The powers are in a fucked up order, but that's because WotC's system is a little weird. I can't be arsed to fix them, hopefully someone else will. Enjoy. -BEHEMOTHY
Everything's been fixed up. It was a simple matter of rearranging the power blocks in the source .html and deleting redundant ones. -Ads/THF

Psion

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, Wisdom

Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Orbs, Staffs
Bonus to Defense: +2 Will.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 4
Healing 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.

Psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assume command of even the least desire of their foes. Psions make manifest their secret wishes when others can only dream.

You know the mental pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability’s first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many.

A flare of mental energy warms you, the thoughts of friends and foes glitter like stars all about you, and your thoughts themselves are weapons half sheathed. If a god can reshape the world and you can enthrall a god, what does that make you?

CREATING A PSION

All psions rely on Intelligence. Psions also benefit from a high Charisma or Wisdom, depending on which expression of the class they favor. Psions often choose feats, skills, and powers to complement the ability score related to their choice of focus.

TELEPATHIC PSION

As a telepathic psion, you focus on influencing your enemies’ minds. You choose powers that persuade foes to mistake friend for foe, that crush minds in your psychic grip, and that take control of an enemy’s will. Your attack powers use Intelligence; make it your highest ability score. Powers tailored for your build often use Charisma, so it should be your second-best score. Select powers that help you control your enemies and make the best use of your high Intelligence and Charisma scores.
    Suggested Featgested Class Feature: Telepathy Focus
    Suggested Skills: Arcana, Bluff, Diplomacy, Insight
    Suggested At-Will Powers:
    Suggested Encounter Power:
    Suggested Daily Power: ted Class Feature: Telepathy Focus
Suggested Skills: Arcana, Bluff, Diplomacy, Insight
    


PSION CLASS FEATURES

Psions have the following class features.

DISCIPLINE FOCUS
Psions focus their studies and meditations toward perfecting or understanding a particular concept or manifestation of psionic power. You choose a Discipline Focus option, one of which is presented here.

Telepathy Focus
You gain the powers distract and send thoughts.

Psion Feature Distract

Your mental barrage momentarily confuses an enemy.

Encounter        Psionic
Minor Action      Ranged 10

Target: One creature
Level 11: One or two creatures
Level 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.

Psion Feature Send Thoughts

You communicate telepathically with a creature.

Encounter        Psionic
Free 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.

First published in Player's Handbook 3.


PSIONIC AUGMENTATION
Through discipline and careful study, you have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of at-will powers, each of which is a channel through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal power, represented in the game as power points, that you can use to augment your at-will attack powers, replacing the encounter attack powers that other characters use and giving you greater flexibility in combat.

As a psion, you acquire and use powers in a slightly different manner from other classes.

At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don’t start with any encounter attack powers from your class. You can instead augment your psion at-will attack powers using power points. These powers (and certain others, notably the encounter attack power you gain from a psion paragon path) have the augmentable keyword.

You gain new psion at-will attack powers, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new psion at-will attack power. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one of your augmentable psion at-will attack powers with another one of your level or lower.

Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point pool. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.
You regain all your power points when you take a short or an extended rest.

LevelAt-Will Attack PowersPower Points
1Choose twoGain 2
3Choose oneGain 2 (4 total)
7Replace oneGain 2 (6 total)
13Replace oneGain 1 (7 total)
17Replace oneGain 2 (9 total)
21Gain 2 (11 total)
23Replace oneGain 2 (13 total)
27Replace oneGain 2 (15 total)


