Battlemind (5e Class)

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"The mind is deadlier than the sword"

As wanderers, mercenaries, and adventurers, Battleminds are carefree warriors who seek only to test their skill against the mightiest and most dangerous opponents. They possess a potent combination of psionic and physical skill, allowing them to use their power to manipulate and deceive their foes, even as their fighting skill lets them carve a swath through enemy ranks. They shun the world to turn their eyes inward, mastering the full potential of their minds and exploring their psyches before turning to face the world. Using their inner, psychic strength, they can read minds, fade into invisibility, transform their bodies into living iron, seize control of the physical world and bend it to their will.

Creating a Battlemind[edit]

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?

Class Features

As a Battlemind you gain the following class features.

Hit Points

Hit Dice: 1d10 per Battlemind level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Battlemind level after 1st


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Athletics, Arcana, Insight, Intimidation, Investigation, Perception, Religion and Medicine.


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

  • (a) Chainmail or (b) Leather, a longbow and a quiver of 20 arrows
  • (a) A martial weapon and a shield or (b) Two martial weapons
  • An explorer's pack

Table: The Battlemind

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Far Hand, Mind's Eye
2nd +2 Fighting Style, Spellcasting, Intellect Hammer 2
3rd +2 Mental Discipline, Blurred Step 3
4th +2 Ability Score Improvement 3
5th +3 Focused Resolve 4 2
6th +3 Psychic Grip 4 2
7th +3 Mental Discipline Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aspect of Luminous Thought 4 3 2
11th +4 Aspect of Elevated Harmony 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Aspect of Psionic Purification 4 3 3 1
15th +5 Mental Discipline Feature, Awakened Mind 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Mind Spike 4 3 3 3 1
19th +6 Ability Score Improvement, Shaped Consciousness 4 3 3 3 2
20th +6 Mental Discipline Feature 4 3 3 3 2

Far Hand[edit]

Starting at 1st level, with a focused thought, your mental push becomes physical force. You can lift and carry an object that weighs 20 pounds or less into the air with the power of your mind. You are able to manipulate objects, open an unlocked door or container, and move an object within a 10 feet range in the direction you choose. When you choose to move an object, you can cause it to remain aloft until the end of your next turn.

Mind's Eye[edit]

Starting at 1st level, your mind is capable of perceiving things as they actually are. As an action, you can open your Mind’s Eye. You can see the true form of any shapechanger or creature concealed by illusion or transformed by magic, while the creature is within 30 feet of you and within line of sight. You can use this feature a number of times equal to 1 + Wisdom modifier. When you finish a long rest, you regain all expended uses.

For example, while your Mind’s Eye is active, a druid cannot disguise itself from you by using Wild Shape.

Fighting Style[edit]

Starting at 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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


Starting at 2nd level, you have learned to draw on psionic magic through meditation and focus to cast spells.

Preparing and Casting Spells
The Battlemind table shows how many spell slots you have to cast your spells. To cast one of your battlemind spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You have access to spells that are available for you to cast, choosing from the battlemind spell list. When you do so, choose a number of Battlemind spells equal to your Intelligence modifier + half your battlemind level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your battlemind spells, since their power derives from the strength of your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a battlemind spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + Intelligence Modifier.
Spell attack modifier = your proficiency bonus + Intelligence Modifier.
Battlemind Spells
Spell Level Class Spells
1 Command, Dissonant Whispers, Charm Person, Comprehend Languages, Disguise Self, Cure Wounds, Healing Word, Heroism, Illusory Script, Sanctuary
2 Psionic Anchor, Detect Thoughts, Invisibility, Silence, Suggestion, Mirror Image, Locate Object, Aid, Augury, Calm Emotions, Shatter
3 Clairvoyance, Sending, Dispel Magic, Counterspell, Nondetection, Fear, Hypnotic Pattern, Slow, Spirit Guardians
4 Dominate Beast, Locate Creature, Dimension Door, Fabricate, Confusion, Banishment, Compulsion, Hallucinatory Terrain
5 Dominate Person, Telekinesis, Modify Memory, Scrying, Dream, Legend Lore, Mislead, Planar Binding, Telepathic Bond

Intellect Hammer[edit]

Starting at 2nd level, when you or an ally within 30 feet of you deal damage with an attack, you can expend a spell slot to deal bonus psychic damage to the target. The bonus damage is 1d8 for a 1st level spell slot, plus 1d8 for each spell level higher than first.

