Another Illustration from our Lunchtime D&D campaigns. This is a friend’s Dwarf Battlemind facing off against a swarm of Carrion Crawlers in a disgusting sewer! It was a pretty impressive round, he downed one and immobilized another. I had to draw it the showdown! So here’s the sketch at the table on the post-it note and the photoshopped version.
This class uses the spells learned and spells slots same as a Paladin.
Hit points 1d10 per paladin level
Hit points at 1st: 10 + con mod
Hit points at higher levels: 1d10 (or 6) + con mod per Psychic warrior level after 1st
Armor: All Armor, Shields
Weapons, Simple Weapons, Martial Weapons,
Saving Throws: Intelligence, Constitution
Awoken Mind: As a action you can open your mind, Until the end of your turn you know the location of any creature that can cast spells, has spell like abilities, or psionics within 60ft of you. You know which of the three it is but you do not know any facts about the creature. You can use this number of times 1+your INT mod
Mend the body: You can patch your body temporary together to get through a fight. As a bonus action you can gain temp hit points. The pool you can pull this temp HP from is 5x times your psychic warrior level.
At 2nd lvl Fighting Styles: Dueling, Great Weapon fighting, Protection, Two weapon fighting
at 2nd lvl Spell casting: Same as paladin Spellcasting except that you use INT for the spell casting state.
Spell Casting focus: Your weapon
at 2nd lvl Strength of Mind: Expending one psychic warrior spell slot to deal psychic when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus ld8 for each spell level higher than 1st, to a maximum of 5d8. the damage increases by 1d8 if the target is a aberration or fey
Mind and Body: By 3rd level, the psionic power flowing through you makes you immune to disease.
Mental Order: at 3rd level you join a mental order, currently there is only order of meta location
Mental fortitude: at level 6th Add your INT modifier to your AC.
Impenetrable mind: at level 10 You cannot be frightened and have advantage to saving throws against being charmed.
Improved Strength of mind: at level 11 All attacks you hit with deal a extra 1d8 psychic damage.
Mental purity: You can end a spell that is affecting you. You can use this feature equal to your INT mod. You regain uses when you finish a long rest.
Armor of agathys
Detect Evil and Good
Pass without Trace
Protection from energy
Bigness Hand (it is invisible)
Wall of Force
Order of Meta Location
Order of Meta Location Spells
Jump, Expeditious Retreat
invisibility, Misty Step
Dimension Door, Greater Invisibility
Mislead, Teleportation Circle
Meta Speed: Using your Channel Psionics to increase your speed. Add 10ft to your speed for 1 minute
Speed of thought: Use your channel divinity as a reaction. If you would be surprised you are no longer surprised and you gain +5 to initiative roll.
Strike Back: at level 7, If you are hit by a ranged attack you can move your speed as a reaction in the direction of the creature.
Untethered: At level 15, As a bonus action you can cast blink. You can end this a free action.
Omnipresent:at level 20 you can invoke your psionic might into your body become a creature that can be anywhere at any time. This lasts for 5 minutes. your movement becomes a teleportation speed of 60ft, Casting Psychic warrior spells is a bonus action. You regain this ability after a long rest.
Here’s my latest drawing. It’s a Warforged Battlemind named Titan. I drew it as another part of limeskeleton7 ’s surprise gifts for his D&D Dark Sun session that he runs in the summer. This is a depiction of one of the player’s characters. Next, I’ll be drawing the other three, which consist of a pixie, gnome, and I forgot what the third was. limeskeleton7 gets the descriptions from his players and I’ve been drawing them. once I’m done drawing them all, I’ll start coloring the pictures next week!
My first ever character, Sixteen. He’s a Warforged Battlemind with kick-ass armblades.
Sixteen suffered from the same problem I think most first-characters do: He didn’t have much of a personality. Luckily, I could put it down to him being, well, a robot. He also died in Tomb of Horrors, but it’s cool; he got better.
I had a dream of a monster - a terrible gnoll! He could teleport himself instantly, a truly frightening power! I was scared at first, but the dream was not a nightmare. I think, perhaps, he might have been a hero? I hope so. I wish him luck, wherever he might be now.