The Augmentable Keyword
A power that has the augmentable keyword has optional augmentations, which you can use at the cost of power points. An augmentable power follows these rules, unless the power’s description says otherwise.
    Decide First: You must decide whether and how to augment an augmentable power when you choose to use the power, before you make any attack rolls or apply any of the power’s effects.
    Power Point Cost: An augmentation specifies its cost in power points. You must spend the required power points when you decide to use the augmentation.
    One at a Time: You can use only one of a power’s augmentations at a time, so you can’t, for example, spend 3 power points to gain both the 1-point and the 2-point augmentation for a single power.
    Replace Base Effects: When you augment a power, any change to the power is noted in the augmentation and replaces specific entries in the base power. An augmented version of a power is otherwise identical to the base power.
    At-Will Attack Powers: When a power or some other effect lets you use an at-will attack power, you can choose to use one of your augmentable at-will attack powers, but you must use it unaugmented.
    When a racial trait grants you an at-will attack power of your choice and you choose an augmentable at-will attack power, the power loses its augmentations. However, the power does not lose the augmentable keyword. This means the power is unaugmented when you use it, unless you augment it by some other means.

RITUAL CASTING
Appears in Player's Handbook
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.

RITUALS
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player’s Handbook). You own a ritual book, and it contains a 1st-level ritual of your choice.

Choose either Sending or Tenser’s Floating Disk. Your book also contains that ritual, which you can use without expending components once per day.

IMPLEMENTS

Psions employ orbs and staffs to focus their psionic energy into their powers. When you wield a magic orb or staff, you can add its enhancement bonus to the attack rolls and the damage rolls of psion powers and psion paragon path powers that have the implement keyword. Without an implement, you can still use these powers.

Psion Attack 1Dishearten

You insert thoughts of defeat into your foes’ minds, sapping their will to fight.

At-Will        Augmentable, Implement, Psionic, Psychic
Standard 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.

Augment 1

Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.

Augment 2

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.

Psion Attack 1Memory Hole

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, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 1d6 + Intelligence modifier psychic damage, and you become invisible to the target until the start of your next turn.

Augment 1

Hit: As above, but the invisibility lasts until the end of your next turn.

Augment 2

Range: Area burst 1 within 10 squares

Target: Each creature in burst

Hit: 2d6 + Intelligence modifier psychic damage, and you become invisible to the target until the start of your next turn.

Psion Attack 1Mind Thrust

You unleash a psychic assault on your foe’s mental pathways. You can increase the assault’s intensity to weaken your foe’s defenses.

At-Will        Augmentable, Implement, Psionic, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 1d10 + Intelligence modifier psychic damage.

Special: You can use this power unaugmented as a ranged basic attack.

Augment 1

  Hit: As above, and the target takes a penalty to Will equal to your Charisma modifier until the end of your next turn.

Augment 2

  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.

Psion Attack 1Mental Trauma

You assault your enemy with a psychic bolt, impairing its ability to withstand further assaults on its mind.

Daily        Implement, Psionic, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intellegence vs. Will

Hit: 3d8 + Intelligence modifier psychic damage.

Miss: Half damage.

Effect: The target gains vulnerable 5 psychic (save ends).

Psion Attack 1Ravening Thought

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, Psychic
Standard 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).

Psion Utility 2Intellect Fortress

A shimmering fortress of mind-generated force springs into being, deflecting certain attacks.

Encounter        Psionic
Immediate 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.

Psion Utility 2Skill Empowerment

You send currents of energy into your ally’s mind and body, empowering your comrade to achieve exceptional deeds.

Daily        Psionic
Minor 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.

Psion Attack 3Betrayal

You weaken your foe’s sense of self and force it to betray a comrade.

At-Will        Augmentable, Charm, Implement, Psionic
Standard Action      Ranged 10

Target: One enemy

Attack: Intelligence vs. Will

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.

Augment 1

Hit: As above, and the target gains a bonus to the damage roll equal to your Charisma modifier.

Augment 2

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.

Psion Attack 3Id Insinuation

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.

At-Will        Augmentable, Implement, Psionic, Psychic
Standard 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 Fortitude until the end of your next turn.

Augment 1

Hit: As above, but the penalty to Fortitude equals your Charisma modifier.

Augment 2

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.

Psion Attack 5Crisis of Identity

You pull on the invisible threads of your foe’s self-knowledge, scrambling its mind and confusing its alliances.

