Psionic Warrior

by spyyke

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Psionic Warrior: Fighter subclass

The heart of the fighter is in the heat of combat exchanging blows with enemy, the ringing of blades clashing, aroma of gunpowder & fire coating the battlefield, tasting the iron and salt of blood on your palate and conscious of every vibration in every strike battering your body, you've trained your mind to hone your body, every strike you execute is reactionary, every tell your opponent makes is to complex though, your fighting instincts begin to fail.

You signal your mind to execute that specific strike towards your opponent but its too late, your nemesis counters perfectly, and you fall on your knees and begin to sink, as your hands varnished with blisters and cuts meet the warm ground of the battlefield clasping the earth stinging your wounded hands, on the last gasps of your breaths, it slowly disappears and your mind accepts your mortality arrives as the blood is drained, muscles perish and your bones ache, death is near...

But something snaps, your pride as a fighter refuses this outcome, saturated with rage you muster this newfound strength to rise through the breaks and tears of your body, feeling the rush of vitality your mortal coil it stitches itself together, you stand tall as the rage of your defeat washes away now overcome with a sense tranquility admiring the battlefield.

You breath in this new life, aware of your surroundings you now look afar seeing as clear as days in the furious fight what moves, tells, maneuvers and step your friends and enemies make, then you able to calculate the speed and momentum your nemesis charges towards you, reckless and oddly slow as they charge in for the finishing blow, you prepare your stance, steady your breath and focus yourself.

Your body and mind now are one.

The Path of Training

The path of converting a warrior mind is more than an extension of yourself, rather disciples who follow the path of The Mystic first of all begin to learn how the mind works. Often mistaken for Magic, many Mystic masters will correct the uninitiated, claiming there is a line that separate Magic and Psychic power.

While magic harness and manipulates the energy already present in the world using various instruments to shape and weave materialize it, Mystic Masters instead use their mind to break down the components of the elements around them down to the microscopic level where they are just matter, study it to fully understand then reknit them

Psionic Warrior

Requiring you to devote yourself to a almost life time of study in the Mystic Art, becoming a Mystic needs the students full attention from the very beginning, in consequence of this a Fighter can never really entirely become proficient as a Mystic, although a Fighter is never one to back down. Their determination to gain knowledge to better themselves physically and mentally is a trait the Mystics know all to well.

As a result of this the Mystics and Fighter begin to join forces, creating a new breed of Warriors. The Psionic Warrior

There are many Orders within the Mystics, each hold different purposes and ideals, but none the less, they require determination from their students, although the Mystics divide themselves into sects, this is to ultimately gain better understand in each area of study.

While the fighter doesn't need to immerse themselves into the Orders completely, they are required to adopt the ideals to better themselves mentally.

These Orders are the following.

Order of the: Avatar, Awakened, Immortal, Soul Knife and Wu Jen





Prerequisite: Must have an intelligence score of at least 13 to learn this archetype






Disclaimer

This Archetype uses the homebrew version of the Mystic created by u/zDnD called 'The Psionic Handbook V0.8.2'. But this Archetype is my own version and what I imagine a Fighter/Mystic hybrid to look, feel and play like.

Psionics

Your mind opens and allows you to access abilities to enhance and modify a fighters arsenal, allowing you slowly understand your bodies capability, strengthening your already honed skills through the Mystic Arts to add your soul and personality to shine through the battlefield.


Intelligence is your psionic ability for your psionic Disciplines, you use the Intelligence modifier when setting the DC for your saving throw when using Disciplines or making an attack roll.

Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier

Discipline attack modifier = your proficiency bonus + your Intelligence modifier

Psi Points & Psi Limit

Psi Points

Once your Mystic Powers awaken, you harness your in Mystical Energy, these are your Psi Points, with these you can use to fuel your Disciplines

Once your Psi Points are consumed, you only regain them after a Long Rest and unspent Psi Points do not carry.

Psi Limit

Even the masters had to start somewhere, as a student of the Mystic Arts, your body will only allow so much strain to hold, because as far as the mind can wonder, your body is still mortal.

You can only spend Psi Points up to the maximum that is available at that character level.

(example shown in table beloew)

Example


3rd Level Psionic Warrior

Within the Discipline Beastial Form line is a Discipline called Perfect Senses which cost 3 Psi Points to use, but your Psi Limit is 2 points per turn allowed to spend at max, this is a limit at 3rd Level therefore impossible to use until you reach a higher level, wherein your Psi Limit constraint opens up to a greater allowed threshold.

Disciplines, Talents & Focus

Disciplines

you gain the ability to learn certain Disciplines, these are akin to spells, you can choose them from the many Orders in the Mystic Class.

