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PsioNic POWER’ Options for Ardents, Battleminds, Monks, and Psions ROLEPLAYING GAME SUPPLEMENT Robert J. Schwalb An Marmell

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Page 1: d&d 4e - Psionic Power

PsioNic POWER’Options for Ardents, Battleminds, Monks, and Psions

ROLEPLAYING GAME SUPPLEMENTRobert J. Schwalb • An Marmell

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D o~PsioNic POWERTM

ROLEPLAYING GAME SUPPLEMENTRobert J. Schwalb An Marmell

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CREDITS

Design Art DirectorRobertJ. Schwalb (lead), An Marmell Kate Irwin

Development Cover IllustrationStephen Schubert (lead), William O’Connor

Stephen Radney-MacFarland, Peter SchaeferGraphic Designers

Editing Keven Smith, Leon Cortez, Emi TanjiScott Fitzgerald Gray (lead),

DawnJ. Geluso, Miranda Homer, M. Alexanderiurkat Additional Graphic DesignJino Choi

Managing EditingTorah Cottrill Interior Illustrations

Ralph Beisner, Eric Belisle, Steve Belledin, Kerem Beyit,D&D Creative Manager Thomas Denmark, Wayne England, Mdean Kendree,

Christopher Perkins Roberto Marchesi, Sean Murray, Hector Ortiz,Lucio Parrillo, Mike Schley, Chris Seaman, John Stanko,

D&D Design Manager Matias Tapia, Ben WoottenJames Wyatt

Publishing Production SpecialistD&D Development and Editing Manager Erin Dorries

Andy CollinsPrepress Manager

Director of D&D R&D and Book Publishing Jefferson DunlapBill Slavicsek

Imaging TechnicianD&D Senior Creative Art Director Allison Shinkle

Jon SchindehetteProduction ManagerCynda Callaway

Game rules based on the original DUNGEONS & DRAGONS

rules created by E. Gary Gygax and Dave Arneson, and thelater editions by David “Zeb” Cook (2nd Edition); JonathanTweet, Monte Cook, Skip Williams, Richard Baker, and PeterAdkison (3rd Edition); and Rob Heinsoo, Andy Collins, andJames Wyatt (4th Edition).

620-21094000-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM9 876 5 43 2 1 & LATIN AMERICA Hasbro UK Ltd lndustrialaan 1

First Printing: August 2010 Wizards of the Coast LLC Caswell Way 1702 Groot-BijgaardenISBN: 978-0-7869-5560-2 P.O. Box 707 Newport, Gwent NP9 OYH BelgiumRenton WA 98057-0707 GREAT BRITAIN +32.070.233.277

÷1.800-324.6496 Please keep this address for your records

DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, DARK SUN, Player’s Handbook, Psionic Power, Primal Power, Divine Power, Arcane Power, DraBon, Adventurer’sVault, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast I..I.C in the U.S.A. and other countries. All Wizardscharacters and the distinctive likenesses thereof are property of Wizards of the Coast LLC. This material is protected underthe copyright laws of the United States of America.Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC. Anysimilarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. 2010 Wizards of the Coast LLC.

ViSIT OUR. WEBSITE AT WWWDUNGEONSANDDRAGONS.CON

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iNTRODUCTiON _

A psionic character wields the power of the mind,whether honed by rigorous training or inspired bywild and uncontrollable impulse. Disciplined monkand psion, unhindered ardent and battlemind—psioniccharacters defend the world against dark threats withthe most potent of all arms, the weapon within.

Psionic characters unlock the unexpected powerof their consciousness, bringing it to bear in the fighting techniques they master or the magical effectsthey create. Characters who study the psionics traditions passed down through generations can transcendthe body’s limits, eventually apprehending the wholeof creation with a single thought.

The history ofpsionic power in the DUNGEONS &DRAGONS game dates back to 1976, when the EldritchWizardry supplement to the original DUNGEONS &DRAGONS boxed set introduced a psionics systemthat promised to “enliven games grown stagnant.”The ADVANCED DUNGEONS & DRAGONS game codified and expanded psionics as a distinct and optionalsubsystem ofthe rules, but it wasn’t until 2nd Edition’sComplete Psionics Handbook that psionics became anintegrated part of the game.

Psionics came into its own in 2nd Edition’s popular DARK SUN campaign setting, which left a lastinginfluence on this unique and powerful magic. Inthe 3rd Edition DUNGEONS & DRAGONS game, thatfoundation was rebuilt and expanded into a completesystem ofpsionics use and classes.

4th Edition introduced the psionic power sourceand four psionic classes in Player’s Handbook 3. That

book introduced you to what your psionic charactercan do. Psionic Power”~ is your key to unlocking themind’s secrets in the DUNGEONS & DRAGONS game.

UsiNG THIS BOOKLike Primal Power”, Divine Power”', and Arcane Powerbefore it, Psionic Power focuses on and is organizedaround the four psionic classes—the subtle ardent,the forthright battlemind, the focused monk, and thededicated psion. Each chapter introduces a new classfeature, new powers, and new paragon paths, andalso provides a rich amount ofbackdrop to enhancethe experience of roleplaying a psionic character.Chapter 5, “Psionic Options,” contains more than 100new feats, information on psionics philosophies andorders, details about psionic backgrounds and bloodlines, six new epic destinies, and new magic itemsparticularly suited to psionic characters.

Psionic Power can be used in several ways. You mightwant to create a brand-new character using the buildsand powers presented in this book, putting a differentspin on the standard psionic classes. You might usenew powers to customize an existing character, takingadvantage ofthe retraining rules in the Player’s Handbook. The new feats presented here are equally usefulfor characters using builds from Player’s Handbook 3 orthe new builds presented in the class chapters in thisbook. New paragon paths and psionic bloodlines canprovide unique insights into your character’s development, and new epic destinies can set the tone andgoals ofyour character’s entire adventuring career.

CONTENTS1: ARDENT 4

Playing an Ardent 6New Build 10New Powers 11New Paragon Paths 22

2: BATTLENIND 28Playing a Battlemind 30New Build 34New Powers 35New Paragon Paths 49

3: NONK 54Playing a Monk 56New Build 60New Powers 61New Paragon Paths 74

4: PSION 80Playing a Psion 82New Build 85New Powers 86New Paragon Paths 100

5: PSIONIC OPTIONS 106Psionic Power in the World 108Philosophies and Orders 110The Origin of Psionics 118Psionic Backgrounds 120Psionic Bloodlines 1 24

Elan 124Foulborn 127

New Feats 130Augment Feats 130Heroic Tier Feats 130

Paragon Tier Feats 135Epic Tier Feats 139Multiclass Feats 141

Bloodline Feats 142Epic Destinies 145

CosmicSoul 145Demiurge 146Eighth Seal 147Grandmaster of Flowers 148Master of Moments 149Topaz Crusader 150

Equipment: Superior Ki Focuses.. .151Magic Items 152

Ki Focuses 152Augmentable Items 1 54

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CHAPTER 1

ARDENT __

I

“Myjoy is your anguish. My courage isyourfrar. My pathto victory lies withinyour mind.”

FOR THE ardent, emotions are more than meresensation. Emotion is a weapon you can wield and atool with which the world can be remade. You drawpower from your experience, taking advantage ofyourjoy, your courage, and even your fear. You call on thepower ofyour psionics by focusing your mental state,weaving emotion into a complex web or inflaming yourpassions through sheer force ofwill. Just as you channel this power, you are also a conduit for it. Sensing theemotions of allies and enemies alike, you manipulatethem to suit your purpose with a deft mental touch.

Those who stand at your side are strengthened bythe power that flows from you. Your enemies findtheir own bravery withering, their plans confusedand their hopes shattered by the strength ofyourmental resolve. But the psionic power you wieldcomes at a price. Fear and doubt, dark thoughts andanger can all cloud your concentration.

However you master the energy of emotion andthe mind, this chapter contains a wealth of information to support your ardent character.

4 Playing an Ardent: The ardent’s place in theworld, and how this information can enrich yourplay.

4 New Build and Class Feature: The impetuousardent rejects the traps of sorrow and fear by sheerstrength ofwill, overcoming doubt and hesitationto seize the advantage on the battlefield. Mantle ofImpulsiveness allows you to turn an enemy’s wrathinto renewed resolve for you and your allies.

4 New Powers: You can read your enemies’ fearand use it as a weapon, or impel your allies toaccess unseen reserves of strength. This chapter supports all ardent builds with powers thatstrengthen your allies and let you stand againstincreasingly powerful foes.

4 New Paragon Paths: Six new ardent paragonpaths allow you to draw power from raw chaos,to unlock the full potential ofyou and yourallies, and to destroy your enemies in body andmind.

CHAPTER 1 Ardent ~ ~

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PLAYiNG AN ARDENT

Fear. Fear so thick, it might as well have been perfume.Oh, it wasn’tjustfear. These thugs worked as leg breakers

and enforcersfor the thieves’ guild. And this was their hometurf Even now, Thalvos couldn’t be certain which ofthe vanous patrons in the common room were genuine drunks, andwhich were hunting him and his companions.

But they were here somewhere. This much he knew. Hefelt them. And there, beneath the light spice ofexhilarationand a smattering ofanger, the main dish was definitelyfrar. They knew that Thalvos and his companions hadalready slain a dozen members of their guild, and despitetheir confidence, they worried that they might be next. Itwould be a shame to disappoint them.

Thalvos coughed into his ale, sprayingfoam across histhick beard as he struggled to maintain control,fighting theurge to giggle uncontrollably. They made it so easy.

Even as he rosefrom his chair, he grabbed at theirfrarlike a child catching snowflakes. He swirled it around inhis mind, tasting it, transforming it. And he wondered, ashe cast that emotional energy out as easily as he’d taken itin, ~f the thugs would recognize their own terror coating theblades that would soon be raised against them.

Wants and desires; needs and ambitions; loves andhatreds and fears. The world is driven neither byintellect nor belief, but by emotion—and those whocontrol emotions control the world. Perhaps you are achild of the streets who learned to read danger in theintentions of others and to harness the hunger andfear that were the only weapons you had. You mightbe a frustrated student whose breakthrough cameonly after your impulses overcame your studies. Youcould be the guardian of a primitive tribe, drawingon powers developed in reaction to the dangers of thewild. Perhaps you are a wanderer denied a normallife, determined to reduce the suffering in the worldbecause you are cursed to feel the suffering of others.

You might have followed one of several paths tobecome what you are now. As an ardent, you aredriven and empowered by emotion—and you can nomore change what you are or what you do than youcan cease feeling at all.

MANTLES AND EMOT ONSYou are unique among the psionic classes in yourmanipulation of emotion as the source ofyourpower. Although all psionics users draw strengthfrom emotion to some degree, they do so largely forthe sake of their own empowerment. You use emotions as a puppeteer uses strings, manipulating theworld around you.

Your powers come from the intensity of the emotion you experience. You sense the feelings of thosearound you and add them to your own power. Your

fear armors you against attack; your anger blasts yourfoes with psychic force; your love and concern sootheyour allies’ hurts.

Ardents draw on all feelings, but you focus on oneparticular emotion—your “mantle.” Although yourpowers do not rely on this emotion only, your mantleis the emotion on which you draw most frequently,and the one that allows you to control and channelother emotions.

EMOTIONS BEYOND COMBATArdents absorb the emotions of those around them,but this ability remains all but unnoticeable incombat. Although battle inspires potent emotions,it creates roughly the same combination of excitement, exhilaration, anger, fear, and pain in everyone.Ifyou’re already engaged in a life-or-death struggle,feeling your foe’s emotions isn’t likely to changeyour own.

Apart from battle, the ability of an ardent to absorbemotions becomes more noticeable. You likely takeon at least an aspect of the feelings of those surrounding you. In the middle of a boisterous revel, you mightbecome giddy and high-spirited. You feel grief at afuneral, even ifyou’ve never met the deceased. Theelation felt by a gathering of zealots performing aceremonial rite might overcome you even ifyou don’tshare the beliefs of those present.

Ardents are not only the recipients ofoutsideemotion—they project their own emotions as well.People gathered around when you’re in a bad moodgrow irate, just as your own good cheer can spreadthrough the dourest crowd. Neither phenomenon is sostrong as to enforce an instant change in behavior. Youwon’t turn on a friend because someone else is mad ather, nor will your own despair cause another characterto abandon an ongoing endeavor. But such emotionalprojections can create subtle long-term effects.

History records that the Arkhosian city ofKanrhikfell to orc mercenaries employed by Bael Turath—biitsome historians place the blame on one ofKanrhik’spsionically inclined noble families. When the patriarch’s only daughter fell in battle, the entire familywent into mourning. Several of them were ardents,and historians believe that their sorrow so infectedKanrhik’s leaders and soldiers that they failed toreact in time to an assault they should otherwisehave repelled. Among those familiar with psionics, asudden change in the behavior of a small populationis often taken as evidence of an ardent’s presence.

Although many ardents shun strong emotion andavoid large groups so that they aren’t overwhelmedby the feelings of others, some members of this classdeliberately seek out such experiences. They travel

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in the hope of experiencing everything the world hasto offer: the greatest joys, the fiercest fury, and thedarkest sorrow. By doing so, these ardents hope tolearn to control such emotions, to ready themselvesfor accidental encounters with strong feelings, and toharness that energy to empower their disciplines.

YOUR LIFE BEFOREArdents are the most seemingly mundane of thepsionic classes. Psions and monks train to becomewhat they are; battleminds discover their power inthe heat of combat or under physical duress. You, onthe other hand, might have been anyone. Ardentssometimes learn their abilities from other ardents,but for most, their powers arise spontaneously. It issaid that no amount of study can create an ardentfrom someone who lacks the basic empathic andpsionic capacities.

You might have been wandering the marketplacewhen you were suddenly overwhelmed by the feelings of those around you. Perhaps you returned froma hunt to discover that you had far greater insight intothe people ofyour village. Or you might have hadan inkling ofyour power before it fully manifested,perhaps discovering that your own mood influencedthose around you. You might have taken advantageofyour ability to manipulate moods by becoming avendor, a performer, a grifter, or a gambler. Depending on what sort of person you were, you might havebeen popular, making those around you as happy asyou were. Or perhaps you were hated, as your ownanger or resentment was mirrored back by others.

Whatever the case, people rarely appreciate beingmanipulated. Many ardents first take up the path ofa wandering adventurer when those around thembecome aware of their power, turning against themand forcing them to abandon the lives they once led.

ROLEPLAYING AN ARDENTUnsurprisingly, as an ardent, you are a highly emotional person. You react strongly to others, sometimesoverreacting. If something is funny, it’s hilarious; if it’sfearsome, it’s terrifying; if it’s irritating, it’s infuriating. These extremes come about partly because youfeel echoes of others’ emotions, and partly becauseyour own emotions run so strongly. They must, afterall, ifyou’re to draw power from them.

You can roleplay this internal conflict to give yourcharacter a strong sense ofpersonality. You mightattempt to wear a mask of stoicism at all times, struggling to repress—or at least conceal—those emotions.You don’t speak often, and you make every effort toavoid snap decisions.

You could also choose to go with the flow of theemotions surrounding you. You laugh loudly, and youfight fiercely. But ifyou decide to play your ardent as

boisterous, don’t hog the spotlight. You’re a character,not a caricature, and faking tears because the taverndoesn’t carry elven wine isn’t dramatic—it’s silly, andit can take everyone else out of the game.

Consider playing your character’s emotions asappropriate to the powers you use. When imposing penalties with fear attacks, you might becomevicious and intimidating, blatantly angry. Or youmight become fearful instead, your manipulation ofthat emotion making you hesitate to approach yourfoes, or forcing you to visibly “talk yourself up” beforetaking risks. When healing your allies, allow yourconcern for them to show in your voice and youractions, perhaps acting briefly as a defender as youstand between them and the enemy. Your powersdraw on your emotions—in a very real sense, they areyour emotions—so ifyou behave appropriately, youhelp reinforce that connection in the minds of theother players, as well as in your own.

Many ardents are solicitous of others. Theseardents are sympathetic and kind, always quickwith a joke or a shoulder on which to lean. But someardents grow jaded to the emotions of others overtime. They wall themselves off, not caring what thepeople around them feel. They project their ownemotions onto other characters—perhaps out of adesire to manipulate, perhaps out of spite. As anardent, you are constantly torn between these twoextremes, and only you can decide which path youultimately take.

AMBIENT EMOTIONIn the same way that you can adjust your character’semotional state based on the power you’re using, youmight do so based on the people around you. If oneofyour companions is upset, you might become soas well, even ifyou have no real motivation to do so.Ifyour party is attending a ball, you might be sweptup in the joy and pageantry when you’re supposed tobe keeping your wits about you. Again, don’t take theemotions too far—this should be a character quirk,not a means of stealing attention from the other players or ruining their plans. In moderation, however,this can provide both an interesting roleplaying challenge and an obvious hook by which to make yourcharacter memorable.

SPUR OF THE MOMENTYou have little use for intricate planning. You preferto act as the urge strikes you in any given situation,trusting your instincts and your feelings to guide you.You might grow impatient with others who try to planfor every possible contingency.

This doesn’t mean you’re incapable of forethought,however, nor does it make you an idiot. You don’tblindly leap into obvious danger, and you don’t takeactions detrimental to your party or your cause

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simply because you’re in an irritable mood. Moreoften than not, though, you base your decisions onwhat feels right rather than laboriously calculatingevery possible outcome.

FOLLOW THE LEADERPlayer’s Handbook 3 refers to ardents as “incidental leaders.” Although you might deliberately set out to fill aleadership role, most ardents don’t consciously chooseto do so. Like so much else, you probably got where youare by following your instincts and impulses.

Even as a leader, you might not take an active leadership role. Instead, you use your powers to supportyour allies and are content to let someone else makethe decisions. When people do follow you, it’s morelikely because you’re the first to act and because youinstinctively know that your decisions are the correctones. (At least you feel that way at the time; hindsightmight convince you otherwise.) You never insist thatothers follow your lead. But, driven as you are by youremotions, you might be surprised or put out whenthey don’t.

You might find yourself in a position of leadershiponly under specific circumstances. For example, ifyou play your ardent as a sharp-tempered, tacticallysavvy character, you might find your companionshappy to follow your lead in battle but hesitant tolet you speak (or stand too close) during diplomaticnegotiations.

MANiFESTATIONYour disciplines visually manifest in an aura of colorthat swirls around you, its hues and intensity varying based on your emotions. Ifyou’re interested inindividualizing your character or stretching your

creative muscles a bit, consider modifying yourardent’s manifestations.

Ifyour character is grim and despondent, yourcorona might contain elements of swirling gray anddeepest black, mixed with whatever colors representyour current feelings. Alternatively, your coronamight take on recognizable shapes. Ifyou’re a zealously religious character, your corona might becomea winged silhouette reminiscent of an angel. A militant, bloodthirsty ardent’s corona might resemble aweapon forged of light.

Your corona might change based on the poweryou’re using. Defensive powers might manifest ina form resembling armor or a shield. Teleportationpowers could manifest as a brief image of a rearinghorse or flapping wings.

ARDENTS IN THE WORLDIn a world accustomed to all manner of magic,ardents are imperfectly understood. Because theirpowers arise spontaneously, and because they represent a relatively new form of psionics, less is knownabout ardents than about monks or psions. (Moreover,in the grim aftermath of the fall of Nerath, those whodo understand ardents have difficulty disseminatingthat knowledge.)

Many people—including those well versed in thearcane arts—don’t yet recognize ardents as possessing a fully realized, variant form of psionics, seeingthem only as peculiar individuals who have an oddsmattering ofpowers. In isolated regions, they remainsubject to lingering traces of superstitious suspicionthat have largely faded from more civilized lands.Because of this, ardents have left only a light footprintin the world to date.

~0’

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RISING EMOTIONSArdents represent the youngest—or at least the mostrecently recorded—tradition ofpsionics. Although history is replete with individuals who might well havebeen ardents, the first confirmed ardents appearedonly within the last few centuries. The Bad Turathigeneral Insalanda led the tiefling armies against theforces ofArkhosia for years, turning her enemy’s ownfears against them. Although several bloodlines ofArkhosian dragonborn also produced ardents, Insalanda is the first historical figure who contemporarysages agree was an ardent of real power.

Since Insalanda’s time, the population of ardentshas increased some say faster than any other typeof psionics user. But the sages cannot agree on whyardents first appeared, or why their numbers areincreasing so swiftly. Supporters ofvarious theories—such as the belief that psionic energy is a reaction to,or is caused by, aberrant incursions—point to ardentsas evidence that the Far Realm’s influence is growing. Those who have religious viewpoints believe theincrease is the result of conflict between bun andVecna, which has allowed psionic energy to growuncontrolled. Those who cite the theory of phrenicplanes (page 91) suggest that the physical and mentalplanes are coming into alignment. (See “The Originof Psionics,” page 118, for more on these theories.)But every argument is hypothetical at best, and nofaction has offered proof. All they agree on is thatthe spread of ardents suggests that psionic energy isindeed growing more prevalent in the world.

ARDENTS AND WITCHCRAFTA common theme during the early years of theardents’ emergence into the world was the extrememistrust and persecution they faced. Although thegreat empires treated ardents as any other user ofobscure energy, smaller communities often revivedancient charges ofwitchcraft that had otherwise beenlargely forgotten in an age ofwidespread spelicraft.

The common folk, after all, have a vague idea ofwhat arcane and divine magic are supposed to looklike. When lone individuals appeared among them,manifesting strange coronas and unfamiliar powers,a certain level of distrust and fear was unavoidable.The nature of the ardents’ power amplified this initialdistrust, often with horrifying results. An ardent’sability to magnify ambient emotion meant that apeople’s suspicion and an ardent’s own fear wouldmix and reflect back from the ardent like a dark tide,resulting in a vicious cycle of escalating terror andrage. In many communities, ardents were persecutedor killed. In others, they used their powers to becomepetty tyrants.

Although it is not a widely held belief, some historians attribute the fall of Nerath in part to ardents.They maintain that the social turmoil that devastated

the far-flung reaches of the empire was caused by thiskind of emotional feedback, centered on a small butgrowing ardent population.

Many early ardents were driven into variousfringe organizations and faiths, including a numberof diabolic cults. Commoners who already attributedardent energy to an evil influence quickly drove suchcharacters into the arms of those who would acceptthem, even as devil worshipers sought to take advantage of the ardents’ strange new powers. The factthat many early ardents arose among the Asmodeusworshipers of Bael Turath also contributed to thisassociation.

ARDENTS TODAYIn recent years, as the number of ardents hasincreased, the folk of the humanoid realms havegrown more accepting of them. A few isolated cornrnunities still express distrust, but in most regions, anardent can expect a welcome no different from anyother psionics user.

That said, ardents are still the least understood ofthe psionic classes. Ardents rarely form groups largerthan the occasional cabal, and they lack the largerguilds and colleges that make wizards and psionsreadily identifiable to the populace. Ardents operatefreely in many regions, although not because of anygrowing acceptance. Rather, the average commonerhas no inkling that such characters even exist.

Even other psionics users sometimes look askanceat ardents—not denigrating their abilities, but questioning their level of discipline. Monks and psions,who train hard to master their powers, view the emotional and impulsive ardent as a wild card, lackingthe self-control to master the power with which he orshe plays. In particular, because many psions valueintellect and logical process over instinct, members ofthe two classes often end up on opposite sides of livelyphilosophical debates.

Battleminds are more accepting of ardents’ abilities, since they, too, operate largely on an instinctivelevel. But a focus on the physical leads many battle-minds to shut themselves off from emotion in a waythat ardents cannot understand.

Such conflict between the classes is rarely seenwithin adventuring parties, where a character’sactions and commitment to his or her allies speakslouder than words. Moreover, as the number ofardents increases and people become ever moreaware of their capabilities, these general attitudes areslowly but surely shifting toward a measure ofgrudging respect.

1

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NEW BUiLD

This section introduces a new ardent build for usealongside the builds presented in Player’s Handbook 3.The build includes a new mantle that you can choosewhen you create your ardent character.

iMPETUOUS ARDENTIf fear, sorrow, and hatred invite madness and defeat,the only certain method for protecting oneself fromtheir toxic effects is to jettison them from the mind altogether. So-called intelligent creatures are vulnerableto such emotions when they cloak themselves in intellectual loftiness and hide behind certainty and belief toshield themselves from the uncomfortable world. Youreject these notions and seek out your true nature.

Sifting through the layers ofexperience and learning imposed upon you by your people and culture, youuncover the iron core at the heart ofyour being. Byretreating behind its stiffwalls, you silence all doubtsand misgivings, acting without hesitation or fear. Evenif the results are not immediately beneficial, you do notsecond-guess yourself. Some might call you reckless,but you follow your true nature—a hardened warriorwho offers no apology for your aggressive ways.

The battlefield is your home, and you destroythose who would seed the world with darkness.When so engaged, your eyes grow dark, and your face

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becomes impassive as you become a true instrumentof destruction. The fear you might once have felt nowmanifests in your foes, shattering their resolve as youcut them down like wheat before the scythe.

NEW CLASS FEATUREWhen you choose your Ardent Mantle, you canchoose Mantle of Impulsiveness instead of anotheroption, such as the ones in Player’s Handbook 3.

Mantle of Impulsiveness: When an ally within 5squares ofyou is targeted by an opportunity attack, thatally gains a power bonus to damage rolls equal to yourConstitution modifier until the end ofhis or her turn.

In addition, each ally within 5 squares ofyou gains a+2 bonus to Endurance checks and Intimidate checks.

You also gain the ardent eruption power.

Ardent Eruption Ardent Feature

Your pain bleedsfrom you in a wave, touching your allies andlending newferocity to their attacks.Encounter + PsionicNo Action Close burst 5Trigger: You are bloodied by an attackTarget: Each ally in burstEffect: The target gains a +2 bonus to his or her damage

rolls until the start of your next turn.Level 11: +4 bonus.Level 2!: +6 bonus.

Ardent Surge: When you use your ardent surgepower, the target also gains a +2 bonus to speed untilthe end ofyour next turn.

SUGGESTED OPTioNSImpetuous ardents have little use for caution or carefulplanning, and they allow their natural talent and fateto guide their actions. As an impetuous ardent, yoursecondary role is striker. Choose powers that deliverpunishing damage, improve your allies’ attacks, orstrip away your enemies’ ability to protect themselves.Any power that can help to quickly remove an enemy’sthreat reinforces your preferred tactics. This said,wading through enemies places you at great risk. Tomitigate the dangers arrayed against you, be sure toinvest in feats and powers that help you last in combat.

Charisma should be your highest ability score.Look to your Dexterity score next to let you act soonerin the round and to keep your Reflex high. Round outyour defenses and hit points by making Constitutionyour third highest ability score.

Suggested Class Feature: Mantle ofImpulsiveness*Suggested Feat: Deft Eruption*Suggested Skills: Athletics, Endurance, Heal,

IntimidateSuggested At-Will Powers: impetuous ruin*, part

thefog*Suggested Daily Power: battleflow**New option presented in this book

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Part the Fog

The new powers presented in this chapter add to therange of powers already available to ardents. Manyof these new powers are tailored to the ImpetuousArdent build, but ardents of any kind can find usefuloptions here.

LEVEL 1 AT-Wlu. DisciPuNEs

Impetuous Ruin Ardent Attack 1

Your strike hobblesayour ei inj Ifnp’ulsiveness, preventing itfrom reacting in the heat ofjo~bdt.

At-Will + Augmentable, Charm, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [WI + Charisma modifier damage, and the target

cannot make opportunity attacks against any creatureother than you until the end of your next turn.

Augment 1Hit: 1 [WI + Charisma modifier damage, and the target

cannot make opportunity attacks until the end of yournext turn.

Augment 2Hit: 1 [WI + €harisma modifier damage, and the target is

dazed until the end of your next turn.

Karmic BondYour strike ensures the enemyreap,s what it sows byforming abond between it and the creaturè~itattäck~ next.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [WI + Charisma modifle’rda’mage. Until the start of

your next turn, when the~target~deals damage with anattack, it takes extra dàthage equal to your Constitutionmodifier on the next attadk tha~t hits it before the end ofyour next turn.

Augment 1Hit: As above, and until the start of your next turn, if the

target saves on its turn, one ally within 5 squares of youcan make a saving throw with a power bonus equal toyour Constitution modifier.

Augment 2Hit: 2[W] + Charisma modifierdamage. If the target hits

with an attack before the start of your next turn, it takesextra damage equal to your Constitution modifier fromeach attack that hits it before the~end of your next turn.

CORONA’S ~L~WOptional Rule: At your Dungeon Master’s discretion, thecorona that manifests when you use your powers castsa visible light. Whene~.er you.use an ardent encounteror daily power you also shed dim light to a range of~4squares uiitil the ‘start of your ~iext turn. During this time,anyone in the area can see normally, but you take a —5penalty to Stealth checks.

Battle Flow

Melee weapon

NEW POWERS.1

Ardent Attack 1

Ardent Attack 1

Your attack clears the wayfor andllj~ tt~unIèashfury againstyourfoe.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [~] + €harisma modifier.damage. One ally adjacent

to you or the target gainsia+2 power bonus to attackrolls against the target untilthe start of your next turn.

Augment 1Hit As above, and the target cannot benefit from

concealment or invisibility until the start of your nextturn.

Augment 2 .

Hit: 1 [Wi + €harisma modifi~r damage. The next allywithin 5 squares of you to mi’ss the target with anattack before the start of your n~xt turn can reroll theattack roll.

Wave of Fatigue Ardent Attack 1

A wave oflethargyfollowsyour~strik~harnperingyourfoe’sability to effectively counterattack. -

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. AC -.

Hit ‘li[WJ + C~harisma mod ificrdamage. The target isslowed until the end of your nexttiirn:

Augment 1Hit: As above, and the target takes a 2 penalty to

opportunity attack rolls and damage rolls until the end ofyour next turn.

Augment2 . - .~::Close burst 1 -

Target: Each creature you can see ln burstEffect Until the end of your next’turn, enemies take

a penalty to damage rolls equal to your Constitutionmodifier while adjacent to you, an~i any creature thatstarts its turn adjacent to you i5~sI~o~v~d until the end ofits turn.

LEVEL 1 DAILY DlscIPuNEs

Ardent Attack 1

Your attack draws strengthfrom afoe ~fuel the movement ofyou andyour allies.

Daily + Psionic, WeaponStandard ActionTarget: One creatureAttack: Charisma vs. ACHit: 2[W] + Charisma modifier d~~age, and one ally you

can see shifts 2 squaresas a fr& action. In addition,whenever the target takes a noye~ ~ction, you or one allyyou can see shifts 2 squares asan’inimediate reaction(save ends). . ‘~- 3

Miss: Half damage, and one ally you can see shifts 2 squaresas a free action.

CHAPTER 1 Ardent

Page 13: d&d 4e - Psionic Power

Ardent Attack 1 LEVEL 2 UTiLiTY DIsciPLiNESForetaste of DeathYour attack cau~es!dfine to be overcome with a vision of its own~in combat.

Daily 4 Illusion, Psychic, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit~ii~’k+~t€hariSma modifier damageEffect: The target has visions of death (save ends). While

under this effect, the target cannot gain combat advantage,cannot flank with its allies, and grants combat advantage.

~Aft~Jeffqç~~.Thi.target takes 10 psychic damage.

Lingering Fury Ardent Attack 1aside, leaving it shrouded in a lingering

that gran~pgwerto your allies

Daily 4 Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Cha risma vs. ACHit 2~!J -i~Charisma modifier psychic damage and you~pusl~het~rg~f1 square.

Miss: Half damage.- Effe’~:’Th,e f ~êt.isafected by a lingering fury (save ends).,~ Whil~ tI~hb~get is~affected by this lingering fury, allies

gain +i.~b~Jer bonus to attack rolls and a +2 power• bo~us~4~arflage rolls while adjacent to the target.

Recursive Emotions Ardent Attack 1

Yourfo~s att~~tto shake off the emotional onslaught ofyourattack ha ~the enemies while it restores vigor to your allies

Daily 4 Psychic, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [WI + Charisma modifier psychic damage.Miss: Half damage.Effect. t~h~t~et ~k9s ongoing 5 psychic damage (save

ends) WheneverThe target makes a saving throw againstthis effect~dneerkeP1X you can see takes psychic damage

~equáj to ~ydur Wis’dom or Constitution modifier, and oneally you ~àn’~see iegains the same number of hit points.

Close Wounds Ardent Utility 2

E h’~iii~:wounds stanch, and strength returnsfor a time.

Encounter+ PsionicMinor Action Ranged 5Target: One bloodied ally

?EffectT’target gains temporary hit points equal to yourc~li~risriia modifier.

Dull Pain Ardent Utility 2

You re~on4’~o.~ift4.hernY’5 attack by dampening your ally’s~

Encounter 4 PsionicImmediate Interrupt Ranged 5Trigger: An ally within 5 squares of you takes damage from

an attackTarget The triggering allyEff~i’R~d&e the damage the target would take by your

~ ~i~om~m’odifi~r. The target also gains a +2 power bonus~the end of his or her next turn.

Healing Bond Ardent Utility 2

Youitrengthen the bond between two allies so that when one~os~erth~yboth benefit.

Daily 4 Healing, PsionicImmediate Reaction Ranged 5Trigger: An ally within S squares of you spends a healing

surgeTarget: One ally other than the triggering allyEffe’~t~e,$.arget regains hit points as if he or she had

a haling surge.

Psionic Charge Ardent Utility 2

ally springs into motion, you channel psionic powerto’~l’end him Or h~r additional strength and speed.

Encounter+ PsionicMinor Action Ranged 10Target: One ally4Eff~V~h’eI~ the target charges before the end of its

~ne5~t~türn;itgaiflS a +2 power bonus to speed and a

i~” ~ bonus to damage rolls equal to your Wisdom or~ €~stiiutiónipodifier on the charge attack.

THE ROLE OF E’NOTlON

If you ye chos~n to roleplay your ar,dent as an emotionally what about a dragon7 Ai~ orc~ For that,matter, what~bout adriven or impulsive character you might consider altering human or dwarf mercernary? What does it do to you t9 feelth~ way you behave in combat to match For instance their emotions at the moment of death7 Do you spend awhen ydu are sui~prised, when you feel particularly threat- few moments, or hours. in a despondent state after combat?ened, or when you’re first bloodied, you might react with a Do you throw yourself headlong into the next adventure,daily power, the use of an action point, or both—even when hoping it’ll make you forget the last?these options are less than tactically sound. Because the rules of the game make it.relatively easy to

If you’re interested in trying something different, con- defeat a foe without slaying it, you might refuse to kill yoursider this: What’s it like to literally feel someone die? enemies—again, making exceptions for particularly vileAdventuring is a violent way of life. Creatures such as aber- creatures—regardless of the difficulties that might result.rants and demons are alien and innately evil enough that You should first make sure that other players around thetheir deaths don’t bother you, and constructs and most table are okay with this. Not everyone enjoys regularundead don’t project much in the way of feelings. But “What do we do with the prisoners?” discussions.

Page 14: d&d 4e - Psionic Power

Withered Technique

Cloud Mind Ardent Attack 3

Your attack clouds afoe’s mind to let an ally slip past withoutfear of reprisal.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [WI + Charisma modifier damage, and one ally adja

cent to you or the target can shift as a free action.Augment 1

Hit 1 [WI + Charisma modifier damage. One ally within 5squares of you gains combat advantage against the targetuntil the end of your next turn.

Augment 2Hit 2[W] + Charisma modifier damage. Until the end of

your next turn, any ally more than 1 square away fromthe target has concealment against it.

Ardent Attack 3

Your attack scours your enemy’s mind and instincts, hobbling itsmost potent attacks.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [WI + Charisma modifier damage. Until the end of

your next turn, the target takes a 2 penalty to attackrolls for any attack that is not a basic attack.

Augment 1Hit: 1 [WI + Charisma modifier damage. If the target

makes an attack that is not a basic attack before thestart of your next turn, you can slide the target a numberof squares equal to your Constitution modifier as animmediate reaction.

Augment 2Hit: 2[W] + Charisma modifier damage. Until the end of

your next turn, the target deals half damage with anyattack that is not a basic attack.

turn.

turn.

LEVEL 5 DAiLY DisciPLiNEs

LEVEL 3 Ai-Wiu. DIsciPLINEs

1LI,

0

z

Guarded Prison Ardent Attack 3

You constrain the target’s mind, making it imagine walls on allsides each time it tries to move.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [W] + Charisma modifier damage, and on its next

turn the target cannot use move actions to walk or run.Augment 1

Hit: As above, and if the target shifts before the start ofyour next turn, each ally adjacent to you gains a +2power bonus to all defenses until the end of your next

Augment 2Hit 21W] + Charisma modifier damage. If the target will

ingly moves or shifts before the start of your next turn,one ally adjacent to you or the target can make a basicattack against the target as an immediate interrupt.

Unsteadying Rebuke Ardent Attack 3

Your enemy’s attack inspires a savage psionic rebuke, letting youshift the battleflelWs perspective inyourfavor.

At-Will + Augmentable, Psionic, WeaponImmediate Reaction Melee weaponTrigger: An enemy targets you with a melee attackTarget: The triggering enemyAttack: Charisma vs. ACHit 1 [W] + Charisma modifier damage, and you slide the

target 1 square to a square adjacent to you.Effect: You lose your standard action on your next turn.Augment 1

Hit As above, and one ally adjacent to you can shift toany unoccupied square adjacent to the target’s newposition as a free action.

Augment 2Hit: 11W] + Charisma modifier damage, and you slide

the target a number of squares equal to your Wisdommodifier. You then slide each enemy now adjacent to thetarget 1 square.

Effect: You do not lose your standard action on your next

Decelerating Slash Ardent Attack 5

When your strike lands, lightflashesfrom you to drain awayyour enemy’s momentum.

Daily + Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 3[W] + Charisma modifier damage, and the target is

slowed (save ends).First Failed Saving Throw: The target is immobilized

instead of slowed (save ends).Miss: The target is slowed (save ends).Each Failed Saving Throw: One ally you can see shifts as a

free action.

Invitation to Defeat Ardent Attack 5

You raise your weapon andforce your enemies to approach you,inviting them to certain deftat.

Daily + Psionic, Psychic, WeaponStandard Action Close burst 5Target: Each enemy in burstAttack: Charisma vs. WillHit: You pull the target 5 squares. Any target pulled to a

square adjacent to you is weakened (save ends).Effect: Until the end of your next turn, enemies are

weakened while they are adjacent to you. In addition, untilthe end of your next turn, any enemy that takes damagewhile adjacent to you also takes psychic damage equal toyour Charisma modifier.

Sustain Minon The effect persists.

CHAPTER 1 Ardent

Page 15: d&d 4e - Psionic Power

LEVEL 2 UTiLiTY DisciPuNEs‘rdent Attack 1Foretaste of DeathYour attack causes_afoe to be overcome with a vision of its owndeath, nderingitseffectivefless in combat.

Daily + Illusion, Psychic, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit. 1!~j~+~ dcarisma modifier damageEffect: The target has visions of death (save ends). While

under this effect, the target cannot gain combat advantage,cannot flank with its allies, and grants combat advantage.

~Aftereffect~Thetarget takes 10 psychic damage.

lingering Fury Ardent Attack 1

~You si~iashydur~ enei4 a~ide, leaving it shrouded in a lingeringfui~thatigrants,~owetto your allies.

Daily + Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit~[~jl-i Ch&~ma modifier psychic damage and you

~ push~tH~targ~t1 square.Miss: Half damage.E~iTIje target is affected by a lingering fury (save ends)

While the~$~rget is affected by this lingering fury alliesagain a +1 power bonus to attack rolls and a +2 power

.b~nus t,~1a~tnage rolls while adjacent to the target.

Ardent Attack 1Recursive EmotionsYoi~-fo~attt•Io shake off the emotional onslaught ofyourattacJ~ harr?ts other Enemies while it restores vigor to your allies.

Daily + Psychic, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [WI Charisma modifier psychic damage.Miss: Half damage.Effect. TLh’~~1get ~k9s ongoing 5 psychic damage (save

ends) Whe~e~e1rthe target makes a saving throw against‘this effect ione enemy you can see takes psychic damage‘~equal to3~&r Wisdom or Constitution modifier, and one

ally you ca~i see’re~ains the same number of hit points.

Close Wounds Ardent Utility 2

~esh~kn(tt~7ound’s ‘stanch, and strength returnsfor a time.

Encounter 4 PsionicMinor Action Ranged 5Target:~ne_bloodied allyEff,~ct. The~t~rget gains temporary hit points equal to your

C-hlrismà mod ifier.

Dull Pain Ardent Utility 2

• You re~j~ ‘ah~emy’s attack by dampening your ally’s~ abh~pfeeipam

Encounter 4 PsionicImmediate Interrupt Ranged 5Trigger: An ally within 5 squares of you takes damage from

an attackTarget: The triggering allyEff~~R~d&e,the damage the target would take by your

‘~ NJ~domñ1odifie,r.The target also gains a +2 power bonus~: to’savi~g~ o~w~ until the end of his or her next turn.

Healing Bond~You str~eng~then the bond between two allies so that when one

prospers they both benefit

Daily 4 Healing, PsionicImmediate Reaction Ranged 5Trigger: An ally within 5 squares of you spends a healing

