Steampunkette
2016-02-09, 02:09 PM
Psionic Warrior
Level
Proficiency Bonus
Class Features
Disciplines
Power Points
Power Limit
1st
+2
Psionics, Psionic Weapon Mastery
2
4
2
2nd
+2
Psionic Path
2
6
2
3rd
+2
Psychic Fortitude
3
14
2
4th
+2
Ability Score Improvement
3
14
3
5th
+3
Extra Attack
3
17
3
6th
+3
Psionic Path Ability
4
27
3
7th
+3
Psychokinesis
4
27
5
8th
+3
Ability Score Improvement
4
32
5
9th
+4
Psionic Path Ability
5
38
5
10th
+4
Focal Clarity 1/rest
5
44
6
11th
+4
Psionic Path Ability
5
57
6
12th
+4
Ability Score Improvement
6
57
6
13th
+5
One of Mind and Body
6
64
7
14th
+5
Focal Clarity 2/rest
6
64
7
15th
+5
Psionic Path Ability
7
64
7
16th
+5
Ability Score Improvement
7
73
9
17th
+6
Focal Clarity 3/rest
7
73
9
18th
+6
Psionic Path Ability
8
73
9
19th
+6
Ability Score Improvement
8
73
9
20th
+6
Perfect Awareness
8
73
9
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+CON Modifier
Hit Points at Higher Levels: 1d8+CON Modifier
PROFICIENCIES
Armor: Light Armor, Medium Armor
Weapons: Simple, Martial
Tools: Divining Tools, One Vehicle
Saving Throws: Con, Int
Skills: Choose Two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
CLASS ABILITIES
Psionics
Psionic Information follows the Mystic Playtest, however Greater Disciplines require level 7 Warrior rather than 5 Mystic.
Psionic Weapon Mastery
Psionic Warriors either spend years training in various fighting styles or have the knowledge imprinted on their mind by powerful psionicists. Choose one of the three following Psionic Weapon Masteries to represent your training.
Versatile Weapons Mastery
Psionic Warriors train to be flexible of mind, flexible of body, and flexible in weapon use. This flexibility is best exemplified by Versatile Weapons such as Longswords and Battleaxes which the Psionic Warrior uses to dramatic effect.
When wielding a Versatile Weapon with both hands, the Psionic Warrior tunes into their ability to read their opponent's mind. Choose one enemy you are engaged in combat with. You may ignore 2 points of that enemy's dexterity bonus to armor class as you predict their actions before they take them.
When wielding a Versatile Weapon in your Main Hand and no weapon or shield in your Off Hand you gain a +2 bonus to armor class as you telekinetically defend yourself from incoming attacks.
And finally, you may choose to dual wield your Versatile Weapon with a Telekinetic Blast. Treat this as a melee weapon which uses Intelligence to determine attack rolls and damage modifiers with a reach of 15 feet and deals 1d6 force damage.
Psi Blades Mastery
Some Psionic Warriors eschew physical weapons, entirely, and focus on the power of their minds. Those who choose the Psi Blades Mastery gain the ability to form two deadly weapons out of pure psychic energy. These weapons rely on the Psionic Warrior's Intelligence modifier to determine their bonus to attack and weapon damage. You may summon one or both weapons with a thought, instantly materializing both in your hands without spending an action. These weapons are considered magical, for the purposes of overcoming damage reduction, and deal 1d6 Psychic Damage on a successful attack. While conscious you may not be disarmed of your Psi Blades, though they dissipate when you fall unconscious or they have left your hands for one full round. These weapons have both the Light and Throwing properties with a range of 10/20.
If you choose, you may absorb the mystical essence of enchanted weapons and bond them to your Psi Blades. Doing so requires one hour of meditation, during which you must be in direct contact with the weapon or weapons whose enchantment you wish to absorb. You may only apply the enchantments of one magic weapon to one Psi Blade per meditation. Once the mystical energies are absorbed, the weapon you drained becomes nonmagical. You may reimbue it, or any other nonmagic qualifying weapon, by divesting yourself of the mystical energies that were absorbed, effectively disenchanting your Psi Blades. The disenchanting meditation takes 1 hour, but may be performed at the same time as an enchanting meditation.