Disciplines contain a number of moves within them, these are fueled by your Psi Points, in order for you to activate a desired move within a Discipline of your choice, you must first feed Psionic energy to your desired goal in order to it to come to fruition.

As a Fighter, the number of Discipline you will learn will be shorter in comparison to a fully trained Mystic, as these Disciplines take up to a lifetime to fully master

These Disciplines do not require any Verbal, Somatic or Material components.

Talents

Unlike Disciplines which require Psi Points to use Talents do not, these are akin to Cantrips and they will never exaust.

Talents are used to perform minor feats to accompany your arsenal of knowledge although their power do increase at certain levels.

The damage dice of talents increase by one additional dice. Example:

Mind Thrust begins at 1D10, and is increased to 2D10 5th level, 3D10 11th level and 4D10 17th level.

Focus

Psionic Focus is a state of mind which allows you concentrate on particular aspect, depending on the focus your set on.

Focus is a minuscule ability that compliments a Psionics prowess, you only gain the desired focus from the Discipline you can already chosen, you cannot choose a focus from a discipline you haven't learned.

You can only have one focus active at a time. You can however, have a Focus and Discipline Concentration on at the same time.

To change Focus from on Discipline to another costs a Bonus Action.

If for some reason you lose your Psionic Focus, you can regain it after a short or long rest.

Psionic Warrior
Level Archetype Feature Talents Known Disciplines Psi Points Psi Limit
3rd Mind, Body & Soul, Hermits Study, Mystical recovery 2 2 4 2
4th Ability Score Improvement 2 2 8 2
5th Extra Attack (x1) 2 3 12 3
6th Ability Score Improvement 2 3 16 3
7th Third Eye, Hermits Review, Second Wind Variant, Soul Knife Upgrade 2 3 20 3
8th Ability Score Improvement 2 3 24 3
9th Indomitable (x1) 3 3 28 3
10th Potential Unleashed, Consumptive Power, Psionic Surge, Second Wind(x2) 3 4 32 5
11th Extra Attack (x3) 3 4 36 5
12th Ability Score Improvement 3 4 40 5
13th Indomitable (x2) 3 4 44 5
14th Ability Score Improvement 3 4 48 5
15th Ultra Instinct, Psychic Mastery, Second Wind Variants 4 5 52 7
16th Ability Score Improvement 4 5 56 7
17th Action Surge (x2), Indomitable (x3) 4 5 60 7
18th Samsara 4 5 64 7
19th Ability Score Improvement 4 6 68 7
20th Extra Attack (x3) 4 6 72 7

Body, Mind and Soul - Level 3

Immortal Durability

Starting at 3rd level your AC equals 10 + Dexterity Modifier + Constitution Modifier. If you wear armour, then the AC is equal to the armour instead. You can still equip a shield an maintain the AC.



Mystical Recovery

Starting at 3rd level whenever you spend Psi Points during your turn, you regain Hit Point equal to the amount of Psi Points spent.

You calculate the total Psi Points spent and add them to your HP at the end of your turn.

Hermits study

Your mind is efficient and has become sharper. You gain proficiency in one Skill and one Tool of your choice.

If You are using Downtime Rules (Xanathar's Guide to Everything), You can choose to use this feature to shorten the time spent to learn them in half the time (DM Discretion)


Telepathy

A staple ability in the Psions resources. You gain a 120 radius of Telepathy and can communicate with one creature at a time, you do not need to share a language.

The creature must have an intelligence of at least 1.

Soul Knife

Beginning at 3rd Level you learn to harness the power of your soul and form it into a weapon.

The Soul Knife semi-transparent wave of psionic energy, composed from your Mystic Energy or 'Soul', it appears as a translucent, neon colour light of your choice, igniting from your fist in the length of a short shord, the light is 10ft bright light and 10ft dim light.

This is considered a finesse weapon, deals 1d8 Psychic damage and you are proficient with it. Because the weapon is almost non-existent, it deals no physical damage, and can pass through matter harmlessly, but is deadly to conscious beings.

The Soul Knife cannot be thrown, only activated and deactivated at will, you also cannot hold an item in the same hand your Soul Knife is active in, also you do not gain added damage bonus if it is active in your off-hand, unless you have a skill or feat that allows this.

Hone The Blade

You are able to augment the speed and ferocity of your Soul Knife to increase attack roll and damage, depending on the number of Psi Points spent, shown in the table below, no action is required to spend Psi Points on this feature.

Psi Points Attack and Damage Bonus Duration
2 +1 10 Minutes
5 +2 10 Minutes
7 +2 10 Minutes

Third Eye - Level 7

You awaken your Third Eye, and are exposed to the litany of mental potential within your mind, at 7th Level you gain these features.

