Psychic Warrior

psi-warriorWhere the psion spends his days studying the intricacies of psionic power and unlocking the mysteries of the mind, others choose to use their internal power to augment their physical form. These psychic warriors use their psionic potential as a way to improve their natural abilities, becoming fierce and deadly in their chosen path.

Class Features

As a Psychic Warrior, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Psychic Warrior level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Psychic Warrior level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons, pistols, sub machine guns, and rifles
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, and Investigation

Level Proficiency bonus Features Power Points/Day Powers Known Maximum Power Level Known
1st +2 Psionic proficiency 1 1 1st
2nd +2 Fighting Style 2 2 1st
3rd +2 Warrior’s Path, Trance 4 3 1st
4th +2 Ability Score Improvement 6 4 2nd
5th +3 Extra Attack 8 5 2nd
6th +3 Martial power 12 6 2nd
7th +3 Path Feature 16 7 3rd
8th +3 Ability Score Improvement 20 8 3rd
9th +4 24 9 3rd
10th +4 28 10 4th
11th +4 Extra Attack (2) 36 11 4th
12th +4 Ability Score Improvement 44 12 4th
13th +5 52 13 5th
14th +5 Ability Score Improvement 60 14 5th
15th +5 Path Feature 68 15 5th
16th +5 Ability Score Improvement 80 16 6th
17th +6 92 17 6th
18th +6 104 18 6th
19th +6 Ability Score Improvement 116 19 6th
20th +6 Path Feature, Eternal Warrior 128 20 6th

Psionic Proficiency

Along with your martial training, you have become adept in the powers of the mind.

Power Points per Day

A Psychic Warrior’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. Once you power Points reach 0, you can regain them after a long rest.

Powers Known

A Psychic Warrior’s begins play knowing two Psychic Warrior powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. Choose the powers known from the Psychic Warrior power list.

Maximum Power Level Known

A Psychic Warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, a Psychic Warrior may gain the ability to master more complex powers. To learn or manifest a power, a Psychic Warrior must have an Intelligence score of at least 10 + the power’s level.

Manifesting Powers

The number of times a Psychic Warrior can manifest powers in a day is limited only by his daily power points. A Psychic Warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells). You use your Wisdom whenever a power refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


You gain a +2 bonus to attack rolls you make with ranged weapons.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Tactical Training

You gain the feat Improved Tactical Training for free. You gain all the benefits except for the attribute increase.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Warrior’s Path

At 3rd level, a psychic warrior chooses a path to adhere to (listed below). When first taking a path, the psychic warrior gains one of the two powers associated with that path. Powers gained from a path do not count against his number of powers known. When manifesting this power, called a path power, the psychic warrior can either choose to manifest it for no cost by expending his psionic focus, in which case it cannot be augmented, or he can choose to manifest it normally, in which case his effective manifester level for this power is treated as one higher than normal. At 6th level, the psychic warrior gains the second power from his path. All of the above benefits apply to this additional path power.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include different abilities for the Trance feature.

The paths available to the Psychic Warrior are: Assassin’s Path, Interceptor Path, and the Mind Knight


Trance is similar to the Psion’s Autohypnosis, but it changes for each path. However, you do gain Autohypnosis as a skill as well as the following base benefits.

Regain Power Points

Once per day, after a short rest, you can regain your level x 5 in Power Points + your Intelligence Bonus in power points.

Psionic Focus

Autohypnosis allows you to maintain a Psionic Focus.  Many class features give you additional benefits provided your Psionic Focus is maintained.  The Psion does this almost reflexively and are generally considered to be maintain it all the time.  However, many class features give you benefits for “expending” your Psionic Focus as well which the Psion can do as a Bonus Action.  To regain your focus after spending, the Psion must make an Autohypnosis check at DC 15.  Just like recentering yourself or regaining your composure, it takes a moment to regain your Psionic Focus, thus regaining it takes a Move Action.


You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check at DC 15.

Resist Dying

You can attempt to subconsciously prevent yourself from dying. If you reach 0 HP, you can use your Autohypnosis skill in place of the unmodified d20 roll to see if you become stable. The DC is still 10 as normal. If the check is successful, you stabilize and do not need to make any more Death Checks (you do not gain any hit points, however, as a result of the check).

Resist Fear

In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you may make an additional Wisdom save with a +4 bonus to shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

Tolerate Poison

You can attempt to resist the effect of any standard poison. Every time you make a saving throw against the poison, you make an Autohypnosis check. If your Autohypnosis check exceeds the DC of the poison, you receive a +4 bonus on your Constitution saving throw against the poison. This skill has no effect on the initial saving throw against poison.


If reduced to 0 hit points, you can make an Autohypnosis check. If successful, you can take a standard action while at 0 hit points without taking 1 point of damage (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell). You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain another extra attack at 11th level, bringing the total to 2 extra attacks.

Martial Power

At 6th level, if the psychic warrior makes a melee attack (and a melee attack only), he can manifest one of his path powers as part of that attack action. The power takes effect immediately after the attack has been finished. Touch range powers are transmitted through the melee attack to the attacked target. You gain the benefits of the power on the attack made, even if the power is what grants the weapon to make the attack. You may only activate a path power in this fashion once per round.

Eternal Warrior

At 20th level, once per day as a Bonus Action, the psychic warrior can enter into a very powerful Trance. As long as he maintains psionic focus, for up to 5 minutes the psychic warrior adds his Wisdom modifier to his attack rolls, damage rolls, AC, skill checks, ability checks, saves, and initiative, and he increases his speed by +5 feet for every point of his Wisdom modifier. These benefits stack with those that might be granted by his active path’s Trance.

