Way of The Tortle Hermit

Tortle’s Lethal Step (2 – 7 psi). As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per additional psi point spent. Then if you haven’t moved yet on your turn, you may teleport up to 20 feet per additional psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.

Tortle’s Teleporty Shenanigans (3 – 7 psi). As an action, you teleport up to 20 feet to an unoccupied space you can see, may move up to half your speed and your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per additional psi point spent on this ability. The weapon returns to your grasp at the end of your turn, the weapon returns to your hand and you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Tortle’s Defensive Wall (5 psi; conc., 1 hr). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. When arrive, then you can create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact.

Tortle’s Phantom Step (9 psi; conc., 1 min) As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted. Those who teleport turn invisible and remain so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.