The Battlemind

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Battlemind Class Table
Level Proficiency Bonus Features Psi Points
1st +2 Aethershield, Premonitive Defense, Mystic Talent -
2nd +2 Fighting Style, Manifesting 2
3rd +2 Psionic Discipline Feature, Ardentious Adaptivity 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack, Empty Mind 5
6th +3 Mind Over Matter 6
7th +3 Psionic Discipline Feature 7
8th +3 Ability Score Improvement 8
9th +4 Mind Vault 9
10th +4 Cerebral Fortification 10
11th +4 Keen Edge 11
12th +4 Ability Score Improvement 12
13th +5 Applied Precognition 13
14th +5 Mental Assault 14
15th +5 Psionic Discipline Feature 15
16th +5 Ability Score Improvement 16
17th +6 Overchannel 17
18th +6 Aura Improvements 18
19th +6 Ability Score Improvement 19
20th +6 Psionic Discipline Feature 20

Battlemind

As wanderers, mercenaries, and adventurers, battleminds are carefree warriors who seek only to test their skill against the mightiest and most dangerous opponents. Battleminds possess a potent combination of psionic and physical skill, allowing them to use their magic to manipulate and deceive their foes even as their fighting skill lets them carve right through enemy ranks.

Battleminds tend to be bold and sometimes arrogant, an attitude earned through bringing ruin to enemies over the course of many conflicts. You might not share your fellow battleminds’ arrogance, but you do have access to an array of combat abilities that let you manipulate, baffle, and defeat your enemies. Your mind is as deadly as your weapon and with the aid of your psionic prowess, your body can turn aside attacks as effectively as a suit of plate armor.

Let those who would stand against your might quiver in terror when you approach, for you are a battlemind and supremacy in combat is your birthright.

Battlemind Overview

Characteristics: Your armor allows you to take on your enemies’ attacks without fear, and your melee attacks augmented by psionic magic let you control your enemies like puppets and set them up for defeat. You excel at controlling the battle and forcing enemies to fight on your terms if at all.
Religion: Battleminds who live up to this class’s renowned arrogance rarely pray to the gods, and stories abound of battleminds whose ill luck could be placed at the feet of their impiety.
Races: Battleminds come from all walks of life but are rare among races who don't culturally adore challenge and competition. As such, Goliaths’ and Githyanki are well suited for this class, as are many Gnome and Elvish warriors that are drawn to the guile and trickery of some battlemind powers.

Creating a Battlemind

As you create your battlemind, think about how your character unlocked their psionic capabilities. Was it through some chance event, or forged through continued discipline? Battleminds tend to be bold and sometimes arrogant, an attitude earned through both their physical and mental aptitude.

Does your character have the arrogance of your fellow Battleminds? And if so, did it come from a specific battle you fought? How do you focus your innate abilities of altering reality? Space will warp, time will dilate, and the very matter of reality will reform in the pursuit of victory: physical and psychic violence in a single perfect whole.

As a Battlemind you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per battlemind level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per battlemind level after 1st

Proficiencies


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: None

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Investigation and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) leather armor or (b) chain shirt
  • (a) explorer's pack or (b) scholar's pack

Aethershield

You have a limited well of psionic energy that you can draw on to protect a creature from harm.

On your turn, you can use a bonus action to touch a creature and grant it a number of temporary hit points equal to 1d8 + your battlemind level. These hit points last for 10 minutes, or until they are depleted.

Once you use this feature, you must finish a short or long rest before you can use it again.

Mystic Talent

Developing your innate abilities, you reveal and innately understand once dormant powers.

You learn the blade ward, friends, message, mage hand or pocket dimension spell and may cast it at will, without providing any vocal or material components and with the following alterations:

Blade ward cast in this way lasts for 2 rounds; the Friends cantrip doesn't get discerned only if the target suceeds on an Intelligence saving throw against your Psi save DC; the range of Message is doubled; and a Mage hand cast using this feature is invisible. The pocket dimension spell is found at the end of this document.

Premonitive Defense

You excel in anticipating your opponents movements and adapting the flow of combat to your own rhythm.

While wearing light or medium armor, you may use your Intelligence modifier instead of your Dexterity modifier for the purposes of determining your AC. If you aren't wielding a shield, the maximum ability modifier you may add towards calculating your AC while in medium armor is doubled.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Manifesting

Starting at 2nd level, your training and latent psionic ability allows you to access and manifest different abilities.

