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Psi Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Mental Prowess

At 3rd level, you an additional number of martial die equal to your intelligence modifier(minimum 1).

Additionally you may communicate telepathically to creatures within 15ft of you as long as you share a language.

Psionic Power

Also at 3rd level, you harbor a wellspring of psionic energy within yourself, which expands upon your martial prowess. the following are additional "martial maneuvers" you always have known and do not count against the amount you may know.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one martial die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, 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 martial die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a martial die to take it again.

Telekinetic Adept

By the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered 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 martial die to take it again.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Guarded Mind

Starting at 10th level, 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 martial die and end every effect on yourself subjecting you to those conditions. Whenever you make a succeed a Intelligence, Wisdom or Charisma saving throw, you regain a martial die.

When you communicate telepathically through your mental prowess feature, it is now at a range of up to 30ft. If the chosen creature understands any language, they understand what you are attempting to communicate.

Bulwark of Force

At 15th level, 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 martial die to take it again.

Telekinetic Master

By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Constitution. Once per turn while concentrating on this effect, you may replace one of your attacks with an exertion of the telekinesis spell. You have advantage on Concentration saving throws for the telekinesis spell when it is cast through this feature.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a martial die to cast it again.


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