Your Psi Blades may take on any appearance you choose, but are always clearly psionic or magical to any observer.
Heavy Weapons Mastery
There are some Psionic Warriors who choose to wield the largest and most devastating weapons they can find, often eschewing defensive abilities in favor of slinging a massive weight around, and often their own. When wielding a Heavy Weapon, or Versatile Weapon held in both hands, a Psionic Warrior who has chosen the Heavy Weapons may use the following abilities.
Meteor Hammer: As an Action, you may make a special attack which launches yourself weapon-first toward your enemy. This action allows you to fly up to 15 feet to your target and make a melee attack against them with your weapon. On a successful attack, you deal an amount of additional damage equal to your Intelligence modifier and force the target to make a Strength Save against your Psionic Save Difficulty. On a failed save the target is knocked prone if it is Large Size or smaller.
Explosive Strike: As an Action, you may make a special attack which strikes multiple targets. Make a normal attack roll against your Primary Target and compare it to the armor class of all creatures adjacent to your target. On a hit you deal normal damage plus your intelligence modifier to the target. All creatures adjacent to the target who would have been hit by the same attack take an amount of damage equal to your Strength and Intelligence modifier combined. At levels 5, 10, and 15 this splash damage increases by 2 points.
Psionic Path
At level 2 the Psionic Warrior chooses their Psionic Path. This choice reflects their preference in how to express their psionic potential. The options are the Path of the Bulwark, the Path of the Mind, and the Path of Steel.
Psychic Fortitude
At 3rd level, Psionic Warriors gain the ability to reinforce themselves in combat. Whenever they expend Power Points on a class ability they gain 1 point of healing per power point spent. If at maximum health, they instead gain 2 temporary hit point per power point spent. These temporary hit points last for 3 rounds before fading away. This ability only functions during combat. In cases where you've spent more than enough Power Points to heal yourself to full health, the excess power points still grant Temporary HP as normal.
Ability Score Increase
As per usual.
Extra Attack
Boilerplate ability.
Psychokinesis
At 7th level, Psionic Warriors gain the ability to manipulate objects or interact with creatures from a distance. As a bonus action, you may push or pull an object you can see within 60 feet a distance of 30ft. This distance can be in any direction or combination of directions. The target object must weigh no more than 20lbs. Alternatively you can interact with an otherwise stationary object, such as pulling a lever or opening a door.
As an action, once per short rest, you can use this ability on a creature, forcing it to make a strength save against your psionic DC. On a success the target is only moved 5ft. On a failure the target is thrown 20ft and also knocked prone.
Focal Clarity 1/rest
By spending 1 minute meditating the 11th level Psionic Warrior may attune to two Disciplines, gaining the benefits of two Psionic Foci rather than one. If you later change your Psionic Focus you lose both of your current discipline foci in favor of the new one. You must complete a short or long rest before attuning in this manner again.
At level 14 and 17 you may use this ability an additional time per rest.
One of Mind and Body
When you expend Power Points to activate a Discipline Power which uses your action you may use your bonus action to make a single attack.
Perfect Awareness
At 20th level the Psionic Warrior is capable of entering a state of Perfect Awareness. After 1 minute of meditation you become capable of understanding possible futures and winnowing out the truth. While you maintain concentration you gain advantage on all attack rolls, ability checks, and saving throws. All attacks which target you, likewise, gain disadvantage.
You may enter this state once per long rest. (It sounds OP, but it's basically Foresight on Concentration instead of 8 hours and it only targets yourself)
PSIONIC PATHS
Telekinetic Defense
The Bulwark focuses their abilities into defending themselves and their allies. When you choose this path you gain a +2 bonus to armor class so long as you are conscious and maintaining your Psionic Focus. You cannot gain this benefit while also using a shield.
Warding Strike
Once per round, after making a successful attack, you can choose to impose upon the enemy you hit. That creature has disadvantage on attack rolls when attacking any target other than you.
Hardened Form
At 6th level, followers of the Path of the Bulwark may spend an action to harden their body with their Will. They may roll up to 2 HD and add their Intelligence modifier to each, and apply the result as either Healing or Temporary HP.
