Way of the Psionic Fist

Psionic Fist Psionics
Level Talents Known Disciplines Known Psi Points Psi Limit
3rd 2 1 4 2
4th 2 1 6 2
5th 2 1 6 2
6th 2 1 6 2
7th 2 2 14 3
8th 2 2 14 3
9th 2 2 14 3
10th 3 2 17 3
11th 3 2 17 3
12th 3 2 17 3
13th 3 3 27 5
14th 3 3 27 5
15th 3 3 27 5
16th 3 3 32 5
17th 3 3 32 5
18th 3 3 32 5
19th 3 4 38 6
20th 3 4 38 6

Psionics

At 3rt level, you augment your martial prowess with the ability to use powers.

Talents

You learn 2 psionic talents of your choice. You learn an additional psionic talent of your choice at 10th level.

Psionic Disciplines

At 3rd level, you know one psionic discipline of your choice. The Disciplines Known column of the Psionic Fist Psionics table shows when you learn more disciplines. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Each discipline you learn as part of this subclass must be an Avatar or Immortal discipline.

Psi Points

The Psionic Fist Psionics table shows how many psi points you have to manifest your powers. To manifest a power, you must spend a number of psi points equal to the cost of the power and no higher than your remaining psi points and psi limit. You regain all expended psi points when you finish a long rest.

Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Psionic Ability

Wisdom is your psionic ability for your psionic disciplines. You use your Wisdom modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Discipline Save DC = 8 + your proficiency bonus + your Wisdom modifier

Discipline Attack Modifier = your proficiency bonus + your Wisdom modifier

Mind Aid

Starting at 6th level, when you use the help action to aid another creature and they make an Acrobatics, Insight, Investigation, or Medicine check, they can add your wisdom modifier to their roll in addition to the normal effects of the help action.

Psionic Defense

At 11th level, your psionic capabilities have grown to the point they form a protective barrier around your body. While you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier + your Wisdom modifier.

Additionally, you gain resistance to psychic damage.

Hostile Mind

From 17th level, attempting to manifest powers or cast spells on your mind is a dangerous ordeal. Whenever a creature targets you with a power or spell, you can spend 2 ki points to interfere with their power or spell as a reaction. The creature that targeted you with the power or spell must make a charisma saving throw against your discipline save DC. On a failed saving throw that creature takes to 1d4 psychic damage. You also add +1 to your AC bonus or saving throw against that power or spell

You can spend additional ki points when you use this ability. For every 2 additional ki points you spend the damage you deal increases by 1d4 and the bonus to your AC or saving throw increases by 1.

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