Psychic Warrior

Psychic Warriors are fighters who have diverged from the path of pure physical superiority to unlock the power of their mind. Psychic Warriors use techniques similar to those of the Mystic, particularly those of the Order of the Immortal, but do not devote themselves so completely to their mystic training. Instead, they use their mind to augment their body and enhance their fighting technique.

Psionics

When you reach 3rd level, you augment your martial training with the power of psionics. See the Psionics section of The Mystic Class document, released by Unearthed Arcana, for more information of the use of Psionics.

Psionic Talents. You learn one psionic talent of your choice. You learn an additional talent at 10th level.

Psionic Disciplines. You learn one psionic discipline of your choice, which must be chosen from the Immortal disciplines. The Disciplines Known column of the Psychic Warrior table shows when you learn new Psionic Disciplines. New disciplines may be chosen from any order, but at least half of your disciplines at any point must come from the Immortal disciplines.

Psi Points. The Psychic Warrior table shows how many psi points you have available to use your psionic disciplines. Your psi points reset to their maximum when you finish a long rest.

Psi Limit. There is a limit to the number of psi points you can spend to activate a Psionic Discipline each time you use it. The maximum number of points you can spend is shown in the Psi Limit column of the Psychic Warrior table.

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.

Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier

Discipline attack modifier = your proficiency bonus + your Intelligence modifier

Telepathy

At 3rd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Psychic Warrior Psionics Level Talents Known Disciplines Known Psi Points Psi Limit 3rd 1 1 4 2 4th 1 1 6 2 5th 1 1 6 2 6th 1 1 6 2 7th 1 1 14 3 8th 1 2 14 3 9th 1 2 14 3 10th 2 2 17 3 11th 2 2 17 3 12th 2 2 17 3 13th 2 3 27 5 14th 2 3 27 5 15th 2 3 27 5 16th 2 3 32 5 17th 2 3 32 5 18th 2 4 32 5 19th 2 4 38 6 20th 2 4 38 6

Psionic Weapon

Beginning at 7th level, you can use your psionic energy to augment your weapon strikes. As an action, you focus your mind on one melee or ranged weapon you are holding, or your unarmed strike, and expend any number of Psi Points (abiding by your Psi Limit as usual). The weapon or strike gains a bonus to attack and damage rolls equal to half the number of Psi Points you spend, rounded down. At the same time, you may spend one additional Psi Point to make that weapon deal psychic damage instead of its normal type. Weapons that deal psychic damage in this way are considered magical for the purpose of overcoming resistance and immunity to nonmagical damage.

No matter how many points you spend, this benefit lasts for 24 hours, or until you use this ability again.

Inquisitive Strike

At 10th level, when you target a creature with an attack or force it to make a saving throw, choose one type of skill check or saving throw. You immediately learn what modifiers, if any, that creature applies to the chosen type of skill check or saving throw.

You may use this ability a number of times equal to your Intelligence modifier between long rests.