Psychic Wall
Once per short rest a level 9 Bulwark can ignore forced movement effects, anchoring themselves in place. As a reaction to any forced movement effect you may choose to activate this ability, and it lasts until the start of your next turn. You automatically make any saving throw or skill check required to avoid being moved from your current space.
Shrug it Off
At level 11 the Bulwark gains the ability to shrug off harmful effects. Once per short rest you may attempt a second saving throw to end any ongoing effect on the second round of it being applied to you. If an effect normally allows saving throws once per round, you may make two separate saving throws in the second round.
Telekinetic Grasp
At 15th level the Bulwark is a master of the battlefield and can, once per short rest, drag the target of their Warding Strike up to 60ft closer to them as a bonus action. If the target makes a Strength Saving Throw they are only moved half the distance you attempt to move them.
Combat Foresight
Followers of the Path of the Mind often choose to eschew armor in favor of their own extrasensory perception. While wearing no armor and not using a shield, your armor class becomes 10+dex mod+int mod when you choose the Path of the Mind.
Touch the Mind
Once on each of your turns, a follower of the Path of the Mind may select a target within 60ft. That target gains disadvantage in attacking you until the start of your next turn and you come to understand some measure of their intent or motivation in the fighting which gives you advantage on insight, persuasion, intimidation, or deception checks against the target.
Seek the Heart
At 6th level, once you've Touched someone's Mind you can spend an action to Seek their Heart. The current target of your Touch the Mind ability must make an Intelligence Saving Throw against your Psionic Save DC or become Charmed or Frightened (your choice) for 1 minute. You may use this ability once per short or long rest.
Aura Reading
At 9th level, a Path of the Mind follower may read a person's aura. By taking a bonus action to attune yourself to their aura you may learn one detail about them. The options are below. On subsequent rounds you may attempt multiple readings.
1. Current Emotional State: This use allows you to automatically succeed at an Insight Check to learn the target's emotional state, regardless of Deception.
2. Relative HP: This use allows you to determine whether the target currently has more or less HP than you.
3. Relative Strength: This use allows you to determine whether the target has a higher or lower ability score than you. Choose the ability score when you use this ability.
4. Find Weakness: This use allows you to determine the target's weakest defensive ability based on Saving throws and Armor class. To compare AC to Saves add 10 to all Saves.
Slice the Soul
At 11th level, followers of the Path of the Mind gain the ability to deal grievous wounds to the targets of their Touch the Mind ability. All successful attacks against such a target gain 1d8 psychic damage.
See the Truth
At 15th level, once per short rest, a follower of the Path of the Mind gains the ability to apply, and maintain, Touch the Mind to all targets within a 15 foot radius of a chosen target.
Speed of Thought
The Path of Steel is one of flashing metal and racing steps. On choosing the Path of Steel, you gain a +10ft increase to your movement speed. This increases to 15ft at level 9 and 20ft at level 18. You may only benefit from this increase in movement speed while wearing light or no armor.
Flashing Steel
Members of the path of steel are masters of the quickdraw. You may, once on each of your turns, ready or stow a weapon without expending any action. Further, when striking a target who you have advantage pn, you may choose to deal additional damage once on your turn. This attack must be made with a melee weapon, and deals an additional 1d6 damage.
Strike While Hot
At level 6, followers of the Path of Steel gain Proficiency in Initiative Checks.
Further, the damage from your Flashing Steel increases to 2d6.
Steel Wind
At level 9, you no longer provoke attacks of opportunity through movement, and whenever you strike two targets who are at least 15ft apart with melee attacks you gain advantage on dexterity saving throws until the end of your next turn.
Further, the damage from your Flashing Steel increases to 3d6.
Glinting Edge
At level 11, you may use Flashing Steel's additional damage a second time each round, so long as each use is against a different target.
Further, the damage from your Flashing Steel increases to 4d6.
Steel Cyclone
At level 15, once per long rest, you may make a single attack roll against all enemies within 30 feet of you as an action. Compare the result of the attack roll to all of the potential targets. On a successful hit you deal normal weapon damage and Flashing Steel damage to all targets. Roll once for damage and apply it to each target. If you fail to strike any targets with this ability you recover it's use during your next short rest.
