Fighter - Psionic Warrior

by KibblesTasty

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Fighter

Psionic Warrior

Psionic warriors are deadly in both thought and mind, turning weaponizing not only their physically powerful bodies but their psionically gifted minds. Gifted, blessed, cursed, burdened, or born with Psionic powers, they manifest them in wide variety of ways, demonstrating broad mastery as they grow more powerful.

Their supernatural powers make them dangerous and unpredictable foes with a broad range of tools. Unburdened by natural laws or physical limitations, they can leap through the sky, infiltrate the minds of their foes, or blast lightning from the finger tips, all with only a moment's notice.

Psionics

When you choose this archetype at 3rd level, you gain psionic powers, defined through the following features:

Psi Points

You have three psi points, and gain an additional psi point every other level (as shown on the Fighter Psionic Progression Table). You regain these psi points when you complete a short or long rest.

Psi Limit. You can spend a number of psi points at a time equal to your one third your Fighter level (rounded down). If you have psi points with a limit from another source, this is added to that.

Psi Save DC

Some of your powers require your target to make a saving throw to resist the power's effects. The saving throw DC is calculated as follows:

Psionic Save DC = 8 + Strength or Dexterity modifier (your choice) + your proficiency bonus

Psionic Disciplines

You learn two psionic discipline from the list below. When you learn a Discipline, you learn gain its passive power, its focus power, and one of its psionic powers. You learn a new psionic power from one of your known Disciplines at 7th, 10th, 15th, and 18th level. At 7th and 15th level, you additionally learn one new discipline of your choice. You can refer to the table below for psionic progression:

Psionic Progression Table
Fighter Level Disciplines Powers Psi Points Psi Limit
3 2 2 3 1
4 2 2 3 1
5 2 2 4 1
6 2 2 4 2
7 3 4 5 2
8 3 4 5 2
9 3 4 6 3
10 3 5 6 3
11 3 5 7 3
12 3 5 7 4
Fighter Level Disciplines Powers Psi Points Psi Limit
13 3 5 8 4
14 3 5 8 4
15 3 6 9 5
16 3 6 9 5
17 3 6 10 5
18 4 8 10 6
19 4 8 11 6
20 4 8 11 6

Modifiers. Each power comes with special modifiers you can use as your psi limit increases. You can spend psi points to add the following modifiers to the power (you can add multiple modifiers, as long as the expenditure does not exceed your psi limit). The points must be spent when choosing the target of the power.

Focus Powers

Each Discipline you gain grants you one focus power. A focus power is a passive feature that you can keep active without a cost, but you can only have one of them active at a time. If you have multiple focus powers, you can switch your focus between them as a bonus action.

Gather Mind

Starting at 7th level, when you usee your Second Wind feature, you regain expended psi points equal to your Psi Limit.

Split Focus

At 10th level, you can use two different Focus powers at the same time.

Psionic Mastery

At 15th level, the base cost of all Psionic powers you gain through this subclass are reduced by 1 (to 0).

Energy Surge

At 18th level, when you use your Action Surge, the effect of all psionic power modifiers is doubled on the next psionic power you use before the start of your next turn.

Psionic Disciplines

Telekinetic Warrior

Telekinesis is the ability to interact with physical objects and energy with your psionic powers

Telekinetic Hands

When you gain this feature, 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 can’t 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.

You can spend 1 or more psi points to increase how much you can move this way by 100 pounds per psi point spent for 1 turn

Telekinetic Strikes

Focus power

While focusing on this power, the range of your melee weapon attacks increase by 10 feet. You can increase this range up to 60 for a single attack by expending 1 psi point.

Telekinetic Grip

Psionic power, 1 psi point


  • Casting Time: 1 bonus action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous

One target within range must make a Strength saving throw or be pulled to the closest empty space within 5 feet of you.


Crushing (1+ psi point): The target takes 1d8 bludgeoning damage for each psi point spent on a failed savnig throw.


Distant (1+ psi points): The range increases by 5 feet for each psi point spent.


Grappling (1 psi point): If you have a free hand, the target becomes Grappled by you on a failed saving throw.


Omnidirectional (1 psi point): On a failed save, you can throw the target in any dierction a distance equal to the range of the power instead of pulling it to you.

Telekinetic Leap

Psionic power, 1 psi point


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

You leap up to 15 feet (this does not count against your movement speed, or rely on your movement speed). You cannot use this power if your movement speed is 0.