surgeTarget: One ally other than the triggering ally

~~~ie,ta~get regains hit points as if he or she had?~spent~ihealing surge.

Ardent Utility 2

Psionic Charge Ardent Utility 2

• ~ oitr’ally springs into motion,you channel psionic power~t~lE’hd~himor her additional strength and speed.

Encounter 4 PsionicMinor Action Ranged 10Target: One ally

the target charges before the end of itshY. ‘~next%rn~t gains a +2 power bonus to speed and ai.’ :‘p~Wer bbnus to damage rolls equal to your Wisdom ori: Cdiistitutiân modifier on the charge attack.

THE ROLE OF EMOTiON ~‘ ~I., ~

If you ye chosen to rolep~ay your ardent as an em~ti~nally what about a dragon? An orc~ Fo~ that matter what ~bout adriven or impulsive character you might consider altering human or dwarf mercenary? Wl~at does it do to yot~ to feelthe way you behave in combat to match For instance their emotions at the moment of death7 Do you spend awhé~n you are ~urprised~ when you feel particularly threat- few moments, or hours, in a despondent state after combat?ened, or when you’re first bloodied, you might react with a Do you throw yourself headlong into the next adventure,daily power, the use of an action point, or both—even when hoping it’ll make you forget the last? 7these options are less than tactically sound. Because the rules of the game make it relatively easy to

If you’re interested in trying something different, con- defeat a foe without slaying it, you might refuse to kill yoursider this: What’s it like to literally feel someone die? enemies—again, making exceptions for particularly vileAdventuring is a violent way of life. Creatures such as aber- creatures—regardless of the difficulties that might result.rants and demons are alien and innately evil enough that You should first make sure that other players around thetheir deaths don’t bother you, and constructs and most table are okay with this. Not everyone enjoys regularundead don’t project much in the way of feelings. But “What do we do with the prisoners?” discussions.

CHAPTER 1 Ardent

Page 16: d&d 4e - Psionic Power

LEVEL. 3 AT-Wlu. DlscIPuNEs Withered Technique Ardent Attack 3

Cloud Mind Ardent Attack 3

Your attack clouds afoe’s mind to let an ally slip past withoutfrar of reprisal.

At-Will 4 Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [W] + Charisma modifier damage, and one ally adja

cent to you or the target can shift as a free action.Augment 1

Hit: 1 [WI + Charisma modifier damage. One ally within 5squares of you gains combat advantage against the targetuntil the end of your next turn.

Augment 2Hit: 2[W] + Charisma modifier damage. Until the end of

your next turn, any ally more than 1 square away fromthe target has concealment against it.

Guarded Prison

turn.

turn.

Your attack scours your enemy’s mind and instincts, hobbling itsmost potent attacks.

At-Will 4 Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [W] + Charisma modifier damage. Until the end of

your next turn, the target takes a —2 penalty to attackrolls for any attack that is not a basic attack.

Augment 1Hit: 1 LW] + Charisma modifier damage. If the target

makes an attack that is not a basic attack before thestart of your next turn, you can slide the target a numberof squares equal to your Constitution modifier as animmediate reaction.

Augment 2Hit: 2[W] + Charisma modifier damage. Until the end of

your next turn, the target deals half damage with anyattack that is not a basic attack.

LEVEL 5 DAILY DiscIPLINEs

Invitation to Defeat

Melee weapon

.1

Ardent Attack 3

You constrain the target’s mind, making it imagine walls on allsides each time it tries to move.

At-Will 4 Augmentable, Psionic, WeaponStandard Action Melee weaponTarget One creatureAttack: Charisma vs. ACHit 1 [W] + Charisma modifier damage, and on its next

turn the target cannot use move actions to walk or run.Augment 1

Hit: As above, and if the target shifts before the start ofyour next turn, each ally adjacent to you gains a +2power bonus to all defenses until the end of your next

Augment 2Hit 2[W] + Charisma modifier damage. If the target will

ingly moves or shifts before the start of your next turn,one ally adjacent to you or the target can make a basicattack against the target as an immediate interrupt.

Unsteadying Rebuke Ardent Attack 3

Your enemy’s attack inspires a savage psionic rebuke, letting youshift the battlefleld~s perspective inyourfavor.

At-Will 4 Augmentable, Psionic, WeaponImmediate Reaction Melee weaponTrigger: An enemy targets you with a melee attackTarget: The triggering enemyAttack: Charisma vs. ACHit 1 ~W] + Charisma modifier damage, and you slide the

target 1 square to a square adjacent to you.Effect: You lose your standard action on your next turn.Augment 1

Hit As above, and one ally adjacent to you can shift toany unoccupied square adjacent to the target’s newposition as a free action.

Augment 2Hit: 1 [W] + Charisma modifier damage, and you slide

the target a number of squares equal to your Wisdommodifier. You then slide each enemy now adjacent to thetarget 1 square.

Effect: You do not lose your standard action on your next

Decelerating Slash Ardent Attack 5

When your strike lands, lightflashesfrom you to drain awayyour enemy’s momentum.

Daily 4 Psionic, WeaponStandard ActionTarget: One creatureAttack: Charisma vs. ACHit 3LW] + Charisma modifier damage, and the target is

slowed (save ends).First Failed Saving Throw: The target is immobilized

instead of slowed (save ends).Miss: The target is slowed (save ends).Each Failed Saving Throw: One ally you can see shifts as a

free action.

Ardent Attack 5

You raise your weapon andforce your enemies to approach you,inviting them to certain defrat.

Daily 4 Psionic, Psychic, WeaponStandard Action Close burst 5Target Each enemy in burstAttack: Charisma vs. WillHit You pull the target 5 squares. Any target pulled to a

square adjacent to you is weakened (save ends).Effect: Until the end of your next turn, enemies are

weakened while they are adjacent to you. In addition, untilthe end of your next turn, any enemy that takes damagewhile adjacent to you also takes psychic damage equal toyour Charisma modifier.

Sustain Minor The effect persists.

CHAPTER 1 Ardent

Page 17: d&d 4e - Psionic Power

Ardent Attack 5

Your attack provides allies with an emotional surge, setting up aseries offurious charges against yourfoes.

Daily + Psionic, WeaponStandard ActionTarget: One creatureAttack: Charisma vs. ACHit 1 [W] + Charisma modifier damage.Miss: Half damage.Effect: Until the end of your next turn, any ally who starts

his or her turn within 5 squares of you gains a +2 powerbonus to charge attack rolls and a power bonus to chargedamage rolls equal to your Charisma modifier.

Special: When charging, you can use this power in placeof a melee basic attack. If you do so, you gain a +1 powerbonus to the attack roll.

Specter of Doubt Ardent Attack 5

Your attack plants a seed ofdoubt in your enemy’s subconscious.As it grows, it infects otherfoes, robbing them of their will tofight.

Daily + Fear, Psionic, Psychic, WeaponStandard Action Melee weaponPrimary Target: One creaturePrimary Attack: Charisma vs. WillHit 1 [W] + Charisma modifier psychic damage. Whenever

the primary target makes an attack, it takes 10 psychicdamage (save ends).

Miss: Whenever the primary target makes an attack, it takes5 psychic damage (save ends).

Each Failed Saving Throw: You can make the followingsecondary attack as a free action.Secondary Target: One creature within 3 squares of the

primary targetSecondary Attack: Charisma vs. WillHit The secondary target is dazed (save ends).

LEVEL 6 UTILiTY DlscIPuNEs

Escalating Fury Ardent Utility 6

Your pain girds allies against the threats looming on all sides.

Encounter + PsionicNo Action Close burst 5Trigger: You take damage from an attackTarget Each ally in burstEffect: The target gains temporary hit points equal to 3 +

your Charisma modifier.

Opportunity Seized Ardent Utility 6

When afoe slips pastyou or your ally, it opens up new opportunities to attack.

Encounter + PsionicNo Action Close burst 3Trigger: You or one ally in burst misses with an opportunity

attackTarget: The triggering creatureEffect: The triggering creature repeats the opportunity

attack against the same target or a different one.

Rapid Calculation Ardent Utility 6

You quickly assess the threat before you and help your allies toproperly preparefor thefight.

Daily + PsionicNo Action Close burst 5Trigger: You roll initiativeTarget: Each ally in burstEffect You slide the target 3 squares, and the target gains

a +2 power bonus to all defenses until it takes its firstaction during the encounter.

Shared Momentum Ardent Utility 6

You link two allies with psionic energy, letting them match eachother’s movements in battle.

Encounter + PsionicImmediate Reaction Ranged 5Trigger: An ally within 5 squares of you moves or shiftsTarget: One ally other than the triggering allyEffect: The target shifts a number of squares equal to your

Wisdom modifier.

LEVEL 7 AT-WiLL DlscIPuNEs

Accelerated Maneuvers Ardent Attack 7

You open your mind to your enemies’ intentions, using thatknowledge to maneuver your allies into position.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponEffect: Before the attack, one ally adjacent to you can shift 1

square as a free action.Target One creatureAttack: Charisma vs. ACHit 1 [WI + €harisma modifier damage.Augment 1

Effect: Before the attack, one ally adjacent to you can shifta number of squares equal to your Wisdom modifier.

Augment 2Hit 2[W} + Charisma modifier damage.Effect: Until the end of your next turn, each ally who

starts his or her turn within 5 squares of you gains a+2 power bonus to speed and can shift 2 squares as amove action.

Fatal Attraction Ardent Attack 7

Your attack prevents an enemyfrom ignoring your presence onthe battlefield.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [WI + Charisma modifier damage, and you mark the

target until the end of your next turn.Augment 1 (Psychic)

Hit As above, and the first time the target hits any of yourallies, the target takes psychic damage equal to yourWisdom modifier.

Augment 2Hit: 2[W1 + Charisma modifier damage, and you mark

the target until the end of your next turn. Until the endof your next turn, the target grants combat advantageto allies adjacent to you.

Meteoric Charge

Melee weapon

CHAPTER 1 Ardent

Page 18: d&d 4e - Psionic Power

Stolen Strength Ardent Attack 7

Your~Ei~k1eaves afoe reeling, sapping its strength as it tries tofight bacJL

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. AC

~ Hit i[~P9]~darnage. Until the start of your next turn, thetarget~ollsfwice when it makes a damage roll and mustuse~thë.lower roll.

Augment 1Hit: 1 [WI + Charisma modifier damage. The target’s basic

attacks deal half damage until the end of your next turn.AiiWenI~2- -~--,-~.

Hit: 2[W]?+’Charisma modifier damage. Until the end of~your next.-i’urn, the target takes a penalty to damagerolls equal to your Constitution modifier

Trailblazing Assault Ardent Attack 7

Your ä~tia&2pens upthe battlefield, letting an ally surgeforward tô’atta~k.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget One creatureAttack: Charisma vs. ACHittil I~W]~ Clia~isrna modifier damage. One ally within 5

squares of you gains a +2 power bonus to speed until the• ~ndofy~~iextturn.Special: When charging, you can use this power in place of a

melee basic attack.Augrnenti(Healing~• Hit~the ally regains hit points equal to

A ~t\~ -~ .~‘ your €on~titution modifier if he or she hits with a

charg~ftack before the end of your next turn.Augment 2 (Healing)

Hit: 11W] modifier damage. One ally you can see chargeswith a power bonus to the attack roll equal to yourConstitution modifier. If the ally hits with this attack, heor she gains a +2 power bonus to all defenses until thestart of your next turn and can spend a healing surge.

LEVEL 9 DAiLY DisciPLiNEs

Cerebral Worm Ardent Attack 9

Your ~1tt~ick lodges inyourfoe s mind like a parasite hindering.4 attack.

Daily + Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. Fortitude

rHi~’2[W1TCharisrna modifier psychic damage, and theta~eVis affecfed by your cerebral worm (save ends).Wh’~le the target is affected by the worm the first timethe target niakes an attack roll on each of its turns it

musit1~er tak’e 10 psychic damage or make the attack~; ~rôII twice a’iid~se the lower roll.

Miss: Half damage, and the target takes 10 damage the nexttime it makes an attack roll before the end of your next turn.

Emotional Wellspring Ardent Attack 9

Yoi~r atta2k ~i~iis eloe of its resilience, and allows allies to~claiith~t~esilidn~efdr themselves.

Daily + Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. WillHit. 2[W] + Chari~ia ~iodifier damageMiss: Half damage.~~Effect ~rhe target takes ongoing 5 psychic damage (save

• ends~. ln~addition, each ally who hits the target can chooseto gain t~mporarv~hit points equal to your Charisma modi

~ fler or make a~aviii~;thràw with a +4 power bonus. Thiseffect lasts until~Iie end ofyour next turn, or until the target is no long~~~king ongoing damage from this power

Spatial Anomaly Ardent Attack 9

Yourfocused ti ought~puncies a hole in reality, drawing yourenerny~int6positionfór.yoür allies’ attacks.

Daily 4 Psionic, TeleportationStandard Action Ranged 5Target: One enemy

L Effect. You teI~tt the target 5 squares One or two alliesadjacent to th~f~r~t at the end of the teleport can eachmake antiel~e basic attack against the target as a free

•FT~t~,Each ally WIio~hits the target also gains temporaryhit pointsjej’ual to your Charisma modifier

THiE C@1~]R]~ OF S~RROW,SThe most infamous of the small number of ardent enclaves ,iiany~ardents gathered together, the feelings that th~scattei:ed across the world is th~ so called Court of proJ~ct can have a subtle yet substan~I impact on i~I~e

Sorrows This company of a dozen ardents dwells in a com mind set and emoti~nal state~of all people i~earby Themunal home in the isdiated Wilderness, but itsmèmbers effect is not capable offórcingal&al dukE, baron, orspend their time traveling throughout the region’s major mayor to make any given decision. But it does rendercommunities. The court offers its services to any who can such characters susceptible to negotiation, intimidation,pay, and specializes in manipulating the leaders and gov- or deception, and makes it more difficult for them to makeernments of communities. tactically wise decisions.

Rather than using overt, short-term, and easily detected Although the ardents of the Court of Sorrows are paidmethods such as domination powers, the ardents of the well for their services, they have no obvious use for theCourt of Sorrows instead covertly gather in large numbers funds they gain. As a result, the order’s true goals remainnear government buildings and emote in unison. With so unknown.

LI,

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CHAPTER 1 ArJent

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Spur the Battle Ardent Attack 9 LEVEL 13 AT-WILL DisciPLiNEsAs you attack, mystical light shrouds your nearby allies, speeding them into battle.

Daily + Psionic, WeaponStandard Action Melee weaponEffect: Before the attack, you shift 1 square.Target: One creatureAttack: Charisma vs. ACHit 2[W] + €harisma modifier damage.Effect: After the attack, each ally adjacent to you can shift 1

square or move his or her speed as a free action.

LEVEL 10 UT1UTY DisciPLiNEs

Force of \WiIl Ardent Utility 10

You throw off an affliction with suchforce that nearby allies areprotected by your power.

Encounter 4 PsionicNo Action Close burst 3Trigger: You succeed on a saving throwTarget: You and each ally in burstEffect The target gains a 2 power bonus to all defenses

until the end of your next turn.

Fostered Talent Ardent Utility 10

You draw strengthfrom an ally’s accomplishment, then sharethat strength with other allies.

Encounter + PsionicFree Action Close burst 10Trigger: An ally you can see succeeds on a skill checkTarget: You and each ally in burst other than the triggering

allyEffect: The target gains a +2 power bonus to the next skill

check he or she makes before the end of your next turn.

Psychic Boon — Ardent Utility 10When an ally’s attack hits, you channel the rush of victory

and return it as increased resilience.Encounter+ PsionicFree Action Close burst 5Trigger: An ally within 5 squares of you hits with a melee

attackTarget: The triggering ally in burstEffect: The target gains temporary hit points equal to 5 +

your Charisma modifier.

Vital Summons Ardent Utility 10

When an ally is in trouble, you speed help to his or her side.

Encounter + Psionic, TeleportationImmediate Reaction Ranged 5Trigger: An ally within S squares of you becomes bloodied

or drops to 0 hit points or fewerTarget One ally other than the triggering allyEffect You teleport the target to a square adjacent to the

triggering ally.

Conflicted Emotions Ardent Attack 13

Your attack leaves your enemy unable to tellfriendfromfoe,wracking it with pain if it comes too close to another creature.

At-Will 4 Augmentable, Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [WI + Charisma modifier damage. The target takes

psychic damage equal to your Wisdom modifier if it endsits next turn adjacent to one of its allies.

Augment 1Hit: As above, but the target takes the psychic damage if it

ends its next turn adjacent to any creature.Augment 4

Close burst 1Target: Each enemy in burstHit: 2[W] + Charisma modifier damage.Effect: Until the start of your next turn, any enemy that

ends its turn adjacent to you takes 5 psychic damage andgrants combat advantage until the end of your next turn.

Essence Conduit Ardent Attack 13

In pressing the attack, you steal afoe’s resolve and bestow it onan ally.

At-Will 4 Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [WI + Charisma modifier damage, and one ally you

can see gains temporary hit points equal to S yourConstitution modifier.

Augment 1Hit: As above, and the ally can use his or her second wind

as a free action.Augment 4 (Healing, Psych’i~)

Hit: 1 [W] + Charisma modifier damage plus 1 d8 psychicdamage. øne ally within 5 squares of you can spend ahealing surge and regain additional hit points equal toyour Constitution modifier.

Invert Defeat Ardent Attack 13

The psychic energyyou stealfrom a triumphantfoe bolstersyour allies as their own strengthfades.

At-Will 4 Augmentable, Healing, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [W] + Charisma modifier damage. If the target

bloodies an ally or hits a bloodied ally with an attackbefore the end of your next turn, that ally regains hitpoints equal to your Wisdom modifier.

Augment 1Hit: 1 [WI + Charisma modifier damage. One bloodied ally

adjacent to the target gains temporary hit points equal toyour Charisma modifier + your Wisdom modifier.

Augment 4Hit: 3[Wj + Charisma modifier damage. Until the start

of your next turn, when an enemy you can see dealsdamage with an attack, one ally within S squares ofyou gains temporary hit points equal to your Wisdommodifier.

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Stack the Odds Ardent Attack 13 Coordinated Effort Ardent Attack 1 5

Your quick strike grants ~your allies added strength.

At-Will 4 Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [WI + Charisma modifier damage. Each ally adjacent

to you gains a +2 power bonus to attack rolls until thestart of your next turn.

Augment 1 (Psychic)Hit: 11W] + Charisma modifier damage. Until the start of

your next turn, allies deal extra psychic damage equalto your Constitution modifier with melee attacks whileadjacent to you.

Augment 4Hit 3[W] + Charisma modifier damage. Until the end of

your next turn, allies gain a +2 power bonus to attackrolls while adjacent to you, and enemies take a 2 penally to attack rolls while adjacent to you.

LEVEL 15 DAiLY DIsciPLINEs

Aggressive Accompaniment Ardent Attack 15

Youflash across the battlefield to unleash a devastatin8 attackin concert with an ally, then grant that ally increasedfwyagainst your commonfoe.

Daily 4 Psionic, Psychic, Teleport, WeaponImmediate Interrupt Ranged 10Trigger: An ally within 10 squares of you makes a melee

attackEffect: Before the attack, you teleport to an unoccupied

square adjacent to the triggering ally.Target One creatureAttack: Charisma vs. ACHit 2[WI + Charisma modifier damage, and the target is’

dazed (save ends).Miss: Half damage. -

Effect: The triggering ally gains combat advantage againstthe target for its triggering attack, and deals 2d6 extrapsychic damage with that attack.

Bloody Resurgence Ardent Attack 15

When you lash out with your weapon, an allyfeels its strengthreplenished.

Daily 4 Healing, Psionic, WeaponStandard Action Melee weaponTarget: One enemy, or two enemies if you are bloodiedAttack: Charisma vs. ACHit 31W] + Charisma modifier damage.Miss: Half damage.Effect: When you make this attack, one ally who can see

you can spend a healing surge. If you are bloodied, theally regains additional hit points equal to your Charismamodifier.

You link minds with your allies, granting all ofyou the chance toact in concert before yourfoes can react.

Daily 4 Healing, PsionicMinor Action Close burst 5Target: You and each ally you can see in burst, to a

maximum of five targetsEffect: You apply one of the following effects to each tar

get. Each effect can be used only once.4 The target flies a number of squares equal to your

Charisma modifier as a free action. The target mustland at the end of this movement.

4 The target shifts its speed as a free action.4 The target spends a healing surge.4 The target can make a basic attack as a free action.4 The target can charge as a free action.

Treachery’s Seed Ardent Attack 15

Your mind touches an enemy’s, planting a seed of treachery thatlets you control it through its ownattacks.

Daily 4 Charm, Psionic, WeaponStandard Action Melee weaponTarget One creatureAttack: Charisma vs. ACHit 2[W] + Charisma modifier damage.Effect: Until the end of the encounter, whenever the target

hits with a melee attack, you can use an immediatereaction to force the target to make a melee basic attackagainst a target you choose.

LEVEL 16 UTiLiTY DisciPLiNEs

Common Cause Ardent Utility 16

An ally’s recovery lets you channel a temporary burst of resilience to other allies.

Daily 4 PsionicImmediate Reaction Area burst 5 within 10 squaresTrigger: An ally within 10 squares of you spends a healing

surgeTarget Each ally in burstEffect: The target gains temporary hit points equal to 10

your Charisma modifier.

Detach Mind Ardent Utility 1~

You reach into your subject’s mind to provide a temporary respitefrom a debilitating condition.

Encounter 4 PsionicMinor Action Ranged 5Target: You or one allyEffect: Choose one effect on the target that a save can end.

The target is not affected by that effect until the end ofits next turn, but it cannot make a saving throw againstthat effect at the end of that turn. The target gains a +2power bonus to his or her next saving throw to end thateffect.

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Disbelieve Danger Ardent Utility 16

With a thought, you cause an ally under attack to take on aspectralform that protects against additional harm.

Encounter + PsionicImmediate Interrupt Ranged 10Trigger: An ally within 10 squares of you is hit by an attackTarget: The triggering allyEffect: The target is insubstantial until the end of his or her

next turn.

Resilient Bond Ardent Utility 16

The bond youforge with an ally ensures that you both make it tothe battle’s end.

Daily + Healing, PsionicMinorAction Ranged 5Target: You and one allyEffect: Each target gains regeneration 5 until the end of

the encounter. If a target starts its turn more than 5squares away from the other target, this regenerationdoes not function for the target during that turn.

LEVEL 17 AT-WILL DIsciPLINEs

Blinding Clarity Ardent Attack 17

Your attack overwhelms yourfoe, hindering its ability to takeadvantage of opportunities in combat.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget One creatureAttack: Charisma vs. ACHit: 1 [WI + Charisma modifier damage, and the target cannot

make opportunity attacks until the start of your next turn.Augment 1

Hit: 1 [WI + Charisma modifier damage. Until the endof your next turn, the target cannot make opportunityattacks and takes a penalty equal to your Wisdommodifier to any attack roll made as an immediate action.

Augment 4Hit 2LW] + Charisma modifier damage, and the target is

blinded until the end of your next turn.

Emotional Flood Ardent Attack 17

Your attack releases emotion that~grants vigor to your allies.

At-Will + Augmentable, Force, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [W] + Charisma modifier force damage, and you push

the target 1 square. One ally adjacent to you gains temporary hit points equal to 5 + your Constitution modifier.

Augment 1Hit 1 LW] + Charisma modifier force damage, and you

push the target 2 squares. Each ally adjacent to you gainstemporary hit points equal to 5 + your Constitutionmodifier.

Augment 4Close burst 1Target Each enemy you can see in burstHit: 2[WJ + Charisma modifier force damage.Effect Each ally adjacent to you gains temporary hit

points equal to your Constitution modifier + 5 for eachenemy you hit with this attack.

Probability Flux Ardent Attack 17

Your strike alters the laws of chance, denying goodfortune tothe enemy.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget One creatureAttack: Charisma vs. ACHit 1 LW] + Charisma modifier damage, and any critical hit

the target scores until the end of your next turn is treatedas a normal hit.

Augment 1Hit: 1 [W] + Charisma modifier damage. Until the end

of your next turn, any enemy that scores a critical hitagainst an ally within 5 squares of you must reroll thatattack roll.

Augment 4Hit 3[Wj + Charisma modifier damage. Critical hits

scored against any ally within 5 squares of you beforethe end of your next turn is treated as a normal hit.In addition, when an enemy within 5 squares of yousucceeds on a saving throw, each ally within 5 squaresof you can make a saving throw with a bonus equal toyour Wisdom modifier.

Violent Upsurge Ardent Attack 17

You smash your enemy with suchforce that it is left vulnerabletofollow-up attacks.

At-Will 4 Augmentable, Psionic, WeaponStandard Action Melee weaponTarget One creatureAttack: Charisma vs. ACHit 1 [WI + Charisma modifier damage. Until the start

of your next turn, whenever the target takes damagefrom a melee attack, it takes extra damage equal to yourConstitution modifier.

Augment 1Hit 1 [WI + Charisma modifier damage. Until the start of

your next turn, whenever the target is hit by an attack,you gain a +4 bonus to the damage roll for the firstattack you make against the target during your next turn.This bonus is cumulative.

Augment 4Hit 2~W] + Charisma modifier damage, and the target

gains vulnerable 2 to all damage until the end of yournext turn. This vulnerability increases by 2 whenever anattack hits or misses the target.

LEVEL 19 DAiLY DisciPLiNEs

Clarified Pain Ardent Attack 19

The pain your enemyfeelsfromyour assault lets you strengthenyour allies’ attacks.

Daily 4 Psionic, Psychic, WeaponStandard Action Melee weaponTarget One creatureAttack: Charisma vs. ACHit 3[W] + Charisma modifier damage, and ongoing 10

psychic damage (save ends).Miss: Ongoing 10 psychic damage (save ends).Effect Whenever the target makes a saving throw to end

the ongoing psychic damage from this attack, one allywithin 5 squares of you gains a +2 power bonus to attackrolls until the end of his or her next turn.

CHAPTER 1 Ardent

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Corridor of Pain Ardent Attack 19

The power ofyour devastating strike resonates within afoe, letting you continuallyfling it into optimal positionfor your alliesto attack.

Daily + Psionic, Teleportation, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 2[W] + €harisma modifier damage. You slide the tar

get 5 squares, and it is restrained (save ends).Miss: Half damage.Effect: Until the end of the encounter, whenever the target

takes damage from an attack, you teleport the target 5squares to a destination adjacent to at least one of yourallies.

Mind Rend Ardent Attack 19

Your attack generates afield ofpsionic energy that tears awayyour enemies’ will to act.

Daily 4 Psionic, Psychic, ZoneStandard Action Close burst 2Target Each enemy in burstAttack: Charisma vs. ACHit: 2[W] + Charisma modifier psychic damage, and the

target is slowed (save ends).Miss: Half damage, and the target is slowed (save ends).Effect: The burst creates a zone that lasts until the end of

your next turn. Any enemy that ends its turn within thezone is dazed until the end of its next turn.

Sustain Minor: The zone persists.

Reactive Jaunt Strike Ardent Attack 19

When you strike yourfoe, your expanded awareness lets youleap to the side of an ally in danger.

Daily 4 Psionic, Stance, Teleportation, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 3[W] + Charisma modifier damage.Miss: Half damage.Effect You enter the reactive jaunt stance. Until the stance

ends, whenever an ally within 5 squares of you becomesbloodied by an attack or drops to 0 hit points or fewer,you teleport to an unoccupied square adjacent to thatally and can make a melee basic attack as an immediatereaction.

LEVEL 22 UTILITY DlsclPuNrs

Awakened Id Ardent Utility 22

You callforth your ally’s innate combat instincts to turn the tideofbattle.

Daily 4 Psionic, PsychicMinor Action Ranged 10Target: One allyEffect: Until the end of the encounter, while the target

is bloodied, he or she gains a +1 bonus to speed, a +5power bonus to Athletics checks and Endurance checks,and deals 5 extra psychic damage with melee attacks.

Empathic Recovery Ardent Utility 22

Your ally’s disappointment helps you recover your expendedenergy.

Daily 4 PsionicImmediate Reaction PersonalTrigger: An ally within 10 squares of you misses with an

encounter attack powerEffect You regain 2 power points.

Expedite Healing Ardent Utility 22

Your psionic connection to an ally whofalls in combat allowshim or her to Set back in thefight quickly.

Daily 4 Healing, PsionicImmediate Reaction Ranged 10Trigger: An ally within 10 squares of you drops to 0 hit

points or fewerTarget The triggering allyEffect: The target regains hit points as if he or she had

spent a healing surge, and can stand up and shift anumber of squares equal to your Charisma modifier as afree action.

Sudden Reinforcements Ardent Utility 22

You see an ally in danger and dispatch a waiting ally to help.

Daily 4 Psionic, TeleportationImmediate Reaction Ranged 10Trigger: An enemy within 10 squares of you hits an ally with

a melee attackTarget One allyEffect: The target teleports to an unoccupied square

adjacent to the triggering enemy and gains combatadvantage against that enemy until the end of the target’snext turn.

LEVEL 23 AT-WiLL DisciPLiNEs

Concerted Strike Ardent Attack 23

Your straightforward weapon attack inspires your allies tofollow your lead.

At-Will 4 Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [WI + Charisma modifier damage. Each ally adjacent

to you gains a power bonus to basic attack rolls equalto your Constitution modifier until the end of your nextturn.

Augment 2Hit As above, and each ally also gains the power bonus to

attack rolls for unaugmented at-will powers.Augment 6

Hit 2[WJ + Charisma modifier damage. One or two allieswithin 5 squares of you can each make a basic attackas a free action, with a power bonus to the attack rollequal to your Constitution modifier. Each ally makes itsattack against a different target that is not the target ofthis power.

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Restorative Smash Ardent Attack 23 Inverted Emotions Ardent Attack 25

with renewed vigor.

Ruinous Scream

Melee weapon

Ardent Attack 23

turn.

Outpouring of Grief

Melee weapon

Ardent Attack 25

The elation youfuelfrom a successful attackfills a nearby ally

At-Will + Augmentable, Healing, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [W] + Charisma modifier damage. One bloodied ally

adjacent to you regains hit points equal to your Wisdommodifier.

Augment 2Hit: 1 [W] + Charisma modifier damage. One bloodied ally

adjacent to you can spend a healing surge and regainadditional hit points equal to your Wisdom modifier.

Augment 6Close burst 1Target: Each enemy in burstHit 2[W] + Charisma modifier damage, and the target

grants combat advantage until the end of your next turn.Effect: Until the end of your next turn, any ally who hits

an enemy with an attack while adjacent to you canspend a healing surge and regain additional hit pointsequal to your Wisdom modifier.

Your attack corrupts the target!s emotions, bestowing painfromits triumphs and increasing the scope ofitsfailure.

Daily + Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 4[W] + Charisma modifier damage.Miss: Half damage.Effect The target is affected by inverted emotions (save

ends). While the target is affected by inverted emotions,the first time on each of its turns that it hits with a melee ora ranged attack, one enemy you choose adjacent to it takes10 psychic damage. When the target misses with an attack,it grants combat advantage until the end of your next turn.Aftereffect: The target is dazed until the end of your next

You channel psionic power through yourfoe, letting you turnone ally’s pain into another’s healing.

Daily + Healing, Psionic, WeaponStandard ActionTarget One creatureAttack: Charisma vs. FortitudeHit 5[W] + Charisma modifier damage.Effect: Until the target drops to 0 hit points, when an ally

becomes bloodied by an attack while you are within 5squares of the target, another ally adjacent to you or thetarget can spend a healing surge.

Your weapon attack unleashes a thunderous psionic scream thatrattles yourfoes.

At-Will 4 Augmentable, Psionic, Thunder, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [WI ÷ Charisma modifier thunder damage, and you

push the target 1 square. The target is deafened until theend of your next turn.

Augment 2Hit: 1 [WI + Charisma modifier thunder damage, and you

slide the target 1 square. Each enemy adjacent to thetarget at the end of the slide takes thunder damageequal to your Wisdom modifier.

Augment ~Melee 2Hit: 2[W] + €harisma modifier thunder damage, and

you slide the target 5 squares. At the end of the slide,each enemy adjacent to the target takes 10 thunderdamage, and each ally adjacent to you or the targetgains temporary hit points equal.to 5 + your Wisdommodifier.

LEVEL 25 DAILY DlsclPuNEs

Victorious Vision Ardent Attack 25

Bountiful Portent Ardent Attack 25

You channel the emotion ofvictory to your allies, a confidencethat lets them lash out atyourfoes.

Daily 4 Psionic, PsychicStandard Action Close burst 3Target: One or two allies in burstEffect The target can make a basic attack against an en

emy as a free action. If the attack hits, the enemy takes 5extra psychic damage and is also dazed (save ends). If theattack misses, the enemy takes 15 psychic damage andthe target slides the enemy 1 square.

LEVEL 27 AT-WIu. DlsclPuNEs

Falling Sky Ardent Attack 27

Your attackfills an enemy with a momentary sensation ofvertigo that leaves it reeling.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [W] + Charisma modifier damage, and the target is

slowed until the end of your next turn.Augment 2

Hit: 2[W} + Charisma modifier damage. The next time thetarget takes damage before the start of your next turn, itfalls prone.

Augment 6Hit 4[W] + Charisma modifier damage. The target chooses

either to be immobilized until the end of your next turn orto grant combat advantage until the end of your next turn.

When a chosenfoefalls, you and your allies can restoreyourselves with its strength.

Daily 4 Healing, Psionic, WeaponStandard ActionTarget: One creatureAttack: Charisma vs. ACHit: 4[W] + Charisma modifier damage.Miss: Half damage.Effect: When the target drops to 0 hit points, you and each

ally within 5 squares of it regain hit points as if each ofyou had spent a healing surge.

CHAPTER 1 Ardent

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Ardent Attack 27

Melee weapon

Ardent Attack 29

. -1

-. FOR THE DUNGE~N-,MAS’PER~ SiNISTER 1~NTE~Nm’..Although it makes up a huge thematic aspect of the ardent ardent experiences a sharp sp~ke of murderou~s rage Whatclass the ability to~s~nse and project emotions doe~sn t does it mean? Are murderous plots afoot7 l~ tile duke inhave much of a mechanical im~act Many of the ardent s danger’ And perhaps most ir~ipo~tantly who’aiiiong thepowers play off it, but it remaircs primarily a flavor and hundreds of guests was the so ~ecfthis sensation?roleplaying tool. If you go this route, make sure that your player under-

You can use this connection to emotion as a story tool stands that this is not something over which the characteror an adventure hook, as well. This chapter already offers has control or that can be consistently relied on. An ardentexamples of how the long-term presence of a population is not a walking lie detector, and the character cannotof ardents can affect a community. On a smaller scale, you wander past each person in hopes of sensing the emocan use an ardent character as a means of introducing tion for which he or she is looking. If a player wants his orplot points to the party. Suppose the adventurers are in her ardent character to sense emotions deliberately, usethe middle of a well-attended banquet in the castle of the the Insight skill and augment it with feat and backgroundlocal duchy, enjoying the atmosphere, when suddenly the choices.

LEVEL 29 DAILY DlsclPuNEs

Explosive Summons Ardent Attack 29-‘

•You~are drawn to the side ofan ally under attack, unleashing a~ po~jj,~blast of psychic energy against yourfoes

Daily + Psionic, Psychic, Teleportation, WeaponImmediate Reaction Close blast 5Trigger: An ally you can see is hit by an attackEffect: Before the attack, you teleport to an unoccupied

square adjacent to the triggering ally.Target Each enemy in blastAttack: Charisma vs. Fortitude

rHit ~[\A~j~i- Charisma modifier psychic damage and you~~sh.tKètarget 5 squares.

_A~aL.L .a~*I.t...L .;,.

Miss: Half damage, and you push the target 1 square.

Tactical Failure Ardent Attack 27

,ien3bu~strike,you preventyourfoefrom responding with its~

At-Will + Augmentable, Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Cha risma vs. ACHiti [W]4-~ Charisma modifier damage. Until the end of

yoOr’hexf:turn, the target takes psychic damage equal toyou~ Wisdom modifier when it makes an attack that isndt~a~b’asic~tt~ck.

Augment 2Hit: 21W] + Charisma modifier damage. Until the end of

your next turn, the target provokes opportunity attackswhen it makes any attack that is not a basic attack.

:Augment~6~~.Hiff~1~t- Charisma modifier damage The target is: dazed imntil~the end of your next turn or until it takes

•~attack

Unconscious AssaultYou~takeon~tr.olof:afoe’s unconscious impulses,forcing it toattackatyur ~‘him

At-Will + Augmentable, Charm, Psionic, PsychicStandard Action Melee touchTarget: One creatureEffect: The target makes a melee basic attack as a free

action against a creature you choose, with a +2 powerbonus to the attack roll. If the target’s attack hits, it dealsextra psychic damage equal to your Constitution modifier,and the target takes 10 psychic damage.

• ~.-T_Augment2 - : -

Eff~~As~bove and you slide the target 2 squares be.~ foiè~it iiiakes its attack.

Augment 6 (Weapon)Melee weaponHit: 2[W1 + Charisma modifier damage.Effect: The target charges an enemy you choose as a free

action. If this attack hits, the target takes 10 psychicdamage and the creature it charged take 10 extrapsychic damage.

Lethal Delusion Ardent Attack 29

our~vicious~aJleaves afoe convinced of its own imminentfazlurecnpplingit in combat.

Daily + Psionic, Psychic, Reliable, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACH~2[W]r+Charisma modifier damage and the target is

•‘. affected~.by~a lethal delusion (save ends). While the targetis ~We~’~teä by the delusion it takes a —2 penalty to attackrolls, defense’s,’ànd saving throws. In addition, the first

~time~i~e.target ~sses with an attack during each of itsturn~ittakes10 psychic damage.

Vulnerability Revealed~ciwn&)~ar~s aground you, highlighting the vulnerability of

ie~ctes,eie,n d~i~grants power to your allies.Daily + Psionic, WeaponStandard ActionTarget One creatureAttack: Charisma vs. AC

~Hiç~~iarisnia modifier damage.Miss: Half damage.Effeci.~UntiCihe ~nd of the encounter bloodied enemies

~a~t~1iat advantage to your allies while adjacent toyou~anfl~ gain a power bonus to damage rolls equal•tby~r Ch~áris~i~ mâdifier for attacks against enemies

~adjacentf~d~ . -,~ .,~

CHAPTER 1 Ardent

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ANARCHiC ADEPT DIsc1PuNEsNEW PARAGON PATHS

ANARCHiC ADEPT“I see the order within uncertainty; I touch the chaos withinlaw. I stand in both worlds as master oforder and disorder.”

Prerequisite: Ardent

As your psionic talent matures, you find yourselffocusing on the disparate nature of the disciplinesyou master. Focusing your thought on the edge ofunpredictability in your training, you discover thelatent chaos flowing through your magic. Throughtrial and error, you learned to master the chaos latentwithin your powers and unleash it against yourenemies. Drawing on the power of chaos can be dangerous, but you are up to any risk you might face.

ANARCHIC ADEPT PATH FEATURESAnarchic Surge (11th level): When you use

ardent surge, roll a d6. Ifyou roll an even number, thetarget of ardent surge can also teleport 2 squares asa free action. Ifyou roll an odd number, add the dieresult to the hit points the target regains.

Chaotic Action (11th level): When you spendan action point to make an attack, you can choose tobestow the power of chaos onto one ally adjacent toyou or adjacent to any target of the attack. Roll a d6 todetermine the effect.

d6 Chaotic Action Effect

1 No effect.2 The ally shifts as a free action.3 The ally gains a +1 power bonus to attack rolls

until the end of your next turn.4 The ally gains temporary hit points equal to your

Charisma modifier.5 The ally gains a bonus to damage rolls on his or her

next attack equal to your Charisma modifier.6 The ally can make a basic attack as a free action.

Paragon Power Points (11th level): You gain 2additional power points.

Clarity in Confusion (16th level): You do notgrant combat advantage for being dazed or stunned.In addition, whenever you are dazed, you can take aminor action in addition to the single action allowedby that condition.

Anarchic Strike Anarchic Adept Attack 11

Raw chaosflows into your weapon as you strike, inflicting yourfoe with a temporary battle madness.

Encounter + Augmentable, Charm, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [W] + Charisma modifier damage. You slide the

target 1 square, and it makes a melee basic attack asa free action against an enemy you choose. The attackgains a +2 power bonus to the attack roll.

Augment 2Hit: 21W] + Charisma modifier damage. You slide the

target 3 squares, and it makes a melee basic attack asa free action against an enemy you choose. The attackgains a +2 power bonus to the attack roll and thedamage roll.

Chaos Unbound Anarchic Adept Utility 12

As you are pressed in combat,you channel chaos to infect allthose around you.

Daily 4 Psionic, ZoneImmediate Reaction Close burst 2Trigger: You are bloodied by an attackEffect: The burst creates a zone that lasts until the end of

your next turn. The zone moves with you, remaining centered on you. When any creature within the zone makesan attack roll, a skill check, an ability check, or a savingthrow, roll a d4. If you roll an odd number, subtract theresult from the triggering die roll. If you roll an even number, add the result.

Sustain Minor: The zone persists.

Chaos Breach Anarchic Adept Attack 20

Youfling a creature through a chaos breach in the aftermathofyour attack, temporarily shunting it off the battlefield, thencontrolling its movement once it returns.

Daily 4 Psionic, Teleportation, WeaponStandard Action Close burst 1Target: Each enemy in burstAttack: Charisma vs. FortitudeHit 2[W] + Charisma modifier damage.Miss: Half damage.Effect: You choose one creature hit by the attack, then

fling that creature through a chaos breach. That creatureis removed from play. At the start of your next turn, itreappears in an unoccupied space within 5 squares ofyou that isn’t hindering terrain. In addition, the targetis subjected to a chaos distortion (save ends). Until thedistortion ends, when the target ends its turn within 5squares of you, you can teleport it 5 squares to anothersquare within 5 squares of you as a free action.

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Clear Horizon Awakened Visionary Utility 12

You and an ally swap places through hidden portals to confuseyour enemies.

Encounter + Psionic, TeleportationMove Action Ranged 10Target: One allyEffect: You teleport yourself and the target, swapping

positions. Each enemy adjacent to you at the end of theteleport grants combat advantage to your allies until theend of your next turn.

Warping Iandscape Awakened Visionary Attack 20

You warp reality tofiipyourself your allies, and yourfoe acrossthe battlefield.

Daily 4 Psionic, Teleportation, WeaponStandard Action Melee weaponEffect: Before the attack, you teleport yourself and one ally

within 5 squares of you, swapping positions.Target: One creatureAttack: Charisma vs. ACHit 4[WI + Charisma modifier damage, and you mark the

target (save ends).Aftereffect: You teleport the target and one ally within S

squares of you, swapping their positions.Miss: Half damage, and you mark the target until the end of

your next turn.

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1teleport a number of squares equal to your Wisdommodifier before or after the attack.

Paragon Power Points (11th level): You gain 2additional power points.

Unnerving Vision (11th level): Whenever youhit an enemy with an unaugmented ardent at-willpower, you mark that enemy until the end ofyournext turn.

Instant Adjustment (16th level): Whenever anenemy marked by you ends its turn in a square adjacent to you, you can teleport the enemy to any otherunoccupied square adjacent to you as a free action.

AWAKENED VIsioNARY DisciPLiNEs

AWAKENED VisIoNARY“Many roads lead into thefuture, but byfollowing the one Iwalk, you canfind the victoryyou seek.”

Prerequisite: Ardent

Incursions from the Far Realm have left scars acrossthe world throughout the ages, so that the materialfabric of the mortal realm is riddled with holes andfault lines. Your psionic power has made you sensitiveto the damage caused by the aberrant invasion, andit has given you a talent for using that damage to yourown advantage.

The memories come to you in dreams andwaking visions, instructing you in forgotten fightingtechniques to better combat the invasion from theOutside. These revelations also grant you a uniqueperspective on the world, allowing you to seek hiddenpathways through time and space. Through theseunseen scars of ancient battles, you move from placeto place in a flash and can open portals throughwhich you scatter your enemies across the battlefield.The more destruction caused by the threat of the FarRealm, the more powerful you become. Most importantly, this knowledge also tells you that the aberrantmenace will one day be defeated.

AWAKENED VisioNARYPATH FEATURES

Dimensional Action (11th level): When youspend an action point to make an attack, you can

Yawning Portals Awakened Visionary Attack 11

Your attack binds your enemy to myriad doorways only youcan see. If it seeks to escape, you alter its path to control itsdestination.

Encounter 4 Augmentable, Psionic, Teleportation,Weapon

Standard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 2[W] + Charisma modifier damage, and you mark the

target until the end of your next turn. If the target moveson its next turn, you can teleport the target 2 squares asa free action at the end of that turn.

Augment 2Hit: 3[W] + Charisma modifier damage, and you mark the

target until the end of your next turn. If the target moveson its next turn, you can teleport the target a number ofsquares equal to your Wisdom modifier as a free actionat the end of that turn.

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CATALYST“I am the key to unlocking yourforgotten potential.”

Prerequisite: Ardent

Although knowledge and training are great virtues,sometimes such expertise acts as a barrier. Knowledge can breed complacency, blinding an individualto a better path. As an individual specializes, timespent gaining a deeper understanding of the chosenspecialty is time not used to expand his or her knowledge in other areas. Too much focus can narrow thevision.

Rather than bind yourself to one pursuit andone belief, you expand your mind and reject yourassumptions. In doing so, you find new possibilities toexplore. The lessons you learn help you overcome different challenges and hardships, and they allow youto adapt to whatever situation you face.

The liberation you enjoy can also extend to yourcompanions. Reaching into their minds, you stir theirtrue selves, shaking them free from the expectationsthat bind them. No doubts or fears hold them back.They are free to strive harder and to push past limitations their expertise places on them. You are theircatalyst, and with a mere mental touch, you effect atransformation to help them become what they weremeant to be.

CATAlYST PATH FEATURESAdaptive Expertise (11th level): After each

extended rest, choose one skill in which you do nothave training. Until the start ofyour next extendedrest, you are treated as ifyou had training in that skill.

Goading Action (11th level): When you spendan action point to make an attack and hit with yourfirst attack roll, one ally adjacent to you can shift asa free action and a different ally within 5 squares ofyou can make a basic attack as a free action.

Paragon Power Points (11th level): You gain 2additional power points.

Erupting Critical (16th level): When you score acritical hit using an ardent power, each ally within 5squares ofyou gains a +5 bonus to damage rolls untilthe start ofyour next turn.

CATAlYST DiScIPLINEs

Violent Impulse Catalyst Attack 11

You temporarily dismiss the limitations within your allies’minds, allowing them to undertake a coordinated violent assault.

Encounter + Augmentable, Psionic, PsychicStandard Action Close burst 5Target: One, two, or three allies in burstEffect: Each target can make a basic attack as a free action,

each against a different creature. If only one target hits,his or her attack deals 2d6 extra psychic damage. If onlytwo targets hit, each of their attacks deals 1 d6 extra psychic damage.

Augment 2Effect: As above, and each target deals 3 extra psychic

damage with his or her basic attack.

Serene Mind Catalyst Utility 12

You clear away an ally’s doubts so that nothing can deter himor herfromfinding success.

Daily + Healing, PsionicStandard Action Ranged 5Target: One allyEffect: Until the end of the encounter, the target has resist

10 psychic, gains a +2 power bonus to untrained skillchecks, and gains a +2 power bonus to opportunity attackrolls. Asg~ minor action, the target can end this effect andregain hit points as if he or she had spent a healing surge.

Unleash the Power Within Catalyst Attack 20

Your chosen ally’sformflares brightly, then settles into a coruscating pattern of light that boosts his or her prowess in combat.

Daily + Polymorph, PsionicStandard Action Ranged 5Target: One allyEffect The target assumes the form of unleash~d power

until the end of the encounter. While in this form, thetarget gains a +2 power bonus to speed, opportunityattack rolls, and all defenses.

When the target hits with an unaugmented at-willattack power, he or she can choose to end this effectas a free action. By doing so, the attack deals 3d8 extradamage, and the target of the attack is dazed (save ends).

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INCANDESCENT CHAMPION“Not even the gods can control the perfect beauty andboundless power contained in the mortal soul.”

Prerequisite: Any psionic class

Mortals might be flawed creations, given to errorand misjudgment. But all mortals are blessed witha singular gift: the soul. Psionic energy revealedyour soul’s power, and through long study and introspection, you learned to navigate the labyrinthinepathways ofyour being.

This energy suffuses you and surrounds you in aradiant glow. Although you can dampen your innerlight, you and others around you find its presencecomforting. In time, the light responds to your commands, burning your enemies while bolstering yourallies, or even allowing your soul to eclipse your body.

The more you access your soul’s power, the moreyou understand that this essence must be guarded.Those who would exploit souls, twisting them fordark ends, and those who would hoard souls on theirjourney beyond the body must be destroyed and theirprisoners freed. To this end, you commit yourselfagainst the myriad villains who use or abuse souls.

iNCANDESCENT CHAMPIONPATH FEATURES

Brilliant Overload (11th level): Whenever youhit an enemy with an augmented psionic at-willattack power, you can spend 1 power point to havethe power deal 1d6 extra radiant damage.

Luminous Action (11th level): When you spendan action point to take an extra action, you emit

bright light out to 10 squares until the end ofyournext turn. Enemies adjacent to you while you emitthis light gain vulnerability to radiant damage equalto your Constitution modifier.

Paragon Power Points (11th level): You gain 2additional power points.

Incandescent Presence (16th level): You emitbright light out to 3 squares. As a free action, you canreduce the bright light to dim light or dismiss it altogether. You can resume the light as a free action.

When you score a critical hit while you shed brightlight with this path feature, allies within the lightgain temporary hit points equal to your Constitutionmodifier, and each enemy within the light takes radiant damage equal to your Constitution modifier.

iNCANDESCENT CHAMPION

DisciPLiNEs

Incandescent Strike Incandescent Champion Attack 11

When you strike, intense light poursfrom your weapon, leaching all colorfrom the area and blinding yourfoe.

Encounter + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit 1 [W~ + Charisma modifier damage, and the target is

blinded until the end of your next turn.Augment 2

Hit 2[W] + Charisma modifier damage, and the target isblinded until the end of your next turn.

Effect: Each enemy within 3 squares of you takes a 2penalty to attack rolls until the end of your next turn.

Unbearable Incandescent Champion Utility 12

CountenanceThe perfection ofyour soul burns so brightly that your terrWedenemies cannot bear to look upon you.

Daily + Fear, Polymorph, PsionicMinor Action PersonalEffect: Until the end of the encounter, any enemy that

makes ~ attack that includes you as a target takes a 2penalty to its attack rolls for that attack.

As you attack, your souPs perfection spillsforth, transformingyou into a being ofpure radiance.

Daily + Polymorph, Psionic, Radiant, WeaponStandard Action Close burst 1Target: Each enemy you can see in burstAttack: Charisma vs. FortitudeHit 2[W] + Charisma modifier radiant damage, and the

target is blinded (save ends).Miss: Half damage, and the target takes a 2 penalty to

attack rolls (save ends).Effect: Until the end of the encounter, you are insubstantial

and gain fly 8 (hover). You emit light from yourIncandescent Presence feature out to a number ofsquares equal to your Charisma modifier (minimum 3).

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Incandescence

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PHRENIC iNVADER“Your secrets are mine to use as I seefit.”

Prerequisite: Ardent

You hear everything. Every thought, every idea, andevery internal conversation reaches receptors in yourmind in a confusing din. You have learned to reducethe cacophony to a muted rumble to maintain yoursanity. You know these thoughts have their uses,however, and so you focus your concentration, siftingthrough the noise to seize the most powerful voices toaid you.

You are a phrenic invader—a thought warrior whocan slip into any conscious mind and plunder it forits secrets. It takes only a moment to sift through theconfusing jumble to find what you need, especiallyon the battlefield. An enemy’s mind reveals its intent,helping you anticipate its strikes. You can sense whenanother enemy might close on you, shifting your position to best receive the attack. The thoughts you stealhelp guide your attacks and keep you from harm,letting you endure in combat to destroy the enemiesstanding against you.

PHREN1C iNVADER PATH FEATURESOpened Mind (11th level): You gain telepathy 5.

Ifyou already have telepathy, you increase its rangeby 5.

Paragon Power Points (11th level): You gain 2additional power points.

Reflexive Action (11th level): Whenever you aredamaged by a melee attack, you can spend an actionpoint to use an unaugmented ardent at-will power asan immediate reaction.

Shared Senses (11th level): You cannot be deafened or blinded as long as you are adjacent to at leastone creature that is not deafened or blinded.

Wary Mind (16th level): You gain a +2 bonus toattack rolls for opportunity attacks and immediateaction attacks.

PHREN1C iNVADER DlscIPuNEs

Phrenic Strike Phrenic Invader Attack 11

Youfight pastyour enemy’s attack to deliver a punishing blowto its body and mind.

Encounter + Augmentable, Psionic, WeaponImmediate Reaction Melee weaponTrigger: An enemy hits you with a melee attackEffect: Before the attack, you shift 1 square.Target: The triggering enemyAttack: Charisma vs. ACHit 1 [WI + Charisma modifier damage, and the target

grants combat advantage until the end of your next turn.Augment 2

Hit: 1 [WI + Charisma modifier damage, and the target isdazed until the end of your next turn.

Mind’s Bitter Betrayal Phrenic Invader Utility 12

Yourfocused concentration lets you bolster your allies with energy drawnfrom your enemies’ uncertainty.

