If you are looking to multiclass, and want that Jedi flavor, 4 levels of Bladesinger Wizard is really useful. You can reflavor Bladesong as being guided by your psionic powers in combat, and the benefits it gives are insane. Not to mention you get spells to do more Jedi powers, like Detect Magic, Absorb Elements, Hold Person, Detect Thoughts, Charm Person, Levitate, etc
Hate to be the bearer of bad news. Psi dice in both Soul Knife and Psi Warrior do not come back on a short rest. You regain the ability to use some abilities and regain a single psi die on short rest.
So wait, do they not come back at all? Or do they come back on a long rest? Cuz with the way I’ve seen the game played, I don’t see that as a bad thing, given how often I see DMs just give long rests.
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, but you can't do so again until you finish a short or long rest.
I’m currently running Descent into Avernus tonight and one of my players is playing an aasimar psi warrior. This is a really cool class with fun abilities.
Yes! Thank you for choosing this video topic from last time! Psi Warrior is also one of my favorite Fighter subclasses and I love seeing them get some love. Another race I think fits really well is the Amethyst Dragonborn from Fizban;s, they have a natural connection to psionic powers and force damage, and the actual amethyst dragons are all about force, gravity and space. Aside from that, I've done a character build video on my tiktok channel that's basically just a jedi, with a slight twist, that I called "The Star Knight," if any star wars or other fans are interesting in that. Looking forward to the next video @EntertheDungeon
Take Psi warrior, take a small drip into Soul knife for extra physic stuff, maybe take a feat of Telepath or Telekinetic, get the DM to give you a 'Sun Blade' at some point and yeah you have a Jedi. Also on a side note a Kalasthar would be a good race to use with this since they get a free telepathic ability and are already physic themed.
One nice thing about the Psi-Warrior is that there's only one class feature that depends on your INT modifier *_(Technically three: Protective Field uses it to reduce damage, Psionic Strike uses it to deal damage, and Telekinetic Thrust bases a Strength Saving Throw on it)_* . And while I also wouldn't generally recommend multiclassing certain subclasses, Psi-Warrior meshes really well with the other psionic subclass, the Soulknife. Soulknives' powers entirely run on their STR or DEX for attacks, and each of the subclasses gain Psionic dice equal to twice their Proficiency Bonus, so even if you only dip the three levels into one or the other, you'll still get a shitload of dice to use on the features. Edit: Okay, I mapped one out for shits and giggles. If you're doing a 20th level one shot, or have a 1-20 campaign, I recommend a 13/7 split in favor of the Rogue. This gets you 2 ASIs with the Fighter, 4 ASIs with the Rogue, and with a typical +1/+2 style race, you can pump all of those ASIs into DEX and CON, and then either take two feats, or do what I did, put those into INT to bump the one saving throw dependent ability the Fighter has at 7th level, Telekinetic Thrust. Even without feats, this build is _dumb._ I took Thrown Weapon Fighting as the Fighting Style to mesh with the Psychic Blades, which do have the Thrown property, giving them an extra +2 damage. And as a 13th level Rogue, your Sneak Attack deals an extra 7d6 of that sweet, sweet Psychic damage. Then add your Psionic Strike damage on top of that. And then finish the turn with your last Bonus Action Psychic Blades attack for 1d4+DEX, just to be spiteful. 🤣 Fuck, I need to find a 20th level one shot to play in. Technical Notes for my spiel above: - Psionic Strike requires that your target be within 30 feet of you, and Telekinetic Thrust requires that you use Psionic Strike in order to activate it. - Psychic Blades have a range of 60 feet with no long range, meaning even if you used your Telekinetic Thrust at 30 feet (saving throw equals 8+PB+INT MOD), they would still be within range of your last Psychic Blade, which deals 1d4+MOD, in this case DEX. - This last attack can be replaced with the Steady Aim feature if you don't have the Advantage necessary for that first Sneak Attack, and thus you're trading 1d4+DEX for 7d6 on that first attack. Even if you rolled pure 1's on damage, you would only lose out on 2 damage total. - Damage potential for the patented Psychic Bullshit Cannon™️ maneuver: Steady Aim > First Attack{(1d6+7)+(1d8+4)+(7d6) > Second Attack(1d6+7) _or_ -If you already have Advantage, the whole thing becomes (1d6+7)+(1d8+4)+(7d6)+(1d6+7)+(1d4+7) = 9d6+1d8+1d4+19 for an average of ~64 damage, none of which is physical. - Furthermore, if you do this at 30 foot range, instead of pushing your opponent with that saving throw, you can attempt to knock them prone instead (on the last attack, naturally) preventing them from reaching you on the next round and giving any friends of yours within 5 feet of them carte blanche to wail on them mercilessly. Okay, last edit: I ended at only a +1 WIS modifier, but with Reliable Talent and Expertise, I still have a passive Perception of 23, and literally cannot roll lower than 23 (I just tried it on DnD Beyond, and rolled a 1 right off the bat. Total score: 23 🤣) Starting Stats (Point Buy) STR: 8 DEX: 16(14+2 from Race) CON: 16(15+1 from Race) INT: 14 WIS: 12 CHA: 8
@@chriscrane1482 Holy shit, someone read my long-ass, repeatedly edited, rambling comment of me nerding out over a well-synergized multiclass combo. I honestly hope you get to try it one day. I know I want to.