Your access to this energy is represented by a number of Psi points. Your battlemind level determines the number of points you have, as shown in the Psi Points column of the Battlemind table.

You can spend these points to fuel various manifesting features. You start knowing three such features: Psionic Smite, Intellect Fortress and Thought Sense.

You learn more manifesting features as you gain levels in this class. The maximum number of Psi points you can spend during a single turn is equal to your Proficiency bonus.

When you spend a Psi point, it is unavailable until you finish a short or long rest, at the end of which you replenish all of your expended expended psionic energy.

Some of your Manifesting features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Psi save DC = 8 + your Proficiency bonus + your Intelligence modifier.

Psionic Smite

When you hit a creature with a weapon attack, you can expend Psi points to deal additional Psychic damage to the target. The extra psychic damage is 1d10 per Psi point spent. If the target is currently concentrating on a spell or effect, it takes one extra die of damage and has disadvantage on the resulting concentration check.

Intellect Fortress

As a reaction, when you have to make a saving throw against a spell or effect, but before you make a roll, you may spend 1 Psi point grant yourself a bonus on the equal to your Intelligence modifier. If you succeed on the saving throw, the attacker takes an amount of psychic damage equal to your Intelligence modifier, as your mere thoughts send a backlash against the targets very sanity.

Thought Sense

Your psychic powers allow you to probe your surroundings for intelligent life forms. As a bonus action, you may spend 1 Psi point to instantly become aware of the exact location of all creatures within 30 feet of you, until the end of your next turn. A creature can hide from you if it succeeds in an Intelligence saving throw against your Psi save DC.

Ardentious Adaptivity

Starting at 3rd level, when you put your mind to something, you master it in record time.

At the end of a long rest, choose a skill, tool or language proficiency. You gain proficiency with your desired choice if you don't already have it, or expertise if you do. The benefits of this feature last until your next long rest, at which point you may choose a new proficiency, or remain trained in the same choice of preference.

Psionic Discipline Features

When you reach 3rd level, your dedication to a certain method of manifesting your powers grants you new abilities.

You may choose between the disciplines of Emphatism, Kineticism, Psyhometabolism or Translocation.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may take a feat instead of an ability score increase whenever you gain access to this feature.

Empty Mind

By 5th level, you have learned to sharpen your focus when you deplete your inner psionic reservoir.

Once per round, while you have no Psi points remaining, you may give yourself a bonus on a single weapon attack roll. The bonus equals your Intelligence modifier and must be applied before you know if the attack hits or misses.

If your strike hits, the attack deals additional damage equal to your Intelligence modifier.

Extra attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mind Over Matter

Subtly manipulating the physical realm with your mental aura is second nature to you.

Starting at 6th level, you and all creatures of your choice within 10 feet of you may add your Intelligence modifier on any Strength, Dexterity or Constitution ability check they make.

The range of this ability increases to 30 feet once you reach level 18 in this class.

Mind Vault

Starting at 9th level, you may escape to a pocket realm, shaped purely by the power of your mind.

You gain resistance to psychic damage and your thoughts can't be read against your will.

As an action, you may spend 4 Psi points to cast the Blink spell, without providing any components. You may roll 2 d20's during the duration of the spell and pick either result.

Cerebral Fortification

Starting at 10th level, your mind and body operate flawlessly in a level of equilibrium that is hard to fathom.

At the end of each long rest you gain a pool of psionic reserve that holds a number of Psi points equal to half your battlemind level. You can use a bonus action to gain access to these Psi points. When you do so, you must spend them within 10 minutes, or they dissapear. At the end of these 10 minutes, you gain a level of exhaustion.

Additionally, you may now use your Aethershield class feature twice before requiring a rest to use it again.

Keen edge

By 11th level, each of your strikes is carefully guided by your manipulation of time and space.

Whenever you hit a creature with a melee weapon attack, the creature takes an extra 1d8 force damage.

Applied Precognition

By 13th level, always a step ahead, your ability to predict and analyze any situation is second to none.

You can act normally when you are surprised and you have advantage on Dexterity (Initiative) checks.

Furthermore, at the start of each of your turns you may select one creature you can see within 30 feet of you. That creature cannot use it's reaction during your turn.

