Battle Mind
The Battle Mind turns their psionic potential into the ultimate weapon. The Battle Mind combines physical prowess with mental energy to become a devastating warrior. Using telekinetics, pyrokinetics, and biokinetics, the Battle Mind employs psionics with the subtlety of an assassin or the hard-hitting power of an explosive force. Whether forging weapons from psionic energy or mentally manipulating physical objects, calling forth fire from their mind or unleashing a bolt of mental energy, the Battle Mind is never at a loss for an offensive strategy.
Select this advanced class if you want your character to master the psionic art of mental combat.
The Battle Mind
Level | Features |
---|---|
3rd | Psionics, Psionic Strike, Psychic Boomerang |
7th | Psychic Shield, Battle Psionics |
10th | Extra Attack, Empowered Psionic Strike |
15th | Mental Backlash |
18th | Soul Strike, Combat Focus |
Class Features
As a battle mind, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per battle mind level
- Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per battle mind level
Psionics
When you take this advanced class at 3rd level, you are able to use your psionic powers to cast spells. See the Player's Handbook for rules regarding spellcasting.
Cantrips
At 3rd level, you know two cantrips of your choice from the psion spell list. You learn additional an additional psion cantrip at 10th level.
Psi Points
Rather than using spell slots to cast spells, you have a pool of psi points which power your spellcasting. To cast a spell, you must expend a number of points from this pool dependent on the level of the spell, as shown in the Psi Point Costs table. You regain all expended psi points when you finish a long rest.
You can cast spells at higher levels where available by expending the point cost of a higher level spell slot.
For example, if you know the 1st-level spell dissonant whispers and have least 3 psi points remaining, you can cast dissonant whispers at 1st-level by expending 2 psi points, or at 2nd-level by expending 3 psi points.
Psi Point Costs
Spell Level | Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
Battle Mind Psionics
Hero Level | Psionics Die | Cantrips Known | Spells Known | Psi Points | Max Spell Level |
---|---|---|---|---|---|
3rd | 1d4 | 2 | 3 | 4 | 1st |
4th | 1d4 | 2 | 4 | 6 | 1st |
5th | 1d6 | 2 | 4 | 6 | 1st |
6th | 1d6 | 2 | 4 | 6 | 1st |
7th | 1d6 | 2 | 5 | 14 | 2nd |
8th | 1d8 | 2 | 6 | 14 | 2nd |
9th | 1d8 | 2 | 6 | 14 | 2nd |
10th | 1d8 | 3 | 7 | 17 | 2nd |
11th | 1d8 | 3 | 8 | 17 | 2nd |
12th | 1d8 | 3 | 8 | 17 | 2nd |
13th | 1d10 | 3 | 9 | 27 | 3rd |
14th | 1d10 | 3 | 10 | 27 | 3rd |
15th | 1d10 | 3 | 10 | 27 | 3rd |
16th | 1d10 | 3 | 11 | 32 | 3rd |
17th | 1d12 | 3 | 11 | 32 | 3rd |
18th | 1d12 | 3 | 11 | 32 | 3rd |
19th | 1d12 | 3 | 12 | 38 | 4th |
20th | 1d12 | 3 | 13 | 38 | 4th |
Learning Spells of 1st Level and Higher
When you take this advanced class, you know three 1st-level psion spells of your choice.
The Spells Known column of the Battle Mind Psionics table shows when you learn more psion spells of 1st level or higher, and the Max Spell Level column indicates the highest level these spells can be. For instance, when you reach 7th level, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Intelligence is your spellcasting ability for your psion spells, since your spells draw from your mental energy. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a abjurer spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
Psionic Strike
At 3rd level, you gain the ability to empower your attacks with psionic energy. Once per turn, when you hit with a melee weapon that you’re proficient with and deal damage, you can roll a psionics die (as shown in the Psionics Die column of the of the Battle Mind Psionics table) and deal additional force damage equal to the die rolled. Additionally, this weapon attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Psychic Boomerang
Beginning at 3rd level, you can use your powers to throw a weapon and return it to your hand. As a bonus action, you can spend 1 psi point to have one one-handed melee weapon you are wielding gain the thrown property with a range of 30/120 until the end of your turn. Additionally, whenever you throw this weapon as part of an attack, it instantly returns to your hand as part of the same attack.
Psychic Shield
Starting at 7th level, you have resistance to psychic damage. Additionally, when you take damage, you can use your reaction to expend up to 4 psi points. Roll a number of psionics die equal to the number of points expended, and reduce the damage by that total.
Battle Psionics
Beginning at 7th level, when you use your action to Attack, you can expend 2 psi points to cast a battle mind cantrip with a casting time of one action as a bonus action.
Empowered Psionic Strike
At 10th level, your ability to empower your attacks with psionic energy improves. When you use your psionic strike, you may spend up to 3 psi points to roll an additional number of psionics dice equal to the number of psi points expended, and add the total to the force damage dealt.