@WolfHreda technically if my current character dies I might get the chance to do it in a gestalt game and go all out. Its behind the Druid Ranger combo though.
@@Kaze_Saikuron it's kinda silly, but I can see why they'd rule that you can't mix them. Since they scale with your PB, being able to just use ALL of them with, say, Psi-Bolstered Knack would be ridiculous. Honestly, having 12 of them that you can dump into one feature is still bonkers, so not letting you do it with 24 is fine.
Psi warriors are consistently underrated. Psi leap changes battlefields. My damage avg. is up cuz I can get pretty much everywhere with it. My gith is a beast out there
I was playing a psi warrior in a game. My plan was to take 2 levels of war mage. Just take shield and some other self buffs. And they get cool saves. It's a solid combo.
Great video, really enjoyed the format. One interesting item for the Psionic Strike feature at 3rd level is that technically it is a separate damage roll after the weapon damage. Although the damage is small, it would qualify as a 2nd damage source against an enemy concentrating on a spell.
Armorer or Battlesmith Artificer would be awesome with it. Armorer can give you thunder fists that use your INT for attacks/ damage and apply the force for double the INT damage. And it only costs 3 levels. You lose good stuff in fighter, but you get all sorts of Artificer goodies in just 3 levels.
You can Multiclass it with either an armorer or a battlesmith artificer, so that you can focus on intelligence without dropping melee and having magic items! I could suggest even just taking the first 3 levels of artificer and then become fully a psi warrior. You got ranged with spells, further utility with spells and all the goodies of the psi warrior. Maybe start with 6 levels of fighter then the 3 of artificer and later on fully with psi warrior. I have not tested it, but supposedly you want extra attack by 7th or 6th level, but also while being an armorer/battlesmith you want to use mainly intelligence, so don't know. Anyway I repurposed the psi warrior to have not only telekinetic powers but also electric fields, magnetic fields, gravitational fields, wind control and a lot of other stuff, the mechanics stayed the same, I changed only the theme, remember flavour is free!
If you really want the psionic stuff and still want to.multiclass? Soulknife- you get extra roleplay, better skill checks since you're more MAD with needing int, and you have PSYCHIC BLADES which is honestly really fricking cool! You also get double the psionic die which means more doing stuff, and you get to recover twice per short rest instead of once per short rest.
Psi warrior has so many uses and is incredibly good at landing hits and dealing extra damage. Not to mention battlefield movement and maneuvering. Would love to see some sorcerer subclass reviews!
I know Human Fighter is a meme, but if you’re looking for some Psionic flavor in levels 1 & 2 OR a good use of your bonus action, I love taking Variant Human and grabbing Telekinetic as my feat.
Generally, the Psi Warrior is well liked and implemented. The concept is fun. However, it is severly limited in the amount of psionic options, making it less potent than the Battle Master. With a few more powers, it's rating may become S-tier. When designing new powers, we can observe that the Psi Warrior's concept is mostly based on "telekinetic manipulations," with some exceptions. Thus, the new powers above stay in this spirit, while attempting to offer some additional support and utility effects.
