Psionic Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force.

Branch Features

You gain the following features when taking your first Talent from this Branch.

Bonus Proficiency

You also gain proficiency in the Arcana skill. If you are already proficient in it, you instead choose another skill.

Talents

Talent CP Prerequisites
Psionic Power 5 -
Telekinetic Adept 15 Psionic Power and 4 other Fighter Talents
Guarded Mined 25 Telekinetic Adept and 6 other Fighter Talents
Bulwark of Force 65 Guarded Mind and 9 other Fighter Talents
Telekinetic Master 80 Bulkwark of Force and 11 other Fighter Talents

Psionic Power

Cost: 5 Character Points

You harbour a wellspring of psionic energy within yourself.

This energy is represented by your Psionic Energy dice, which are equal to your martial feat die. You have a number of these dice equal to twice your Intelligence modifier and they fuel various psionic powers that you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended.

You regain all your expended Psionic Energy dice when you finish a long rest. In addition, using 1 action, you can regain two expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

The powers below use your Psionic Energy dice:

Protective Field

Once per turn, if, within the last round, you or another creature you can see within 30 feet of you took damage, you can expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike

You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement

Actions: 2

You can move an object or a creature with your mind. You target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both.

Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Adept

Cost: 15 Character Points
Prerequisite: Psionic Power and 4 Other Fighter Talents

You have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap

Actions: 1

You can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Thrust

When you deal damage to a target with your Psionic Strike, Make a spell attack vs the Strength defence of that creature. On a hit, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Guarded Mind

Cost: 25 Character Points
Prerequisite: Telekietic Adept and 6 Other Fighter Talents

The psionic energy flowing through you has bolstered your mind.

You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

Cost: 65 Character Points
Prerequisite: Guarded Mind and 9 Other Fighter Talents
Actions: 1

You can shield yourself and others with telekinetic force.

You can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.

Once you take this action, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Master

Cost: 80 Character Points
Prerequisite: Unbreakable and 11 Other Fighter Talents

Your ability to move creatures and objects with your mind is matched by few.

You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a free action.

Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.