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New Unearthed Arcana: Psionics!
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7865743" data-attributes="member: 6871653"><p>My take on a simple Psychic Warrior/Battlemind (I'm partial to the 4e name, personally) </p><p></p><p><strong>3 Psionic rush:</strong></p><p>If a creature you attacked on your last turn move on its own turn, you can use your reaction to teleport next to it. Your next attack against this creature deals +1d6 psychic damage. Increases to 1d10 at level 14.</p><p><strong></strong></p><p><strong>Meld Armament:</strong></p><p>As an Action, you can fuse you 1 armor or shield and 1 weapon with you, becoming one with your body. As a Action you can make your items reappear on you.</p><p></p><p><strong>7 Psionic leash:</strong></p><p>On your turn you can forgo an attack to force a creature within 20' to make a Con save vs Int DC. If it fails, you can pull it 15'.</p><p></p><p><strong>10 Kinetic Surge: </strong></p><p>When you use Action surge, your speed increase by 20 ft and you can you gain the ability to move along vertical surfaces and across liquids on your turn without falling during until the end of your turn. At 17th level, you also have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. </p><p></p><p><strong>15 Unconquerable Mind</strong></p><p>When you are subjected to a Wis, Int, Cha save, the enemy provoking it takes half your level in psychic damage. If you use your Indomitable feature on this save and succeed the save, you instead deal your level in psychic damage and the enemy falls prone. </p><p></p><p><strong>18 Psionic Drive</strong></p><p>When you take the Dash action, you can make an attack as a bonus action. You can also unleash the accumulated kinetic energy of your movement to project a psionic field. If the attack granted by this feature hits, the enemy must make a STR save vs Int DC or is pushed 10 ft away from you and held 15 ft aloft in the air until the end of its next turn. You can use this feature a number of time equal to your Int mod/ per long rest.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7865743, member: 6871653"] My take on a simple Psychic Warrior/Battlemind (I'm partial to the 4e name, personally) [B]3 Psionic rush:[/B] If a creature you attacked on your last turn move on its own turn, you can use your reaction to teleport next to it. Your next attack against this creature deals +1d6 psychic damage. Increases to 1d10 at level 14. [B] Meld Armament:[/B] As an Action, you can fuse you 1 armor or shield and 1 weapon with you, becoming one with your body. As a Action you can make your items reappear on you. [B]7 Psionic leash:[/B] On your turn you can forgo an attack to force a creature within 20' to make a Con save vs Int DC. If it fails, you can pull it 15'. [B]10 Kinetic Surge: [/B] When you use Action surge, your speed increase by 20 ft and you can you gain the ability to move along vertical surfaces and across liquids on your turn without falling during until the end of your turn. At 17th level, you also have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. [B]15 Unconquerable Mind[/B] When you are subjected to a Wis, Int, Cha save, the enemy provoking it takes half your level in psychic damage. If you use your Indomitable feature on this save and succeed the save, you instead deal your level in psychic damage and the enemy falls prone. [B]18 Psionic Drive[/B] When you take the Dash action, you can make an attack as a bonus action. You can also unleash the accumulated kinetic energy of your movement to project a psionic field. If the attack granted by this feature hits, the enemy must make a STR save vs Int DC or is pushed 10 ft away from you and held 15 ft aloft in the air until the end of its next turn. You can use this feature a number of time equal to your Int mod/ per long rest. [/QUOTE]
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