Martial Archetype
At 3rd level, a fighter gains the Martial Archetype feature. The following option is available to a fighter, in addition to those offered in the Player’s Handbook and Xanathar's Guide to Everything.
Psychic Warrior
Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force. As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind’s power as both weapon and shield.
Psionic Augmentation
When you choose this archetype at 3rd level, you can channel your psychic power to magically augment your prowess. At 3rd level, you have 4 psionic dice, which are d6s. A psionic die is expended when you use it. The maximum amount of dice you can spend at once equals your Intelligence modifier. You regain all of your expended psionic dice when you finish a short or long rest. You can spend your psionic dice in the following ways:
Axial Movement. When you move, you can expend a superiority die. For 1 hour, difficult terrain doesn't impede your movement, and you can you can move up, down, and across vertical surfaces and upside down along ceilings without falling during your movement.
Mystic Strike. Whenever you hit with a weapon attack, you can choose to deal psychic damage instead of its regular damage type. If you expend a psionic die, you deal extra psychic damage equal to the result, and the target feels an eerie sense of fear in their mind. The first time the target makes an ability check, attack roll, or saving throw before the end of your next turn, it has disadvantage on the roll.
Psychic Disturbance. Whenever a creature you can see makes an attack roll, you can use your reaction and expend one psionic die to give a penalty to the attack roll equal to the result.
These dice increase in size at certain levels - d8 at 7th level, and d10 at 15th level.
Mind's Power
You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.
Additionally, at the end of a long rest, choose a skill, tool or language proficiency. You gain proficiency with the chosen skill if you don't already have it, or expertise if you do. The benefits of this feature last until your next long rest.
Strength of Mind
At 6th level, as a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to 2d8 plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn’t moved. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Telekinetic Bulwark
Beginning at 10th level, you can use an action to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you’re incapacitated. For the duration, you and your allies in that area gain temporary hit points equal to your Fighter Level and have advantage on Intelligence and Strength saving throws. Once you use this feature, you can’t do so again until you finish a short or long rest.
Agonizing Strikes
At 15th level, your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Psychic Dreadnaught
The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you’re incapacitated:
- At the start of each of your turns, you regain 10 hit points.
- You have immunity to psychic damage and the charmed and frightened conditions.
- Whenever you expend your psionic dice, if you roll either the minimum or the maximum result on the die, the die is not expended.
- Your walking speed increases by 10 feet.
- If you’re prone, you can stand up by spending 5 feet of movement.
Once you activate this feature, you can’t use it again until you finish a long rest.
The Fighter Remastered
If using the Fighter, Remastered, replace all mention of Psionic Die or dice, with superiority dice.