Psi Warrior
Some warriors push the limits of their bodies through rigorous training and sheer will. Psi Warriors go further, awakening latent psychic potential that allows them to reach beyond the physical entirely. They move objects without touching them, cushion allies from harm with invisible fields, and strike with a force that resonates through the mind as much as the flesh.
Psi Warriors are not sorcerers or mages—they do not draw on arcane traditions or tap magical weaves. Their power is internal, an expression of focused consciousness that manifests as telekinesis and thought. They tend to be introspective fighters, prone to stillness before battle and to a certain unsettling calm in the midst of it.
The psionic energy they channel is finite, drawn down with each use and replenished through rest and recovery. A Psi Warrior must choose their moments, conserving power for when it matters most—or risk being a purely physical fighter when the tide turns against them.
Psi Warrior Table:
| Level | Subclass Features Gained |
|---|---|
| 3rd | Psionic Power |
| 7th | Telekinetic Adept |
| 10th | Guarded Mind |
| 15th | Bulwark of Force |
| 18th | Telekinetic Master |
Subclass Features
Psionic Power
3rd-level Psi Warrior feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice, which are each a \(1d6\). You have a number of these dice equal to twice your proficiency bonus, and they fuel the abilities below. You regain all your expended Psionic Energy Dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy Die when you finish a short rest.
When you reach certain levels in this class, the size of your Psionic Energy Dice increases: at 5th level (\(1d8\)), 11th level (\(1d10\)), and 17th level (\(1d12\)).
The abilities fueled by your Psionic Energy Dice are detailed below.
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).
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 the target is a creature, you can move it to an unoccupied space within 5 feet of itself. If the target is a hostile creature, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or be moved. You can use this feature on a creature only once per short or long rest.
Telekinetic Adept
7th-level Psi Warrior feature
You have mastered new ways to use your psionic power, as detailed below.
Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you use this feature, you can't do so again until you finish a short or long rest.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can expend a second Psionic Energy Die to force the target to make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, you can knock the target prone or move it up to 10 feet in any horizontal direction.
Guarded Mind
10th-level Psi Warrior feature
The psionic energy flowing through you has hardened your mind against outside influence. You have resistance to psychic damage.
Additionally, if you start your turn charmed or frightened, you can expend one Psionic Energy Die and end every effect on yourself causing you to be charmed or frightened.
Furthermore, if you fail an Intelligence, Wisdom, or Charisma saving throw, you can expend one Psionic Energy Die to reroll the saving throw, using the new result.
Bulwark of Force
15th-level Psi Warrior feature
You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.
Once you use this feature, you can't do so again until you finish a long rest.
Telekinetic Master
18th-level Psi Warrior feature
Your ability to move creatures and objects with your mind is matched only by your skill with a blade. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn you cast it, you can make one attack as a bonus action.
Once you use this feature, you can't do so again until you finish a long rest.