Mindsight

Starting at 7th level you hone your mental senses you gain a 30ft radius, within this radius you are able to sense a creatures consciousness (minimum 1 Intelligence)

You are aware of them and their position within your radius., this applies to creatures who are Invisible or Hidden from the naked eye, though you are not able to physically see the beings within your radius, you are also aware of their general emotional state (i.e Threatening, Hostile,etc)

Also during situations in darkness or similar effects which obscure your sight and sound, are aware of a creatures location, but not the layout of a area, objects, traps and creatures without conscious.

If a creature is within 5ft of you, any rolls regards light conditions or sight/sound this doesn't impose disadvantage to you, unless imposed by an outside factor.





Strength of the Mind

When making a saving throw you aren't proficient in, you can choose this feature. As a reaction if you fail a saving throw, you sacrifice your Focus to gain proficiency in that saving throw and re roll the save, you must take the new roll result.

You cannot use this feature if you do not have a Psionic Focus. You regain your Psionic Focus after a short or long rest.

Psychic investigation

If a object has a psionic imprint or has been altered through Psionics, you gain the ability to learn about the object, in the span of 10 minutes focusing on the object, you are able to recount what has transpired with as if it has been perceived from the object in a 20ft radius.

In this radius you hear and see everything the object saw and heard within its 20ft radius on the past 24 hours. This ability only works on psionic items and is ineffective against magic items.

Second Wind - Variant

You've learned how to move energy around your body on command, now using the fighters signature skill Second Wind, you can convert this latent physical power within your body into mental energy, and redirect in anyway you see fit.

You can choose one the following Variants only when you have Second Wind available:

Second Wind - Wu Jen Variant:
  • You may choose to use your Second Wind as a 2nd reaction.
Second Wind - Awakened Variant:
  • You may choose use your Second Wind to regain your Psionic Focus, if it has already been sacrificed.

You can still take a short rest and regain your Second Wind.

Either Reaction or Bonus Action must be spent beforehand to use this feature, you cannot use this feature unless you have either one spent.

Soul Weapon

Your Soul Knife ability now turns into Soul Weapon, this ability allows you to Conjure a weapon you have already mimicked, the Soul weapon still uses a free action to activate and deactivate, and you still cannot hold anything in your hand(s) when your Soul Weapon is active.

Your Soul weapon has a Solid form mode now, and retains a neon colour of your choice, it emits 20ft bright light and 20ft dim light, when active.

To mimic a weapon you need a physical weapon to break down, and requires a short rest to fully mimic and absorb, once the short rest is over you can activate and deactivate the Soul Weapon at will, you can also mimic Two-Handed Weapons.

You can only mimic Simple Melee Weapons and Martial Melee Weapons and all weapons have a range of 30/90 throwing distance regards of weapon size and shape, once thrown the weapon will dematerialise at the end of your turn unless you haven't already deactivated it or isnt within your grasp

Your Soul Weapon cannot be forced from your grip unless you are incapacitated, which deactivates upon incapacitation, or by magical means that influence you do consciously deactivate it.

The Damage Dice(s) is doubled for your mimicked weapon, 1 dice for normal damage, and 1 for Psychich damage.

You can chose to change your Soul Weapon, again over the course of a short rest and Physical weapon to break down and mimic.

Shift - Your Soul Weapon can return its Ethereal non solid state, this change requires a Bonus action and the the shape, weight, property and damage dice amount stay the same, but the weapon is without matter, it deals only Psychic damage to conscious beings without physically wounding them.


You can wield two, one handed sword if you wish, you must simply acquire the physical weapons, take a short rest to absorb & mimic them. Then you have two swords to conjure independently for each hand.


During combat you can activate and deactivate your Soul Weapon in the same turn.


When activating your Soul Weapon, it always appears in either hand of you choice, regardless of where its last position was if it were Deactivated/Dematerialised.


While in its Ethereal form, regardless of weapon type or property, it will become ineffective at destroying real world matter, for example. You can't break a door down with a transparent hammer


You can gain the AC benefit of a Shield in its Solid Form, but not in its Ethereal Form


You cannot absorb and mimic Enchanted Weapons/Items, although the Hidden Blade Talent can store a weapon independently from your Soul Weapon.

Soul Weapon Table Example

Weapon Shift Form Weapon Type & Property Damage & Property (Base) Damage & Property (Soul Weapon) Total Damage
Short Sword Solid Light, Finesse, Piercing and Psychic 1D6 Piercing 1D6 Psychic 2D6 Piercing & Psychic
Short Sword Ethereal Light, Finesse and Psychic 2D6 Psychic 2D6 Psychic
Greatsword Solid Heavy, Two-Handed, Slashing and Psychic 2D6 Slashing 2D6 Psychic 4D6 Slashing & Psychic
Greatsword Ethereal Heavy, Two-Handed and Psychic 4D6 Psychic 4D6 Psychic
Shield Solid One Handed, +2 AC, Improvised and Psychic 1D4 Improvised 1D4 Psychic 2D4 Improvised & Psychic
Shield Ethereal One Handed and Psychic 2D4 Psychic 2D4 Psychic

Potential Unleashed - Level 10

Mindsight Upgrade

Your Mindsight Radius is now 60ft, additionally when in Darkness or reduced sound and visibility, you gain advantage on attacks against creatures within 5ft of you, and ranged attacks are made without disadvantage imposed by darkness, unless imposed by an outside factor.

