Psychic Warrior (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Design Note: This content refers to playtest material in Unearthed Arcana: The Mystic Class.

Psychic Warrior[edit]

One who turns the mind’s potential to the warrior’s art is known as a psychic warrior. Where mystics devote themselves wholly to the development of mental abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection.

Psychic Warrior

Level Talents
Psi Points Psi Limit
3 2 2 4 2
4 2 2 6 2
5 2 2 6 2
6 2 2 6 2
7 2 3 14 3
8 2 3 14 3
9 2 3 14 3
10 3 3 17 3
11 3 3 17 3
12 3 3 17 3
13 3 4 27 5
14 3 4 27 5
15 3 4 27 5
16 3 4 32 5
17 3 4 32 5
18 3 4 32 5
19 3 5 38 6
20 3 5 38 6

As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.

Psionic Talents
A psionic talent is a minor psionic effect you have mastered. When you choose this subclass at 3rd level, you know two psionic talents of your choice from the list available to the mystic class. You learn an additional talent of your choice when you reach 10th level, as shown on the Psychic Warrior table.
Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a person to manifest psionic power. A psychic warrior masters even fewer disciplines than a mystic, because they focus on martial power as well as psionic.
When you choose this subclass at 3rd level, you know two psionic disciplines of your choice from the list available to the mystic. The Disciplines Known column of the Psychic Warrior 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 fighter level, as shown in the Psi Points column of the Psychic Warrior 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 fighter level, as shown in the Psi Limit column of the Psychic Warrior table. For example, as a 3rd-level fighter, you can spend no more than 2 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 onediscipline 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.
Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier
Consumptive Blade

Starting from when you choose this subclass at 7th level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your fighter level (minimum of 1).

Mental Resilience

When you reach 10th level, you gain proficiency in Intelligence, Wisdom, and Charisma saving throws.

Potent Psionics

By the time you reach 15th level, you have gained the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target.

Will to Endure

Starting from 18th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!