Breaking (1 psi point): You can use this even if your movement speed is 0. If you are Grappled or Restrained, you break free of the effect.


Distant (1+ psi points): The distance increases by 5 feet for each psi point spent.


Empowering (1 psi point): Your next melee weapon attack before the end of your turn deals 1d8 additionally damage on hit for each psi point spent.

Telepathic Warrior

Telepathy is the ability to interact with the minds of other creatures using your psionic abilities.

Telepathic Communication

When you gain this feature, you can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Creatures you communicate with can reply in kind.

Focus Power

Focus power

???

Telepatic Rebuke

Psionic power, 1 psi point


  • Casting Time: 1 reaction
  • Range: Self (30 feet)
  • Components: S
  • Duration: Instantaneous

When a creature deals damage to you, you force them to make a Wisdom saving throw. On a failed save, they take 2d8 psychic damage.


Empathy (1 psi point): You can use this reaction to another creature within 30 feet of you is damaged (instead of just you).


Empowered (1+ psi points): The damage increases by 1d8 for each psi point spent.

2nd Power

Psionic power, 1 psi point


???

Enhancing Warrior

Enhancing Skill

You can focus your psionics to enhance your abilities. Whenever you make an ability check using Strength or Dexterity, you can add 1d4 to the result.

Enhanced Movement

Focus power

While focusing on this power, your movement speed increases by 10 feet. You can expend a psi point to allow you to Dash as a bonus action.

Life Surge

Psionic power, 1 psi point, Prerequisite: Second Wind


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

When use Second Wind, you can use your reaction to restore half the amount of hit points to another creature within range.


Mass (1+ psi point): You can restore an equal number of hit points to another creature within range for each psi point spent.


Perfected (2 psi points): You restore hit points equal to your Second Wind (instead of half as much).

2nd Power?

Psionic power, 1 psi point

Kinetic Warrior

Psychokinesis is the mental art of spontaneously creating and controlling energy; sapping energy to freeze or spontaneously creating bursts of fire or arcs of lightning. Dangerous and destructive, it provides devastating power

Energy Manipulation

When you gain this feature, you can manipulate energy in minor ways at will. As an action, you can cause a light that emits 30 feet of bright light and 30 feet of dim light, cause objects you touch to catch fire as if touched by a match, cause small arcs of electricity, or freeze or thaw up to 5-foot cube of water. Any ongoing effect you create lasts 1 minute. You can have a number of simultaneous effects active up your Intelligence modifier, after which creating another ends the oldest ongoing effect.

Elemental Weapon

Focus power

You can cause a weapon you are wielding to deal your choice of cold, fire, or lightning damage instead of its normal damage types. You can expend 1 psi point to increase the damage dealt by 1d4 until the end of your turn.

Fire Blast

Psionic power, 1 psi point Psionic power


  • Casting Time: 1 attack made as part of the attack action
  • Range: Self (20-foot long line)
  • Components: S
  • Duration: Instantaneous

All creatures in a 20-foot long, 5-foot wide line must make a Dexterity saving throw. On a failed save, creatures take 2d6 fire damage. On success, they take half as much damage.

Burning. Creatures that fail their save have the Burning (1d4) condition.


Empowered (1+ psi point) The target takes 1d6 additonal cold damage.

Ice Blast

Psionic power, 1 psi point


  • Casting Time: 1 attack made as part of the attack action
  • Range: Self (15 foot cone)
  • Components: S
  • Duration: Instantaneous

All creatures in a 15 foot cone make a Constitution saving throw. On a failed save, creatures take 2d6 cold damage and have their speed reduced by 10 feet. On a success, they take half as much damage.


Freezing (1+ psi point) Creatures that fail their saving throw have their speed reduced by an additional 10 feet for each psi point spent. If this reduces their movement to 0, they become restrained until the start of your next turn.


Empowered (1+ psi point) The target takes 1d6 additonal cold damage.

Lightning Blast

Psionic power, 1 psi point


  • Casting Time: 1 attack made as part of the attack action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Tendrils of lightning leap from your hand. A target within range takes 2d8 lightning damage (this automatically hits and does not have a saving throw).


Arcing (1+ psi point) The lightning damage arcs to second target within 10 feet of the first target.


Empowered (1+ psi point) The target takes 1d8 additonal lightning damage.

