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Subclass Fighter Psi Warrior
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The Psi Warrior is a Fighter subclass that channels psionic energy to enhance attacks and control the battlefield telekinetically. Psionic Power at Level 3 provides a pool of Psionic Energy Dice that fuel Protective Field (absorb incoming damage) and Psionic Strike (extra psychic damage plus telekinetic throw). Telekinetic Adept at Level 7 adds Psi-Powered Leap (bonus action flight) and Telekinetic Thrust (force a Strength save to push or prone a target after Psionic Strike). Guarded Mind at Level 10 grants Psychic resistance and immunity to Charmed and Frightened.
| LEVEL | FEATURE |
|---|---|
| 3 | Psionic Power |
| 7 | Telekinetic Adept |
| 10 | Guarded Mind |
Psionic Power You harbor a wellspring of psionic energy within yourself, represented by your Psionic Energy Dice, which fuel the powers granted by this subclass.
At Level 3: four d6s. At Level 5: six d8s. At Level 9: eight d8s. At Level 11: eight d10s.
You regain 1 Psionic Energy Die when you finish a Short Rest, and all expended dice when you finish a Long Rest.
You can use these dice for the following features:
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your Reaction to expend one Psionic Energy Die, roll it, 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 attacks 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, 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. You can move an object or a creature with your mind. As an Action, 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. You can't move the object through other objects.
Telekinetic Adept
Psi-Powered Leap. As a Bonus Action, you can propel your body with your mind, flying to a position using only 10 feet of movement. Once you use this Bonus Action, you can't do so again until you finish a Short or Long Rest, unless you expend a Psionic Energy Die (no action required) to regain its use.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.
Guarded Mind You have Resistance to Psychic damage. Moreover, you are immune to the Charmed and Frightened conditions.
The Psi Warrior is the Intelligence-based telekinetic Fighter. Its psionic mechanics layer on top of the Fighter's standard attack structure — Psionic Strike fires after a hit as a bonus effect, not replacing any attack. With Extra Attack at Level 5, you're getting four hits per Action Surge turn, any of which can trigger Psionic Strike's Force damage.
The Psionic Energy Dice pool is small but consistent: 1 die recovered per Short Rest, all dice on Long Rest. Managing when to use Protective Field (defense) versus Psionic Strike (offense) is the main resource decision.
Telekinetic Thrust at Level 7 adds significant utility — after hitting with Psionic Strike (which costs 1 die), you can force Prone or push 10 feet on a failed Strength save. Prone on a melee enemy means all melee attacks against them have Advantage, setting up the rest of your attack sequence. Push can break enemy formations or create Opportunity Attacks.
Guarded Mind at Level 10 provides passive Psychic resistance and mental condition immunity — Charmed and Frightened are two of the most disruptive conditions in the game, and blanket immunity prevents both from affecting your combat performance.