d20 Modern Conversion: Battle Mind and Telepath

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Battle Mind

The Battle Mind turns their psionic potential into the ultimate weapon. The Battle Mind combines physical prowess with mental energy to become a devastating warrior. Using telekinetics, pyrokinetics, and biokinetics, the Battle Mind employs psionics with the subtlety of an assassin or the hard-hitting power of an explosive force. Whether forging weapons from psionic energy or mentally manipulating physical objects, calling forth fire from their mind or unleashing a bolt of mental energy, the Battle Mind is never at a loss for an offensive strategy.

Select this advanced class if you want your character to master the psionic art of mental combat.

The Battle Mind
Level Features
3rd Psionics, Psionic Strike, Psychic Boomerang
7th Psychic Shield, Battle Psionics
10th Extra Attack, Empowered Psionic Strike
15th Mental Backlash
18th Soul Strike, Combat Focus

Class Features

As a battle mind, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per battle mind level
  • Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per battle mind level

Psionics

When you take this advanced class at 3rd level, you are able to use your psionic powers to cast spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

At 3rd level, you know two cantrips of your choice from the psion spell list. You learn additional an additional psion cantrip at 10th level.

Psi Points

Rather than using spell slots to cast spells, you have a pool of psi points which power your spellcasting. To cast a spell, you must expend a number of points from this pool dependent on the level of the spell, as shown in the Psi Point Costs table. You regain all expended psi points when you finish a long rest.

You can cast spells at higher levels where available by expending the point cost of a higher level spell slot.

For example, if you know the 1st-level spell dissonant whispers and have least 3 psi points remaining, you can cast dissonant whispers at 1st-level by expending 2 psi points, or at 2nd-level by expending 3 psi points.

Psi Point Costs
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
Battle Mind Psionics
Hero Level Psionics Die Cantrips Known Spells Known Psi Points Max Spell Level
3rd 1d4 2 3 4 1st
4th 1d4 2 4 6 1st
5th 1d6 2 4 6 1st
6th 1d6 2 4 6 1st
7th 1d6 2 5 14 2nd
8th 1d8 2 6 14 2nd
9th 1d8 2 6 14 2nd
10th 1d8 3 7 17 2nd
11th 1d8 3 8 17 2nd
12th 1d8 3 8 17 2nd
13th 1d10 3 9 27 3rd
14th 1d10 3 10 27 3rd
15th 1d10 3 10 27 3rd
16th 1d10 3 11 32 3rd
17th 1d12 3 11 32 3rd
18th 1d12 3 11 32 3rd
19th 1d12 3 12 38 4th
20th 1d12 3 13 38 4th

Learning Spells of 1st Level and Higher

When you take this advanced class, you know three 1st-level psion spells of your choice.

The Spells Known column of the Battle Mind Psionics table shows when you learn more psion spells of 1st level or higher, and the Max Spell Level column indicates the highest level these spells can be. For instance, when you reach 7th level, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Intelligence is your spellcasting ability for your psion spells, since your spells draw from your mental energy. 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 abjurer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Psionic Strike

At 3rd level, you gain the ability to empower your attacks with psionic energy. Once per turn, when you hit with a melee weapon that you’re proficient with and deal damage, you can roll a psionics die (as shown in the Psionics Die column of the of the Battle Mind Psionics table) and deal additional force damage equal to the die rolled. Additionally, this weapon attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Psychic Boomerang

Beginning at 3rd level, you can use your powers to throw a weapon and return it to your hand. As a bonus action, you can spend 1 psi point to have one one-handed melee weapon you are wielding gain the thrown property with a range of 30/120 until the end of your turn. Additionally, whenever you throw this weapon as part of an attack, it instantly returns to your hand as part of the same attack.

Psychic Shield

Starting at 7th level, you have resistance to psychic damage. Additionally, when you take damage, you can use your reaction to expend up to 4 psi points. Roll a number of psionics die equal to the number of points expended, and reduce the damage by that total.

Battle Psionics

Beginning at 7th level, when you use your action to Attack, you can expend 2 psi points to cast a battle mind cantrip with a casting time of one action as a bonus action.

Empowered Psionic Strike

At 10th level, your ability to empower your attacks with psionic energy improves. When you use your psionic strike, you may spend up to 3 psi points to roll an additional number of psionics dice equal to the number of psi points expended, and add the total to the force damage dealt.

Additionally, when a creature is hit by your Psionic Strike or they take damage from one of your battle mind cantrips, they must make a Strength saving throw against your spell save DC. On a failed save, you can choose to move them up to 10 feet away from you or knock them prone

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Mental Backlash

Starting at 14th level, when you use your Psychic Shield feature to reduce the damage of an attack by a creature, you deal psychic damage to the creature equal to half the total rolled.