Flight

You concentrate telekinesis on yourself and gain flying speed equal to your movement speed.

If you use a discipline/spell that gives you flight speed, you can add that flying speed to this inherent flying speed causing it to increase.

This duration lasts for however long the discipline/spell stated duration, in which your flying speed returns to its base speed

Psychic Imprint

You also gain this ability, once per day to leave a Psychic Imprint of an object of your choice.

Over the course of 10 uninterrupted minutes, you can choose one object and imprint it, this establishes a connection between you and the object. You can hear, see, smell, taste and touch everything within a 20ft from the object for the next 24 hours.

Alternatively you can spend 10 psi points as an action to force your imprint, but this lessens the effect, instead the mental link with the object is only sight and sound, the radius is 10ft and it lasts for 12 hours.

You cannot Imprint on creatures or objects with a conscious

Consumptive power

If you have no psi points remaining this feature activates, you can use your hit points as psi points

This feature can be used with Mystical Recovery

Psionic Surge

As a reaction when you force an opponent against your Saving Throw, you can choose to increase the DC by spending Psi Points up to your Psi Limit, this can be used after your opponent has made their save.

You can use Consumptive Power with this feature, if you have no Psi Points remaining.

Armour Class Upgrade

Your AC is now 10 + Dexterity Modifier + Constitution Modifier + Intelligence Modifier

You can wield a Shield and still maintain this benefit

Wearing Armour overrides this benefit, instead you gain the Armour AC.

Second Wind - Variants

After spending a while understaning how your body works on a cellular level, you've managed to command you body to consume more energy than the average mortal, now able to expel more physical energy, but this comes with a cost.

You gain the follwing:

Third Wind

You've gained another use of Second wind, you now have 2 uses to dispense any way you see.

Second Wind - Nomad Variant

As a reaction when hit by an enemy, you many use your second wind feature choose to teleport behind the attacking enemy and make a single melee attack with your soul weapon, target must be within your Mindeye radius for this to work.

Second Wind - Avatar Variant:
  • When using second wind as an Action to heal your self you can choose to activate this feature instead.

Choose 5 creatures within your Mindsight Radius and yourself gain temporary hit points equal to:

1D10 + Your Constitution Mod + Your Fighter Level+1-7 Psi Points(Up to Psi Limit)


Each creature chosen gets the exact amount amongst themselves as well as yourself. This lasts until the Temporary hit points are reduced to 0 or you accept Temporary hit points for another source. This goes the same for the other creature independently.

Second Wind Exhaustion

After using both Second Wind features, upon using your last Second Wind you must immediately roll 1D6 - 3 before the end of your turn, the result is how many points of Exhaustian you gain




Ultra Instict - Level 15

Second Wind Soul Knife Mastery

You can convert your both your second wind feature into a physical booster, this effects lasts for 1 minute, you gain the following:

  • additional 60 ft movement speed, you don’t provoke attacks of opportunity
  • you gain two reactions per turn
  • +3 to attack and damage rolls
  • You gain additional 2 damage dices for your Soul Weapon, one psychic and the other for normal
  • Your Soul weapon cannot be deactivated during the duration, nor can it leave you grasp by any means
  • +5 to AC
  • You gain resistance to magic and non magical damage




Once the duration is up for this feature, you must immediately roll 1D6 - 1 at the end of your turn, the result is the points of Exhaustion you will receive

Psychic Mastery

You can concentrate on two discipline effect at the same time, choose two concentration effects from your desired disciplines, although their total cost must add up to 9 total psi points, and you must cast both concentration disciplines in the same turn, or this ability is wasted.

Example
  • Phantom Foe(3Psi; Conc., 1min) Action

  • True Sight(5Psi; Con., 1min) Bonus Action

You can’t use this feature again until a long rest. You roll 2 dies for both concentration effects, player choice on which dice roll is linked which concentration.

Samsara - Level 18

Second Wind - Harmony Variant

If you are reduced to 0hp you can sacrifice both your focus and both second wind features.

you immediately regain health equal to 1d10 + Fighter Level + Con Mod + Proficiency Mod + 1-7 Psi points



credit

This Archetype uses the homebrew version of the Mystic created by u/zDnD called 'The Psionic Handbook V0.8.2'.

 

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