Psi Warrior Additional Psionic Powers The additional powers below are available to you starting at 3rd level. Accelerated Healing. Whenever you regain hit points, you can expand one Psionic Energy die, roll the die and add the number rolled plus your Intelligence modifier (minimum of 1) to the hit points you gained. Psi-Powered Physique. When you need to make an ability or skill check which uses Strength, Dexterity, or Constitution, you may expand one Psionic Energy die, roll the die and add the number rolled to the check. Magnified Senses. You can emit light bursts of psionic energy around you, which magnify your senses and perceptive ability. As a bonus action, you may expand a Psionic Energy die to gain one of the following effect, which lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round) : You may roll the die and add the results to any Perception check when trying to perceive something within 30 feet of you, or You may give yourself blindsight with a range of 15 feet.
Greater Telekinetic Adept At 7th level, you have mastered additional ways to use your telekinetic abilities, detailed below. Burst of Speed. Fueled by your psionic powers, you now move faster and swifter than normal. Once per turn, you may expand a Psionic Energy die and take one of the following additional action: Attack (one weapon attack only), Dash, Disengage, or Use an Object action. Concussive Blast. You may create waves of telekinetic energy around you. As an action, you can expand and roll a Psionic Energy die to force any creature within 15 feet of you to make a Constitution saving throw. If the save fails, the creature takes force damage equal to the number you rolled plus your Intelligence modifier (minimum of 1), and is also stunned until the end of its next turn. On a successful save, the creature only takes half damage and is not stunned. Mental Grip. You can grab and crush creatures with a focused effort of your mind. As an action, you can expand and roll one Psionic Energy die to attempt to grapple a Large or smaller creature you can see within 30 feet of you. That creature must make a Strength saving throw. If the save fails, the creature takes bludgeoning damage equal to the number you rolled plus your Intelligence modifier (minimum of 1), and is also grappled. A grappled creature is also restrained. On a success, the creature takes half damage and is not grappled. Psionic Rejuvenation. You can now bolster the health and vitality of creatures. As an action, you may touch any creature (including yourself) and expand one Psionic Energy die, rolling it. That creature gains a number of hit points equal to the number you rolled plus your Intelligence modifier (minimum of 1). This ability has no effect on undead or constructs.
Impactful Mind When you reach 7th level, you have trained your mind to deliver more potent effects when needed. Whenever you expand a Psionic Energy die to heal, to deal damage or to reduce damage, you may expand and roll one additional die and add the result of the roll to the hit points healed, or to the damage dealt or reduced. You may only expand one additional Psionic Energy die per turn using this feature. Farsight At 10th level, your telepathic abilities have grown further and you are now able to project your senses to a different location than where you stand. You can cast the clairvoyance spell, requiring no components, but with a range limited to 300 feet. Your spellcasting ability for the spell is Intelligence. While you concentrate on the spell, the sense you use through the sensor is unavailable to you at your physical location (for example, if you want to see through the sensor, you are effectively blinded at your location). Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
You get your expended Psi energy dice back on a long rest, not a short rest. Not sure if this will adjust your ratings, But that's a big hit to this class.
Yeah I misspoke in the video, its only 1 Psi die back on a short rest. However it doesn't really adjust my ratings. Many groups rarely take short rests and the Psi Warrior has enough dice that I never feel like they're a scarce resource. Not something you can use every turn but they will definitely last from long rest to long rest in most games.
@@enterthedungeon Groups not taking short rests is such a foreign concept to me. Short rests are vital, even to classes that don't get anything with them. Spreading out your hit dice in a resource managey way is great
Great coverage! Though I am a little disappointed at the missed opportunity for you to say "...than you could possibly imagine." instead of "...ever realized..." 😜 Anyway, keep up the great work!
Honestly your disclaimer and stating that most players won’t play beyond level 10 earned my sub. Or use a cyber knight in the rifts rpg lol Only once have I been with a group long enough to get to 12th in DnD and EVERY class video I’ve seen before says things like “and at level 17 you get BLANK!” Like it’s a big deal. Maybe I should start a campaign at level 5 and award xp for problems solved, and everything else in addition to murder hoboing.
