Zerth Warrior

D&D 2024 class: Zerth Warrior. Source: Fumble. Explore rules, features, and source references for this entry. Monastic Tradition subclass Zerth Warriors Zerth Warriors blend deep introspection with reality-bending Insight. Trained in ancient githzerai traditions, these monks use a mixture of Arcane Psionics and Discipline. The true Zerth title is available only to githzerai, but Sazar opened a monastery to spread the teachings of Zaerith Menyar-Ag-Gith to others willing to undergo rigorous training and Awaken psionic capabilities. Psionic Wellspring 3 d6 4 5 d8 6 9 d8 8 11 d10 8 13 d10 10 17 d12 12 Zerth Energy Dice Any feature in this subclass that uses a Psionic Energy Die uses only these subclass dice. You cannot use such powers if you have no Psionic Energy Dice remaining. You regain half of your expended Psionic Energy Dice when you finish a Short Rest and all of them when you finish a Long Rest. Mental Shielding When you use Patient Defense by spending 1 Discipline Point, you may also roll and expend 1 Psionic Energy Die. Add the result to your AC until the start of your next turn. During this time, you are immune to Magic Missile. Psychic Spells You learn the Minor Illusion Cantrip and can cast the following spells by expending Psionic Energy Dice: Comprehend Languages and Jump cost 1; Detect Thoughts and See Invisibility cost 2; Blur costs 2; Sending and Tongues cost 3; Arcane Eye costs 4; Rary's Telepathic Bond and Telekinesis cost 5; Teleport and Plane Shift cost 7. Psionic Spellcasting: when you cast a psionic Spell using this feature, it requires no Verbal or Material components, even if its Components entry includes them, unless the material component is consumed by the Spell or has a gold piece cost. Synaptic Blow Once per turn when you hit a Creature with an attack using Martial Arts, you can expend up to your Proficiency Bonus in Psionic Energy Dice without an Action. Roll the dice and add the total as Psychic Damage. The Target must subtract one...