The Psychic Warrior
|Level||Proficiency Bonus||Features||Talents Known||Disciplines Known||Psi Points||Psi Limit||Psionic Quanta|
|1st||+2||Psionics, Psionic Order||1||1||4||2||—|
|2nd||+2||Fighting Style, Psionic Quanta||1||1||6||2||2|
|3rd||+2||Psionic Order Feature||2||2||14||3||2|
|4th||+2||Ability Score Improvement, Mystic Recovery||2||2||16||3||2|
|6th||+3||Mystic Order Feature||2||3||32||5||3|
|8th||+3||Ability Score Improvement, Potent Psionics (1d8)||2||4||44||6||4|
|11th||+4||Psionic Surge (1)||3||5||64||7||5|
|12th||+4||Ability Score Improvement||3||6||64||7||6|
|13th||+5||Psionic Surge (2)||3||6||64||7||6|
|14th||+5||Psionic Order Feature, Potent Psionics (2d8)||3||6||64||7||6|
|15th||+5||Psionic Surge (3)||3||7||64||7||7|
|16th||+5||Ability Score Increase||3||7||64||7||7|
|17th||+6||Psionic Surge (4)||3||7||71||7||7|
|19th||+6||Ability Score Improvement, Psionic Surge (5)||4||8||71||7||8|
As a Psychic Warrior you have the following class features:
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Simple weapons, Martial Weapons
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Athletics, History, Investigation, Intimidation, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail (b) Leather Armor, Longbow, and 20 arrows
- (a) A Martial Melee Weapon and a Shield(b) Two Martial Weapons
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear in the Mystic Class Document by WotC. Psionics is a special form of magic use, distinct from spellcasting.
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know onepsionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time.
At 1st level, you know one psionic discipline of your choice from the Avatar, Immortal, or Nomad disciplines. The Disciplines Known column of the Psychic table shows the total number of disciplines you know at each level; when that
number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A
psionic talent requires no psi points.
The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.
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 discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example,as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.
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.
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Spellsave DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
At 1st level, you choose a Psionic Order: the Order of the Immortal, the Order of the Nomad, or the Order of the Soul Knife, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics.
Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
At 2nd level, you begin to open up new avenues to power in the form of minor improvements to your personal psionic potential. Each of these improvements is represented by Quanta, which are selected from a list placed at the end of this document.
You gain 2 Quanta at level 2, and an additional Quanta every three levels thereafter. The progression can be seen on the leveling chart.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
While you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting:
When you roll weapon damage for an attack you make with a melee weapon you are using in two hands, you can reroll any 1 or 2 that comes up on the damage dice, but must take the new result.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Versatile Weapon Style
When you attack with a Versatile Weapon, roll the weapon's damage dice twice and take the higher result.
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.
Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
Starting at 10th level, a Psychic Warrior may choose to expend hit points to power their Psionic effects at a rate of 2 hit points to 1 power point.
On reaching 11th level, you gain the ability to briefly press yourself beyond the limits of the body.
Once per short rest at the end of another character's turn you can take a special action. During this action you may make a single attack against an entity within range of your readied weapon, move up to half your speed without provoking attacks of opportunity, or manifest a power which targets only yourself.
You gain additional uses of this ability every two levels thereafter. All uses recharge during a short rest.
Deadly Precision: (Requisite Level 9)
If you are Psionically Focused you can expend your Reaction to reroll a failed weapon attack roll. If you have Advantage or Disadvantage, reroll both dice and determine the results as normal.
Deadly Throw (Requisite Level 7)
While Psionically Focused you may add your Intelligence Modifier to the damage of Thrown Weapon Attacks.
Deep Impact (Requisite Level 7)
If you are Psionically Focused and strike a target with a melee weapon attack you can expend your psionic focus to cause the target to gain Vulnerability to the damage type of your weapon until the end of your next turn. If you expend your psionic focus in this way you cannot recover it until you've taken a short or long rest.
Fell Shot (Requisite Level 7)
IF you are Psionically Focused and strike a target with a ranged weapon attack you may expend your focus to roll two additional damage dice of the same type the weapon uses.