I am in a group that levels up from "Feats" in the story achieved so when we complete a big story moment or do something the dm didn't expect of us (clearing out a army of bandits with just 5 party members with WMDs our artificer made while 3 members held the boss off from acting.) its a nice steady pace to level up since we get a level almost every 2 sessions. just reached level 7 last sesh though he plans for us to get to 20 by the end.
One reason I think this is good to multiclass is that the amount of dice you get is based on your proficiency bonus. Admittedly I haven't had a chance to try it but I wonder how well 3 levels of this would do on an Artificier or Blade Singer?
It depends on the person I suppose. For me, I want to get my Psionic dice improved quicker and gain access to additional abilities. I haven't found a smooth multiclass yet but the Psi Warrior is so good, I don't think it really matters. Bladesinger would be interesting due to your fighter not being able to use medium or heavy armor. Something like war wizard would likely see greater returns. Thanks for commenting!
My current psi warrior(ran 3 so far) is unarmed with a dio into barbarian. Pretty much a wrestler and bare knuckle bruiser(except I found the insignia of claws)
Would like your opinion on a Harengon Bounty Hunter two weapon Psi warrior Soul Knife 7/3. What would this player character rate on your scale? How about a Waterdeep City Watch Investigator Fairy thrown weapon master Psi warrior Soul knife Bronze Draconic sorcerer 4/3/3?
I love the idea that your character is a new expirimental type of infiltrator illithid tadpole ment to take over key positions to gelp the colony stay hidden but you break free of the elder brain that spawned you and you have taken the meat puppet that serves as your body out to see the world 😂 and if your body dies you must find another unless your party kills you on the spot 😂
I enjoyed your video. If they got their psi dice back each short rest then I'd call it ok. Long rest makes it terrible. Even worse than monk imho. At my table I would just houserule short rest. This whole OGL debacle has opened my eyes to just ignoring official rules for lots of stuff anyway LOL.
builds for a much better "5e Jedi" then the Psy warrior ● Bladesinger Wizard ● Hexblade Warlock ● Kensei Monk or Samurai, multiclassed with any full caster ● College of Swords bard ● Any Paladin thats willing to avoid heavy armor ● Any character that can use a sword and gets a Sun Saber
So... why was this not a Monk? Just so people would play it? Does the Author get paid more if more people play their subclass? Because CLEARLY this (and the Echo Knight shadow clone) should be a Monk Subclass.
Star Wars never did well in China for a reason. Jedi is basically Chinese style Kung Fu flicks with Chi push, Chi jumps etc... :p. Light and Dark Ying and Yang etc... There is falling into the dark side in those Chinese fun fu flicks too lol. So PSI warrior reminds me of Chinese kung fu flicks lol. I like star wars but can't stand the whole jedi thing. Its like watching worse versions of Chinese flicks.
If you are looking to multiclass, and want that Jedi flavor, 4 levels of Bladesinger Wizard is really useful. You can reflavor Bladesong as being guided by your psionic powers in combat, and the benefits it gives are insane. Not to mention you get spells to do more Jedi powers, like Detect Magic, Absorb Elements, Hold Person, Detect Thoughts, Charm Person, Levitate, etc
I saw a multiclass build for Luke Skywalker that actually did Psi Warrior and Battle Smith Artificer to give you some of those spells but also R2
Hate to be the bearer of bad news. Psi dice in both Soul Knife and Psi Warrior do not come back on a short rest. You regain the ability to use some abilities and regain a single psi die on short rest.
So wait, do they not come back at all? Or do they come back on a long rest? Cuz with the way I’ve seen the game played, I don’t see that as a bad thing, given how often I see DMs just give long rests.
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, but you can't do so again until you finish a short or long rest.
I’m currently running Descent into Avernus tonight and one of my players is playing an aasimar psi warrior. This is a really cool class with fun abilities.
Great explanation! Unfortunately you get your Psi Dice back on a long rest, not a short one.
Yeah. Error @4:00.
