Psionic Warden

Cerebral Enhancements


Level 1 Cerebral Enhancements

Psionic Blade Infusion: With Psionic Blade Infusion, you channel psionic energy into a melee weapon, transforming it into a magic weapon and causing it to shimmer with an ethereal, violet aura. Intelligence becomes the ability score used for attack and damage rolls.

Mind Over Matter: Harness the power of your intellect to bolster your defenses. Your Armor Class is increased based on your Intelligence modifier, reflecting your ability to use mental acuity to anticipate and avoid attacks. When not wearing armor or using Light Armor you use your Intelligence Modifier for your Armour Class.

Intellectual Agility: Your sharp intellect enhances your reaction speed, improving your initiative based on your Intelligence Modifier. Start each encounter with heightened awareness and readiness.

Fleet Of Mind: Your heightened mental acuity enhances your physical agility, increasing your movement speed by 3 meters and your jump distance by 1.5 meters. Move swiftly and outmaneuver your opponents with ease.

Mind Surge: Unleash the full potential of your psychic power, using Mind Surge to intricately weave and enhance your spells with potent mental energies, resulting in amplified and devastating effects. Using Mind Surge will cause Mental Exhaustion.
  • Mental Exhaustion: The Mind Weaver’s mind is overwhelmed by the strain of psionic energy, rendering them unable to use Mind Surge for 3 turns. During this time, their mental faculties must recover from the profound fatigue.

Ethereal Mastery: Channel the power of your mind to levitate and fly. As a bonus action after casting a spell using Mind Surge, use a bonus action to levitate and fly, avoiding any attacks and demonstrating the aerial supremacy of a Mind Warden.

Level 2 Cerebral Enhancements

Psionic Synergy:  Channel the residual psionic energy after casting a spell to make a swift weapon attack as a bonus action. This harmonious blend of mental prowess and physical might exemplifies the versatile combat mastery of a Mind Weaver.

Mindweaver’s Sanctuary: Create a sanctuary of psychic energy, allowing your area effect spells to avoid damaging allies. Harness the precision of your mind to protect those within your spells’ range.

Cerebral Amplification: Channel the boundless power of your intellect into your cantrips. All Mind Weaver cantrips now deal additional damage equal to your Intelligence Modifier.

Mindstrike Riposte: Counter an enemy’s attack with a swift psychic strike, dealing weapon damage as Psychic damage.

Mind Resonance: Your melee attacks resonate with psychic energy, adding an additional 1d4 psychic damage to each strike. This mental force amplifies the impact of your physical blows, overwhelming your enemies’ minds.

Level 3 Cerebral Enhancements

Psychic Breach:
Your growing mental power allows your psychic damage to manifest physically, bypassing immunity and affecting even inanimate objects taking into account only resistance.

Astral Dominance: Unleash the supreme power of your mental prowess, infusing your spells with celestial energy. All Mind Weaver spells that deal Psychic damage now deal additional damage equal to your Intelligence Modifier, showcasing the unrivaled might of a Mind Weaver’s ascendant mind.


Spells


Cantrips

Mind Blade: Strike with a blade imbued with psychic energy, dealing weapon damage as Psychic damage and imposing Disadvantage on Intelligence Saving Throws. (At level 5 deals additional 1d4 Psychic damage, At level 10 additional 1d8 Psychic damage)

Psychic Shock: Overwhelm the target’s mind with a surge of psychic energy, dealing 1d8 Psychic damage and impairing their focus, inflicting Disadvantage on
their Attack Rolls.

Cerebral Blast: Channel a concentrated burst of psychic energy at a single target dealing 1d10 Psychic damage

Psionic Echo: The Psionic Warden’s mastery over psionics creates a resonant flow of energy between their abilities. Whenever the Warden triggers Psionic Synergy, they gain the ability to unleash empowered attacks on a subsequent turn.

  • Psionic Echo: Ray: Unleash a focused ray of psionic energy from your weapon, dealing psychic damage. If the target was previously struck by Psionic Echo: Ray and has a Psionic Fragment, the residual resonance amplifies the ray’s power, causing the target to become Frightened. When used on a different target, the ray delivers its standard damage. Only available after using Psionic Echo: Arc.
  • Psionic Echo: Arc: Channel raw psionic energy into your weapon, delivering a powerful melee strike that deals Psychic damage and knocks the target back 6 meters. The attack leaves the target afflicted with a Psionic Fragment, priming them for enhanced damage from Psionic Echo: Ray.

Level 1 Spells

Psionic Devastation: Unleash a wave of psychic energy in a cone, dealing 3d6 Psychic damage to all enemies caught within its range. The overwhelming mental force disrupts and devastates their minds. Using Mind Surge will inflict Stun.

Cognitive Ruin: Strike with a devastating blow that deals Weapon Damage plus 2d6 Psychic damage. Targets suffering with Disadvantage on Intelligence from
Mind Blade or Mind Rend take an extra 1d8 damage due to their feeble minds.

Level 2 Spells

Synaptic Sever: Sever the target’s mind, reducing their Intelligence by 4 and dealing Weapon Damage plus 2d6 Psychic damage. For the next 2 turns, the target
recovers 2 Intelligence each turn. Using Mind Surge will inflict Paralyze.