Blurred Step[edit]

Starting at 3rd level, you learn how to bend reality with your mind. You may teleport up to 30 feet to an unoccupied space that you can see, as a bonus action on your turn. The destination you choose must be known to you, and it must be on the same plane of existence as you. You may also take one willing creature of your choice that you can see within 5 feet of you, with you. If the creature is not willing, it must succeed on a Dexterity saving throw to evade being teleported.

Mental Discipline[edit]

Starting at 3rd level, you choose a mental discipline that shapes the nature of your psionic powers. Choose the Iron Guardian or the Zephyr Blade. Your choice grants you features at 3rd, 7th, 15th and 20th levels. Those features include Mental Discipline spells and the Augmentation feature.

Psionic Study
Each mental discipline has a list of associated spells. You gain access to these spells at the levels specified in the mental discipline description, which are added to the Battlemind spell list for you.
Psionic Augmentation
Your mental discipline allows you to augment your psionic energy to fuel magical effects. Each Augmentation option provided by your mental discipline explains how to use it. When you use your Augmentation, you choose which option to use. You must then finish a short or long rest to use your Augmentation again. Some Augmentation effects require saving throws. When you use such an effect from this class, the DC equals your Battlemind spell save DC.

Ability Score Improvement[edit]

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.

Focused Resolve[edit]

Starting at 5th level, choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You can use your reaction to gain advantage on all ability checks you make with that skill. You can use this trait immediately before or after you roll, but before any of the roll’s effects occur.

Psychic Grip[edit]

Starting at 6th level, you attempt to mentally grab a creature you can see within 60 feet of you, using the power of your mind. The target must succeed an Intelligence saving throw or it takes 1d6 psychic damage and is stunned for the duration. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. On a failure, you can choose the creature’s actions and movement until the end of your next turn.

Aspect of Luminous Thought[edit]

Starting at 10th level, you open your mind to momentary insights by analyzing information around you. In response to an attack hitting you, use your reaction to impose disadvantage on that attack roll. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a short or long rest.

Aspect of Elevated Harmony[edit]

Starting at 11th level, whenever you or an ally within 30 feet of you take damage, you can use your reaction to reduce the damage dealt by a number of hit points equal to your Level + Intelligence modifier. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a short or long rest.

Aspect of Psionic Purification[edit]

Starting at 14th level, you can immediately make saving throws against any negative effect you’re suffering from that allows a saving throw to end the effect. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a short or long rest.

Awakened Mind[edit]

Starting at 15th level, you can touch the minds of other creatures. Use your action to telepathically perceive through the senses of one willing creature you can see within 60 feet of you, until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection. While perceiving through the other creature’s senses you benefit from any special senses possessed by that creature, but you are blinded and deafened to your own surroundings.

Mind Spike[edit]

Starting at 18th level, when you receive damage from a hostile creature, as a reaction you can blast the creature's mind and overload its thoughts, attempting to shatter its intellect. Unless the creature succeeds on an Intelligence saving throw against your spell save DC, it takes 1d8 psychic damage. The creature's Intelligence scores become 1 and cannot cast Spells, activate Magic Items, understand language, or communicate in any intelligible way until the end of your next turn.

Shaped Consciousness[edit]

Starting at 19th level, you can shape a fragment of your consciousness, bringing it into existence to extend your presence on the battlefield. The object created must be no larger than a 5-foot cube, and it must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, it lasts until the end of the encounter or until you dismiss it as a bonus action. You gain +1 bonus to all saving throws when the fragment of your consciousness is within 5 feet of you.

Mental Discipline[edit]

Discipline of the Iron Guardian[edit]

Psionic Study

You gain additional spells at the Battlemind levels listed.