Further, the damage from your Flashing Steel increases to 5d6.
Level
Proficiency Bonus
Class Features
Disciplines
Power Points
Power Limit
1st
+2
Psionics, Psionic Weapon Mastery
2
4
2
2nd
+2
Psionic Path
2
6
2
3rd
+2
Psychic Fortitude
3
14
2
4th
+2
Ability Score Improvement
3
14
3
5th
+3
Extra Attack
3
17
3
6th
+3
Psionic Path Ability
4
27
3
7th
+3
Psychokinesis
4
27
5
8th
+3
Ability Score Improvement
4
32
5
9th
+4
Psionic Path Ability
5
38
5
10th
+4
Focal Clarity 1/rest
5
44
6
11th
+4
Psionic Path Ability
5
57
6
12th
+4
Ability Score Improvement
6
57
6
13th
+5
One of Mind and Body
6
64
7
14th
+5
Focal Clarity 2/rest
6
64
7
15th
+5
Psionic Path Ability
7
64
7
16th
+5
Ability Score Improvement
7
73
9
17th
+6
Focal Clarity 3/rest
7
73
9
18th
+6
Psionic Path Ability
8
73
9
19th
+6
Ability Score Improvement
8
73
9
20th
+6
Perfect Awareness
8
73
9
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+CON Modifier
Hit Points at Higher Levels: 1d8+CON Modifier
PROFICIENCIES
Armor: Light Armor, Medium Armor
Weapons: Simple, Martial
Tools: Divining Tools, One Vehicle
Saving Throws: Con, Int
Skills: Choose Two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
CLASS ABILITIES
Psionics
Psionic Information follows the Mystic Playtest, however Greater Disciplines require level 7 Warrior rather than 5 Mystic.
Psionic Weapon Mastery
Psionic Warriors either spend years training in various fighting styles or have the knowledge imprinted on their mind by powerful psionicists. Choose one of the three following Psionic Weapon Masteries to represent your training.
Versatile Weapons Mastery
Psionic Warriors train to be flexible of mind, flexible of body, and flexible in weapon use. This flexibility is best exemplified by Versatile Weapons such as Longswords and Battleaxes which the Psionic Warrior uses to dramatic effect.
When wielding a Versatile Weapon with both hands, the Psionic Warrior tunes into their ability to read their opponent's mind. Choose one enemy you are engaged in combat with. You may ignore 2 points of that enemy's dexterity bonus to armor class as you predict their actions before they take them.
When wielding a Versatile Weapon in your Main Hand and no weapon or shield in your Off Hand you gain a +2 bonus to armor class as you telekinetically defend yourself from incoming attacks.
And finally, you may choose to dual wield your Versatile Weapon with a Telekinetic Blast. Treat this as a melee weapon which uses Intelligence to determine attack rolls and damage modifiers with a reach of 15 feet and deals 1d6 force damage.
Psi Blades Mastery
Some Psionic Warriors eschew physical weapons, entirely, and focus on the power of their minds. Those who choose the Psi Blades Mastery gain the ability to form two deadly weapons out of pure psychic energy. These weapons rely on the Psionic Warrior's Intelligence modifier to determine their bonus to attack and weapon damage. You may summon one or both weapons with a thought, instantly materializing both in your hands without spending an action. These weapons are considered magical, for the purposes of overcoming damage reduction, and deal 1d6 Psychic Damage on a successful attack. While conscious you may not be disarmed of your Psi Blades, though they dissipate when you fall unconscious or they have left your hands for one full round. These weapons have both the Light and Throwing properties with a range of 10/20.
If you choose, you may absorb the mystical essence of enchanted weapons and bond them to your Psi Blades. Doing so requires one hour of meditation, during which you must be in direct contact with the weapon or weapons whose enchantment you wish to absorb. You may only apply the enchantments of one magic weapon to one Psi Blade per meditation. Once the mystical energies are absorbed, the weapon you drained becomes nonmagical. You may reimbue it, or any other nonmagic qualifying weapon, by divesting yourself of the mystical energies that were absorbed, effectively disenchanting your Psi Blades. The disenchanting meditation takes 1 hour, but may be performed at the same time as an enchanting meditation.
