I can bend the desires of mortals and immortals to my will.
CLASS TRAITS
Role: Controller. You can mentally influence the actions of your foes, and you can toss your enemies around the battlefield with psionic force.Power Source: Psionic. You direct psionic energy from within your own mind, focusing that power through meditation and contemplation. Your magic works on the minds of others or manifests your will as a physical force in the world.Key Abilities: Intelligence, Charisma, WisdomArmor Proficiencies: Cloth.Weapon Proficiencies: Simple melee, simple ranged.Implement: Orbs, StaffsBonus to Defense: +2 Will.Hit Points at 1st Level: 12+ Constitution Score.Hit Points per Level Gained: 4Healing Surges per Day: 6+ Constitution Modifier.Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis).Build Options: Telepathic Psion.Class features: Discipline Focus, Psionic Augmentation, Ritual Casting.
Your mental barrage momentarily confuses an enemy.
Encounter PsionicMinor Action Ranged 10
Target: One creatureLevel 11: One or two creaturesLevel 21: One, two, or three creatures
Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn.
First published in Player's Handbook 3.
You communicate telepathically with a creature.
Encounter PsionicFree Action Ranged 20
Target: One Creature
Effect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.
You insert thoughts of defeat into your foes’ minds, sapping their will to fight.
At-Will Augmentable, Implement, Psionic, PsychicStandard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.
Hit: 2d6 + Intelligence modifier psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier until the end of your next turn.
You sift through your foe’s mind for the mental representation of yourself within it and brutally rip it out.
At-Will Augmentable, Implement, Psionic, PsychicStandard Action Ranged 10
Target: One creature
Hit: 1d6 + Intelligence modifier psychic damage, and you become invisible to the target until the start of your next turn.
Hit: As above, but the invisibility lasts until the end of your next turn.
Range: Area burst 1 within 10 squares
Hit: 2d6 + Intelligence modifier psychic damage, and you become invisible to the target until the start of your next turn.
You unleash a psychic assault on your foe’s mental pathways. You can increase the assault’s intensity to weaken your foe’s defenses.
Hit: 1d10 + Intelligence modifier psychic damage.
Special: You can use this power unaugmented as a ranged basic attack.
Hit: As above, and the target takes a penalty to Will equal to your Charisma modifier until the end of your next turn.
Hit: 2d10 + Intelligence modifier psychic damage, and the target takes a penalty to all defenses equal to your Charisma modifier until the end of your next turn.
You assault your enemy with a psychic bolt, impairing its ability to withstand further assaults on its mind.
Daily Implement, Psionic, PsychicStandard Action Ranged 20
Attack: Intellegence vs. Will
Hit: 3d8 + Intelligence modifier psychic damage.
Miss: Half damage.
Effect: The target gains vulnerable 5 psychic (save ends).
You craft an insidious idea barbed with contradictions and horrors and project it into the mind of your foe. The thought then tries to invade other foes’ minds.
Daily Implement, Psionic, PsychicStandard Action Ranged 10
Primary Target: One creature
Primary Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends).
Miss: Half damage, and ongoing 3 psychic damage (save ends).
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends).
A shimmering fortress of mind-generated force springs into being, deflecting certain attacks.
Encounter PsionicImmediate Interrupt Personal
Trigger: You are hit by an attack
Effect: Choose a defense. Until the end of your next turn, you gain a power bonus to that defense equal to your Charisma modifier.
You send currents of energy into your ally’s mind and body, empowering your comrade to achieve exceptional deeds.
Daily PsionicMinor Action Ranged 10
Target: One ally
Effect: Choose a skill. The target gains a +3 power bonus to checks using that skill until the end of the encounter.
You weaken your foe’s sense of self and force it to betray a comrade.
At-Will Augmentable, Charm, Implement, PsionicStandard Action Ranged 10
Target: One enemy
Hit: You slide the target 1 square to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll equal to your Charisma modifier.
Hit: As above, and the target gains a bonus to the damage roll equal to your Charisma modifier.
Hit: You slide the target a number of squares equal to your Charisma modifier to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll and the damage roll equal to your Charisma modifier. The target is also dazed until the end of your next turn.
You send tendrils of thought burrowing into your foes’ minds, compromising their resilience. By increasing the size of the tendrils, you can make your foes more susceptible to harm.
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to Fortitude until the end of your next turn.
Hit: As above, but the penalty to Fortitude equals your Charisma modifier.
Hit: 2d8 + Intelligence modifier psychic damage. If an attack hits the target’s Fortitude before the end of your next turn, that attack deals extra damage equal to your Charisma modifier.
You pull on the invisible threads of your foe’s self-knowledge, scrambling its mind and confusing its alliances.