Mental Assault

Starting at 14th level, you may spend 5 Psi points as an action to release a devastating blast of psychic energy.

Creatures of your choice within a radius within 30 feet of you must make an Intelligence saving throw versus your Psi save DC or take 5d8 psychic damage and become restrained until the end of your next turn as it's mind and body seize to function in unison. On a successful save, the target takes half as much damage.

Overchannel

Beginning at 17th level, you have developed the ability to strain your mind to extreme levels in moments of peril.

When you roll for initiative and have no Psi points remaining, you regain a number of Psi points equal to your Intelligence modifier.

Furthermore, the maximum number of Psi points you may spend in a single turn increases by an ammount equal to your Intelligence modifier.

Psionic Disciplines

At 3rd level, you can choose between the Empath, Kineticist, Psychometabolist and Translocationist archetypes for the Battlemind class.

Your choice grants you various feature as you reach the 3rd, 7th, 15th and 20th level in this class.

Empath

As an Empath, your proficiency lies in effecting creatures thoughts and emotions. Controlling minds and deceiving the senses of lesser intellects is a game to you. The mind is the sharpest weapon, especially when it is used against itself.

Mantle of Inspiration

As you adopt this discipline at 3rd level, you gain a subtle but powerful knack for altering the state of mind of creatures around you.

You may add your Intelligence modifier as a bonus on all Charisma checks you make against creatures with an Intelligence score of 2 or higher.

Furthermore, a creature currently that has any temporary hit points remaining from your Aethershield class feature, has advantage on any saving throws and ability checks it would have to make against effects that could render it charmed or frightened.

Advanced Telepathy

Starting at 3rd level, your mind has the ability to meld together different streams of consciousness.

You can communicate telepathically with a number of creatures equal to your Intelligence modifier that you can see within 60 feet of you. You can facilitate this communication, allowing the targets to communicate amongst themselves, requiring no shared language as you shape their thoughts into images and ideas.

Additionally, you gain the following two manifesting options:

Id Insinuation: During your turn, you may spend 1 Psi point as an action to disrupt the thought process of one creature within the range of your Advanced Telepathy. The target must make an Intelligence saving throw against you PSI save DC or become either charmed or frightened by you, your choice, until the end of your next turn.

Ego Whip: As an action, you may spend 1 Psi point and choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature is frightened and filled with self doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action.

Cognitive Chameleon

By 7th level, you are able to erase parts of reality from a creature touched by your mind.

You may choose to be invisible to creatures that are charmed or frightened by you, no action required.

Furthermore, you gain the following manifesting option: Phantom Idea: As an action, you spend 2 Psi point to ransack a creatures mind for 1 minute or until your concentration ends. A creature within 60 feet of you must make an Intelligence saving throw against your Psi save DC. On a failed save, it takes 1d10 psychic damage and can't see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage. The target can repeat the saving throw at the end of each of it's turns.

A creature that is immune to psychic damage automatically saves against this effect but special forms of vision such as truesight can't discern this anomaly in reality.

Impose Will

Starting at 15th level, your mind is a bastion and your cerebral assaults confuse even the mightiest foes.

You gain proficiency with Wisdom and Charisma saving throws. Also, you may spend 5 Psi points as an action to cast the Confusion spell, without providing any components.

Veteran of Psychic Wars

As you reach the pinnacle of your mental might at 20th level, you are able to disrupt the cognitive essence of creatures near you, literally melting their brain.

Your Intelligence score increases by 2 and the maximum for your Intelligence ability score increases to 22.

Additionally, any time a creature within the range of your Advanced Telepathy class feature must make a concentration check, you may use your reaction to give it disadvantage on the roll. If the target fails on this check, it immediately takes an amount of psychic damage equal to your Intelligence modifier + the level of the spell or effect it was trying to concentrate on (if applicable).

Kineticist

As a kineticist, you specialize in manipulating matter and the natural forces around you with the power of your mind. While the empaths and psycho metabolists know how to be subtle, you lavish in brutal displays of power, throwing your enemies across the battlefield with a single thought.

Mantle of Defense

By 3rd level, you subconsciously manifest a minor field of force that protects you from physical harm and recoils your foes with each strike they take.

Your hit point maximum increases by 3 and increases by 1 again each time you take a level in this class.

