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Key
PW - proficiency x2/day + 1x/short rest + powers/day + powers/short rest
BM - Maneuvers 4x/short rest, + 1x at 7th and 15th, + 2/day w/ Relentless
RK - Runes variable-x/day + powers/day
AA - Shots 2x/short rest + 2x/day w/ Ever-Ready Shot
Best, Worst
3rd level Abilities
Protective Field - use PED + Reaction to reduce damage taken by PED + Int
to self or ally within 30’
Significant boost to HP defense
Particularly in Tier 1 and 2
Excellent for managing concentration INCLUDING FOR ALLIES
Don’t need to remove all damage but can stay under threshold to keep DC 10
Most optimal for using to support party casters
PW has no concentration options from base class abilities before 18th level
Can acquire via Feats, Items, or Dips but high investment
May be worth it for an obscurement option if playing from range
Excellent for managing effects that end with sufficient damage
e.g. Armor of Agathys, Motivational Speech
Again cannot leverage from Fighter class abilities
Rating: Good****
Psionic Strike - 1x/turn PED + Free Action to add extra force damage (PED + Int)
Must be weapon attack within 30’
Nothing fancy and least impressive ability but thematic offensive option
Extra damage good impact at lower levels
Scales unimpressively with level as PED increases
Can only use once on each of your turns
Applied after hit so good efficiency without wasting PED
Range limit annoying for archery
Though still excellent option which synergizes with other class abilities
Check with DM to see if it will do critical damage
RAW it’s applied “immediately after dealing damage” so ambiguous
However, force damage implies separate from weapon damage despite flavor text
“You can propel your weapons with psionic force”
If considered separate from critical, should trigger multi-attack bumps
e.g. Hex, Spirit Shroud
Rating: Poor**
TK Movement - 1x/day or use PED + Action to move object or willing creature up to 30’
Cannot affect self
Creature must be L or smaller
Tiny object can be moved to/from hand
Requires Action so use must be dramatic and impactful
Excellent for managing front line from range
Can reposition allies in suboptimal positions without incurring OA
Can’t break allies out of Grapple as target must be “loose”
Can take allies out of harmful AOE effects that proc at start of their turn
e.g. Cloudkill, etc.
Can circumvent environmental obstacles in Combat or Exploration Phases
Great synergy with equipment (e.g. ball bearing, caltrops, oil, inhaled poisons)
Great synergy with “drop” abilities
e.g. Disarm Maneuver, Command, Fear
Great synergy with “Bag of Holding Bombs”
Check with DM to see if you can Ready it to safely pull enemy arrow/weapon attack to hand
Rating: Average***
Psi-Powered Leap: 1x/short rest or use PED + Bonus Action to gain Fly speed
Fly speed = 2x Move until end of the current turn
1-turn Fly Speed at double movement is an excellent maneuverability option
Can’t stay aloft so be careful of falling at end of turn
Can result in tremendous bursts of speed
Enhances base Move so stacks with enhanced movement
e.g. Dash, Action Surge, Expeditious Retreat, Haste
Excellent at kiting
Excellent at taking advantage of cover
Interesting with Tabaxi Feline Agility to gain base Move 120’
Interesting with Mobile Feat or enhanced Move races (e.g. Centaur, Satyr)
Can create tremendous fall damage by grappling with enemy and flying them into the air
Flight at super high speeds can achieve significant height even at half-speed
Action Surge Dash can double your Move for one round
so even unenhanced PW can Dash 120’ and retain Action to Grapple
Can only take up to third-speed distance to avoid falling damage yourself
e.g. if Move 120’ take up 40’ for 80’ Move so 40’ left to return to ground
Can combo with Monk Slow Fall or Feather Fall spell to expend all movement up
Rating: Good****
Telekinetic Thrust: Psionic Strike also forces Str Save vs. Prone or 10’ Push
TT not stand alone but combined with Psionic Strike
Another elite party support option as Prone and Push are excellent party combo options
Prone gains melee allies attacks at advantage
Ally can Grapple to keep them down
Prone bad for archery from self or allies
Push optimizes caster persistent AOE
e.g. Web, Entangle, Sleet Storm, Stinking Cloud, Cloudkill, etc.
Can create Disengages and break Grapples
Rating: Good****
Guarded Mind: Resistance to Psychic damage + PED to end Charmed or Frightened on self
Fighter Wis Saves are bad, so immunity to Charm/Frighten is excellent defense
Avoid Races with bonuses against Charm/Frighten
e.g. Elf, Githzerai
Requirement to use Action is unimpressive, however
Bulwark of Force: 1x/day or use PED + Bonus Action to confers ½-cover to self/allies
Int modifier # of allies within 30’ for 1 min
Amazing defense that lasts for full battle and as many uses as you need
Half-cover so won’t stack with actual cover
Ineffective against Sharpshooter and Arcane Archer Seeking Arrow
Range requirement is bothersome
Don’t overthink it, should always be first bonus action