Yea big L on that one, but the subclass is still good tho
Just play an elf. You trance in 4hrs
Yes! Thank you for choosing this video topic from last time! Psi Warrior is also one of my favorite Fighter subclasses and I love seeing them get some love. Another race I think fits really well is the Amethyst Dragonborn from Fizban;s, they have a natural connection to psionic powers and force damage, and the actual amethyst dragons are all about force, gravity and space. Aside from that, I've done a character build video on my tiktok channel that's basically just a jedi, with a slight twist, that I called "The Star Knight," if any star wars or other fans are interesting in that. Looking forward to the next video @EntertheDungeon
Take Psi warrior, take a small drip into Soul knife for extra physic stuff, maybe take a feat of Telepath or Telekinetic, get the DM to give you a 'Sun Blade' at some point and yeah you have a Jedi.
Also on a side note a Kalasthar would be a good race to use with this since they get a free telepathic ability and are already physic themed.
One nice thing about the Psi-Warrior is that there's only one class feature that depends on your INT modifier *_(Technically three: Protective Field uses it to reduce damage, Psionic Strike uses it to deal damage, and Telekinetic Thrust bases a Strength Saving Throw on it)_* . And while I also wouldn't generally recommend multiclassing certain subclasses, Psi-Warrior meshes really well with the other psionic subclass, the Soulknife. Soulknives' powers entirely run on their STR or DEX for attacks, and each of the subclasses gain Psionic dice equal to twice their Proficiency Bonus, so even if you only dip the three levels into one or the other, you'll still get a shitload of dice to use on the features.
Edit: Okay, I mapped one out for shits and giggles. If you're doing a 20th level one shot, or have a 1-20 campaign, I recommend a 13/7 split in favor of the Rogue. This gets you 2 ASIs with the Fighter, 4 ASIs with the Rogue, and with a typical +1/+2 style race, you can pump all of those ASIs into DEX and CON, and then either take two feats, or do what I did, put those into INT to bump the one saving throw dependent ability the Fighter has at 7th level, Telekinetic Thrust. Even without feats, this build is _dumb._ I took Thrown Weapon Fighting as the Fighting Style to mesh with the Psychic Blades, which do have the Thrown property, giving them an extra +2 damage. And as a 13th level Rogue, your Sneak Attack deals an extra 7d6 of that sweet, sweet Psychic damage. Then add your Psionic Strike damage on top of that. And then finish the turn with your last Bonus Action Psychic Blades attack for 1d4+DEX, just to be spiteful. 🤣 Fuck, I need to find a 20th level one shot to play in.
Technical Notes for my spiel above:
- Psionic Strike requires that your target be within 30 feet of you, and Telekinetic Thrust requires that you use Psionic Strike in order to activate it.
- Psychic Blades have a range of 60 feet with no long range, meaning even if you used your Telekinetic Thrust at 30 feet (saving throw equals 8+PB+INT MOD), they would still be within range of your last Psychic Blade, which deals 1d4+MOD, in this case DEX.
- This last attack can be replaced with the Steady Aim feature if you don't have the Advantage necessary for that first Sneak Attack, and thus you're trading 1d4+DEX for 7d6 on that first attack. Even if you rolled pure 1's on damage, you would only lose out on 2 damage total.
- Damage potential for the patented Psychic Bullshit Cannon™️ maneuver:
Steady Aim > First Attack{(1d6+7)+(1d8+4)+(7d6) > Second Attack(1d6+7)
_or_
-If you already have Advantage, the whole thing becomes (1d6+7)+(1d8+4)+(7d6)+(1d6+7)+(1d4+7) = 9d6+1d8+1d4+19 for an average of ~64 damage, none of which is physical.
- Furthermore, if you do this at 30 foot range, instead of pushing your opponent with that saving throw, you can attempt to knock them prone instead (on the last attack, naturally) preventing them from reaching you on the next round and giving any friends of yours within 5 feet of them carte blanche to wail on them mercilessly.
Okay, last edit: I ended at only a +1 WIS modifier, but with Reliable Talent and Expertise, I still have a passive Perception of 23, and literally cannot roll lower than 23 (I just tried it on DnD Beyond, and rolled a 1 right off the bat. Total score: 23 🤣)
Starting Stats (Point Buy)
STR: 8
DEX: 16(14+2 from Race)
CON: 16(15+1 from Race)
INT: 14
WIS: 12
CHA: 8
Ok I think this is something I might have to try out. It seems like fun.