Daily Charm, Implement, Psionic, PsychicStandard Action Ranged 10
Hit: 3d6 + Intelligence modifier psychic damage, and the target makes a melee basic attack as a free action against a creature of your choice, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
You emanate a hypnotic ripple of psychic influence among your foes.
Daily Implement, Psionic, PsychicStandard Action Area burst 1 within 10 squares
Target: Each enemy in burst
Hit: 2d6 + Intelligence modifier psychic damage, and the target is dazed (save ends).
Miss: The target is dazed until the end of your next turn.
Your enemies’ ability to pay attention to you fades. You recede to the edge of their vision as nothing but a blurred shadow.
Daily PsionicMinor Action Personal
Effect: Until you hit any creature with an attack or until the end of the encounter, you are invisible to your enemies if you are not their nearest enemy.
You clamp invisible wedges of force onto space itself, tethering yourself and your allies against forced movement.
Daily PsionicStandard Action Personal
Effect: You become immune to forced movement until the end of your next turn. In addition, your allies are immune to forced movement while within 5 squares of you. If you move, the effect ends.
Sustain Minor: The effect persists.
You lance your foe’s mind with mental trauma, which makes it vulnerable to psychic damage. If you choose, you can strip away its psychic resistances.
Hit: 1d8 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to your Charisma modifier until the end of your next turn.
Hit: As above, but the vulnerability equals 5. The target loses resistance to psychic damage until the end of your next turn.
Hit: 2d8 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to 5 + your Charisma modifier until the end of your next turn.
You grasp your foe with a hand of shimmering force, slowing it. You can hold the foe in place if you infuse the hand with enough power.
At-Will Augmentable, Force, Implement, PsionicStandard Action Ranged 10
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage, and the target is slowed until the end of your next turn.
Target: One creature or two creatures adjacent to each other
Target: One or two creatures
Hit: 2d8 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn.
You blast your foes with a torrent of psychic energy, which sends shock waves through the air like heat waves off desert sand.
Daily Implement, PsionicStandard Action Close blast 5
Target: Each creature in blast
Hit: The target is stunned (save ends).
You overload your foe’s senses with a blaring, flashing, odoriferous mental onslaught that only it can perceive.
Hit: 2d10 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends).
Effect: Until the end of your next turn, the target takes a –2 penalty to attack rolls and to all defenses, and it can’t take opportunity actions.
You draw on your reservoir of psionic power to bolster yourself against a debilitating effect.
Trigger: An effect dazes, dominates, or stuns you
Effect: You make a saving throw against the triggering effect. If you save, the triggering effect doesn’t affect you.
You force a short-range telepathic connection on your foe. Every time your enemy’s mind is damaged, you draw invigorating energy from it.
Daily PsionicStandard Action Ranged 20
Target: One creature.
Effect: Until the end of the encounter, whenever the target takes psychic damage while within 10 squares of you, you gain temporary hit points equal to 5 + your Charisma modifier.
You pull disquieting images from your foes’ minds and combine the images into horrific hallucinations, which you use to disorient those foes.
At-Will Augmentable, Implement, Psionic, PsychicStandard Action Ranged 20
Hit: 1d8 + Intelligence modifier psychic damage, and the target grants combat advantage to the next creature that attacks it before the end of your next turn.
Hit: As above, and the target takes a penalty to Reflex equal to your Charisma modifier until the end of your next turn.
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
You fray your foe’s offensive abilities with a psychic lance of disruption.
Hit: 1d8 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Hit: As above, but the penalty equals your Charisma modifier and applies only to the target’s next attack roll that isn’t a basic attack before the end of your next turn.
Hit: 3d8 + Intelligence modifier psychic damage, and the target takes a penalty equal to your Charisma modifier to the next attack roll it makes before the end of your next turn.
A silvery ray of psychic compulsion lances into your foe’s innermost thoughts, dazing it long enough for you to assume control of its actions.
Daily Charm, Implement, Psionic, PsychicStandard Action Ranged 20
Hit: The target is dominated (save ends).
Aftereffect: The target takes ongoing 10 psychic damage (save ends).
Miss: The target takes ongoing 10 psychic damage (save ends).
You sever one of your foe’s mental pathways, causing searing pain. You can exploit that mental wound whenever the foe harms your friends, renewing your own vitality.
Hit: 3d8 + Intelligence modifier psychic damage, and the target is dazed (save ends). While the target is dazed by this power, you gain temporary hit points equal to 1d8 + your Charisma modifier whenever the target deals damage to another creature.
You send a charge of psionic energy into yourself or an ally, delaying an adverse effect.
Encounter PsionicFree Action Melee touch
Trigger: You or an ally is subjected to an effect that a save can end.
Target: You or the ally
Effect: The target isn’t subjected to the effect until the end of his or her next turn and can’t start making saving throws against the effect until after that turn.
You can see the shades of things to come a heartbeat before they occur, granting you a sliver of time in which to alter events.
