<div class='classTable wide'>
##### 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 |
| 5th | +3 | Extra Attack | 2 | 3 | 27 | 5 | 3 |
| 6th | +3 | Mystic Order Feature| 2 | 3 | 32 | 5 | 3 |
| 7th | +3 | — | 2 | 4 | 38 | 6 | 4 |
| 8th | +3 | Ability Score Improvement, Potent Psionics (1d8) | 2 | 4 | 44 | 6 | 4 |
| 9th | +4 | — | 2 | 5 | 57 | 7 | 5 |
| 10th | +4 | Body Fuel | 3 | 5 | 64 | 7 | 5 |
| 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 |
| 18th | +6 | — | 4 | 8 | 71 | 7 | 8 |
| 19th | +6 | Ability Score Improvement, Psionic Surge (5)| 4 | 8 | 71 | 7 | 8 |
| 20th | +6 | Psionic Body | 4 | 8 | 71 | 7 | 8 |
</iv style='margin-top:px'></div>




## Class Features
As a Psychic Warrior you have the following class features:
 #### Hit Points
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per level after 1st

#### Proficiencies
___
- **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

#### Equipment
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


### Psionics
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.

#### Psionic Talents
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.


#### Psionic Disciplines
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.
\page
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.

#### Psi Points
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.

#### 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	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.


#### 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

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.
<div style='margin-top:0px'></div>
<p style="text-align:center">**Spellsave DC** = 8 + your proficiency bonus +
your Intelligence modifier</p>
<p style="text-align:center">**Spell attack modifier** = your proficiency bonus +
your Intelligence modifier</p>


<div class='pageNumber auto'></div>
<div class='footnote'>CLASSES | Psionicist</div>



### Psionic Order
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.



### Psionic Quanta
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.

### Fighting Style
<div style='margin-top:12px'></div>


#### Archery: 
You gain a +2 bonus to attack rolls you make with ranged weapons.

#### Defense: 
While you are wearing armor, you gain a +1 bonus to AC.

#### Dueling: 
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.

#### Protection: 
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.

#### Two-Weapon Fighting:
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.

### Mystical	Recovery
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.

\page

### Extra Attack
Beginning at 5th level,  you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Potent Psionics
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.





### Body Fuel
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.



### Psionic Surge
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.



## Psionic Quanta
<div style='margin-top:14px'></div>


#### 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.

#### Mental Leap
While Psionically Focused you gain advantage to any jumping related Athletics checks and double your normal jumping distances.
,,,

#### Hardened Body
You gain one extra hit point for every level you gain.

#### Implant Fear
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.

#### Open Minded
When you gain this quanta, gain proficiency in a single skill, language, or tool of your choice.

#### Psionic Recovery
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.

#### Quicken Power
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.

#### Reckless Offense
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.

#### Return Shot
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.

#### Ricochet
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.

#### Rigorous Discipline:
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.

#### Sixth Sense
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.
\page

#### Speed of Thought
While Psionically Focused you can expend your focus to take the dash action as a bonus action.

#### Stand Still
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.


#### Sundering Strike
So long as you are Psionically Focused objects you strike are Vulnerable to the damage you deal.

#### Unavoidable Strike
When making a weapon attack while Psionically Focused you deal your intelligence modifier in damage to targets that you miss.

#### Unlocked Talent
Choose one Talent that you do not currently know. You gain this talent as an additional talent.

#### Unwilling Participant
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.

#### Wounding Attack
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.



## Psionic Orders
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.

#### Bonus	Discipline
At 1st level, you learn one additional psionic disciplines of your choice. It must be chosen
from among the Immortal disciplines. 


#### Immortal Durability 
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. 

#### Psionic Resilience 
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. 

#### Immortal Will 
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.
\page
#### Bonus Discipline
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.



#### Superior Teleportation
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. 

#### Effortless Journey
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.

#### Discipline Choice
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.

#### Soul Knife
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.

#### Consumptive Knife
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.


#### Phantom Knife
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


##### Psychic Focus
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.


##### Augmented Weapon
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.
\page


###### Parrying (2pp)
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.

###### Dreadblades (3pp)
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.


##### Lethal Strike
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.