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 Phantom Pain 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 The mind is deadlier than the sword, this is the creed of all Battleminds. Battleminds are warriors who seek to test their skill against the mightiest and most dangerous opponents. These warriors possess a potent combination of psionic and physical skill, allowing them to use their minds to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks. 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. 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

1d8 per battlemind level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per haberdasher level after 1st Proficiencies Armor: Light armor, Medium armor, Shields

Light armor, Medium armor, Shields Weapons: Simple weapons, Martial weapons

Simple weapons, Martial weapons Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom 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 are have a replenishing well of psionic energy that constantly protects you from harm. At the start of your turn, as long as you have at least 1 hit point remaining, you gain a number of temporary hit points equal to your Intelligence modifier. Mystic Talent Developing your innate abilities, you reveal and innately understand once dormant powers. You learn the Friends, Guidance, Thaumaturgy, Message or Mage hand spell and may cast it at will and without providing any components. Premonitive Defense You excell 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 Dexterety 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. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. 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. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 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 Intelligence modifier. 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 Force damage to the target. The extra Force damage is 1d10 per Psi point spent when activating this feature. 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 equall to your Intelligence modifier. If you succed 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 suceeds 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 feauture 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 instead take a feat any time you gain this feature. Extra attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 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 half your Battlemind level. 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, as long as they don't already add their proficiency modifier to the check in question. The range of this ability increases to 30 feet once you reach level 18 in this class. Mind Vault Starting at 9th level, your conscience may escape to a pocket realm, shaped purely by the power of your mind. As an action, you may spend 1 Psi points to end an effect on yourself that is causing you to be Charmed or Frightened. Furthermore, your thoughts can't be read against your will. Cerebral Fortification Starting at 10th level, your mind and body operate flawlessly in a level of equilibrium that is hard to fathom. You gain resistance to psychic damage and the number of temporary hit points you gain from your Aethershield class feature is increased by an ammount equal to half your Battlemind level. Keen edge By 11th level, each of your strikes is infused with intense psychic energy, severing your foe from their cognitive shadow. Whenever you hit a creature with a melee weapon, the creature takes extra psychic damage equal to your Intelligence modifier. If the target is currently concentrating on a spell or effect, it has disadvantage on on any Constitutuon saving throw it has to make in order to keep concentrating on the effect. Applied Precognition By 13th level, always a step ahead, your ability to predict and analyze any situatuon 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. Phantom Pain Starting at 14th level, your mental fortitude is so strong that your threshold for pain is increased beyond mortal means. You gain may add your Intelligence modifier as a bonus on all Constitution and Death saving throws you have to make. Additionally, while you aren't incapacitated, you may reduce any damage you take by an amount equal to your Intelligence modifier. 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 to an ammount equal to your prociency 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. Controling minds and decieving 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,as long as you have any temporary hit points remaining from your Aethershield class feature, you have advantage on any saving throws and ability checks against effects thad could render you 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 a become either charmed or frightend by you, your choice, until the end of your next turn. You can spend 1 extra Psi point when activating this ability to cast it as a bonus action. Ego Whip: As an action, you may spend 2 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 with self-doubt until the start of your next turn, 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. Impose Will Starting at 15th level, your mind is a bastion and your cerebral assoults confuse even the mighties foes. You gain proficiency with 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 immediatelly takes an ammount 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 arround 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. Any falling damage you take is automatically halved. Furthermore, each time a you are hit by a melee attack while affected by your Aethershield class feature, the attacker is pushed back 10 feet away from you. Mastery of Force Harnessing your psionic energy, you are able to manipulate pure matter, utilising 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. 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. Any creature that enters the area or starts it's turn there, must make a Strength saving throw against your Psi save DC or treat the area within 10 feet of you is as difficult terrain. 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.

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: Crushing Blow: You may spend 2 Psi points as an action to make a single weapon attack. On a hit, the target is pushed directly away from you for a number of feet equal to 5 times your Intelligence modifier. At the end of this movement, the target must make a Strenght saving throw against your Psi save DC or fall prone. If the the target hits a solid object or another creature during this trajectory, it has disadvantage on the save and takes 1d6 bludgeoning damage for each 5 feet it traversed during this trajectory. A creature struck by the target during it's trajectory takes half the ammount of damage the original target suffered. 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 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, your physical shape matching its toughness. Your hit point maximum increases by 3 and and increases by 1 again whenever you gain a level in this class. Furthermore, while you have any temporary hit points remaining from your Aethershield class feature, your Hit point maximum or and ability scores can't be reduced. Master of Many Forms Starting at 3rd level, you gain the uncanny ability to alter your body in amazing ways. 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.. You gain access to the two following manifesting abilities: Expansion/ Diminution: As a bonus action, you may spend 1 Psi point to become Tiny or Large for 1 minute or until your concentration ends. While Tiny, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. 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. Transformation: As an action, you may spend 2 Psi points to cast Alter self, without providing any components. Warshaper By 7th level, your whole body is used to constant changes and has the ability to expand and retract seemingly at will. Your melle reach increases by 5 feet and you have advantage on all attacks of opportunity. 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. 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, while you aren't incapacitated, you automatically regain a number of hit points equal to your Intelligence modifier at the start of your turn. Translocationist As a translocationist, you rely on your quick movement and abilit 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, you may add your Intelligence modifier as a bonus on Dexterity (Initiative) checks. Furthermore, while you have any temporary hit points remaining from your Aetheshield class feature, you can Dash as a bonus action. 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 arround effortlesly 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 allows you to hit your foes from unexpected distances and angles. You have advantage on the first weapona attack you make durng your turn. 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. 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.