Your Psi Blades may take on any appearance you choose, but are always clearly psionic or magical to any observer.
Heavy Weapons Mastery
There are some Psionic Warriors who choose to wield the largest and most devastating weapons they can find, often eschewing defensive abilities in favor of slinging a massive weight around, and often their own. When wielding a Heavy Weapon, or Versatile Weapon held in both hands, a Psionic Warrior who has chosen the Heavy Weapons may use the following abilities.
Meteor Hammer: As an Action, you may make a special attack which launches yourself weapon-first toward your enemy. This action allows you to fly up to 15 feet to your target and make a melee attack against them with your weapon. On a successful attack, you deal an amount of additional damage equal to your Intelligence modifier and force the target to make a Strength Save against your Psionic Save Difficulty. On a failed save the target is knocked prone if it is Large Size or smaller.
Explosive Strike: As an Action, you may make a special attack which strikes multiple targets. Make a normal attack roll against your Primary Target and compare it to the armor class of all creatures adjacent to your target. On a hit you deal normal damage plus your intelligence modifier to the target. All creatures adjacent to the target who would have been hit by the same attack take an amount of damage equal to your Strength and Intelligence modifier combined. At levels 5, 10, and 15 this splash damage increases by 2 points.
Psionic Path
At level 2 the Psionic Warrior chooses their Psionic Path. This choice reflects their preference in how to express their psionic potential. The options are the Path of the Bulwark, the Path of the Mind, and the Path of Steel.
Psychic Fortitude
At 3rd level, Psionic Warriors gain the ability to reinforce themselves in combat. Whenever they expend Power Points on a class ability they gain 1 point of healing per power point spent. If at maximum health, they instead gain 2 temporary hit point per power point spent. These temporary hit points last for 3 rounds before fading away. This ability only functions during combat. In cases where you've spent more than enough Power Points to heal yourself to full health, the excess power points still grant Temporary HP as normal.
Ability Score Increase
As per usual.
Extra Attack
Boilerplate ability.
Psychokinesis
At 7th level, Psionic Warriors gain the ability to manipulate objects or interact with creatures from a distance. As a bonus action, you may push or pull an object you can see within 60 feet a distance of 30ft. This distance can be in any direction or combination of directions. The target object must weigh no more than 20lbs. Alternatively you can interact with an otherwise stationary object, such as pulling a lever or opening a door.
As an action, once per short rest, you can use this ability on a creature, forcing it to make a strength save against your psionic DC. On a success the target is only moved 5ft. On a failure the target is thrown 20ft and also knocked prone.
Focal Clarity 1/rest
By spending 1 minute meditating the 11th level Psionic Warrior may attune to two Disciplines, gaining the benefits of two Psionic Foci rather than one. If you later change your Psionic Focus you lose both of your current discipline foci in favor of the new one. You must complete a short or long rest before attuning in this manner again.
At level 14 and 17 you may use this ability an additional time per rest.
One of Mind and Body
When you expend Power Points to activate a Discipline Power which uses your action you may use your bonus action to make a single attack.
Perfect Awareness
At 20th level the Psionic Warrior is capable of entering a state of Perfect Awareness. After 1 minute of meditation you become capable of understanding possible futures and winnowing out the truth. While you maintain concentration you gain advantage on all attack rolls, ability checks, and saving throws. All attacks which target you, likewise, gain disadvantage.
You may enter this state once per long rest. (It sounds OP, but it's basically Foresight on Concentration instead of 8 hours and it only targets yourself)
PSIONIC PATHS
Telekinetic Defense
The Bulwark focuses their abilities into defending themselves and their allies. When you choose this path you gain a +2 bonus to armor class so long as you are conscious and maintaining your Psionic Focus. You cannot gain this benefit while also using a shield.
Warding Strike
Once per round, after making a successful attack, you can choose to impose upon the enemy you hit. That creature has disadvantage on attack rolls when attacking any target other than you.
Hardened Form
At 6th level, followers of the Path of the Bulwark may spend an action to harden their body with their Will. They may roll up to 2 HD and add their Intelligence modifier to each, and apply the result as either Healing or Temporary HP.