Warrior’s Paths

Presented below are some of the possible different warrior paths that psychic warriors may choose. Unless otherwise indicated, if you expend psionic focus to activate a maneuver, you still gain the benefit of your Trance until the end of your turn.

Assassin’s Path

While others prefer to stand boldly in the face of danger, your preferred weapon is stealth and silence. When you attack, your enemy is bound to fall.

Powers: Distract, prevenom or prevenom weapon

Trance : Assassin’s Trance

Beginning at 3rd level, any time you strike an enemy with a melee attack and there are no other enemies adjacent to you, you can expend your psionic focus to deal an additional +2d6 damage. For every five psychic warrior levels you gain thereafter, this damage increases by +1d6. This damage is precision-based damage.

Bonus Proficiency

Also at 3rd level, you gain proficiency in the skill Stealth.

Path Maneuver

Also 3rd level, as a Reaction, you can expend your psionic focus to gain a +2 dodge bonus to your AC until the beginning of your next turn. This bonus increases by +1 for every five psychic warrior levels you have. In addition, if you did this in response to an attack and that attack misses you, you may take a 5-foot step as part of this action.


At 7th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Mind Kill

At 15th level, you can use your mind to assassinate your targets. You gain the power Mind Thrust and may use it normally. However, if you expend your psionic focus, you can deal 10d10 points of damage to a single target that is unaware of your presence. If the target detects you, or beats you on your Stealth check, you only do 3d10 damage if you expend your psionic focus.

Death Strike

At 20th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Interceptor’s Path

You are adept at engaging enemies, guarding your allies, and blocking interlopers. Speed and maneuverability are not your only tools; you know how stop a foe in his tracks.

Powers: Burst, Expansion

Trance : Interceptor’s Trance

Beginning at 3rd level, while maintaining psionic focus, you gain a +1 bonus on attack and damage rolls made against any opponent that threatens any of your allies. This bonus increases by 1 every four psychic warrior levels thereafter.

Bonus Proficiency

Also at 3rd level, you gain proficiency in the skill Intimidation.

Path Maneuver

Also at 3rd level, you can expend your psionic focus as a Reaction when an enemy you threaten attacks one of your allies to make a single melee attack or Shove attempt against that enemy. Your attack or Shove attempt is resolved before the enemy’s attack. If you made a melee attack and it is successful, the struck enemy takes a penalty equal to the bonus of the Interceptor trance on the attack and damage rolls of the attack that triggered this maneuver.

Kinetic Warding

Beginning at 7th level, you are able to maintain a sphere of kinetic inertness. You and friendly creatures within 10 feet of you have resistance to damage from spells and psionic powers. At 18th level, the range of this sphere increases to 30 feet.

Shared Precognition

At 15th level, you are able to share your precognative abilities with a number of allies equal to your Wisdom modifier. Any time you manifest one of the following powers, by expending your psionic focus, you can share the effects of the power with a number of allies equal to your Wisdom modifier: Precognition, Defense, Precognition, Offensive, Prescience, Offensive. You manifest these powers normally and may also augment them normally (if possible).

Hard to Kill

At 20th level, you attain the pinnacle of resilience in battle. At the start of each of your turns provided you maintain your psionic focus, you regain hit points equal to 5 + your Wisdom modifier if you have no more than half your total HP left. You don’t gain this benefit if you have 0 HP. Additionally, you can expend your psionic focus and have the possibility to regain all your hit points. Again, if you are below half your total HP, you make a Wisdom save. If successful, you regain all you HP. If you fail, you regain only 1/4 of your HP (round up).

Mind Knight

You have sworn an oath to your order, and in exchange you have been trained in mystic techniques that allow you to summon a weapon from beyond time and space, while protecting yourself with the power of your mind.

Powers: Call weaponry, inertial armor

Trance : Mind Knight’s Trance

Beginning at 3rd level, while maintaining psionic focus, you gain a +1 bonus to your initiative. In addition, when wielding a weapon you gain through call weaponry, you gain a +1 bonus to attack and damage rolls with that weapon. All of these bonuses increase by 1 for every four psychic warrior levels you gain thereafter.

Bonus Proficiency

Also at 3rd level, you gain proficiency in the skill Persuasion.

Path Maneuver

Also at 3rd level, you can expend your psionic focus as a normal action to make a melee attack against two creatures adjacent to you. For every five psychic warrior levels you gain thereafter, you can make one additional attack against another enemy adjacent to you.

Call and Strike

At 7th level, you can use Call weaponry and strike in the same action. When you do you have the opportunity deal extra psychic damage equal to half your Psychic Warrior level rounded down in d6’s. Thus, at 7th level, when you receive this feature, you can use your Call weaponry power and immediately strike dealing weapon damage + 3d6. This can only be done on your first action of any combat. All attacks and/or actions afterward are handled normally with normal weapon damage.

Inertial Armor Permanence

At 15th level, you are considered to always have the power inertial armor active. You can augment it at any time using your Power Points accordingly, increasing the AC bonus and it will last the normal duration at that AC bonus. Once the duration is over, it returns to the base, un-augmented, AC bonus.

Call Master’s Weapon

At 20th level, the weapon you call using Call weaponry is already a +3 weapon without having to use any additional Power Points. However, you cannot augment it further with additional points.