Daily + Psionic, ZoneMinor Action Close burst 3Effect: The burst creates a zone that lasts until the end of

the encounter or until you end the effect as a free actionduring your turn. The zone moves with you, remainingcentered on you. While within the zone, enemies grantcombat advantage to you, and allies gain a +2 powerbonus to all defenses. Until the zone ends, you areslowed.

Thought Interloper Phrenic Invader Attack 20

You lay open your opponent’s mental barriers, ravaging itsmind and reading its every move in combat.

Daily + Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 2[Wj + Charisma modifier damage.Effect: The target is affected by your thought interloper

(save ends). While the target is affected by the interloper,it takes ongoing 5 psychic damage and its attacks provokeopportunity attacks from you.Each Failed Saving Throw: One ally adjacent to the target

can make a melee basic attack against the target as a freeaction.

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SIPHON“Yourfears, hates, hopes, and dreams are mine to devour.Myfrast will end when onlyyour husk remains.”

Prerequisite: Ardent

Not all vampires are undead, drinking the blood ofthe living or draining souls with a touch. Some feaston intense feelings such as fear and love, anger andhappiness. They are insidious creatures—parasitesthat gorge without drawing attention to themselves.Some might not even realize what they’re doing.Regardless ofwhether a siphon is cognizant ofhis orher abilities, the effect of such a character’s power ispalpable, as a victim falls into the clutches of lethargy,becoming torpid and drained.

As a siphon, you use psionics to absorb thoughtenergy from your victims, drinking deep from theiremotions and feelings to increase your power. Yourmind is a vortex, catching others’ thoughts and usingthem to replenish your resources and overcomeyour injuries. Once you establish a link with anothercreature, you can draw its energy until your preyis drained and unable to act. You might keep thisenergy for yourself or transfer it to your allies so thatthey can share its benefits.

SIPHON PATH FEATURESParagon Power Points (11th level): You gain 2

additional power points.Psychic Vampire (11th level): When you use an

unaugmented ardent at-will power to hit an enemy

that is slowed, dazed, stunned, or taking ongoing psychic damage, you gain temporary hit points equal toyour Wisdom modifier.

Torpid Action (11th level): When you spend anaction point to make an attack and the attack hits,each enemy within 3 squares ofyou is slowed untilthe end ofyour next turn.

Draining Surge (16th level): When an enemywithin 5 squares ofyou drops to 0 hit points orbecomes dazed, stunned, or weakened, ifyou useardent surge before the end ofyour next turn, thetarget of the power regains additional hit points equalto your Wisdom modifier.

SIPHON DlsclPuNEs

Insidious Distraction Siphon Attack 11

Your weapon attack lets you sink psychicfangs into yourfoe’smind, crippling its ability to think and act.

Encounter + Augmentable, Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. ACHit: 1 [WI + Charisma modifier psychic damage, and the

target is dazed and slowed until the end of your nextturn.

Augment 2Hit: 11W] + Charisma modifier psychic damage, and thetarget is dazed and immobilized until the end of your nextturn.

Feast of Death Siphon Utility 12

You draw on the psychic energy of a dying creature to grantyourself and your allies a surge ofvigor.

Encounter + PsionicImmediate Reaction PersonalTrigger: A creature within 10 squares of you that you can

see drops to 0 hit points or fewerEffect You gain temporar~y hit points equal to your

Charisma modifier. Each ally adjacent to you gains temporary hit points equal to your Wisdom modifier.

Emotion Leech Siphon Attack 20

Your weapon slips through an opponent’s defenses and opensa conduit to its mind. As long as the conduit remains open, youcanfeast onyourfoe’s misfortune.

Daily + Healing, Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Charisma vs. WillHit: 2[W] + Charisma modifier psychic damage.Miss: Half damage.Effect: The target is affected by your emotion leech (save

ends). While the target is affected by the leech, thetarget is slowed and weakened. In addition, at the startof its turn if you have line of sight to the target, you andeach ally adjacent to you regain hit points equal to yourWisdom modifier.

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CHAPTER 2

BATTLEMINDI

“Magic and steel are afool’s weapons,for no attack willever breach the armor ofmy mind.”

YOU ARE the invincible warrior, turning asidean enemy’s attack using only a single thought. Youare the tireless champion, standing fast in the thickof~battle as your foes fall to the power ofyour mind.Y9u are the wild berserker, channeling your pain intoa ~ounterstrike that leaves the strongest enemy reel-ing. You are the battlemind—a warrior of thought andaction, whose physical and mental fortitude are theequal of any foe.

Your combat prowess alone would make you aformidable opponent. But it is your mastery ofpsionics that grants you your edge in combat. You call onthe power within to tear into an opponent’s mind,unearthing its secrets. You anticipate and avoid yourfoes’ attacks, then deliver a punishing response thatbatters both body and mind. Psionic power is notmerely an accessory to your armament—it is the foundation ofyour combat skill.

Each individual battlemind’s training and outlookare unique. Rejecting formal study, most battlemindsborrow fighting forms from enemies and allies alike,combining several disparate styles into a single devastating technique. Whatever path your battlemindcharacter takes, this chapter offers new options to letyou sow discord and destruction among your foes.

+ Playing a Battlemind: An overview of the battle-mind’s place at the table and in the world of thegame.

+ New Build and Class Feature: The harrier battle-mind shapes time and space in the thick of combat.Your persistent harrier class feature lets you crossthe field in the blink of an eye, evading attacks andredirecting the fight against vulnerable foes.

+ New Powers: A host of new battlemind disciplines let you draw on psionic power to shapeyour attacks and the state of the battlefield itself.

New Paragon Paths: The five new paragonpaths introduced in this chapter give battlemindcharacters the option ofhoning the speed of theirassault, assuming the strength of ageless stone, orusing the mind to harness the power of the storm.

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PLAYiNG A BATTLENIND

Halfa dozen lightly armoredfigures lay scattered acrossthe sun-baked grass, groaning as they cradled bruised limbsand ringing heads. Beneath the watchful gaze ofCaptainHalmont, halfa dozen more battled back andforth acrossthefield. Five of them gave thanks to Kord and Erathis thatthey werefighting with wooden practice blades. The sixthtried to smother her disappointment.

Imarra swept through herfoes like a subversive thought,herfret scarcely seeming to touch the ground. Her woodenlongsword cracked into one warrior’s ribs as she spun, butit wasfar more than theforce ofthe blow that drove himbackward. Imarrafrlt the powerflowing through her limbs,riding the wake ofher own elation. Afreling ofecstasy.

One of the guards raised his blade, but even before hecould begin to bring it down, Imarra had stepped aroundhim, her own sword grazing the small ofhis back. He shuddered at the touch—not ofher blade, but ofher mind. Ashe collapsed in a gibbering heap, two of the others lungedat her, but Imarra was already gone, seeming to vanishforan instant before she reappeared behind them. Two morequick spins, a leap that should have required wings, a thrustsw!fter than sight, and she stood alone on thefield.

Casually dropping her battered blade atop the lastfallen guard, she sauntered over to the table at the edge ofthefield, stopping to meet Captain Halmont’s dark stare.

“My best soldier couldn’t have done that,” he murmured.Imarra stooped to retrieve her scabbard where it lay

beside him. She grinned as she turnedfor the barracks.“Actually, your best soldierjust did.”

Other warriors train themselves to enter combatbelieving that death is the ultimate glory. They haveno fear because they have nothing to lose. Not you. Asa battlemind, you leap headfirst into battle withoutfear because you believe because you know—thatyou’ve already won. All you need to do now is makethe enemy understand it.

Combat flows in your soul with the poundingstrength of the blood in your veins and the boldnessat the center ofyour thought. You might be a professional soldier who discovered an untapped well ofinner power, a brigand who learned you were destined for something greater, or a city guard whoseoaths allowed you to tap into a force stronger thanmere muscle when you heft your blade. Yet no matterthe differences in your origins and goals, you recognize other battleminds as kindred spirits. For they,like you, literally live for battle—all ofyou recognizingthat the only true strength comes from within.

HEARTS AND MINDSBattleminds have a reputation for an air of superiority. For many, it is a reputation that is well deserved.Battleminds carry themselves with a confidenceearned from many victories, their skill and cunningwinning the day over enemies of every stripe. Buttheir fighting prowess is only part of the story.

Willpower is the core of every battlemind’sstrength, but this willpower manifests in differentways. Some battleminds carry themselves with adistinct arrogance. Others center themselves in thequiet conviction that they are up to any challenge.The most reckless battleminds evince an inability toacknowledge defeat that borders on madness. Battle-minds are hardened warriors, without a doubt. At thepoint at which a fighter or a barbarian’s endurancewould begin to ebb, a battlemind’s psionic energysees the fight through to the bitter end.

In thinking about your character’s personality,consider how your resolve manifests in your behaviorand outlook. Are you an ego-driven warrior, gleefullytesting your blade against any foe willing to standagainst you? Are you a shining crusader, embracingany cause that feels right? And what happens whenyou realize that your cause is less just than you hadfirst thought, or when you take on more foes than youcan handle? Do you learn from your errors? Or doyou mask your failure with greater bravado?

As important as your drive is to your character,you should never overlook your physical might. Manybattleminds see their strength and durability as thechannels through which their psionic energy flows.A battlemind’s body is a vessel for psionic power. Allbattleminds devote time and training to maintainingtheir physical edge, to ensure their bodies are up tothe challenges they face.

THE ART OF WARA dedication to perfection is an integral part ofyourpersonality, and it carries over into all other aspectsofyour life. Although battleminds might see themselves as the pinnacle of the warrior’s art, however,few are self-centered enough to think of themselvesas masters of every endeavor they attempt. Mostbattleminds are unlikely to claim expertise at architecture, lore, music, or similar pursuits—althoughsome have no doubt that they could master any ofthese with enough time and attention.

It is typically only in combat that a battlemind’sdrive and dedication manifest fully. Battleminds havea complete conviction of their martial superiority,trusting in their talents and tactics to defeat any challenge. If a battlemind suffers failure, it is never more

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than a momentary setback, easily overcome withrenewed focus and more training.

What is it about combat that inspires nascent battleminds to develop their unique abilities? Why doesyour boldness not grant you the power to excel inother areas with as much ease? For the most part, fewcircumstances apart from combat inspire the rushof mental intensity that unlocks a battlemind’s latentpsionic ability. Once that ability has been honed inthe forge of battle, there is no turning back. The furyof combat becomes inextricably linked with yourpsionic powers, and so your mind continually shapesand hones those powers for the battlefield.

YOUR LIFE BEFOREA battlemind’s life is steeped in conflict. Even beforetheir psionic talent manifests, most battleminds livea warrior’s life. You might have been a soldier or aguard in service to a noble or a temple. You mighthave been a gladiator or a common brawler. Yourpsionic power stayed hidden just beneath your conscious mind so that you could not exploit its strength.

Your potential need not have revealed itself inbattle. Any physical exertion might have triggeredyour awakening, from the thrill of the hunt to exploring some unknown realm or ruin. Even simpleburglary or a feat of athletics might have been thetrigger that unlocked your power.

Some battleminds learn to harness their potential by thinking about or yearning for combat. Youmight have been a brilliant tactician or an advisor toa noble or a king, never picking up a sword until yourpower manifested and filled you with the hungerfor glory. Alternatively, you might come from a background disconnected from the arts of war, even asyou spent your life idolizing the legendary heroes ofyour people. A yearning to follow in the footsteps ofa champion ofyour faith or country inspired you formany years, then finally showed you what you werecapable of.

ROLEPLAY INGA BATTLEMINDWith boldness as the driving force behind many ofyour powers, you might consider how that boldnessdefines your character’s state ofmind. Between theextremes of simple self-confidence and toweringarrogance lies the wider range of personalities thatbattleminds can adopt. Even ifyour skill and powerdo not manifest as ego, you are consistently first intobattle, making sure that your enemies know whatis about to befall them. You take on any challenge,never worrying about the outcome. Every victory isearned and deserved; every defeat is but a temporarysetback.

In the end, however, even the most arrogantbattlemind knows when to back down—particularly ifdoing so helps keep the party united. Your sense thatyou are destined for greater things means that youcan be forceful without causing trouble, confidentwithout bruising the feelings ofyour companions.

Although battleminds have a reputation for recklessness, few are suicidally overconfident. Your beliefin yourself and your abilities is the foundation ofyour strength, but you recognize that you fight with apurpose that cannot be served by your meaninglessdemise. Some foes have had longer to hone their abilities than you have. Some monsters are too powerfulto be faced without the proper resources. Althoughyou never abandon a fight, you acknowledge thatsome conflicts require a tactically sound retreat.

Many of even the least egocentric battleminds areattention seekers. They place themselves in a leadership role, steering their companions toward situationsin which their own abilities can prove useful. Becareful, though, not to steal attention from the otherplayers around the table.

Portraying a glory-hog without actually becoming one takes a bit of effort. When you are pushingfor something purely in character, make it clear toother players that this is the case. Keep a close eye onthe line between in-character and out-oIcharacterreactions. Make sure the other players know that youwon’t take it personally when their characters don’tgo along with your battlemind’s desires, and makeit obvious that any objections you offer are solely onyour character’s behalf.

In the end, the foundation ofyour battlemind’sleadership lies not only in demonstrating self-assurance in what you can do—it lies in fostering the sameconfidence in your allies. Take responsibility for youractions and attitudes, and use your power and insightto shepherd your companions to similar success.Boldness turns to rude, haughty, or arrogant behavioreasily enough. Just reserve those traits for the creatures and characters you fight, not the people whofight beside you.

DIscovERING YOUR POWERIfyou’re starting a campaign at 1st level, or ifyou’rerecasting an existing character by miilticlassinginto battlemind, think about playing through thediscovery ofyour abilities, with the Dungeon Master’s permission. Many battleminds do not initiallyrecognize that their newly discovered potential ispsionic in nature. When these amazing powers firstmanifest, you might attribute their effects to physicalprowess, divine intervention, or dumb luck.

Only gradually do you realize that these abilities are innate, recognizing the connection betweenyour powers and your own strength ofwill. But a fullunderstanding of the change being wrought within

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you takes time and self-reflection. By playing throughthis process, you can experience your character’s initial surprise and lack of understanding, followed bygrowing comprehension and a swelling of confidenceas you accept the psionic power forged within yourown mind.

INSTiNCT AND iNTENTiONYour abilities developed more or less spontaneously,as has your fighting style. You might have had formalcombat training before developing your psionicpowers, but as a battlemind, your continued advancement is based more on instinct and experience thanon discipline.

You are a great believer in natural talent. Formalinstruction might improve the prowess of a great warrior, but it cannot create natural ability in one wholacks it. A character drawn instinctively to battle willalways prove superior to one who takes up the swordby circumstance, not by choice.

This attitude sometimes puts you at odds withcertain martial traditions—most notably with monks.The mind set ofmany monks is built around strictdiscipline and ordered instruction. You believe in anintuitive development that comes only by reacting toreal combat as your instincts demand. Such differences of philosophy rarely extend to members ofyourown party, however. When battleminds and monksfight side by side, each focuses on demonstrating thevirtue ofhis or her chosen path.

THE FRONT LINESAs a battlemind, you are a defender first and foremost. You stand in the thick of the fight, absorbingpunishment and dishing it out in equal measure. Forsome battleminds, this approach to combat is a deliberate choice. Such characters feel an obligation toprotect their less robust (or, in the minds of the arrogant, less effective) companions. In contrast, manybattleminds fall into the defender role almost by accident, by following their instincts and impulses.

As a battlemind, you feel the burning need to bein the center of the action. You might charge aheadand draw enemy fire not from any sense of tactics,but because the enemy needs to know that you haveno fear. By immersing yourself in the battle you crave,you show your superiority to a hated foe and giveyour companions a chance to fight with increasedeffectiveness behind you.

ASPECTSWithin the full range of powers available to battle-minds, few are more indicative ofyour approachto combat than the aspects. When you assume anaspect, you fix an idealized state in your mind, usingpsionic energy to reshape your form to match thatvision. The result is sometimes subtle, with only slight

CHAPTER 2 Battlemind

alterations to your physical or mental state. Otheraspects are profound transformations into monstrouscreatures that send your foes scurrying in terror.

Although any battlemind with the right mind setcan adopt one or more aspects, not all do. Amongthose battleminds who use aspect powers, most focuson one or two aspects, allocating their additionalresources to other areas that can strengthen theirpresence on the battlefield. Some battleminds rejectaspects altogether, taking the fight to the enemy without falling back on “shapechanging trickery.”

These diverse attitudes toward aspect disciplinesstem from a battlemind’s core identity. Like all battlemind powers, an aspect transformation results from aparticular state of mind. As a result, the battlemind’ssense of self is critical to honing the psionic powerneeded to allow an aspect to transform body andmind.

Battleminds who adopt aspects choose aspectpowers that speak to their own sense ofwho they are.A haughty battlemind who sees herself above her enemies might assume the aspect ofelevated harmony, heridealized form made manifest by her mind. A silentbrute of a battlemind might assume the aspect of livingstone to reflect his hard personality and unwaveringdedication. A battlemind who strives for perfectionmight find it easy to adopt a range of different forms,always seeking an ideal but never finding it.

These considerations have little mechanical effecton your power choices. Aspect powers are a usefultouchstone for roleplaying, however. When pickingaspect powers, think about what each says about yourcharacter and what insights it reveals into his or herpersonality.

BATTLEM1NDSIN THE WORI~DNo members of any of the character classes arecommon in the world, but battleminds are particularly rare—or at least they seem to be. The troublewith identifying battleminds is that they are hardto distinguish from fighters and members of theother combat-focused classes. With the right set ofdisciplines, a battlemind might fight in a mannerand style visually indistinguishable from that of afighter or a paladin. Only those who become close toa battlemind learn to recognize the subtle signs of thecharacter’s power.

Moreover, the number ofbattleminds—indeed thenumber ofall characters with an aptitude for psionics—rises and falls in proportion to the severity of the FarRealm’s threat to the world. An imminent aberrantinvasion might suddenly trigger the battlemind’s powerand potential in knights ofthe realm, common thugs,and everyone in between. If the threat ofthe Far Realmever ends, battleminds might even disappear from theworld, vanishing into myth and legend.

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LORE OF THE MIND-FiGHTERSTales inscribed in ancient temples or on the oldestparchments tell of the first battleminds. These bravewarriors harnessed their powerful will and psionicgifts to combat the horrors that spilled throughbreaches between this world and the Far Realmbeyond. Fighting alone, these ancient guardiansstood as a bulwark against the shadow cast across themortal realm. In conjunction with the gods and theirservants, they helped staunch the aberrant tide inthose long-forgotten wars.

Through the ages, battleminds have come andgone. Each generation, some arise to combat a newthreat, helping to contain the aberrant menace andsafeguard the world from harm. The lack of commoncause and custom between battleminds means thateach such generation ofnew heroes knows little ofthe sacrifices or legends of those who came beforethem. What little information can be found is oftenapocryphal or misleading, mythologizing the deedsof only the brashest heroes. As a result, battlemindsare forced to find their own way in the world, oniyoccasionally discovering others who share their giftand the boldness that is their birthright.

BATTLEMINDS TODAYBecause of their individualistic nature and spontaneous development, battleminds are seldom organizedinto formal schools or open alliances. On occasion,small numbers ofbattleminds gather into mercenary companies or knightly orders. For the mostpart, though, a battlemind fights as an individualchampion.

A battlemind might believe that his or her combatprowess is markedly superior to the skill or trainingof others. But even though battleminds forge theircombat skills in their own unique fashion, they arequick to show their respect for the talents of otherwarriors. Fighters and paladins, rangers and wardens,barbarians and monks all fight with unique stylesthat a battlemind can learn from. As a result, mostbattleminds pay respectful attention to those whofight alongside them, watching their techniques toferret out new maneuvers that might augment orperfect their own tactics.

To those battleminds who wholly embracethe internal discipline of their power, the formalapproach to training favored by monks, psions, andother classes can be unsettling. In particular, thecarefully honed maneuvers and otherworldly state ofmind of the psion seem alien to many battleminds,who cannot dream ofconstraining their own powerin such a formal fashion.

Only the most arrogant battlerninds dismiss theirmore disciplined counterparts in the psionic artswithout taking what they can from them. In the sameway that battleminds can learn from other warriors’

fighting techniques, they also look to other psioniccharacters for the feats and other common groundthey share. Although a battlemind’s disciplines aremarkedly different from those of a psion, the rawpower of each is born of the same source.

A battlemind’s relationship with his or her cornpanions depends in part on the characters’ culturaland historical background, but all battleminds recognize their place and purpose within a larger group. Abattlemind might be outspoken, brash, and supremelyconfident, but that confidence is backed up withunmatched bravery. Like their forebears, battlernindsare the first into the breach, working to contain theenemy before it can wreak havoc in the world aroundthem. A stalwart and driven warrior, a battlemindmakes a powerful addition to any adventuring group.

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NEW BUILD

This section adds a new option to the battlemindbuilds presented in Player’s Handbook 3 and the DARK

SUN~’ Campaign Setting. This build also includes a newpower choice for the battlemind’s Psionic Study classfeature.

HARRIER BATTLEM1NDTime and space are inconstant. The world aroundyou is mutable and fully within your power to alteras you need. Even a minor adjustment to the fabricof reality creates spectacular changes in the heat ofcombat, allowing you to move in the blink of an eyeor to slow an enemy’s attempt to raise its weaponand block your incoming attack. You wield psionicenergy to alter fate and circumstance, darting intothe near future or stepping into the past to shapethe outcome of the moment before you.

As a harrier battlemind, you are unfettered incombat. You might streak across the field to crashinto your enemies, then dart away before they canmount a counterstrike. You harry your foes withsuch speed that they quickly lose track ofyou. Asyour mastery grows, you can even shape time duringbattle, striking, disappearing, then striking again.Your desperate enemies can only guess where youmight attack from next.

Although many battleminds focus their effortsagainst a single enemy at a time, you prefer to strikemultiple foes at once, thwarting their tactics andsowing frustration to give you and your allies an edge.

NEW C1~ASS FEATUREWhen you choose your Psionic Study, you can choosePersistent Harrier instead of another option such asthose in Player’s Handbook 3.

Persistent Harrier: You gain the persistent harrierpower, which reflects the ease with which you canoutmaneuver your opponents.

Persistent Harrier Battlemind Feature

You slip the bonds ofspace to strike back at even a distantopponent.Encounter + Psionic, Teleportation, WeaponImmediate Reaction Melee weaponTrigger: An enemy hits or misses you with an attack for the

first time during an encounterTarget: The triggering enemySpecial: You can attack the target with this melee attack

even if the target is outside your melee reach.Attack: Constitution vs. ACHit: 1 [WI + Constitution modifier damage, and you tele

port to a square adjacent to the enemy.

SUGGESTED OPTioNsAs a harrier battlemind, you move with ease acrossthe battlefield, whether taking the fight to yourenemies or falling back to draw them closer to you.Choose powers that facilitate movement, with teleportation powers being the most important. Yoursecondary role is controller, which can be strengthened by area powers that manipulate or hamper youropponents. Your feat selection should improve yourdefenses and mobility.

Make Constitution your highest ability score. Dexterity should be your second-highest score, gettingyou into the fight quickly and letting you avoid heavyarmor to keep moving at full speed in combat. Ahigh Wisdom allows you to improve your battlefieldawareness, and Charisma remains important for themany battlemind disciplines that rely on that skill.

Suggested Class Feature: Persistent HarrierSuggested Feat: Harrying Step*Suggested Skills: Athletics, Endurance, InsightSuggested At-Will Powers: renewedfccus*, world

slipping advance*Suggested Daily Power: accelerating strike**New option presented in this book.

•1

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NEW POWERS

The new powers presented in this chapter expandthe available options for battlemind characters. Manyreinforce themes expressed in the Harrier Battle-mind build, but these powers are equally suitable forother battleminds.

LEVEL 1 AT-WILL DISCIPUNES

Conductive Defense Battlemind Attack 1

Your attack surrounds afoe~’witha~shroud ofcrackling lightning, threatening retributionfor;sti-ike~against your allies.

At-Will + Augmentable, Lightning, Psionic, WeaponStandard Action Melee 1Target: One creatureAttack: Constitution vs. ReflexHit: 1 [WI + Constitutionrnodifie~ lightning damage. Until

the start of your next turn, tl~e target takes lightningdamage equal to your €óns~titution modifier whenever ithits one of your allies. ~

Augment 1Hit: As above, and, until the start of your next turn, the

target also takes the lightning damage whenever it shiftsto a square adjacent to one of your allies.

Augment 2 -

Hit: 2[W] + Constitution9odifie~r lightning damage. Untilthe start of your next turn/the target takes lightningdamage equal to youç€oi~stitutioñ modifier wheneverit hits one of your allies.

1~ATTLEM1NDS AN~T1-{d! ABERRANT MENACE

As detailed in Player’s Handbook 3, the prevalence ofpsionics in the world corresponds to the intensity of theFar Realm’s threat. Where breaches in reality allowthe Far Realm’s alien nature to spill into the world, thisnature corrupts and reforms mortal life in its own image.The natural world recoils from this contact, imbuingsentient beings with the ability to wield psionic energy.The way in which the role this history plays in your owncharacter’s backstoiy is for you to decide.

In con~uItation’ with the Dungeon5 Master, y’ou .migh~see it as your character’s destiny~to seek an&destroy ~heaberrant threat~ ~oviding~a thread that might run throughthe entire cani~aig~n. ~Jtematively, you might go you~entire career without ever :f~cing an aberrant creaturein battle. Even a battlemind fully aware of the aberrantthreat can choose to avoid the front lines of that conflIct,focusing his or her achievements on weeding out corruption or shoring up the strength of a threatened world.After all, saving civilization from the aberrant menacedoes little good if the crumbling foundations of that civilization have already fallen.

Renewed Focus Battlemind Attack 1

By the power ofyour mifld;~iL shrug offeffects that would keepyou awayfromyourfoes.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 1 [Wj + Constitution modifier damage. You are no

longer marked or slowed, and you cannot be marked orslowed until the end of your next turn.

Augment 1Hit: 1 [WI + Constitution modifier damage. You and allies

within 5 squares of you are no longer marked or slowed,and cannot be marked or slowed until the end of yournext turn.

Augment 2Hit 2[W] + €onstitution modifier damage. You are no

longer immobilized, marked,~or slowed, and you cannot be immobilized, marked, or slowed until the end ofyour next turn.

Vicious Cobra Strike Battlemind Attack 1

Inyourfoe’s mind,your weap~on.takes theform ofa hissingserpent, its strike hindering that’~enemy’s attacks against you.

At-Will + Augmentable, Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One or two creaturesAttack: Constitution vs. AC.fl~fl~€onstitution modifier psy~hk damage, and you mark

the target until the end of your next turn. If you targetonly one creature with this power,theattack deals 1 [WIextra damage.

Augment 1 -

Hit: As above, and you also mark one enemy adjacent tothe target until the end of your next turn.

Augment 2 -

EloseburstiTarget ~ enemy you can see in burstHit: 1 LW] + €onstitution modifier p~’chic damage, and

the target is marked and takes a 2 penalty to attackrolls until the end of~

World-Slipping Advance Battlemind Attack 1

You slip unfettered across the bathéflelç~ to ~ain an advantageous position. - -

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: ‘II[Wj + €onstitution modifièrdàrnage, and you shift 1

square to a square adjacent.to the;target.Augment 1 (Teleportation)

Hit: 1 [WI + Constitution modifier damage, and youteleport 1 square to a square adjacent to the target.

Augment 2 (Teleportation) - .,.

Hit: 2~Wl + Constitution modifier damage, and you teleport to a square adjacent tothe target.

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LEVEL 1 DAILY DiscIPLINEs

Accelerating Strike Battlemind Attack 1

~ien~you surge toward afoe, the momentum ofyour attack~~yo~u~thiough the rest ofcombat.

Daily + Psionic, WeaponStandard Action Melee weaponEffect: Before the attack, you shift your speed. You can move

through enemies’ spaces during this movement.Target: One creatureAttack: Constitution vs. AC. You have combat advantage for

this attack.~Hi~’2[W]~9~istitution modifier damage. Your move

1Pw~ment.doe~;9ot~provoke opportunity attacks from theta~g~$~~il tI~eend of the encounter.

Miss: Half damage.~Effect. U~l’~he end of the encounter you gain a +2 power

)bonus to speed In addition when you shift you shift 1~.‘ extraJs~Uare.~-’

Aspect of Bitter Ice Battlemind Attack 1

Your weap,~~s rirned with ice as you strike In the aftermathyou are~imbuedwitha bitter cold that protects you and slows.your enemies.

Daily + Augmentable, Cold, Polymorph, Psionic, WeaponStandard Action Close burst 1Target: Each enemy you can see in burstAttack: Constitution vs. FortitudeHit 1 [W] + Constitution modifier cold damage, you push

the target 1 square, and the target is immobilized (saveends).

Miss: Half damage, and the target is slowed (save ends).Effect You assume the aspect of bitter ice until the end of

the encounter. While in this aspect, you gain resist 5 coldand you can use the following augmentation with yourbattlemind at-will attack powers that are augmentable.This augmentation is in addition to the effects that anat-will power might have; this augmentation doesn’t supersede them.Augment 1

Effect: Until the start of your next turn, any enemy thatstarts its turn adjacent to you is slowed until the end ofits turn.

Living Fortress Battlemind Attack 1

As you Ia i~t dtyourfoe, a shroud of rock and scree risesfromthe ground ~io protect you.

Daily + Psionic, WeaponStandard ActionTarget: One creatureAttack: Constitution vs. ACHit 3[W]+Co~stitution modifier damage.Miss: Half damage.

~~ect: U~til the end of the encounter, you and alliesadjacent t~o you have cover As a minor action you can

~end~t~3effecttó.gain resistS to all damage until the~startdf~tir hext turn.

Stolen Grace Battlemind Attack 1

Yourfoes movement wracks it with psychic pain in the after‘math oJ~oui~attack, even as your own mobility is heightened.

Daily + Psionic, Psychic, Stance, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ReflexHit:~2[Vc~~ +~Cinstitution modifier damage, and the target

•takes;-5~5sychic damage if it moves more than half its

~ sp~~jh~ñjt.~poves (save ends).Miss: Half damage, and the target is slowed until the end of

your next turn.Effect: Yoij~as~imethe stolen grace stance. Until the

stance 4~1s; you gain a 4 power bonus to AC and Reflexagainst o~oi1:unity attacks and a +2 power bonus toopportunity attack rolls.

LEVEL 2 UTiLITY D1scIPuNEs

Dimension Slide Battlemind Utility 2

you to better position yourself andy~j,~y o~.th~:b~iftlefle1d.Encounter + Psionic, TeleportationMove Action Ranged 5Target: You and one ally

~Effe~t~oü slide ~ne target 1 square and teleport the othert~g~.~q9~rEs.

NETH(~1~S OF DE1~ENSiEA battlemind wades steadily into the thick of the fray Moreover your rnar~:sihard for the f~e to shed lasting asturning aside attacks-with he~v3i..a~moraiid shield~A4~ile’ it d~és’~iAtil the end of the’encOunter oruhtiI.you~hbose

~ .f. ~ ~ -~t~ ~Y’t - — ..

hackin’g t!ij.~ugh’h,~ foes yvith pqwç~ weapon ~attadcs. to mark a different enemy; EvenS, if you becpn?c dazedAnother battlenind’fights like the wind in combat or stunned your chosen opponent is hampered in itsmoving so fast that nd enemy can track her movements, attempts to attack your allies. -:

Yet another unleashes wild fury as he blinks in and outof Blurred step lets you keep the pressure on a marked foeexistence, taunting his foes to attack if they can. by hindering its attempts to shift away from you. A marked

Each battlemind approaches combat from a different enemy that shifts away from you in order to target one ofperspective. But all members of this class are united by your allies will find itself unable to escape you.their primary role as a defender—and by the three powers While you keep a marked enemy close with blurredon which that role is based. step, mind spike becomes a potent power, compelling the

Rattlemind’s demand allows you to mark enemies within foe to attack you or suffer a backlash from its own attack.3 squares of you. Because it is a minor action, this power This power is most effective against brutes, lurkers, andcan be used in conjunction with a standard-action attack. other creatures with high-damage single-target attacks.

CHAPTER 2 Battlemind

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Evade Explosion Battlemind Utility 2

A prescient vision ofdestruction allows you to sidestep the worsteffects of an attack.

Encounter + PsionicImmediate Interrupt PersonalTrigger: A close or an area attack hits you and deals damageEffect: You shift 1 square. If the shift places you outside the

area of the triggering attack, you~take half damage fromthe attack. , .

Oaken Resilience Battlemind Utility 2

As your mind envisions thestren,qth of the oak, your body acquires that tree’s ancient~r~silience.

Daily + Psionic V

Minor Action PersonalEffect: You resist 3to all~ámage until the end of the

encounter. -

Wild Savagery Battlemind Utility 2

You summon the beast within, gaini ,~g the power to send unwasyfoes sprawling.

Daily + Psionic, StanceMinor Action PersonalRequirement: You must be bloodied.Effect: Until the stance ènds;~any creature you hit with an

opportunity attack ~ also knocked prone.Once during the encounter, you can take the following

action while in this stance.Immediate Interrupt PersonalTrigger: An enemy marked by you deals damage to an ally

with an attack that doesn’t include you as a target.Effect: Make a melee basic attack or a charge attack

against the triggering enemy. On a hit, the enemy is alsoknocked prone.

THE DEATHLESS CHAM’?IONSome battleminds believe that the psionic power fromwhich their potent combat disciplines are derived ~morethan just an inanimate source of energy and strength. Legends tell that during the Dawn War, a powerful championof the gods managed through sheerforce ofwill to survivehis own death. This champion, whose name has been lostto time, scattered his essence across the mortal world,where its shards ne~ted in the souls of those pqtentiallyworthyof pursuing his exarñple of b,raveiy and.greatness.By this act ofimmorta[sacrifl~e, the flrst:battleminds weregra.nted their power. V - V

Battleminds who subscribe~to this legend believethatall members of the classc~rry ~vithin them a spark of thisancient champion. Such cIiàracters strive for personalperfection and glory in the name of a higher purpose,hoping that they might one day prove sufficiently worthyto serve as their lost progenitor’s true vessel. On this day,the Deathless Champion will manifest once more, rebornin the mind and body of his new host.

LEVEL 3 AT-WILL DJsc1PLINEs

Cast the Net Battlemind Attack 3

Your attack bends thefabric ofspace, drawing your enemy to amore advantageous position.

At-Will + Augmentable, Psionic, Teleportation, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 1 [WI + €onstitution moaifiér damage, and you tele

port the target to a squareadjacent to you.Augment 1

Melee weapon + 1 reachAugment2 - - V

Hit: 2~Wl + Constitution modifier damage, and you teleport the target to a square adjacent to you. If the targetmoves more than 2 squärés on it~ next turn, you canteleport it to a squareadjacent to you as an immediatereaction.

Harrier’s Dance Battlemind Attack 3

Your successful attack empowers~you,.letting you slip the bondsofspace in response to afoe’s assault. V

At-Will + Augmentable, Psionic, Teleportation, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 1 [WI damage. Before the start of your next turn, if you

take damage from any enemy that is not adjacent to you,you can teleport 2 squares as an immediate reaction.

Augment 1Hit: 1 [WI + Constitution modifier damage. Before the start

of your next turn, if you take damage from any enemythat is not adjacent to you, you can teleport 2 squares asan immediate reaction.

Augment 2 4.Hit 2[W1 + Constitution modifie~damage.Effect: Whenever you take damage before the start of

your next turn, you can teleport’3 squares as a freeaction.

Lodestone Lure Battlemind Attack 3

As you raise your weapon, afoe lurches toward you against itswill.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee 2Target: One creatureAttack: Constitution vs. WillHit: Constitution modifier damage, and you pull the target

1 square. Until the end of your next turn, the target canmove only to squares that are adjacent to you.

Augment 1Melee 5Hit: As above, but you pull the target 4 squares.

Augment 2Melee 5Hit 1 [WI + Constitution modifierdamage, and you pull

the target 4 squares and knock it prone. Until the endof your next turn, the targe~ ‘can~move only to squaresthat are adjacent to you.. V

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Momentum Swing Battlemind Attack 3

Your vicious attack Ietsyou swing awayfrom the target, readyto strike the nextifoe. . -

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 1 [WI + €onstitutionmodifiér damage.Effect: You shift 2 squares to a square adjacent to any

enemy other than the target. -

Augment 1Effect: You shift your speed to a square ~djacent to any

enemy other than th~target.Augment 2

Effect: Make a charge attack against a creature other thanthe target. Movement made as part of the charge doesnot provoke opportunity attacks.

LEVEL 5 DAiLY DISciPLINEs

Aspect of Unspeakable_Horror Battlemind Attack 5

Your attack heraldsiyour transfoi~hiation into a nightmare creature whose appearance cri~plesyour~emies withfear.

Daily + Polymorph, Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. WillHit: 1 [W] + C’onstitution modifier’damage plus 1 dl 2 psy

chic damage.Miss: Half damage.Effect: You assume the aspectof-the unspeakable horror

until the end of the encounter.’ While in this aspect, yougain +5 power bonus tolntimidatechecks and you canuse the following augmentatior~:with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effgct≤that an at-will powermight have; this augmentation doesn’t supersede them.Augment 1 (Fear)

Effect: Each target of the at-will attack takes a -2 penaltyto attack rolls until the end of your next turn.

THE HIDDEN MIN1~Those versed in psionics lore sometimes speak of theOther, the Sleeper, or the Hidden Mind—a consciousness that dwells beneath all other sentient minds. Somescholarly psions believe the Hidden Mind is a collective consciousness—the amalgamation of all sentiencein the world somehow developing an awareness of itsown. In their view, the Hidden Mind is the source of allpsionic power in the world When a chara~cter~wieldsthat power, he oi~he draws directly from theSleeper’sunseen knowledge. G!vén the wid~ range~ of ways~ thatpsionics can be ‘employed, this -nation is often dismissed as fancy. Still; more than a few battleminds andmonks claim to experience memories that are not theirown—memories of events they have never lived. If notoriginating within the Hidden Mind, then from wheredo such memories come?

CHAPTER 2 Battlemind

Empathic Feedback Battlemind Attack 5

Your counterattack sendsfoes reeliifg awayfrom you while yourvigor is temporarily replenished.

Daily + Psionic, Psychic, WeaponImmediate Reaction Close burst 3Trigger: You take damage from an attackTarget: Each enemy in burstAttack: Constitution vs. WillHit: ‘Ij [Wj + €onstitution modifier psychic damage, and you

push the target 3 squares. -

Miss: Half damage, and you push the target 1 square.Effect: You gain temporary hit pointsequal to one-half

your level + your Constitution modifier.

Fated Confrontation Battlemind Attack 5

You warpfate to take the place of another creature on the battlefield, deliveniibrutal attack against an unsuspecting enemy,and then return to your original posit~on.

Daily + Psionic, TeleportationStandard Action Ranged 5Primary Target: One creatureEffect: You teleport yourself~and theprimary target, swap

ping positions. Make a sethndary attack that is a meleeweapon attack. -: -

Secondary Target: One creatureSecondary Attack: Constitution vs. ACHit: 3[W] + Constitution modifier damage, and you mark

the secondary target until the end of your next turn.Miss: Half damage, and you mark the secondary target

until the end of your next turn.Effect: You teleport yourself and the primary target,

swapping positions.

Inconstant Location Battlemind Attack 5

Your attack opens up ripples in,space;lettin,q you slipfrom placeto place to stay one step ahead ofyouijoes.

Daily + Psionic, Stance, Teleportation, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. AC - -

Hit: 2[W] + €onstitutión modifierdamage.Miss: Half damage.Effect: You assume the inconstant location stance. Until

the stance ends, you can teleport 2 squares as a freeaction. - -.

Special: You can take this free actiononly as the first orthe last action of your turn.- -

LEVEL 6 UTiLITY DISCIPLINES

Energy Transformation Battlemind Utility 6

Theforce of an opponents attack is shu!~ted through you asbrilliant white light.

Daily 4 PsionicFree Action PersonalTrigger: You take damage from an attack.Effect: You take half damágefrom tIi~ triggering attack.

Until the end of the encounter, yd~i radiate bright lightthat fills your space and all squares within 5 squares ofyou.

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Mental Triumph Battlemind Utility 6

By the powen of ‘our~rnthd,you shrug off the most potent physicaIe~ ~‘

Daily + PsionicMinor Action PersonalE~~Yóucannotbe slowed, immobilized, or restrained~encounter.

Relentless H stility Battlemind Utility 6

Even bef~reyoarfoe drops you slip away in search ofanother.,-victim~ ~.

At-Will + PsionicFree Action (Special) PersonalTrigger: You reduce an enemy to 0 hit points during your

turnEffect: You shift 1 square.Special: You can use this power once during each of your

turns.

Warning Premonition Battlemind Utility 6

A premqn n ofdangerfiashes through your mind letting youtake th~A~ght to afoe that thought it had the drop on you

Daily + PsionicNo Action PersonalTrigger: You are surprisedE~~’i~i~are,no longer surprised. In addition, you shift‘ haW~ypur speed and mark one creature adjacent to you attheiend of the shift until the end of your next turn

LEVEL 7 AT-WiLL DisciPLiNEs

Body Double Battlemind Attack 7

ond~p~a~e to•te~np~,rarily stand in two places at once, becomni’gj~double threat to your enemies

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget One creatureAttack: Constitution vs. AC

~‘Hit~1[W~4á~ge,.and choose a square adjacent to thetarget You o&upy that square in addition to your normal

.squ~re~ntil.iliest~rt of your next turn. While you occupy~le~squa~es through this power you can attack from

~either square You can flank from either square and canfl~w~~urself~ You can be targeted in either square,bui dosejand~áreà attacks that affect both squares target

: ~you only once:Augment 1

Hit As above, and when the effect ends, you choosewhether to occupy your original square or your double’ssquare.

Aü~i~&i~H~2~j~4~age, and choose any square within 5

squares you You occupy that square in addition to• y~normal square until the start of your next turn•~ ~Whileyo~i~ccupy.multiple squares through this power,

yo~j äiI,att~ck from either square. You can flank from~ eithei~quare and can flank with yourself You can be

• itar~fed i~ieithër square but close and area attacks,3,,~-_ 4~_•~~-

• th~i~affect both squares target you only once. When the• ~‘ effec~ ends~you choose whether to occupy your original

,squareNyour double’s square.

•~.;_ ;•~~•~ ~.j •~~: ~ -‘•..‘...., ...... •.••.._ ‘.•

~TH’E11R~ BRW~A1E~E •~V. LI. ~

In the contemporary era the wilderness between civi iza ,, The Iron Brigade s~leaders hope to one day control ation s last bastions iswildj~d dangeipus QnIy the gre~test force of battlemiifds larger than any previous conclive oforganizatjons and groups develop rJput&~ions that sprJd these warriors by an order of magnitude With this psionic~yond their1local environs One such group is the Iron army beh4?d them(the masters~öf the Brigade w~lthen~rigade—a~mbat school and m~’rcenary company known send th~ir full forces to rout lesser armies as they~forge

and wide for the martial skill and tactical prowess of a psIonic~ military dictatorship—a new empire1to standits members and students where Nerath fell

The instructors of the Iron Brigade travel throughout The current high commander of the Iron Brigade isthe former realms of Neräth seeking out young warriors Mavthos Dorm, a human battlernind of high paragon level.who show the potential for greatness. -Would-be stu- He is the grandson of the Brigade’s founder, but neitherdents must risk the dangers of the wilds, following the he nor his inner circle understands that the real power intrail of rumor and reputation that leads to the Brigade’s the organization belongs to the hybrid warlock/battlemindIron Hall in the city of Kaddastrei. There, they hope to be deva Parnyelle. Believing that her role in the base schemesfound worthy of admittance, and of learning the secrets of the Brigade threatens to corrupt her into a rakshasa inof combat from the world’s greatest teachers. her next life, Parnyelle uses her arcane and psionic power

Unknown to all except its leaders, the Iron Brigade to wield subtle influence over Dorm and reshape thehas a secret and sinister agenda. Each of the masters and Brigade for her own purposes.founders of the Brigade is secretly a battlemind, and all Established battlemind characters are unlikely to trainthe organization’s efforts are geared toward locating other with the Iron Brigade, since the order’s rank-and-filebattleminds scattered across the world. The school’s repu- instructors remain unaware of its secret purpose. A newtation attracts warriors from all races and cultures, and its battlemind character roleplayed as being unaware of his orintense training and mercenary endeavors are designed to her psionic ability might, however, come to the attentionspark the appearance of battlemind powers within those of the order’s higher-level masters. Alternatively, rumors ofwho possess the latent talent. the Brigade’s secret purpose could be the starting point for

a series of adventures or an entire campaign.

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Flowing Weapon Battlemind Attack 7

o~u~vfngyour weapon, it ripples andflows to reach a disiantifoe.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weapon + 1 reachTarget: One creatureAttack: Constitution vs. ACHit: 1 [WI + Constitution modifier damage.Augment 1

Melee weapon + 3 reach2

M~lèe.weápón+ 3 reachHit ‘l[WI 4 Constitution modifier damage, and you pull

1he.tdi~ét 4 squares.

Give Chase Battlemind Attack 7

Yqur ~tt~k keep~ an enemy’s attention on you as you stay inmotion around it.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACjIit~ l:[W11 Constitution modifier damage, and you mark~thef~r~et until the end of your next turn. If the target‘tfigge’~ y~ur blurred step power before the end of yourne5~urn, you shift 1 extra square with that power.

Augment 1Hit: 11W] + Constitution modifier damage, and you mark

the target until the end of your next turn.Effect: If the target triggers your blurred step power before

the end of your next turn, you shift a number of extra-~ squares equal to your Wisdom modifier with that power.Augm~nt2~Teleportation)

t Constitution modifier damage, and you mark• the target unjilthe end of your next turn.Effect: If~th’e target triggers your blurred step power.‘.bef&r~the end of your next turn, you can teleport 5

•.squares with that power instead of shifting.

‘PSiO1N1(~S~ W1~{~~F 1~S1’cDN1CS2Youiqiight find it’có~’nip~IIing tt~play ~ur battlemind characteras if you have,fto ide~a what ou cando~or how thispower hays con~e to~you 11n fact, b~ttleminds who acquiretheir techniques thrdugh trial and e(ror might not even~least initially. Inmary cases, you might be convinced that your disciplinesare simply advance4 martial exploits—the result of substantial training or latent skill. You might consider yourselfa fighter, scoffing at the notion that you’ve somehowdeveloped psionic powers. You might even take offenseat the suggestion, with its implication that you got whereyou are by unexplained accident rather than raw talentand endless training.

No battlemind can maintain this point of view indefinitely, however. By the time you’re teleporting yourselfor tossing foes around the battlefield when your allies hitthem, it’s pretty clear that your disciplines are no longerobeying the laws of nature. But until then, this approachcan give you an interesting hook on which to hang yourroleplaying.

Battlemind Attack 9

Violent Ubiquity Battlemind Attack 7

~oüi~à~tiä~k keeps the target off balance, as either it or one of~youralhes swap positions in a violent wrenching of reality

At-Will + Augmentable, Psionic, Teleportation, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 1 ~W].+ Constitution modifier damage. You teleport

you~icand either the target or one ally adjacent to you,~s~’a~ppiiig positions.

Augment 1Hit: 11W] + Constitution modifier damage, and you mark

the target until the end of your next turn. You thenteleport yourself and one ally within 3 squares of you,swapping positions.

tgit 2’‘Hit: -1 ~Wj + Constitution modifier damage, and you mark,tIiëtar~gét until the end of your next turn. You thentelep&t yourself and one ally within 5 squares of you,Ewa~Tflg positions.

LEVEL 9 DAILY D1scIPUNEs

Baleful TeleportA~ c~ij~plii~j ~trike shunts yourfoe across the battlefield, then

.le~t’)és~it dazed.

Daily + Psionic, Teleportation, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. FortitudeHit~’2[W] ± Constitution modifier damage, and you teleport

the targetS squares. The target is then dazed (save ends).Miss: Half damage, and the target is dazed until the end of

your next turn.

~D1SC~UPL1~1EBattleminds ~a~tch warrio’~s~of other class~ stu~dying

1 •~ .~e t ..-.~ . ,~, ‘

their techniques to hone ne~ metF~ods of taking the fight1to their enemi&s ~0dthough’some battlemiiids considerth~ir o~id teèhniqués super!~r to those “of otIiernon~psionic classes, few are so close-minded as to beliege thatthey have nothing tà lea~r~ from the example of others.Using the game’s multiciassing or hybrid rules is themost common means for a battlemind to directly adoptthe tactics and techniques of another class. But with theDungeon Master’s approval, a character can take a morestory-based approach.

Any class’s powers can be fine-tuned by adjusting theirdescriptive elements to mirror similar powers from otherclasses. As a battlemind, you might witness the success afighter has using tide of iron. The battlemind power world-slipping advance has a similar feel. As a result, you mightretrain for this power and incorporate some of the elements found in the fighter power—such as using a shieldand pushing the target as part of the attack. You and theDungeon Master can refine the power’s effects for whenyou use power points to augment the attack.

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Shattered Time

Hone Weapon

Melee weapon

Battlemind Attack 9

Battlemind Utility 10

LEVEL 13 AT-WnL DISciPLINEs

Intellect Snap

AT THE VANGUAR1~

2

Lion’s Charge Battlemind Attack 9

You make springing charge attacks against twofoes, even asyou setyour sights on a third.

Daily 4 Psionic, WeaponStandard Action Melee weaponRequirement: You must charge and use this power in place

of a melee basic attack.Target: One or two creaturesAttack: Constitution vs. ACHit: 1 [WI + 1 d6 + Constitution modifier damage.Miss: Half damage.Effect If either attack hitscy&i can repeat the attack against

a third creature, with a t2~bbnu,s to the attack roll.

Subjective Gravity Battlemind Utility 10

By altering reality, you ignore the effects ofgravity as you move.

Daily 4 Psionic, StanceMinor Action PersonalEffect: Until the stance’ends, you can move across any

horizontal or vertical surface without having to climb.You can walk on walls aiid ceilings~as if they were floors.You fall if you end the stanc~ while on a surface on whichyou could not normally st~nkl.

cM

i.c.c

0

uJz

Ubiquitous Vision Battlemind Utility 10

Your entire body becornèst~n’ ex7eñs~on ofyour eyes.

Daily 4 PsionicMinor Action PersonalEffect Until the endofThe encounter, enemies cannot gain

combat advantage’by flánkingyou, and you gain a +5power bonus to Perception check≤:,

Uncanny Senses Battlemind Utility 10

Your weapon attack dis~pts~the,~f cm’ of time around you, allowing you to harc~yyourfoes’ ättem~ts to attack your allies.

Daily 4 Psionic, Weapon, ZoneStandard Action Melee weaponPrimary Target: One creaturePrimary Attack: Constitution vs. ACHit 2[W] + €onstitutionmodifier damage.Miss: Half damage.Effect: You create~zone in arc!öse burst 2 that lasts until

the end of your next turn. While you are within the zone,you can make the following s~econdary attack.Opportunity Action Melee weaponTrigger: An enemy within the zone makes an attack that

does not include you as a targetEffect: Before the attack, you shift to any unoccupied

square adjacent to the triggering enemy that is withinthe zone.

