As presented, the Psi Warrior may be unsuitable for some campaign settings. Others may see the class for the start of a purely martial character. Regardless, feel free to rename abilities and power sources as you feel necessary.

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

At 10th level, you may spend a superiority die to widen your senses beyond sight and hearing. For one minute, you gain blindsense, allowing you to perceive creatures regardless of darkness or invisibility

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

At 7th level, you gain proficiency in Wisdom saves. In addition, when you make a Wisdom saving throw, you can expend one superiority die to add it to the result. You use this ability after making the saving throw, but before finding out if it was successful.

Using Superiority Dice. A Psi warrior can expend superiority dice to gain a number of different benefits

You gain another superiority die at 7th level and one more at 15th level.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

When you take this archetype at level 3, you gain proficiency with Psiblades.

Psi Warriors are masters of blending the power of the mind with martial prowess. They can practically will their weapons sharper, and their bodies faster.

Fighter: Psi Warrior

Psi Warriors are masters of blending the power of the mind with martial prowess. They can practically will their weapons sharper, and their bodies faster.

Psiblades

When you take this archetype at level 3, you gain proficiency with Psiblades.

Combat Superiority

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by a special pool of energy called ki Points.

Ki

Starting at 3rd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have Ki points equal to half your fighter level, rounded up.

You can spend these points to fuel various ki powers. You start knowing three such powers, chosen from the list of psi warrior powers. You learn an additional psi warrior power at levels 7, 10, 15, and 18.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Strength of Spirit

At 10th level, you have become skilled at entwining your body and ki. When spending Ki for an ability, you gain one of the following benefits:

You roll a d10 instead of a d6 for an ability that rolls a d6.

You increase the level of a spell you cast with ki by 2

A creature making a save against an ability you are using has disadvantage on that save.

You must complete a short rest before using this ability again. At level 15, you may use this ability twice between short rests.

Multiclassing

If you have levels in Monk, you may instead add half your fighter levels to your monk levels when determining your Ki points for Monk.

Relentless

Starting at 15th level, when you roll initiative and have no ki points remaining, you regain 1d6 ki points.

Psi Warrior Powers

Psi warriors can choose from a multitude of powers, as described below.

Deflect. When you are hit by an attack while you have your psiblade drawn, you can spend a ki point as a reaction to roll 1d6 and add the result to your AC. If the attack still hits, it does half damage. You must have a drawn psiblade or a finesse weapon to use this ability.

Equilibrium When you make a Strength or Constitution saving throw, you can expend a ki point to add 1d6 to the result of the saving throw. You use this ability after making the saving throw, but before finding out if it was successful.

Iron Will You gain proficiency in Wisdom saves. In addition, when you make a Wisdom saving throw, you can expend a ki point to add 1d6 to the result of the saving throw. You use this ability after making the saving throw, but before finding out if it was successful.

Kinetic Surge You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Kinetic Strike. When you hit a creature with a psiblade, you can expend two ki points to increase its damage by 1d6, and its damage is treated as Force damage in addition to its normal type for one minute.

Psionic Lightning You can cast the Fire Bolt cantrip, except it deals lightning damage.

Psionic Pulse You can spend 2 ki to cast Thunderwave.

Psionic Lightning, Greater Requires level 6. You can spend 4 ki to cast Lightning Bolt.

Search Your Feelings You can spend 3 ki points to cast the Augury spell.

Sense Surroundings Requires level 10 As a bonus action, you may spend 2 ki points to widen your senses beyond sight and hearing. For one minute, you gain blindsight, allowing you to perceive the area around you out to 30 feet.