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- Oct 2017
Battlemind: 1/2 psionic class and subclasses (PEACH)
This page on the Homebrewery
This is a half psionic class, meant to work with my Psionic Disciplines Rebalance
Spoiler: IntroductionCompound eyes glowing with knowledge, a dromite directs its allies through the chaotic tunnels to strike on the intruders from above. When a spell breaks through the ceiling, it shields one ally, and its own wounds close as it heals another.
As the guards approach the glowing maenad, she grins wider and beckons them closer. As they draw their weapons, a blast of energy is unleashed from his psicrystal, crippling the guards left in the room with the prisoner. Before the others realize what's happened, she and her psicrystal vanish into the night.
The pride circles the Thri-kreen, moving ever closer. Suddenly, the nearest lioness is pulled into the hunter's reach, who then slashes at her with his weapon. By the time the remnants of the pride scatter, he has collected a feast for his pack.
Mind and Body
The Mind grants the users of psionics great power, but some are not happy limiting themselves to powers of the mind. Training with weapons and armor, battleminds infuse their attacks and defenses with psionic power to help both themselves and others.
Level Proficiency Bonus Features Mentoring Bonus Disciplines Known Psi Points Psi Limit 1st +2 Psionics, Spontaneous Mentoring 2 1 — — 2nd +2 Battlefield Mentoring 2 1 4 2 3rd +2 Feint, Mind Association 2 1 6 2 4th +2 Ability Score Improvement 2 1 6 2 5th +3 Extra Attack 2 2 14 3 6th +3 Mind Association Feature 2 2 14 3 7th +3 Persistent Harrier 2 2 17 3 8th +3 Ability Score Improvement 2 2 17 3 9th +4 — 3 3 27 5 10th +4 Mind Association Feature 3 3 27 5 11th +4 Battlefield Momentum 3 3 32 5 12th +4 Ability Score Improvement 3 3 32 5 13th +5 ─ 3 4 38 6 14th +5 Persistent Harrier Improvement 3 4 38 6 15th +5 Mind Association Feature 3 4 44 6 16th +5 Expanded Spontaneous Mentoring 4 4 44 6 17th +6 ─ 4 5 57 7 18th +6 Reinforced Mind 4 5 57 7 19th +6 Ability Score Improvement 4 5 64 7 20th +6 Renewal 4 5 64 7
As a battlemind, you gain the following class features.
Spoiler: Character CreationHit Points
Hit Dice: 1d10 per battlemind level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per battlemind level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Intelligence
Skills: Choose two from Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Persuasion, and Survival.
Equipment. You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a greatsword or (b) a martial weapon
- (a) a longbow, and 20 arrows or (b) five javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
Spoiler: Psionic Text BlockPsionics
As a student of psionics, you can master and use psionic disciplines. Psionics is a special form of magic use, distinct from spellcasting.
At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Battlemind table shows when you learn more disciplines. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
The Psychic Warrior Psionics table shows how many psi points you have to manifest your powers. To manifest a power, you must spend a number of psi points equal to the cost of the power and no higher than your remaining psi points and psi limit. You regain all expended psi points when you finish a long rest.
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
Wisdom is your psionic ability for your psionic disciplines. You use your Wisdom modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
Discipline Save DC = 8 + your proficiency bonus + your Wisdom modifier
Discipline Attack Modifier = your proficiency bonus + your Wisdom modifier
Wisdom is your psionic ability
Spoiler: Class FeaturesSpontaneous Mentoring
At 1st level, choose two skills in which you are proficient. When you use the help action and the creature you aid uses one of these skills, that creature adds your Mentoring Bonus to that roll.
At 2nd level, When you use the help action to aid a friendly creature in attacking a creature within 5 feet of you, that creature can add your mentoring bonus to its attack roll, as you psionically send it information on where you are going to force that creature.
At 3rd, your mental prowess hints to you just the right movement to nudge your opponent in to create an opening they normally wouldn't. When making an attack with a weapon that has the finesse or light properties, you can choose to use your Charisma modifier for the attack and damage rolls.