Additionally, when a creature is hit by your Psionic Strike or they take damage from one of your battle mind cantrips, they must make a Strength saving throw against your spell save DC. On a failed save, you can choose to move them up to 10 feet away from you or knock them prone
Extra Attack
Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.
Mental Backlash
Starting at 14th level, when you use your Psychic Shield feature to reduce the damage of an attack by a creature, you deal psychic damage to the creature equal to half the total rolled.
Soul Strike
At 18th level, when you deal damage to a target through your psionic strike attack or a battle mind cantrip, you can force the target to make a Charisma saving throw against your spell save DC or be stunned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.
Once you have used this ability, you cannot use it again until you finish a long rest.
Combat Focus
Beginning at 18th level, you have advantage on Constitution saving throws to maintain your concentration.
Telepath
The Telepath manifests mental powers associated with touching other minds, moving objects with a thought, and influencing the thoughts of others. These powers represent a different use for the energy produced by the mind and body of all living things. For the Telepath, mental powers take the form of thoughts made real. Through meditation and strict mental discipline, they find a deep reservoir of power within themself — power that can be tapped to turn a thought into a strong defense or a deadly weapon.
Select this advanced class if you want your character to master the psionic art of mental contact.
The Telepath
Level | Features |
---|---|
3rd | Psionics, Telepathy, ESP |
7th | Mental Assault, Inner Focus |
10th | Telikinesis, Superior ESP |
15th | Power Surge |
18th | Improved Psychokinesis, Second Nature |
Class Features
As a telepath, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per telepath level
- Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per telepath level
Psionics
When you take this advanced class at 3rd level, you are able to use your psionic powers to cast spells. See the Player's Handbook for rules regarding spellcasting.
Cantrips
At 3rd level, you know two cantrips of your choice from the psion spell list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known columnn of the Telepath Psionics table.
Psi Points
Rather than using spell slots to cast spells, you have a pool of psi points which power your spellcasting. To cast a spell, you must expend a number of points from this pool dependent on the level of the spell, as shown in the Psi Point Costs table. You regain all expended psi points when you finish a long rest.
You can cast spells at higher levels where available by expending the point cost of a higher level spell slot.
For example, if you know the 1st-level spell dissonant whispers and have least 3 psi points remaining, you can cast dissonant whispers at 1st-level by expending 2 psi points, or at 2nd-level by expending 3 psi points.
Psi Point Costs
Spell Level | Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Telepath Psionics
Hero Level | Cantrips Known | Spells Known | Psi Points | Max Spell Level |
---|---|---|---|---|
3rd | 2 | 3 | 6 | 1st |
4th | 3 | 4 | 6 | 1st |
5th | 3 | 4 | 14 | 2nd |
6th | 3 | 4 | 14 | 2nd |
7th | 3 | 5 | 17 | 2nd |
8th | 3 | 6 | 17 | 2nd |
9th | 3 | 6 | 27 | 3rd |
10th | 4 | 7 | 27 | 3rd |
11th | 4 | 8 | 32 | 3rd |
12th | 4 | 8 | 32 | 3rd |
13th | 4 | 9 | 38 | 4th |
14th | 4 | 10 | 38 | 4th |
15th | 4 | 10 | 44 | 4th |
16th | 4 | 11 | 44 | 4th |
17th | 4 | 11 | 57 | 5th |
18th | 4 | 11 | 57 | 5th |
19th | 4 | 12 | 64 | 5th |
20th | 4 | 13 | 64 | 5th |
Learning Spells of 1st Level and Higher
When you take this advanced class, you know three 1st-level psion spells of your choice.
The Spells Known column of the Telepath Psionics table shows when you learn more psion spells of 1st level or higher, and the Max Spell Level column indicates the highest level these spells can be. For instance, when you reach 7th level, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability
Intelligence is your spellcasting ability for your psion spells, since your spells draw from your mental energy. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a abjurer spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
Telepathy
Starting at 3rd level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.
ESP
At 3rd level, you gain the ability to probe other creatures’ minds. You can cast detect thoughts once using this ability. Once you do so, you cannot do so again until you finish a short or long rest.
Whenever you cast detect thoughts, whether using this ability, your Psionics feature, or from some other ability, it has the following modifications:
- It does not require concentration.
- The benefits that require you to use an action instead require the use of a bonus action.
- If you use the option to probe deeper and the target fails its Wisdom saving throw, it is vulnerable to psychic damage you inflict until the end of your next turn.
Mental Assault
You are skilled at using your powers to open up a psychic highway between you and your target.
Beginning at 7th level, when you succeed on a spell attack roll against a creature or a creature fails its saving throw against one of your spells, you can spend a psi point to have that creature gain vulnerability to either psychic damage or force damage until the end of your next turn.
Inner Focus
Starting at 7th level, you have learned to regain some of your mental energy by briefly clearing your mind. When you finish a short rest roll 1d10. You recover a number of psi points equal to the number rolled + your Intelligence modifier.