Daily        Charm, Implement, Psionic, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

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.

Miss: Half damage.

Psion Attack 5Hypnotic Pulse

You emanate a hypnotic ripple of psychic influence among your foes.

Daily        Implement, Psionic, Psychic
Standard Action      Area burst 1 within 10 squares

Target: Each enemy in burst

Attack: Intelligence vs. Will

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.

Psion Utility 6Mind Shadow

Your enemies’ ability to pay attention to you fades. You recede to the edge of their vision as nothing but a blurred shadow.

Daily        Psionic
Minor 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.

Psion Utility 6Steadfast Stanchion

You clamp invisible wedges of force onto space itself, tethering yourself and your allies against forced movement.

Daily        Psionic
Standard 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.

Psion Attack 7Mind Break

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.

At-Will        Augmentable, Implement, Psionic, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

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.

Special: You can use this power unaugmented as a ranged basic attack.

Augment 1

Hit: As above, but the vulnerability equals 5. The target loses resistance to psychic damage until the end of your next turn.

Augment 2

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.

Psion Attack 7Force Grasp

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, Psionic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Fortitude

Hit: 1d8 + Intelligence modifier force damage, and the target is slowed until the end of your next turn.

Augment 1

Target: One creature or two creatures adjacent to each other

Augment 2

Target: One or two creatures

Hit: 2d8 + Intelligence modifier force damage, and the target is immobilized until the end of your next turn.

Psion Attack 9Mind Blast

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, Psionic
Standard Action      Close blast 5

Target: Each creature in blast

Attack: Intelligence vs. Will

Hit: The target is stunned (save ends).

Miss: The target is dazed until the end of your next turn.

Psion Attack 9Sensory Onslaught

You overload your foe’s senses with a blaring, flashing, odoriferous mental onslaught that only it can perceive.

Daily        Implement, Psionic, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 2d10 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends).

Miss: Half damage.

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.

Psion Utility 10Mind Over Flesh

You draw on your reservoir of psionic power to bolster yourself against a debilitating effect.

Encounter        Psionic
Immediate Interrupt      Personal

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.

Psion Utility 10Intellect Leech

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        Psionic
Standard 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.

Psion Attack 13Dual Hallucination

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, Psychic
Standard Action      Ranged 20

Target: One or two creatures

Attack: Intelligence vs. Will

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.

Augment 1

Hit: As above, and the target takes a penalty to Reflex equal to your Charisma modifier until the end of your next turn.

Augment 4

Hit: 2d8 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.

Psion Attack 13Mind Wipe

You fray your foe’s offensive abilities with a psychic lance of disruption.

At-Will        Augmentable, Implement, Psionic, Psychic
Standard Action      Area burst 1 within 10 squares

Target: Each creature in burst

Attack: Intelligence vs. Will

Hit: 1d8 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

Augment 1

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.

Augment 4

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.

Psion Attack 15Dominate

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, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

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).

Psion Attack 15Psychofeedback

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.

Daily        Implement, Psionic, Psychic
Standard Action      Ranged 10

Target: One or two creatures

Attack: Intelligence vs. Fortitude

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.

Miss: Half damage.

Psion Utility 16Psychic Chirurgery

You send a charge of psionic energy into yourself or an ally, delaying an adverse effect.

Encounter        Psionic
Free 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.

Psion Utility 16Precognitive Step

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.

Daily        Psionic
Minor Action      Personal

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.

Psion Attack 17Forced Opportunity

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, Psionic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

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.

Augment 1

Hit: As above, and the ally gains combat advantage for the opportunity attack.

Augment 4

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.

Psion Attack 17Psychic Brand

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.

At-Will        Augmentable, Implement, Psionic, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: 1d10 + Intelligence modifier psychic damage. Until the end of your next turn, the target cannot benefit from concealment or total concealment.

Special: You can use this power unaugmented as a ranged basic attack.

Augment 1

Hit: As above, and the target grants combat advantage until the end of your next turn.

Augment 4

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.

