Battlemind 5
Level | Proficiency Bonus | Features | Manifestation Die | 1st-Order Powers | Strain Maximum |
---|---|---|---|---|---|
1st | +2 | Battlemind's Demand, Feat, Precognitive Defense, Psionic Manifesting | d4 | 1 | 3 |
2nd | +2 | Feat, Fighting Style | d4 | 1 | 3 |
3rd | +2 | Battlemind's Adaptability, Psionic Discipline | d4 | 1 | 4 |
4th | +2 | Feat | d4 | 1 | 5 |
5th | +3 | Extra Attack | d4 | 2 | 5 |
6th | +3 | Feat, Mind over Matter | d4 | 2 | 6 |
7th | +3 | Psionic Discipline Feature | d4 | 2 | 7 |
8th | +3 | Feat, 3rd-Order Powers | d4 | 2 | 7 |
9th | +4 | Mind Vault | d6 | 2 | 8 |
10th | +4 | Cerebral Fortification, Feat | d6 | 2 | 9 |
11th | +4 | Keen Edge | d6 | 3 | 9 |
12th | +4 | Feat | d6 | 3 | 10 |
13th | +5 | Applied Precognition | d6 | 3 | 11 |
14th | +5 | Feat, Phantom Pain, 4th-Order Powers | d6 | 3 | 11 |
15th | +5 | Psionic Discipline Feature | d6 | 3 | 12 |
16th | +5 | Feat | d6 | 3 | 13 |
17th | +6 | Strainless | d8 | 3 | 13 |
18th | +6 | Psionic Discipline Feature | d8 | 3 | 14 |
19th | +6 | Feat | d8 | 3 | 15 |
20th | +6 | Feat, Psionic Discipline Feature | d8 | 3 | 15 |
Class Features
All of the following are features of the Battlemind class.Battlemind's Demand
1st-Level Battlemind Feature You gain some limited influence on the minds of your enemies, drawing on their harmful or killing intent. As a bonus action, you can force a creature you can see to make a Battlemind saving throw against your Psi save DC, being beckoned to fight you on a failure for 1 minute. While affected, it has disadvantage on attack rolls against creatures other than you, and must make a Battlemind saving throw each time it attempts to move to a space that is more than 30 feet from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. This effect ends if you attack any other creature, if you cast a spell or manifest a power that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts or manifests a harmful spell on it, or if you end your turn more than 30 feet away from the target. You can use this feature a number of times equal to your Battlemind Power Reservoir, regaining all expended uses when you finish a long rest.Feat
1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, 20th-Level Battlemind Feature You gain one feat of your choice.Precognitive Defense
1st-Level Battlemind Feature You excel in anticipating your opponent's movements and adapting the flow of combat to your own rhythm. While wearing Medium armor or lighter, 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 while wearing Medium armor, you may add up to +3 from your Intelligence rather than +2.Psionic Manifesting
1st-Level Battlemind Feature Drawing upon rampant thoughts running through your mind, you have awoken psionic powers within your mind.Manifestation Ability
Intelligence is your manifestation ability for your battlemind powers, letting the raw power of your mind alter the world around you. You use Intelligence whenever a power refers to your manifestation ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a battlemind power you manifest and when making an attack roll with a battlemind power.
Power save DC = 8 + your proficiency bonus + your Intelligence modifier
Power attack modifier = your proficiency bonus + your Intelligence modifier
Power attack modifier = your proficiency bonus + your Intelligence modifier
Manifestation Die
You have a manifestation die that you use when making manifestation tests (see below). At 1st level, your manifestation die is a d4. The die changes as you gain battlemind levels, as shown in the Manifestation Die column of the Battlemind table.Manifestation Score
Every power of 2nd order or higher has a manifestation score equal to its order. A power’s manifestation score increases by 1 for every other power you are concentrating on when you manifest it. For example, if you attempt to manifest the 2nd-order Again power while concentrating on Apparition and Caress of Fire, the manifestation score of again is 4.Manifestation Tests
Whenever you manifest a power of 2nd order or higher, you must make a manifestation test at the end of the power's manifestation time. To make a manifestation test, roll your manifestation die and note the result:- If the roll is higher than the power's manifestation score, you manifest the power.
