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.

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.

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.

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.

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:

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.

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.

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

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.

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

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.

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.

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.

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

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.

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.

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

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.

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:

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

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.

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

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

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 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.

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.