Fighter
Base Class: Fighter

The Order of the Immortal strives to achieve physical perfection by augmenting the body’s natural strength with psychic power. This order’s goal is for its members to achieve immortality by overcoming the eects of aging through rigorous discipline and psionic perfection. To members of this order, psionic energy is a tool to augment, control, and perfect the physical body. Members of this order who take up the adventuring life are skilled warriors. Their psionic abilities allow them to shrug o injuries and hazards, while focusing their strengthand speed in combat.

 

Willfull Resilience

 Willfull Resilience At 3rd level, you gain prociency in wisdom saves.

Soul Glaive

At 3rd level, you gain the ability to manifest a blade of pure psychic energy. As a bonus action, the Psychic Warrior can form a blade(s) of scintillating energy from one or both of the his sts . You can’t hold anything in your hands while manifesting these blades. For you, a soul knife is a martial melee weapon with the light and nesse properties. It deals 1d8 psychic damage plus modiers on a hit. The weapon is considered magic.

(1) At the cost of 1 psi point the Psychic Warrior can manifest a larger version of the Soul Knife as a bonus action. The user must focus and use both hands in order to successfully wield this version of the Soul knife. This type of weapon manifestation can be maintained as long as there is at least 1 point in the Soul Knife user’s psi point reserve or one minute (if there are no points remaining in the reserve after its creation). It deals 1d12 psychic damage plus strength modier, on a hit. Weapon’s manifested this way are considered magic. Throw Soul Knife: The Psychic Warrior can throw a small Soul Knife with precision. The manifestor can throw the blade up to 60ft inicting 1d8 damage plus intelligence modier with a successful ranged attack. At 6th level the manifestor can throw two blades in this manner, using the standard rules for multiple attacks. Blades dissipate after it hits the target or at the terminus of its 60ft path. Psi-Blades can also have a psychic foci placed on them inthe same way as any weapon, as long as their duration can be maintained. You can dismiss them as a bonus action.

Surge of Health

Starting at 7th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus

Cutting Resonance

At 10th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to the target. When you reach 15th level, this extra damage increases to 2d8. In addition, you add your intelligence modier to any damageroll you make for a psionic talent.

Battle Mind

At 15th level you gain a plus 2 to your initiative. Also, when you use your action to manifest a talent, you can make one weapon attack as a bonus action.

Immortal Will

Starting at 18th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your Psychic Warrior level + your Constitution modier.

• You gain resistance to bludgeoning, piercing, and slashing damage.

• You no longer age.

• You are immune to disease, poison damage, and the poisoned condition.