Battlemind (5e Class)

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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[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 Blurred Step, Mind's Eye
2nd +2 Fighting Style, Spellcasting, Intellect Hammer 2
3rd +2 Mental Discipline, Mental Agility 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aspect of Elevated Harmony 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 Improved Intellect Hammer 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Psionic Expulsion 4 3 3 1
15th +5 Mental Discipline Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aspect of Luminous Thought Improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Mental Discipline Feature 4 3 3 3 2

Blurred Step

Your psychically charged mind creates a force that can propel you forward and move your allies in a damaging way. With a bonus action you can teleport a number of feet equal to your Level x 5. Or instead with an action bonus can move an ally the same number of teleport feet.

Mind's Eye

Your mind is capable of perceiving objects on a molecular level. As an action, you can open your Mind’s Eye. Until the end of your next turn, you have advantage on Intelligence (Investigation) checks made to determine if something is an illusion or otherwise unnatural. In addition you automatically know if a creature has been transformed by some means. For example, while your Mind’s Eye is active, a druid cannot disguise itself from you by using Wild Shape. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Fighting Style

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.


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.


By 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 prepare the list of battlemind spells that are available for you to cast, choosing from the battlemind spell list. When you do so, choose a number of paladin 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. Preparing a new list of battlemind spells requires time spent in focus: at least 1 minute per spell level for each spell on your list.

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.

Intellect Hammer

Starting at 2nd level, when a creature you can see hits with a melee weapon attack, you can expend one battlemind spell slot to deal psychic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.

Mental Agility

By 3rd level, your powerful mind allows you to pick up new talents quickly. It takes half as long and costs half as much to train yourself in a new skill or tool.

Mental Discipline

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

Mental Discipline Spells

Each mental discipline has a list of associated spells. You gain access to these spells at the levels specified in the mental discipline description. Once you gain access to a discipline spell, you always have it prepared. Discipline spells don’t count against the number of spells you can prepare each day. If you gain a discipline spell that doesn’t appear on the battlemind spell list, the spell is nonetheless a battlemind spell for you.


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

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.

Aspect of Elevated Harmony

Starting at 6th level, whenever you or a friendly creature within 10 feet of you takes damage for the first time in a round, reduce the damage by your Intelligence modifier + half your battlemind level. You must be conscious to grant this bonus. At 18th level, the range of this aspect increases to 30 feet.

Aspect of Luminous Thought

Starting at 10th level, you and friendly creatures within 10 feet have advantage on saving throws against effects that blind, deafen or deal psychic damage, so long as you are conscious. At 18th level, the range of this aspect increases to 30 feet.

Improved Intellect Hammer

By 11th level, your body is so synchronized with your mind that all your melee weapon strikes carry psionic power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 psychic damage. If you also use your Intellect Hammer with an attack, you add this damage to the extra damage of your Intellect Hammer.

Psionic Expulsion

Beginning at 14th level, you can use your action to remove one spell or condition from yourself. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.

Mental Discipline[edit]

Iron Guardian[edit]

The mind is more powerful than the body, and none demonstrate this principle better than the Iron Guardians. The Iron Guardian discipline is a path of invincibility in the face of even the mightiest foes. As you enter augmentation, you body becomes an immovable object and your mind an unstoppable force.

Discipline Spells

You gain discipline spells at the battlemind levels listed.
3rd level: shield, earth tremor
5th level: heat metal, shatter
9th level: fear, erupting earth
13th level: stoneskin, death ward
17th level: wall of stone, wall of force


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. For 1 minute, you have resistance to all damage and +1 bonus to your AC and all saving throws.

Iron Mind

As an action, You 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 7th level, When a friendly creatures within 10 feet of you takes damage, you can use a reaction to redirect the damage to you instead. At 18th level, the range of this aspect increases to 30 feet.

Impenetrable Iron

At 15th level, your iron skin no longer has any weak points. Any critical hit scored against you is instead a normal hit.

Steel Mind

At 20th level, you can assume the form of the Steel Mind, taking on an appearance you choose.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever an enemy creature of your size or smaller starts it’s turn within 5 feet of you, it must succeed on a Strength saving throw or be knocked prone.
  • Enemy creatures within 10 feet of you have disadvantage on attack rolls against targets other than you.
Once you use this feature, you can’t use it again until you finish a long rest.

Zephyr Blade[edit]

When a Zephyr Blade fights, the breeze whips up into a storm, lending new strength to their attacks. Zephyr Blades move with unparalleled speed and maneuverability.

Discipline Spells

You gain discipline spells at the battlemind levels listed.
3rd level: feather fall, jump
5th level: gust of wind, blur
9th level: wind wall, haste
13th level: freedom of movement, greater invisibility
17th level: control winds, maelstrom


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 and move up to your speed.

Mental Zephyr

As an action, your body becomes enveloped in powerful psionic wind. You become incorporeal and can move through creatures and objects. If you end your turn in another creature or object’s space, you are pushed into the closest unoccupied space and take 1d6 force damage for each 5 feet you are pushed this way. This effect lasts until the start of your next turn or until you attack or cast a spell.

Aspect of the Zephyr Blade

Starting at 7th level, friendly creatures within 10 feet of you gain a bonus to AC against opportunity attacks equal to your Intelligence modifier, so long as you are conscious. At 18th level, the range of this aspect increases to 30 feet.

Speed of The Wind

At 15th level, when you cast one of your discipline spells that has a casting time of 1 action, you can cast it as a bonus action instead. After you use this feature, it can’t be used again until you finish a long rest.

Storm Dance

At 20th level, you can become a screaming gale, encircling and buffeting your foes. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
  • you gain a flying speed of 60 feet.
  • When you take the attack action, you can target two creatures with a single attack. They must both be within your weapons reach.
  • As an action, you can make a push attack against any number of creatures within 15 feet of you.
Once you use this feature, you can’t use it again until you finish a long rest.

Battlemind Spells[edit]

Level 1

shield, mage armor, command, compelled duel, detect magic, mind spike, dissonant whispers, hideous laughter, charm person, comprehend languages, disguise self, faerie fire, identify, jump, Heal wounds

Level 2

psionic anchor, detect thoughts, gust of wind, invisibility, see invisibility, silence, suggestion, phantasmal force, mirror image, locate object, Spiritual Weapon

Level 3

clairvoyance, sending, dispel magic, counterspell, persistent harrier, nondetection, protection from energy

Level 4

dominate beast, locate creature, dimension door, freedom of movement, greater invisibility, wild focus

Level 5

dominate person, telekinesis, modify memory, scrying, lightning rush


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

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