Projecting Warrior

Projection is the ability to project what is in your mind to the outside world with your psionic power.

Project Item

As an action, you can use your powers to project an inanimate object you imagine into your hands. It can’t be larger than 3 feet on any side or weigh more than 10 pounds, and is clearly ethereal in nature. The item behaves as a solid object. Weapons created with this feature deal force damage.

Projected items fade after 1 minute, and you can have no more than 3 projected items at a time.

Astral Clone

Focus power

While focusing on this power, you create an projected ethereal duplicate within 5 feet of you. On your turn, your duplicate can move up to your movement speed. The duplicate can move in anyway you can move. If it ends your turn more than 30 feet from you it, to vanishes and you can resummon it anywhere within 5 feet of you at the start of your next turn. This duplicate cannot interact with the surroundings and ignores difficult terrain, but it cannot pass through solid walls.

You can expend a psi point to manifest it fully until the end of your turn. While it is manifested this way, you can make attacks as if you were in its location.

Astral Swap

Psionic power, 1 psi point


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

You swap places with your Phantom Clone.


Exposive (1+ psi point): All creatures within 5 feet of your location before or after the teleportation (your choice) must make a Dexterity saving throw. On failure, they take 1d6 force damage per psi point spent. On success, they take half as much damage.


Blurred (1-3): You gain 1 mirrior image, as per the mirror image spell for each psi point spent.

Phantom Blade

Psionic power, 1 psi point


  • Casting Time: 1 attack made as part of the attack action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You create an ethereal blade and launch it a creature within range. Make a melee weapon attack. On hit, the target takes 1d8 + your strength or dexterity modifier (your choice) force damage.


Barrage (2+ psi point): For every two additional points spent, you can create and fire another blade. This blade can target another creature or the same creature.

Stream Notes?

  • Probably more Darth Vadar than Jedi
  • Conencted to Psion Disciplines
    • Don't directly use the powers.
    • Use your action to attack.
  • Probably psi points?
  • Is your DC Str or Int? SAD or MAD
    • Strength (or Dex)

Fighter

Psionic Warrior

3rd Level

Starting 3rd level when you select this archetype, you gain psionic powers. Select two of the following Disciplines + 1 at 7th, 15th. The discipline comes with a passive feature, and a focus power. You can focus on one focus power at at a time. You pick X number of powers from your Disciplines.

You get 3 psi points; +1 every other level?

Telekinesis
  • Passive - Telekinetic Hands
  • Focus Power - the range of your melee weapon attacks increases by 5 feet? Increases at higher levels?
  • Powers 2

Pull

bonus action

You force a Large or smaller creature within 30 feet to make a Strength saving throw, or be pulled within 30 feet of you and you can grapple them.


Fling (1-3 psi points?)

You force an enemy within 30 feet to make a Strength saving throw or throw up to 10 feet per psi point feet in any direction (including straight up).


Telekinetic Leap (1-2 psi points)

Bonus action

You jump 15 feet per psi point

Telepathy
  • Passive - Telepathy
  • Focus Power

Enforced Empathy/Damage Reflection

Psionic Hellish Rebuke? Int save vs ouch; damage or save.

Psychokinesis
  • Focus - Change weapon damage type? Fire, Cold, Lightning? Burn, Arc, Slow?

Fire blast

As an attack as part of the attack action, Fill a 15 foot cone with fire. Dex save or take fire damage.


Ice?


Lightning?

Transposition
  • passive power - no idea?
  • Focus power - teleport?
Enhancement
  • passive power - psionic guidance???
  • Focus power - probably move faster?

Shared Second Wind

When you use second wind you can target # of creatures = psi points and they regain hit points equal to second wind

Projection

Basically Echo Knight?

-astral construct is you? Be in two places at once? switch between them? Stuff like that?

Create Cover/Walls?

Nullifaction
  • Passive: no idea?
  • Focus Power: add your Constitution or Strength? to your Wis/Int/Cha saves?

Shared Indomitable?

???

Fighter Outline

Psionic Powers (Includes Ribbon)

Get another Discipline + ? 3rd power from discipline?

Starting at 7th level you get a 3rd discipline

Gather Mind

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

Dual Mind

4th Discipline + Starting at 15th level, you can use two different Focus powers at once?

18th Level - Feature

Something like the Gifted Paragon? Explode with power - get temp hp - get buffed 1/ long rest.