@@chriscrane1482 Holy shit, someone read my long-ass, repeatedly edited, rambling comment of me nerding out over a well-synergized multiclass combo. I honestly hope you get to try it one day. I know I want to.
@WolfHreda technically if my current character dies I might get the chance to do it in a gestalt game and go all out. Its behind the Druid Ranger combo though.
I would like to mention that the die are not omnivores.
Can't mix em, which I personally rule against but should be mentioned.
@@Kaze_Saikuron it's kinda silly, but I can see why they'd rule that you can't mix them. Since they scale with your PB, being able to just use ALL of them with, say, Psi-Bolstered Knack would be ridiculous. Honestly, having 12 of them that you can dump into one feature is still bonkers, so not letting you do it with 24 is fine.
Psi warriors are consistently underrated. Psi leap changes battlefields. My damage avg. is up cuz I can get pretty much everywhere with it. My gith is a beast out there
I was playing a psi warrior in a game. My plan was to take 2 levels of war mage. Just take shield and some other self buffs. And they get cool saves. It's a solid combo.
This idea of these as a midevil setting Jedi is just exciting to imagine.
Great video, really enjoyed the format. One interesting item for the Psionic Strike feature at 3rd level is that technically it is a separate damage roll after the weapon damage. Although the damage is small, it would qualify as a 2nd damage source against an enemy concentrating on a spell.
Fantastic point! Thank you for commenting
The one disadvantage of that is it’s not doubled on a crit like divine smite is.
Armorer or Battlesmith Artificer would be awesome with it. Armorer can give you thunder fists that use your INT for attacks/ damage and apply the force for double the INT damage.
And it only costs 3 levels. You lose good stuff in fighter, but you get all sorts of Artificer goodies in just 3 levels.
You can Multiclass it with either an armorer or a battlesmith artificer, so that you can focus on intelligence without dropping melee and having magic items!
I could suggest even just taking the first 3 levels of artificer and then become fully a psi warrior.
You got ranged with spells, further utility with spells and all the goodies of the psi warrior.
Maybe start with 6 levels of fighter then the 3 of artificer and later on fully with psi warrior.
I have not tested it, but supposedly you want extra attack by 7th or 6th level, but also while being an armorer/battlesmith you want to use mainly intelligence, so don't know.
Anyway I repurposed the psi warrior to have not only telekinetic powers but also electric fields, magnetic fields, gravitational fields, wind control and a lot of other stuff, the mechanics stayed the same, I changed only the theme, remember flavour is free!
If you really want the psionic stuff and still want to.multiclass? Soulknife- you get extra roleplay, better skill checks since you're more MAD with needing int, and you have PSYCHIC BLADES which is honestly really fricking cool! You also get double the psionic die which means more doing stuff, and you get to recover twice per short rest instead of once per short rest.
The lifting ability is extremely underrated.
Psi warrior has so many uses and is incredibly good at landing hits and dealing extra damage. Not to mention battlefield movement and maneuvering.
Would love to see some sorcerer subclass reviews!
I know Human Fighter is a meme, but if you’re looking for some Psionic flavor in levels 1 & 2 OR a good use of your bonus action, I love taking Variant Human and grabbing Telekinetic as my feat.
Generally, the Psi Warrior is well liked and implemented. The concept is fun. However, it is severly limited in the amount of psionic options, making it less potent than the Battle Master. With a few more powers, it's rating may become S-tier.
When designing new powers, we can observe that the Psi Warrior's concept is mostly based on "telekinetic manipulations," with some exceptions. Thus, the new powers above stay in this spirit, while attempting to offer some additional support and utility effects.
Psi Warrior
Additional Psionic Powers
The additional powers below are available to you starting at 3rd level.
Accelerated Healing. Whenever you regain hit points, you can expand one Psionic Energy die, roll the die and add the number rolled plus your Intelligence modifier (minimum of 1) to the hit points you gained.
Psi-Powered Physique. When you need to make an ability or skill check which uses Strength, Dexterity, or Constitution, you may expand one Psionic Energy die, roll the die and add the number rolled to the check.
Magnified Senses. You can emit light bursts of psionic energy around you, which magnify your senses and perceptive ability. As a bonus action, you may expand a Psionic Energy die to gain one of the following effect, which lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round) :
You may roll the die and add the results to any Perception check when trying to perceive something within 30 feet of you, or
You may give yourself blindsight with a range of 15 feet.