Effect: Roll a d20. Once during this encounter, you can use that roll’s result in place of one of your attack rolls, saving throws, skill checks, or ability checks or in place of an enemy’s attack roll against you.
You jolt your foe’s psyche, disrupting its concentration and allowing an ally to strike the foe during the lapse. By channeling more psionic energy, you can create an opening for several allies to exploit.
At-Will Augmentable, Implement, PsionicStandard Action Ranged 10
Hit: One ally adjacent to the target can make an opportunity attack against it as a free action, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
Hit: As above, and the ally gains combat advantage for the opportunity attack.
Hit: Each of your allies adjacent to the target can make an opportunity attack against it as a free action, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
You manifest a glowing symbol over your enemy’s head. The symbol moves with your foe, helping reveal its location. At your choosing, the symbol can intensify your foe’s pain.
Hit: 1d10 + Intelligence modifier psychic damage. Until the end of your next turn, the target cannot benefit from concealment or total concealment.
Hit: As above, and the target grants combat advantage until the end of your next turn.
Hit: 2d10 + Intelligence modifier psychic damage. Until the end of your next turn, the target cannot benefit from concealment or total concealment, and it gains vulnerability to all damage equal to your Charisma modifier.
You crush some of your enemies’ mental processes. The enemies’ bodies spasm with the pain that lingers.
Hit: 3d8 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends). If the target is bloodied, it is also dazed (save ends).
Miss: Half damage. If the target is bloodied, it is dazed until the end of your next turn.
You plunge a thread of command into your foe’s mind, forcing the foe to turn on its ally. You draw psionic power from your foe, and you gain vitality if the foe hits its companion.
Hit: 2d10 + Intelligence modifier psychic damage, and the target makes a basic attack as a free action against a creature of your choice. If that attack hits, you gain temporary hit points equal to the damage it deals.
Miss: The target makes a basic attack as a free action against a creature of your choice. If that attack hits, you gain temporary hit points equal to your Charisma modifier.
Effect: You regain 1 power point.
When you catch your breath, you experience a rush of psionic vigor.
Daily PsionicFree Action Personal
Trigger: You use your second wind.
Effect: You regain 2 power points.
The ground falls away as you effortlessly propel yourself upward.
Effect: You gain a fly speed of 8 and can hover until the end of the encounter.
You send shards of psychic aggression ripping through your enemies, scarring their minds. When those foes move, you can intensify the pain.
Hit: 2d10 + Intelligence modifier psychic damage, and the target gains vulnerability to psychic damage equal to your Charisma modifier until the end of your next turn.
Hit: 4d8 + Intelligence modifier psychic damage, and the target takes psychic damage equal to your Charisma modifier for each square it moves on its next turn.
With a thought, you force your foe to attack one of its companions. With greater concentration, your control becomes absolute.
At-Will Augmentable, Charm, Implement, Psionic, PsychicStandard Action Ranged 10
Hit: You slide the target a number of squares equal to your Charisma modifier. The target then makes a basic attack as a free action against a creature of your choice, with a bonus to the attack roll and the damage roll equal to your Charisma modifier.
Hit: As above, and the target takes 10 psychic damage if its attack misses.
Hit: The target is dominated until the end of your next turn. Until the domination ends, the target gains a bonus to attack rolls and damage rolls equal to your Charisma modifier.
You project a fragment of your consciousness into your enemy’s mind, disorienting the enemy and creating a temporary clone of your will within it that you can use to channel your magic.
Hit: 2d8 + Intelligence modifier psychic damage, and the target takes ongoing 10 psychic damage and is stunned (save ends both). While the target is stunned by this power, you can use a square in the target’s space as the origin square of your psionic implement powers.
Miss: Half damage, and the target is dazed (save ends).
Psychic energy pierces your foe’s sense of self, distracting the foe so that you can assume control of its actions.
Aftereffect: 2d10 + Intelligence modifier psychic damage, and the target is dominated until the end of its next turn.
Miss: The target is dazed (save ends).
Aftereffect: 1d10 psychic damage, and the target grants combat advantage until the end of its next turn.
You unleash a blast of force, which tears into your foes, leaving them off balance. You can focus the blast to knock your enemies senseless.
At-Will Augmentable, Force, Implement, PsionicStandard Action Close blast 3
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage, and the target gains vulnerability to force damage equal to your Wisdom modifier until the end of your next turn.
Hit: 2d8 + Intelligence modifier force damage, and the target is stunned until the end of your next turn.
You pull a veil over your foes’ senses, hiding yourself and your allies. With a little more power, you can blind your enemies.
At-Will Augmentable, Implement, Psionic, PsychicStandard Action Area burst 1 within 20 squares
Hit: 1d8 + Intelligence modifier psychic damage, and you and each ally adjacent to you are invisible to the target until the end of your next turn.