Psion Attack 19Psychic Crush

You crush some of your enemies’ mental processes. The enemies’ bodies spasm with the pain that lingers.

Daily        Implement, Psionic, Psychic
Standard Action      Area burst 1 within 10 squares

Target: Each enemy in burst

Attack: Intelligence vs. Will

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.

Psion Attack 19Psychic Leech

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.

Daily        Charm, Implement, Psionic, Psychic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

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.

Psion Utility 22Rejuvenate the Mind

When you catch your breath, you experience a rush of psionic vigor.

Daily        Psionic
Free Action      Personal

Trigger: You use your second wind.

Effect: You regain 2 power points.

Psion Utility 22Mind Over Earth

The ground falls away as you effortlessly propel yourself upward.

Daily        Psionic
Minor Action      Personal

Effect: You gain a fly speed of 8 and can hover until the end of the encounter.

Psion Attack 23Daggers of Pain

You send shards of psychic aggression ripping through your enemies, scarring their minds. When those foes move, you can intensify the pain.

At-Will        Augmentable, Implement, Psionic, Psychic
Standard Action      Area burst 1 within 10 squares

Target: Each enemy in burst

Attack: Intelligence vs. Will

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.

Augment 2

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.

Augment 6

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.

Psion Attack 23Sudden Control

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, Psychic
Standard Action      Ranged 10

Target: One enemy

Attack: Intelligence vs. Will

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.

Augment 2

Hit: As above, and the target takes 10 psychic damage if its attack misses.

Augment 6

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.

Psion Attack 25Mind Switch

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.

Daily        Implement, Psionic, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

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).

Psion Attack 25Thrall

Psychic energy pierces your foe’s sense of self, distracting the foe so that you can assume control of its actions.

Daily        Charm, Implement, Psionic, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: The target is dominated (save ends).

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.

Psion Attack 27Concussive Detonation

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, Psionic
Standard Action      Close blast 3

Target: Each creature in blast

Attack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier force damage, and the target is slowed until the end of your next turn.

Augment 2

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.

Augment 6

Hit: 2d8 + Intelligence modifier force damage, and the target is stunned until the end of your next turn.

Psion Attack 27Psionic Veil

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, Psychic
Standard Action      Area burst 1 within 20 squares

Target: Each enemy in burst

Attack: Intelligence vs. Will

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.

Augment 2

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.

Augment 6

Range: Area burst 2 within 20 squares

Hit: 3d8 + Intelligence modifier psychic damage, and the target is blinded until the end of your next turn.

Psion Attack 29Microcosm

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.

Daily        Implement, Psionic, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

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.

Psion Attack 29Soul Break

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.

Daily        Charm, Implement, Psionic, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

Hit: The target is dominated (save ends).

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).


Discipline Adept

Prerequisite: Psion, Discipline Focus class feature
Benefit: You can use each power granted by your Discipline Focus twice per encounter.

First published in Player's Handbook 3.

Dominate Mind

Prerequisite: 11th level, psion
Benefit: 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.

First published in Player's Handbook 3.

Exchange Power

Prerequisite: Psion, Send Thoughts power
Benefit: 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.

First published in Player's Handbook 3.

Precise Mind

Prerequisite: Psion
Benefit: 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.

First published in Player's Handbook 3.

Tower of Iron Will

Prerequisite: 21st level, psion
Benefit: 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.

First published in Player's Handbook 3.

Psychic Defense

Prerequisite: 11th level, psion
Benefit: 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.

First published in Player's Handbook 3.


Cerulean Adept

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

An order of protectors called the Keepers of the Cerulean Sign formed long ago to face the threat of the Far Realm’s collision with reality. The keepers achieved a great victory and fenced out an invading sovereignty of madness behind potent seals. But as often happens, without an imminent threat to face, the protectors slowly faded from history, and their most potent weapons, artifacts known as the Seven Cerulean Seals (also called the Seven Keys), were lost or destroyed.

