Psionic Warrior
A Psionic Warrior augments their physical abilities with careful focus and psionic prowess. They master a selection of psionic abilities in order to make themselves stronger, quicker, or more alert in the heat of battle.
Psionics
When you reach 3rd level, you combine manifestations of psionic power with your martial talents.
Psionic Maneuvers. You learn three psionic maneuvers of your choice, which are detailed under "Psionic Maneuvers" below.
You learn two additional maneuvers of your choice at 7th, 13th, and 19th levels. Each time you gain a Fighter level, you can also replace one maneuver you know with a different one.
Psi Points. You have built up mental energy which you can expend to aid you in battle. You have four psi points, which are expended when you use them. You regain all of 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.
Psi Limit Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic maneuver. You can spend up to 2 psi points on a single use of a psionic maneuver. This limit increases to 3 psi points at 7th level, 4 at 13th level, and 5 at 19th level.
Psionic Ability. Intelligence is your psionic ability for your psionic maneuvers, since they are enabled by your mental alacrity and unerring focus. You use your Intelligence modifier when setting the saving throw for a psionic maneuver you use.
Psionic Maneuver save DC
Simple Psionics
At 3rd level, you gain one of the following features of your choice:
Minor Telepathy. You learn the Mage Hand cantrip, and the hand is invisible when you cast it with this trait.
Minor Illumination You learn the Light cantrip, but the light is a color of your choice besides black or white when you cast it with this trait. You can cast it on any target within 5 feet of you, even if you do not touch it, but if you target an object worn or held by a hostile creature, you must be able to see it.
Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
Analytical Focus
At 7th level, the focus you dedicate to combat carries over to other tasks, as well. As an action, you may select one skill or tool. You add your Intelligence modifier to checks you make with that skill or tool for the next ten minutes. Once you use this feature, you may not do so again until you finish a short or long rest.
Psychic Overload
At 10th level, when you use a psionic maneuver that forces a creature to make a saving throw to resist its effects, you can give one target of the maneuver disadvantage on its first saving throw made against the spell.
Once you use this feature, you must finish a long rest before you can use it again. Starting at 18th level, you can use it twice before a long rest, but only once on the same turn.
Relentless Mind
At 15th level, when you roll for initiative and have no psi points remaining, you regain 2 psi points.
Psionic Maneuvers
The Psionic Maneuvers are presented in alphabetical order.
Bewilderment (5 psi points). As an action, you can cast the Confusion spell. When you cast it with this psionic maneuver, you do not require components, but a faint light visible up to 60 feet away emanates from you as you cast it. Once you have used this psionic maneuver, you may not do so again until you finish a long rest.
Daze (3 psi points). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage
Harmony of Battle (1 psi point). When you hit a creature with a weapon attack, you can use psionics to attune your senses to those of your allies and create an opening for them. You deal bonus psychic damage to the target equal to your Intelligence modifier, and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Instinctive Awareness (3 psi points). As an action, you attune your mind and senses to your surroundings. Attack rolls have disadvantage against you for the next minute. Use of this maneuver ends concentration on any spell you are concentrating on, and you cannot concentrate on a spell unless you end this effect (no action required). You cannot spend more than 1 psi point on a psionic maneuver while this effect is active.
Meditative Recovery (1-5 psi points). When you use your Second Wind feature, you may calm your mind to regain focus, expending psi points to recover additional hit points equal to your Intelligence modifier per psi point spent.
Mental Fortitude (2 psi points). As a reaction when you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend 2 psi points to gain advantage on that saving throw.
Mind Blast (4 psi points). You briefly circumvent your disciplined nature to assault the minds of your foes with a wave of pure emotion. Creatures of your choice within a 30 foot cone originating from you make an Intelligence saving throw, taking 5d10 psychic damage on a failed save, or half as much on a successful one.
Precognition (1 psi point). When you make an initiative roll, you can expend one psi point to gain advantage on that roll.
Psychic Strike (1 psi point). When you hit a creature with a weapon attack, you can expend a psi point to deal bonus psychic damage equal to 1d6 plus your Intelligence modifier.
Rapid Step (1–5 psi points). As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.
Synapse Rot (5 psi points). As an action, you can cast the Vitriolic Sphere spell. When cast with this psionic maneuver, the spell deals psychic damage and does not require components, but a faint light visible up to 60 feet away emanates from you as you cast it. Once you have used this psionic maneuver, you may not do so again until you finish a long rest.
Telekinetic Shove (2-5 psi points). As a bonus action, you can attempt to knock a creature within 30 feet of you that you can see off balance with telekinetic force. The target must make a Strength saving throw or take 1d4 psychic damage per psi point spent. Additionally, a creature that fails its saving throw is either pushed 5 feet per psi point spent away from you or knocked prone (your choice).
Teleport Strike (2 psi points). As a bonus action, you can will yourself closer to an enemy. Immediately before the first attack you make this turn, you can teleport up to 15 feet to an unoccupied space within 5 feet of a hostile creature you can see, and then you must make a melee weapon attack against that creature. This attack deals an extra 1d6 psychic damage.
Uncanny Movement (1-5 psi points). When you move on your turn, you can expend psi points to increase your AC by an amount equal to your Intelligence modifier per psi point spent, until you stop moving.
Untethered Body (4 psi points). As an action, you can gain a flying speed of 60 feet for the next ten minutes, or until you choose to end this effect (no action required). Use of this maneuver ends concentration on any spell you are concentrating on, and you cannot concentrate on a spell unless you end this effect (no action required). You cannot spend more than 1 psi point on a psionic maneuver while this effect is active.