Range: Area burst 2 within 20 squares
Hit: 2d10 + Intelligence modifier psychic damage, and you and each ally adjacent to you are invisible to the target until the end of your next turn.
Hit: 3d8 + Intelligence modifier psychic damage, and the target is blinded until the end of your next turn.
You blast your foe with a cacophony of conflicting images and muscle commands, replacing its perception of reality with sights, sounds, and smells that don’t exist.
Hit: 5d8 + Intelligence modifier psychic damage, and the target is deafened (save ends), blinded (save ends), and slowed (save ends).
Miss: Half damage, and the target is blinded (save ends).
Effect: Until the power’s effects end on the target, you can slide it a number of squares equal to your Charisma modifier as a minor action once per round.
You sear your foe with an ebony ray of psychic compulsion, giving it the choice to remain under your domination or pay a terrible price.
Aftereffect: The target chooses either to be stunned until the end of its next turn or to take 3d10 + your Intelligence modifier psychic damage.
Miss: 2d10 + Intelligence modifier psychic damage, and the target is dazed (save ends).
Prerequisite: Psion, Discipline Focus class featureBenefit: You can use each power granted by your Discipline Focus twice per encounter.
Prerequisite: 11th level, psionBenefit: Whenever you daze, dominate, or stun a creature with a psionic effect that a save can end, the creature takes a –2 penalty to its first saving throw against that effect.
Prerequisite: Psion, Send Thoughts powerBenefit: When you use send thoughts to deliver a message to an ally who has power points, you can choose to transfer 1 power point of yours to that ally.
Prerequisite: PsionBenefit: Whenever you hit with an attack power that you augmented with 2 or more power points, you gain a +1 bonus to attack rolls with unaugmented psionic powers until the end of your next turn.
Prerequisite: 21st level, psionBenefit: When you score a critical hit with any psionic psychic power, you gain a +4 bonus to all defenses until the end of your next turn.
Prerequisite: 11th level, psionBenefit: When you hit any enemy with an unaugmented psionic attack power, you gain a +2 bonus to all defenses against melee attacks until the end of your next turn.
The walls of the world are thinner than most suspect. Demons and undead are bad enough, but things far worse seek to break through and feast on reality. I won’t allow it.
Prerequisite: Psion
You brandish the Cerulean Sign, channeling its radiance to shove your foe back so hard that it falls. By channeling a bit more energy, you can affect more enemies.
Encounter Augmentable, Implement, Psionic, RadiantStandard Action Ranged 20
Hit: 1d8 + Intelligence modifier radiant damage, and you push the target 3 squares and knock it prone.
Range: Area burst 1 within 20 squares
By focusing on what’s real, you shut out the psychic tumult damaging you.
Encounter PsionicStandard Action Personal
Trigger: You take psychic damage
Effect: You gain psychic resistance equal to 5 + one-half your level until the end of your next turn.
You emanate a blaze of cerulean fire and shoot it toward your foe, engulfing that enemy in the fire’s fury. The fire continues to burn those tainted by aberration.
Daily Implement, Psionic, RadiantStandard Action Ranged 20
Hit: 4d10 + Intelligence modifier radiant damage.
Hit: Half damage
Effect: You regain 1 power point, and the target takes ongoing 5 radiant damage (save ends). If the target is aberrant, the ongoing damage increases to 10.
This shell of skin, organs, and bones is only a vessel—one I yearn to leave behind to be free of the limitations of matter.
You let fly a psychic harpoon, which disrupts both flesh and incorporeal matter with equal reliability.
Encounter Augmentable, Implement, Psionic, PsychicStandard Action Ranged 20
Hit: 2d10 + Intelligence modifier psychic damage, and you pull the target 1 square. If the target is insubstantial, it loses the insubstantial quality until the end of your next turn.
Hit: 2d12 + Intelligence modifier psychic damage, and you pull the target 5 squares. If you pull the target to a square adjacent to you, the target is immobilized until the end of your next turn. If the target is insubstantial, it loses the insubstantial quality until the end of your next turn.
You cast aside your body, briefly becoming a creature of pure thought.
Daily Implement, PsionicMinor Action Personal
Effect: You become a being of thought until the end of the encounter. In this form, you are insubstantial, gain fly 6 (hover, maximum altitude 2) and a +2 power bonus to AC and Reflex, and can’t take standard actions. You can end the effect as a minor action.
You concentrate on the matter making up your foe. With a psionic strike, you destabilize that matter, and your foe begins to dissolve away.
Daily Implement, PsionicStandard Action Area burst 1 within 20 squares
Hit: 3d6 + Intelligence modifier damage, and ongoing 10 damage (save ends).
First Failed Saving Throw: The target is also dazed (save ends).
Miss: Half damage, and ongoing 5 damage (save ends).