Psionic Power
At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. 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.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.
Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. 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.
IMPLEMENTATION: Psionic Energy Die are Rules as Written. Protective Field is Rules as Written. Psionic Strike is Rules as Written - toggle it on from the hotbar when you want it to trigger for your next attack. Telekinetic Movement is limited by the BG3 Throw system, in that the radiuses are centered on the caster and not the object being moved nor the spot being moved to, so you will be restricted to the 30 feet around yourself (I am still working on a way around this, and it may make its way into a future update).Telekinetic Adept
Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus 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.
Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
IMPLEMENTATION: Psi-Powered Leap is Rules as Written. Telekinetic Thrust is Rules as Written, but we are up against another game limitation where you can only push/pull a target through an interrupt, so in order to allow you to move the target in any direction horizontally, this ability is cast from your hotbar as a follow-up action. Important mechanics for the movement: You must pick a spot near the target to push it FROM, and it will be moved straight away (opposite to the spot you selected). I have provided a targeting vfx to show you the area to click within when the ability is used. Guarded Mind
Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.
IMPLEMENTATION: Rules as Written. Keep the toggle on if you want this to trigger under the indicated circumstances.Bulwark of Force
At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.
Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.
IMPLEMENTATION: Rules as Written. Telekinetic Master
By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.
Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.
IMPLEMENTATION: Close to Rules as Written. It deviates from RAW in that you will be able to throw a creature or potion with the bonus attack (I will probably come back and fix this in an update). You will get a toggle that you can activate that adjusts your attack-with-weapon attacks (toggle so it won’t interfere with any of the various extra attack types Fighter receives).
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