- If the roll is equal to the power's manifestation score, you manifest the power, then gain 1 Strain.
- If the roll is lower than the power's manifestation score, you manifest the power, then gain Strain equal to the power's order.
Strain
Manifesting psionic powers can put stress on a manifester's body, mind, and soul. The Strain mechanic represents this stress for your battlemind character.Strain Maximum
At 1st level, your Strain maximum is 3. If your Strain ever exceeds your Strain maximum, you die. If you are returned to life after dying as a result of gaining Strain, you return to life with Strain equal to your Strain maximum. Your strain maximum increases as you gain battlemind levels, as shown in the Strain Maximum column of the Battlemind table.Gaining Strain
Strain can manifest in three different ways for a battlemind:- When you gain body Strain, your physical prowess is depleted.
- When you gain mind Strain, your mental fortitude weakens.
- When you gain soul Strain, your connection to self and reality weakens.
Strain Effects
As you gain Strain, you gain detrimental Strain effects as shown on the Strain Condition table. These effects are cumulative. For instance, if you have 3 body Strain, you have disadvantage on Strength and Dexterity checks and your speed is halved.Reducing Strain
When you finish a short rest, you can spend Hit Dice to remove strain instead of using them to regain hit points. For each Hit Die spent this way, you lose 1 Strain from body, mind, or soul (your choice). When you finish a long rest, your Strain is reduced to 0.1st-Order Powers
At 1st level, you know one 1st-order power. You learn additional 1st-order powers of your choice at higher levels, as shown in the 1st-order Power column of the Battlemind table. Manifesting 1st-order powers doesn't require a manifestation test.Powers Known
At 1st level, you know two 2nd-order powers, which are the highest-order powers you can manifest. When you reach certain levels of this class, you can manifest powers of higher orders: 3rd-order powers at 8th level and 4th-order powers at 15th level.Learning New Powers
At 1st level, you can learn only 2nd-order powers, and can manifest 1st-order and 2nd-order powers. But as you increase in level, there is no limit to the number of powers of 2nd order or higher that you can learn. Whenever you are able to manifest powers of a particular order, you can learn powers of that order. Each time you gain a level in this class, you can learn one new power of any order between 2nd and the highest order of power you can manifest.Learning from Others
Whenever another creature you can see within 30 feet of you manifests a battlemind power of 2nd order or higher, and that power is one you can learn and don’t already know, you can use a reaction to roll your manifestation die. If you roll higher than the power’s baseline order (ignoring any order increase when the power is manifested), you begin to learn the power. If you roll lower than the power’s baseline order, you fail to learn the power and can’t attempt to do so again until you finish a long rest. The Learning New Powers table shows how long it takes to learn a new power you have successfully observed. You must spend 1 hour doing nothing but practicing the power each day of the learning period, and you can’t attempt to learn any other new powers during this time. This 1-hour period of practice can be undertaken as a short rest. If you fail to spend 1 hour each day of the learning period studying the power, or if you begin to learn a different power before the learning period is over, you must successfully observe the power once more before trying to learn it this way again.Learning New Powers
Order | Learning Period |
---|---|
2nd | 2 day |
3rd | 5 days |
4th | 10 days |
Fighting Style
2nd-Level Battlemind Feature Choose a Fighting Style from the options below that reflects your martial training and skill with weapons. You cannot gain a Fighting Style more than once, even if another feature allows you to select an additional Fighting Style. Battlemind Fighting StylesDeadeye
You gain a +2 bonus to attack rolls with ranged weapons.Defensive Fighting
So long as you are wearing armor, you gain a +1 bonus to your Armor Class.Dual Wielding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to make an additional attack.Dueling
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.Great Weapon Fighting
When you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands to benefit from this feature.Organ Piercer
You can add your Dexterity modifier to the damage roll of any weapon you wield with the Finesse property. If you do, do not add your Strength modifier to the damage roll of that attack.Protector