Furthermore, each time a creature affected by your Aethershield class feature is hit by a melee attack while it has any temporary hit points remaining from the ability, and the attacker is pushed back 5 feet away from the target and can't use it's reaction until the end of it's next turn.

Mastery of Force

Harnessing your psionic energy, you are able to manipulate pure matter, utillising it in different forms.

Starting at 3rd level, you gain resistance to force damage.

Additionally, you now have access to the following manifesting options:

Projected Barrier: Whenever a creature you can see within 30 feet of you takes damage, you can spend 1 Psi point as a reaction to decrease the damage by an amount equal to 5 times your Intelligence modifier.

Crushing Blow: You may spend 2 Psi points as an action to infuse your weapon with deadly kinetic force for one minute,or until your concentration ends. The next time you hit with this weapon, the target is pushed directly away from you for a number of feet equal to 5 times your Intelligence modifier, and the kinetic energy is depleted. At the end of this movement, the target must make a Strength saving throw against your Psi save DC or fall prone.

If the the target hits a structure, solid object or another creature at least one size category larger than itself during this trajectory, it has disadvantage on the save and takes 1d6 bludgeoning damage for each 5 feet it traversed.

Unstoppable Force

Psionic energy resonates in your very body, lending unexpected robustness to your every move.

Beginning at 7th level, you have advantage on all saves and checks against effect that would move you against your will or knock you prone.

Furthermore, you gain the following manifesting option:

Gravity Well: As an action, you may spend 2 Ki points to alter gravity around you for the next 10 minutes or until your concentration ends. The area within 10 feet of you is as difficult terrain for all creatures of your choice and any ranged weapon attack that travels through this area suffers disadvantage on the attack roll.

Furthermore, should a creature in this area suffer fall damage, you can increase or reduce this damage as if a creature fell from a higher or lower altitude, your choice. The damage is calculated as if the fall came from a number of feet lower or higher equal to 5 times your Intelligence modifier.

Unseen Hand

Starting at 15th level, your psionic grasp on the material plain hightens to a degree where you may hinder your enemies and help your allies with a simple mental command.

Within a range of 30 feet, you may use your bonus action to perform the Grapple, Help, Shove or Use Object action.

Furthermore, you may use your action and spend 5 Psi points to cast the Telekinesis spell, without providing any vocal components.

Suspended Momentum

As you reach the pinnacle of your abilities at 20th level, you effortlessly defy the laws of gravity.

As long as you are within 60 feet of the ground or a solid object at least one size category larger than you, yo gain a flight speed of 60 feet.

Psychometabolist

As a Psychometabolist, your sheer power of mind allows you to alter your body and physical presence.

Adaptive Body

By 3rd level, your willpower alone is enough to endure incredible feats.

You no longer need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 4 hours engaged in light activity, rather than sleeping during any of it.

Furthermore, a creature that currently has any temporary hit points remaining from your Aethershield class feature, all damage it recieves is reduced by an amount equal to your Intelligence modifier, and it can't have it's Hit point maximum or it's ability scores reduced by a spell or effect.

Master of Many Forms

Starting at 3rd level, you gain the uncanny ability to alter your body in amazing ways.

As an action, you can spend 1 Psi point to transform your appearance for the next 8 hours. You can't duplicate the appearance of a creature you've never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this trait to become quadrupedal, for instance. Your clothing and other equipment don't change in appearance, size, or shape to match your new form.

Additionally, you gain access to the two following manifesting abilities:

Diminution: As a bonus action, you may spend 1 Psi point to become Tiny for 10 minutes or until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing.

Expansion: As an action, you may spend 2 Psi points to become Large for 10 minutes or until your concentration ends. While enlarged in this way your reach increases by 5 feet, you have advantage on all Strength saves and ability checks and your melee weapon attacks deal an additional amount of damage equal to half your proficiency modifier.

Warshaper

By 7th level, your whole body is used to constant changes and has the ability to expand and retract seemingly at will.

You have advantage on all attacks of opportunity and attacks against you have disadvantage as your body moves in unnatural ways. Furthermore, you have advantage on all saves and ability checks against being phyisically restrained or grappled.

Additionally, you gain the following manifesting option:

Instant Regrowth: Any time a critical hit is scored against you, you may use your reaction and spend a Psi point to turn it into a normal hit instead.

Master Transmogrifist

Starting at 15th level, your ability to control your form is unmatched.