Secondary Target: The triggering enemySecondary Attack: Constitution vs. ACHit: 1 [W] + Constitution modifier damage, and you mark

the secondary target until the end of your next turn.Sustain Minor: The zone persists.

Foes try in vain to hidefromyour heightened senses.

Encounter 4 PsionicMinor Action - PersonalEffect: Until the end of your~next turn, you can see invisible

creatures and objects, andyou~ain a +5 power bonus toInsight checks and Perception’checks~

Strength of My Enemy Battlemind Attack 9

Battle mind Attack 13

Your weapon channelsyour psychicftii-y to distract and hinderyourfoe.

At-Will 4 Augmentable, Psionic, Psychic, WeaponStandard Action Melee weaponTarget One creatureAttack: Constitution vs. WillHit Constitution modifier psychic damage, and the target

is dazed until the start of your next turn.Augment 1

Hit: As above, and you are no longer dazed or marked.Augment4~ * -~

Hit 2[W] + €onstitution rnodifie,rpsychic damage, and thetarget is dazed until the end of~our next turn. In addition, you or one ally within 5 .squaI~s of you can make asaving throw against an effect thatdazes or stuns.

When your attack weakens-aloe, ?tsfleeting strength drivesyourfury in battle.

Daily 4 Psionic, WeaponStandard ActionTarget: One creatureAttack: Constitution vs. FortitudeHit €onstitution m~difiè,r dar~age, and the target is weak

ened (save ends). -.

Miss: The target is weakened until the end of your next turn.Effect: While the target is we~kenéd from this attack, your

melee attacks deal 2d6 ext~a damage.

LEVEL 10 UTiLITY DISCIPLINES

You channel psionic power through your weapon, granting it abrutal advantage in battle.

Daily 4 PsionicMinor Action Melee touchTarget: One weaponEffect: Until the end ofThe eicóunter, the weapon gains

the brutal 1 propert~t In addition, critical hits with theweapon deal 1 dl0 extra damage.

When advancing as a battlemind, consider choosing featsand items that enhance your ability to plant yourself inthe center of combat—not because you’re a defender,but because that’s the way you like it. Feats that improvemobility, such as Powerful €harge or Fast Runner, havepiore of a battlemind flavor than feats such as WeaponFocu~s. Similarly, magic items that increase your s~~edor prevent you from being pinned,down in combat aremore thematically appropriate than items that boost yourdefenses. Battleminds are eager to hurl themselves intothe thick of the fight, and your feat choices and magicitem wish list can reflect this.

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Kinetic Shield Battlemind Attack 13

Your tack ~inniohs upa psionic shield that protects nearby~ allies.

At-Will + Augmentable, Force, Psionic, WeaponImmediate Interrupt Melee weaponTrigger: An enemy hits you or an ally with an attackTarget: The triggering enemyAttack: Constitution vs. Fortitude1Hi~~[W]~-Constitution modifier force damage and each

ally adjacent to you gains a +2 power bonus to all defenses u~jl th’~ ~iart of your next turn

Effect: You don’t have your normal standard action on yournext turn.

AugmentalHjt As ibove but the power bonus is +4.

Augment 4Hit: 2[W] + Constitution modifier force damage, and

each ally adjacent to you gains a +2 power bonus to alldefenses until the end of your next turn.

Effect: You have your normal standard action on your nextturn.

Parting Shot~Yoiv~tughyour enemies like a shadow, striking hardwithyou7~a~’onasyou slip away.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponEffect ~ushift2-squares and make the following attack

• against one enemy adjacent to you at any point during•‘ ti~is movement. -

• Target:~nçtë~turêAttack~ ~oiistitution vs. AC~~ bñ~titution modifier damage.

Augment 1Close burst 1Target: One or two creaturesHit: 1 [WI damage.~• ~ffe~t~i’9ushift~jour speed and can move through ene~ :~mies’ ç1aees~auring this movement. Make the following

~attack~aihsto~ne enemy adjacent to you at any pointduring th~s movement

• Target One~’creature: Attac Constit~tibn VS: AC

Hit:~2[Wj:t~,Con~titution modifier damage, and you0 márktI~ar’get~until the end of your next turn.

Battlemind Attack 13

Unwavering Concentration Battlemind Attack 13

a~ttaèkfocuses your mind and body to shield youfrom•~duntèratt~ks~

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 1[~?] 0~-Constitution modifier damage. You gain a +2

po~~kibón.us to a defense of your choice until the start of-.

Augment 1Hit: 1 [WI + Constitution modifier damage. You gain a +2

power bonus to all defenses until the end of your nextturn. -

A~igment4 .

, close biwst 1~000. t~ ~.

Hit 2[Wj 1- Constitution modifier damage You gain a-~ ..,po~ei~l~öntI~td MI defenses equal to your Wisdom

~~1fi~rMtilthe end of ydur next turn.

LEVEI. 15 DAiLY DisciPLiNEs

Aspect of the Battlemind Attack 15

Raging TempestLightn~gjiares around the creature you strike feeding back to

~grant~ou”the power of the raging tempest.

Daily + Lightning, Polymorph, Psionic, WeaponStandard Action Close burst 1Target: Each enemy you can see in burstAttack: Constitution vs. ACHit: ‘~[Wf~ Constitution modifier damage, and ongoing 5

ljgF~t~jrçg dam’age (save ends).Miss: Half damage.

~Effectv$Youassume the aspect of the raging tempest until~the e~,d~Ofthe encounter. While in this aspect, you cani~ iu,~e th~following augmentation with your battlemind at

swill att~ck powers that are augmentable This augmen~tationisIir~&li~iontd the effects that an at-will powermigh~~av~ this augmentation doesn t supersede themAu~ment1.(Thunder)

Eff~±0~heh you hit with the at-will attack, you slide~ ~nemy marked by you 1 square. That enemy then

•~tal~sthtind~r damage equal to your Wisdom modifier.

T~1E POWER OF THIE HVND r I 4

Most types of damage l~ave~an obvious~ffect Fire iamage Fo~ physical style attacks (partict~Iarly powers thatburns cold damage freezes~ and force damage bludgeons a target a foe s AC) psychic damage takes the forkr?n of purefoe1into submission But what ~xactly is psychic damage? pain—a suffering that has no physical cause but is no lessMañypoweisthatdeal this damage type also target a foe’s real than the worst effect of any weapon attack. The stressmind with other effects, but what does the damage itself of this agony wracks afoe’s body and mind, and can kill asrepresent in the game world? • effectively’as any other damage type.

Psychic damage can be thought of as encompassing For many powers, psychic damage represents thea range of damaging effects. Illusions that deal psychic wounding of the target’s sense of self. M~mories growdamage work on the power of suggestion. By forcing the blurred and untrustworthy, thoughts become jumbled,mind to believe that the body has been hurt, such powers and the body stops responding properly to the will of themake that damage real. This type of psychic damage can mind. Even its identity can be stripped away as its mind isblister skin or break bones with ease. temporarily but horrifically undone.

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Crushing Wave Strike Battlemind Attack 15

Your weapon attack isfollowed up by a blast ofpsionic powerthat knocks creatures to the ground.

Daily + Force, Psionic, WeaponStandard Action Melee weaponPrimary Target: One creaturePrimary Attack: Constitution vs. ACHit 2[W] + Constitution mod ifier~damage.Miss: Half damage.Effect Make a secondaryattack that is a close blast 5, and

that must include the pi~imary target as a target.Secondary Target Each creaturéih blastSecondary Attack: C’onsti~tution vs. FortitudeHit 10 + €onstitution modififr force damage, and you

push the secondary target 2 squares and knock itprone.

Precognitive Eye Battlemind Attack 15

Your attack inspires an enem~ofocus on you in combat, andlets you useflashes of thefuts(r~to disthnce yourselffromyourfoes.

Daily 4 Psionic, Stance, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution + 4 vs. ACHit 2[W] + Constitutionriiddifiér damage, and you mark

the target untiltheend ôf~1the encounter. No other markcan supersede this mark~inl~ss you permit it.

Miss: Half damage, and you mark the target until the end ofyour next turn.

Effect: You assumethe precognitive eye stance. Until thestance ends, whenever any eremy marked by you moves,you can shift 1 square as a fr.~e á’ction. In addition, yougain a +1 power bonus to attack rolls against enemiesmarked ~you.

Sonic Burst Battlemind Attack 15

You move with the speed of thun&r, h~lastin,q yourfoes as youpass.

Daily + Psionic, Thunder, WeaponStandard Action Close burst 1Effect: You shift twice your speedand make the following

attack at any point during~t~rh6vement.Target: Each creature in burstAttack: Constitution vs. FortitudeHit: 3[W] + Constitution modifier thunder damage, you

push the target 3 squares, and the target is deafened(save ends).

Miss: Half damage, and you push the target 1 square.

LEVEL 16 UT1uTY DiscIPLINEs

Inertial Barrier Battlemind Utility 16

An attack against you ctiggersvicpsibi4ic~barrier that shields youand your alliesfrom harm.

Daily 4 Psionic, ZoneImmediate Interrupt Close burst 3Trigger: You or an ally adjacent to you is hit by an attackEffect: The burst creates a zone that lasts until the end

of your next turn. You and your allies gain resist 5 to alldamage while within the~zdne~An~ enemy that startsor ends its turn within the zone is.pushed 1 square fromthe center of the zone. The zone is difficult terrain forenemies.

Sustain Minor: The zone persists.

Instant Move Battlemind Utility 16

You blur across the battlefield to move into positionfor anattack, or toflee an enemy.’s.retributioi~:’

Encounter 4 PsionicFree Action (Special) Personal -

Effect You shift your speed.Special: You can use this power only as the first or the last

action of your turn.

Resolute Recovery Battlemind Utility 16

You shrug offa debilitatin~~ffectas you revitalize yourself inthe midst ofcombat.

Daily + PsionicMinor Action PersonalEffect: You gain temporary hit points equal to your

Constitution modifier + one-half youHevel and removeone effect that a save can end. YoU then shift 1 square.

Teleport Trigger Battlemind Utility 16

You warp space around~you, c~eating a means ofquick escapefor you and your allies. - -,

Daily 4 Conjuration, Psionic, TeleportationMinor Action Ranged 10Effect: You conjure four shimmeringteleport triggers in un

occupied squares within~rar~efE~ch teleport trigger lastsuntil the end of the encoün~ér~or~jntil expended. Whenyou or an ally enters a square containing a teleport trigger, that character can expend.th~’trig~er as a free actionto teleport 5 squares.’

F1N1~1NG EXCUSESThe innate confidence—some would say arrogance—centralto a battlemind’s powers can make for memorable role-playing. If your party is forced to retreat from a losing battle,or if you,~fall in c,prnbat and must be rescued by your allies,consi~ier~,looking for excuses as to why the setback couldn tpossiE~ly have E~en y6ür fault. Point out circumstances inwhich the enemy clearly got lucky, when the terrain and theenvironment worked against you, or when your own alliesdropped the ball with bad rolls or poor tactical choices.

This type of characterization is a fine line to walk. Youwant to make it clear that this is your character shoringup his or her own ego by making excuses to the othercharacters—not you criticizing your friends and fellowplayers for their luck or tactics Likewise make sure thatyou don’tthkê ibis appioach tooofteri ortoo severely.’ Butwhen done well (especially in games that incorporate acertain amount of humor), this defensiveness can add toyour roleplaying.

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LEVEL 17 AT-WILL D1sc1PUNEs Gravity Well Battlemind Attack 17

Battlemind Attack 17Cloud of Dancing BladesAfield ofspectral bladesfills the air around you, increasingyour retribution against afoe that harms your allies.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 1 ~WJ + ~onstitution modlfiçr damage, and your

mind spike power deals extra damage equal to yourConstitution modifier until the end of your next turn.

Augment 1Effect: Before the attack, you mark each enemy adjacent

to you until the start of your next turn.Augment 4 (Zone)

Close burst 2Primary Target: Each enemy in burstPrimary Attack: Constitution vs. ACEffect: The burst creates a zone that lasts until the start

of your next turn. While you are within the zone, youcan make the following secondary attack.Immediate Interrupt Melee weaponTrigger: An enemy willingly leaves the zoneEffect: Before the attack, you shift 4 squares to an

unoccupied square adjacent to the triggering enemy.Secondary Target: The triggering enemySecondary Attack: Constitution vs. ACHit: The secondary target is immobilized until the end of

your next turn.

Dancing Strike Battlemind Attack 17

In the aftermath ofyour attack, you deftly stay ahead ofyourfoes’ attempts to move around you.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 1 [W] + Constitution modifier damage. When you use

your blurred step power before the end of your next turn,you can shift a number of squares equal to your Charismamodifier instead of shifting 1 square.

Augment 1Hit: As above, and you mark the target until the end of

your next turn.Augment 4 (Force, Psychic)

Hit 3~W] + Constitution modifier damage. When youuse your blurred step power before the end of your nextturn, you can shift a number of squares equal to yourCharisma modifier instead of shifting 1 square, and thecreature that triggers your blurred step takes 5 force andpsychic damage.

Your attack constrains afoe to its current location, hindering itsability toflee from you.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 1 [WI + Constitution modifier damage, and the target

is slowed until the end of your next turn.Augment 1

Hit 1 [WI damage, and the target cannot move or bepulled, pushed, or slid more than 2 squares from itscurrent space until the end of your next turn.

Augment 4Hit 3~W] + Constitution modifier damage, and the target

cannot move or be pulled, pushed, or slid more than2 squares from its current space until the end of yournext turn.

Open the Way Battlemind Attack 17

Space ripples aroundyou, letting you attack afoe beyond yourreach, then drawing you to that enemy’s side.

At-Will + Augmentable, Psionic, Teleportation, WeaponStandard Action Melee weapon + 2 reachTarget One creatureAttack: Constitution vs. ACHit 1 [WI damage, and you teleport to a square adjacent to

the target.Augment 1

Hit: 1 [WI damage, and you teleport one ally adjacent toyou to a square adjacent to the target.

Augment 4Effect: Before the attack, you teleport 5 squares.Hit: 2[WI + Constitution modifier damage, and you tele

port to a square adjacent to the target.

LEVEL 19 DAILY DiSCIPLINES

Aspect of Squamous Horror Battlemind Attack 19

Your attack pushes your enemies back, wrackin8 them withfraras you take on theform of a hideous scaled beast.

Daily + Fear, Polymorph, Psionic, Psychic, WeaponStandard Action Close burst 1Target Each enemy you can see in burstAttack: Constitution vs. ACHit 2[WI + Constitution modifier damage, and you push

the target 3 squares.Miss: Half damage.Effect: Each target takes 6 psychic damage. You then as

sume the aspect of squamous horror until the end of theencounter. While in this aspect, you can use the following augmentation with your battlemind at-will attackpowers that are augmentable. This augmentation is inaddition to the effects that an at-will power might have;this augmentation doesn’t supersede them.Augment 2

Effect: Choose one creature hit by the at;~ill attack.That creature moves its speed away from you by thesafest route possible as a free action.

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Dimensional Ambush Battlemind Attack 19

Your power bends the space around you, letting you strike adistantfoe, thenforcing thatfoe back as you appear at its side tostrike again.

Daily + Psionic, Psychic, Teleportation, WeaponStandard Action Melee weapon + 3 reachTarget: One creaturePrimary Attack: Constitution vs. ReflexHit 5 + Constitution modifier psychic damage, and you

slide the target tsqUareF..Miss: Half damage, and you slide the target 1 square.Effect: You teleport to a square adjacent to the space

the target occupied before.the slide. Make a secondaryattack against the target.Secondary Attack: Constitution vs. ACHit: 3[WJ + Constitution modifier damage, and you mark

the target until the end of your next turn.Miss: Half damage, and you mark the target until the end

of your next turn.Effect: You teleport 5 squares.

Focus Bind Battlemind Attack 19

You tempt an enemy’s wrath syoufocus your rage on it, settingup a confrontation that only one~pfyou will survive.

Daily + Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 2~W] + €onstitution’~ôdifier damage plus 3d1 0

psychic damage, and you mark the target until the end ofthe encounter. No othermark~can supersede this markunless you permit it.~

Miss: Half damage, and you mark the target until the end ofyour next turn.

Effect Until the mark imposed by this power ends, you aretreated as if you are marked by the target, and wheneveryou or the target mov~s th~ other can move the samenumber of squares as,a ~i~t a’ction or shift 1 square as afree action.

Temporal Regression Battlemind Attack 19

You slip back through time toescape thefight around you,choosing a more advant~geot~s~pôsition when you reappear.

Daily + Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. AC. Make the attack twice.Hit 2[W] ÷ €onstitution h~idifi~r damage.Miss: Half damage.Effect: At the start of~y6u~r ñ~xt turn, you are removed from

play. At the start of yourf~ii2wiñg turn, you reappear inan unoccupied spacewithir~5’squares of the space youlast occupied. ~

Deaden Blow Battlemind Utility 22

You sense the attack coming ~venthefo~e you see it, transformingyour body to protect~itifromharm.

Daily + PsionicImmediate Interrupt PersonalTrigger: You take damage from an attackEffect You ~ insubstantial until the end of your next

turn.

Fearless Mind set Battlemind Utility 22

Your strength ofmind lets you shrug1offfear and yourfoes’ attempts to draw you into cornba~ ‘

Daily + Psionic, StanceMinor Action PersonalEffect You are ~ longer marked, ànd you assume the

fearless mind set stance: Until the stance ends, you gaina +4 power bonus to Will, áj~+5~j~5~1er bonus to savingthrows against fear effects, and yöu~cannot be marked.

Mental Haven Battlemind Utility 22

By opening a portal into your own~rnind, ~‘ou are temporarilyshunted out of the world, then invigorated ànyour return.

Daily + Healing, PsionicMinor Action PersonalEffect You are removed fromiplay. Atthe end of your next

turn, you regain hit points equal to your bloodied valueor you regain the use ofan encàunter power you havealready used in this encour~tei~.You:then reappear in anyunoccupied space within 5 s~uares’of the space you lastoccupied.

Wings of Elevated Thought Battlemind Utility 22

Your power of thought Ii ~‘oufrie of the battlefield.

Daily + Psionic, StanceMinor Action PersonalEffectUntiK~h~stance ends, you’gainfly,6 (altitude limit

3). If you end your turn flying, youdescend to the groundwithouttakingfallingdamag~;

CONSTITUTiONFOR ATTACKS?

Battlemind attacks are based on €onstitution for the samereasons that a paladin uses €harisma to smite his foes—both classes are built on ai foundation of inner strength.When a batt!emind attacks, he or she uses psionic energyto translate st~ength of bOdy into aggressive force. Jijehçalthier a’nd tougher ~iourbattle,iiind character,.the morepowerfuLyoqr attacks. ‘A battlemind shatters enemiesthrough brute force guided by the power of the mind.In game terms, this strength of self has the added bonusof allowing you to heal more quickly, maintain greaterreserves of physical endurance, and soldier through nearlyany ailment that might afflict you.

LEVEL 22 UTiLITY DIsciPLINEs

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LEVEL 23 AT-WiLL DIscIPuNEs Iron Presence Battlemind Attack 23

Crushing Vortex Battlemind Attack 23

The power ofyour attack man~fests as aforce vortex that lashesout against anotherfoe.

At-Will + Augmentable, Force, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 1 [WI + Constitution modifier damage, and one enemy

adjacent to the target takes force damage equal to yourConstitution modifier.

Augment 2Hit: 2[Wj + Constitution modifier damage, and oneenemy marked by you takes force damage equal to yourConstitution modifier.

Augment 6 (Zone)Hit 3[Wj + Constitution modifier damage.Effect Your space and each square adjacent to you be

comes a zone that lasts until the end of your next turn.When a creature within the zone takes damage from anattack, each enemy within the zone takes force damageequal to your Eonstitution modifier.

Double Vision Battlemind Attack 23

Your attack leaves afoe reeling, and .1ets you channel psionicpower toflin8 yourself or the enemy across the battlefield.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 1 1W] + Constitution modifier damage. Until the end of

your next turn, the target grants combat advantage whilewithin 5 squares of you.

Augment 2 lTeleportation)Hit As above, and when an ally hits the target, you can

teleport 3 squares as a free action.Augment 6 (Teleportation)

Hit: 2[W] + Constitution modifier damage, and the targetis dazed until the end of your next turn. Also until theend of your next turn, when you or any ally hits thetarget, you can teleport yourself or the target 3 squaresas a free action.

AN UNDISCIPLiNEDREPUTATION

Battleminds and ardents are often lumped together aswarriors driven by emotion and instinct. But every rulehas its memorable exceptions. For every battlemind whoepitomizes the brazen warrior, another is an enlightenedcombatant who takes on foes with reason and cunning.In some corner of the campaign world, battleminds mighttrain in special schools in much the same way as othercombat-focused classes. Likewise, holy orders of battle-minds might follow a path reflecting that of the paladinor the avenger.

CHAPTER 2 Battlemind

A vicious strike magnifies your presence in your enemy’s mind,compelling it tofocus on your threat.

At-Will + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 1 [W] + Constitution modifier damage.Effect: Until the end of your next turn, your battlemind’s

demand power targets two creatures in the burst.Augment 2

Close burst 1Target Each enemy you can see in burstHit 1 [W] + Constitution modifier damage, and you markthe target until the end of your next turn.

Augment 6Close burst 2Target Each enemy you can see in burstHit: 21W] + Constitution modifier damage, and you mark

the target until the end of the encounter, until you usethis power again, or until you use your battlemind’sdemand power.

Reality Shuffle Battlemind Attack 23

Theforce ofyour attack warps reality, leaving you and yourenemy in different positions in the blink of an eye.

At-Will + Augmentable, Psionic, Teleportation, WeaponStandard Action Melee weapon + 1 reachTarget: One creatureAttack: Constitution vs. ACHit 11W] + Constitution modifier damage. You teleport

yourself and the target, swapping positions.Augment 2

Melee weapon + 3 reachAugment 6

Hit 3[W] + Constitution modifier damage. You teleportthe target 3 squares and then teleport 3 squares.

LEVEL 25 DAILY DisCIPLiNEs

Blazing Offensive Battlemind Attack 25

You become a streak offlame that blurs across the battlefield,devastating yourfoes with psionicfire.

Daily 4 Fire, Psionic, WeaponStandard Action Melee weaponEffect: You shift three times your speed and make the fol

lowing attack against one, two, or three creatures duringthis movement.Target One creature -

Attack: Constitution vs. ReflexHit: Ongoing 40 fire damage (save ends). Each time you -

hit the same target with this attack, the ongoing damageincreases by 5.

Miss: Ongoing 20 fire damage (save ends).

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Stolen Vigor Battlemind Attack 25

Your weapon attack leaves afoe weakened, its stolen strengthreplenishing your own vigor.

Daily 4 Healing, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. FortitudeHit: 4[W] + Constitution mod jfier damage. In addition, the

target is weakened, and you regain 10 hit points at thestart of each of the target’s turns (save ends both). Whilethe target is adjacent to you, it takes a 2 penalty to savingthrows against this effect.

Miss: Half damage, and the target is weakened until the endof your next turn. At the start of the target’s next turn, youregain 10 hit points.

Sublime Fury Battlemind Attack 25

Your attack incites afrenzyfor battle that lets you lay waste toyourfoes.

Daily 4 Psionic, Stance, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 6[W] + Constitution modifier damage.Miss: Half damage.Effect You assume the sublime fury stance. Until the

stance ends, you take a ‘2 penalty to attack rolls andyour unaugmented battlemind at-will meleeattacks deal2d6 extra damage. In addition, whenever you reduce anonminion creature to 0 hit points, you make a meleebasic attack as a free action.

Temporal Reiteration Battlemind Attack 25

Your strike pulls an enemy toward you, thenforces it back to itsprevious location to relive.your attack.

Daily 4 Psionic, Teleportation, WeaponStandard Action Melee weaponTarget: One creaturePrimary Attack: Constitution vs. ACHit 2~W] + Constitution modifier damage, and you tele

port the target to a square adjacent to you.Miss: Half damage.Effect As a free action at either the start or the end of the

target’s next turn, you teleport the target to the space itoccupied when you targeted it with this power. Make asecondary attack against the target, even if you are nolonger within melee reach.Secondary Attack: Constitution vs. ACHit: 1 LW] + Constitution modifier damage.

LEVEL. 27 AT-Wlu. D1sc1PUNEs

Brandished Promise Battlemind Attack 27

Youlash out atfoes close by, hoping to draw their ire and theirattacks to you.

At-Will 4 Augmentable, Psionic, WeaponStandard Action Close burst 1Target: Each enemy you can see in burstAttack: Constitution vs. WillHit €onstitution modifier damage, and you mark the tar

get until the end of your next turn..Augment 2

Hit: 1 [W] + Constitution modifier damage, and you markthe target and one other enemy within 2 squares of thetarget until the end of your next turn.

Augment 6Close burst 2Hit: 2[W] + Constitution modifier damage, and you mark

the target until the end of your next turn.

Elusive Ghost Battlemind Attack 27

You strike, then teleport away to deny your enemies an easycounterattack.

At-Will 4 Augmentable, Psionic, Teleportation, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. AC

Hit 1 [WI + Constitution modifier damage, and you teleport 1 square.

Augment 2Hit 21W] + Constitution modifier damage, and you

teleport 2 squares.Augment 6

Close burst 1Target: Each enemy you can see in burstHit: 2[W] + Constitution modifier damage.Effect: You teleport 5 squares.

Imprisoned Mind Battlemind Attack 27

Your attack binds your enemy’s thoughts, limiting its tacticalmovement.

At-Will 4 Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 1 [W] + Constitution modifier damage, and the target

cannot shift until the end of your next turn.Augment 2

Hit 21W] + Constitution modifier damage, and the targetis marked and cannot shift until the end of your nextturn.

Augment @Hit 3[W] + €onstitution modifier damage, and the target

cannot shift until the end of your next turn. In addition,you gain a +3 power bonus to opportunity attack rollsagainst the target until the end of your next turn.

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Obsidian Shield Battlemind Attack 27 Killing Wind Assault Battlemind Attack 29

Battlemind Attack 29

A shadowy shield press’es3’ourfoes and can hinder theirmovement.

At-Will + Augmentable, Necrotic, Psionic, Psychic,Weapon

Standard Action Close blast 3Target: Each enemy in blastAttack: Constitution vs. FortitudeHit 1 [WI necrotic and psychic damage.Augment 2

Hit: 1 [WI + Constitution modifier necrotic and psychicdamage, and you mark the target until the end of yournext turn.

Augment 6Hit: 3[W] + Constitution modifier necrotic and psychic

damage. In addition, ifthe target moves more than 2squares away from you on its next turn, it takes 10 necrotic and psychic damage.

LEVEL 29 DAILY DlsclPuNEs

Darting Grace StrikeYouflit across the battlefield, avoidiig your enemies as yourattacks grantyou a lethal grace. -

Daily + Psionic, Stance, WeaponStandard Action Melee weaponTarget One, two, or three creaturesAttack: Constitution vs. ReflexHit 3[W] + Constitution modifier damage, and the target

is dazed (save ends). lithetarget is already dazed, theattack deals 5 extra ‘dama~e.

Miss: Half damage.Effect: You shift 3 squares after each attack. After making

the last attack, you assume the stance of darting grace.Until the stance ends, you gain a +2 power bonus to ACand Reflex, and you can take the following action.Free Action PersonalTrigger: An enemy misses you with an attackEffect: You shift 4 squares, and the triggering enemy grants

combat advantage to you until the end of your next turn.

LOST MASTERSTo one degree or another, all psionic characters meld th -

intellectual and the physical on the battlefield. Althoughthey are rare, certain individuals are said to be able tochannel their will into noncombat endeavors throughpsionics, as well. Tales tell of Iegendar1y crafters who onceforged weaponsand armor of unsurpassed quality. Oth~rsare said to have created magic items without the use ofrituals—or even without the intention of doing so Worksd~art and performances by IostJnasters~are ~aid to havehad a supernatural ability to move the viewer. Powers andabilities much like those of the psionic classes might wellhave played a part in the singular talents of such artisans.But in these dark and troubled times, art and craft havelargely become secondary concerns next to the strugglefor survival.

You vanish before your enemies’ eye~s, becoming the unseen windthat unleashes death on the battlefield.

Daily + Psionic, WeaponStandard Action Melee weaponEffect: Before the attack, you become invisible and then

shift a number of squares equal to your speed. You remaininvisible until the start of your next turn.

Target: One creatureAttack: Constitution vs. ReflexHit 5[W] + €onstitution modifierdamage, and you knock

the target prone.Miss: Half damage.Effect II1Jij~JJ the end of the encounter, you gain a +4 power

bonus to speed, and you are invisible while moving.

Many Doors Curse Battlemind Attack 29

Your attack binds the target toyou,.wracking it with pain as youfling it across the battlefield.

Daily + Psionic, Psychic, Teleportation, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 4~Wj + Constitution~modlfièr damage.Miss: Half damage.Effect: The target is subject to youi~rnany doors curse (save

ends). While the target is aff~cted by your many doorscurse, whenever the target fakesdamage from an attack,you can teleport it to a s~uareadjacent to you or an allyyou can see as a free action. When you teleport the target this way, it takes 10 psychicid~tnage.

Omniscient Strike Battlemind Attack 29

As your chosenfoe prepares to strik~,you sabotage its attack bymaking a vicious attack ofyourown~

Daily 4 Psionic, WeaponImmediate Interrupt Melee weaponTrigger: An enemy marked by you targets you with a melee

attackEffect: Before the attack, you shift 4 squares.Target: The triggering enemyAttack: Constitution vs. AC. You have combat advantage for

this attack.Hit 4~WJ + Constitution mbdifiér damage, and the target

~stunned (save ends).~’Miss: Half damage, and the target is dazed (save ends).Effect: If you haveno po~er’p~ointsrémaining, you regain 2

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NEW PARAGON PATHS

BLACKSTONE GUARDIAN“I have peered into the darkness clouding my soul, and ithasfound me worthy.”

Prerequisite: Battlemind 2Strange dreams are common among those who wieldpsionics. Your dreams, however, are different. Youdream of a black monolith set within a cavern rimedwith ice. This vision has haunted you for as long asyou can remember, but until now, you have struggledin vain to discover its meaning.

The blackstone monolith has chosen you as itschampion. In another age, noble champions of a distant land fought to contain a breach to the Far Realm.They sealed the rift with powerful psionic wards,behind elemental stone imbued with their own consciousness. Each generation, the wards they forgedmust be resealed by new champions. You are boundto the fate of the guardians you follow.

BLACKSTONE GUARDiANPATH FEATURES

Blackstone Action (11th level): When youspend an action point to use an attack power, yougain resistance to all damage equal to 3 + yourWisdom modifier until the end ofyour next turn.

Paragon Power Points (11th level): You gain 2additional power points.

Monolithic Vision (11th level): Whenever youuse your mind spike power, you also pull the target ofthat power 3 squares. The target is then slowed untilthe end of its next turn.

Blackstone Chains (16th level): Wheneveryou reduce an enemy to 0 hit points, each enemymarked by you is immobilized until the end ofyournext turn.

BLACKSTONE GUARDIAN DISCIPLINES

Blackstone Curse Blackstone Guardian Attack 11

Your weapon attack inflicts a vicious curse on yourfoe, whichappears to turn to cracked black stone as it is heldfast.

Encounter 4 Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 1 [WI + Constitution modifier damage, and the target

is immobilized until the end of your next turn.Augment 2

Hit: 1 [W] + Constitution modifier damage, and the targetis petrified until the end of your next turn.

Monolithic Blessing Blaclcstone Guardian Utility 12

The mono!itWs power grants you the resilience of ageless stone.

Daily 4 PsionicMinor Action PersonalEffect: Until the end of your next turn, you have tremor-

sense 5 and resist 10 to all damage.Sustain Minor: The effect persists.

Your attack wracks an enemy’s mind and binds its body in stoneas you channel the blackstone monolith’sforbidding power.

Daily 4 Polymorph, Psionic, Psychic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 2[W] + Constitution modifier damage, and ongoing 10

psychic damage (save ends).First Failed Saving Throw: The target is restrained until

it saves against the ongoing damage.Second Failed Saving Throw: The target is petrified

instead of restrained and takes a 2 penalty to saving throws against the ongoing damage. The ongoingdamage from this power ignores the resistance grantedby the petrified condition.

Miss: Half damage, and ongoing 10 psychic damage (saveends).

Effect: You push each creature adjacent to you 1 square.You then assume the aspect of the blackstone gaoler untilthe end of the encounter. While in this aspect, you canuse the following augmentation with your battlemindat-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will powermight have; this augmentation doesn’t supersede them.Augment 2

Effect: You gain resistance to all damage equal to yourConstitution modifier until the end of your next turn.In addition, one creature you hit with the at-will poweris restrained until the end of your next turn.

CHAPTER 2 Battlemind

Aspect of the Blackstone Guardian Attack 20

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QuicKsiLvER DEMON“Catch me ~fyou dare!”

Prerequisite: Battlemind

Your mind rejects all notions ofwhat is possible andimpossible on the battlefield. Psionic energy flowsthrough you, imbuing you with an irrepressible needto move. You flow around your enemies, blurringpast them before they can land a blow. As you move,your attacks slip through your enemies’ defenses withdeadly effect. You goad a foe into following you, thenwrack its mind and body as it gives futile chase.

You are quicksilver in living form, moving withsuch speed and grace that your enemies have no hopeofpinning you down. Whether you fight alone orin the company of others who also race through theheat of battle, your enemies name you the quicksilverdemon, never knowing where you will strike next.

QuicKsiLvER DEMONPATH FEATURES

Paragon Power Points (11th level): You gain 2additional power points.

Quicksilver Action (11th level): When youspend an action point to take an extra action, you canshift a number of squares equal to your Charismamodifier before or after the extra action.

Quicksilver Dance (11th level): You gain a +4bonus to all defenses against opportunity attacks.In addition, whenever an enemy misses you with

Rebounding Dance Quicksilver Demon Attack 11

You become a silver blur as you speed through yourfoes, strikingsofast that they cannot retaliate.

Encounter + Augmentable, Psionic, WeaponStandard Action Melee weaponEffect: You have concealment until the end of your next

turn, and you shift a number of squares equal to yourspeed + your Charisma modifier. You make the following attack against one or two creatures during thismovement.Target: One creatureAttack: Constitution vs. ACHit: 11W] + Constitution modifier damage.

Augment 2Hit 2[Wl + Constitution modifier damage, and the target

takes a —2 penalty to all defenses until the end of yournext turn.

Absorb Momentum Quicksilver Demon Utility 12

An enemy’s attempt toforce you across the battlefield only increases your mobility.

Daily + PsionicImmediate Interrupt PersonalTrigger: An enemy’s attack pulls, pushes, or slides youEffect You negate the forced movement and gain a +4

power bonus to speed until the end of the encounter.

Yourfoe suffers with eachfailed attack it makes againstyou,even as you attain maximum mobility in battle.

Daily 4 Polymorph, Psionic, Psychic, WeaponStandard Action Melee weaponEffect: Before the attack, you shift your speed.Target One creatureAttack: Constitution vs. ACHit: 5[Wj + Constitution modifier damage. In addition, the

target is marked and takes 5 psychic damage wheneverit misses you with an attack (save ends both).

Miss: Half damage.Effect After the attack, you shift your speed. You then as

sume the aspect of quicksilver strides until the end ofthe encounter. While in this aspect, you gain a +2 powerbonus to speed and you can use the following augmentation with your battlemind at-will attack powers that areaugmentable. This augmentation is in addition to theeffects that an at-will power might have; this augmentation doesn’t supersede them.Augment 1

Effect: After the at-will attack, you shift half your speed.In addition, one creature hit by the attack takes extradamage equal to your Charisma modifier.

CHAPTER 2 Battlemind

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an opportunity attack, you gain combat advantageagainst that enemy until the end ofyour next turn.

Unfettered Movement (16th level): You canshift 3 squares as a move action. When you do, youare no longer slowed.

QUICKSILVER DEMON DisciPLiNEs

Aspect of Quicksilver Quicksilver Demon Attack 20

Strides

• ••.•~• ~‘ ;~I-,’ .ç - -

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STORM DISCIPLE“I am the power of the never-ending tempest that crosses allplanes. Doyou think you can stop me?”

Prerequisite: Battlemind

Your philosophy of life and battle is shaped by yourbelief in the infinite storm. In every corner of theworld and every part of the planes, order and chaoscontend for domination. Violent storms of elementalfury are the most potent sign of this struggle. At notime is all the cosmos ever at peace. Through studyand diligence, you draw power from these infiniteand endless storms, channeling their destructivefury. You represent the infinite storm in your travels,welcoming the violence that is a constant part of life.Like the power of the storm, you are everywhere.

STORM DiSCIPLE PATH FEATURESLightning’s Path Action (11th level): When

you spend an action point to take an extra action, youteleport 5 squares. After the teleport, each enemyadjacent to you or marked by you takes lightningdamage equal to your Wisdom modifier.

Paragon Power Points (11th level): You gain 2additional power points.

Storm Scion (11th level): You gain lightningresistance and thunder resistance equal to your Constitution modifier.

Rouse the Storm (16th level): While bloodied, you can use the following augmentation withyour battlemind at-will attack powers that are augmentable. This augmentation is in addition to theeffects that an at-will power might have; this augmentation doesn’t supersede them.

Augment 1 (Lightning)Effect After the attack, you teleport 3 squares. Until the

end of your next turn, any enemy that hitsyou witha melee attack takes lightning damage equal to yourConstitution modifier.

STORM DIscIPLE DIsc1PUNEs

Lightning Strikes Twice Storm Disciple Attack 11

Living lightning wraps your body, letting you surgefrom onetarget to the next.

Encounter + Augmentable, lightning, Psionic, WeaponStandard Action Melee weaponPrimary Target: One creaturePrimary Attack: Constitution vs. ACHit [WI + Constitution modifier lightning damage.Effect: You teleport 5 squares and make a secondary attack.

Secondary Target One creature other than the primarytarget

Secondary Attack: Constitution vs. ACHit 11W] + Constitution modifier lightning damage.

Augment 2Effect: You teleport 5 squares and make a secondary

attack as above, then teleport 5 squares and make thesecondary attack again against a different creature.

Stormwalker Storm Disciple Utility 12

The winds of the immortal storm carryyou into battle.

Encounter + PsionicMinor Action PersonalEffect: You gain a fly speed equal to your speed and can

hover. This effect lasts until an attack hits you or until theend of the encounter. When the effect ends, you descendto the ground without taking falling damage.

Aspect of theInfinite Storm

Storm Disciple Attack 20

When you strike, you summon the transformative power of theinfinite storm.

Daily + Lightning, Polymorph, Psionic, WeaponStandard Action Close burst 1Target Each enemy you can see in burstAttack: Constitution vs. ACHit 1 [W] + €onstitution modifier lightning damage, and

ongoing 10 lightning damage (save ends).Effect: You assume the aspect of the infinite storm until the

end of the encounter. While in this aspect, you can usethe following augmentation with your battlemind at-willattack powers that are augmentable. This augmentation isin addition to the effects that an at-will power might have;this augmentation doesn’t supersede them.Augment 2

Effect After the attack, you become the tempestuousstorm, occupying a 7-square by 7-square area centeredon your space. While in this form, you are insubstantial,you can occupy other creatures’ spaces, and you cannotattack. When any creature starts its turn in your newspace, you slide that creature 2 squares. In addition, onecreature hit by the at-will attack takes 5 extra lightningdamage and is dazed until the end of your next turn. Atthe start of your next turn, you return to your normalform in any unoccupied space in the area of thetempestuous storm.

CHAPTER 2 Battlemind

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TALARIC IRONJACK“My mind is awakened to a purpose greater than my own

ltfr”

Prerequisite: Battlemind

Since the Talaric Codex was first compiled to recordthe fighting techniques used against the horrors ofthe Far Realm, fragments from that lost tome havebeen scattered far and wide. Although the warrior society that conceived the codex is no more,their workings live on in the champions who havestumbled across these ancient writings and masteredtheir secrets.

During your travels, you have come across fragments of the lost codex. The full meaning of thesescraps of lore escaped you at first. In time, however,you put the pieces together to master the lessons theycontained. Although others might draw differentconclusions, you have learned that life is an essential struggle between the natural world and the FarRealm. Whenever the madness of the Outside pushesinto ordered reality, the natural world responds withviolence. With your unique talents, you have come toembody the world’s wrath.

From the teachings of the Talaric Codex, youturn your mind’s eye inward to search out flawsand vulnerabilities. When you discover a gap inyour defenses, you allocate your psionic resourcesto reinforce it against attack. Your extensive studyalso rewards you with increased clarity and focusin combat, allowing you to devastate your foes. By

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neutralizing opponents when they strike, you endurepast the point when other warriors would fall.

TAIARIC 1RONJACK PATH FEATURESParagon Power Points (11th level): You gain 2

additional power points.Defensive Aura (11th level): Whenever you hit

with an unaugmented at-will psionic attack powerwhile you have at least 1 power point, you gain a +2power bonus to all defenses until the start ofyournext turn,

Superior Action (11th level): When you spendan action point to make an attack, you gain a +4power bonus to the attack roll and you regain hitpoints equal to twice your Constitution modifier.

Ironjack’s Command (16th level): Wheneveryou spend a healing surge and regain hit points, eachally within 2 squares ofyou can shift 1 square as afree action.

TAI.ARIC 1RONJACK DIsc1PUNEs

Iron-Hewed Smash Talaric Ironjack Attack 11

You imbue your weapon with your ownfury, striking hard tosend yourfoesflying.

Encounter + Augmentable, Psionic, WeaponStandard Action Melee weaponTarget: One creatureAttack: Constitution vs. ACHit 2~Wl + Constitution modifier damage, and you push

the target 5 squares.Augment 2

Close blast 3Target: Each enemy you can see in blast

Enduring Body Talaric Ironjack Utility 12

As combat takes its toll on you, the power ofyour mind protectsyour bodyfrom additional~harm.

Daily + Healing, PsionicMinor Action PersonalRequirement You must be bloodied.Effect: Until the end of the encounter, while you are blood

ied you have regeneration 5 and resist 5 to all damage.

Overwhelming Force Talaric Ironjack Attack 20

You channel the inherent violence of the world into a blow thatfreezes afoe in its tracks.

Daily 4 Force, Psionic, WeaponStandard Action Melee weaponTarget One creatureAttack: Constitution vs. ACHit 4[W] + Constitution modifier force damage, and the

target is immobilized (save ends).Each Failed Saving Throw: The target takes 10 force

damage.Miss: Half damage.

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UNBOUND NOMAD“I sail the seas ofpossibility, boundfor afate I choose.”

Prerequisite: Battlemind

Hidden pathways and secret portals riddle the worldand the planes. You possess the keen eye and openmind that let you pick out these shortcuts and exploitthem. Your understanding of planar mechanicsmight be instinctive, originating in an unusual knackfor sensing and locating such anomalies. It might bethe result of extensive training, in which you learnedfrom a master unbound nomad how to circumventthe bounds of reality. However you came by yourknowledge, you can travel unseen byways with ease.

As an unbound nomad, you are rarely in one placefor long. You use your talent to slip through the cracksin the world around you, then reappear whereveryou want. You can dodge through new gateways toescape a persistent enemy, or force your foes into theunseen spaces between the planes. Your unpredictability leaves your enemies confused, chasing afterphantoms as you take charge of the battlefield aroundthem.

UNBOUND NOMAD PATH FEATURESBanishing Action (11th level): When you spend

an action point to make an attack, you teleport onetarget hit by the attack 5 squares.

Nomad’s Prerogative (11th level): Whenever anenemy pushes you, you can ignore the push and teleport 3 squares.

Paragon Power Points (11th level): You gain’2additional power points.

Nomad’s Journey (16th level): Wheneveryou use your blurred step power, you can teleport anumber of squares equal to your Dexterity modifierinstead of shifting. You must teleport to a square adjacent to the enemy that triggered that power.

UNBOUND NOMAD DisciPuNEs

Cunning Abduction Unbound Nomad Attack 11

You appear next to your enemy to deliver a blow that whisksyou both to your ally’s side.

Encounter + Augmentable, Psionic, Teleportation,Weapon

Standard Action Melee weaponEffect: Before the attack, you teleport 5 squares.Target: One creatureAttack: Constitution vs. ACHit 2[W] + Constitution modifier damage. Choose one ally

within 10 squares of you that you can see. You teleportyourself and the target to squares adjacent to that ally.

Augment 2Hit: As above, and the target is dazed until the end of your

next turn.

One Hundred Doors Unbound Nomad Utility 12

An enemy’s missed attack lets1you escape through a temporaryportal, which remains openfor a time.

Daily + Conjuration, Psionic, TeleportationImmediate Reaction PersonalTrigger: An enemy misses you with an attackEffect: You teleport 5 squares and conjure a hole in real

ity in the square you last occupied. Any creature in theconjuration’s space on its turn can teleport 5 squares asa free action, and the conjuration is pushed 1 d6 squaresaway from the creature’s destination square. The conjuration lasts until the end of the encounter or until it ispushed into a solid object.

Unstable Nexus Unbound Nomad Attack 20

Your sweeping attack draws your enemies into a dimensionalvoid, then spits them out, leaving an unstable vortex behind.

Daily + Psionic, Psychic, Weapon, ZoneStandard Action Close burst 1Target: Each enemy you can see in burstAttack: Constitution vs. ACHit 3[Wj + Constitution modifier damage, and the target

is removed from play. At the start of your next turn, thetarget reappears in the space it last occupied or in thenearest unoccupied space. Roll a d4 to determine aneffect imposed on the target.1. The target is removed from play again until the start

of your next turn, reappearing in thelast space it occupied, or the nearest unoccupied space.

2. The target takes 10 psychic damage.3. The target is dazed (save ends).4. The target falls prone.

Effect: The burst creates a zone that lasts until the end ofyour next turn. Any creature that starts its turn within thezone teleports 1 d8 squares in a random direction.

Sustain Minor: The zone persists.

CHAPTER 2 Battlemind

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CHAPTER 3

MONKI

“An existence unburdened by limitation demands harmony {among body, spirit, and mind.”

YOU STAND between the material world ofthe b1ody and the enlightened realm ofthe mind, andwithin you, both these worlds meet. You are a monk,trained in unique fighting methods passed down~irough generations. You might have spent your liferefining your prowess in a secluded monastery, far fromworldly distractions. Or you might have learned yourunique fighting style on the darkest city streets, testing your endurance and cunning in a desperate fightfor survival. You might have tapped into your powerfrom ancient manuscripts, a mysterious master, or thememory ofa lost tradition hidden within your mind.

Although any well-trained warrior can drop a foewith the power of a fist, you invest psionic power inyour attacks—the inner energy you call your ki. Thisenergy allows you to deliver attacks as punishing asany spell or armed martial exploit, even as it expandsyour physical capabilities with swift movement,amazing leaps, and even flight. This chapter offersnew options to expand your power and your presenceon the battlefield and beyond.

+ Playing a Monk: A discussion of how monks fitinto the world and at the game table, with tips onbringing your character to life.

+ New Build and Class Feature: The Iron Soultradition allows you to channel the power ofyourki through a weapon, making it an extensionofyour body and mind. In your hands, even ameager dagger can equal the power of a fighter’sgreatsword, and a simple quarterstaffbecomes awhirring implement of destruction.

+ New Powers: You rely on psionic power to guideyour attacks and shatter the defenses ofyourenemies. The new disciplines in this chapterallow Iron Soul monks to advance their weapontraining, but give all monk characters newoptions to keep their opponents on edge.

+ New Paragon Paths: Six new paragon pathsoffer monk characters options for advancementand a range of esoteric—and deadly—fightingstyles.

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PLAYiNG A NONI(

“Find whatyou need, stran8ers?”Thefigure approached the two nondescript travelers in

the all but deserted library. A bear of a man, he sported athick black beard and a gapped-tooth grin. They had beenwarned about the local sheriff but had hoped to completetheir research before running into him.

“Indeed,” Lenaris said carefully. “bun’s temple is a yentablefont ofknowledge.”

“Ain’t afreefont,” the sheriffquipped. “There’s a taxforoutsiders.”

“We were told ofno such tax,” Inelda protested.“I’m telling you now.” The sheriffpushed his cloak aside

to show the sword at his belt, glancing down as !f to sayhe’d already noted that both traveling companions wereunarmed. Lenaris reached into his pouchfor a handful ofsilver. The grizzled warrior sneered as he sauntered away.

Inelda glared, but Lenaris only shrugged. “Afight heremight destroy irreplaceable texts. I’ve toldyou, Inelda,yourtemper underminesyou. A bit ofdiscipline

He was interrupted by the angry voice of the sher~ffa short way off berating the old priest who served as thetemple’s librarian. The burly warrior had afragile tome inhis hand, raised as ~fhe was ready to throw it.

Lenaris was suddenly gonefrom his seat, vanishing asquickly as the book subsequently vanishedfrom the sheriff’sfingers. The grizzledface had timefor a puzzled look beforeLenaris’s leg came up, striking with theforce ofa batteringram.

Inelda was smiling by the time the sound ofthe beatingfaded away. “You were proclaiming the virtue ofdiscipline..he said as Lenaris returned to the table.

“I showed substantial discipline,” Lenaris said quietly. “Istopped hitting him the instant he struck thefloor.”

Each day is a step on a lifelong journey toward a spiritual awakening—the ultimate melding ofbody, mind,and soul. If pursued with discipline and dedication,the odyssey brings success, contentment, and greaterunderstanding. Perceptive allies gain insights aboutthemselves as you follow your path. For your enemies,each day brings the vital, life-altering revelation thatstanding against you is extremely unwise.

As a monk, you seek mastery ofyour entire being.Others think ofbody, mind, and soul as separate, butyou understand that self, absent division, is the highest truth. Mortal weakness and misunderstandingseparate the aspects of a person. Only through irondiscipline can you shatter false barriers and attaintrue unity.

Your final goal is not at issue. How far along youare and whether you are advancing or regressing areless certain. How you pursue your spiritual passagetoward enlightenment also varies. Did you seek out amonastic order to gain the control that you previously

CHAPTER 3 Monk

lacked, or were you already disciplined and lookingonly for purpose? Are styles of combat tools by whichyou achieve unity, an end in themselves, or just a fewof many steps on the path to wholeness?

BODY, MIND, Soui.Discipline is central to the life of a monk. You cannotobtain self-mastery ifyou lack self-control. Throughtotal understanding—mental, physical, spiritual—youbreak down the false demarcation between the different aspects ofyour being. You understand that yourpowers originate from your will, from the musclesand blood ofyour body, and from the spark ofyoursoul. You strive to integrate all that you are into oneseamless whole.

The physical prowess achieved by many monasticorders is legendary. Not as well known is the profound spiritual nature ofbeing a monk. Although notall monks are religious, they are all keenly attuned tothe vital essence of their being.

The mental aspects of the monastic lifestyle manifest psionically. Your power comes from within, notfrom any outside source. In no small part, it is a function of supreme willpower. Monastic schools might bezealously religious, located in or near pious communities. Alternatively, they could minimize ceremony,proclaiming that their teachings are derived entirelyfrom ancient martial styles. Whether presented asrigorous exercise, unparalleled focus, or divine calling, monastic art and practice are ultimately psionicpowers.

YOUR LIFE BEFOREMany individuals who eventually train as monks havelong felt that something is missing in their lives. Youmight have lacked discipline, regularly acting fromanger or on whim. You might have suffered a spiritual hollowness that traditional religious practicesfailed to fill. Your life might have been directionless,lacking meaning or purpose. You might have experimented with numerous professions, but discoveredthat excellence or fulfillment in them was unattainable. Any of these frustrations might prove sufficientmotivation to drive you to the doors of a monastery.

Some monks show an inkling of psionic powerbefore they ever make their way to a monastic order.You might have experienced visions, sporadic heightened awareness, or a capacity for extraordinaryphysicality if sufficiently impassioned. You mighthave displayed the rudimentary powers of one of theless focused psionic classes, such as an ardent or abattlemind. Whatever your initial response to thesedevelopments, you found comfort in discipline. You

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discovered that your talent responded best to focusand regimen. Whether you instinctually arrived onthe monk’s path or happened on it only after attempting other approaches, you discovered control as youtrained. Your studies gave your life meaning, satedthat unfulfilled need, and defined your existence in away that gave you a measure of peace.

Your gravitation toward discipline can be motivated by any number of factors. You might be seekingthe corporeal power that monastic training provides—whether for vengeance against an enemy, tobattle evil, or as a challenge to perceived limitations.You understand that spiritual and philosophical integration is necessary, but your passion lies with thecombat styles and physical exertion ofyour training.

For some monks, faith and intellect are the initial inspiration. You might have sought the peace ofyour soul through discipline, or been compelled tochallenge your mind in order to overcome the rigorsand temptations of the flesh. On the other hand, youmight well have stumbled into monastic trainingby accident. Many monasteries stand in dangerousregions in which they are the only shelter for explorers and adventurers. You might have staggered intosuch a place wounded or seeking shelter, only tobecome caught up in the traditions you found there.