But the Far Realm remains. Its presence is a barb in reality’s side. Some say psionic power itself is the world’s answer to the Far Realm. Just as a body unconsciously fights off sickness, the universe prepares for some future battle by sowing psionic potential among its denizens.

Your psionic ability alerted you to the growing aberrant threat at a young age. Despite being a psionic weapon against aberrant spawn, you sought out even more potent weapons. While in the depths of a psionic trance, you glimpsed the original Cerulean Seals. There is little hope of recovering them, but you formed an image of them in your mind and created a copy. Like one of the seals, your copy—a Cerulean Sign—consists of a stylized white tree on a sky-blue background. Though imperfect, it is enough to empower you. You have taken up the sign and pledged yourself to the world’s defense.

CERULEAN ADEPT PATH FEATURES

    Cerulean Action (11th level): When you spend an action point to use an at-will attack power that has a 1-point augmentation, you can use that augmentation without spending a power point.
    Cerulean Sign Focus (11th level): You gain a +1 bonus to Will.
    Paragon Power Points (11th level): You gain 2 additional power points.
    All-Seeing Eye (16th level): When you attack with an augmented psionic power, you can score a critical hit on a roll of 19–20. When you attack an aberration with an unaugmented psionic power, you can score a critical hit on a roll of 18–20.

First published in Player's Handbook 3.

Cerulean Adept Attack 11Cerulean Blaze

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, Radiant
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Reflex

Hit: 1d8 + Intelligence modifier radiant damage, and you push the target 3 squares and knock it prone.

Augment 2

Range: Area burst 1 within 20 squares

Target: Each creature in burst

First published in Player's Handbook 3.

Cerulean Adept Utility 12Harden Mind

By focusing on what’s real, you shut out the psychic tumult damaging you.

Encounter        Psionic
Standard 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.

First published in Player's Handbook 3.

Cerulean Adept Attack 20Seal the Threshold

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, Radiant
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Will

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.

First published in Player's Handbook 3.

Uncarnate

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.

Prerequisite: Psion

An uncarnate’s ultimate goal is to become a being of pure mind, unbound by the limits of corporeality. “The flesh is weak, but the mind is strong” is an aphorism among many psions, but uncarnates take it as their guiding truth. They seek to become discarnate, to grow into creatures of pure thought held together by psionic will.
    Uncarnates don’t seek the paths of undeath that some arcanists choose. Though uncarnates using their abilities are sometimes mistaken for wraithlike spirits, such spirits are bound by the chill chains of undeath, not the self-generated will of psionic might.
    You set yourself possibly the greatest psionic challenge: to maintain the clarity and power of your mind as you slowly work at forgetting the flesh that supports it. In the end, it’s only the mind that matters.

UNCARNATE PATH FEATURES

    Flicker into Nothing (11th level): When you spend an action point to attack with a psionic power, you become insubstantial until the end of your next turn.
    Misty Step (11th level): Your psionic attacks ignore the insubstantial quality.
    Paragon Power Points (11th level): You gain 2 additional power points.
    Discarnate Form (16th level): When you spend at least 4 power points to augment a psionic power, you become insubstantial until the end of your next turn.

First published in Player's Handbook 3.

Uncarnate Attack 11Phantom Hook

You let fly a psychic harpoon, which disrupts both flesh and incorporeal matter with equal reliability.

Encounter        Augmentable, Implement, Psionic, Psychic
Standard Action      Ranged 20

Target: One creature

Attack: Intelligence vs. Fortitude

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.

Augment 2

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.

First published in Player's Handbook 3.

Uncarnate Utility 12Shed Body

You cast aside your body, briefly becoming a creature of pure thought.

Daily        Implement, Psionic
Minor 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.

First published in Player's Handbook 3.

Uncarnate Attack 20Dissolve the Flesh

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, Psionic
Standard Action      Area burst 1 within 20 squares

Target: Each enemy in burst

Attack: Intelligence vs. Fortitude

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).

First published in Player's Handbook 3.