Psychic Wall
Once per short rest a level 9 Bulwark can ignore forced movement effects, anchoring themselves in place. As a reaction to any forced movement effect you may choose to activate this ability, and it lasts until the start of your next turn. You automatically make any saving throw or skill check required to avoid being moved from your current space.
Shrug it Off
At level 11 the Bulwark gains the ability to shrug off harmful effects. Once per short rest you may attempt a second saving throw to end any ongoing effect on the second round of it being applied to you. If an effect normally allows saving throws once per round, you may make two separate saving throws in the second round.
Telekinetic Grasp
At 15th level the Bulwark is a master of the battlefield and can, once per short rest, drag the target of their Warding Strike up to 60ft closer to them as a bonus action. If the target makes a Strength Saving Throw they are only moved half the distance you attempt to move them.
Combat Foresight
Followers of the Path of the Mind often choose to eschew armor in favor of their own extrasensory perception. While wearing no armor and not using a shield, your armor class becomes 10+dex mod+int mod when you choose the Path of the Mind.
Touch the Mind
Once on each of your turns, a follower of the Path of the Mind may select a target within 60ft. That target gains disadvantage in attacking you until the start of your next turn and you come to understand some measure of their intent or motivation in the fighting which gives you advantage on insight, persuasion, intimidation, or deception checks against the target.
Seek the Heart
At 6th level, once you've Touched someone's Mind you can spend an action to Seek their Heart. The current target of your Touch the Mind ability must make an Intelligence Saving Throw against your Psionic Save DC or become Charmed or Frightened (your choice) for 1 minute. You may use this ability once per short or long rest.
Aura Reading
At 9th level, a Path of the Mind follower may read a person's aura. By taking a bonus action to attune yourself to their aura you may learn one detail about them. The options are below. On subsequent rounds you may attempt multiple readings.
1. Current Emotional State: This use allows you to automatically succeed at an Insight Check to learn the target's emotional state, regardless of Deception.
2. Relative HP: This use allows you to determine whether the target currently has more or less HP than you.
3. Relative Strength: This use allows you to determine whether the target has a higher or lower ability score than you. Choose the ability score when you use this ability.
4. Find Weakness: This use allows you to determine the target's weakest defensive ability based on Saving throws and Armor class. To compare AC to Saves add 10 to all Saves.
Slice the Soul
At 11th level, followers of the Path of the Mind gain the ability to deal grievous wounds to the targets of their Touch the Mind ability. All successful attacks against such a target gain 1d8 psychic damage.
See the Truth
At 15th level, once per short rest, a follower of the Path of the Mind gains the ability to apply, and maintain, Touch the Mind to all targets within a 15 foot radius of a chosen target.
Speed of Thought
The Path of Steel is one of flashing metal and racing steps. On choosing the Path of Steel, you gain a +10ft increase to your movement speed. This increases to 15ft at level 9 and 20ft at level 18. You may only benefit from this increase in movement speed while wearing light or no armor.
Flashing Steel
Members of the path of steel are masters of the quickdraw. You may, once on each of your turns, ready or stow a weapon without expending any action. Further, when striking a target who you have advantage pn, you may choose to deal additional damage once on your turn. This attack must be made with a melee weapon, and deals an additional 1d6 damage.
Strike While Hot
At level 6, followers of the Path of Steel gain Proficiency in Initiative Checks.
Further, the damage from your Flashing Steel increases to 2d6.
Steel Wind
At level 9, you no longer provoke attacks of opportunity through movement, and whenever you strike two targets who are at least 15ft apart with melee attacks you gain advantage on dexterity saving throws until the end of your next turn.
Further, the damage from your Flashing Steel increases to 3d6.
Glinting Edge
At level 11, you may use Flashing Steel's additional damage a second time each round, so long as each use is against a different target.
Further, the damage from your Flashing Steel increases to 4d6.
Steel Cyclone
At level 15, once per long rest, you may make a single attack roll against all enemies within 30 feet of you as an action. Compare the result of the attack roll to all of the potential targets. On a successful hit you deal normal weapon damage and Flashing Steel damage to all targets. Roll once for damage and apply it to each target. If you fail to strike any targets with this ability you recover it's use during your next short rest.
Further, the damage from your Flashing Steel increases to 5d6.