Some monasteries, schools, and orders are particularly famous. Ifyou were lucky enough to havedwelled near one of these notable bastions, you mighthave sought admittance our of a desire to serve andexpand their legacy. Otherwise, you might have spentsubstantial effort seeking out a mentor or a sensei.Research in historical and religious texts wouldhave pointed you to a particular tradition. Rumors ofindividuals showing preternatural fighting abilitiesmight have drawn you to a school hidden in a city’sback alleys. Whether your monastic training camethrough quick acceptance, painstaking endeavor, orsomething in between, it has become a core part ofwho you are.

ROLEPLAVING A MONKDiscipline, discipline, discipline. Your training, yourpowers, your spirituality, your life—all are centeredon and enriched by discipline. You’ve strengthenedyour willpower to the point where once you’ve chosena course, little can cause you to deviate from it. Morethan anything else, this dedication to discipline epitomizes the core aspect of the monk.

Discipline does not mean lack ofpassion, however. Your focus does not require you to be anemotionless automaton, without loves or fears orambitions. Monks are creatures of the world, andnothing in their training alters that. You lose yourtemper. You make mistakes. You have desires beyondenlightenment.

In the end, complete control is more an aspiration ~than a reality. You strive for mastery of self, accepting othat you will not always succeed. You prefer to planand foresee rather than simply react. You try to avoid <extraneous temptations. You’re not necessarily a slaveto tradition, but you respect it. z

Because you believe that body, mind, and soulshould be one, no endeavor is outside your interest.You seek to improve yourself in a variety ofways.You enjoy learning new skills, experiencing newsensations, studying new topics and cultures, andpracticing new forms of art. You will never be anexpert in all things, for such goals are not in keepingwith your focus. Still, each personal advancement orimprovement is a step toward enlightenment.

Regardless of how far you’ve yet to go, you haveidentified your path and begun your journey along it.

At the very least, you are content with your direction.That self-understanding sets you apart from lost anddrifting souls. You might offer to share the measureof enlightenment you have achieved, aiding yourfriends in discovering their own potential. Ratherthan proclaiming the lessons ofvirtue, you teach byexample.

Some monks see it as their duty to protect thoseunable to stand against the hazards of the world.Others feel justified in leaving the morass ofmortalsociety to its own devices as they focus exclusively ontheir own goals. Some decide that by virtue of theirskill and discipline, wealth and power are rightfullytheirs for the taking. Whatever path you choose, yourabilities and determination mark you as a force thatthe world must reckon with.

SPiRITuALiTY AND RELIGIONTrue enlightenment encompasses aspects ofbeingsuch as heart, essence, and spirit that are neithermental nor physical. For this reason, many monastictraditions embrace a spiritual element. They focus onthe soul as an integral part of the whole individual.With the Dungeon Master’s assistance, you can determine whether your spirituality is derived from anorganized religion, separate from the trappings of aparticular deity or pantheon, or incorporates both.

Some monasteries consider themselves religioussects. Ifyou are a member of one of these orders, youinclude prayer sessions and sacred ceremonies aspart ofyour training and daily rituals. You attributeyour powers to the gods—either indirectly, claimingthat psionics aptitude is a gift from above, or througha belief that your abilities are divine, not psionic, inorigin.

Spirituality does not require piousness, however.Even ifyou are a religious monk, your faith can be asloosely defined as that of any other nondivine class.You might revere one or more gods on a personallevel, but that worship need not be integral to your

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practices. Your faith might play little part in yourdiscipline. In that case, you view your abilities as personal gifts whose ultimate expression depends onlyon you.

SCHOOL SPIRITUnless something abnormal undermined your relationship, you profoundly respect and support yourschool, monastery, or monastic tradition. You quicklyrecognize students trained in the same styles, considering them brothers and sisters until they proveunworthy.

Your loyalty might show itself as a quiet strength—a belief that your tradition is superior only becauseyour practice makes it so. In this case, your allegiancewould be a matter ofmodest pride that comes outonly under select circumstances. Alternatively, youmight feel that the preeminence ofyour school shouldbe manifest to all—particularly monks of competingschools. You might be determined to spread the wordof enlightenment as you see it. You might encouragerational debate, strongly arguing your position. Youmight be arrogant or expressive, boasting about yourtradition constantly. You might even engage in allthree approaches—modesty, discussion, and bluster—at different times. But no matter what your approach,your school spirit is always present.

Your monastic tradition and the lessons impartedby your masters represent not only a body ofknowledge but a spiritual pathway—a way of life and a roadto enlightenment. Your dedication to this tradition isas fundamental as faith or culture is to others. Onlysomething dramatic and profoundly disturbing canshake that devotion.

FULL DISCiPLINEsAND FIGHTiNG STYLESMany monk disciplines are full disciplines—powersthat integrate movement and attack. They define yourfighting style, training, and approach to combat. Eachfull discipline power represents a combat techniquepassed down by the masters ofyour order. It carries the weight of tradition and embodies profoundlessons that you must internalize before reachingenlightenment. These disciplines underpin the physical and mental exercises that you practice repeatedlyto maintain your edge.

No single full discipline encompasses an entiremonastic fighting style. The particular combinationof techniques taught by a given school constitutes thespine of that group’s traditions. By watching anothermonk in combat and noting the combination oftechniques displayed, you might identify his or hertradition.

Consider making cosmetic changes to your fulldisciplines to give them a unifying feel and highlightthe cohesive tradition that brings these techniques

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together. For instance, one order featuring crane’swings might teach its students to spin during the leapgranted by that power, attacking with a spinningback-kick. Another style could use the power to perform a flying kick. Ifmonks from these two orderswere to learnfurious bull, the student of the formermight move in tight circles around foes when passing through their spaces; the latter practitioner mightshove them aside. Giving your full discipline powersan element of description in common enriches yourcombat style and brings it to life.

MONKS IN THE WORLDAlthough scholars, sages, and religious leaders understand the holistic nature of a monk’s training, manycommon folk view monks primarily as religious figures. They consider the monk’s ascetic lifestyle andspiritual philosophy as a product of strict religiousfervor. This opinion is reinforced by the overtly religious nature of many monastic traditions.

Such folk expect you to be part of a formal ecclesiastical hierarchy, and to display holy symbols orother religious trappings. Ifyour tradition does notinclude those features, you could be viewed with suspicion. Locals might wonder ifyour lack of religiousaccoutrements hides an allegiance to an unholy or adisfavored deity.

Ifyour tradition emphasizes teaching enlightenment or correcting misapprehensions, you might findthat your explanations concerning the trinity ofbody,mind, and soul only confuse or annoy people. Monkswhose spirituality does not include a religious dimension avoid these social difficulties by adopting a quietpresence. They act rather than talk, speaking onlywhen a situation calls to mind a parable or a homilythat might provide instruction. This approach leadsmany folk to view nonreligious monks as inscrutable.

Although they don’t entirely understand monks,commoners grant monks and their monasteries ameasure of respect. Monks are recognized as theembodiment of discipline—highly learned and physically exceptional. Moreover, most folk have heardof (or seen firsthand) a monk’s prowess in combat,and so are eager not to make enemies of those whofollow that path. Exceptions do exist, particularlyamong religious or militant organizations that viewthe monastic traditions as a challenge to their ownpower. Monasteries and schools have their own rivalsand enemies, but even the foes of a particular monastic tradition acknowledge the capabilities of thattradition’s members.

Most commoners assume that all monks are members of a larger sect—a monastery, an order, a school,or a temple. This impression might be accurate inmany cases, but any given monk might live, train,and travel alone. He or she might have abandoned anorder or been trained by a lone master. People who

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encounter such loners often refuse to believe they donot belong to a larger faction.

THE OLDEST TRADiTioNLegends and the myth-histories of ancient scholarssuggest that monastic traditions first appeared in thelate years of the Dawn War. Such traditions began assects within larger faiths, beholden to the oldest deities. Warriors horrified by the destruction wroughtby primordial soldiers and aberrant creatures createdschools in which new techniques were developed tofight such opponents. Dedicated martial arts styles,defined by specific fighting techniques, were not anew concept. But these practitioners buttressed theirphysical prowess with the mental and spiritual focusthat would grant them an edge against their otherworldly foes.

For generations, monastic traditions remained apart of the faiths that spawned them. These religiousorders, and new ones founded on similar principles,continue to this day. Some of these holy monks,however, began to question whether the path toenlightenment necessarily led through the domainof any specific deity. They grew to believe that theirduties to the priesthoods distracted them from personal studies. These monks considered a religiousapproach unbalanced toward spirit and not sufficiently respectful ofbody and mind.

Some temples attempted to stop their monks fromleaving, denouncing them as heretics and traitors.Other faiths shook their heads at the foolishnessand hubris of these ascetics. A few denominationsblessed their endeavors, offering reintegration shouldthe monks desire it at a later time. Whatever theresponse of their hierarchies, these independentlyminded monks set off on their own, forming new traditions based on purely spiritual—not religious—paths.The custom ofbuilding monasteries in remote localesarose at this time, as the new orders sought to escapethe influence—whether hostile or well intentioned—oftheir former faiths.

Monastic traditions spread across the worldwith surprising speed. Although the training wastoo demanding to become widely popular, candidates who sought purpose, discipline, and personalempowerment could be found everywhere. Some ofthese seekers proved receptive to the idea that powercould be cultivated internally, rather than obtainedfrom the gods or obscure mystical formulas. Just asimportant to the spread of monastic schools was theirease of formation. An order could be started withone or two masters and a handful of students. Withlittle more than the ability to feed, clothe, and shelterthemselves, monks could prosper while practicingtheir arts. Over time, many orders adopted the virtues of austerity and endurance as a reflection of thededication needed to pursue a monastic life.

Few of the oldest of the monastic traditions existtoday in anything close to their original form, butlegends claim that deep in the Cloudroot Mountains,in a valley made inaccessible by weather and ambientmagic ten months out of the year, a monastery standswhose inhabitants practice the Fist of the WeepingEarth. Some sages believe this style to be one of theoldest of all monastic traditions—second only to theBreath of the Sun and Moon (page 66), a style knownsolely from the contemporary orders that have borrowed from it.

MONKS TODAYSince their initial expansion, the spread of monastictraditions has waxed and waned. During epochs ofrelative peace and stability, new orders arise and oldorders expand. Monks are found wandering throughall lands, spreading the example of enlightenment.Candidates interested in monastic training can travelfreely to the schools of their choice.

During dark times such as the contemporary era,monks hole up in their strongholds, as hard-pressedto survive as all other folk. Adventuring monks stillmake sojourns across the dangerous wilds betweenthe isolated enclaves of civilization, but these travelers can sometimes go for months or even yearswithout seeing others of their kind.

Whatever their individual traditions, monksremain widespread but go largely unseen throughoutthe world. Orders exist across all civilized lands, butindividual schools typically boast a mere handfulof members—at most a few dozen. Travel is difficultin these troubled times, and communication evenbetween significant outposts of the same tradition isinfrequent.

In the first years after the fall of Nerath, theinflux ofnew acolytes to the monasteries was slow.But the number of such petitioners has increased inrecent years as psionics aptitude has become morewidespread. The total number of monks in the worldremains low, but it does not seem likely to stay so forlong.

The current state of their membership doesnot minimize the sway of individual monasteries.Although most monastic orders and schools are notlarge communities, they often have influence overtheir immediate surroundings as places of learning,stability, and safety. Refugees and others gather inmonastic environs in the hope of improving themselves and escaping the increasingly dangerous landswhere civilization once held sway.

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NEW BUiLDThe school of the Iron Soul is a new monastic tradition that stands alongside the traditions introducedin Player’s Handbook 3. Iron soul monks are no lessdeadly than their kin in unarmed combat, but theyhave learned to incorporate weapon use into theirpowers with devastating effect.

iRON Soui.The use of simple weapons is the cornerstone of theIron Soul tradition, founded long ago by oppressedpeasants denied access to military weapons by thetyrants who ruled them. Adherents of the Iron Soulmaster common tools, transforming them into potentimplements ofwar. Over time, monastic warriors haverefined these primitive techniques and incorporatedthem into a range ofpowerful psionics disciplines.

Devotees of the Iron Soul often come fromcommon stock, taught to defend themselves withwhatever weapons they have on hand. Iron soulschools are found within established communities,typically alongside temples dedicated to peacefulgods and philosophical concepts.

NEW C1.ASS FEATUREWhen you choose your Monastic Tradition, you canchoose the Iron Soul tradition instead of anotheroption, such as the ones in Player’s Handbook 3.

Flurry ofBlows: You gain the iron soulfiurry ofblows power.

Iron Soul Flurry of Blows Monk Feature

Youfollow up an initial assault with a quick strike that disorients your enemy, curtailing its combat options.

At-Will + PsionicFree Action (Special) Melee 1Trigger: You hit with an attack during your turnTarget: One creature

Level 11: One or two creaturesLevel 21: Each enemy adjacent to you

Effect The target takes damage equal to 2 + yourConstitution modifier, and it cannot shift until the start ofyour next turn. If the target was not a target of the triggering attack, it also can’t make opportunity attacks untilthe end of your turn.

Special: You can use this power only once per round.

Mental Arsenal: While wielding a weapon otherthan one in the unarmed weapon group, you gain a+1 shield bonus to AC.

SUGGESTED OPTIONSYou are a cunning warrior, adapting your combatstyle to meet whatever threat you face. You leap intobattle, ripping through your opponents with blindingly fast attacks designed to distract and confuse.

Before your foes can react, you settle into a ready posture, deflecting counterstrikes with your weapons.

You are a monk, trained in fighting techniquesthat transform your hands and feet into deadly weapons. You differ from your kin in the Centered Breathand Stone Fist schools by virtue of the dedication youput into weapon training. You choose the weaponsof the common folk, including the mace, staff, spear,and dagger. Your unique training then allows youto treat those weapons as extensions ofyour body,making them far more deadly than they would be inthe hands of any other warrior. Your psionic powerinfuses your strikes with speed and accuracy.

Like other monks, you should put your highestscore in Dexterity because you depend on it for yourattacks. Its origin among the common folk means thatthe Iron Soul tradition focuses on toughness, so makeConstitution your second highest score. Aside fromthe specific full disciplines that rely on Constitution,additional hit points and healing surges are useful forkeeping you in the fight. Consider making Wisdomyour third highest ability score to increase your battlefield awareness and your Will.

Suggested Class Feature: Iron SouI*Suggested Feat: Still Water*Suggested Skills: Acrobatics, Endurance, Insight,

PerceptionSuggested At-Will Powers: lion’s den*, steel wind*Suggested Encounter Power: stinging nettles*Suggested Daily Power: steel avalanche**New option presented in this book.

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NEW POWERSSome of the new powers presented in this sectionhave an Iron Soul entry, which provides additionaloptions for monks of the Iron Soul tradition. But theseand the other powers presented here provide usefuloptions for any monk character.

LEVEL 1 AT-WILL DISCIPLINES

Lion’s Den Monk Attack 1

~Youf&E~step to the side, then assume an offensive posturefromi~E~yo’ucan sting anyfoe that draws near.

At-Will + Full Discipline, Implement, PsionicAttack Technique

Standard-Action Melee touch~Täiget:~On’ecreatureAttaclâ Dexterity vs. ReflexHit i~6+ Dexterity modifier damage. Until the start of~youtnèxtturn, as a free action, you can deal damageequal to your Constitution modifier to any enemy thate~nters a’~jua~th adjacent to you.

~LeveL~: ?,d6 + Dexterity modifier damage.Movement Technique

Move Action PersonalEffect: You shift 1 square and gain a +1 power bonus to all

defenses until the start of your next turn.

Steel Wind Monk Attack 1

Yotr~acrossthe battlefield, then channel a multiple assaultcigainst~e~haj~~ught themselves out ofyour reach.At-Will + Full Discipline, Implement, Psionic

• Attack Tetiinique’*Stan~dard~Action Close blast 2

Targe%~Each enemy you can see in blast- ~Attack~~D~terity vs. Reflex

Hit 1~ Dexterity modifier damageLevel~L 2d8 + Dexterity modifier damage

Movement TechniqueMove Action PersonalEffect You are no longer marked. You move your speed + 2.

LEVEL 1 ENCOUNTER DISCIPLiNES

E~gIe Claw Strike Monk Attack 1

Your l~a~is sdgraceJul thatyou seem to hang in the airfor ashort~peiio~L~V~1hen you land,you deliver a shattering strike.

Encounter + Full Discipline, Implement, PsionicAttack~Technique

Standard Adtion Melee touch.-Tárg~i~n~creature or unattended objectAttàckt Dexterity vs. Fortitude

,Hitu2Ad8~t Dexterity modifier damage, and the target~takesajerialty to AC equal to your Strength modifieruritil~theendbf your next turn. Against an unattendedobjei~t, this attack deals 2d8 extra damage.

Movement TechniqueMove Action PersonalEffect: You fly your speed. If you don’t land at the end of

this movement, you fall.

Laughing Wind Monk Attack 1

~:~u~aiiack summons a laughing wind that drags yourfoesdqoss the.battlefleld.

Encounter + Full Discipline, Implement, Psionica~ttàEk Technique.

Standard Action Melee touch.Thrget: OnecreatureAttick~Dexterity vs. FortitudeHi d8+~ Dexterity modifier damage. Until the start of

your.next.furn, as a free action, you slide any enemy‘~iliatends.its turn in a square adjacent to you a number

~ .ofsqUares equal to your Wisdom modifier.Movement Technique

Move Action PersonalEffect: Until the start of your next turn, you gain a +2

power bonus to all defenses against opportunity attacks.You then move your speed.

Scattering of Leaves M.nk Attack 1

YoI~rd~ivo~enwnies back with quick strikes, then use the mo~rn~u:~jfyoi~r atta~ks to scatter other foes.

Encounter + Full Discipline, Implement, PsionicAtta~f~hnique.

Sta~IIrd Action Melee touchPrini~ry Tirget One creature~i~LAttack: Dexterity vs. ReflexH~t i~i~O~ Dexterity modifier damage, and you push

the prirñá’ry target 1 square. You then shift 1 square-ànii make’ä secondary attack.Seconda~y Target: One creature other than the

~.‘ prin~ai~y~tar~et~‘ %econdàry Attack: Dexterity vs. Fortitude

Hiti;1’d1~4- Dexterity modifier damage, and you slide~~hesdcondary target 1 square. You then push each

énemy,~djacent to the secondary target 1 square‘. frorñ~the’secondary target.Movement Technique

Move Action PersonalEffect: You make an Athletics check to jump with a +5

power bonus. You are considered to have a running start,and the distance of the jump isn’t limited by your speed.

S

T1-~E ~NE WHO WAL*SPLege~ids from the oldest mona~tIc4~raditIons speak~of the

,f~• ~ ~ ~~.neWb9 W~l~cs:is~nk4supe.rhurnaivdiscipJine-~ ~ ‘r~ •.~~~ r ~ .

and~power an~lsat the4edge~of~ehlighterjment ‘~T~ie OneWho Walks f~llo~,s teachings th~t have passed from theBreath of theSun and Moon ~nd oth~ráncieñt traditions.These practices, the legend say~,~grant the One WhoWalks near-immortality. This monk wanders the world,looking for a single student to whom he or she can passthis wisdom. The student then assumes the mantle of theOne Who Walks, who can finally achieve true enlightenment and leave the mortal realm behind.

More than one unscrupulous monk has claimed to bethe One Who Walks, gaining money or influence overadherents eager for their teachings. Even if the legendhas any basis in truth, the identity of the One WhoWalks remains a subject of much speculation and fewhard facts.

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Stinging Nettles Monk Attack 1

Your attack sets you into an optimal defensive position, allowing you to punish anyfoe with the temerity to strike at you.

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchTarget: One creatureAttack: Dexterity vs. FortitudeHit: 2d1 0 + Dexterity modifier damage. Until the start of

your next turn, as a free action, you deal damage equalto your Constitution modifier to any enemy adjacent toyou that hits you with aimelee attack.Iron Soul: If you make theattack using a light blade or

a spear, the target aIso’c~nnot make opportunityattacks until the end ~you~ next turn.

Movement TechniqueMove Action PersonalEffect: You swap places with one creature adjacent to you.

Swift River Floods Monk Attack 1

Your crashing attack throws~yourfoe offbalance to hinder itsmovement, letting you slip ait~ayji,kefastflowing water.

Encounter + Full Discipline, Implement, PsionicAttack Technique ‘

Standard Action Melee touchTarget: øne creatureAttack: Dexterity vs. Reflex -

Hit: 2d8 + Dexterity modifier damage, and the target isslowed until the end of your next turn.Iron Soul: If you make the~ttack using a mace or

a staff, the target takes~xtra damage equal to yourConstitution mod!fier.

Movement TechniqueMove Action PersonalEffect: You shift 2 squares.

DAILY RITUALMonks strive not to perform any act accidentally or carelessly. Their efforts are methodical and precise, requiringcomplete attention. Such concentration is most obviousduring training or studying, but it is not limited to thoseactivities. A monk gardening, cooking a meal, painting apicture, building a wagon, or tabulating a monaster~y’syearly income isjust~focused. The maxim that anythingworth doing is worth doing properly is part of a mónk’~creed. For a monk, ever~ything iii life, from the’ mundaneto the magnificent, takes on ana≤pectof’iltua!.

In some instances, the fócus on mundane aàs fadlitates medi~tation and the cl~aring of the mind (page70). For the most 15árt’,’ howe~’er, monks view completeengagement as a wayof life. Concentration is a meansof achieving perfect discipline. True control over the selfcannot be obtained through a divided focus. Workingtoward perfect understanding of any task, even everyday routines, brings one closer to enlightenment. Withthis approach, any activity required by day-to-day livingbecomes a spiritual accomplishment.

Monk Attack 1

Monk Attack 1

LEVEl.. I D~ii.v DIsciPLINEs

Cacophonous ShoutYou summon a wall ofsoundthatslarns into yourfoes like abattering ram. .~

Daily 4 Implement, Psionic, ThunderStandard Action Close blast 3Target: Each creature in blastAttack: Dexterity vs. FortitudeHit: 2d1 0 + Dexterity modifier thunder damage, and you

push the target to the nearest unoccupied square outsidethe blast. The target is deafened until the end of theencounter.

Miss: Half damage, and you push the target 1 square.

bshing Rain

Your savage strike draws an enemy close, leaving you in an aggressive stance that lets you punish a~iy.foe that approaches you.

Daily 4 Implement, Psionic, StanceStandard Action Melee touchTarget: One creatureAttack: Dexterity vs. FortitudeHit: 2d1 0 + Dexterity modifier damage, and you slide the

target 2 squares to a square adjacent to you.Effect: You assume the lashing rain stance. Whenever

an enemy you can see enters a square adjacent to youwhile you are able to make opportunity attacks, you deal5 damage to that enemy and slide it 2 squares to anyunoccupied square adjacent to you. You are slowed whileyou are in this stance. You can end the stance as a freeaction.

Steel Avalanche Monk Attack 1in,

You unleash a wave ofpsionic p,ower~that cuts through yourfoeslike steel.

Daily 4 Implement, PsionicStandard Action Close blast 3Target: Each enemy in blastAttack: Dexterity vs. ReflexHit 3d8 + Dexterity m~difier’damage, and the target

takes a —2 penalty~to attack roll~ (save ends).Miss: Half damage, and the target takes a -2 penalty to

attack rolls until the end of your next turn.Effect: You shift 4 squares to ~ny square adjacent to the

blast.

Stunning Palm Monk Attack 1

Your psionic energy keeps youfocused in combat, and can bereleased in a stunning blow tha,~kiioc1~s afoe senseless.

Daily 4 Implement, Psionic, StanceMinor Action PersonalEffect Until the stance ends, you cannot be dazed or

stunned, and you can make t~he.foilowing attack.Standard Action Melee touchTarget: One creatureAttack: Dexterity vs. FortitudeHit: Dexterity modifier damage, and the target is stunned

(save ends).Miss: 2d8 + Dexterity modifier damage.Effect: The stance ends.

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Fall of Wind Monk Utility 2

You have meditated on the nature of the air around you and cancontrol it to cushion yourjall.

At-Will + PsionicFree Action PersonalTrigger: You fallEffect: You reduce the damageyou.take from falling by 5 +

one-half your level. .. J

Fighting Fury Monk Utility 2

Your discipline and control letyou channelyour anger into eachblow.

Daily 4 Psionic, StanceMinor Action PersonalEffect Until the stance ends,you~ unarmed melee attacks

deal extra damage equal to ‘yoünSfrength modifier.

Swift Flight M.nk Utility 2

Channeling psionic energy through-pjzlms pointed at the ground,your simple leap becomes a smooth glide across the battlefield.

Encounter 4 PsionicMove Action PersonalEffect: You fly a number ofsquares equal to your speed +

your Wisdom modifier. If you ~çn~t land at the end of thismovement, you fall. .“ ‘

LEVEL 3 ENCOUNTER DIsciPLINEs

Inner Eye Opened Monk Attack 3

By blocking out the impermanence of the vi~’ual world, youshunt the psychic energy of~your inner eye ihto a lethal attack.

Encounter 4 Full Discipline, Implement, Psionic, PsychicAttack Technique - “

Standard Action Melee touchEffect You are blinded an’d g~’in.~lir~dsight 5 until the

start of your next turn..Target One creature, .

Attacle Dexterity vs. Will•’Hit 1 d8 + Dexterity modifi~r da~n~dge plus 1 d8 psychic

damage. .. -~

Movement TechniqueMove Action PersonalEffect: You swap places with one creature adjacent to you.

Resounding Strike Monk Attack 3

Your strike sets up subtle vibration~ in afoe, so that a subsequent blow triggers a disruptive burst of thunder.

Encounter 4 Full Discipline, Implement, Psionic, ThunderAttack Technique -

Standard Action Mel~e tt?uch’Target One creatureAttack: Dexterity vs. FortitudeHit: 2d1 0 + Dexterity rnodifier.damage. The next time

the target takes damage befo~re ih~’start of your nextturn, it takes extra thunder’damage equal to 3 + yourStrength modifier.

Movement TechniqueMove Action PersonalEffect: You move your speed + 2.

Springing Drake Assault Monk Attack 3

You~gB leap over afoe with nofear of reprisal, then deliver anattack whose momentum drives an~enemy Wherever you wantit to go.

Encounter 4 Full Discipline, Implement, PsionicAttack Technique - ‘ , -

Standard Action Melee.touchTarget: One creatureAttack: Dexterity vs. ReflexHit 2d1 0 + Dexterity rnodifier4damage, and you slide

the target 2 squares. ‘ -

Iron Soul: If you make the attack.using a light blade or aspear, you slide the target-a number of squares equal toyour €onstitution modifier.

Movement TechniqueMove Action PersonalTarget: One creature adjacent to youEffect: You jump to any square adjacent to the target. Thismovement does not provoke opportunity attacks.

Undeniable Incitement Monk Attack 3

Your psionic summons pulls an enemy tbyou, then the immovableforce ofyour presence sends it hard to the ground.

Encounter 4 Full Discipline, Implement, PsionicAttack Technique

Standard Action - Melee 2Target One creatureAttack: Dexterity vs. Will ;.

Hit You pull the target 1 square~ lfthe target ends thatmovement adjacent to you, it takes 2d6 + Dexteritymodifier damage and falls prone~You gain a +2 powerbonus to AC until the end of your next turn.Iron Soul: If you makethe attàck’~sing a mace or a

staff, the power bonus t~AC equals your Constitutionmodifier. ,‘

Movement TechniqueMove Action PersonalEffect: You move your speed. You do not provokeopportunity attacks when moving away from enemiesadjacent to you at the start of this movement.

LEVEL 5 DAILY DISCIPLINES

Disrupting Fist Monk Attack 5

You channel psionic energy to empower your attacks, and youcan discharge this energy through abI~w that disorients yourfoe. ~:‘ -

Daily 4 Implement, Psionic, StanceMinor Action PersonalEffect: Until the stance ends, you gain.a +2 power bonus

to melee damage rolls, and you,~an make the followingattack.Standard ActionTarget: One creatureAttack: Dexterity vs. FortitudeHit 3d6 + Dexterity modifier damage, and the target is

dazed (save ends).Miss: Half damage, and the target is dazed until the end of

your next turn.Effect: The stance ends.

LEVEL 2 UTiLITY DIsciPLINEsuJ

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Melee touch

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Freeze the Life Blood Monk Attack 5

Ice rimes your hands andfeet,:so that your next attack binds thefoe in afreezing embrace.

Daily + Cold, Implement, PsionicStandard Action Melee touchTarget One creatureAttack: Dexterity vs. ReflexHit 2d8 + Dexterity modifier ~oIddamage, and the target

is immobilized (save e~hd~).:~, . - -

Miss: Half damage, and the target is slowed (save ends).Effect: While the target is im~n6bilized or slowed by this

power, any enemy that ends~it~ tutu adjacent to the target takes cold damage equ~I.to4yoür Dexterity modifier.

Resonating Fist Monk Attack 5

Your strike reverberates throt~h~ihe’ enemy, so that each time itfaces anew attack, it recalls th~e pain you wrought.

Daily + Implement, PsionicStandard Action Melee touchTarget: One creatureAttack: Dexterity vs. FortitudeHi~ 2d6 + Dexterity m~iifi~rdamage,and the target

gains vulnerability to allidamage equal to your Strengthmodifier (save eñds).~Whenèver.you hit the target withan attack, it takes a 2 penalty to its next saving throwagainst this power’seffect.

Miss: 2d6 + Dexterity modIfier damage.

Thunderbolt Surge Monk AttackS

You hurl a ball ofroiling thunder. into the thick ofcombat, blasting onefoe and knocking nearby creatures to the ground.

Daily + Implement, Psionic, ThunderStandard Action Ranged 5Target: One creatureAttack: Dexterity vs. ReflexHit: 2d1 0 + Dexterity modifier thunder damage, and each

creature adjacent th the tar~get falls ~rone.Miss: Half damage.

Abundant Step Monk Utility~

Tapping into the momentiii~t ofan ~ñemy’s errant strike, youslip through space to appear .vhereyourfoe least expects.

Encounter + Psionic, TeleportationImmediate Reaction PersonalTrigger: An adjacent enemy misses you with an attackTarget: The triggering enemyEffect: You teleport’to an~ square adjacent to the target.

The target~càrnbat advantage to you for your nextattack roll made .-. the ~ndof-your next turn.

Airborne Form Monk Utility 6

You meditate on the wind, assumisg a measure ofitsfreeflowingformlessness.

Daily + Psionic, StanceMinor Action PersonalEffect: Until the stance ends, you gain a 2 power bonus to

speed, you are insubstantial while moving, and you canmove through enemies’ spaèes.

Iron Heart Endurance Monk Utility 6

The pain o~your injuries lets you clear your mind of all distractions,forttfyingeyourfighting spirit.

Encounter + PsionicMinor Action PersonalRequirement: You must be bloodied.Effect: You gain tèm~rary hit points equal to twice your

Constitution modifier.

Quicksilver Motion Monk Utility 6

You surge through combat inthe blink ofan eye.

Encounter + PsionicFree Action (Special) PersonalEffect You move your speed.Special: You can use this power only as the first or the last

action of your turn.

TRAWITIONS AN~ TA1~OOSMonastic teachings can inc-lude restrictions that seemnonsensical to outsiders. These requirements might bedesigned to help adherents mentally prepare for enlightenment, to aid in the maintenance of discipline, or to showreverence ~j~3particular faith, creed, or deity. . .

To determine what, if any teachings and taboos yourtradition includes you can select from th~ followingexamples or use them as models inidesigning your own

4 You must n~tpart~ke-ofcçrtain foods,o1 you mustingest certain foods at certain times.

+ You must not retain more wealth than you’can carry.+ You must practice certain chants, katas (martial exer

cises), or ceremonies at certain times of the day oron certain days of the year.

4 You must never (or always) wear garments of a certain color, style, or fabric.

4 You must never strike a blow against a certain sortof creature. Some traditions create an exception tothis rule for self-defense. .

4 Yot~ must teach the basics tenets of your tradition toanyone who expresses honest interest.

4 You must observe all the religious c&emoñie_s of•a~p~rticular god as thoroughly.as if you were ~ piiçst.

4 Yowmust never strike,thefirst blow in.battle. ‘~.

4 You must practice, or avoid practicing ‘certa~ir~fornis of fine art(such.as playing mu~ic,jainting, or

• calligraphy).4 You must not speak at certain times of~he day, unless

keeping silent would result in harm t~ others.4 You must render aid upon request to’any member of

your tradition, even at the expense of your immediate goals.

LEVEL 6 UTiLiTY DlsciPuNEs

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Arc of the Flashing Storm Monk Attack 7

You cà l~l~cross•the battlefield, lightning wrapping aroundyou as oislam~yoi~irfoe back and disrupt its counterattacks.

Encounter + Full Discipline, Implement, Lightning,Psionic, Teleportation

Attack~Teci~iiqueStandãVd;Action Melee touchTarget..~O~,ne creature

• AttackDexterity vs. ReflexHit 2d1~0~+ Dexterity modifier lightning damage you

pUslvthe target.2.squares, and the target takes a 2•pe~aIty tc$~ck rolls until the end of your next turn.Iran ~I:~If you mal~è the attack using a mace or a staff,

the~arg~t s penalty to attack rolls against you insteadequals your Constitution modifier

Movement TechniqueMove Action PersonalEffect: You teleport your speed.

Feeding the Doves M.nk Attack 7

.Y..oi ,.anract’ mW L-fwihat unhindered before using a series ofqwtk’crr’ikt~ tL~ puni%h (luLl SL(iueryourfoes like aflock ofbirds

Encounter + Full Discipline, Implement, PsionicAttack Technique

• ,Standai~dAction Close burst 1Prirnary.Target~ Each enemy you can see in burst

• -: Prim~y Attack: Dexterity vs. ReflexHit4d8’+’ Dexterity modifier damage.Eff&t’~M~keàsecondary attack that is a close burst 2.~Secondary:’Target: Each enemy you can see in burst

otF~~than the primary targetSecondarVAttack: Dexterity vs. Reflex

r Hi~D~.~rity modifier damage, and you push the

~c~i~id~ry target 2 squares.Movement Technique

Move Action PersonalEffect: You move your speed + 2. During this movement,

you ignore difficult terrain.

• . - . :~.-

TH~.’N~E.~-J~ 1(1. JJ

‘:

Although mosiks are,not the only masterfdf.the psionic• . ~ . ~•~•

energy khdwn aski, tW&~onimdii~iñdentahdiii’g.öf.this--h ,,~. _c~,energy1originates in’the olden monastic traditions Theterm “ki’.is b~li~Vedib~ome frdm.early d~as;wh&were

p ~ .~,~ ..—.,• ‘7 ..•. ~4

attempting to develop~ ~ommon word for a concepttbat at the time existed only in the Supernal languageThe term draws together two related notions.

4 The separation of self into body, mind, and soul is• artificial,- and disrupts the proper flow of spiritual

energy~+ Assimilating the unity of body, mind, and soul taps

into a profound source of internal power.All monastic traditions teach that body, mind, and soul

are one. Monks must attempt to set aside their conceptof the separate aspects of the self and envision a point atwhich body, mind, and soul are anchored to one another. Byconsidering and nurturing that metaphysical node, monkshope to increase their understanding of the nature of ki.

Unity of Steel Monk Attack 7

• Allie~wh~pjess~M against afoe grant you some of their- So,.-~sç~gth,~incieasing the effectiveness ofyour own attack.

Encounter 4 Full Discipline, Implement, PsionicAttack Technique~ .St~’därcI~Action Melee touch

~ T~get~One:creature• “t°—,.~..~ :.~

Att~ck: Dexterity.vs. Reflexl~n~oul ~lf you make the attack using a light blade ore a~p,~~yougaina +2 power bonus to the attack roll.

Hit 2d8~ I exterity modifier damage plus 2 damage for~~j~Jlly adj~’cent to the target

Movement TechniqueMove Action PersonalEffect: You swap places with one ally adjacent to you.

LEVEI. 9 DAn.Y DIsciPLINEs

Finishing Move Monk Attack 9

LEVEl. 7 ENCOUNTER DIsCiPLINEs Mountainfall Stomp Monk Attack 7

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The éai~th bu~klés’~around you as you drive into your enemy, a,yicious kicks~eji~ling it t~ the ground and keeping it there.

Encounter 4 Full Discipline, Implement, Psionic.~Attack ~Techpique

• StandaidrAction Melee touch~ T~rget~O~e~creature~.~Fortitude

Hiti2d6 + Dexterity modifier damage and you knockthe targ~t7j~rone If the target stands up before the endof your next turn that action provokes an opportunityattäck~fr’oth you

Movement TechniqueMove Action PersonalEffect: You shift 1 square. Squares adjacent to you then

become difficult terrain until the start of your next turn.

~~l~g~iack can drop a badly injuredfoe with the devasj4ngTfin~hrn~move Ifthefoefalls other enemies lose their

- resolve ~--

Daily 4 Implement, PsionicStandard Action Melee touchTarget: One creatureAttack: Dexterity ys. Fortitude~ modifier damage, and the target is

sldW~andft’~ak~s’a —2penalty to attack rolls (save ends[‘bdt~). lf~e.t~~ethas 1.0 hit points or fewer after this

attack~is resolved you reduce it to 0 hit pointsMiss: Half damage.~the target to 0 hit points, each

enemy w~nS squares of you takes a -2 penalty to~ attack roll~against you (save ends)

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Flying Tiger Assault Monk Attack 9

Yourflying kick batters1your ehemy, ‘d~iving it back as the recoilofyour strike lets you dance away.

Daily + Implement, PsionicStandard Action Melee touchEffect: Before the attack, you fly your speed. You must land

at the end of this movement.Target One creatureAttack: Dexterity vs. ReflexHit: 3d1 0 + Dexterity modifier~damage, and you push the

target 5 squares.Miss: 1-laif damage, and you push the target 2 squares.Effect You shift 1 square..’

Immolating FistFire blazes within your clenchedfists to bu~n those you strike,culminating in an explosive attack~tha~t w~rapsyourfoes in ashroud offlames.

Daily + Fire, Implement, Psionic, StanceMinor Action PersonalEffect: Until the stance ends, you gain resist 5 fire. In

addition, whenever you hit an enemy with a meleeattack, it takes 5 extra fire damage. You can also make thefollowing attack.Standard Action Melee touchTarget One creatureAttack: Dexterity vs. ReflexHit: 1 d8 + Dexterity mo’difier da~nage plus 1 dl 2 fire

damage, and each enemy adjacent to the target takes 5fire damage. :‘

Miss: Half damage. ,,

Effect: The stance ends. ‘. ~‘..

Uncommon ClarityYou attune yourself to yourfoe’~thcughts, granting you increased accuracy with your attack.

Monk Attack 9

Daily + Implement, PsionicStandard Action Melee touchTarget: One creatureAttack: Dexterity + 2 vs. Reflex. You can score a critical hit

with this attack on a roll of 19-20.Hit 2d12 + Dexterity mddifierdaina~e’.Miss: Repeat the attack using Dexterity - 2 instead of

Dexterity + 2. You are then dazed until the start of yournext turn. Do not repeat the attack again if it misses.

Monk Attack 9

LEVEL 10 UTILiTY DIsciPLINEs

Adamant Soul Monk Utility 10

You coordinate body, mind, and soul to protectyoufrom theenergy ofyourfoes’ attacks.

Encounter + PsionicImmediate Interrupt PersonalTrigger: An attack that deals at least one specific damage

type hits youEffect Until the end of your next turn, you gain resistance

equal to 3 + your Wisdom modifier to all damage typesdealt by the trigg~jng attack.

Adamantine Bones Monk Utility 10

Your ki energy strengthens~youfrom.the inside out, reducing theeffectiveness ofyour enemies’ attacks.

Encounter + PsionicMinor Action PersonalEffect: You gain resist 5 to alldan~age until the end of your

next turn.

Confirmation of Spirit Monk Utility 10

The aftennath ofa successful attack confirms your disciplineandfocus, granting you the strength tofight on.

Encounter + Healing, PsionicFree Action PersonalTrigger: You hit an enemy with a melee attackEffect: You regain hit points equal to 5 + your Wisdom

modifier.

Iron Heart Resilience Monk Utility 10

You visualize the essence ofdeterminat on, anchoring yourselfagainst the worst ofwhat~your enemies impose upon you.

Daily + Psionic, StanceMinor Action PersonalEffect: Until the stance ends, you make saving throws at

the start of your turn in ad~Iition’to the end of your turn.You take a -3 penalty to~h~sa~t)g1throws granted bythis power.

BREATH OF THE SUN AND MOONLittle recorded history remains from the days followingthe Dawn War. Still, some sages claim that the Breath ofthe Sun and Moon is the earliest known formal monastictradition. The specifics of this tradition’s teachings are lostto history, but it retains a place ofgreat honor and veneration among monks. ~:

The influence oftheBreath bf the Sun and Moon can befound in all contem~orary orders, Followers of this tradition are said to be the first practitioners to gather disparatetechniques into a set of consistent thematic disciplines.They first enunciated the ideal of unity between body,mind, and soul. They began the discussion of ki, although

CHAPTER 3 Monk

they used Supernal terms to do so. Finally, they establishedthe completely immersive, monastic way of life and firstpracticed it in isolated communities. Disciplines developedby the monks of the Breath of the Sun and Moon are stilltaught today in one form or another.

Numerous contemporary monastic traditions claimdirect descent from this ancient order, though no clearevidence for such claims exists. Many monasteries use therank titles that the Breath adopted in ancient times. Titlessuch as “Master of the North Wind,” “Master of Autumn,”and ‘Grand Master of Flowers” reveal the influence of theBreath of the Sun and Moon.

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As the Arrow Flies Monk Attack 13

Yo~iifljrJik~Ӈn arrow over other combatants, ready to deliver an ~ttack that pins an enemy where it stands

Encounter + Full Discipline, Implement, PsionicAttack1~hnique

StandardrAction. Melee touch~ Ta~get~Onekcreature

iAttack:,Dextenty vs..ReflexHit. 3d6~t~Re~xterity modifier damage and the target is‘~~immobiliied until the end of your next turn.

Ir6n S~1~T~’lf~you make the attack using a light blade ora s~ear,~wh’éñever the target takes damage before the

e.enddfyoürnext turn, you can slide the target 1~squa~ toa square adjacent to you as a free action

Movement TechniqueMove Action PersonalEffect: You fly your speed. If you don’t land at the end ofthis movement, you fall.

Resounding Fist Monk Attack 13

Resou~nding~enet~gyframyour powerful strike disrupts yourfoeand~rants your allies an opening

Encounter 4 Full Discipline, Force, Implement, PsionicAttack T~cIiñhjui.

Standard~Action Melee touchTaig~t:.O~e cr~ature or unattended objectAttack:iDexterity vs. Fortitude

• Hi~2~~De~xterity modifier force damage, and any~ally4s~tt~k.i~ade against the target deals extraS~cfai~ge~e~,qualto 2.+ your Strength modifier until theendiöf youit next turn Against an unattended object~0 extra force damage.

Movem~nt TechniqueMove Action PersonalEffect: You shift 2 squares and gain resist 3 to all damage

until the start of your next turn.

Storm’s Wake Monk Attack 13

You d~h~j~p~vof combat to better anticipate attacks as you~your own strike with a ki shout thatjolts~:your.enerntesjiack.

Encounter + Full Discipline, Implement, Psionic~Att~ckT~hfli~Ue

Stan&rd~Actiôn Melee touchTarget One cre~ture&ttackt~Dextérit~Yvs ReflexHit. 2d1 Oj± Dexterity modifier damage and you push

~ th~tã~get a~nd each enemy adjacent to you a number of¶~ sq~~es~qual to your Wisdom modifier.Movement Technique

Move Action PersonalEffect: You move your speed + 2. During this movement,

you gain a bonus to all defenses equal to your Wisdommodifier.

Thundering Waterfall Monk Attack 13

Y~u~ind~takda deiàstating rush through the thick of combat1 that.mak’es~5~àuhArder to hit.

Encounter 4 Full Discipline, Implement, Psionic~ttackTd~h~Tjüë.,

&4 Standard A~i~iY.’ Melee touch“Prthar~cTa,~et: One creature

~ Pri~aryA~tack Dexterity vs. Reflex~‘ Hit’2~0~Dexterity modifier damage, and you push

theprihi~i~~arget 3 squares.~ Effeèt Y~ushift 3 squares and make a secondary attack

~‘ th~tJ~ cIos~ b~urst 1.SecondacyTarget Each enemy in burst

-~ Secondary Attack: Dexterity vs. Fortitude• . Hit~ The~econ~lary target is dazed until the start of

• -7••~ yourn~xttum...li~ñ.S~1~l~if you-make the attack using a mace or a

r ~ ~taff, econdary target also takes damage equal

~modifier.Movement Technique

Move Action PersonalEffect: You move your speed. Each time any enemy

misses you with an opportunity attack provoked by thismovement, you gain a cumulative +1 power bonus to alldefenses until the start of your next turn.

LEVEL 15 DAILY DlscIPuNEs

Booming Shout Monk Attack 15

Ape~dtby4,si6nic power, your voice booms across the battle~fi~ldWtteijn~ähd disorienting creatures before you.

Daily 4 Implement, Psionic, ThunderStandard Action Close blast 5Target: Each creature in blastAttack: Dexterity vs. FortitudeHi~~?b~xterity modifier damage, and the target

takes ouigoingilOthunder damage and is deafened(save ends b~h) In addition you push the target to the

.ifêareit~und’ccuj~ied square outside the blast.~T~he target is dazed until the end of your next

~Miss: Half damage, you push the target 1 square, and the

target takes ongoing 5 thunder damage (save ends).

Falcon’s Rent Monk Attack 15-. ~z’c777:,•7i~.,•_,. .You Iash~t.~with.~i psionic strike atfoes around you, leaving

.ihose~jieinzes reelzng and unable to properly defend themselves.

Daily 4 Implement, PsionicStandard Action Close burst 1Target: Each enemy in burstAttack: Dexterity vs. ReflexHit. ~2d8~b~xterity modifier damage and the target

~ takes ongoing~l~O damage and a —2 penalty to all defenses(save~nds both).

Miss: Half damage, and ongoing 5 damage (save ends).Effec~Bef&re~r~after the attack, you fly your speed. If you

don t land at~,the end of this movement you fall

CHAPTER 3 Monk

LEVEL 13 ENCOUNTER DIsclPuNEs

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Mithral Tornado Monk Attack 15

Twinned attacks send you hurtling across the battlefield,yourenemies reeling from a whirlwind ofblows.

Daily + Implement, PsionicStandard Action Close burst 1Effect: You gain a +2 power bonus to all defenses until the

end of your next turn.Primary Target: Each enemy you can see in burstPrimary Attack: Dexterity vs. ReflexHit: 1 dl 0+ Dexterity modifier damage, and the primary

target is dazed (save ends).Miss: Half damage, and the primary target is dazed until the

end of your next turn.Effect: You move your speed. Any enemy that misses you

with an opportunity attack provoked by this movementtakes 5 damage. When you end this movement, youmake a secondary attack that is a close burst 1.Secondary Target: Each enemy you can see in burst other

than the primary targetSecondary Attack: Dexterity vs. ReflexHit 1 dl 0 + Dexterity modifier damage, and the secondary

target is dazed (save ends).Miss: Half damage.

Quickening Assault Monk Attack 15

With careful aim and precise movement, you use one devastating attack to setup another.

Daily + Implement, PsionicStandard Action Melee touchTarget One creatureAttack: Dexterity vs. ReflexHit: 3d1 0 + Dexterity modifier damage.Miss: Half damage.Effect The next monk at-will attack power you use before

the end of your next turn deals 1 dl 0 extra damage anddeals half damage to one creature it misses.

Still Waters Strike Monk Attack 15

The physical and mental pain ofyour strike knocks afoe back,then places you into a waiting posture that invites enemies toattack you at their peril.

Daily + Implement, Psionic, PsychicStandard Action Melee touchTarget One creatureAttack: Dexterity vs. FortitudeHit 2d1 0 + Dexterity modifier damage plus 2d1 0 psychic

damage, and you push the target 2 squares.Miss: Half damage, and you push the target 2 squares.Effect: You grant combat advantage to the target until

the start of your next turn. While you grant combatadvantage to the target from this power, you can makethe following attack.Immediate Interrupt Melee touchTrigger: An adjacent enemy hits you with a melee attackTarget: The triggering enemyAttack: Dexterity + 2 vs. ReflexHit: 2d1 0 + Dexterity modifier damage, and you knock the

target prone.

CHAPTER 3 Monk

LEVEL 16 UTIUTY DisciPLiNEs

Altered Awareness Monk Utility 16

Your successful attack lets you touch afoe’s mind, thenfadefrom its sight.

Encounter + Illusion, PsionicFree Action PersonalTrigger: You hit an enemy with a melee attackTarget: The enemy you hitEffect You are invisible to the target until the end of your

next turn.

Pearl of Black Doubt Monk Utility 16

As the enemy’s attack goes wide, you plant doubt’s bitter seed inits mind to hamper itsfight againstyou.

Daily + Psionic, StanceImmediate Reaction PersonalTrigger: An adjacent enemy misses you with an attackEffect Until the stance ends, you gain a +2 power bonus

to all defenses against the triggering enemy’s attacks.In addition, whenever the triggering enemymisses youwith an attack, you gain a +2 power bonus to attack rollsfor any attack that includes the triggering enemy madebefore the end of your next turn.

Sundered Chains Monk Utility 16

With the power ofyour mind,youfree your bodyfrom constraint.

Encounter + PsionicNo Action PersonalTrigger. You start your turn immobilized, restrained, or slowedEffect The triggering condition ends.

Unfailing Resolve Monk Utility 16

Yourfocus and discipline lets you stay onyourfeet even thoughyou are at deatWs door.

Daily + Psionic, StanceNo Action PersonalTrigger: You drop to 0 hit points or fewerEffect: Until the stance ends, while you are dying but not

dead, dying causes you to be slowed and weakened instead of unconscious.

LEVEL 17 ENCOUNTER DlsciPuNEs

A Feather’s Weight Monk Attack 17

A powerful strike leaves your enemy off balance, so that anyattack will send it to the ground.

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchTarget One creatureAttack: Dexterity vs. FortitudeHit 2d1 2 + Dexterity modifier damage, you slide the tar

get 2 squares, and the target is dazed until the end ofyour next turn. The next time the target takes damagebefore the start of your next turn, the target takes extradamage equal to your Strength modifier and falls prone.

Movement TechniqueMove Action PersonalEffect: You move your speed + 2. You can use the attack

technique at any point during this movement.

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Feigned Opening M.nk Attack 17

You give your enemy afalse opening to lure it close, then lashout with brutalforce that leaves it reeling.

Encounter + Full Discipline, Implement, PsionicAttack Technique :~ -

Standard Action Melee 3Target One creature •., -

Attack: Dexterity vs. WillHit: You pull the target 2 squares. If you pull the target to

a square adjacent to you, it takes 3d6 + Dexterity modifier damage and grants combat advantage until the endof your next turn. -

Iron Soul: If you make theattack~using a mace or astaff, the target takes extra damage equal to yourConstitution modifier. ~

Movement TechniqueMove Action PersonalEffect: You move your speed + 2. You do not provoke

opportunity attacks when moving away from enemiesadjacent to you at the start of this movement.

Glare of the Inner Eye M.nk Attack 17

Your senses expand beyond sight as the p~wer ofyour inner eyelets you project a mental assaultiagainst’a distantfoe.

Encounter + Full Discipline, Implement, Psionic, PsychicAttack Technique - -

Standard Action Melee 5Effect: You are blinded and gain~blindsight 10 until the

start of your next turn.Target One creatureAttack: Dexterity vs. WillHit 3d8 + Dexterity modifier psychic damage.

Movement TechniqueMove Action Melee 1Target One creatureEffect: You shift 1 square and swap places with the target

or swap places with the target and shift 1 square.

FINDING THE PATHMonastic acolytes might face significant challenges seeking out a desirable order or school before they arrive atthe monastery’s gate. Although some schools and theirlocations are famous, at least locally, other traditions aresecretive or geographically isolated. Some regions holdno monastic orders at all. In these cases, a candidatemust search far and wide, both by traveling and in termsof introspection. In the end, such effort might be wastedif the potential master finds the petitioner unsuitable.

Despite th’ese barriers, locating a mona~teI~y or ascho~l is sometimes easier than ~might be êxpec-ted~Candidates who have sufflcWñtdisci~ljne can feel drawnto a particular làcale or building, siumbling upon themonastery with an accuracy that cannot be dismissed ascoincidence. Many scholars theorize that characters destined to become monks unconsciously tap into a psionicor a spiritual connection that subtly guides them towarda suitable tradition and a willing master.

Leaping Dragon Strike Monk Attack 17

You leap into the air tojump over your enemy. When you land,youfollow up with a vicious strike that drives thefoe back.

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee tuchTarget (i)ne creatureAttack: Dexterity vs. Reflex ,.

Iron Soul: If you make the áttacklusiñg a light blade ora spear, you gain a +2 power bonus, to the attack roll.

Hit 3d8 + Dexterity modifier damage, and you can useyour movement technique as a free~dion. You thenpush the target 2 squares.

Movement TechniqueMove Action Melee 1Target: One creatureEffect: You jump to any square adjacent to the target. This

movement does not provoke opportunity attacks.

LEVEI. 19 DAfl.Y DlsclPuNEs

Crushing Reprisal Monk Attack 19

Your enemy’sfailed attack lets you slip in quickly to deliver acrushing counterstrike. ,,

Daily + Implement, PsionicImmediate Reaction Melee touchTrigger: An enemy misses you with a melee attackEffect: Before the attack, you shift 2 squares.Target The triggering enemyAttack: Dexterity vs. Reflex -

Hit 2d6 + Dexterity mod ifier d~mage, and the target isstunned (save ends). .. -.

Miss: Half damage.

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Hare’s Panicked Retreat Monk Attack 19

The power ofyourforceful strikefihlsj~ourfoe with dread, causing it to knock down other enemies asydu’~control itsfeeble attempts to escapefromyou.

Daily + Fear, Implement, PsionicStandard Action Melee touchTarget: One creatureAttack: Dexterity vs. FortitudeHit: 3dTh ÷ Dexterity modifier daniage and the target is

slowed (save ends). Until this effect ends, ‘whenever thetarget starts its turn, you can push iP2.squares as a freeaction. Each enemy adjacent to the~tar~et at the end ofthe push falls prone.

Miss: Half damage, and you push the target its speed.

Loud Fist Strike Monk Attack 19

Yourfast attack sends afoe careening into other enemies, whichare blasted back by an explosive clap ~fththider.

Daily + Implement, Psionic, ThunderStandard Action Melee touchEffect: Before the attack, you shift your speed.Primary Target: One creaturePrimary Attack: Dexterity vs. FortitudeHit: 3d1 0 + Dexterity mod ifier damage, and you push the

target 5 squares and knock it prón~.Miss: Half damage, and you push the target 5 squares.Effect Make a secondary attack that is an area burst 2

centered on the primary target.Secondary Target: Each enemy in burst other than the