When a creature you can see hits you, or a target within 5 feet of you, with a melee attack, you can use your reaction to grant the target a bonus to his or her AC equal to your Fighter Power Reservoir against that attack. You must be wielding a shield to do so. If the attack still hits, the target takes less damage equal to your Fighter Power Reservoir plus 1d4 if you are wielding a buckler, 1d6 if you are wielding a small shield, 1d10 if you are wielding a large shield, or 1d12 if you are wielding a tower shield.Shield Warrior
You can use small, large, and tower shields as martial melee weapons. On a hit, the shield deals bludgeoning damage equal to 1d4 if it is a small shield, 1d6 if it is a large shield, or 2d4 if it is a tower shield. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with the shield, and if you are wielding two shields, you gain a +1 bonus to your Armor Class from the second shield, rather than nothing.Thrown Weapon Fighting
When you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.Battlemind's Adaptability
3rd-Level Battlemind Feature When you put your mind to something, you master it in record time. When you finish a long rest, choose a Skill, Tool, or Language. You gain proficiency with the chosen option if you don't already have it, or expertise if you do, until you finish a long rest.Psionic Discipline
3rd-Level Battlemind Feature Your dedication to a certain method of manifesting your powers grants you new abilities.Extra Attack
5th-Level Battlemind Feature You can attack twice, instead of once, whenever you take the Attack action on your turn.Mind over Matter
6th-Level Battlemind Feature When you make a Strength, Dexterity, or Constitution ability check, skill check, or saving throw, you may add your Intelligence modifier to the result. You may do so a number of times equal to your Battlemind Power Reservoir, regaining all expended uses when you finish a long rest.Mind Vault
9th-Level Battlemind Feature Your conscience may escape to a pocket realm, shaped purely by the power of your mind. As an action, you may attempt a Manifestation Test with a Score of 4. On a success, you 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
10th-Level Battlemind Feature Your mind and body operate flawlessly in a level of equilibrium that is hard to fathom. You gain resistance to psychic and force damage, and when you start your turn with at least 1 hit point, you gain temporary hit points equal to your Intelligence modifier.Keen Edge
11th-Level Battlemind Feature Whenever you hit a creature with a melee weapon while concentrating on a psionic power, the creature takes extra psychic damage equal to your Intelligence modifier. If the target is currently Concentrating, it has disadvantage on any Constitution saving throw it has to make in order to keep concentrating on the effect.Applied Precognition
13th-Level Battlemind Feature You can act normally when you are Surprised and you have advantage on Initiative checks. Additionally, at the start of each of your turns, you may target one creature you can see within 30 feet of you. That creature can't use its reaction during your turn.Phantom Pain
14th-Level Battlemind Feature You may add your Intelligence modifier to all Constitution and Death saving throws you make. Additionally, while you aren't Incapacitated, reduce all non-psychic damage you take by an amount equal to your Intelligence modifier.Strainless
17th-Level Battlemind Feature You have developed the ability to force the strain you feel out of you, completely eliminating it. As a bonus action, you lose an amount of Strain equal to your Intelligence modifier, in any combination of body, mind, and soul of your choice. Once you use this feature, you cannot do so again until you finish a long rest. Additionally, choose one power you know from the Psychokinesis, Psychometabolism, and Psychoportation disciplines. Each of these powers is considered one Order lower for the purposes of determining its Score for Manifestation Tests and increasing its Order, allowing you to increase their natural Order to a maximum of 5th, rather than 4th.This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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Hit Points
Proficiencies
Equipment
As a battlemind, you can choose to start with 5d4x10gp to purchase starting gear or with the following equipment:- (a) a martial weapon and a large shield or (b) two martial weapons
- (a) five javelins (b) any simple melee weapon
- (a) leather armor or (b) a chain shirt
- (a) an explorer's pack or (b) a scholar's pack
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