Greater Telekinetic Adept
At 7th level, you have mastered additional ways to use your telekinetic abilities, detailed below.
Burst of Speed. Fueled by your psionic powers, you now move faster and swifter than normal. Once per turn, you may expand a Psionic Energy die and take one of the following additional action: Attack (one weapon attack only), Dash, Disengage, or Use an Object action.
Concussive Blast. You may create waves of telekinetic energy around you. As an action, you can expand and roll a Psionic Energy die to force any creature within 15 feet of you to make a Constitution saving throw. If the save fails, the creature takes force damage equal to the number you rolled plus your Intelligence modifier (minimum of 1), and is also stunned until the end of its next turn. On a successful save, the creature only takes half damage and is not stunned.
Mental Grip. You can grab and crush creatures with a focused effort of your mind. As an action, you can expand and roll one Psionic Energy die to attempt to grapple a Large or smaller creature you can see within 30 feet of you. That creature must make a Strength saving throw. If the save fails, the creature takes bludgeoning damage equal to the number you rolled plus your Intelligence modifier (minimum of 1), and is also grappled. A grappled creature is also restrained. On a success, the creature takes half damage and is not grappled.
Psionic Rejuvenation. You can now bolster the health and vitality of creatures. As an action, you may touch any creature (including yourself) and expand one Psionic Energy die, rolling it. That creature gains a number of hit points equal to the number you rolled plus your Intelligence modifier (minimum of 1). This ability has no effect on undead or constructs.
Impactful Mind
When you reach 7th level, you have trained your mind to deliver more potent effects when needed. Whenever you expand a Psionic Energy die to heal, to deal damage or to reduce damage, you may expand and roll one additional die and add the result of the roll to the hit points healed, or to the damage dealt or reduced. You may only expand one additional Psionic Energy die per turn using this feature.
Farsight
At 10th level, your telepathic abilities have grown further and you are now able to project your senses to a different location than where you stand. You can cast the clairvoyance spell, requiring no components, but with a range limited to 300 feet. Your spellcasting ability for the spell is Intelligence. While you concentrate on the spell, the sense you use through the sensor is unavailable to you at your physical location (for example, if you want to see through the sensor, you are effectively blinded at your location). Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Did you comment this exact thing on @Greyscales video on Psi Fighters?
You get your expended Psi energy dice back on a long rest, not a short rest. Not sure if this will adjust your ratings, But that's a big hit to this class.
Yeah I misspoke in the video, its only 1 Psi die back on a short rest. However it doesn't really adjust my ratings. Many groups rarely take short rests and the Psi Warrior has enough dice that I never feel like they're a scarce resource. Not something you can use every turn but they will definitely last from long rest to long rest in most games.
@@enterthedungeon Groups not taking short rests is such a foreign concept to me. Short rests are vital, even to classes that don't get anything with them. Spreading out your hit dice in a resource managey way is great
@@IsaaxIn 20 years of DMing I've rarely given a short rest by design. Only when it makes any sense to sit around for an hour.
I'm thinking of making a Psi Warrior Dhampir, with psychic powers being a vampiric legacy
You only get 1 psy die back on a short rest, not all of them.
That's really the only thing I don't like about this subclass
You’re right, but I don’t think it’s as bad as you think. It could certainly be improved to say, half the dice back though.
Duergar also suits any Psylock class. Look at mordankanian's monsters of the multiverse for some psionic themed deep dwarves
Just sent this to my friend who's playing one in our side campaign
if i´m being honest the background videos are very good : ) !!!
Great coverage! Though I am a little disappointed at the missed opportunity for you to say "...than you could possibly imagine." instead of "...ever realized..." 😜
Anyway, keep up the great work!
Honestly your disclaimer and stating that most players won’t play beyond level 10 earned my sub.
Or use a cyber knight in the rifts rpg lol
Only once have I been with a group long enough to get to 12th in DnD and EVERY class video I’ve seen before says things like “and at level 17 you get BLANK!” Like it’s a big deal.
Maybe I should start a campaign at level 5 and award xp for problems solved, and everything else in addition to murder hoboing.