primary targetSecondary Attack: Dexterity vs. FortitudeHit: 2d1 0 + Dexterity modifier thunder damage, and you

push the secondary target 3 squares from the primarytarget.

Miss: Half damage.

Twin Fountain Strike Monk Attack 19

As you tumble past~your enemies, your\ aitack drawsforth ablood red mist that shrouds them andflhlsotherfoes withfear.

Daily + Fear, Implement, PsionicStandard Action Melee touchEffect: You shift your speed -i- 2~a,?dmake the follow

ing attack against one ontwocréatü~res during thismovement.Target: One creatureAttack: Dexterity vs. ReflexHit 2d1 0 + Dexterity modifier damage, and ongoing 10

damage (save ends). Until this ongoing damage ends, thetarget’s space and each square adjacent to it are lightlyobscured. Any enemy not immune to fear takes a 2penalty to attack rolls while it can see squares lightlyobscured by this power.

LEVEL 22 UTILiTY DlscIPuNEs

Empty Body Monk Utility 22

You exchange the limits of the bodyfor the e~nbrace ofpurespirit. In thisform, nothing can contain you.

Daily + Psionic, StanceMinor Action PersonalRequirement You must be bloodied.Effect Until the stance ends, you arè insubstantial and

phasing. . -

Meditative Vanishing Monk Utility 22

You extend your will to overpower the senses ofyour enemies,excising your presencefrom their minds. -

Daily + Illusion, PsionicMinor Action Close burst 5Target: Each enemy in burstEffect: You are invisibl~tothe tarjet until you make an

attack against it. ‘~ . -

1’4E1~Y1TAT1ONMonks and psions meditate in a variety of ways to maintain discipline and to reinvigorate their bodies and minds.For roleplaying purposes, you might decide exactly whatthose practices entail and describe your character.performing them during periods of rest or downtime.You can adopt one of these s~iggestions or dé4seyourown

~rt-Some psionics users engagein iousforips~fp~formance or fine art—such asipainting, sewing, calligraphyor ‘music—as a meansof focusing the mind ~nd calmingthe emotions.

Chants and Litanies: Specific phrases, repeated overand over, form the basis for many forms of meditation. Forexample, the following is the litany of the Winding Soultradition:

CHAPTER 3 Monk

There is no pain; there is only warning.There is nofear; there is only caution.There is no retreat; there is only delay.There is no defeat; there is only death.There is ii~ me; there is only what I do.Focus on the Mundane: Monks and psions often

devote the entirety of their attention to mundane stimuli,allowing theirthou~hts to drift. Examples include concentrating on the flickering of a candle flame, the feel ofa knotte4 leather~ strap, or therhythni of ne’s breathingor heartbeat.

Katas: By repeatedly performing katas (carefullyarranged sequences of martial movements), a psionics userclears his or her mind and reinforces the links betweenmind, body, and spirit.

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Supreme Parry Monk Utility 22

Your weapon blurs as you spin it aroundyou in an impenetrablebarrier.

Daily + Psionic, StanceMinor Action PersonalEffect: Until the stance ends,.youàdd the proficiency

bonus of any melee weapon you wield to your AC andReflex.

Thousand World Stride Monk Utility 22

By elevating your consciousness over.your physical limitations,youtil72 able to reach thefar side of the battle in a single step.Daily + Psionic, Stance, TeleportationMinor Action PersonalEffect Until the stanc&ends,.you can teleport your speed

as a free action. •~.

Special: You can take this free action only as the firstaction of your turn.

LEVEL 23 ENCOUNTER DIsciPLINEs

Iron Cascade Monk Attack 23

You capture your allies’ spiritual s~ngth,focusing it into anattack whose ironfury crushes your eperny.

Encounter + Full Discipline, implement, PsionicAttack Technique -: .

Standard Action Melee touchTarget One creature .. ‘ . V

Attack: Dexterity vs. FortitudeIron Soul: If you make th~ttack using a light blade or

a spear, you gain a +2 power bonus to the attack roll.Hit: 4d8 + Dexterity modifier damage plus 4 damage for

each ally adjacent to the target.Movement Technique

Move Action Melee 1Target One creatureEffect: You swap places with the target, then shift a

number of squares equal to your Constitution modifier. Ifthe target is an ally, he or she can shift the same numberof squares as a free action.

lightning Throw Monk Attack 23

You canflo.sh through the air to land ‘with’explosiveforce, yourmelee attack summoning the power ‘of lightning thatyou hurl ata distantfoe. V -Encounter + Full Discipline, Implement, Lightning, PsionicAttack Technique - V

Standard Action Mél~e touchPrimary Target One creatutePrimary Attack: Dexterity v≤?~ReflekHit: 3d1 0 + Dexterity modifier damage, and you make a

secondary attack that is a ranged .10 attack. This attackdoes not provoke opportunity attacks.Secondary Target One creature other than the

primary targetSecondary Attack: Dexterity vs. ReflexHit: 2d1 2 + Wisdom modifier ligF~tning damage, and

the secondaiy target is blinded’until the end of yournext turn. ‘

Movement TechniqueMove Action Personal V

Effect: You flyyour speed + 2. If you don’t land at theend of this movement, you fall. Enemies adjacent toyou when you land take lightning damage equal to yourConstitution modifier.

Shattered Earth Fall Monk Attack 23

Your vicious strike can knock aifoe down, a!ld grants you thepower to sweep other nearby enemies~t~ the ground.

Encounter + Full Discipline, Implement, PsionicAttack Technique •.

Standard Action Melee touchPrimary Target One creaturePrimary Attack: Dexterity vs. ReflexHit 3d1 0 + Dexterity modifier damage, and you knock

the primary target prone..Effect: Make a secondary a~ttack.that is a close burst 1.

Secondary Target Each enemy ~ou can see in burst~sSecondary Attack: Dexterity vs. Fortitude

Hit You knock the secbi da~jrtarget prone.Movement Technique

Move Action PersonalEffect: You shift 3 squares. You can ignore forced

movement until the end of your next turn.

LEVEL 25 DAILY DisciPLiNEs

Dragon Fist Strike Monk Attack 25

You end your prodigious leap with a blow ihat smashes yourenemy to the ground, all other ôppon’ents recoiling before you.

Daily + Fear, Implement, PsionicStandard Action Melee touchEffect: Before the attack, you fly your speed + 2. If you don’t

land at the end of this movement, you fall.Target One creatureAttack: Dexterity vs. ReflexHit 4d1 2 + Dexterity modifier da~ii~ge, and the target

falls prone and cannot stand upi(save ends).Each Failed Saving Throw: The target is dazed until the

end of its next turn.Miss: Half damage, and the target falls prone.Effect Until the start of your next’turn, any creature that

can see you takes a —‘2 penalty to attack rolls for anyattack that includes youàs a target.

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Fate’s Judgment Monk Attack 25 LEVEl. 27 ENCOUNTER DIscIPUNEsAn enemy strikes and you make a savage counterattack. Ifyouropponent attacks again, it is punished by the lingering resonance ofyourfury.

Daily + Implement, PsionicImmediate Reaction Melee touchTrigger: An adjacent enemy hits you with an attackTarget: The triggering enemyAttack: Dexterity vs. ReflexHit: 3d1 0 + Dexterity modifier damage, and the target

takes 10 damage the first time each turn it makes anattack (save ends).

Miss: Half damage, and the target takes 5 damage the firsttime each turn it makes an attack (save ends).

Four Hidden Sounds Monk Attack 25

You center your mind on thefour hidden sounds of the naturalworld. When you speak each sound,you release a potent blast ofelemental energy.

Daily + Implement, Psionic, Stance; VariesStandard Action PersonalEffect Until the stance ends, you can make the following

attack.Minor Action (1/round) Close blast 5Target: Each creature in blastAttack: Dexterity vs. ReflexHit: 1 dl 0 + Wisdom modifier damage. Choose a damage

type: acid, cold, fire, or lightning. The attack dealsdamage of this type to each target. You can choose eachdamage type only once in an encounter.

Effect: The fourth time you use this attack in an encounter,the stance ends.

Glacier’s Mantle Monk Attack 25

Frostflares around you as an icy mist, adding lethal cold to yourattacks and chilling anyfoe that comes too close.

Daily + Cold, Implement, Psionic, StanceStandard Action Melee touchTarget: One creatureAttack: Dexterity vs. ReflexHit 3d8 + Dexterity modifier damage plus 2d1 2 cold

damage.Miss: Half damage.Effect: You can enter the glacier’s mantle stance. Until

the stance ends, your melee attacks deal 5 extra colddamage. In addition, any enemy that enters a squareadjacent to you takes cold damage equal to 5 + yourStrength modifier.

Strike of Perfect Clarity Monk Attack 25

Your attack is delivered with such masterful balance andformthatyourfoe’s mind turns on itseiffor daring to challenge you.

Daily + Implement, Psionic, PsychicStandard Action Melee touchTarget: One creatureAttack: Dexterity vs. WillHit: 4d8 + Dexterity modifier damage plus 2d1 2 psychic

damage.Miss: Repeat the attack against the same target or a

different one. Do not repeat the attack again if it misses.

CHAPTER 3 Monk

From Earth to Heaven Monk Attack 27

Your grace andfocusflow through your attacks, driving backyour enemies and lifting you to safety above thefray.

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Close burst 2Target Each enemy in burstAttack: Dexterity vs. FortitudeHit: 3d6 + Dexterity modifier damage, and you push the

target 1 square. The target is immobilized until the endof your next turn.

Movement TechniqueMove Action PersonalEffect: You fly your speed + 2. You gain a power bonus

to all defenses equal to your Wisdom modifier duringthis movement. If you don’t land at the end of thismovement, you fall.

Part the Seas M.nk Attack 27

Foes that try to stop you are knocked aside as you surge throughcombat, ready to unleash a blow that stuns an enemy in itstracks.

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchTarget One creatureAttack: Dexterity vs. FortitudeHit 1 dl 2 + Dexterity modifier damage, and the target is

stunned until the end of your next turn.Iron Soul: If you make the attack using a mace or a

staff, the target also falls prone.Movement Technique

Move Action PersonalEffect: You move your speed + 6. Any enemy that misses

you with an opportunity attack provoked by thismovement takes damage equal to your Constitutionmodifier and falls prone.

Shatter the Mountain Monk Attack 27

An unshakeable concentration girds your body as your rockshattering strike overwhelms afoe.

Encounter Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchTarget One creature or unattended objectAttack: Dexterity vs. FortitudeHit: 3d1 2 + Dexterity modifier damage, and you push

the target a number of squares equal to 3 + yourStrength modifier. If this attack bloodies the target, ittakes idi 2 extra damage. If the target is an unattendedobject, this attack deals 2d1 2 extra damage.

Movement TechniqueMove Action PersonalEffect: You shift 4 squares and gain resist 5 to all damage

until the end of your next turn.

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Weight of the Anchor Monk Attack 27

Your attack hits with theforce of iron, pinning an enemy inplace as you race across the battlefield.

Encounter 4 Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchTarget: One creatureAttack: Dexterity vs. Reflex

Iron Soul: If you make the attackusing a light blade ora spear, you gain Ei +2 powef bonus to the attack roll.

Hit 4d8 + Dexterity modifier damage, and the target isimmobilized until the end of your next turn.’

Movement TechniqueMove Action PersonalEffect: You move your speed + 6.

LEVEL 29 DAiLY DisciPLiNEs

Adamantine Hurricane Monk Attack 29

You are a blur as you move and attack, laying intofoes aroundyou with a destructiveforce equal to~that of the mightiestweapons. .

Daily 4 Implement, PsionicStandard Action Close burst 1Effect: You gain a +2 power bonus to all defenses until the

end of your next turn.Primary Target: Each enemy you can see in burstPrimary Attack: Dexterity vs. ReflexHit 2d1~+ Dexterity modifier damage, and the primary

target takes ongoing 110 damage~(save ends). If theprimary target is already takingi~ngoing damage, thatongoing damage incr~as~s~b~ lO!~

Effect: You move your speed + 2. Any enemy that missesyou with an opportunity attack provoked by thismovement takes 10 damage and falls prone. Make asecondary attack that is a close burst 1.Secondary Target: Each enemy you can see in burst other

than the primary targetsSecondary Attack: Dexterity vs. ReflexHit: 2d1 0 + Dexterity modifier damage, and the secondary

target takes ongoing 10 damage (save ends). If thesecondary target is already taking ongoing damage, thatongoing damage increases by 10.

Falling Star Strike Monk Attack 29

You streak into the air, trailingfire and light. When you land,the impact staggers, blinds, and burns yourfoes.

Daily 4 Fire, Implement, Psionic, Radiant, Teleportation,Thunder, Zone

Standard Action Close burst 2Effect: Before the attack, you teleport your speed, appearing

up to 50 feet in the air above your destination space. Youthen fall without taking damage.

Target Each creature in burstAttack: Dexterity vs. ReflexHit 3d10 + Dexterity modifie~fi~e,~adiant, and thunder

damage, and the target is bliñded(save ends).Miss: Half damage. -

Effect: The burst creates a zone that lasts until the endof your next turn. Any creature thdt ends its turn withinthe zone takes fire damage equar~o~your Dexteritymodifier.

Titan’s Mighty Grasp Monk Attack 29

You rock your enemy withii3 devast~auin,~ attack, then wrap it ina steely, unbreakable embrace.

Daily 4 Implement, PsionicStandard Action Melee touchTarget One creaturePrimary Attack: Dexterity vs. FortitudeHit 5d1 2 + Dexterity modlfieridamage, and you grab the

target. The target takes a penalty tochecks to escape thegrab equal to your Strength1rnodifier~

Miss: Half damage, and you grab the targetEffect: Until the grab ends,you can r~iake the following

secondary attack against the target.Standard Action Melee touchSecondary Attack: Dexterity + 2 vs. FortitudeHit 3d1 0 + Strength modifier damage. The target cannot

attempt to escape the grab until the start of your nextturn.

TAXES, TITHES, AND THIEVERYMany isolated monasteries exist completely apart fromthe bounds of civilization, independent from any supervisory, affiliated, or beholden group. On occasion, a smallsettlement grows up near an otherwise remote monastery,eager for the protection the monks offer frorn~the hazardsof the wild Over time, a formal relationship might developbetween the order and the community The monk~ mightbecome landlords, collecting taxes or tithes. They mightbecome overlords, passing laws and serving as both religious and secular leaders for the local population. Many

arrangements bear equal measures of benefit and responsibilit3~ but some dependencies are more extreme.

A school dedicated wholly to discipline might subordinate itself to a local settlement, perhaps as ~ means ofachieving enlightenment through service. Another ordermight exert a cruel dominion inflicting crippling taxe~sand growing wealthy off the labor of its subjects. Such anevil-aligned monastery might also send students roamingbeyond their own environs to engage in banditry, waylaying travelers and raiding neighboring communities.

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NEW PARAGON PATHS

BAsILJsK’s FURY ADEPT“Look into these eyes and see the doom awaitin8 you.”

Prerequisite: Monk

The basilisk is renowned for its hunting prowess, andits pitiless gaze. Inspired by both the basilisk’s sinuous movements and the immobilizing effect of itsgaze, a group of monks have developed disciplinesthat mirror this creature’s fearsome reputation.

Your study of the basilisk’s fury has opened yourmind to the emotions around and in you. Achievingthis state empties your body of thought and draws thesensations of others through your eyes. Foes that peerinto your obsidian gaze are drained ofhope. All thatremains for your enemy are apathy, stasis, and death.

BAslusK’s FURY ADEPTPATH FEATURES

Baleful Action (11th level): You can spend anaction point to slow each enemy within 5 squares ofyou that can see you until the start ofyour next turn.Any enemy that takes damage while slowed in thisway becomes slowed (save ends).

Basilisk’s Boon (11th level): You gain a +2bonus to saving throws against effects that immobilize, restrain, or slow. When you are subjected to aneffect that petrifies you, you can make a saving throwagainst that effect. Ifyou save, the effect ends on you.

Basilisk’s Fury (16th level): When you score acritical hit against an enemy using a monk or basilisk’s fury adept attack power, that enemy is petrified(save ends).

BAsILIsK’s FURY ADEPT DiscIPLINEs

Eyes of the Basilisk Basilisks Fury Adept Attack 11

You drive your enemy back, then bind it in place with a 8aze.

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchTarget: One creatureAttack: Dexterity vs. FortitudeHit: 2d1 2 + Dexterity modifier damage, and you push

the target 3 squares. The target is then marked and immobilized until the end of your next turn. If the target isalready slowed or immobilized, it is restrained until theend of your next turn.

Movement TechniqueMove Action PersonalEffect: You move your speed + 2, ignoring difficult terrain.

Any enemy that misses you with an opportunity attackprovoked by this movement is slowed until the end ofyour next turn.

The power ofyour mind transforms your body into stone.

Daily + Healing, PsionicImmediate Interrupt PersonalTrigger: An attack makes you unconscious or stuns youEffect You are instead petrified for as long as you would be

unconscious or stunned by the triggering attack. You canspend a healing surge. If you do so, you gain a +2 powerbonus to saving throws until you are no longer petrified.

Stone-Shatter Strike Basilisk’s Fury Adept Attack 20

Your attackfreezes afoe, rendering it vulnerable to yourfollow-up strike and threatening to transform it to living stone.

Daily + Implement, Psionic, PsychicStandard Action Ranged 5Target: One creaturePrimary Attack: Dexterity vs. WillHit: 2d8 + Dexterity modifier psychic damage, and the

target is immobilized (save ends).First Failed Saving Throw: The target is instead petri

fied (save ends). The target takes a 2 penalty to savingthrows against this effect.

Miss: Half damage, and the target is immobilized until theend of your next turn.

Effect Once during the encounter while the target is immobilized or petrified by this power, you can make thefollowing attack against the target.Standard Action Melee 1Secondary Attack: Dexterity + 2 vs. ReflexHit: 3d8 + Dexterity modifier damage, and the target falls

prone and cannot stand up (save ends). If the target ispetrified, this attack ignores the resistance granted bythat condition and deals 4d8 extra damage.

Special: When charging, you can use this power in place ofa melee basic attack.

Basilisk Nature Basilisk’s Fury Adept Utility 12

Defense

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FOUR WINDS MASTER“I am as powerful as the winds and as constant as theseasons.”

Prerequisite: Monk

Devotees of the four winds strive for peace and tranquility in all that they do. They recognize, however,that violence is sometimes necessary to achievegreater harmony. Just as destructive winds can carryaway anything that stands against them, a monk ofthe four winds is an overwhelming force.

FOUR WINDS MASTER

PATH FEATURESMystery of the Four Winds (11th level): After

each extended rest, choose one of the followingmysteries. The benefit of that mystery lasts until youchoose another mystery.

Mystery of the East Wind: You gain lightningresistance equal to one-half your level. In addition,whenever you shift, you can move 2 squares before orafter the shift.

Mystery of the North Wind: You gain cold resistanceequal to one-halfyour level and a +5 bonus to savingthrows against charm effects and fear effects.

Mystery of the South Wind: You gain force resistanceequal to one-halfyour level and a +4 bonus to initiative checks.

Mystery of the West Wind: You gain thunderresistance equal to one-halfyour level. In addition,whenever you spend a healing surge, you can shift 2squares as a free action.

FOUR WiNDS MASTER DiSCIPLINES

Four Winds Ass~uIt Four Winds Master Attack 11

Psychic winds can carry you to your opponents, gusting hardwhen you strike to scatter yourfoes.

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchTarget One creatureAttack: Dexterity vs. FortitudeHit: 1 d8 + Dexterity modifier damage. You lift the target

10 feet into the air, where it is immobilized until theend of your next turn. At the end of your next turn, thetarget drops safely to the ground in the space it last occupied or in the nearest unoccupied space.Aftereffect You slide each creature within 5 squares of

the target 5 squares.Movement Technique

Move Action PersonalEffect: You fly your speed + 2. If you do not land at the end

of this movement, you hover until the start of your nextturn, at which point you land safely in the space belowyou or in the nearest unoccupied space.

Gusting Action (11th level): When you spendan action point to make an attack and the attack hits,you shift your speed after resolving the attack.

Mysteries Revealed (16th level): After eachextended or short rest, you can choose two mysteriesand benefit from both at the same time. The benefitof the mysteries lasts until you choose another twomysteries.

In addition, whenever you shift, you can insteadfly the same distance. Ifyou don’t land at the end ofthis movement, you fall.

You anticipate imminent danger and call thefour winds towhisk you to safety.

Encounter + PsionicImmediate Interrupt PersonalTrigger: You are hit by an attackEffect You are insubstantial until the start of your next

turn. After the triggering attack is resolved, you fly yourspeed + 2. If you do not land at the end of this movement, you hover until the start of your next turn, atwhich point you land safely in the space below you or inthe nearest unoccupied space.

Four Winds Tempest Four Winds Master Attack 20

You take to the auto lash out with a vicious attack, then call onthefour winds that hold you aloft to batter yourfoe.

Daily 4 Implement, Psionic; VariesStandard Action Melee touchEffect: Before the attack, you fly a number of squares equal

to your speed + 2. If you do not land at the end of thismovement, you hover until the start of your next turn, atwhich point you land safely in the space below you or inthe nearest unoccupied space.

Target: One creatureAttack: Dexterity vs. FortitudeHit 4d1 0 + Dexterity modifier damage.Miss: Half damage.Effect: The target is affected by the four winds tempest

(save ends). While the target is affected by the tempest,whenever the target starts its turn, roll a d4 to determinethe effect.1. The target takes 10 lightning damage, and you push it

4 squares.2. The target takes 110 cold damage and is slowed until

the end of its turn.3. The target takes 10 force damage, and you pull it 4

squares.4. The target takes 10 thunder damage, and you slide it

4 squares.

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Four Winds

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SOARiNG BLADE“My sword is more than a weapon—it is my spirit.”

Prerequisite: Monk, trained in Acrobatics

Battle is not just a physical contest—it is a spectacle, adance ofparries and thrusts, of slashes and ripostes.True mastery of the blade adds soaring form andmotion, transporting the struggle into aerial art.

What sets you apart from earthbound combatantsis your melding of discipline and precise swordplay.Your training and your psionic power grant youincredible mobility; your focus hones your edge.

SOARING B1~ADE PATH FEATURESFocused Parry Action (11th level): When you

spend an action point to make an attack and theattack hits, you gain a bonus to all defenses equal toyour Constitution modifier until you make an attackor until the end of the encounter.

Soaring Blade Style (11th level): You gain a +3bonus to Acrobatics checks. In addition, when youwould make an Athletics check to climb or jump, youcan make an Acrobatics check instead.

Soaring Blade Training (11th level): You gainproficiency with all simple and military heavy blades.You can utilize a heavy blade for any monk powerusable with a light blade.

Ki Blade (16th level): You channel psionic energythrough your heavy blade. After each extended rest,choose a damage type: cold, fire, or lightning. Yourmelee attacks using a heavy blade deal extra damageofthat type equal to your Constitution modifier. Inaddition, when you score a critical hit using a heavyblade, the attack deals 2d10 extra damage of that type.

SoARiNG BI~ADE D1scIPUNEs

Sword Fall Leap Soaring ~I~e Attack 11

You leap across thefield ofcombat. iNhen you attack, yourblade work cuts one enemy deeply and slashes allfoes nearby.

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchRequirement: You must make this attack using a heavy

blade.Target One creatureAttack: Dexterity vs. ReflexHit 3d8 + Dexterity modifier damage, and each en

emy adjacent to you takes damage equal to yourConstitution modifier.

Movement TechniqueMove Action PersonalEffect: You make an Acrobatics check to jump with a +10

power bonus. You are considered to have a running start,and the distance of the jump isn’t limited by your speed.Level 21: You make the Acrobatics check with a +20

power bonus.

CHAPTER 3 Monk

Charge the Clouds Soaring Blade Utility 12

You soar above thefight, avoiding yourfoes’ attacks as you pass.

Encounter + PsionicMove Action PersonalEffect You fly your speed. This movement does not pro

voke opportunity attacks. If you don’t land at the end ofthis movement, you fall.

Storm of Raining Blades Soaring Blade Attack 20

You are carried aloft by your psionic power, touching downthree times to hack through and scatter yourfoes.

Daily + Implement, PsionicStandard Action Melee touchRequirement You must make this attack using a heavy blade.Effect: Until the end of your turn, your movement does not

provoke opportunity attacks. Before the attack, you fly 3squares. If you don’t land at the end of this movement,you fall.

Primary Target One creaturePrimary Attack: Dexterity vs. ReflexHit 1 d8 + Dexterity modifier damage.Effect: You fly 3 squares. If you don’t land at the end of this

movement, you fall. You then make a secondary attackthat is a melee touch attack.Secondary Target One creature other than the primary

targetSecondary Attack: Dexterity vs. ReflexHit: 2d8 + Dexterity modifier damage.Effect You fly 3 squares. If you don’t land at the end

of this movement, you fall. You then make a tertiaryattack that is a close burst 1.Tertiary Target: Each enemy you can see in burstTertiary Attack: Dexterity vs. ReflexHit: 1 5 + Dexterity modifier damage, and you slide the

tertiary target 2 squares.Miss: Half damage, and you slide the target 1 square.

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TIGER CLAW MASTER“I am the hunter. You are my prey.”

Prerequisite: Monk

The tiger claw style is an ancient, honored path. Itspractitioners have incorporated techniques fromdifferent traditions, but the style retains a centralfeature: the tiger claw. A practitioner curls his or herfingers toward the palm to make a claw. Throughiron discipline, the monk transforms each digit into arigid talon capable of raking and rending.

Mastering tiger claw maneuvers builds yourstrength and hardiness, and your strikes shredenemies. You spring at your foes with astoundingspeed. With true mastery, you take on the characteristics of the celestial tiger. Coarse orange andwhite striped fur covers your body. Your handsbecome clawed paws and a tiger’s visage replacesyour features. With great green orbs for eyes and amouth filled with sharp teeth, you embody the tigerclaw style.

TIGER CLAW MASTERPATH FEATURES

Tiger Claw Style (11th level): When you makean attack roll, you can take a 2 penalty to the roll. Ifthe attack hits and you trigger your Flurry of Blowspower, that power deals 4 extra damage.

Pouncing Action (11th level): When you spendan action point to make a charge attack, you moveyour speed + 2 as part of the charge, your movementfor the charge doesn’t provoke opportunity attacks,and you can reroll one attack roll made as part of thecharge.

Tiger’s Endurance (16th level): When you useyour second wind, you regain additional hit pointsequal to your Strength modifier. In addition, thebonus to all defenses granted by your second windequals 2 + your Strength modifier.

TIGER CLAW MASTER DiSCIPLINES

Tiger Claw Rake Tiger Claw Master Attack 1

You sprint across the battlefield, and your tiger claw tears yourfoe and leaves it in debilitating agony

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchTarget: One creatureAttack: Dexterity vs. ReflexHit 3d1 0 + Dexterity modifier damage, and the target

takes a —2 penalty to attack rolls until the end of yournext turn. If the target moves more than 2 squares onits next turn, it takes 5 damage.

Special: When charging, you can use this power in placeof a melee basic attack.

Movement TechniqueMove Action PersonalEffect: You move your speed 2, ignoring difficult terrain.

Any enemy that hits you with an opportunity attackprovoked by this movement takes damage equal to yourStrength modifier, and you mark the enemy until thestart of your next turn.

Tiger Frenzy Tiger Claw Master Utility 12

Pain clarifies your mind, letting~you strike with ease atfoes thatcome too close.

Daily + Psionic, StanceImmediate Reaction PersonalTrigger: You are bloodied by an attackEffect: Until the stance ends, any enemy that ends its turn

adjacent to you takes damage equal to your Strengthmodifier.

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Awaken the Tiger Claw Master Attack 20

Celestial TigerAs you spring atyour enemy,your body transforms into thecelestial tiger a relentless force ofunearthlyfury.

Daily + Implement, Polymorph, PsionicStandard Action Melee touchRequirement: You must charge and use this power in place

of a melee basic attack.Target: One creatureAttack: Dexterity vs. Reflex. Make the attack twice.Hit 4d1 0+ Dexterity modifier damage, and you knock the

target prone. If you hit with both attacks, the target takes2d1® extra damage.

Miss: Half damage. -

Effect You assume the form of the celestial tiger until theend of the encounter. While in this form, you are immune to fear effects, your Flurry of Blows power dealsextra damage equal to your Strength modIfier, and yougain a +2 power bonus to speed.

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TRANSCENDENTPERFECTION“I am more than thisflawed vessel.”

Prerequisite: Monk

The mystics of transcendent perfection believe themortal body is a faulty receptacle that prevents themfrom attaining a higher form. They strive to overcome the body’s limitations and attain their truepotential. Just as importantly, they believe that theymust foster reason and enlightenment, and helpothers transcend the body to embrace a state ofharmonious existence.

By following the transcendent path, you learnto overcome your physical limitations by solvingthe riddles of past masters. Each conundrum youunravel opens your mind to greater possibilities.You first learn to shape your words to encouragebehavior and alter impressions, to move withoutinterference, or to deny movement to those whooppose you. You learn to close wounds and vanquish ailments with a touch. Upon mastering thetechniques of transcendent perfection, you can denyyour enemies’ attacks by elevating your consciousness above pain and despair.

TRANSCENDENT PERFECTIONPATH FEATURES

Enlightened Action (11th level): When youspend an action point to take an extra action, youshift your speed and are insubstantial until the end ofyour next turn. You ignore difficult terrain, and youcan move across water and other liquid surfaces. Yousink ifyou end your turn on such a surface.

Riddle of Conversation (11th level): You gain a+2 bonus to Bluff, Diplomacy, Insight, and Intimidatechecks. You also gain training in one of those skills.In addition, whenever you use your Flurry of Blowspower, one ally adjacent to you or to a target of thatpower can shift as a free action.

Riddle ofAwareness (16th level): You see invisible creatures and objects within 1 square ofyou. In

addition, enemies do not gain combat advantage forflanking you unless you are adjacent to three or moreenemies.

TRANSCENDENT PERFECTiON

DI5CIPuNE5

Riddle of Motion Transcendent Perfection Attack 11

Solving the riddle ofmotion lets you control yourfoe’s movement and keeps your enemiesfrom doing the same to you.

Encounter + Full Discipline, Implement, Psionic, PsychicAttack Technique

Standard Action Melee touchTarget: One creatureAttack: Dexterity vs. WillHit: 3d6 + Dexterity modifier psychic damage, and the

target is either immobilized until the end of your nextturn or you slide the target a number of squares equalto its speed.

Movement TechniqueMove Action PersonalEffect: Choose one of the following effects. You move

twice your speed and gain a +2 power bonus to alldefenses against opportunity attacks provoked by thismovement; or you can ignore forced movement until theend of your next turn.

Riddle of Health Transcendent Perfection Utility 12

Your knowledge lets you cleanse the body of injury andincapadtation.

Encounter + Healing, PsionicMinor Action Ranged 5Target: You or one allyEffect: The target spends a healing surge and makes a sav

ing throw. If the saving throw is against a poison effect, it

gains a +5 power bonus.

Riddle ofInvulnerability

Transcendent Perfection Attack 20

A pulse ofpsychic power tears at your enemies, exploiting theweakness oftheirflesh and enhancing your resilience.

Daily + Implement, Psionic, Psychic, StanceStandard Action Close burst 1Target: Each enemy you can see in burstAttack: Dexterity vs. WillHit: 3d1 0 + Dexterity modifier psychic damage, and the

target gains vulnerable 5 to all damage (save ends).Miss: Half damage.Effect: You can enter the riddle of invulnerability stance.

Until the stance ends, you gain resist 5 to all damage.

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UNSEEN HAND“I am the unseen blade, the killer in shadow, thefinalreckoning.”

Prerequisite: Monk, trained in Stealth

A covert clan of enigmatic monks engage in assassination, espionage, and sabotage. They are mercenaries,taking commissions from the powerful or the vengeful. Members of the Unseen Hand are bound to theorder for life—the clan’s mysteries are too sensitive toallow any member to withdraw or resign.

Secrecy and subtlety lie at the heart ofyour training. As long as your enemies cannot identify yourpurpose, you have them at a disadvantage. You mightachieve this subterfuge through cunning disguises,skulking through shadows, or misdirection. Mastering the higher mysteries helps you manipulatedarkness, leap across vast distances, and penetrateyour enemies’ minds.

Being a trained killer is not so different frombeing any other kind ofwarrior, but you must ensurethat your tactics and techniques do not alarm yourcompanions. At the same time, you must maintainfriendly relations with the Unseen Hand clan or faceostracism, retribution—or worse.

UNSEEN HAND PATH FEATURESArms of the Unseen Way (11th level): You gain

proficiency with the hand crossbow. When you use

your Flurry of Blows power, you can target an additional creature within 10 squares ofyou with thatpower by firing a loaded hand crossbow that you areholding. This does not provoke opportunity attacks.

Unseen Action (11th level): When you spendan action point, you become invisible until the end ofyour next turn.

Flit Through Shadows (16th level): Wheneveryou shift while you have concealment, you shift 2extra squares.

UNSEEN HAND DISCIPUNES

Unseen Hunter’s Pounce Unseen Hand Attack 11

Dartingfrom the shadows, you strike yourfoe hard as yourpower twists its mind and clouds its senses.

Encounter + Full Discipline, Implement, PsionicAttack Technique

Standard Action Melee touchTarget One creatureAttack: Dexterity vs. ReflexHit 2d1 0 + Dexterity modifier damage, and you are

invisible to the target until the end of your next turn.If you use a weapon other than your monk unarmedstrike to make this attack, the attack deals extradamage equal to your Constitution modifier.

Movement TechniqueMove Action PersonalEffect: You have concealment until the end of your

next turn, and you shift your speed. At the end of thismovement, you can make a Stealth check to hide.

Unseen Scrutiny Unseen Hand Utility 12

You erase yourselffrom afoe’s mind, invisibly shadowing itsmovements.

Encounter + PsionicMinor Action Ranged sightTarget: One creature you are hidden fromEffect You are invisiLle to the target until you attack it

or until the end of the encounter. While this invisibilitylasts, whenever the target moves, you can shift a numberof squares equal to your Dexterity modifier as an immediate reaction.

Unseen Ambush Unseen Hand Attack 20

You slip through space to cut down afoe with a crippling attack,then step away to vanish in the shadciws.

Daily + Implement, Psionic, TeleportationStandard Action Melee touchEffect: Before the attack, you teleport your speed.Target One creature you are hidden fromAttack: Dexterity vs. Reflex. If you use a weapon other than

your monk unarmed strike to make this attack, you gaincombat advantage for the attack.

Hit: 3d6 + Dexterity modifier damage, and the target isstunned and gains vulnerable 10 to your attacks (saveends).

Miss: Half damage.Effect: After the attack, you teleport your speed. If you

teleport to a square that grants you concealment or cover,you can make a Stealth check to hide.

CHAPTER 3 Monk

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CHAPTER 4

PsioNI

“Your nightmares serve at my command, and nothing cansave you now.”

THE POWER of the mind is yours to do withwhat you will. You can assume control of anothercreature, move objects and monsters with the merestthought, or reshape the matter of the material worldinto more useful forms. Although you recognize thatpsionic power can be focused and honed in manyways, your specialized training and your respect forthe magic of the mind give you insights that few otherpsionic characters can match.

Your power is a perfect combination ofnaturaltalent and disciplined training. You might havealways had a knack for piercing the veil of the material world with your mind. As a child, perhaps youcaught faint fragments of the thoughts of thosearound you, or learned to nudge small objects byconcentration alone. But it is only with the dedicatedtraining that is your life’s work that you discover thefull extent ofyour gifts.

Regardless ofwhich path your psion character follows, this chapter presents numerous useful options.

+ Playing a Psion: The psion’s relationship topsionic power and place in the world of the game,with all the information you need to bring a psioncharacter to life.

+ New Build and Class Feature: Shaper psionsuse their psionic power to alter and transmutethe material world. The Shaper Focus class feature allows you to project your consciousness andcreate mundane objects using only the power ofyour mind.

+ New Powers: With the new powers presented inthis chapter, a psion can tear reality asunder,summon creatures from nightmare, pry opena foe’s mind, or assail enemies with thoughts ofpure destruction.

New Paragon Paths: Five new paragon pathsprovide psion characters with a host of optionsfor expanding their power, from the firestarter’sroiling flame to the thrallherd’s ability to controlanother creature’s body and mind.

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PLAYiNG A PSION

Sweat on his brow, hands tight on his sword, Gornawatched the shambling mass ofcreatures slouchforthfromthe darkness. Gaping mouths shrieked in eyelessfaces,insectoid legs scuttling across unyielding rock. A dozen, ascore, and still they kept coming.

At the head of the throng stood the creature they hadcome tofind, the creature they hadfoolishly thought theycould kill. Its writhing tentacles lashed the air as it raisedits clawed hands, and in their minds, the illithid laughed.Itsfirst assault had taken out Rathelle, their best hope ofcountering the mindflayer’s power. She lay at itsfret nowin a crumpled heap, no sign of l!fe in her eyes—but even!fGorna had wanted to leave her behind, they were surrounded. There was nowhere to run.

As the aberrant horrors surgedforward, Gorna andthe others cast silent prayers to any gods they knew. Theyhoped at least that death might come cleanly, quickly.

Then, sw~ft as thought, the mindflayer’s armsfril. Itsservants stopped, their inhuman eyes staring questioninglyat their master. The creature turned as !f in thought, the airrippling around it. And then the power ofthe illithid’s mindblasted outward, sweeping over its own allies and rendering them senseless. The mindflayer stood rigid, its back toitsfoes.

“Hurry,” Rathelle whisperedfrom the ground where shelay,face set in concentration as she struggled to speak. “Ican’t control itfor long

Nothing is more potent than the mind. Arcanemagic, primal spirits, even the divine power of thegods themselves—the potential of sentient thought isgreater than all these things. It is a simple truth, butone that few have grasped. You are one of those few.You are a psion, devoting yourself to utter mastery ofyour thoughts and dreams, hopes and fears, identityand potential. Through the mastery ofyour mind, youmaster the world.

Although the rigorous path ofthe psion most cornmonly appeals to those who seek order and answers intheir lives, your motivations are entirely your own. Didyou start down this path for the knowledge and powerit would bring? Did you have a natural talent that youcould never fully master until you stumbled on the legends and teachings ofthe psions who came before you?Were you training your mind for some other purpose,only to discover that your efforts tapped a wellspring ofpower you never knew you possessed?

INTELLECTUAL EXERCISEAs a psion, your thoughts control your environment—but only as well as you control your thoughts. Yourlife is centered on intellect and understanding, logicand experimentation. The stronger your mind, themore controlled your thoughts. The broader your

CHAPTER 4 Psion

imagination and the narrower your focus, the greaterthe power you can project. Academic psions devotethemselves to research and study; adventuring psionsengage in various forms ofmeditation as a means ofmaintaining their intellectual edge.

Strict, methodical process is your preferred wayof reaching your decisions and accomplishing yourgoals. You are likely drawn to rigid studies such asmathematics or alchemy. It is important for you tounderstand and master every step of any given task—be it translating an ancient codex, brewing a potion,developing a new discipline, or cooking a stew. For apsion, the process is just as important as the result.

ScHools AND STUDIESThe methodical attitudes at the heart of a psion’stechnique lend themselves to formal study. Psionswere the first psionic class to form scholastic traditions, and the first to develop unifying theories ofpsionic energy. A psionics college is not necessarily aspecific location. It’s a combination ofphilosophy andmethods of study, a means of teaching more than aplace of teaching.

The various psion builds and focuses are an extension of these scholarly traditions. Are you a telepath,a telekinetic, or a shaper? Do you prefer orbs andcrystals, or would you rather wield a staff? Do youpractice ritual magic or alchemy? Which of the various psionics origin theories do you support? Thesetraits were likely shaped by the psionics college thatinstructed you.

THE LIFE OF THE MINDYou recognize that the mind, composed in equal partof thought, memory, and emotion, is the most vitalaspect of the self. The body is a vessel, a tool. Somepsions discount the existence of the soul, seeing it asan aggregate of memories and personality viewedthrough the lens ofworship. Most psions believethat the soul represents the catalyst that allows theintellect to burn bright. It is the mind that ultimatelyprovides awareness, memory, and personality.

YOUR LIFE BEFORESome individuals are drawn to the art of the psionbecause it fits their personality, aptitudes, andambitions. You might have heard tales of the psioncolleges while engaged in other scholarly pursuitsand become intrigued by this mysterious path. Youmight have been actively learning the techniquesofwizardry or some other class, discovering in theprocess that you carried the rare psionics potentialwithin you.

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You might have recognized that potential earlyon, seeking psion instruction to help you deal with itrather than following the largely self-taught path ofthe ardent. Ifyou hail from a community in whichpsionics is viewed with suspicion or superstition, youmight have thought you were learning arcane magiconly to discover that your master was preparing youin secret for another path.

Regardless ofyour background, the one thing youalmost certainly had in common with other psionseven before you began your instruction is a strongsense of order and logic. Without such a mind set, fewcan master the rigid disciplines of the psion class.

ROLEPLAVING A PSIONYou see the world through a lens of order, but thisdoes not imply any particular personality or alignment. Rather, you look for patterns in all things, theconnections between events.

Whether it’s the study ofpsion disciplines oralchemy, rural economics or astrology, mathematicsor the progression ofhistory and culture, you needto comprehend how each step leads to the step that

follows. You work constantly to expand your knowledge of a wide variety of subjects, using what you’velearned to anticipate what comes next.

You believe that all problems can be solvedthrough the proper application of logical reasoningand the knowledge ofwhat’s come before. You viewpeople who act wholly on impulse to be irrational.Instinct, however, is another type ofknowledge to you,and you respect those who properly respond to it.

Ifyou are like most psions, you work hard not toact on emotion. Though you have no need to suppress or conceal your emotional side, you make everyeffort not to let emotions influence your choices anddecisions. Even when emotion does overtake you,you remain logical and methodical about how youpursue its goals. You are just as likely as any othercharacter to seek vengeance against a foe that threatens or harms your loved ones, but you are far morebrutally thorough in planning out and executing thatretribution.

The best psions use their powers to protect others.They share their knowledge, believing that with theirpower comes an obligation to use it wisely. Darkerpsions lose themselves in that power. They begin tosee other sentients as puppets to be manipulated. Tosuch psions, the strong are entitled—even obligated—to dominate the weak. Such a path is an easy one tofollow without meaning to, and underlying all yourtraining is the knowledge that you must tread carefully as your power grows.

MANiFESTATIONThe corona ofpower marks an ardent, just as a monkis identifiable by his or her unique combat tactics.But no single sign accompanies the manifestation ofa psion’s disciplines. When manifesting a discipline,a psion’s eyes might blaze with silver or violet light. Adiscipline might be accompanied by a faint chimingor unintelligible whispers heard only in the minds ofits target. In some cases, a psion’s power manifests assensation fed directly into the mind.

Decide what form your own manifestations mighttake, and whether they are consistent or vary frompower to power. For example, you might decide thatpowers dealing the most potent damage are accompanied by a flare of light in your eyes, and that a charmis felt in its target’s mind as a wave of hazy memories.

The average commoner sees no functional difference between a psion and a wizard. Those who dorecognize the obvious difference in traditions andtrappings between the two classes also typically knowof the psion’s proficiency at controlling the minds ofothers. As a result, among the common folk who dodistinguish between the two classes, psions are oftenviewed with more suspicion.

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Among scholars and adventurers, psions are wellknown and treated with an equal mix of respectand wariness. As a psion, you wield some of themost overtly impressive psionic powers, even ifnot necessarily the most powerful. You are highlyknowledgeable, possessing methods of research anddiscovery that even other spelicasters lack. And mostimportantly for some, your numbers are growing.

THE BiRTH OF UNDERSTANDiNGPsions cannot claim the earliest formal psionicsorganizations, a distinction that belongs to the oldestmonastic traditions. But those early traditions tendedto be religious or spiritual in nature, leaving psions toform the first specifically psionics-focused orders.

Psionic power was poorly understood in the firstgenerations following the Dawn War, and only rarelyrecognized as a form ofpower unto itself. The formalstudies that would eventually grow into the psionclass and its colleges are thought to have originatedwith a priestess ofbun named Pharaelis.

Although she was not the first to study the peculiar energy that empowered the earliest psioniccharacters, Pharaelis was one of the first to undertake a significant and methodical analysis of it. Eventhough they recognized that psionic energy was distinct from divine magic, Pharaelis and her studentstook it on faith that these powers had their originswith bun and other gods ofknowledge and the mind.Over the course of her studies, Pharaelis developedpsionic ability ofher own, though clerical magicremained her life’s work and focus. After her death,the acolytes who carried on her studies founded theearliest of the formal psion colleges.

MIND OVER MAGICThe spread ofpsions was rapid at first, as those whodemonstrated a natural talent for psionics found aformal means of channeling that power. But with thatrise came unrest. The widespread clerical templesand established schools ofwizardry did not care forthis new challenge to their power. In many cases,those organizations sought to maintain the study ofpsionic power as a subset of the arcane or the divine.On the fringes of civilization, psions often failed togain a foothold, or had to teach and learn their disciplines in secret.

In the dark ages between the earliest empires,psions had greater success. The common folk gavefealty to anyone who could protect them from the horrors of those terrible times, or who could teach themto protect themselves. When later empires formed,established psion colleges and cabals were alreadyin place, distinct from the divine and arcane factionsthat had fallen and risen again alongside them.

A significant development in the psion traditioncame in the tiefling empire of Bael Turath. Seeking

CHAPTER 4 Psion

advantage in its war against Arkhosia’s dragonborn,the empire encouraged psionics study among itspeople. Arkhosia, in turn, countered with new psionics traditions of its own. Psions never became a majorfactor in that war, since both sides already fieldedpotent magic, but the open acceptance of psionicssurvived and flourished after both empires’ fall.

PsioNs TODAYJust as in previous ages of darkness, the numberofpsions has increased since the fall of Nerath. Asthe influence of the Far Realm presses more heavily against the threshold of reality, psionics growsmore pervasive throughout the world. Even in areaspressed by less sinister threats, the common folktypically welcome wanderers possessed of strangepowers—and hope desperately that those powers canprotect them.

The spread of the adventuring psion is a relativelyrecent phenomenon. For most of the class’s history, psions have remained largely devoted to study,research, and experimentation. They worked alone orgathered in colleges and cabals, and if they engagedin battle, it was in defense of their communities.Although scholarly psions still outnumber adventurers, a growing number choose the explorer’s life,braving the hazards of the wild alongside members ofother heroic classes.

Some adventuring psions seek to counter thegrowing aberrant threat, or to push back against themore general darkness that threatens to overwhelmthe scattered motes of civilization. Others hold thepurely personal goals of fortune, glory, and power.Still others adventure as scholars, taking to the fieldin order to test and research their theories regardingthe origin, nature, and purpose ofpsionics.

Psions get along well with other studious characters, including wizards, clerics, warlocks, and bards.Indeed, though a small number ofwizard schoolsand psionics colleges still view one another as rivals,many work together, pooling their substantial knowledge for the benefit ofboth.

The most academic ofpsions sometimes take aless than reverential view of other psionic characters.In the eyes of such elitists, the members of the otherpsionic classes are mere dabblers in psionic power,forever squandering their true potential. Adventuringpsions see things differently. Although only monksshare a dedication and a focus with which psions caneasily identify, ardents and battleminds are equallywell respected for their results. Some psions evenmaintain a secret envy ofbattlemind and ardentcharacters, recognizing that their emotional andinstinctive approaches to psionics represent aspectsof that power outside a psion’s control.

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NEW BUiLD —

The shaper psion joins the psion build optionspresented in Player’s Handbook 3. This section alsoincludes a new discipline focus geared toward shapercharacters.

SHAPER PsIONPsionic energy is a boundless sea ofpotential, limitedonly by the imagination. Objects that exist nowherebut in your mind can be made real with enough creativity and focus—whether born of fanciful dreams ormind-blasting nightmares.

You see the world as a canvas awaiting yourmental brush, ready to be painted with the beautyand the terror of the mind. These creations live onlyas long as you bend your mind to keeping them real.The world is your canvas, and you are the artist ofreality itself.

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NEW ClASS FEATUREWhen you choose your Discipline Focus, you canchoose Shaper Focus instead of another option, suchas the ones in Player’s Handbook 3.

Shaper Focus: You gain the powers shaped consciousness and minor creation.

Shaped Consciousness Psion Feature

You shape afragment ofyour consciousness, bringing it intoexistence to extendyour scope on the battlefield.

Encounter + Conjuration, PsionicMinor Action Close burst 10Effect You conjure a fragment of your consciousness in

an unoccupied square in the burst. The fragment lastsuntil the end of the encounter or until you dismiss it as aminor action. The fragment occupies its square, and youand your allies can move through it. When you take amove action, you can also move your fragment a numberof squares equal to your speed. You can see, hear, anduse psion powers as if you were in your fragment’s space.

Your fragment can be attacked. If it takes any damage,it disappears. It is immune to your attacks.

Minor Creation Psi.n Feature

You create somethingfrom nothing.

Encounter + Conjuration, PsionicStandard Action Ranged 5Effect: You conjure a nonliving, nonmagical object that

appears within range, either in an unoccupied square,in your hand, or in an ally’s hand. The object lasts untilthe end of the encounter or until you dismiss it as a freeaction. The object you conjure is a single weapon or anitem listed under “Adventuring Gear,” page 222 of thePlayer’s Handbook. At the Dungeon Master’s discretion,you can create some other nonmagical object no largerthan one that a Medium creature can carry.

SUGGESTED OPTIONSThe world is yours to shape as you desire. You channel the latent psionic energy in your environment,molding it to serve your needs. You shape psionicpower to unleash lethal attacks or conjure usefulobjects from your own mind. With the right focusand power, you can even create creatures that do yourbidding.

Summoned creatures are the foundation ofyourshaper psion tactics. Such creatures are created onlythrough your daily disciplines. Call on them sparingly, and choose at-will and encounter disciplinesthat support this theme.

As it does for all psions, Intelligence powers yourattacks, so it should be your highest ability score.Charisma is an important secondary ability for ashaper, since it helps you control or empower yourcreations. Since summoned creatures depend on yourhit points, you should also keep your Constitutionhigh. Conjuration and summoning powers allow youto make the most ofyour secondary role as leader.

Suggested Class Feature: Shaper Focus*Suggested Feat: Buiwarked Construction*Suggested Skills: Arcana, Bluff, Dungeoneering,

PerceptionSuggested At-Will Powers:force shard*, static

mote*

Suggested Daily Power: summon thought servant**New option presented in this book.

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Mind Lock Psion Attack 1NEW POWERS

The powers presented in this section offer newoptions for psion characters. Many of these newpowers are particularly useful for shapers, thoughpsions of any build can benefit from them.

LEVEL 1 AT-WILL DISCiPLINES

Dimensional Scramble Ps on Attack

Your attack causes space tojumble andfragment, scatteringcreatures into diffeTent positions.

At-Will + Augmentable, Implement, Psionic,Teleportation

Standard Action Area burst 1 within 10 squaresTarget: Each creature in burstAttack: Intelligence vs. FortitudeHit 1 d6 Intelligence modifier damage, and you teleport

the target to a square adjacent to the burst.Augment 1

Target: Each enemy in burstAugment 2

Target Each enemy in burstHit 2d6 + Intelligence modifier damage, and you teleport

the target to another square in or adjacent to the burst.

Force Shard Psion Attack 1

A shard ofpureforce appears in the air atyour mental cornmand, creating a hazardforyourfoes.

At-Will + Augmentable, Conjuration, Force, Implement,Psionic

Standard Action Ranged 5Effect: You conjure a force sh~F~i in an unoccupied square

