Military minds often look into new ways to better command their soldiers, to bolster and strengthen them for the battles to come. Is it any wonder, then, that they have turned to psionics on occasion? The Battlemind is among the finest examples of this principle, and uses telepathy and the occasional chirurgery to keep their fighting force fierce.
## Mentalist Mastermind
At 3rd level you find yourself able to reach out into the minds of others to provide warnings and encouragement. You gain a reservoir of psychic power. This reservoir contains a 1d6 Psi Dice, though you will gain 1 additional dice at levels 5, 10, and 15.
Whenever an ally in your aura takes damage or uses a Maneuver or Focus Feature you may use your reaction to attempt to defend or empower your ally telepathically. When you augment an ally in this way, roll your Psi Dice to reduce the damage they take, or add to the damage of their Maneuver or Focus Feature. You may also augment an Investigation or Insight check by rolling a Psi Dice and adding the value to the total. On a roll of a 1 or a 2, the die is lost. On a roll of the maximum value of the die you instead recover one, if any, lost die. You recover all of your Psi Dice at the end of a long rest and during a short rest can trade 1 HD for 1 Psi Die. HD used in this way provide no HP recovery.
## Psychic Combat
Also at 3rd level you gain proficiency in the Awakened Mind combat tradition. This is in addition to any combat traditions that you know from other sources.
## Shield of Thought
At 6th level your ability to defend your allies telepathically increases. Creatures in your aura cannot have their thoughts read unless you allow it, and you may use your reaction to provide a saving throw bonus you may protect a number of creatures equal to your Charisma modifier. To do so, roll a psi die and add the result as a bonus on the saving throw.
## Psychic Bleed
At 11th level touching the minds of your allies can cause you to ache on their behalf. But unlike most commanders, you can turn that ache into support. When an ally in your commanding presence fails a death saving throw, even their final death save, you may use your reaction to roll a psi die, which is lost as if you rolled a 1, and heal your ally for the value rolled.
## Telepathic Tally
At 15th level your knowledge of limited resources expands to your allies. During a short rest, choose a number of willing creatures up to your proficiency bonus. During the short rest, all of their resources, such as hit points, hit dice, psi dice, spell slots, and spell points, become temporarily shared. Each member of the group can willingly give up a resource to restore an equal amount of that resource in an ally.
For example the wizard could give the cleric a 3rd level spell slot if the cleric has expended at least one 3rd level spell slot. Or an esper can give a fighter a psi die if their reservoir has room. The berserker could give the rogue 20hp from their total.
Once you have performed the Telepathic Tally you may not do so again until you have taken a long rest.
## Unity’s Call
At 18th level you gain the ability to temporarily call upon a function of the Unity Thoughtform. As a bonus action you can begin the unity’s call, choosing a number of creatures within your commanding presence up to your proficiency bonus. For the next minute your rallying surge affects all members of the unity’s call. In addition, when you grant an ally the ability to make an attack or use a cantrip as a reaction, choose one other member of the unity’s call that may also do so. A member of the unity’s call does not have to be within your commanding presence to benefit from these effects.
You may use this ability once per long rest.