Astral Maelstrom: Summon a fierce astral maelstrom with your weapon, striking all enemies in a circle around you. Enemies hit suffer half your Weapon Damage plus 2d6 Psychic damage and become Hindered, their movements and actions severely impaired by the overwhelming cosmic forces. Using Mind Surge will inflict Astral Rupture.
  • Astral Rupture: Afflicted by Astral Rupture, enemies take additional 1d8 Psychic damage for 2 turns, their minds reeling from the overwhelming psychic   assault.

Mindwave Arc: Project a surge of psionic energy through your weapon, unleashing a psychic arc attack. Enemies caught within the cone take 3d6 Psychic damage and suffer Neural Suppression. Using Mind Surge will inflict Mindshatter Terror.
  • Neural Suppression: The target’s neural pathways are disrupted, imposing -1 to Attack Rolls, Saving Throws, and most Ability Checks. This effect hinders their overall performance and cognitive abilities.
  • Mindshatter Terror: The target is Disarmed and filled with overwhelming Terror. This devastating status effect renders them weaponless and forces them into a state of fear, reducing their combat effectiveness and making them more vulnerable to attacks.

Mind Shackle: Ensnare your target’s mind with unyielding psychic chains, dealing 4d6 Psychic damage and Silence them for 2 turns. The target’s thoughts are bound, rendering them unable to cast spells.

Mind Rend
Rend the targets mind dealing 4d6 Psychic damage and impose Disadvantage on Intelligence and Wisdom Saving Throws.

Level 3 Spells

Astral Assault: Teleport through the astral plane to your target and unleash a devastating attack, dealing both Weapon Damage and 2d6 Psychic damage.
Creates Astral Explosion upon arrival that deals Psychic damage to nearby creatures if they fail a Intelligence Saving Throw.
  • Astral Explosion: Unleash a psionic explosion upon arrival, dealing 2d6 Psychic damage to nearby creatures who fail Intelligence Saving Throw.

Mindward Aegis:
  • Mindward Aegis: Fortify your defenses with an ethereal psionic shield, raising your Armor Class by 2. Any melee attacker striking you is met with a surge of psychic backlash, suffering 2d8 Psychic damage from your mental fortification.
  • Cognitive Reflection: Fortify your defenses with Mindward Aegis and create a mental barrier that reflects incoming spells and spell damage back to the attacker as psychic damage. While you still take the initial damage, your mind turns their magic against them, inflicting psychic harm.

Level 4 Spells

Dominate Will: Unleash the full force of your mental prowess to seize control of a creature’s mind, compelling them to fight on your side for 2 turns.
Target takes 2d8 on hit as their will is overwhelmed and bent to your command.

Psychokinetic Convergence: With the power of your ascendant mind, unleash a psychokinetic force, pulling all enemies within a 9-meter radius towards the caster, dealing 4d6 Psychic damage and 2d6 Bludgeoning damage. Using Mind Surge will inflict Slow, Blind and Charm.

Psionic Cataclysm:  Unleash the full fury of your psionic power, slamming your sword into the target dealing 8d6 psychic damage and summoning a devastating vertical beam of psychic energy. The blast reverberates through everyone, causing them to share in the destruction. All affected targets are torn apart by the sheer mental force of the cataclysmic strike.


Progression


Level 1
  • Light Armor, Simple Weapons, Martial Weapons
  • Cerebral Enhancement (Level 1)
  • Mind Blade
    Level 2
  • Select 2 spells
    Level 3
  • +1 Mind Surge
  • Select 2 spells
  • Cerebral Enhancement (Level 1)
    Level 4
  • Feat
  • +1 Mind Surge
  • Select 1 spell
    Level 5
  • +1 Mind Surge
  • Psionic Synergy
  • Select 1 spell
  • Cerebral Enhancement (Level 2)
  • Mind Blade enhancement
  • Psionic Echo: Arc, Psionic Echo: Ray
    Level 6
  • Select 1 spell
    Level 7
  • +1 Mind Surge
  • Select 1 spell
  • Cerebral Enhancement (Level 2)
    Level 8
  • Select 1 spell
    Level 9
  • +1 Mind Surge
  • Cerebral Enhancement (Level 3)
    Level 10
  • Select 1 spell
  • Mind Blade enhancement
  • Psionic Cataclysm
    Level 11
  • +1 Mind Surge
  • Cerebral Enhancement (Level 3)
    Level 12
  • Select 1 spell
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    2 comments

    1. FreeStylaLT
      FreeStylaLT
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      I have a question, why didn't you give any of the other subclasses an Extra Attack, but gave Forceblade up to Improved EA? Given their limited resources (especially Reaver), neither Psionic Warden or Void Reaver seem to spike too harshly with an extra attack, most of their power is in their spells limited by surges (which apply exhaustion) or spell slots.

      Meanwhile Forceblade can forcesmite 3 times. Not saying it's better or worse, just odd that the other two gish subclasses (Reaver in particular) can only attack once.
      1. zx10rx
        zx10rx
        • premium
        • 26 kudos
        Because i am absolutely sick of extra attack and it’s constant damage riding builds plus the gameplay is totally uninteresting to me. I wanted some variety in these classes VS everyone just extra attacks