I am in a group that levels up from "Feats" in the story achieved so when we complete a big story moment or do something the dm didn't expect of us (clearing out a army of bandits with just 5 party members with WMDs our artificer made while 3 members held the boss off from acting.) its a nice steady pace to level up since we get a level almost every 2 sessions. just reached level 7 last sesh though he plans for us to get to 20 by the end.
One reason I think this is good to multiclass is that the amount of dice you get is based on your proficiency bonus.
Admittedly I haven't had a chance to try it but I wonder how well 3 levels of this would do on an Artificier or Blade Singer?
It depends on the person I suppose. For me, I want to get my Psionic dice improved quicker and gain access to additional abilities. I haven't found a smooth multiclass yet but the Psi Warrior is so good, I don't think it really matters. Bladesinger would be interesting due to your fighter not being able to use medium or heavy armor. Something like war wizard would likely see greater returns. Thanks for commenting!
Video went through the details of the subclass nonetheless xD
My current psi warrior(ran 3 so far) is unarmed with a dio into barbarian. Pretty much a wrestler and bare knuckle bruiser(except I found the insignia of claws)
Trying to think of how to make this fit with the rifle corps background from the critical role reborn setting book. Could this work ranged?
As long as you are attacking a creature within 30ft of you, then your psionic strike can work. Otherwise, all the other features would work as normal.
@@enterthedungeon ok cool
Playing a Psi Warrior Kalashtar, and I'm using a glaive to bully the DM.
You get All dice back after Lomg Rest a single dice can be recovered every Short Rest
Tbh I’m tempted to use this for a gladiator character I want to make
Was it 3.5e where you could play an Elf Jedi or a Wookiee Barbarian?
KI points pool should be the same as Psionic Dies, that is, twice your proficiency bonus
Would like your opinion on a Harengon Bounty Hunter two weapon Psi warrior Soul Knife 7/3. What would this player character rate on your scale? How about a Waterdeep City Watch Investigator Fairy thrown weapon master Psi warrior Soul knife Bronze Draconic sorcerer 4/3/3?
Multiclass in soulknife and get 12 of the dice at lv6.
How was it tweaked in the 2024 book ?
I would have liked them to use Constition or Charisma as the DC check.
You can also use superior technique and describe it as a psi ability.
Sounds cool.
What book is this out of?
Thanks for sharing
It’s from Tasha’s Cauldron of Everything.
@@Dream-Reaver cool, thanks.
It would be better if your capstone telekinesis was a bonus action
I love the idea that your character is a new expirimental type of infiltrator illithid tadpole ment to take over key positions to gelp the colony stay hidden but you break free of the elder brain that spawned you and you have taken the meat puppet that serves as your body out to see the world 😂 and if your body dies you must find another unless your party kills you on the spot 😂
Which book is the psi warrior from?
Tasha's Cauldron of Everything
Why, my Dm’s let me play the Mystic
Jk I’ll play this too
Time to play as god emperor.
Bladesinger Psi warrior 👌
Take like 5 levels or bladesinger
I enjoyed your video. If they got their psi dice back each short rest then I'd call it ok. Long rest makes it terrible. Even worse than monk imho. At my table I would just houserule short rest. This whole OGL debacle has opened my eyes to just ignoring official rules for lots of stuff anyway LOL.
builds for a much better "5e Jedi" then the Psy warrior
● Bladesinger Wizard
● Hexblade Warlock
● Kensei Monk or Samurai, multiclassed with any full caster
● College of Swords bard
● Any Paladin thats willing to avoid heavy armor
● Any character that can use a sword and gets a Sun Saber
So... why was this not a Monk? Just so people would play it? Does the Author get paid more if more people play their subclass? Because CLEARLY this (and the Echo Knight shadow clone) should be a Monk Subclass.
Tulok the barbarian did better jedi builds
Star Wars never did well in China for a reason. Jedi is basically Chinese style Kung Fu flicks with Chi push, Chi jumps etc... :p. Light and Dark Ying and Yang etc... There is falling into the dark side in those Chinese fun fu flicks too lol.
So PSI warrior reminds me of Chinese kung fu flicks lol.
I like star wars but can't stand the whole jedi thing. Its like watching worse versions of Chinese flicks.