Psi Warrior
A Psi Warrior is a fighter who has awakened a psionic power within themselves, allowing their minds to act as both a weapon and a shield. They hone their psionic abilities to augment their physical might and strikes and master the ability to create barriers of mental force, waves of telekinetic movement, telepathic links, and blasts of psionic energy.
Psionic Adept
Beginning when you choose this archetype at 3rd level, you harbour a wellspring of psionic energy within yourself. You learn the mage hand cantrip and can cast it without verbal or somatic components. The hand is invisible when you cast it with this feature. On the turn you cast this cantrip, and as a bonus action on subsequent turns after you move the mage hand, you can force a creature within 5ft of the mage hand to make a Strength saving throw. On a failed saving throw, the targeted creature is pushed 5ft away from the mage hand. Intelligence is your spellcasting ability for this spell. Additionally, you can use your psionic energy to create a telepathic link between you and other nearby creatures. You can spend 1 minute to develop a link between you and a number of willing creatures equal to your Intelligence modifier for 8 hours. While a linked creature is within 90ft of another creature in the link, both creatures can instantaneously share words and creatures within the link recognise each other when communicating telepathically. When you use this feature, you must complete a long rest before you can do so again, unless you expend a Psionic Energy die to use it again.Psionic Power
Starting at 3rd level, you learn how to utilise a part of your psionic energy to perform various psionic powers. This energy is represented by a pool of Psionic Energy dice, which are two d6s. Some of your powers require you to expend your Psionic Energy dice to use them. You regain all your expended Psionic Energy dice when you finish a short rest. When you reach 7th level, you gain a third Psionic Energy die, and at 15th level, you gain a fourth Psionic Energy die. When you reach certain levels in this class, the size of your Psionic Energy dice increases in size. At 10th level, your Psionic Energy dice turn into d8s, and at 18th level, your superiority dice turn into d10s. Your pool of dice from your Battle Dice feature can also be spent like Psionic Energy dice to use your psionic powers, but you cannot spend Psionic Energy dice as if they were battle dice to fuel your attacks and skills. This pool of dice fuels the various psionic powers you have, which are detailed in the options below. If a psionic power requires a saving throw, your Psionic Power save DC equals 8 + your proficiency bonus + your Intelligence modifier.Bulwark of Force
At 7th level, you learn to shield yourself and others with telekinetic force. As a bonus action, you create a 15ft aura that is centred on your position for 1 minute or until you are incapacitated. While in this telekinetic aura, you and creatures of your choice are protected by half-cover. 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.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 Psionic Energy die and end one effect on yourself that’s causing you to be charmed or frightened.Telekinetic Expert
Starting at 15th level, you learn to move creatures, objects and even yourself with much more potency. You can cast the Telekinesis spell and Fly spell on yourself, requiring no components, each once without needing a spell slot. Your spellcasting ability is your Intelligence for these spells. When you cast the Telekinesis spell in this way, and on your turns while you concentrate on this spell, you can make one attack with a weapon as a bonus action. Once you cast each spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.Psionic Master
Beginning at 18th level, your mastery over your Psionic powers is unmatched. As a bonus action, you can invoke your Psionic powers to amplify them for 1 minute. Any creature of your choice within 30ft of you has disadvantage on any saving throws against your Psionic Powers or your Telekinesis contested checks. Once you use this bonus action, you can’t do so again until you finish a long rest.Remove these ads. Join the Worldbuilders Guild

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