3rd level: Shield
5th level: Heat metal
9th level: Protection from Energy
13th level: Death Ward
17th level: Wall of Stone

Psionic Augmentation

When you take this discipline at 3rd level, you gain the following two Augmentation options:

  • Battle Resilience - As a bonus action on your turn, you imbue your body with protective psionic energy. You gain resistance equal to your Intelligence modifier to all damage types and +1 bonus to your saving throws.
  • Battle Sovereignty - You spot a minor flaw in your foe's fighting style, one that you can exploit to deadly effect. Choose one enemy creature that you can see. Until the end of your next turn, you gain a +2 bonus to attack rolls against that enemy.

Iron Bastion

Starting at 7th level, when a friendly creature within 30 feet of you takes damage you can use a reaction to redirect that damage to yourself instead. At 18th level, the range of this ability increases to 60 feet.

Steel Mind

Starting at 15th level, you can use your powerful mind to telepathically sense a creatures motives. You focus on a creature, and learn one of the following pieces of information:

- The creature’s alignment
- The creature’s current emotional state
- The creature’s motives
- Any one of the creature’s personality traits, bonds, ideals or flaws.

Aspect of the Iron Guardian

Starting at 20th level, you use your psionic power to increase your size by one category — from Medium to Large, for example. You are immune to any spell or effect that would alter your form. Use your action to dismiss this feature or it ends if you drop to 0 Hit Points. After you use this feature, it can’t be used again until you finish a long rest.

  • For the Duration, your current hit points and your hit point maximum both increase by 1 per level. Your reach increases by 5 feet. Your walking speed increases by 5 feet.
  • Any bludgeoning, piercing, or slashing damage you take is reduced by 4d6 + Level.
  • You gain a bonus to AC equal to your Constitution modifier (minimum of 1).
  • Your body no longer has any weak points. Any critical hit scored against you is instead a normal hit.

Discipline of the Zephyr Blade[edit]

Psionic Study

You gain additional spells at the Battlemind levels listed.

3rd level: Feather Fall
5th level: Gust of Wind
9th level: Wind Wall
13th level: Freedom of Movement
17th level: Wall of Force

Psionic Augmentation

When you take this discipline at 3rd level, you gain the following two Augmentation options.

  • Speed of Thought: When you are about to roll initiative, you can use this augmentation feature to add your Intelligence modifier to the roll.
  • Forceful Push: If a hostile creature ends its turn within 10 feet of you, it must succeed on a Strength saving throw or be pushed 15 feet away from you.


Starting at 7th level, as a bonus action, you alter your density and weight to improve your mobility. You can rise vertically from the ground at will, up to 20 feet, and remain suspended in the air. You can change your altitude by up to 20 feet in either direction on your turn or float gently back to the ground. For the Duration, you can cross a fixed surface within reach (such as a wall or a ceiling) and liquid surfaces if they are still.

Mental Zephyr

Starting at 15th level, as an action, you can become incorporeal along with everything you're wearing and carrying. While in this form, you gain resistance to all physical damage and your movement doesn’t provoke opportunity attacks. You can pass through other creatures while moving, but you can’t take actions other than the Dash action.The feature ends for you when you use a bonus action to dismiss it or if you drop to 0 Hit Points.

Aspect of the Zephyr Blade

Starting at 20th level, you can use your psionic power to manifest a floating, spectral blade within 30 feet range, allowing you handle it in the air without the need to make any direct contact with the weapon. The Zephyr Blade lasts until you dismiss it (no action required), if you become incapacitated, or if you die.

  • Choose one damage type: Psychic or Force. For the duration, the Zephyr Blade deals damage of the chosen type to any target you hit with the weapon.
  • Whenever you deal damage with this feature, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).
  • The Zephyr Blade can disrupt both flesh and incorporeal matter with equal reliability. If the target is insubstantial, on hit, it loses the insubstantial quality until the end of your next turn.
  • You can lunge the Zephyr Blade up to 30 feet against a target of your choice. On a hit, the creature takes 2d10 damage of your chosen type. You can repeat the Attack against a different target of your choice within 5 feet of the sword's position.


Prerequisites. To qualify for multiclassing into the battlemind class, you must meet these prerequisites: STR 13 and INT 13

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