TEXT:  
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Battlemind 
  Rare, gifted warriors known as battleminds fight using their 
  mind not only for tactics and reflexes, but as a weapon in 
  its own right. Battleminds are skilled in both psionic and 
  martial combat, allowing them to use their magic to 
  manipulate and deceive their foes even as their fighting 
  skill lets them carve a swath through enemy ranks. 
  Psionic Powers 
  As a battlemind, you manifest a number of low-level 
  psionic abilities. 
       Power Points. You have a pool 3 power points, which 
  increases as you gain levels in this class, as shown in the 
  Power Points table. You can spend these points to gain a 
  number of different abilities, called Psionic Maneuvers, as 
  shown below. You regain all expended power points when 
  you take a short or long rest. 
       Saving Throw. If one of your psionic abilities calls for a 
  saving throw, the save DC is equal to 8 + your proficiency 
  bonus + your Intelligence modifier. 
   
  Power Points 
  Fighter Level 
  Power Points 
  3rd 
  3 
  7th 
  4 
  10th 
  6 
  18th 
  8 
  Psionic Maneuvers 
  At 3rd level, you can spend your power points on the 
  following abilities. 
       Battlemind's Demand. As a reaction when a creature 
  that you can see attacks you, you can spend 1 power point 
  to cast the spell compelled duel targeting it without 
  expending a spell slot or spell components. 
       Blurred Step. When a creature that you can see adjacent 
  to you moves, you can spend 1 power point and use your 
  reaction to move 10 feet without provoking Opportunity 
  Attacks. 
       Mind Spike. When a creature you can see attacks a 
  target other than you that is within 5 feet of you, you can 
  spend 1 power point and use your reaction to make a spell 
  attack roll against the attacker. On a hit, the target takes 
  1d10 + your Intelligence modifier psychic damage. 
  Telepathy 
  At 7th level, you can focus your psionic power to read the 
  thoughts of others. You can spend 1 power point to cast the 
  detect thoughts spell. As long as you maintain 
  concentration on the spell, you can use a bonus action to 
  send a telepathic message to a creature you are focused on. 
  It can reply—using a bonus action to do so—while your 
  focus on it continues. 
  Distortion Strike 
  By 10th level, once on each of your turns when you attack 
  a creature, you can spend one power point to distort its 
  perceptions. The creature must succeed a Wisdom saving 
  throw or have disadvantage on attack rolls against you on 
  its next turn. 
  Speed of Thought 
  Starting at 15th level, you can move up to half your 
  movement speed when you roll initiative. 
       Additionally, when a creature you can see within 120 
  feet of you misses you with a ranged attack roll, you can 
  spend 3 power points and use your reaction to teleport to an 
  unoccupied space adjacent to it. 
  Augmented Focus 
  By 18th level, you regain all expended power points when 
  you roll initiative. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Battlemind.pdf