Fighter - Psionics - Psychic Warrior

by KibblesTasty

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Psionic Warrior v1.1

A Psionic Warrior is a Fighter who is deadly in both mind and body, lethal in both thought and action. Gifted, blessed, cursed, burdened, or born with Psionic powers, when these powers manifest upon taking this archetype, the Fighter transitions into a terrifying foe, unbounded by any natural laws.

The express their powers with less discipline but more grim purpose, specialized as tools of war, they use their powers to control the battlefield... or lay waste to it.

Psionic Powers

When you choose this archetype at 3rd level, your psionic powers manifest, allowing you warp and bend reality with your mind. You can expend 1 psi point to use a psionic power with its specified action.

Powers You learn three powers of your choice, which are detailed under "Powers" below. You can only use one power per turn.

You learn two additional powers of your choice at 7th, 10th, and 15th level. Each time you learn powers, you can also replace one power you know with a different one.

Psi Points You have three psi points. A psi point is expanded when you use it. You regain all your expended psi points when you finish a short or long rest.

You gain another psi point at 7th level, and one more at 15th level.

Psionic Power save DC = 8 + your proficiency bonus +

your Intelligence modifier
Psion Integration

The Psionic Warrior has a grab-bag Psionic Features appropriate to a Fighter that dabbles in Psionics. Some of its features resemble counter parts in the Psion, and its Psi Points are compatible with the Psionic Powers of the Psion, sharing a pool should a character have both.

For the purposes of the Psionic Mind Feat, the Psionic Warrior is considered to have a Psionic discipline, though does not meet the prerequisite of any talent that requires one.

Telekinetic Manifestation

At 3rd level, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.

Mental Awareness

Starting at 7th level, you can feel the presence of other minds, giving you edge on detecting them. You can add your Intelligence modifier to your Wisdom (Perception) check when looking for a creature.

Gather Mind

Starting at 10th level, when you use your Second Wind feature you regain an expended psi point.

Growing Power

While it may seem that a Psionic Warrior is missing a 15th level ability they gain both an additional power and an additional psi point per short rest, which provides quite a lot of new power at this level.

Duality of Power

Starting at 18th level, once per turn you can use a Psionic Power in place of a weapon attack as part of the Attack action.

Psionic Powers

Kinetic Grip

Psionic Power


  • Casting Time: 1 action.
  • Range: 60 feet.
  • Components: S
  • Duration: Concentration, up to 1 minute.

You reach out and mentally grab a target. The target must make a Strength saving throw. On failure, they speed becomes zero and they start to become crushed, taking 1d6 bludgeoning damage at the start of their turns. A target can repeat their save at the end each of their turns.

While concentrating on this ability, you are also immobilized and cannot but move, but for the duration of the spell, you can use your action to pull the target up 30 feet toward you.

Remote Strikes

Psionic Power


  • Casting Time: 1 bonus action.
  • Range: Self.
  • Components: S
  • Duration: 1 round.

Until the end of your turn, your melee weapons have a reach of 30 feet, flying out to strike your foes as you manipulate them with your mind. At the end of your turn the return your hands.

Mind Slam

Psionic Power


  • Casting Time: 1 bonus action.
  • Range: Self.
  • Components: S
  • Duration: Instantaneous

You reach out with your mind to slam a Large or smaller creature. The target takes 1d6 bludgeoning damage and must make a Strength saving throw. On a failed save, you can push the target up to 10 feet away from you or knock it prone.

Telekinetic Leap

Psionic Power


  • Casting Time: 1 bonus action.
  • Range: Self.
  • Components: S
  • Duration: Instantaneous

You leap into the air up, landing at a point you can see within 30 feet. You take no fall damage from this movement, and creatures within 5 feet of where you land take 1d4 bludgeoning damage.

Enhancing Surge

Psionic Power


  • Casting Time: 1 bonus action.
  • Range: Self.
  • Components: S
  • Duration: Instantaneous

You empower yourself gaining 1d4 + your Intelligence modifier temporary hit points, and cause your next weapon damage roll before the end of your turn to deal 1d4 additional damage.

Enhancing Discipline

This is interchangable with the power of the Enhancement Discipline, but you can only ever add your Intelligence modifier to the temporary hit points gained once if you gain it from multiple sources.

Kinetic Barrier

Psionic Power


  • Casting Time: 1 bonus action.
  • Range: Self.
  • Components: S
  • Duration: 1 round.

You erect a shield of kinetic energy around yourself. Until the start of your next turn, you have three-quarters cover.

Adapt

Psionic Power


  • Casting Time: 1 bonus action.
  • Range: Self.
  • Components: S
  • Duration: 1 round.

You gain resistance to acid, cold, fire, force, lightning, psychic, or thunder damage until the start of your next turn.

Hurl Object

Psionic Power


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: S
  • Duration: Instantaneous

Choose one object weighing 1 to 20 pounds within 5 feet of you (or in your possession). The object is hurled in a straight line up to 60 feet, stopping early if it impacts a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On failed save the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

Mind Trick

Psionic Power


  • Casting Time: 1 action.
  • Range: 60 feet.
  • Components: S
  • Duration: Concentration, up to 1 minute.

You attempt to use your powers to cloud another creature's mind. The target must make a Wisdom saving throw. On failure, they have disadvantage on all Wisdom ability checks for the duration, and if they attempt to strike you, they must roll a d20. On a 10 or less, the attack fails and is wasted. The target creature can repeat their saving throw at the end of each of their turns.

Mind Blank

Psionic Power


  • Casting Time: 1 reaction (to making an Intelligence, Wisdom, or Charisma saving throw)
  • Range: Self.
  • Components: S
  • Duration: Instantaneous

You gain advantage on the saving throw that triggered this power, and can add 1d6 to the result.

Border Walk

Psionic Power


  • Casting Time: 1 bonus action.
  • Range: Self.
  • Components: S
  • Duration: 1 round.

You partially phase from reality. For the duration, you can pass through creatures and difficult terrain without expending additional movement, and attacks of opportunity made against you with non magical weapons have disadvantage.

Mind Blank

Psionic Power


  • Casting Time: 1 bonus action.
  • Range: Self.
  • Components: S
  • Duration: Instantaneous

You attempt to erase yourself from the minds of nearby creatures. Creatures of your choice within 30 feet must make an Intelligence saving throw. On failure, you are hidden from that creature for the duration. You are revealed to them if you make an attack against them or interact with them in any way, or they make a Search check against your psionic power DC to find you.

 

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