Battlemind

Level Proficiency Bonus Features Powers Known Psi Points Psi Limit
1st +2 Aethershield, Premonitive Defense, Battlemind's Demand
2nd +2 Fighting Style, Psionic Manifesting, Psionic Smite 4 2 1
3rd +2 Psionic Discipline Feature, Ardentious Adaptivity 5 3 1
4th +2 Ability Score Increase 5 3 1
5th +3 Extra Attack, Empty Mind 6 8 2
6th +3 Mind over Matter 7 8 2
7th +3 Psionic Discipline Feature 7 10 2
8th +3 Ability Score Increase 8 10 2
9th +4 Mind Vault 9 16 3
10th +4 Cerebral Fortification 10 16 3
11th +4 Keen Edge 10 19 3
12th +4 Ability Score Increase 11 19 3
13th +5 Applied Precognition 12 23 4
14th +5 Phantom Pain 13 23 4
15th +5 Psionic Discipline Feature 13 27 4
16th +5 Ability Score Increase 14 27 4
17th +6 Overchannel 15 36 5
18th +6 Aura Improvements 16 36 5
19th +6 Ability Score Increase 16 41 5
20th +6 Psionic Discipline Feature 17 41 5

Aethershield

You have a replenishing well of psionic energy that constantly protects you from harm.   Starting at 1st level, at the start of your turn, as long as you have at least 1 hit points remaining, you gain temporary hit points equal to your Intelligence modifier.  

Battlemind's Demand

At 1st Level, you gain some limited influence on the minds of your enemies, drawing on their harmful or killing intent. As a bonus action, an enemy you can see must make a wisdom saving throw equal to your spell save DC or be beckoned to attack you, and only you. This effect lasts for up to one minute. At the end of each of the affected creature’s turns, they can make another saving throw ending the effect on a success. You can use this ability again after finishing a short or long rest.  

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.  

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.  

Defensive

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

Class Features

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, Wisdom   Skills: Choose two from Acrobatics, Arcana, Athletics, Forgery, History, Insight, Investigation, Leadership, Perception or Psionics

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) a chain shirt
  • (a) an explorer's pack or (b) a scholar's pack

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.  

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Psionic Manifesting

Also at 2nd level, you learn spells that allow you to apply your mental powers onto the world. All powers require that you spend psi points to use them, which is the same as the power's level. For example, to cast bane, a 1st-level power, you would need to spend 1 psi point.   You learn four powers of your choice, detailed in the Ardent power list section at the end of this document. You learn more powers at higher levels, as shown on the Ardent class table. Additionally, when you level up in this class, you can choose one of the powers you know and replace it with another psionic powers, which is also must be of a level you can cast.  

Psi Points and Psi Limit

You have a pool of psionic power that you use to manifest your abilities represented as the Psi Points column of the Ardent table. You can use these points to fuel the psionic powers you know. The maximum number of psi points (its base psi point cost plus any additional points) that you can spend on a discipline's power is 1. This maximum increases to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level.   When you spend a psi point, it is unavailable to you until you finish a long rest, at the end of which you regain all your expended psi points.   Once you reach 5th level in this class, you can spend additional psi points to increase the level of a power that you manifest, provided that the power has an enhanced effect at a higher level, as bane does. The power’s level increases by 1 for each additional psi point you spend. For example, if you are 5th level and cast bane, you can spend 2 psi points to cast it as a 2nd-level power (the spell's base cost of 1 psi point plus 1).  

Psionic Manifesting Ability

Intelligence is your psionic casting ability for your spells, so you use your Intelligence modifier whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an battlemind power you manifest and when making an attack roll with one.  
Psionic Save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Smite

Beginning when you reach 2nd level, 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.  

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 Feature

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 the Eternal Blade, Iron Guardian, Steel Ego and Quicksilver Demon.  

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.  

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 amount equal to half your proficiency bonus.  

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 Constitution 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 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.  

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 amount equal to your proficiency modifier.

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