You are immune to spells and effect that would change your size or form against your will.

Additionally, you can spend 5 Psi points as an action to cast the Polymorph spell, targeting yourself and requiring no components. You may choose to keep your Intelligence, Wisdom and Charisma score when you do this.

Biotic Feedback

As you reach the 20th level in this class, you have developed a natural trigger that activates as soon as danger arises.

You are immune to the Stunned and Paralyzed conditions.

Furthermore, you automatically regain a number of hit points equal to your Intelligence modifier at the start of your turn, provided that you haven't suffered any psychic damage during the last round

Translocationist

As a translocationist, you rely on your quick movement and ability to warp space and time to grant you advantage in every action.

Speed of Thought

The sheer speed with which you process each situation has given you an edge against your foes.

Beginning at 3rd level, while you aren't wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Furthermore, while a creature has any temporary hit points remaining from your Aethershield class feature, it can use the Dash action as a bonus action during it's turns.

Mantle of Celerity

By 3rd level, your single step can cross unexpected distances and wreak great confusion in enemy lines.

Starting at 3rd level, your base movement speed increases by 10 feet.

Additionally, you gain the two following manifesting options:

Blurred Step: As a bonus action, you may spend 1 Psi point to teleport a distance of feet equal to 5 times your Intelligence modifier. You can teleport into the space of a creature to teleport them to the location you originated from, switching places. If the creature isn't willing, it must make a Charisma saving throw against your Psi save DC to resist the effect of this ability.

Quicksilver Motion: As an action, you may spend 2 Psi points to cast the Blur spell, without providing any components.

Dimension Warp

Subliminaly altering time and space around you, you are able to move around effortlessly and bending the material plane almost at will.

By 7th level, moving through nonmagical difficult terrain doesn't cost you any extra movement.

Additionally, you gain the following manifesting option:

Planar Transposition: You may spend 2 Psi points as an action and target 2 willing creatures within 60 feet of you. The creatures teleport, swapping places and gain a bonus to their base movement speed equal to 5 times your Intelligence modifier until the end of their next turn.

Blinkblade

As you reach the 15th level in this class, your innate manipulation of the fabric that holds reality in place and the sheer velocity of your strikes allow you to hit your foes from unexpected distances and angles.

During your turn, the reach of your mellee attacks is increased by 5 feet as your weapon briefly cuts through the essence of reality.

Furthermore, you may spend a number of Psi points as an action to cast the Steel Wind Strike spell. Instead of doing the regular 6d10 damage, the spell's damage is 1d10 for each Psi point you spend when activating this feature.

Controlled Paradox

By 20th level, the physical laws of this world don't apply to you as you shift your presence across dimensions.

You may substitute any part of your movement for a teleportation of the equivalent distance. You must see the space you wish to teleport to while using this ability.

New Cantrip

Planar Pocket

Conjuration cantrip


  • Casting Time: 1 action
  • Range: self
  • Components: S
  • Duration: Instantaneous

You create a small portal to a tiny pocket plane where you can store and retrieve objects. To store or retrieve an object, you must use an action to open the portal. Additionally, the item must be nonmagical and may not weigh more than 5 pounds or be larger than a 1-foot cube.

The maximum number of items stored in this way is equal to your Intelligence modifier. Attempting to store more will result in the portal repelling the item.

Battleminds and Multiclassing

Battleminds follow the normal rules for multiclassing with the following prerequsites needed an proficiencies gained:

Multiclassing Prerequisites

Ability Score Minimum:

Constitution 13 and Intelligence 13.

Multiclassing Proficiencies

Proficiencies Gained:

Light and Medium armor, all Simple and Martial weapons.

Art Credits in order of appearance:

Matt Forsyth - https://www.deviantart.com/mattforsyth/art/Card-Art-Mind-control-423691079

Taregh Saber - https://www.artstation.com/artwork/RdPQm

Marat Arslanov https://www.pinterest.co.uk/pin/423408802443165362/?lp=true

Notes and Credits

This is a very early draft of the Battlemind class for 5e, heavily inspired by both the 4e base class and a few homebrews dealing with psionic material across the interwebs. When I'll finnish this document, I'll make sure to try and credit each and every one of these inspirations. For now, please pm me on reddit if you see anything that you feel was inspired by your work, so I can make sure to rightly credit you.

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