While Psionically Focused you gain advantage to any jumping related Athletics checks and double your normal jumping distances. ,,,
You gain one extra hit point for every level you gain.
While Psionically Focused you can expend your focus as a Reaction on your turn to make an intimidation check against a creature. If you succeed in intimidating the target you learn exactly what that character fears through psychic contact, and gain advantage on further intimidation checks against them for one hour.
When you gain this quanta, gain proficiency in a single skill, language, or tool of your choice.
When you expend hit dice to recover lost HP, roll twice and take the better result.
Psionic Strike (Requisite: Level 7)
When you spend an action using a Talent you may make a single weapon attack as a bonus action.
While you are Psionically Focused you can choose to reduce the manifesting time of a power from 1 action to 1 bonus action by expending your psionic focus. If you do so, you cannot gain psionic focus until you take a short or long rest.
You may use your bonus action to attack your target recklessly, losing your dexterity modifier to armor class and gaining an equal bonus to weapon damage rolls until the start of your next turn.
If your are Psionically focused you can spend your reaction when a ranged weapon attack would otherwise hit you to return it to the attacker. If you do so, expend your psionic focus and make a ranged weapon attack using your intelligence modifier in place of the normal modifier for the attack. This ability does not affect siege weapons or thrown boulders unless you are capable of making such attacks, yourself.
When you successfully damage a target with a thrown weapon attack while psionically focused you may immediately repeat the attack on a second target within 10ft of the first by expending your Reaction.
So long as you focus on only one Psionic Discipline between long rests, your food and water ration requirements, as well as your need to sleep, are halved. You may take a Long Rest in half the time you normally would.
You gain a +5 bonus to your passive perception to detect hidden, invisible, or ethereal entities, as well as creatures you otherwise cannot see due to the Blinded condition. On a successful check you are aware of their presence and their creature type, but not their quantity or locations.
Speed of Thought
While Psionically Focused you can expend your focus to take the dash action as a bonus action.
When you make an opportunity attack you reduce your target's speed to 0.
Still the Breath
Through deep meditation and careful training you have learned to ready your psionic focus as part of making an attaack. If you do not have a psionic focus active you may activate your psionic focus as part of the attack action, rather than expending a bonus action to do so.
So long as you are Psionically Focused objects you strike are Vulnerable to the damage you deal.
When making a weapon attack while Psionically Focused you deal your intelligence modifier in damage to targets that you miss.
Choose one Talent that you do not currently know. You gain this talent as an additional talent.
While Psionically Focused and Grappling a target you can use powers on the target that normally require the target be willing. If you do so, the enemy gets an Intelligence saving throw against the effect.
Up the Walls
While Psionically Focused you gain the ability to traverse horizontal, or even vertical, surfaces as if they were normal terrain. However you must end your turn standing on a horizontal surface which can support your wait, or you fall and take damage as appropriate.
While Psionically Focused you can create a nasty wound in a target you've struck. Expend your Psionic Focus as a reaction to dealing weapon damage to a target to cause them to bleed for an amount of damage equal to your intelligence modifier for 1 minute. At the end of each of their turns, the bleeding target can make a Constitution save (DC 8+Proficiency+Int) to end the bleeding.
Each of the different Psionic Orders focuses on a different aspect of combat and method of engaging in it. The Immortal gains it's greatest benefits standing toe to toe with the enemy, hardening their skin against attacks. The Nomad is most at ease at range, firing attacks from a significant remove. While the Soul Knife focuses almost entirely on how to craft a weapon of the mind, and wield it with deadly skill and grace.
At Level 1 you choose your Psionic Order, and gain the following benefits as you gain levels in the Psychic Warrior class.
The Order of the Immortal
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.
Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.
At 1st level, you learn one additional psionic disciplines of your choice. It must be chosen from among the Immortal disciplines.
Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.
Surge of Health
Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier
The Order of the Nomad
Psychic Warriors of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. As befits one at remove, they tend to prefer to rely on ranged attacks and view battlefields from afar.
Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.
At 1st level, you learn one additional psionic disciplines of your choice. It must be chosen from among the Nomad disciplines.
Breadth of Knowledge
At 1st level, you extend your knowledge. You may choose two proficiencies from the following list: Tools, Skills, or Languages. You may not choose a secret language.
Memory of One Thousand Steps
At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet.
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.
The Order of the Soul Knife
The Order of the Soul Knife sacrifices the breadth of knowledge other Psychic Warriors gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes.
Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.
At first level Soul Knives must choose the Psionic Weapon discipline as their only Discipline. Soul Knives are the only characters which can access this Discipline.
Starting at 1st level, you gain the ability to manifest a weapon of psychic energy. As a bonus action, you create two scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action.
For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.
For the purposes of spells and effects which target a weapon, treat both blades as being a single weapon. In use, they are treated as weapons wielded in either hand.
Hone the Blade
Starting at 3rd level, your Soul Knife becomes more powerful, gaining a +1 bonus to attack and damage. This bonus increases to +2 at level 10, +3 at level 15, and +4 at level 19. This bonus stacks with any spell or effect which grants a bonus to your weapon attack or damage rolls.
Starting at 6th level, whenever you damage an enemy creature with a soul knife attack, you mark them for consumption until the start of your next turn. If that creature dies while marked, you immediately regain a number of psi points equal to your proficiency bonus.
Starting at 14th level, your Soul Knife attacks ignore Resistance or Immunity to Psychic Damage, and may affect Astral or Ethereal targets normally, even if you are not on that plane.
The Psionic Weapon Discipline
While you are focused on this discipline, you may throw your Soul Knife as a ranged weapon with a range of 20/60. You may also throw your off-hand Soul Knife as a bonus action. Once thrown in this manner, they must be resummoned as a bonus action.
As an action you may spend 1-7 power points to augment your Soul Knives for 10 minutes. Choose a number of abilities from the list, below, whose power point total is equal to the amount of points you expend activating this power. Your Soul Knives retain these abilities until the duration ends, you end the effect with no action, or spend a bonus action to spend further power points to change out an ability you had previously selected for a new ability. Doing so does not increase the duration of the power.
Wounding Blades (2pp)
Your Soul Knives leave terrible psychic wounds when you wield this power. On a successful hit, the target starts to psychically "Bleed" for 1d4 points of damage at the start of each of their turns. This effect can stack a number of times equal to your intelligence modifier. At the end of each of the target's turns, they may make a wisdom save to end all instances of the psychic bleed effect, otherwise they last for 3 rounds from the last application.
Agile Blades (2pp)
With careful precision, you briefly sever a target's ability to control their lower extremities. If you deal damage with both Soul Knives in a turn your target immediately falls prone.
Disarming Strikes (2pp)
With careful precision, you briefly sever a target's ability to control one of their limbs. If you successfully deal damage with both Soul Knives in a turn, your target must make a strength saving throw or lose their grip on one object they are holding.
You Soul Knives temporarily extend in length, slightly, making it easier to use them to parry attacks. As a reaction, you can force a melee attacker to reroll their attack against you and use the lowest roll.
Razor's Edge (3pp)
Your Soul Knives gain an improved critical strike range, and now deal critical hits on a natural roll of 19 or 20.
While using this ability, targets hit by both of your Soul Knives must make a Wisdom Save or become frightened of you until the end of their next turn.
As a Bonus Action you may spend 1-7 points to charge your Soul Knives with power until the end of your next turn. The next time you deal damage with your soul knife, you deal 1d10 additional damage per power point spent.
Mental Probe (Concentration)
As a Bonus Action you may choose a target you can see within 30ft. Extending your mind into theirs, you learn where to strike, and when, to inflict greater harm. Each time you deal damage to the target with an attack roll, the target takes another 1d6 points of Psychic Damage and you glean a piece of information from them through the link, selected by the DM. Activating this ability costs 2pp and it lasts for one hour. You can move the probe to a new target as a bonus action. You may also choose to extend the duration for another hour by spending 1pp while the power is active.