Soul Strike

At 18th level, when you deal damage to a target through your psionic strike attack or a battle mind cantrip, you can force the target to make a Charisma saving throw against your spell save DC or be stunned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.

Once you have used this ability, you cannot use it again until you finish a long rest.

Combat Focus

Beginning at 18th level, you have advantage on Constitution saving throws to maintain your concentration.

Telepath

The Telepath manifests mental powers associated with touching other minds, moving objects with a thought, and influencing the thoughts of others. These powers represent a different use for the energy produced by the mind and body of all living things. For the Telepath, mental powers take the form of thoughts made real. Through meditation and strict mental discipline, they find a deep reservoir of power within themself — power that can be tapped to turn a thought into a strong defense or a deadly weapon.

Select this advanced class if you want your character to master the psionic art of mental contact.

The Telepath
Level Features
3rd Psionics, Telepathy, ESP
7th Mental Assault, Inner Focus
10th Telikinesis, Superior ESP
15th Power Surge
18th Improved Psychokinesis, Second Nature

Class Features

As a telepath, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per telepath level
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per telepath level

Psionics

When you take this advanced class at 3rd level, you are able to use your psionic powers to cast spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

At 3rd level, you know two cantrips of your choice from the psion spell list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known columnn of the Telepath Psionics table.

Psi Points

Rather than using spell slots to cast spells, you have a pool of psi points which power your spellcasting. To cast a spell, you must expend a number of points from this pool dependent on the level of the spell, as shown in the Psi Point Costs table. You regain all expended psi points when you finish a long rest.

You can cast spells at higher levels where available by expending the point cost of a higher level spell slot.

For example, if you know the 1st-level spell dissonant whispers and have least 3 psi points remaining, you can cast dissonant whispers at 1st-level by expending 2 psi points, or at 2nd-level by expending 3 psi points.

Psi Point Costs
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Telepath Psionics
Hero Level Cantrips Known Spells Known Psi Points Max Spell Level
3rd 2 3 6 1st
4th 3 4 6 1st
5th 3 4 14 2nd
6th 3 4 14 2nd
7th 3 5 17 2nd
8th 3 6 17 2nd
9th 3 6 27 3rd
10th 4 7 27 3rd
11th 4 8 32 3rd
12th 4 8 32 3rd
13th 4 9 38 4th
14th 4 10 38 4th
15th 4 10 44 4th
16th 4 11 44 4th
17th 4 11 57 5th
18th 4 11 57 5th
19th 4 12 64 5th
20th 4 13 64 5th

Learning Spells of 1st Level and Higher

When you take this advanced class, you know three 1st-level psion spells of your choice.

The Spells Known column of the Telepath Psionics table shows when you learn more psion spells of 1st level or higher, and the Max Spell Level column indicates the highest level these spells can be. For instance, when you reach 7th level, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Intelligence is your spellcasting ability for your psion spells, since your spells draw from your mental energy. 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 abjurer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Telepathy

Starting at 3rd level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.

ESP

At 3rd level, you gain the ability to probe other creatures’ minds. You can cast detect thoughts once using this ability. Once you do so, you cannot do so again until you finish a short or long rest.

Whenever you cast detect thoughts, whether using this ability, your Psionics feature, or from some other ability, it has the following modifications:

  • It does not require concentration.
  • The benefits that require you to use an action instead require the use of a bonus action.
  • If you use the option to probe deeper and the target fails its Wisdom saving throw, it is vulnerable to psychic damage you inflict until the end of your next turn.

Mental Assault

You are skilled at using your powers to open up a psychic highway between you and your target.

Beginning at 7th level, when you succeed on a spell attack roll against a creature or a creature fails its saving throw against one of your spells, you can spend a psi point to have that creature gain vulnerability to either psychic damage or force damage until the end of your next turn.

Inner Focus

Starting at 7th level, you have learned to regain some of your mental energy by briefly clearing your mind. When you finish a short rest roll 1d10. You recover a number of psi points equal to the number rolled + your Intelligence modifier.

Psychokinesis

Starting at 10th level, you gain the ability to transform your thoughts into tangible force. You can cast telekinesis once using this ability. Once you do so, you cannot do so again until you finish a short or long rest.

Whenever you cast telekinesis, whether using this ability, your Psionics feature, or from some other ability, it has the following modifications:

  • The spell does not require concentration.
  • The benefits that require you to use an action instead require the use of a bonus action.
  • The spell’s duration is 1 minute, and you cannot choose a new target after selecting your initial one. This restriction no longer applies once you reach 9th level.