within range. The shard lasts until the end of your nextturn or until expended. Any enemy that enters theshard’s space or ends its turn there takes force damageequal to your Charisma modifier. In addition, you canmake the following attack using the shard.Minor Action Ranged 5Target One creatureAttack: Intelligence vs. ReflexHit 1 d8 + Intelligence modifier force damage.Effect: The force shard is expended.

Augment 1Effect: You conjure a force shard as above, and you can

also move the force shard 5 squares as a move action.Augment 2

Hit 2d8 + Intelligence modifier force damage.

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Your attack locks down an enemy’s ability tofocus, hindering itsmovement.

At-Will + Augmentable, Implement, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. WillHit 1 d8 + Intelligence modifier psychic damage, and the

target is slowed until the end of your next turn.Augment 1

Hit As above, and the target also cannot shift until the endof your next turn.

Augment 2Area burst 1 within 10 squaresTarget Each creature in burst

Static Mote Psion Attack 1

A mote of roiling lightning hinders yourfoes before exploding int~ devastating burst.At-Will + Augmentable, Conjuration, Implement,

Lightning, PsionicStandard Action Ranged 10Effect: You conjure a static mote in an unoccupied square

within range. The mote lasts until the start of your nextturn. Any creature that starts its turn adjacent to themote is slowed until the end of its turn. After the moteends, you make the following attack.No Action (Special) Close burst 3 centered on the

square the mote occupiedTarget: Each creature in burstAttack: Intelligence vs. ReflexHit 1 d6 + Intelligence modifier lightning damage.Special: You can take this free action only as the first

action of your turn.Augment 1

Hit As above, and one target is pulled 1 square towardthe center of the burst.

Augment 2Hit: 2d6 + Intelligence modifier lightning damage.

LEVEL I DAILY DiscIPLINEs

Living Missile Psion Attack 1

You bind an enemy with a thought; then hurl itinto anotherfoe.

Daily + Implement, PsionicStandard Action Ranged 10Primary Target One creaturePrimary Attack: Intelligence vs. FortitudeHit The target is immobilized (save ends).Miss: The target is slowed (save ends).Effect: While the target is immobilized or slowed by this

power, you can make the following secondary attack.Minor Action (1/round) Ranged 10Effect: Before the secondary attack, you slide the primary

target 10 squares.Secondary Target: One creature adjacent to the primary

target at any point during the slideSecondary Attack: Intelligence vs. ReflexHit 2d6 + Intelligence modifier damage, and the

secondary target falls prone. The primary target takeshalf damage and falls prone.

Miss: Half damage, and the primary target falls prone.

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Psychic Dissolution Psion Attack 1

A psychic wind scours yourfoe, shredding it to a dark haze.

Daily + Implement, PsionicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. FortitudeHit: 2d8 + Intelligence modifier damage, and ongoing 5

damage (save ends).Miss: Half damage, and ongoing S damage (save ends).Effect: When the target takes ongoing damage from this

power, each square adjacent to the target becomes lightly obscured until the end of your next turn.

Summon Thought Servant Psion Attack 1

The power ofyour mind summons an obedient servant that canfight with you or come to an ally’s aid.

Daily + Augmentable, Implement, Psionic, Psychic,Summoning

Minor Action Ranged 10Effect: You summon a Small thoughtservant in an unoc

cupied square within range. The servant has speed 8. Youcan give the servant the followingspecial commands.Standard Action: Melee 1; targets one creature; Intelligence

vs. AC; 1 dl 0 + Intelligence modifier psychic damage.Opportunity Attack: Melee 1; targets one creature;

Intelligence vs. AC; 1 dl 0 + Intelligence modifier psychicdamage.

Augment 1Effect: As above, and you can give the thought servant

the following additional command.Opportunity Action: Triggered when a dying ally

adjacent to the servant starts its turn; targets thetriggering ally; the servant makes a Heal check tostabilize the target or to allow the target to use his orher second wind.

Telepathic Projection Psion Attack 1

Youforce your own will into an enemy’s mind, manipulatingthefoe like a puppet underyour control.

Daily + Charm, Implement, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. WillHit 3d8 + Intelligence modifier psychic damage, and the

target is subject to your telepathic projection (save ends).While the target is affected by your telepathic projection,when you start your turn, the target makes a melee basicattack as a free action against a target you choose.

Miss: Half damage, and the target makes a melee basic attackagainst a random creature. If this attack targets one of yourallies, the target takes a -2 penalty to the attack roll.

Borrow Training Psion Utility 2

You reach into an ally’s mind to borrow the knowledge you need.

Encounter + PsionicMinor Action Ranged 10Target: One allyEffect Choose one skill in which the target is trained and

you are not. Until the end of your next turn, you gain a+5 power bonus to skill checks with the chosen skill.

Buoyancy of Thought Psion Utility 2

Your mind catches you whenever you mightfall.

Encounter 4 PsionicImmediate Interrupt PersonalTrigger: You take falling damage or an attack knocks you

proneEffect: You reduce any falling damage by a number of

points equal to your level, and you are not knockedprone by the triggering attack or the triggering fall.

Dimensional Stowaway Psion Utility 2

You establish a psychic connection to an ally, bringing it withyou when you teleport.

Encounter+ Psionic, TeleportationFree Action Melee 1Trigger: You teleport or a creature teleports youTarget One ally adjacent to you before the teleportEffect You teleport the target to a square adjacent to your

destination.

Mind Shroud Psion Utility 2

You slow your movement to shroud yourself in a shimmeringhaze, clouding all creatures’ minds against your presence.

Encounter 4 PsionicMinor Action PersonalEffect: Until the end of your next turn, you have superior

cover and you are slowed.

LEVEL 3 AT-WILL DisciPLiNEs

Crushing Turmoil Psion Attack 3

Your attack crushes your enemy’s confidence and resolve, hindering its ability to shrug off debilitating effects.

At-Will 4 Augmentable, Implement, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. WillHit 1 d8 + Intelligence modifier psychic damage, and

the target takes a -2 penalty to the next saving throw itmakes before the end of your next turn.

Augment 1Hit As above, and the target also takes a -2 penalty to

attack rolls until the end of your next turn.Augment 2

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

LEVEL 2 UTILITY DisciPLiNEs “1

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Fuse Form Psion Attack 3

The energy ofyour mind scours yourfoe to hinder its movement, and it can bind multiple enemies together with unbreakable psychic bonds.

At-Will 4 Augmentable, Implement, PsionicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. FortitudeHit: 1 d8 + Intelligence modifier damage, and if the target

moves more than 2 squares on its next turn, it takes 5damage.

Augment 1 (Fear)Hit As above, and enemies take a -2 penalty to attack

rolls while adjacent to the target until the end of yournext turn.

Augment 2Primary Target One creaturePrimary Attack: Intelligence vs. FortitudeHit 1d8 + Intelligence modifier damage, and if the

primary target moves more than 2 squares on its nextturn, it takes 5 damage. You make a secondary attackthat is an area burst 1 centered on the primary target.Secondary Target: Each enemy in burstSecondary Attack: Intelligence vs. ReflexHit: 5 ÷ Intelligence modifier damage. Until the end

of your next turn, the secondary target cannot moveto a square that is not adjacent to the primary target,and the primary target cannot move to a square thatis not adjacent to one or more seèondary targets.

Kinetic Trip Psion Attack 3

Your attack constrainsyour enemy, bowling it over unless itstands its ground.

At-Will 4 Augmentable, Force, Implement, PsionicStandard Action Ranged 10Target One creatureAttack: Intelligence vs. ReflexHit 1 d8 + Intelligence modifier force damage. On its next

turn, if the target moves more than half its speed, it fallsprone.

Augment 1Hit: 1 d8 + Intelligence modifier force damage. On its next

turn, if the target makes a move other than a shift, it fallsprone.

Augment 2Target: One, two, or three creatures

Psychic Anomaly Psion Attack 3

You conjure a shimmering anomaly ofpure psionic energy,which disrupts the minds ofnearbyfoes.

At-Will 4 Augmentable, Conjuration, Implement, Psionic,Psychic

Standard Action Ranged 10Effect: You conjure a psychic anomaly in an unoccupied

square within range. The anomaly lasts until the end ofyour next turn. You can make the following attack usingthe anomaly.Opportunity Action Melee 1Trigger: An enemy starts its turn in a square adjacent to

the anomalyTarget: The triggering enemyAttack: Intelligence vs. WillHit: 1 d6 + Intelligence modifier psychic damage, and you

slide the target 3 squares to a square adjacent to theanomaly.

Augment 1Effect: As above, and your allies can flank with the psy

chic anomaly.Augment 2

Hit: 1 d8 + Intelligence modifier psychic damage, and thetarget is dazed until the end of your next turn.

LEVEI. 5 DARY DiscIPLINEs

Force Spheres Psion Attack 5

Your powerfocuses into protective spheres ofshimmeringforcethat can be hurled at your enemies with a thought.

Daily 4 Force, Implement, PsionicStandard Action PersonalEffect You set four force spheres spinning around you in

your space until the end of the encounter or until youexpend them. While you have at least one force sphere,you gain a +2 bonus to all defenses, and you can makethe following attack.Minor Action (1/round) Ranged 20Target: One creatureAttack: Intelligence vs. ReflexHit 1 d6 + Intelligence modifier force damage, and the

target falls prone.Effect: You expend one force sphere.

Inflicted Mindscape Psion Attack 5

As you reach into your enemies’ minds, the ground beneath theirfeet becomes a clutching mire ofmadness.

Daily 4 Implement, Psionic, Psychic, ZoneStandard Action Area burst 1 within 10 squaresTarget: Each enemy in burstAttack: Intelligence vs. ReflexHit 2d6 + Intelligence modifier psychic damage, and the

target is immobilized (save ends).Miss: Half damage, and the target is slowed (save ends).Effect: The burst creates a zone that lasts until the end of

your next turn. Any enemy that ends its turn’within thezone is slowed until the end of your next turn.

Sustain Minor: The zone persists.

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Summon Ebony Stinger Psion Attack 5

Wisps ofblack shadow coalesce toform a, monstrous scorpionunder your control.

Daily + Augmentable, Implement, Poison, Psionic,Summoning

Minor Action Ranged 10Effect: You summon a Medium ebony~stinger in an unoc

cupied square within range. Thestinger has speed 7and climb 3. The stinger has a +4~bpnus to AC and a +2bonus to Reflex. You can give the stinger the followingspecial commands.Standard Action: Melee 1; targets one creature;

Intelligence vs. Reflex; 1d8 + Intelligence modifierdamage, and the stinger grabs the target.

Opportunity Attack: Melee 1; targets one creature;Intelligence vs. Reflex; 1 d6 + Intelligence modifierdamage, and ongoing 5 poison damage (save ends).

Augment 1Effect: As above, and any cretature grabbed by the ebony

stinger takes a -4 penalty~to ché~ks to escape thestinger’s grab.

Thunderous Exit Psion Attack 5

A blast of thunder rocks your enem’ids,’dllowin8 you to escape inits booming wake. -

Daily + Implement, Psionic, Teleportation, ThunderStandard Action Close burst 3Target: Each creature in burstAttack: Intelligence vs. FortitudeHit: 2d8 + Intelligence modifier thunder damage.Miss: Half damage.Effect: You teleport 5 sq~ãi~s.

LEVEL 6 UTiLITY DIscIPuNEs

Explosive Force Psion Utility~

Yourforce attack releases a pulse of e~nerj3y that leaves nearbycreatures vulnerable tofollow up at?acks.

Encounter 4 PsionicFree Action PersonalTrigger: You hit an enemy within 10 squares of you with an

unaugmented psion at-will force attack powerTarget: Each creature adjacent to the enemy you hitEffect: The target grants comIiata~d~antage until the end of

your nextturn. t

Intellect Prism Psion Utility 6

Motes oflight.swirl toform a crystalliie p~ism in the air, sharpening your senses and extendin~~yqur pr~sence on the battlefield.

Daily 4 Conjuration, PsionicMinor Action Ranged 5Effect You conjure an intellect prism in an unoccupied square

within range. The prism lasts until the~end of the encounteror until you dismiss it as a minor action. You can use yourattack powers as if you were in the prism’s space. As a moveaction, you ~ii move the prism a number of squares equalto your Intelligence modifier. While the prism is adjacent toyou, you gain a +3 bonus to Perceptibn checks.

The prism can be targeted by melee and ranged attacks.It has a +4 bonus to all defenses and hit points equal to yourhealing surge value. If the prism drops to 0 hit points, it isdestroyed and you are dazeduntil the end of your next turn.

Mental Void Psi.n Utility 6

When an enemy strikes at your mind, the attack only boostsyour resilience.

Encounter 4 PsionicImmediate Interrupt PersonalTrigger: An enemy attack targets your WillEffect: You gain a +4 bonusto Will until the end of your

next turn. If the triggering attacl~ misses, the attackergrants combat advantage until the end of your next turn.

Shared Recovery Psion Utility~

You tap into the mind of anally, letting us or her recovery granta temporary boost to your own vitaltt,~

Encounter 4 PsionicFree Action PersonalTrigger: An ally within S squares of you regains hit points or

succeeds on a saving throwEffect: You gain temporary hit poihts equal to twice your

Intelligence modifier.

LEVEL 7 AT-WiLL DIscIPuNEs

Ectoplasmic Servant Psion Attack 7

A conjured shower ofglistehiftg ~lfrn~takes humanoid shape atyour command, spraying yourfoes •with’ caustic acid.

At-Will 4 Acid, Augmentable, Conjuration, Implement,Psionic

Standard Action Ranged 10Effect: You conjure an ectoplasmi~ s&vant in an unoccu

pied square within ~~The~serva,nt.lasts until the endof your next turn or until expende~1. Any enemy that enters the servant’s space or ends it~ turn there takes aciddamage equal to your ~harismani&iifier. In addition, youcan make the following attack usiñgthe servant.Minor Action CIose burst 1Target: Each enemy in burstAttack: Intelligence vs. FortitudeHit: 1 d6 + Intelligence modifier acid damage, and the

target is slowed until the end of your next turn.Effect: The ectoplasmic servant is expended.

Augment 1Effect You conjure an ectoplasmkservant as above, and

any enemy that starts its turn in or adjacent to the servant’s space is slowed until the ~nd of your next turn.

Augment 2Hit: 2d6 + Intelligence modifier acid damage, and the

target is slowed until the end of your next turn.

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Ego Whip Psion Attack 7

Your psychic attack hits like the crack ofa whip,flooding yourfoe withfeelings ofcrushing worthlessness.

At-Will 4 Augmentable, Fear, Implement, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. WillHit Intelligence modifier psychic damage, and the target

takes a 2 penalty to attack rolls and a —2 penalty to alldefenses until the end of your next turn.

Augment 1Hit: As above, and the target also takes a -2 penalty to

saving throws until the end of your next turn.Augment 2

Hit 1 d8 + Intelligence modifier psychic damage, and thetarget takes a —2 penalty to attack rolls, all defenses,and saving throws until the end of your next turn.

Kinetic Buffer Psion Attack 7

A burst offorce protects you even as it slams into your enemiesand knocks them back.

At-Will 4 Augmentable, Force, Implement, PsionicStandard Action Close burst 1Target Each creature in burstAttack: Intelligence vs. FortitudeHit 1 d6 ÷ Intelligence modifier force damage, and you

push the target 1 square. In addition, you gain a +2 power bonus to all defenses until the start of your next turn.

Augment 1Target: Each enemy in burst

Augment 2Close burst 2Target Each enemy in burstHit 2d6 + Intelligence modifier force damage, and you

push the target a number of squares equal to yourWisdom modifier. In addition, you gain a +2 powerbonus to all defenses until the end of your next turn.

Matter Dissipation Psion Attack 7

Your attack leaves an area ofghostly translucence that tears atcreatures lingering within it.

At-Will 4 Augmentable, Implement, Psionic, ZoneStandard Action Area burst 1 within 10 squaresTarget Each creature in burstAttack: Intelligence vs. FortitudeHit 1 d8 + Intelligence modifier damage.Effect: The burst creates a zone that lasts until the end of

your next turn. Any creature that ends its turn within thezone takes damage equal to your Charisma modifier.

Augment 1Effect: As above, but any enemy that ends its turn within

the zone takes the damage.Augment 2

Hit: 2d8 + Intelligence modifier damage.

CHAPTER 4 Psion

LEVEL 9 DAILY D1scIPUNEs

Echoing Boom Psion Attack 9

You unleash a burst of devastating thunder whose boomingecho lets you scatterfoes across the battlefield.

Daily 4 Implement, Psionic, ThunderStandard Action Area burst 1 within 10 squaresPrimary Target: Each creature in burstPrimary Attack: Intelligence vs. FortitudeHit 2d8 + Intelligence modifier thunder damage.Miss: Half damage.Effect: Until the end of your next turn, you can make the

following secondary attack.Immediate Reaction Ranged 10Trigger: An enemy within 10 squares of you is hit by an

attackSecondary Target The triggering enemyEffect: The secondary target takes 5 thunder damage, and

you slide the secondary target 1 square.Sustain Minor~ The effect persists.

Inflict Pain Psion Attack 9

Your thoughts work their way into afoe’s mind like razor-sharpneedles, crippling it with excruciating pain.

Daily 4 Implement, Psionic, PsychicStandard Action Area burst 2 within 10 squaresTarget: Each enemy in burstAttack: Intelligence vs. WillHit: 2d6 + Intelligence modifier psychic damage, and the

target is slowed and takes ongoing 5 psychic damage(save ends).

Miss: Half damage, and the target is slowed until the end ofyour next turn.

Malicious Lightning Psion Attack 9

A burst of lightning lingers asfour sizzling motes, each ofwhicherupts atyour command.

Daily 4 Conjuration, Implement, Lightning, PsionicStandard Action Area burst 1 within 10 squaresPrimary Target: Each enemy in burstPrimary Attack: Intelligence vs. ReflexHit 2d6 + Intelligence modifier lightning damage.Miss: Half damage.Effect: You conjure four lightning motes in unoccupied

squares in the burst. Each mote lasts until the end of theencounter or until expended. Any creature that starts itsturn in a square adjacent to a lightning mote takes lightning damage equal to your Intelligence modifier. Startingon your next turn, you can make the following attackusing a lightning mote.Minor Action (1/round) Close burst 1Secondary Target Each creature in burstSecondary Attack: Intelligence vs. ReflexHit: 1 d6 + Intelligence modifier lightning damage, and the

lightning mote pushes the secondary target 1 square.Effect: The mote is expended.

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Summon Phantasmal Kill Psion Attack 9

YourfoTs worst~~s di-e~nanifested as a nightmarish monsterthat it cannot shake off

Daily + Augmentable, Illusion, Implement, Psionic,Psychic, Summoning

Minor Action Ranged 10Effeàt:~~J~ü~iinon a Medium phantasmal killer in an

unoccupie~quarewithin range. Choose one enemyi~ ~djac~t~t~ifheikiller to become its prey until the end of‘~ the eñcou,~tèr.-’:iihekiller has speed 8, phasing, and gains

a +4 bonus tolAC and Reflex against opportunity attacks~,1~he kill~isi~is~ibstantial to all attacks from creatures~otli~han~itsprey. When its prey drops to 0 hit points~orat4he en~ of the encounter the killer disappears You

‘~ gjç~t~~e~killerthe following special commands.Standard Action: Melee 1; targets one creature that is

the killer’s prey; Intelligence vs. Will; 2d6 + Intelligencemodifier psychic damage, and the target takes a 2penalty to attack rolls (save ends).

Opportunity Attack: Melee 1; targets one creature;Intelligence vs. Will; 1 d6 + Intelligence modifier psychicdamage, and the phantasmal killer pushes the target 1square. If the target is the killer’s prey, it takes 2d6 extradamage and is not pushed.

Augment 1 ~i!~:.-’~Eff~ct As’above but you choose two enemies adjacent~killer as its prey When both creaLli~ ,tui ;cho≤én’~s the killer’s prey drop to 0 hit points, the

~. killer disappears:

LEVEL 10 UTILITY DisciPLiNEs

Dimensional Shortcut Psion Utility 10I ~-1Yourpsionic power connects two points in space, allowing you

to slipfrom one location to the other

Daily + Psionic, TeleportationMove Action Close burst 3Target: You and each ally in burstEffect. Ch~.?e a square within 20 squares of you Each

~- ge~~4elepi~rt~io’a square within 3 squares of the~~as a free action

Energy Mitigation Psion Utility 10

Yois9~il~ou1jnental strength to diminish the effect ofa~f9,~sa~tac~ ~

Encounter + PsionicImmediate Interrupt PersonalTrigger: You are hit by a close or an area attack

- -Lifect: Yp~tajçe!haWdamage from the triggering attack.

Force Barricade Psion Utility 10

A shzmmering7~ll offorce blocks attacks and movement

Daily + Conjuration, Force, PsionicStandard Action Area waIl 5 within 10 squares

— ~~:o-~-- ,~t,,(y.t,,x.,. -~ Effect: Youconjurea solid, transparent wall of psionic force

~that lasts uñt1l~the:ëtid of your next turn. The wall canbe up to 3’squar~es~high. The wall blocks line of effectand movei’~~ No creature can enter a wall square and

t~ phasing creati7~e~,s cannot move through it

Th~wallca~jl~eatta&ed, and attacks against it hit-‘n ~

- automatically The wall has 50 hit points and an attack‘on any sq~re de~aIs damage to the entire wall If the walldrops to ,~pit points the effect ends and each creature

~.withifl 2squar~s’ of the wall takes 10 force damage andS. ~ze~fall ne.’ -~%~

Sustain Minor: The wall persists.

TH~ ?H~REN’1C~PLANIESMany psionics scholars believe that psionic enei~gy com~s purest and most ~xaggerated form thei~ must be anotherfrom other planes—most commonly the Far Realm or the r source of more orderly thought in contrast to that madnessPlane of Dreams Such s~cholars identd~ these as the phrenic This would be a realm of pure reason—of intellect ~nd logicpla~s (or planes of pure thought)~ji~st as the Feywild the and undersi~1~ding ~itterl~ unmarred by the confrision ~fShad6ve~fell~ añdthewôrld are th4lànes’of.mátter.-~ . . emotions.lt- is from ‘this realm that Thegifts of r~ason and

[ke7all kno~ledgea~ie sages 5p~onics schol~rs unt~er ~udgment come mixing with~he influence of tl~te Fa1 Re~I~istand that the Plane of Dreams is~born of the mind~,of in thre Plane of Dreams, and in turn p~odiicing the s~ntientsentient creatures in the mortal realm—a kind of fantastic mind as it is known in the mortal worldcounterpart to the world Phrenic scholars, however, break A small number of psions and scholars even claim towith tradition by naming the Far Realm as a place not out- have communed with creatures from this plane of perfectside the cosmos but within it—a twisted reflection of the reason. Because such creatures are entities of pure thought,Plane of Dreams, as the Shadowfell is a dark reflection of according to these claims, the mortal mind is incapable ofthe natural world. As denizens of a plane of madness, the comprehending or observing their true form As a result,aberrant creatures of the Far Realm are nightmares given these alien entities are said to interact with mortals in thephysical form. form ofhovenng crystals ofperfectgeometric shapes (cubes,

Philosophers who take this view believe that just as tetrahedrons, spheres, and so forth). Obscure legends speakthere exist two echo planes of the mortal world in the form of an order of psions dedicated to conjuring creatures ofof the Shadowfell and the Feywild, there must be two echo pure reason within construct bodies. These hybrids wereplanes of the Plane of Dreams. Thus, if the Far Realm rep- said to appear as clockwork geometric figures of bizarreresents madness and uncontrolled emotion distilled to its countenance—pure logic and order given physical form.

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Psion Utility 10

Psion Attack 13

Trace TeleportYou teleport ~y steaFzng the residual traces of another creaturespOWt ~ at.,- ~:. ~. -.

Encounter + Psionic, TeleportationImmediate Reaction PersonalTrigger: A creature within 10 squares of you teleportsEffect You teleport the same number of squares as the

triggering creature.

LEVEL 13 AT-WILL DisciPLiNEs

Brilliant ThoughtThe power ofyour mz~dflares brilliant white blasting an eneiny and clouding ~vision

At-Will + Augmentable, Implement, Psionic, RadiantStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. Fortitude~ 1 d8 + Inteli~e~c~[riodifier radiant damage Until the

end ofyóur~héxt~urn, creatures more than 2 squaresaway from thetarg~t have éoncealment against thetarget ~‘

Augment 1Hit As above, but creatures also have concealment against

any enemy adjacent to the target.Augment4 1’

Area bur~t1iithhi~TO~squares- -Target Eachcreaturejiñ burst• Attack: lntelIigence~ii~ Fortitude. Make the attack twice.

- .. -•.

Hit ~2 ÷ intelhge~çe~nodifier radiant damage. If bothattacks hit the t,~drg~t is also blinded until the end of~

Inexplicable Attraction Psion Attack 13

~Againstits~ill~ti~zenerny is drawn close to another creature inthe aft mat~of~’o~ur attack.

At-Will 4 Augmentable, Implement, Psionic, PsychicStandard Action Ranged 10Target One creatureAttack: Intelligence vs. WillHit. 1 d8 + h~Iljence modifier psychic damage and you

slide theta~g~t~3sqLiares to a square adjacent to any- tiieature~ .4.Augment 1

Hit: As above, but you slide the target and one creatureadjacent to the target.

tAu~me~t44~ ~

‘.~TaigettOn~e dr t~~reatures- -. -~ . - ti~-~i~ - -,

~Ijit2d8+~IntelIigence modifier psychic damage, and you-j~ ~sqUares to a square adjacent to any crea

sture If th&target doesn tend its next turn adjacent to thatcreature i~k~flIamage equal to your Wisdom modifier

Kinetic Wave Psi.n Attack 13

• A wave ~fpsidnicfo~c~ ls~soi~t to drive nearby creatures~

At-Will 4 Augmentable, Force, Implement, PsionicStandard Action Close blast 3Target: Each creature in blastAttack: Intelligence vs. Fortitude

• . .. ‘~—:-ro .. -Hit ,1rd6 + Intelligencemodifier force damage, and you~-~shthe~4squares.Augment 1 (Zone)

Effect: The blast creates a zone that lasts until the start ofyour next turn. The zone is difficult terrain.

~‘Aiignit4~pne) ~ -

€làse bl~si~5..~-•. •~-.. ~..•- - Hit: 3d6 + intell~gence,modifier force damage, and you

- rpiish the targ4t’a~number of squares equal to yourWisdom md~Iifler

f~Thr~ Thèlblast creates a zone that lasts until the startof your next4~i~i The zone is difficult terrain andany creature ends its turn within the zone takesdamage equaI~toyour Wisdom modifier

FA1T1-{ ANO ~REAS@N, M~1ND AND SOULThe dividing line between the mind and the so I t~a -. is nothing D 1~li~lIr3 energy~ Iackingejjx~ part of~ource ofvigorous debate within different c~abaIs~coIleges, -~ creature’s personality or memories For them, ghosts an~and psionics orders Among most folk, the soul is thoug~it ~ other incorjoreal ui~dead consist of1inot’only the soul but

as the sourc~ of what make; a person~n individuaP ~ ~‘of~fra~m~nts of the mind as well— ,

fr~ ~,,.-÷-•-,.- ~?~W--~ ~ . ~--~-.:Although certain aspects ofspersonalityaresmodlfiedby’ -• - A radical fewipsionics userst(most1of~whom are dedi—r~- ~ -t ~ ~ ~memory and~experience, according-to~this.behef;the soul - cated academic psions).deny the. existence:of. the soul

•~‘-‘ ~ • •• .~•‘ ~• - ~ - ——‘~ - :4 -~ . -- ~c-’-’~- - - - .stand~s át~every sentient creature’s core The essential entirely They maintain that the mind is the center ofnátu~e of-a!l indi~id’uals—good or evil; kind or cruel-- mortality and an entity unto itself, pointing to phenon~resides in the spark ofdivinity that grants them life. When ena such as the Speak with Dead ritual as proof thata mortal dies, the soul retains this essence as it travels memory and sensation endure within a body even afterto the domain of the Raven Queen, and on to whatever the so-called spirit has supposedly fled. Such psionicslies beyond. users consider the traditional beliefs of th~ mortal races

An opposing belief maintains that the soul is the energy to be superstitious nonsense—the fears of folk incapablethat powers life, and that all personality comes from the of understanding the mind. Some even blame the godsmind—each person’s unique combination of thoughts, themselves for such beliefs, accusing the deities of invent-memories, and emotions. Psionics users who adhere to ing the mythology of souls as a means of keeping mortalsthis philosophy believe that the soul that remains after beholden to them.

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Void Shard Psion Attack 13

A shard ofnothingness holdsfast any creature that slips tooclose.

At-Will + Augmentable, Conjuration, Force, Implement,Psionic

Standard Action Ranged 10Effect You conjure a void shard in an unoccupied square

within range. The shard lasts until the start of your nextturn. Any creature that ends its turn in or adjacent to thevoid shard’s space is immobilized until the end of its nextturn. After the shard ends, you make the following attack.No Action (Special) Close burst 3 centered on the

square the shard occupiedTarget Each creature in burstAttack: Intelligence vs. FortitudeHit: 1 d8 + Intelligence modifier force damage, and the

target falls prone.Special: You can take this free action only as the first

action of your turn.Augment 1

Effect As above, and when the void shard is conjured, it

makes the following attack.Free Action Close burst 3Target Each enemy in burstAttack: Intelligence vs. ReflexHit The void shard pulls the target 3 squares.

Augment 4Hit 2d8 + Intelligence modifier force damage, and the

target is both dazed and slowed until the end of yournext turn.

LEVEI. 15 DAfl.Y DisciPuNEs

Forced Serenity Psion Attack 15

Your attack imbuesyourfoe with lingering psychic energy, crippling it with pain at any sign of aggression.

Daily + Charm, Implement, Psionic, PsychicStandard Action Area burst 2 within 10 squaresTarget Each enemy in burstAttack: Intelligence vs. WillHit: 1 dl 0 + Intelligence modifier psychic damage, and the

target takes 10 psychic damage whenever it hits with anattack (save ends).

Miss: Half damage, and the target takes 5 psychic damagewhenever it hits with an attack (save ends).

Living Barrage Psion Attack 15

You ensnare your enemies with a thought, then hurl them aboutlike living weapons.

Daily + Force, Implement, PsionicStandard Action Area burst 1 within 10 squaresPrimary Target: Each enemy in burstPrimary Attack: Intelligence vs. FortitudeHit 2d8 + Intelligence modifier force damage, and the

primary target is immobilized (save ends).Miss: Half damage, and the primary target is slowed (save

ends).Effect: While at least one primary target is immobilized by

this power, you can make the following secondary attack.Minor Action (1/round) Ranged 10Secondary Target: One or two primary targets

immobilized or slowed by the attackEffect: You slide the secondary target 5 squares and

make the following tertiary attack against one creatureadjacent to the secondary target during the shift. Youcannot attack the same tertiary target more than onceper round with this power.Tertiary Target One creatureTertiary Attack: Intelligence vs. ReflexHit: 2d6 + Intelligence modifier damage, and the

secondary target and tertiarytarget fall prone. Thesecondary target takes 5 damage.

Summon Thought Warrior Psion Attack 15

An idealized warriorformed of thought energyfights alongsideyou.

Daily + Augmentable, Implement, Psionic, Psychic,Summoning

Minor Action Ranged 10Effect You summon a Medium thought warrior in an un

occupied square within range. The warrior has speed 7.It has a ÷4 bonus to AC and a +2 bonus to Reflex. Thethought warrior lasts until the end of the encounter. Youcan give the warrior the following special commands.Standard Action: Before the attack, the warrior shifts 1

square; melee 1; targets one creature; Intelligence + 2vs. AC; 1 dl 0 + Intelligence modifier psychic damage, thetarget is slowed until the end of your next turn, and thewarrior marks the target until the end of your next turn.

Immediate Interrupt: Triggered when a target marked bythe warrior moves or shifts; melee 1; targets the triggeringcreature; Intelligence + 2 vs. AC; 1 dl 0 + Intelligencemodifier psychic damage, and the warrior shifts 1 square.

Opportunity Attack: Melee 1; targets one creature;Intelligence + 2 vs. AC; 1 dl 0 + Intelligence modifierpsychic damage.

Augment 1Effect As above, and the warrior also has a +2 power

bonus to opportunity attack rolls.Standard Action: As above, and the warrior marks the

target (save ends).

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Thought of Unmaking Psion Attack 15 LEVEL. 17 AT-WIU. DisciPLiNEsYou reach deep into an enemy’s mind and past to undo itsexistence.

Daily + Implement, PsionicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. WillHit Ongoing 25 damage (save ends). If the target is

bloodied or becomes bloodied while taking this ongoingdamage, the ongoing damage increases by 10.Aftereffect The target is dazed until the end of your next

turn.Miss: Ongoing 1 5 damage (save ends).

LEVEL. 16 UT1uTV DisclPuNEs

Dream Traveler Psion Utility 16

By taking on theform ofa creature ofdreams, you bypass thebarriers of the material world.

Daily + Polymorph, PsionicMinor Action PersonalEffect: You assume the form of the dream traveler until the

end of the encounter or until you resume your normalform as a minor action. While you are in this form, youare insubstantial and phasing, you gain a +5 power bonusto Stealth checks, and you are weakened.

Kinetic Grasp Psion Util ty 16

You quickly create a psychic connection to another creature thatallows it to holdfast where it stands.

Encounter + PsionicImmediate Interrupt Ranged 10Trigger: A creature within 10 squares of you is pulled,

pushed, slid, or knocked proneTarget: The triggering creatureEffect The target is unaffected by the forced movement or

is not knocked prone.

Mind Blank Psion Utility 16

Swirling psychic energy surrounds you and your allies, wipingyour presencefromyour enemies’ minds.

Daily + Illusion, Psionic, ZoneStandard Action Close burst 3Effect: The burst creates a zone that lasts until the end

of your next turn. The zone moves with you, remainingcentered on you. While within the zone, you and yourallies are invisible to enemies within the zone.

Sustain Minor: The zone persists.

Subjective Reality Psi.n Utility 1 b

You reshape the reality aroundyou as you movefreely through it.

Encounter 4 PsionicMinor Action PersonalEffect: You ignore the effects of difficult terrain, challeng

ing terrain, hindering terrain, obscured terrain, and coveruntil the end of your next turn.

Cerulean Cage Psion Attack 17

Ghostly shards ofglowing blue surround yourfoe, threatening it~f it attempts to move.

At-Will + Augmentable, Force, Implement, PsionicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. ReflexHit: 1d6 + Intelligence modifier force damage. If the target

leaves its space before the end of your next turn, it takesforce damage equal to your Wisdom modifier.

Augment 1Target: One or two creatures adjacent to one of your allies

in rangeAugment 4 (Zone)

Area burst 1 within 10 squaresTarget Each creature in burstHit 3d8 + Intelligence modifier force damage.Effect: The burst creates a zone that lasts until the end of

your next turn. Any creature that leav~s the zone takesforce damage equal to your Intelligence modifier.

Manifested Horror Psion Attack 17

Your enemy looks on you and sees its own worst nightmare,compelling it toflee or be crippled byfrar.

At-Will + Augmentable, Fear, Implement, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. WillHit 1d8 + Intelligence modifier psychic damage. If the

target ends its next turn within 3 squares of you, it takespsychic damage equal to your Intelligence modifier.

Augment 1Hit: As above, and choose one ally. The target takes the

psychic damage if it ends its next turn within 3 squaresof you or that ally.

Augment 4Area burst 1 within 10 squaresTarget Each enemy in burstHit 2d8 + Intelligence modifier psychic damage. If the

target ends its next turn within 3 squares of you, ittakes psychic damage equal to 5 + your Intelligencemodifier and you slide the target 3 squares.

Telekinetic Haze Psion Attack 17

A haze ofpsionic energy shroudsyoufrom your enemies’ sight.

At-Will + Augmentable, Implement, PsionicStandard Action Close burst 1Target: Each enemy in burstAttack: Intelligence vs. ReflexHit 1 d8 + Intelligence modifier damage.Effect: You have concealment until the start of your next

turn.Augment 1

Hit As above, and you slide the target 1 square.Augment 4

Hit: 2d1 0 + Intelligence modifier damage, and you areinvisible to the target until the end of your next turn.

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Thought Guardian Psion Attack 17

Yt~scou’rdur enemies thoughts to hinder their tactics and.ci~ co~ju ~ju~didian ui their midst to threaten them.

At-Will + Augmentable, Implement, Psionic, PsychicStandard Action Area burst 1 within 10 squaresTarget: Each creature in burstAttack: Intelligence vs. Will~ ~ - -Hit t-~InteIligence modifier psychic damage, and the.targ~ttak,~sJá ~4’penälty to attack rolls against you untilthe end~next turn

Augment 1Hit: As above, and whenever the target attacks you before

the end of your next turn, it takes psychic damage equalto your Charisma modifier.

• ~Augmen$~4~(E~opjurataon)Eff~t:~t~oriji~re a thought guardian in an unoccupied

squa~4i~ith~.I,~rst. The guardian lasts until the end ofyoné~&~Lirn. You can make the following secondary

-: attackUSI~gthegUardIan.Opportunity Action Melee 3Trigger: Any creature within 3 squares of the guardian

attacks you or willingly moves away from the guardianSecondary Target: The triggering creatureSecondary Attack: Intelligence vs. WillHit: S + Charisma modifier psychic damage, and the

target is dazed until the end of your next turn.

LEVEL 19 DAnY DisciPuNEs

Cerebral Phantasm Psion Attack 19

‘A hornd~páii~çnfllls your enemys mind letting youfollow up on~ur ajjies~ attacks against thatfoe with a psychic

3~currage. - -

Daily + Implement, Psionic, PsychicStandard Action Ranged 10Target: One creaturePrimary Attack: Intelligence vs. Will

f Hit. 4d6 ~t~I~g~nce modifier psychic damageEffect: The target is affected by your cerebral phantasm

(save ends). While the target is affected by the phantasm,you can make the following secondary attack against thetarget.lmmediate1R~ction Ranged 10

1 Tri~er Ti~arget takes damage from an ally s attackwhiI~within 110 squares of you

Second)’Atta~k: I~itéIligence vs. Will.••••s•Hit .1 0 + intelligence modifier psychic damage, and each

• ènèr i~j adfa~1i?~öthê target takes 5 psychic damage.~number of squares equal to

~ ~yourWIEd4~jj~iodIfier

Flowing Terrain Psion Attack 19

The surfa~e beneath yourfeetflows atyour command crashingrintoyourfoe~s uk ~61lethal wave.

Daily + Implement, PsionicStandard Action Close blast 5Target: Each enemy in blastAttack: Intelligence vs. ReflexHit 2d~ + Ii~IIig~Ee modifier damage and you knock

th’e target prone~jhe target is then restrained (save~: ends). ~4

Miss: Half damage, and you push the target to the nearestunoccupied square outside the blast.

o ce Cube Psion Attack 19

You tra’pyourfo~within six impenetrable walls then hurl this[~~cubè ~jssthe battlefield as a weapon.

Daily + Conjuration, Force, Implement, PsionicStandard Action Ranged 10Primary Target: One creaturePrimary Attack: Intelligence vs. ReflexHit 2d1 0~~telligence modifier force damageEffect: You conjure a cube of force that surrounds and

constrains the primary target in its space until the end ofyour next turn. The primary target and any other creaturein its space cannot leave that space by any means, includingteleportation or phasing. Other creatures cannot enter theprimary target’s space. The cube blocks line of effect.

The cube can be attacked, and attacks against it hitautomatically. The cube has 50 hit points. If the cubedrops to 0 hit points, it explodes and is destroyed, dealing1 5 force damage to any creature inside or adjacent tothe cube. Once before the cube ends, you can make thefollowing secondary attack using the cube.S~d~’r~Action Ranged 5Requirement~ The cube must be within 10 squares of

~Effect~ Y~u:sIidet~e cube and all creatures trapped in

the cuL~l5 squares. Any creature in the cube takes 5damage ~talls prone. The cube takes 10 damage.

• S&ond~~T~rget:.Each creature adjacent to the cube at:the end of~the slide

~.Seco~dar~A~ck:JnteIligence vs. Reflex~Hit: 2d1 0c1- l.ñ,telligence modifier force damage, and

the target falls prone.

~ EViLS MOST ANCiENTrecounted liii the oldest legends the ~ Realm first

breached the cosmos in the dark days of the Dawn War.Pelor,Ioun, and agod whose .naméi~ now lost .w~eresponsible for fIrst finding then sundering the LivingGate that once barred the Far Realm from the AstralSea Sihce,tIiattim~X~he influence of the Far Realm h~s.4- - ~‘. .‘~. ~i~• •J~•

steadily iincreased rising an~l,falling inlong cycles thatha~e begu9 to peak5a~ain dur~ing~,th~e’current~gei

The ñ ör~th~tis~kno~.L.,nof.the’ Far ,Real~’~.rêlationship to~the w~rld, the~becomes., Adventurers who~,i~ave~.dclyed,4eçp~ into..~eUnderdark and ex~loied the shores ‘of its bla&and sun-less seas claim to have found .évidênce that the abolethswere established in that realm since long before ~heDawn War’s end. A small number of radical sages maintain that these horrors might actually have dwelled withinthe world from the moment of creation.

Such scholars question the widely held view that theworld was shaped from raw nothingness, speculatingthat something must already have fexisted within theunformed stuff that was pushed aside to make roomfor the creations of the gods and primordials. For thesescholars, the Far Realm’s pressure on the mortal worldmight not be a case of an alien madness seeking to invadeand destroy a new realm. Rather, the creatures of the FarRealm might be seeking to take their old world back.

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Summon Mind Weirds Psion Attack 19

YucalirjJhcha4o~cy creatures that attack yourfoes with their‘~6wn worst.fed~rs~.

Daily + Augmentable, Implement, Psionic, Psychic,Summoning

Minor Action Ranged 10~Effé~t You summon three Medium mind weirds in unoccu~: pied squ~es~within range. Choose one enemy adjacent to

each wej~Jito become the weird s prey until the end of the~ encó~unte~ Each weird must have a different creature as its~ speed 8 arid phasing, and is insubstantialto creatuf~qther than its prey. Until all the weirds sum

.:mon~d~4t~s:power are reduced toO hit points, you donot l~se~e healing surge lost when a creature you summon drops ~& 0 hit points When a weird s prey drops to 0hit pOirit~the~weird disappears. When you use a standardacti~n~ora~riiinor~action to issue a command to a weird,

-~ all summói~ed ~eirds can takethat action. You can give aw~irdtiiè fdli~iing special commands.Standard Action: Melee 1; targets the weird’s prey;

Intelligence vs. Will; 3d6 + Intelligence modifier psychicdamage, and the target takes a 2 penalty to attack rolls(save ends).

Opportunity Attack: Melee 1; targets one creature;Intelligence vs. Will; 1 d6 + Intelligence modifier psychicdamage, and the weird pushes the target 1 square. If thetarget is the weird’s prey, it takes 2d6 extra damage andis not pushed.

AugmenTThfteleportation)Effect: .s~b~ye,.añd you can teleport any two weirds,

swappin~their~pósitions, as a minor action. In addition,you can t’~Iep,ort yourself and one weird as a move action~swappgpositions.

LEVEL 22 UTIUm’ DlsclPuNEs

Forceful Repositioning Psion Utility 22

Shimtherii~jbhnd~’offorce surround you and your allies, moving yOu i1~zto ~ette~r.po~itions on the battlefield.

Encounter + PsionicMove Action Close burst 5Target: You and each ally in burstEffectY~Iffslide the target anumber of squares equal to

~juni Wisdom modifier.

Interdicting Thoughts Psion Utility 22

The pow~r ofyour mindforms a shield protecting you and youra lies om attack, even as it slows yourfoes.

Encounter + Psionic, ZoneMinor Action Close burst 3Effect: The’burstf’creat~s a zone that lasts until the end

of your next~iurii~Thezone moves with you, remainingcentered on yd~ While within the zone, allies gain a +3power bonus tofá!ldefenses. The zone is difficult terrainfor your enerni~*.-j~..

Summon Fleeting Thoughts Psion Utility 22

Your qulc tl~d~itig summons birdlike guardians that let youand your a’Il~,~sgar across the battlefield

Daily + Augmentable, Psionic, SummoningMinor Action Close burst 1Effect.You sumi~non three Tiny fleeting thoughts in unoc

Eupied~qu~e&in the burst Each thought has speed 2and fly~8~(bos~ei~ !Jntil alithe thoughts summoned bythis power1are~reduced to 0 hit points you do not losethe I~iin~urfrlost when a creature you summondrops,to 0 hit points When you use a minor action toissue a command to a thought all thoughts can take~give a thought the following special

‘i ‘commands.Move Action: Melee 1; targets you or one ally; the thought

and the target both fly 4 squares to adjacent squares.Immediate Interrupt: Triggered when an ally adjacent to

the fleeting thought is hit by a melee or a ranged attack;the attack hits the Electing thought instead.

Augmeñt.1’ .

Effect~ Whed:afléeting thought drops to 0 hit points, oneally withini2 ~quarès of the thought can fly 4 squares as~

THE FEY PERS1’BCTlVEAmong the fey that dwell in th~ mortal world psi9nicsis~n~ö~st often treated as just another form of spelk~istii~g The degree to which psionic power overlaps v~ith‘traditional fey:abilitiessuch ascharrns and illusions’isseen as sim~le h~ppenstance Elves el~drin and othe~worldly creatures~that have co’nnections to1the Feywildare no more or less likely to takeup the psi6ni~ arts thancreaturesofanyotheri~ace... _‘?

Creatur~s that dwell deep in the Feywild ho~veveroften vi~w psionics with a combination of resentmentand suspicion Although they have no objection tomortals gaining mastery of fey magic by way of warlockpacts andsimilar traditions. many.fey see the growth ofpsionicsin the w rid as anattempt bythe nonfey racesto steal their power.

Some mortal scholars view the overlap from the otherdirection; Psionic energy is said by some to have existedin potential in the mortal realm since the beginningof time, even though it did not fully manifest until thethreat of the Far Realm provided the necessary catalyst.Such sages believe that planar echoes of that potentialwere what first granted the creatures of the Feywild theirabilities. Since all elements of the natural world are exaggerated in the Feywild, the fey were able to tap into thispotential power earlier and more innately than were themortal races.

Some fey take severe umbrage at the notion that theirinnate inabilities were somehow handed down from themortal world. Such creatures have been known to attackscholars and psionic characters who espouse this belieftoo vocally.

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LEVEL 23 AT-WILL DIsciPLiNEs Prismatic Swarms

Mind Trap Psion Attack 23

You ensnare yourfoe’s mind and instincts, hindering its abilityto react in combat.

At-Will + Augmentable, Implement, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. WillHit: 1 dl 0 + Intelligence modifier psychic damage. If

the target makes an opportunity attack or takes animmediate action before the end of your next turn, ittakes psychic damage equal to your Charisma modifier.

Augment 2Target: One or two creaturesHit: As above, and until the end of your next turn, the

target takes a -4 penalty to attack rolls whenever itmakes an attack not on its turn.

Augment 6Area burst 2 within 10 squaresTarget: Each enemy in burstHit: 2d1 0 + Intelligence modifier psychic damage. Until

the end of the targets next turn, it cannot shift, makeopportunity attacks, or take immediate actions.

Mindfire Explosion Psion Attack 23

An explosion ofpsionicfire scours your enemies and shroudstheir sight.

At-Will + Augmentable, Fire, Implement, PsionicStandard Action Area burst 1 within 10 squaresTarget: Each enemy in burstAttack: Intelligence vs. WillHit: 1d8 + Intelligence modifier fire damage, and creatures

more than 5 squares away from the target are invisible toit until the end of your next turn.

Augment 2Hit: 2d8 + Intelligence modifier fire damage, and creatures

more than 3 squares away from the target are invisible toit until the end of your next turn.

Augment 6Area burst 2 within 10 squaresHit 2d8 + Intelligence modifier fire damage, and the

target is blinded until the end of your next turn.

Phantom Burden Psion Attack 23

You crush your enemies under the weight of their own uncertainty, hindering their movement.

At-Will + Augmentable, Force, Implement, PsionicStandard Action Area burst 1 within 10 squaresTarget: Each enemy in burstAttack: Intelligence vs. FortitudeHit 1 d6 + Intelligence modifier force damage, and the

target is slowed until the end of your next turn.Augment 2 (Zone)

Area burst 2 within 10 squaresEffect: The burst creates a zone that lasts until the end

of your next turn. The zone is difficult terrain for yourenemies.

Augment 6Area burst 2 within 10 squaresHit 4d6 + Intelligence modifier force damage. If the tar

get moves more than 1 square on its next turn, it fallsprone at the end of the move and takes 5 damage.

Psion Attack 23

You leave yourfoe surrounded by swirling motes ofpsionic energy that hinder its attacks.

At-Will + Augmentable, Force, Implement, PsionicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. ReflexHit 1 d8 + Intelligence modifier force damage, and the

target takes a 2 penalty to attack rolls until the end ofyour next turn.

Augment 2Area burst 1 within 10 squaresTarget Each creature in burstHit As above, and you also slide the target 1 square.

Augment 6Area burst 1 within 10 squaresTarget Each creature in burstHit 3d8 + Intelligence modifier force damage, and you

slide the target 3 squares or knock it prone. The targettakes a —2 penalty to attack rolls until the end of yournext turn.

LEVEL 25 DAILY DiscIPLINEs

Far Realm’s Embrace Psion Attack 25

You tear aside the veil to the Far Realm, callingforth phantasmal tentacles that attack and ensnare all creatures in theirreach.

Daily + Implement, Psionic, Psychic, ZoneStandard Action Area burst 3 within 10 squaresPrimary Target: Each creature in burstPrimary Attack: Intelligence vs. ReflexHit 2d6 + Intelligence modifier damage, and the primary

target is restrained and takes ongoing 10 psychic damage(save ends both).

Miss: Half damage, and the primary target is slowed andtakes ongoing 10 psychic damage (save ends both).

Effect The burst creates a zone that lasts until the end ofyour next turn. Until the zone ends, you can make the following secondary attack using the zone.Opportunity Action Melee 1Trigger: A creature starts its turn in a square adjacent to or

within the zoneSecondary Target: The triggering creatureSecondary Attack: Intelligence vs. ReflexHit: 10 + Intelligence modifier damage, the zone pulls the

secondary target 1 square toward the zone’s origin, andthe secondary target is immobilized (save ends).

Sustain Minor: You take 5 psychic damage and the zonepersists.

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Recall Agony Psion Attack 25

An enemy’s suffering allows you to twist its mind to an evengreater state of agony.

Daily + Implement, Psionic, PsychicImmediate Reaction Ranged 10Trigger: An enemy within 10 squares of you takes damage

from an attackTarget: The triggering enemyAttack: Intelligence vs. WillHit 6d6 + Intelligencemodifier psychic damage. If this

attack deals less damage than the triggering attack,the target takes ongoing psychic damage equal to thedifference (save ends).

Miss: Half damage.

Summon Emerald Terror Psion Attack 25

Yourfoes’ greatestfears come to life as a hulking emerald terror,its glistening skin reflecting the nightmares of its victims.

Daily + Augmentable, Fear, Implement, Psionic,Summoning

Minor Action Ranged 10Effect You summon a L.arge emerald terror in unoccupied

squares within range. The terror has speed 8. It has a +4bonus to AC and Fortitude. Enemies take a -2 penalty toattack rolls while adjacent to the terror. You can give theterror the following special commands.Standard Action: Melee 2; targets one creature;

Intelligence vs. Reflex; 2d8 + Intelligence modifierdamage, and the terror slides the target 4 squares to asquare adjacent to the terror.

Standard Action: Close burst 2; targets each enemy inburst; Intelligence vs. Reflex; 1 d8 + Intelligence modifierdamage, and the terror pushes the target 3 squares andknocks it prone.

Opportunity Attack: Melee 1; targets one creature;Intelligence vs. AC; 2d8 + Intelligence modifier damage,and the terror slides the target 4 squares to a squareadjacent to the terror.

Augment 2Effect: As above, and the terror also has a +2 power

bonus to damage rolls. In addition, any creature theterror hits with a melee attack takes a -2 penalty to itsnext saving throw made before the end of its next turn.

Thought Hammer Psion Attack 25

Your thoughts become a wave offorce that hammersfoes to theground.

Daily + Force, Implement, PsionicStandard Action Ranged 20Target: One, two, or three creaturesAttack: Intelligence vs. ReflexHit 4d1 2 + Intelligence modifier force damage, and you

knock the target prone.Miss: Half damage.

LEVEL 27 AT-Wlu. DiscIPLINEs

Decerebrate Psion Attack 27

Your attack burns outyour enemy’s mind and can leave it reeling in pain.

At-Will 4 Augmentable, Implement, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. WillHit 1 dl 0 + Intelligence modifier psychic damage.Special: You can use this power unaugmented as a ranged

basic attack.Augment 2

Area burst 1 within 10 squaresTarget One creature in burstHit 1 dl 0 + Intelligence modifier psychic damage, and

the target cannot take move actions on its next turn.Augment 6

Target One, two, or three creaturesHit 3d6 + Intelligence modifier psychic damage, and the

target is dazed until the end of your next turn.

Hail of Crystals Psion Attack 27

Your psionic power manifests as a cloud of crystal shards, ohscuring the senses and slashing at creatures that move within it.

At-Will 4 Augmentable, Implement, Psionic, ZoneStandard Action Area burst 1 within 1 0 squaresTarget: Each creature in burstAttack: Intelligence vs. FortitudeHit 1 d6 + Intelligence modifier damage.Effect: The burst creates a zone that lasts until the end of

your next turn. The zone is lightly obscured. Any creaturethat enters or moves within the zone on its turn withoutshifting takes damage equal to your Charisma modifier.When the zone ends, each creature within the zone takes5 damage.

Augment 2Effect As above, and you can move the zone a number

of squares equal to your Charisma modifier as a moveaction.

Augment 6Effect: As above, and you can move the zone a number of

squares equal to your Intelligence modifier as a moveaction. When the zone ends, each creature within thezone takes 15 damage.

Kinetic Detonation Psion Attack 27

A pulse offorce explodes in the midst ofcombat, scattering victims in all directions.

At-Will 4 Augmentable, Force, Implement, PsionicStandard Action Area burst 2 within 1 0 squaresTarget Each creature in burstAttack: Intelligence vs. FortitudeHit: Intelligence modifier force damage, and you push the

target 2 squares from the center of the burst.Augment 2

Hit 1 dl 0 + Intelligence modifier force damage, and youpush the target 2 squares from the center of the burst.

Augment 6Area burst 3 within 10 squaresHit 2d1 2 + Intelligence modifier force damage, and you

push the target a number of squares from the center ofthe burst equal to your Wisdom modifier.

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Reality Meltdown Hurl into HeavenPsion Attack 27

A shimmering orb ofmolten psionic essence searsfoes that unger too close.

At-Will + Augmentable, Conjuration, Fire, Implement,Psionic

Standard Action Ranged 10Effect You conjure a molten orb in an unoccupied square

within range. The orb lasts until the end of your nextturn. Any creature that enters the orb’s space or starts itsturn there takes fire damage equal to your Intelligencemodifier. In addition, you can make the following attackusing the orb.Opportunity Action Melee 3Trigger: An enemy starts its turn within 3 squares of the

molten orbTarget The triggering enemyAttack: Intelligence vs. FortitudeHit Intelligence modifier fire damage, and you move the

orb 3 squares to a square adjacent to the target.Augment 2

Hit: 1 d6 + Intelligence modifier fire damage, and youmove the orb 3 squares to a square adjacent to thetarget. If the target doesn’t end its next turn at least3 squares away from the orb, the target takes 5 firedamage.

Augment 6Trigger: An enemy starts its turn within 5 squares of the

molten orbHit 2d6 + Intelligence modifier fire damage, and you

move the orb 5 squares to a square adjacent to thetarget.

LEVEI. 29 DAn.v DisciPuNEs

Consuming Psychosis Psion Attack 29

A burst ofpsychic energy inflicts a pain so potent that yourfoeslash out blindly in their madness.

Daily + Implement, Psionic, PsychicStandard Action Area burst 1 within 10 squaresTarget: Each enemy in burstAttack: Intelligence vs. WillHit: 3d8 + Intelligence modifier psychic damage, and on

going 10 psychic damage (save ends).Miss: Half damage, and ongoing 5 psychic damage (save

ends).Effect: When the target takes ongoing psychic damage

from this attack, it makes a melee basic attack againsta random creature as a free action. If it cannot make amelee attack against any creature, it targets itself with amelee basic attack.

Psion Attack 29

You castyour enemies into the air, then drop them with lethalresults.

