Martial Archetype: Psi-Templar

While many fighter archetypes focus on physical strength, the Psi-Templar cultivates innate mental powers to become a deadly combatant, capable of moving about the battlefield with deadly speed and standing tall in the face of even the most deadly attackers. Psi-Warriors use their psionic talents to amplify a fighter's natural martial abilities, instead of replacing them.

Saving throws prompted by your psi-templar abilities are calculated as 8 + your proficiency bonus + your Wisdom modifier.

Blades of the Mind

When you take this subclass you gain proficiency in the use of Psi-Blades.

Triumph through Sacrifice

Starting from 3rd level, while below 75% HP if you take the Attack action on your turn you gain temporary hit points equal to your Wisdom Modifier. Once you gain the Extra Attack feature, the temporary hit points gained equals your Wisdom Modifier multiplied by the number of attacks you make.

Thoughts as One

Your psionic abilities let you link minds with others. From 3rd level as part of a long rest you can designate a number of other willing creatures equal to your Wisdom Modifier. For the next 24 hours you and all designated creatures can communicate telepathically whether or not you have a common language, as long as you remain within 1 mile of each other. If a creature strays outside the 1 mile radius from you, or crosses to another plane of existence, the telepathic bond is severed with that individual until it can be refreshed as part of another long rest.

A Clear Path

From 7th level your psionic powers enhance your footsteps. When you take the Attack action you can up to 10ft without expending movement between each attack so long as the movement leaves you adjacent to a hostile creature. This movement does not provoke opportunity attacks.

Dawning Mind

From 7th level you gain proficiency in the Insight skill. If you already had proficiency you instead gain expertise. In addition, once per long rest you may choose to roll with advantage.

Phase Swap

From 10th level as a reaction or bonus action you can launch a psionic beacon from yourself a number of times per short rest equal to your Wisdom Modifier (minimum 1). The beacon travels for 30' from you until it strikes a creature. You and the creature struck instantly change places, briefly phasing from reality to avoid any opportunity attacks. If the creature is unwilling they must succeed on a strength save to avoid being forced to move. If they succeed in the save, nothing happens. If they fail they are moved and take 2d6 + your wisdom modifier Psychic damage. Willing creatures are not damaged by this.

In Unity there is Strength

Your psionic powers have grown further. From 15th level you gain access to three abilities, each usable twice per long rest, but no more than once per short rest.

Lightning Dash: You use your psionic powers to move yourself faster than the eye can see. Crackling psionic energy surrounds you. As an action you may choose to move up to 100' in any horizontal direction. You can choose to attack any creatures in a 25' wide line along your path. You gain an additional bonus to both attack and damage rolls equal to your Wisdom Modifier. The additional damage is Psychic. There is a lingering crackle of power after you come to a stop, and for the next three turns any creature striking you or any creatures linked with Thoughts as One in melee takes 2d8 psychic damage.

Premonition: As a bonus action you stretch your psionic powers to perceive the future. Whenever you and any creatures you are linked to with Thoughts as One are hit by an attack, roll a d20. On a 5 or lower the attack misses. This lasts for one minute.

Astral Winds: As a bonus action you can invoke your psionic powers to restore those around you, granting any creatures you are linked to with Thoughts as One (including yourself) hit points equal to your fighter level + your Wisdom Modifier, and temporary hit points equal to your fighter level.

Directed Wrath

From 18th level you master your psionic powers to unleash upon your foes, gaining access to one of two abilities. You can change which ability you have access to on a long rest. This ability can be used once per long rest.

Suppressive Pulse: You unleash your psionic powers in a 30' radius sphere around you as an action. Any creatures within the sphere you choose must succeed on an intelligence saving throw or have their mind assaulted. On a failed save they take 15d6 psychic damage and are Slowed (per the spell) and Blinded for one minute. They can retry the saving throw at the end of each of their turns to remove the Slow effect. On a successful save they take half damage and are only Blinded for one minute.

Annihilation Beam: You focus all your psionic powers into a single concentrated beam of power. As an action you target a 15' wide, 100' long line from yourself, damaging any and all creatures in its path, dealing 40d6 psychic damage, or half as much on a successful constitution save. So focused is the beam that it also does full damage to unattended objects, purifying them with pure energy.

Weapon Cost Damage Weight Properties
Psi-Blade 200gp 1d8 Psychic 2lb Finesse, Light, Special

Psi-Blade: These weapons are only usable by psionic-attuned creatures. The most common type of variant is a bracer inset with a focusing crystal through which the psionic creature projects their power, forming a blade of pure mental energy. The blade is large enough that it interferes with holding other items (such as weapons or shields) while the blade is projected. The blade can be retracted freely, and requires an item interaction to activate - just the same as drawing a sword.

Psi-Blades are usually custom-made due to the rarity of user, and therefore finding them in shops or as treasure is unusual (though some may still exist). Dungeon Masters may wish to consider instead adding focusing crystals as loot to upgrade an existing Psi-Blade instead of the magical weapons that other classes may desire.