around you. When you hit an enemy with an attack using your psionic weapon you may add your int modifier to the damage.

Guarded Mind

10th-level Psi Warrior feature

The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

15th-level Psi Warrior feature

You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.

Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Master

18th-level Psi Warrior feature

You can sweep your Psychic Blades directly through a creature's mind. When you deal damage to a creature, with your Psionic strike feature you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Int modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.

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