Ardentious Warrior

Ardentious Warrior

Ardentious warriors are fiercely driven psionic fighters that center their personalities around certain inevitable philosophies, rather than honing the discipline of their minds. Universal truths afford power to these psionically talented warriors, who train their mind and body in accordance with a lifetime of understanding and personal experiences. Ardentious warriors are driven by emotion towards goals that align with their philosophies, as their conviction leads them to ever greater understanding and, subsequently, power.  

Ardent Inevitability

At 3rd level, your dedication towards embracing an inevitable facet of the universe begins to manifest as psionic power. You embrace two of the options listed under "Ardent Inevitabilities" below. You embrace another option at 10th and 18th level in this class.   Your first choice of ardent inevitability becomes your focus. While you are focused on an inevitability, you have the benefits listed under that option. You can only focus on one inevitability at a time, and you can change your focus to another inevitability option that you know when you finish a long rest.  

Psionic Manifesting

At 3rd level, the psionic well of power you draw upon through your focus on philosophy allows you to learn psionic manifestations.  

Psionic Talents

You learn three talents of your choice from the psion manifestation list. You learn an additional psion talent of your choice at 10th level.  

Learning Manifestations

You know two psion manifestations of your choice, and one manifestation of your choice from any manifestation list. The Ardent Psionics table shows when you learn more manifestations of 1st level or higher. Each manifestation must be chosen from the psion manifestation list, and must be of a level no greater than that shown in the Manifestation Level Limit column for your fighter level. At 8th, 14th, and 20th levels in this class, the manifestations you choose can come from any manifestation list.   Whenever you gain a level in this class, you can replace one of the manifestations you know with another manifestation of your choice. The new manifestation must be of a level no greater than that shown in the Manifestation Level Limit column for your fighter level, and it must be a psion manifestation, unless you're replacing the manifestation you gained at 8th, 14th, or 20th level from any manifestation list.  

Psi Points and Psi Limit

The Ardent Psionics table shows how much psionic power you have to invoke your manifestations of 1st level and higher. To invoke one of these manifestations, you must expend psionic power equal to the manifestation's level when you invoked it. You regain all expended psionic power when you finish a long rest.   For example, if you are a level 8 fighter and you know the 1st-level manifestation psidarts, you can spend 1 psionic power to invoke psidarts at 1st level or 2 psionic power to invoke psidarts at 2nd level. There is a limit to the amount of psionic power you can sustain at a time; you can't invoke a manifestation if its psionic power cost is greater than your Psi Limit.  

Psionic Manifesting Ability

Intelligence is your psionic casting ability for your spells, so you use your Intelligence modifer whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion power you cast and when making an attack roll with one.   
Psionic Save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic attack modifier = your proficiency bonus + your Intelligence modifier
   

Ardent Psionics

Fighter Level Talents Known Manifestations Known Psi Points Psi Limit Manifestation Level Limit
3rd 2 3 1 2 1st
4th 2 4 3 3 1st
5th 2 4 3 3 1st
6th 2 4 3 3 1st
7th 2 5 7 3 2nd
8th 2 6 7 3 2nd
9th 2 6 7 3 2nd
10th 3 7 9 4 2nd
11th 3 8 9 4 2nd
12th 3 8 9 4 2nd
13th 3 9 13 4 3rd
14th 3 10 13 4 3rd
15th 3 10 13 4 3rd
16th 3 11 16 5 3rd
17th 3 11 16 5 3rd
18th 3 11 16 5 3rd
19th 3 12 18 5 4th
20th 3 13 18 5 4th

Psi-Strike

At 7th level, you learn to concentrate your psionic energy into a single, powerful strike. As a bonus action, you can spend an amount of psi points to your psionic power limit in order to add extra psychic damage equal to two times the amount of psionic power spent to your next weapon attack that hits. This bonus is wasted if not used by the end of your turn.  

Bastille of Emotion

At 15th level, you have developed such a strong connection with the philosophies of the universe that you can touch the emotions of those around you.   As an action, you open your senses to read the emotional state of all creatures within 60 feet of you. You learn the basic emotional states of each creature within range that you can see - these can be states such as happy, sad, excited, distressed, brave, fearful, loved, hated, angry, or calm, for example.   When you use this action, you can also force one affected creature to make a Wisdom saving throw against your psionic save DC. On a failed save, you can change that creature's basic emotional state. When you do, you can cause it to stop feeling one of its current emotions of your choice and to start feeling another one of your choice. The creature is not aware that you attempted to manipulate its emotions in this way. A creature that succeeds its saving throw becomes immune to this effect for 1 hour.  

Ardent Inevitabilities

The inevitabilities are listed in alphabetical order.   Conflict and Justice. You can deal extra damage equal to your Intelligence modifier when you score a critical hit, and when you are hit with a melee attack, your attacker takes psychic damage equal to your Intelligence modifier.   Creation and Destruction. You can add your Intelligence modifier to the total amount healed whenever you roll a hit die during a short rest, and your weapon attacks deal maximum damage against objects, rather than rolling.   Death and Life. You can add your Intelligence modifier to your death saving throws, and you have advantage on Wisdom (Medicine) checks to stabilize others.   Fate and Freedom. When you finish a long rest, roll a d20 and record the result (you can't have more than one result recorded at a time.) When you roll initiative, you can choose to replace the d20 result with the recorded number. Also, you have advantage on Strength and Dexterity checks made to escape effects that grapple or restrain you.   Light and Darkness. You gain darkvision to a distance of 60 feet. If you already have darkvision, its range increases by 30 feet instead.   Law and Chaos. You have advantage on saving throws against being charmed or frightened.

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