Psychokinesis
Starting at 10th level, you gain the ability to transform your thoughts into tangible force. You can cast telekinesis once using this ability. Once you do so, you cannot do so again until you finish a short or long rest.
Whenever you cast telekinesis, whether using this ability, your Psionics feature, or from some other ability, it has the following modifications:
- The spell does not require concentration.
- The benefits that require you to use an action instead require the use of a bonus action.
- The spell’s duration is 1 minute, and you cannot choose a new target after selecting your initial one. This restriction no longer applies once you reach 9th level.
Superior ESP
At 10th level, your proficiency with invading the minds of others grows. You gain the following additional benefits when you cast the spell:
- The spell now targets a number of creatures equal to your Intelligence modifier (minimum 1).
- If you use the option to probe deeper and the target fails its Wisdom saving throw, you can choose to charm or frighten it instead of making it vulnerable to psychic damage. It makes another Wisdom saving throw at the end of its turn, ending the effect you choose effect with a successful save. the effect also ends immediately if it takes damage from you or your allies.
Power Surge
Beginning at 15th level, you are capable of straining your mind and body past their limits when in dire straights. On your turn, you can spend 2 psi points to enter a surge as a bonus action.
While surging, you gain the following benefits:
- You have advantage on Intelligence checks and Intelligence saving throws.
- When you make a spell attack roll, you can spend a psi point to gain advantage on that roll.
- When a creature makes a saving throw against one of your spells, you can spend a psi point to impose disadvantage on that roll.
- You add your Intelligence modifier to any damage you deal with your psion cantrips.
- You have a flying speed equal to your walking speed.
Additionally, at the end of each of your turns, you consume one psi point maintaining your empowered state.
Your surge lasts for 1 minute. It ends early if you are knocked unconscious or if you run out of psi points. If your surge ends because you run out of psi points, you suffer one level of exhaustion. You can also end your surge as a bonus action.
Improved Telikinesis
At 18th level, you master the full potential of your mind to project physical force into the world. When you cast telekinesis and each time you select a new target for the spell, you can instead choose a number of targets up to your Intelligence modifier (a minimum of one).
Second Nature
Starting at 18th level, you have become so accustomed to your powers that using them requires almost no effort at all.
Choose 4 spells you know of 3rd-level or lower. The psi point cost for casting those spells is each reduced by 2.
Psion Spells
Cantrips (0 Level)
Blade Ward Dancing Lights Friends Guidance Gust Mage Hand Mending Message Minor Illusion Mold Earth Psychic Slam* Rattle* Resistance Thaumaturgy Thunderclap True Strike
1st Level
Animal Friendship Bane Burning Hands Catapult Cause Fear Charm Person Colour Spray Command Comprehend Languages Detect Magic Disguise Self Dissonant Whispers Earth Tremor Feather Fall Heroism Jump Mage Armour Magic Missile Shield Silent Image Sleep Speak with Animals Tasha's Hideous Laughter Tenser's Floating Disk Thunderwave
2nd Level
Alter self Arcane Lock Augury Blindness/Deafness Blur Calm Emotions Cloud of Daggers Continual Flame Cordon of Arrows Crown of Madness Darkness Darkvision Detect Thoughts Dust Devil Earthbind Enhance Ability Enthrall Find Traps Gentle Repose
Gust of Wind Hold Person Invisibility Knock Levitate Locate Object Magic Weapon Mind Spike Mirror Image Misty Step Nystul's Magic Aura Phantasmal Force Pyrotechnics See Invisibility Shadow Blade Shatter Silence Spider Climb Suggestion Warding Wind Web Zone of Truth
3rd Level
Blink Clairvoyance Conjure Barrage Counterspell Dispel Magic Fear Feign Death Fireball Fly Hypnotic Pattern Leomund’s Tiny Hut Lightning Bolt Magic Circle Major Image Nondetection Protection from Energy Revivify Sending Slow Tongues Vampiric Touch Water Walk Catnap Enemies Abound Life Transference Thunder Step
4th Level
Arcane Eye Banishment Charm Monster Compulsion Confusion Dominate Beast Fabricate Freedom of Movement Greater Invisibility Hallucinatory Terrain Leomund's Secret Chest Locate Creature Otiluke's Resilient Sphere Phantasmal Killer Shadow of Moil
5th Level
Animate Objects Bigby's Hand Cone of Cold Contact other Plane Control Winds Dominate Person Dream Far Step Geas Hold Monster Mislead Modify Memory Scrying Seeming Skill Empowerment Steel Wind Strike Synaptic Static Telekinesis Teleportation Circle Transmute Rock Wall of Force
Psychic Slam
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You accost a creature or object within range with invisible force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and is pushed 5 feet away from you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Rattle
Enchantment cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You disorient a creature within range as you muddle its mind. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and have disadvantage on the next Intelligence saving throw it makes before the end of your next turn. If this damage triggers a saving throw to maintain concentration, the target has disadvantage on that saving throw.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Credits
Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)
Source Material
"d20 Modern" role-playing game by Wizards of the Coast.
Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.