At 3nd level, you choose an association to learn the skills and abilities of:
- Ardent Association
- Elocator Association
- Metamind Association
- Transcendent Association
- War Mind Association
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 7th level, you can follow behind enemies that trigger an attack of opportunity from you. You can follow these creatures up to half your movement speed as part of your reaction before making the attack roll. At any time while moving in this way, you can choose to stop following the creature and make an attack of opportunity. You can use this ability a number of times equal to your Charisma modifier (minimum of once) and regain all uses at the end of a long rest.
Starting at 14th level, you regain all uses of this ability at the lend of a short rest.
Starting at 11th level, you can take an extra action on the first turn when you act after rolling initiative. You use this action only to take the Dash, Dodge, Disengage, Help, or Hide action.
Expanded Spontaneous Mentoring
From 16th level, your mental guidance improves. When you use the help action to aid a creature with a skill check that creature adds your Mentoring Bonus to their roll if they use any skill in which yo are proficient.
By 18th level your mind has expanded greatly. You gain proficiency with Wisdom saving throws.
Beginning at 20th level, when you finish a short rest, you regain 14 psi points
Some warriors turn their mental powers to healing, sustaining themselves and their allies in the heat of battle. These front line healers can be found where psionics are practiced, and often replace paladins among those that shun traditional magic or are to chaotic to follow an oath.
Spoiler: Ardent FeaturesBonus Discipline
When you select this Mind Association, you learn an additional psionic discipline of your choice, which doesn't count against your disciplines known. It must be chosen from among the Avatar disciplines.
Starting at 3rd level, you can channel psionic energy to heal wounds. You have a pool of psionic energy represented by a number of d6s equal to your battlemind level.
As a bonus action, you can choose an ally you can see within 60 feet of you and spend a number of those dice equal to your Charisma modifier (minimum of one die) or less. Roll the spent dice and add them together. The target gains healing equal to the result of the roll + your Charisma Modifier (minimum of one).
From 6th level, you can add your Wisdom modifier to Persuasion checks you make. Your Spontaneous Mentoring Bonus also applies to Persuasion checks made by a creature benefiting from your help action. If you could already apply that bonus to Persuasion checks, you can instead gain this benefit with another skill you are proficient in.
Beginning at 10th level, you can channel your psionic powers into a shield as a reaction when you or another creature within 20 feet of you takes damage. When you do so, the one creature of your choice that is affected by the damage gains resistance to the incoming damage from that attack.
At 15th level, you are left with excess psionic energy when you manifest powers. When you spend psi points to manifest a power, you regain hit points equal to the psi points spent + your Charisma modifier.
Refusing to deign themselves with dirt and mud, elocators quite literally walk above it all. thorough sneaks, their ability to stay above their enemies also extends to finding openings others cannot reach.
Spoiler: Elocator FeaturesBonus Discipline
When you select this Mind Association, you learn an additional psionic discipline of your choice, which doesn't count against your disciplines known. It must be chosen from among the Nomad disciplines.
When you choose this Association at 3rd level, you gain proficiency with heavy armor.
Starting at 3rd level, you can choose to float 1 foot above solid ground, but not liquids, as an action. This effect lasts until you are unconscious, attempt to travel over liquid more than 1 foot deep, or choose to end it as a bonus action. While this effect lasts, you can ignore any rough terrain on the ground below you.
By 6th level, you have learned to strike in the gaps created by another's attacks. As a reaction when a creature within your reach is attacked, you can make an attack of opportunity against that creature.
The target of your opportunistic strike suffers no additional effects that would normally be imposed on a hit, but suffers critical hits as normal.
Beginning at 10th level, you have a greater ability to teleport. When you have not used any of your speed and use the attack action on your turn, you can use all of your speed to teleport up to 30 feet before you make an attack. At the end of your turn, you teleport back to the location you started.
