


Better yet, it can be improved by spending a higher-level spell slot in order to make it target multiple opponents. Mind Thrust might be the best psionic spell, as it's a second level spell that only requires a bonus action to cast, has a sixty-foot range, deals 3d6 damage on a failed intelligence save, and the enemy can only Dash or Disengage on their next turn. Mind Silver is a decent cantrip, as it deals 1d6 psychic damage on a failed Intelligence save and subtracts 1d4 from the enemy's next saving throw. Mental Barrier is interesting because it's a reaction spell that gives advantage on Intelligence, Wisdom, and Charisma saves, while also granting resistance to psychic damage, but it only lasts until the start of the next turn. Intellect Fortress gives the player an advantage on saving throws and lets them use their reaction to let allies within thirty feet reroll a failed save. Id Insinuation deals 1d12 psychic damage to an opponent each turn and has a decent range, but it also requires concentration and has a saving throw. Ego Whip is a powerful debuff spell, but it has a short-range, requires concentration, and the enemy can save each turn. Having permanent access to telepathy can allow players to prepare actions while around potential opponents without giving any indication that they are plotting something, which can be abused in a number of ways. The Telekinetic feat is decent, as it allows the player to potentially push an opponent back a step using their bonus action, but Telepathic Feat is the superior of the two, as it allows a character to mentally communicate with another person within thirty feet. There are two psionic feats available and one is definitely better than the other. These weaknesses aside, a telepathic assassin who can never be disarmed is a frightening prospect and would be especially useful in an adventure set in a civilized area, where enemies can be reasons with (or blackmailed) and imprisonment is a real possibility. The powers of a soulknife become less impressive over time, as Terrifying Blade only causes the frightened status for one turn, while Psychic Veil allows the soulknife to become invisible for ten minutes, which isn't that impressive for a thirteenth-level ability. The best of these is the one that grants them telepathy (unless they have the Telepathic feat listed below), as completely silent communication is an incredible tool for a rogue to have. The ability to always be armed shouldn't be understated and it would be incredibly useful in situations when the party is captured.Ī soulknife gains access to the Psionic Enchantment ability at level three, which lets them choose one of three powers that they can switch on their next long rest. Their main ability is Psychic Blade, which allows them to manifest a weapon out of psionic energy at any time and even throw it at their enemy, though it disappears shortly after. Soulknife is a rogue archetype that they can choose at third level. Think of them in a similar manner to the warlord from the fourth edition, as they can use their powers to protect their allies and move enemies around the battlefield, while still being able to dish out damage. The best build for a psychic warrior is a defense-focused character with a high Intelligence score, as almost all of their abilities are tied to their Intelligence modifier. The Strength of Mind ability is also good, as it's a psychic whip that can be used as a bonus action each round to either push or pull an opponent. Telekinetic Bulwark grants half-cover in a ten-feet direction and grants advantage on Strength checks, while also lasting for a minute and not requiring concentration. The psychic warrior gains some incredible buffing abilities, as Augmented Defenses allows them to spend their reaction to take 1d10 away from the damage dealt to a party member. Psychic warrior is an archetype for fighters that they can take at third level, which means that they have to run around as standard warriors before their x-gene develops and they gain mutant powers.