Superior ESP

At 10th level, your proficiency with invading the minds of others grows. You gain the following additional benefits when you cast the spell:

  • The spell now targets a number of creatures equal to your Intelligence modifier (minimum 1).
  • If you use the option to probe deeper and the target fails its Wisdom saving throw, you can choose to charm or frighten it instead of making it vulnerable to psychic damage. It makes another Wisdom saving throw at the end of its turn, ending the effect you choose effect with a successful save. the effect also ends immediately if it takes damage from you or your allies.

Power Surge

Beginning at 15th level, you are capable of straining your mind and body past their limits when in dire straights. On your turn, you can spend 2 psi points to enter a surge as a bonus action.

While surging, you gain the following benefits:

  • You have advantage on Intelligence checks and Intelligence saving throws.
  • When you make a spell attack roll, you can spend a psi point to gain advantage on that roll.
  • When a creature makes a saving throw against one of your spells, you can spend a psi point to impose disadvantage on that roll.
  • You add your Intelligence modifier to any damage you deal with your psion cantrips.
  • You have a flying speed equal to your walking speed.

Additionally, at the end of each of your turns, you consume one psi point maintaining your empowered state.

Your surge lasts for 1 minute. It ends early if you are knocked unconscious or if you run out of psi points. If your surge ends because you run out of psi points, you suffer one level of exhaustion. You can also end your surge as a bonus action.

Improved Telikinesis

At 18th level, you master the full potential of your mind to project physical force into the world. When you cast telekinesis and each time you select a new target for the spell, you can instead choose a number of targets up to your Intelligence modifier (a minimum of one).

Second Nature

Starting at 18th level, you have become so accustomed to your powers that using them requires almost no effort at all.

Choose 4 spells you know of 3rd-level or lower. The psi point cost for casting those spells is each reduced by 2.

Psion Spells

Cantrips (0 Level)

Blade Ward
Dancing Lights
Friends
Guidance
Gust
Mage Hand
Mending
Message
Minor Illusion
Mold Earth
Psychic Slam*
Rattle*
Resistance
Thaumaturgy
Thunderclap
True Strike

1st Level

Animal Friendship
Bane
Burning Hands
Catapult
Cause Fear
Charm Person
Colour Spray
Command
Comprehend Languages
Detect Magic
Disguise Self
Dissonant Whispers
Earth Tremor
Feather Fall
Heroism
Jump
Mage Armour
Magic Missile
Shield
Silent Image
Sleep
Speak with Animals
Tasha's Hideous Laughter
Tenser's Floating Disk
Thunderwave

2nd Level

Alter self
Arcane Lock
Augury
Blindness/Deafness
Blur
Calm Emotions
Cloud of Daggers
Continual Flame
Cordon of Arrows
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Dust Devil
Earthbind
Enhance Ability
Enthrall
Find Traps
Gentle Repose


Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Weapon
Mind Spike
Mirror Image
Misty Step
Nystul's Magic Aura
Phantasmal Force
Pyrotechnics
See Invisibility
Shadow Blade
Shatter
Silence
Spider Climb
Suggestion
Warding Wind
Web
Zone of Truth

3rd Level

Blink
Clairvoyance
Conjure Barrage
Counterspell
Dispel Magic
Fear
Feign Death
Fireball
Fly
Hypnotic Pattern
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Protection from Energy
Revivify
Sending
Slow
Tongues
Vampiric Touch
Water Walk
Catnap
Enemies Abound
Life Transference
Thunder Step

4th Level

Arcane Eye
Banishment
Charm Monster
Compulsion
Confusion
Dominate Beast
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Otiluke's Resilient Sphere
Phantasmal Killer
Shadow of Moil

5th Level

Animate Objects
Bigby's Hand
Cone of Cold
Contact other Plane
Control Winds
Dominate Person
Dream
Far Step
Geas
Hold Monster
Mislead
Modify Memory
Scrying
Seeming
Skill Empowerment
Steel Wind Strike
Synaptic Static
Telekinesis
Teleportation Circle
Transmute Rock
Wall of Force

Psychic Slam

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You accost a creature or object within range with invisible force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and is pushed 5 feet away from you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Rattle

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You disorient a creature within range as you muddle its mind. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and have disadvantage on the next Intelligence saving throw it makes before the end of your next turn. If this damage triggers a saving throw to maintain concentration, the target has disadvantage on that saving throw.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

Credits

Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

 

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