You can use this ability a number of times equal to your Wisdom modifier, and regain all uses at the end of a long rest.
Dimension Spring Attack
At 15th level, you can give up your movement speed to manifest the There and Back Again power without needing to spend power point or use a bonus action. You can use this ability once, and regain it at the end of a short or long rest.
Metaminds are masters of channeling their psionic abilities to gain knowledge and to channel psionic energy from where others cannot. Stronger metaminds can store psi points in their psicrystals, and even to manifest powers from psionic energy simply welling up from their own bodies.
Spoiler: Metamind FeaturesBonus Discipline
When you select this Mind Association, you learn the Create Psicrystal discipline, which doesn't count against your disciplines known
Starting at 3rd level, you can add your Wisdom modifier to Arcana, History, Nature, and Religion checks.
Starting at 6th level, you can store excess psi points in your psicrystal, which do not count against your current psi points or psi point maximum. You can touch your psicrystal and transfer a number of psi points between you and it as an action. The psycrysal has a psi point maximum equal to your level, and does not regain psi points on its own (you must store psi points inside the psicrystal).
Starting at 10th level, you can well psi points from within your own body, manifesting powers without needing to spend them. When you menifest a power, you can reduce the cost of the power by your mentoring bonus (minimum cost of 0 psi points). You can do this a number of times equal to your Charisma Bonus, and regain uses of this ability at the end of a short rest.
From 15th level, ou can give up your action or bonus action, and manifest a power from your psicrystal instead. The power must have a manifesting time equal to the action you have given up, and cannot cost more than your psi limit. All other factors, including line of sight, area of effect, and psi points spent, the power is treated as coming from your psicrystal.
Focusing more on their psionic abilities than their martial training, transcendents bring greater pressure than other battleminds from closer to their enemies than psions. Aiding their allies in a wider variety of skills than most other manifesters, trascendents often link otherwise unfriendly orders and associations.
Spoiler: Transcendent FeaturesBonus Discipline
When you select this Mind Association, you learn an additional psionic discipline of your choice, which doesn't count against your disciplines known. It must be chosen from among the Wu Jen disciplines.
At 3rd level, you learn two talents of your choice. Wisdom is your psionic ability for these talents.
At 10th level, you learn a third talent.
At 3rd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
At 6th level, you gain proficiency in two of the following skills: Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Survival. (your choice). You can also use these skills with your Spontaneous Mentoring feature.
From 10th level, when you manifest a power that deals damage, you deal additional damage equal to your mentoring bonus to one target effected by the power.
At 15th level, you can manifest the Animate Air, Animate Earth, Animate Fire, or Animate Water powers without needing to know them or spend psi points. You can do so once, and regain this ability at the end of a long rest.
War Mind Association
Among battleminds, war minds focus on their psionic powers the least, preferring to supplement their powers with the study of war. They learn to reach targets others cannot, and often meet together to study tactics and strategy, as well as train greener war minds.
Spoiler: War Mind FeaturesMental Reflexes
You can add your Intelligence modifier, instead of your Dexterity modifier, when calculating your initiative.
When you choose this Association at 3rd level, you gain proficiency with heavy armor.
Starting at 3rd level, you can use a bonus action to attempt to drag a creature toward yourself using your psionic powers. The creature must be within 30 feet of you, and make a constitution saving throw. On a failed save, the creature is dragged 20 feet toward you. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and regain all uses at the end of a long rest.
Chain of Superiority
Starting at 6th level, after you hit a creature with an attack, the next creature to make an attack roll against that target can add your Mentoring Bonus to its attack roll if it attack before the start of your next turn. If the attack misses, the next attack does not get this bonus.
From 10th level, When you hit a creature with a melee weapon attack, you can expend your psychic focus to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it also takes damage from your weapon. You cannot use this ability if you do not have an active psionic focus.
At 15th level, you can reinforce yourself against incoming attacks. As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. You can use this ability once, and regain your use of this ability at the end of a long rest.