Daily + Implement, PsionicStandard Action Area burst 2 within 10 squaresTarget: Each enemy in burstAttack: Intelligence vs. FortitudeHit You lift the target 5 to 50 feet into the air, where it is

restrained until the start of your next turn. At the startof your next turn, the target drops to the ground in thespace it last occupied, taking 3d1 0 + Intelligence modifier damage and dealing 20 damage to any creature onthe ground beneath it.

Miss: You lift the target 5 feet into the air, where it isrestrained until the start of your next turn. At the start ofyour next turn, the target drops to the ground, taking 1 dl 0+ Intelligence modifier damage and dealing 10 damage toany creature on the ground beneath it.

Ravenous Singularity Psion Attack 29

A dark vortex appears on the battlefield at your command, hindering movement as it draws all creatures toward it.

Daily + Conjuration, Implement, PsionicStandard Action Area burst 5 within 10 squaresTarget: Each creature in burstAttack: Intelligence vs. FortitudeHit The target is immobilized (save ends).Miss: The target is slowed (save ends).Effect: You conjure a ravenous singularity in the burst’s ori

gin square. The singularity lasts until the end of your nextturn. Any creature that ends its turn within 5 squares ofthe singularity is pulled 2 squares toward the singularity.Until the singularity ends, when a creature fails a saving throw against the immobilized or slowed conditionimposed by this power, that creature is pulled into thesingularity, takes 20 damage, and is removed from play(save ends). When the target saves, it reappears in anyunoccupied space of its choice within 3 squares of thesinguIarit)~

Sustain Minor: The singularity persists, and it pulls you 1square.

Summon Thought Champion Psion Attack 29

You callforth an ideal championfromyour allies’ minds, granting it access to their powers.

Daily 4 Augmentable, Implement, Psionic, SummoningMinor Action Ranged 10Effect You summon a Iarge thought champion in

unoccupied squares within range. The champion hasspeed 8. It has a +4 bonus to AC and Fortitude. You cangive the champion the following special commands.Standard Action: The thought champion uses an at-will

attack power of one conscious ally you can see. It usesthe ally’s ability modifiers for the attack.

Opportunity Attack: Melee 1; targets one creature;Intelligence + 2 vs. Reflex; 2d8 + Intelligence modifierdamage.

Augment 2Effect As above, and the champion also has a +3 power

bonus to damage rolls. Its standard action special command can use at-will attack powers from any consciousor unconscious ally within 20 squares of the champion.

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Far ~ealm’s Gift Alienist Attack 11

You bestow the horror ofthe Far Realm onyourfoe, transforming it into a creature of nightmare.

Encounter + Augmentable, Implement, Polymorph,Psionic, Psychic

Standard Action Ranged 10Target One creatureAttack: Intelligence vs. WillHit: 1 dl 2 + Intelligence modifier psychic damage, and

the target assumes the form of a Far Realm horror untilthe end of your next turn. While in this form, the targetis slowed, takes a —2 penalty to attack rolls, and cannotmake opportunity attacks. Any enemy that enters a squareadjacent to the horror or ends its turn there takes 5psychic damage.

Augment 2Area burst 1 within 10 squaresTarget Each creature in burst

Mad Certainty Alienist Utility 12

Your vision of the Far Realmfuels your psionic power, at a price.

Daily + PsionicMinor Action PersonalEffect You regain 2 power points. Until the end of the

encounter, you take a -2 penalty to all defenses.

Summon Far Realm Alienist Attack 20

AbominationYour power tears thefabric of reality, summoning a tentacledhorrorfrom the Far Realm that lays waste to yourfoes.

Daily 4 Fear, Implement, Psionic, Psychic, SummoningMinor Action Ranged 10Effect: You summon a Large Far Realm abomination in

unoccupied squares within range. The abomination hasspeed 5. Any enemy not immune to fear that starts itsturn within 3 squares of the abomination takes a 2penalty to attack rolls until the start of the enemy’s nextturn. You can give the abomination the following specialcommands.Standard Action: Melee 2; targets one creature;

Intelligence vs. Reflex; 2d1 0 + Intelligence modifierdamage, and the abomination grabs the target. Theabomination can grab up to two creatures at once.

Standard Action: Melee 2; targets a creature grabbedby the abomination; Intelligence vs. Fortitude; 5d6 +

Intelligence modifier damage, and the target is knockedprone.

Instinctive Effect: If you haven’t given the abominationany commands by the end of your turn, it makes thefollowing attack: Close burst 3; targets each creature inburst; Intelligence vs. Will; 1 dl 2 + Intelligence modifierpsychic damage, and the target is dazed until the end ofyour next turn.

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+2 bonus to all defenses and deal 5 extra psychicdamage with their attacks. They grant combat advantage to enemies that are immune to fear.

AUENIST DiscIPLINEs

NEW PARAGON PATHS

ALIENIST“The power the Far Realm offrrs is worth any risk to mysanity.”

Prerequisite: Psion

Some describe you as reckless. Others call you corrupted, claiming that your work puts all the world atrisk. The Far Realm is a dangerous place, to be sure,filled with horrors beyond imagining. But the powerto be found there is too tempting to ignore.

ALiENisT PATH fEATURESAlien Perspective (11th level): You gain a +1

bonus to Will, and you gain psychic resistance equalto one-halfyour level.

Insane Action (11th level): At the end of any ofyour turns in which you spend an action point, roll ad4 to invoke one of the effects below.

d4 Insane Action Effect

1 You are dazed until the end ot your next turn.2 The last creature you attacked can teleport 5

squares as a free action.3 If you are conscious, you teleport 5 squares. When

you do, you gain a +4 bonus to all defenses untilthe end of your next turn.

4 You gain 20 temporary hit points.

Paragon Power Points (11th level): You gain 2additional power points.

Alien Summoning (16th level): Creatures yousummon are tainted by the Far Realm and gain a

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ANATHEMA“Why create when destruction is somuch more entertaining?”

Prerequisite: Psion

Others ofyour kind shape realityas a potter works clay, but creatingand reforming your environmenthas little appeal to you. Instead,your knowledge of the underlyingpatterns in the structure of theobjects and creatures that makeup the world around you thatallows you to test and sunder thatstructure.

The raw stuff of life and matterare yours to toy with. Your powercomes at a price, however. Witheach bond you break, the structure of reality isweakened to some small degree. Your work is minorcompared to the ravages of time and the power ofgods, immortals, and the Far Realm. But all thingsare connected, and your power might be the catalystthat unleashes destruction on the world.

Abhorrent Devotee (16th level): While you haveno power points remaining, your unaugmented psionat-will attack powers gain an additional effect whenthey hit an enemy. If the attack roll is an odd number,the enemy takes extra necrotic damage equal toyour Charisma modifier. If the attack roll is an evennumber, you pull the enemy 1 square.

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ANATHEMA PATH FEATURESEntropic Recovery (11th level): Whenever you

spend a healing surge and regain hit points, eachenemy adjacent to you takes psychic and necroticdamage equal to your Charisma modifier.

Eroding Action (11th level): When you spendan action point to make an attack, any target hit bythat attack gains vulnerable necrotic and vulnerablepsychic equal to 3 + your Charisma modifier (saveends both).

Paragon Power Points (11th level): You gain 2additional power points.

ANATHEMA DIsciPLINEs

Scattered Discorporation Anathema Attack 11

Yourfoe’sform is rendered incoherent and unstable, dealingpain to other creatures as youforce it across the battlefield.

Encounter + Augmentable, Implement, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: Intelligence vs. FortitudeHit: 2d1 2 + Intelligence modifier damage, and the target

is insubstantial until the start of your next turn. In addition, you slide the target 4 squares. If you slide the targetinto another creature’s space, that creature takes psychicdamage equal to your Intelligence modifier. A creaturecan take this damage only once per round.

Augment 2Hit: As above, but the attack deals 3d1 2 + Intelligence

modifier damage and you slide the target 8 squares.

Anathema Utility 12Magical DisruptionYour will to destroy means that even magic. crumbles away tonothing atyour command.

Daily + Implement, PsionicMinor Action Ranged 10Target One conjuration or zoneAttack: Intelligence + 4 vs. the Will of the target’s creatorHit The target is destroyed. All its effects end, including

those that a save can end. Until the end of your next turn,whenever the target’s creator attacks, it can use onlybasic attacks.

Oblivion_Sphere Anathema Attack 20

A shimmering sphere of energy encloses yourfoe, whose ongoing agony isfrlt by creaturesnearby.

Daily + Implement, Necrotic, PsionicStandard Action Ranged 20Target: One creatureAttack: Intelligence vs. ReflexHit You lift the target 15 feet into the air, where it is re

strained and takes ongoing 1 5 necrotic damage (saveends both). If the target is bloodied or becomes bloodiedwhile under this effect, the ongoing damage increasesto 30. When the target takes ongoing damage from thispower, each creature or unattended object within 3squares of the target takes the same amount of damage.When this effect ends, the target falls to the ground.

Miss: Ongoing 10 necrotic damage (save ends). If the targetis bloodied or becomes bloodied while under this effect,the ongoing damage increases to 20. When the targettakes ongoing damage from this power, each enemy within3 squares of the target takes the same amount of damage.

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FIRESTARTER“By the power ofmy mind, you will burn...

Prerequisite: Psion

The elemental flame and arcane fire can be devastating on the battlefield, but the power of the psionic fireyou wield is more deadly by far. You can scorch yourenemies or scour them from the inside out. You cloakyourself in flames to protect yourself from foes as youlash them with your fiery touch.

Fiery Lash Frestarter Feature

A whip offire lashes afoe and surrounds it with a burning halo.At-Will + Fire, Implement, PsionicStandard Action Melee 2Target: One creatureAttack: Intelligence vs. ReflexHit 1 dl 2 + Intelligence modIfier fire damage, and each

enemy adjacent to the target takes fire damage equal toyour Intelligence modifier.LeveI2l: 2d12 + Intelligence modifier fire damage.

FIRESTARTER DlsclPuNEs

FIRESTARTER PATH FEATURESWildfire Action (11th level): Whenever you

spend an action point to take an extra action, eachenemy adjacent to you takes fire damage equal toyour Wisdom modifier. Ifyou spend this action pointto use a psion attack power, choose one target you hitwith that attack. Each creature adjacent to that targettakes fire damage equal to your Intelligence modifier.

Fear No Fire (11th level): You gain fire resistance equal to one-halfyour level.

Force and Flame (11th level): Whenever you usea psionic force attack power, you can choose to havethe power deal fire damage instead of force damage.

Paragon Power Points (11th level): You gain 2additional power points.

Fiery Nimbus (16th level): When you score acritical hit using a psionic attack power, each enemywithin 2 squares ofyou takes fire damage equalto your Wisdom modifier, and you acquire a fierynimbus until the end of the encounter. While thenimbus lasts, you gain the fiery lash power, and anycreature that starts its turn adjacent to you takes firedamage equal to your Wisdom modifier.

Hungry FlamesMotes of living flame manifest in the midst ofyourfoes.

resta ter Attack 11

Encounter + Augmentable, Fire, Implement, PsionicStandard Action Ranged 10Effect: You conjure two hungry flames in unoccupied

squares within range. The hungry flames last until theend of your next turn. You can make the following attackusing the flames.Opportunity Action Melee 1Trigger: An enemy starts its turn in a square adjacent to a

hungry flameTarget The triggering enemyAttack: Intelligence vs. ReflexHit: 1 dl 0 + Intelligence modifier fire damage, and you

move the flame 2 squares.Augment 2

Effect As above, except you conjure four hungry flamesin unoccupied squares within range.

Fire \N~Ik Firestarter Ut~Iity 12

Firefollows inyourfootsteps, creating an inferno as you pass.

Encounter + Fire, Psionic, ZoneMove Action PersonalEffect: You move your speed ÷4. Each square you leave

during that movement becomes a zone that lasts untilthe start of your next turn. Any creature that enters thezone takes 5 fire damage.

Spontaneous Combustion Firestarter Attack 20

Your psychic spark burns afoefrom the inside, then detonates.

Daily + Fire, Implement, PsionicStandard Action Ranged 10Target: One creatureEffect: You place a psychic spark inside the target. The spark

lasts until the end of the encounter or until expended.Until the spark ends, the target has vulnerable 10 fireand you can make the following attack. If you drop to 0hit points or fewer before the spark ends, you make thisattack as an immediate interrupt.Minor Action Ranged 10Target: The creature with your psychic sparkAttack: Intelligence vs. FortitudeHit: 4d1 0 + Intelligence modifier fire damage, the

spark is expended, and the target takes ongoing 5 firedamage (save ends).Each Failed Saving Throw: The ongoing fire damage

increases by 5, and each enemy adjacent to the targettakes fire damage equal to your Intelligence modifier.

Miss: The target takes fire damage equal to yourIntelligence modifier.

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MASTER SUMMONER“The power ofmy servants is limited only by myimagination.”

Prerequisite: Psion

Without form and order, all life reverts to its naturalstate of chaos. Without thought, there can be no life,and you prove this maxim by creating life from thepower of thought. You are the master of summoning,shaping the raw possibility ofyour psionic power intowhatever form you desire. The servants you fashionare granted a semblance of life, which they sacrificewillingly to fight on your behalf. Your creations aremany and varied. Your focus allows you to bestow aconsistent range of traits that mark them all as yourchildren, and that grant unequalled usefulness on thebattlefield.

MASTER SUMMONERPATH FEATURES

Paragon Power Points (11th level): You gain 2additional power points.

Resilient Creation (11th level): When yousummon a creature using a psion power, the summoned creature gains temporary hit points equal toyour Charisma modifier.

In addition, whenever you spend a healing surge,one summoned creature you control regains hitpoints equal to your Intelligence modifier.

Driven Action (11th level): When you spend anaction point to give a special command that allowsa summoned creature to make an attack, that attackgains a power bonus to the attack roll equal to yourCharisma modifier, and each enemy hit by the attacktakes 5 extra damage.

Evolved Form (16th level): When you summon acreature using a psion power, you can grant the summoned creature one of the following traits.

Agile Loper: The summoned creature gains a +4power bonus to speed.

Alabaster Wings: The summoned creature gains fly6 (hover).

Aquatic Menace: The summoned creature gains theaquatic keyword and swim 8.

Hooked Stinger: The summoned creature’s opportunity attacks deal 2d6 extra poison damage.

Unstable Corpus: When the summoned creaturedrops to 0 hit points, it explodes, dealing 15 damageto each creature in a burst 3.

Sustaining Harvest Master Summoner Attack 11

Your attack hinders nearbyfoes as it let.s you steal an enemy’sl~feforceforyour own needs.

Encounter + Augmentable, Implement, Necrotic, PsionicStandard Action Ranged 10Target One creatureAttack: Intelligence vs. FortitudeHit 2d8 + Intelligence modIfier necrotic damage, and

each enemy adjacent to the target takes a —2 penalty toall defenses until the end of your next turn. In addition,you or one summoned creature you control gains temporary hit points equal to your Intelligence modifier.

Augment 2Hit: 3d8 + Intelligence modifier necrotic damage, and

each enemy adjacent to the target takes a —2 penalty toall defenses until the end of your next turn. In addition,you or one summoned creature you control gainstemporary hit points equal to twice your Intelligencemodifier.

Warded Summons Master Summoner Utility 12

Your connection to a creature you’ve summoned allows it toturn back even the deadliestattack.

Daily + PsionicImmediate Interrupt Ranged 10Trigger: A summoned creature you control within 10

squares of you takes damage from an attackTarget: The triggering creatureEffect: The target takes no damage from the triggering

attack.

Ideal Champion Master Summoner Attack 20

You summon the ideal champion tofight atyour side.

Daily + Implement, Psionic, SummoningStandard Action Ranged 10Effect: You summon a Huge ideal champion in unoccupied

squares within range. The champion has speed 5 andthreatening reach. It has a +2 bonus to all defenses andgains one extra trait from your Evolved Form feature. Youcan give the champion the following special commands.Standard Action: Melee 3; targets one creature;

Intelligence vs. AC; 2d8 + Intelligence modifier damage,and the champion pushes the target 5 squares.

Standard Action (1/encounter): Close burst 3; targets eachenemy in burst; Intelligence vs. AC; 2d8 + Intelligencemodifier damage, and the champion pushes the target 5squares and knocks it prone.

Opportunity Attack: Melee 3; targets one creature;Intelligence vs. AC; 2d8 + Intelligence modifier damage.

MASTER SUMMONER DIscIPLiNEs C),

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THRAILHERD“Have you met my companion? I prize himfor his obedience and absolute loyalty.”

Prerequisite: Psion

With the power ofyour mind, you compel servicefrom another creature, subverting the subject’s willin favor ofyour own. Whether a beast from the wildor a sentient creature beholden to you by some darkbargain or threat, your thrall lives its life as yourmost devoted servant—a powerful puppet of flesh andbone.

IHRALLHERD PATH FEATURESObedient Thrall (11th level): You gain the ser

vice of a thrall—a Medium natural beast or humanoidthat is incapable of independent action and underyour complete control. The thrall is an ally to you andyour allies.

OBEDIENT THRALL STATISTICSThe thrall’s statistics are based on your level and your

abilities.Speed: 5 squaresDefenses: AC 14 + level, Fortitude 13 + level, Reflex

12 + level, Will 11 + levelHit Points: 14 + 4 per levelInitiative: The thrall acts during each of your turns.Attacks: If the thrall makes an attack, you make the

attack through the thrall. If the thrall wields a meleeweapon, it uses the weapon’s proficiency bonusand damage for its attack. If it does not wield aweapon, its natural attack uses either a +3 proficiency bonus and a dl 0 weapon damage die, or a+2 proficiency bonus and a d12 weapon damagedie. You choose one option or the other when youtake a short rest. The thrall’s attack can benefitfrom the magical effect of either an implement youwield or a weapon the thrall wields, but not both.

Checks: If the thrall can make a skill check or an abilitycheck, you make the check.

Temporary Modifiers: Attacks and checks youmake through the thrall do not include temporarybonuses or penalties to your statistics.

Magic Items: The thrall can employ a single magicitem. If the item has any powers, you use thosepowers using your own actions.

When you use your second wind, your thrall regainshit points equal to your healing surge value. Yourthrall regains all its hit points when you take a shortrest.

Ifyour thrall dies, you can restore it to life by usingthe Raise Dead ritual. The component cost is 500 gp,or 5,000 gp at epic tier.

The thrall has no actions of its own; you spendactions to command it mentally. You can commandthe thrall only ifyou have line of effect to it. Whenyou command the thrall, the two ofyou share knowledge but not senses.

As a minor action, you can command the thrallto take one of the following actions, if it is physicallycapable of taking that action: crawl, escape, fly, openor close a door or a container, pick up or drop anitem, run, stand up, shift, squeeze, or walk.

Whenever you take a move action, your thrall cancrawl, escape, fly, run, stand up, shift, squeeze, orwalk as a free action.

In addition, you can issue the following specialcommands to your thrall.

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Standard Action: Melee weapon; targets one creature; Intelligence + 2 vs. AC; 1[W] + Intelligencemodifier damage.

Opportunity Attack: Melee weapon; targets onecreature; Intelligence vs. AC; 1[W] + Intelligencemodifier damage. If the target enters a square adjacent to you in the course of provoking the opportunityattack, the thrall gains a +4 bonus to the attack roll.

Compelling Action (11th level): Whenever youspend an action point to take an extra action, yourthrall can make its standard action attack as a freeaction.

Paragon Power Points (11th level): You gain 2additional power points.

‘.A PUPPET 1’IASTERThe thraliherd paragon path builds on the conceptof a~son who charms and conij~els his or her foes controllingtheir every action As a thrallherd you truly earn the title’~mastermind because you are the master of1everyoneeke’s mind.’ ~ .:

When choosing powers for your chara’cter alongwith powers that allow you to dominate your fogs alsoconsider ppwers that caus~ your enemies to attack~ oneanother Heroic tier powers such as betrayal and crisis ofidentity (both found in Players Handbook 3) allow youto control the actions of your enemies ~ven if only fora single attack. wh~Eh I~rther deñiónstrates your abilitytô.treat all creatures as yourpujipets You can roleplaypowers that grant your alliesattacks,such asforced opportunity, in such a way that suggests that you are controlli~igyour ally for that attack.

Your thrall is a manifestation of your ability to dominate other beings. Since you are mentally controllingyour thrall’s actions, the thrall’s attack rolls and damagerolls are based on your statistics. Other statistics, suchas defenses and hit points, are based on your level anddo not rely on the game statistics of the base creature.Therefore, the thrall can be any creature that fits yourcharacter and campaign. Is your thrall a former enemy?A tamed beast? A random stranger you met at the lasttavern? The story of where your thrall comes from helpsadd more detail to your character’s place in the campaignworld.

As a thrallherd, you compel others to fight for you, andyou avoid being directly involved in violence. You canplay this up by encouraging your companions to attackat your behest. After all, even though the other characters are acting of their own volition, there’s no reason tolet them think they are. You can present your thraliherdcharacter as controlling, domineering, and perhaps evena bit maniacal. Don’t overdo it with your fellow players,but help them understand that it’s only a matter of timebefore all the world is under your control.

Devoted Servant (16th level): While you areadjacent to your thrall, you gain a +2 bonus to alldefenses.

THRAU.HERD DisciPLiNEs

Serve Me Well Thr~IIherd Attack 11

You~dnv~eyoui~ thrall into battle to unleash a vicious attack

Encounter + Augmentable, Fear, Implement, PsionicStandard Action Melee 1Requirement: Your thrall must be within 10 squares of you.Effect: The thrall moves its speed, then you make an attack

through the thrall.Target: One creature adjacent to the thrallAttack: Intelligence vs. AC~modifier damage, and the target

tak~s ~-2 pènálty to attack rolls against the thrall untilthe~ start ofyour next turn.

Augment 2Target: Each enemy adjacent to the thrall

Restore Thrall Thr~IIherd Utility 12

Your psionic power alleviates your thrall’s injuries, readying ittofight again.

Encounter + Healing, PsionicMinor Action Ranged STarget: Your obedient thrall in rangeEff~Yo~r thrall regains hit points equal to your healing

surg~~al~

Loosen the Chain Thrallherd Attack 20

o’uil~~nypufhold on your thrall, letting itfight indepenly~il~ideyou.

Daily + PsionicStandard Action Ranged 10Target: Your obedient thrall in rangeEff~2t.~Uhtil’the end of the encounter, your thrall gains a

~tand~rd’aaioii and a move action during each of your• ‘tL1~n~. You, caiyuse your standard action to give the thrall

~t~’extra~action over and above its own standard action

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CHAPTER 5

PSIONIC OPTIONS

THIS CHAPTER presents psionic characters [with a wealth ofnew techniques and tools to expandtheir understanding of the psionic power source andto improve its use on and off the battlefield. It alsoexplores the place of psionic power in the worlds ofthe DUNGEONS & DRAGONS game, and introduces different philosophies and orders that can help you shapeyour character’s outlook and personality. You mightchoose a background from this chapter to explainaspects ofyour character’s past, or set your sights onan epic destiny that will shape his or her future.

+ Psionic Power in the World: This section looksat the history ofpsionic power in the world ofDUNGEONS & DRAGONS, and explores the place ofpsionics in the FORGOTTEN REALMS ,EBERRON

and DARK SUN campaign settings.

+ Philosophies and Orders: The mind set ofpsionic characters can be shaped by the attitudesand organizations with which they are associated.

+ The Origin of Psionics: The most commonlyheld theories on the origin ofpsionic power, andhow those theories relate to the psionic classes.

+ Psionic Backgrounds: Character backgrounds,first introduced in Player’s Handbook 2, canenhance the connection between a character andhis or her psionic energy.

+ Psionic Bloodlines: Characters of any race canselect one of two bloodlines—the elan and thefoulborn—that offer a host of feat-based options foraccessing psionic power.

+ New Feats: Organized by tier, more than 100 newfeats provide useful options for every psionic class.

+ Epic Destinies: Six new epic destinies set thefinal stage of a psionic character’s adventuringcareer.

+ Equipment and Magic Items: New superiorki focuses, magic ki focuses, and augmentableitems supplement the psionics equipment introduced in Player’s Handbook 3.

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PS1ON1C POWER iN THE WORLD

As discussed in Player’s Handbook 3, psionics usersfirst appeared among the mortal races in the latteryears of the Dawn War. According to legend, whena god cracked open the Living Gate, defiling energyand monstrous Far Realm terrors entered the AstralSea and spread into the natural world.

bun and Pelor are credited with sealing shut thatfell gateway to the Far Realm, but not before realityhad been corrupted. Psionic power is thought to bea response to this corruption. Vague histories speakof monks dedicated to bun tapping this new powereven before fully understanding its meaning. The firstardents and battleminds likely had even less senseof the changes that psionic power wrought in them,inspiring them to greatness through emotion and thefury of combat.

PsioNic POWER IN ATHASIn the DARK SUN campaign setting, psionic energy isan ingrained and integral part of life. For folk in theworld ofAthas, speculating on the origins ofpsionicsis as senseless an exercise as asking why people havefingers or where sand comes from. Fingers, sand, andpsionics simply are.

Many individuals have access to minor psionicability—flashes of abnormal insight, physicalenhancements, and minor talents. Every communityboasts a few psionics users. Ardents, battleminds, andthose who have useful wild abilities are welcomedwherever they go. Merchant houses employ psionicsusers as guards, advisors, spies, and assassins. Amongthe desert tribes, capable psions are highly respectedand revered, often serving as chiefs or advisors tochiefs. Given the risks associated with arcane magicand the sorcerer-kings’ distrust ofprimal spirits andevocations, psionics is by far the most prevalent andaccepted form of supernatural power in Athas.

Although minor talents are common, only a fewindividuals have the means and the opportunity tobecome powerful psionics users. Nobles pay exorbitant fees to have their children tutored or enrolled inpsionics schools. As a result, many members of theAthasian upper class are capable ofprotecting themselves and directing their guards and servants withmental powers.

Those not born to wealth receive their traininginformally. In cultures such as the desert tribes, older,experienced psionics users tutor apprentices who showtalent. Some city-states (Nibenay being the most prominent) have monastic traditions that accept psionicallyinclined novices for the sake of furthering the art andspreading their teachings. In more martial city-statessuch as Draj or Urik, the sorcerer-kings direct theirtemplars to find children who show notable psionic

CHAPTER 5 Psionic Options

potential. These young talents are schooled in rigorousacademies; indoctrination in loyalty and service to thestate are the price oftheir education.

THE PsioNics ECOLOGYPsionic talent in the world of the crimson sun is notlimited to humankind and other sentient races. Arobust psionics ecology has developed in the deserts,wastes, and barrens ofAthas. Many animal species(and even some plants) have evolved innate psionicabilities, ranging from the innocuous to the lethal. Afew are psionivores, subsisting on the mental energyof their prey.

Travelers and adventurers who spend time in theAthasian wilderness quickly learn how creaturesuse psionics to survive. Small herbivores—Athas’sequivalents of hares, mice, or gophers—can react topremonitions by briefly turning invisible, phasing, orteleporting away from danger. Larger prey animalsmight repel attacks with blasts of fear or confusion,or raise telekinetic storms ofgravel and dust to covertheir escape. Predators have developed various counters to these defenses. Carnivores such as the id fiendand the gaj use psionic attacks in place of physicalones to make their kills.

PsioNic ENCHANTMENTSAs far as templar scholars and noble savants candetermine, people have studied the power of themind for thousands ofyears. Still, only a handfulof individuals have ever mastered the art of psionicenchantment—a fusion of arcane skill and psionicknowledge that unlocks the potential for rituals andspells of almost godlike power. Each of the sorcerer-kings ofAthas is both an arcanist of fearsome powerand a psionics user of tremendous strength. Somesages claim that the secret of the sorcerer-kings’immortality can be found in the combination of thesepowers. Believing that each sorcerer-king long agoembarked on a slow process ofmagical apotheosisto master psionic enchantments, they whisper thatthese great rulers are no longer human.

The greatest psionics user and defiler in Athasthe Dragon—does not bother to hide its inhumannature. No being has ever engaged the Dragon inmental or magical combat and lived to tell the tale.Stories—most likely untrue—tell of doomed deserttribes or cities marked for death who have foughtback against their destroyer. Scores ofpowerfulpsions acting in concert were unable to best thescourge ofAthas or check its advance. This exampleserves as a grim testament to the Dragon’s commandof psionic enchantment and the limitless potential ofthese combined powers.

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PsioNic POWERiN EBERRONIn a world as rich in magic as Eberron, psionic energyis no more remarkable than any other supernaturalphenomenon. The people of Khorvaire recognize thatpsionics is practiced differently than the far morecommon divine, arcane, or primal magic, but thesedifferences are purely a matter of curiosity.

In Sarlona, the birthplace ofhumanity and homeof the Path of Inspiration and Path ofLight faiths,psionic power is ubiquitous. Both the sprawlingsettlements of Riedra and the mountain strongholdsofAdar boast advanced psionics practitioners. Theoldest monastic traditions and psionics colleges andcabals are located in that distant land.

The extent and use ofpsionic power in other areasofEberron is unknown. No doubt, Aerenal, Xen’drik,Argonnessen, and less populated areas have theirshare ofpsionics users and psionic creatures. As withso many other features of those locales, however,definitive knowledge is elusive.

DREAMS AND DESTRUCTIONEberron’s myths and history are too extensive andconflicting for definitive statements to be maderegarding the origin of psionics. Still, certain inferences can be draw. The few records of the world’sfirst mortal civilization, that of the giants ofXen’drik,mention nothing that resembles psionics until afterthe arrival of the quori. Hailing from Dal Quor, Eberron’s Plane of Dreams, the quori possessed powerfulmental abilities. Even after the giants succeededat separating Dal Quor from Eberron, psionicsremained. Among humanoids, the earliest evidenceof psionics practice appears in Sarlona.

Thousands ofyears later, psionics first arose in Khorvaire among orcs and goblins during the invasion ofthedaelkyr. These flesh-warpers are the lords ofXoriat, theFar Realm ofEberron’s cosmology~ Although psionicspractice did not become as widespread on Khorvaireas it did on Sarlona, psionics remains an establishedsource ofpower, practiced by reputable organizations and monasteries. Still, a number ofscholars aretroubled by the notion that both Dal Quor’s and Xoriat’sinfluence inspired the rise ofmental powers—and theywonder what an increasing prevalence ofpsionic characters in the world might portend.

ACROSS KHORVAIREAlmost a lost art among its native races, psionics wasreinvigorated in Khorvaire when the first humanscrossed the seas from Sarlona. It was reinforced bymore powerful and more formal traditions when thekalashtar followed later. Slowly but steadily, the practice of psionics is spreading in the Five Nations andbeyond.

Some Gatekeeper druids, who guard against newincursions from Xoriat, are investigating the possibleuse ofpsionics to augment their traditional primalpowers—a “fight fire with fire” mind set frownedupon by many within their order. Previously mundane monastic traditions from Breland to the TalentaPlains have begun incorporating psionics teachings.The Universities ofWynarn and Morgrave hirepsionic explorers and professors. The intelligencearms ofAundair and Breland are starting to makeuse ofpsionic spies, perhaps inspired by the realization that the gnomes ofZilargo and several of theFeyspires already do so.

The governments ofAundair, Breland, Karrnath,and Thrane—the four surviving nations of the LastWar—are keenly aware of the growing practice ofpsionics. Since the war’s end, these nations havedeveloped a precarious balance of power, each dominating in one area beyond the capacity of the others.Aundair has the greatest arcane forces; Karrnath thelargest traditional military; Thrane the most accessto divine magic; and Breland the greatest quantity ofnatural resources. If any nation manages to gain anedge in the advancement ofpsionics—or appears tobe doing so—the threat could reignite hostilities andonce again plunge the continent into war.

PsioNic POWER iN TORILThe world of the FORGOTTEN REALMS campaign setting is both knowledgeable about and rich in magic.Across the world ofToni, wizards, warlocks, sorcerers,clerics, and other spelicasters are steeped in the deepest secrets of arcane and divine magic. Characterswho wield magic benefit from widespread acceptancethroughout Faerfln. Against this backdrop, psionicpower does not possess the pedigree, prevalence, orgeneral awareness that arcane and divine magic do.

ANCiENT WAYSPsionic power has existed throughout Toril’s history,but psionics users rarely appear in numbers capableof forming schools or cabals. Only once did psionicpower manage to make a substantial mark on theworld—in the empire ofJhaamdath.

Ancient Jhaamdath, the Twelve Cities of Swords,was ruled by a psiocracy thousands ofyears ago.Jhaamdath’s people were renowned for both theirmental magic and martial skills. Much of their psionics craft was lost when the expansionistic empire fellbefore a tsunami created by elven high magic originating in Chondalwood. Today, the partly drownedVilhon Wilds is littered with the rubble ofJhaamdath’s twelve cities. Psionic energy leaks from dozens ofitems and artifacts that now lie beneath stones, sand,and the accumulated detritus of more than one disaster. So diffuse are these psionic traces, however, thatfew of the relics have been located. More prominent

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are the bits and pieces ofpsionics lore that have beenpassed down through the ages.

Jhaamdath-era fragments have lead to the development of the oldest psionics traditions on Toril.Other sects have arisen gradually as a result ofpsionics breakthroughs or insightful practitioners. Evenso, psionics remains rare. Among TonI’s numerousmonastic traditions devoted to spiritual enlightenment and unarmed combat, only a few bring psionicenergy into their practices.

THE SPELIPLAGUEAND RETURNED ABE JRWhen the goddess Mystra was murdered andthe Spellplague ravaged Toril, the fabric of realitywas torn asunder. During this period, a portion ofvanished Abeir returned, creating new lands andregions—and often violently occluding older lands inthe process. The Spellplague also wrought substantialchanges in the practice and manifestations of magic.Portions of the world, called plaguelands, remaindangerous and unpredictable. In them, magic functions poorly and the laws of nature are erratic at best.

Few people realize how quickly the number ofpsionics users has increased in the nine decades thathave passed since the Spellplague. Psions, ardents,and battleminds appear throughout the population inever-growing numbers. That growth has lead to theestablishment of a number of small psionics cabalsand traditions.

Some sages attribute the expansion ofpsionicability to the Spellplague, believing that the twistingofmagical energy has somehow permitted psionicpower to flourish. Other scholars believe that theinflux of psionic energy originates with Abeir’sreturn. This claim is hotly debated, however, becauseAbeir—a land dominated by the pnimordials and theirelemental magic—does not seem any more conducive

PHILOSOPHiES AND ORDERS

Because a psionics mind set shapes attitudes,beliefs, and perceptions, most psionics users see theworld through a prism of sorts. They often embraceorganizations and belief systems that stray frommainstream thinking.

A psionics philosophy is a set ofbeliefs regardingthe origin, nature, and purpose of psionic energy.Philosophies are not taught in formal schools orpracticed in large groups. Rather, these beliefs arepassed from individual to individual or from a singlebeliever to a small cabal. Although certain beliefssometimes take root in a particular region, a philosophy is seldom espoused from a central headquarters,nor do its followers have formal titles or hierarchies.

to the practice of psionics than TonI was before itstwin world returned.

Within the many libraries and hermit towers ofFaerñn, a few savants posit that the growing incidence ofpsionic ability among the population is theworld’s collective, unconscious response to the impingment of the Far Realm. Evidence supporting thistheory is difficult to gather, however, and the view ismostly unknown among the general population.

Given their recent emergence and the unusualnature oftheir powers, groups and gatherings ofpsionics users tend toward secrecy. Members prefermeeting in hidden halls and revealing their existenceto other proven psionics practitioners only. They donot want to draw undue attention to their unfamiliar abilities, fearing distrust and persecution. Manymembers of these cabals believe that such secrecyis unwarranted and unnecessary, pointing out thatpsionics will never be embraced by the larger worldif its practitioners appear to have something to hide.Still, traditions and reservations are hard to overcome.

Other psionics sects have good reason to remainhidden. Certain psionics cabals cannot escape thepsychic presence of the floating city of aboleths,Xxiphu, however far they might be from the Sea ofFallen Stars. Whether consciously or instinctively,these practitioners understand that they could beused in some future cosmic conflict. Psionics usershide their presence from potential enemies as mindflayers spread their tendrils throughout the Underdark, aboleth cities rise from sunken tombs, and starsflicker with ominous portent.

The seeds of psionic power continue to germinatein the minds ofToril’s people, counterbalancing thethreat that the Far Realm might one day present. Thismenace, once unveiled, could make the Spellplagueseem like a minor disaster—or perhaps merely a precursor to the true end of days.

Instinctive psionics users such as ardents and battle-minds are attracted to this less-structured explorationof psionic power.

A psionics order, on the other hand, is a muchmore formal system ofbelief. Like a philosophy, itembraces particular views regarding the origin andnature of psionics. An order also focuses on methods of instruction, specific practices, and, in someinstances, formal interactions with society and religious ideologies. Some psionics orders are set up likeschools or religious institutions, and others marrytheir philosophies to local cultural traditions. Disciplined psionic power users such as psions and monksare drawn to such groups.

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CERULEAN ADEPTSClaiming descent from the earliest warriors whofought against the Far Realm beneath the symbolof the Cerulean Sign, the Cerulean Adepts seeks tounderstand the energy that the plane produces. Theorder prepares for the day when the pressure of theFar Realm results in the birth of a long-prophesiedpsionic champion.

Primary Class: PsionPrimary Alignment: Unaligned, though the

order accepts members of all alignments

BELiEFS AND TRADITIONSThe Cerulean Adepts believes that the influence of theFar Realm drives the rise ofpsionic power, and thatpsionics is the only hope the world has against the Outside’s aberrant influence.

Over many centuries, dozens of psionics groups,from full-fledged orders to tiny cabals, have beendedicated to standing against the spread of the FarRealm. One of the first and most notorious of thesewas the Keepers of the Cerulean Sign, which is credited with having thwarted a Far Realm invasion forcecenturies ago (see Player’s Handbook 3, page 94). Overtime, nearly all these groups have been destroyed orcorrupted from within. Mortal minds, no matter howformidable, have proven too weak to withstand theFar Realm’s power and madness.

The Cerulean Adepts believes its traditiondescends from all those organizations, but primarily from the keepers. The order’s founders are psionswho once hailed from disparate orders and traditions.All supposedly received a psychic vision of a psionicchampion who will one day lead a powerful faction ofpsionics users against the most potent entities of theFar Realm. That battle will decide the world’s fate.Either the Far Realm will be permanently isolated, ormadness will shred reality.

The adepts believe it is their responsibility to cultivate that champion and his or her mental warriors.Thus, they send psionic individuals into danger to fortify them for the coming conflict, and they watch andwait for signs ofgreatness.

The Cerulean Adepts believes the Far Realmis responsible for the existence ofpsionic energy,though its members debate the merits of the varioustheories attempting to define the scope of the FarRealm’s influence.

GOALS AND OBJECTiVESAdepts are masters ofsubtlety, laboring to quietly plantspies and cultivate informants in every communitythey can reach. The Cerulean Adepts works to discoverup-and-coming psionics users. Such characters areencouraged (or skillfully maneuvered) into participating in adventures and explorations—preferably wherethe influence ofthe Far Realm is strong. As subjects

gain in power and experience, agents of the CeruleanAdepts carefully approach them to explain the dangerthe Far Realm presents, and the order’s belief thatall psionic characters are instrumental in the world’sdefense. Any such individual who reaches high epiclevels is given special attention, and told of the adepts’belief that he or she might be their foretold champion.

Once a psionics user is aware of the CeruleanAdepts and has joined the order’s cause, the ordermakes its resources available. The organization hasvast libraries, and many of its members are scholars.Although willing to share their knowledge, membersdo not assist subjects in battle. It is believed that thepromised champion must evolve without assistancein order to prove his or her worth.

When not focused on a potential champion, theCerulean Adepts defends innocents from aberrantcreatures and other threats. The order hopes to stemthe tide of the Far Realm until the champion arises.

ORGANIZATIONThe Cerulean Adepts is a relatively small order. Itsnumbers are more substantial in regions where theFar Realm’s touch is heavy, but it is largely unknownelsewhere. The order is anxious to recruit moremembers so it can cover more ground. The CeruleanAdepts is partial to psions, but it accepts individualsof any class.

Leader: Taul Kim, a human once thought to be apotential champion until an illithid elder brain temporarily enslaved him, is the group’s master adept.Psychic scans show he has shaken the illithid’s influence, and the group trusts him completely, but Kimis unwilling to stand as champion in case some dormant effect remains. Kim is a monk, though most ofthe adepts he leads are psions.

Headquarters: The Cerulean Adepts enjoys thecooperation of the primary temple in the ancientcity of Pravarum. There, amid shrines to Erathis,bun, Bahamut, and Pelor, the order has its ownmeeting hail.

Hierarchy: Members who have any degree ofseniority and experience are known as adepts, andthose below them are novices. Other than the masteradept, no formal positions exist. The master adeptdecides, usually based on seniority, who holds authority over specific areas of the order’s operations.

BACKGROUND BENEFITYou have received your training with an eye towardunderstanding the importance of the foretoldchampion. You vigilantly listen for rumors of thechampion’s appearance and watch for Far Realmincursions.

Associated Skills: Arcana, StreetwiseAssociated Language: Deep Speech

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FISTS OF ZUOKENA human follower of the Breath of the Sun and Moonmonastic tradition, Zuoken was supposedly the firstmortal to reach enlightenment—the perfect harmonyofmind, body, and soul. As a reward for his efforts,bun made him one ofher greatest exarchs. Nowamong the most revered of the monastic tradition,the Fists ofZuoken follows his example. The order’sdisciples are paragons of enlightenment, workingconstantly toward personal perfection.

Primary Class: MonkPrimary Alignment: Good, though lawful

good and unaligned disciples make up a significantminority

BELiEFS AND TRADiTioNsAll living beings have an innate link to psionicenergy. Only creatures who have the potential forenlightenment can access this energy, and only thosewho obtain a measure of enlightenment can masterit. It is a disciple’s responsibility to nurture his or herpsionic ability, because psionics users are the onlyones capable of attaining true enlightenment andreaching a greater existence after death.

Even though ardents and battleminds have aninstinctive connection to psionic energy, their naturaltalent isn’t enough. They need strict monastic trainingto achieve enlightenment. Thus, members of the FistsofZuoken are charged with encouraging ardents andbattleminds in their psionic pursuits while also coaxing them toward a more disciplined path of study.

Although most disciples are good aligned, theFists of Zuoken believes that psionics is inherently aseWcentered power. Mastering it requires the psionics user to master body, mind, and soul. The orderbelieves that helping others can aid a psionics useron this journey toward self-awareness and enlightenment, but taking that path must be a personal choice.

Most members of the Fists of Zuoken embracethe “gift of the gods” or “more than human” psionicsorigin theories.

GOALS AND OBJECTiVESThe Fists of Zuoken work to locate and guide potential psionics users. Each disciple of the Fists ofZuokenseeks personal perfection, or enlightenment, throughthe unity of mind, body, and soul. The order’s exercises, practices, and rituals are designed to strengtheneach aspect of selfuntil the boundaries between thethree melt away, revealing the unified self.

Even though the order does not require it, manymembers choose the adventuring lifestyle as a meansof pursuing enlightenment. Adventuring disciplestypically believe that no amount of study or exercisecan hone their abilities as keenly as true combat,exploration, investigation, and survival. Traveling alsoallows practitioners to aid those in need, helping to

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uphold the order’s image even as it provides anotherstep on the path toward enlightenment.

ORGANiZATIONAlthough a famous order, the Fists ofZuoken is nolarger than most other monastic traditions. It is notsecretive, but it is relatively isolated. Locating andreaching the order is considered the first test of anaspirant’s persistence and ability.

Leader: The peer-selected disciple considerednearest to enlightenment and who most embodiesthe qualities of Zuoken leads the order. This is usually the Fists of Zuoken’s eldest member. This leaderis called the scion of Zuoken. Ammineth, an elf sovenerable that her face is a map ofwrinkles and herhair resembles cobwebs, is the current scion.

Headquarters: The Fists ofZuoken operates severalsmall monasteries, but the order is based in a largemonastery the size ofa modest village. It is located atopa frigid plateau near the mountains that house the legendary city ofArgent, created by the gods themselves.

Hierarchy: Eight elder monks assist the scionof Zuoken in managing the order and developingits curriculum. The four masters of the wind areresponsible for focusing on the monks’ physical studies; the four masters of the seasons are responsiblefor teaching mental exercises and scholastic studies.The master ofwinter or the master of the north windtypically becomes the next scion of Zuoken. Monksqualified to teach are known as masters. Students aregranted no title.

BACKGROUND BENEFITFists ofZuoken disciples either raised you or trainedyou. From an early age, you’ve worked to balance theneeds of mind and body. You have also studied theenemies of gods and mortals against whom Zuokenbattled, and possibly battles still as bun’s exarch.

Associated Skills: Acrobatics, ReligionAssociated Lan~ua,ge: Primordial

KEEPERS OF THEINTERNAL SUNBorn of two disparate traditions, the Keepers of theInternal Sun is an order devoted to the acquisitionand safekeeping of knowledge. Its original membersgathered information in the hope of saving threatened cultures from destruction. Lately, however,those lofty ambitions have been set aside in favor ofpurely academic goals.

Primary Class: PsionPrimary Alignment: Unaligned

BEUEFS AND TRADiTIONSThe original members of the Keepers of the InternalSun were psions who believed themselves to be the

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world’s greatest and most disciplined minds. Theysaw it as their solemn duty to gather the humanoidraces’ most important knowledge. The order wouldserve as a living repository of information and accumulated wisdom, ensuring that the world’s wealth ofknowledge would survive the rise and fall of empires.If necessary, keepers would be able to provide dcvastated races with the information needed to rebuildcivilization. They believed that knowledge storedwithin living minds is the only beacon against thedarkness—a so-called Internal Sun.

At roughly the same time, another school ofthought took root among many psions. The philosophyknown only as the Body taught that psionics usersare the conscious embodiment of living creatures’thoughts. Such characters thus had a responsibility tobecome a group mind for the universal unconscious.The Body believed that ifpsionics users collected andcollated all knowledge, the collective unconsciouswould awaken and sentient beings would evolve.

When the Body’s scholars learned of the Keepersof the Internal Sun, they set out to join the organization and assist in gathering lore. These new keepersintroduced the order to the notion of the group mind,which soon became a part of its philosophy.

Today, both beliefs still exist among the keepers,but neither truly drives the order. Instead, most of itsmembers engage in the study and accumulation oflore for its own sake. They take pride in scholarship,but don’t believe that the order has a grand purpose.To them, the Keepers of the Internal Sun is no different from any other guild of psions or wizards.

Keepers who follow either of the order’s originalphilosophies are drawn to the “collective sentience”and “defenders of reality” psionics origin theories.The beliefs of members who treat the order as a guildor a scholarly resource run the gamut.

GOALS AND OBJECTIVESA new keeper’s reasons for joining the order rangefrom the esoteric to the everyday, but all membersshare a common desire to gather as much information as possible. Some keepers mine recentlydiscovered secrets for personal gain; others are content to ensure that the order has continuous accessto new information. From conventional knowledgeto recently unearthed lore, keepers’ discoveries aremeticulously recorded and stored in the order’snumerous vaultlike libraries.

A number of the order’s younger members turn toadventuring or espionage as a way to sniff out lost orhidden information. Presenting the Keepers of theInternal Sun with new knowledge is one of only twoadvancement methods; the other is through years ofpainstaking research, cataloging, and cross-referencing. Access to the most esoteric and powerful portionsof the order’s archives is reserved for its own sages.

ORGANizATiONIn spite of—or possibly because of—its dearth ofgoals,the Keepers of the Internal Sun is one of the largestcontemporary psionics orders. It possesses a labyrinthine system of internal ranks and positions.

Leader: The dwarf Kala Firstdawn is the order’scurrent leader, or grand sage. She is a devout believerin the keepers’ initial mission of storing knowledgeto ensure that civilization can be rebuilt after a darkage, and she personally commissions adventurousmembers of the order to seek out lost lore.

Headquarters: The Library of the Internal Sunis located in the town of Fallcrest, near the Wizard’s Gate. The folk of that settlement think of it asa private library and social club, where membersoccasionally gather to debate academic matters. Onlymembers know that cathedral-sized vaults housingtens of thousands of tomes gathered over the decadeshave been dug into the rock below the compound.

Hierarchy: The keepers maintain a rigid hierarchy. The grand sage leads the order. The master sages,all elder members or experts in given fields, are nextin line. Below them are erudite sages, master keepers,keepers, and novice keepers. Some individuals boasttitles as well as rank, including chief archivist, masterlibrarian, head researcher, and dozens of others.

BACKGROUND BENEFITNothing is more important than the acquisition andsafekeeping of knowledge. If we don’t understandwhat has come before, how can society possiblymove forward?

Associated Skills: History, PerceptionAssociated LanBuaBe: Draconic

SCHOOL OF UNMATCHEDEXCELLENCEThe School ofUnmatched Excellence was originally an order devoted to using its power to guidethe mortal races toward a better future. Today, theorganization is focused largely on espousing thesuperiority ofpsionics users—a position its membersbelieve grants them the right to rule over lesser folk.

Primary Class: Psion and monk in roughly equalmeasure

Primary Alignment: Evil, though the order hasa significant minority of unaligned individuals (andeven a few good ones) who still work to benevolentlyguide the folk around them

BELIEFS AND TRADiTIONSThe unmatched, as members of the school areknown, believe that the advent of psionics is the firstof many groundbreaking changes in store for themortal realm. The world is changing under the influence of other planes and the power of a multitude of

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sentient minds. Those gifted with the mental strengthto master psionic power can guide that transformation, literally shaping the world of tomorrow.

The unmatched believe that psionics users—andthe members of their own order in particular—are theonly ones capable of ensuring that the mortal racesenter a better age. The order works to place psioniccharacters in positions of authority. Psionics users, itbelieves, must dominate the world before the end ofthe current age or that world will be doomed to madness and chaos.

Psionics users of the School ofUnmatched Excellence are attracted to the “defenders of reality,”“collective sentience,” and “more than human” psionics origin theories.

GOA1~S AND OBJECTiVESThe unmatched seek to gather as many psionics usersas possible under their aegis. The school portraysitself as a psionics users group that promises to aidits members in obtaining the power and trainingthey need to gain society’s respect. Once involvedwith the school, members are taught the group’s philosophies and are expected to help the order worktoward worldwide psionics rule. The school’s leadership remains cautious of the less-structured powerof ardents and battleminds, and actively encouragessuch characters to instead choose the psion or monkpath. The headmasters make clear that only the mostdisciplined psionics users can fully control, understand, and shape their abilities to claim the powerthat is their birthright.

Currently content to spread their influencethrough smaller communities and a few larger cities,the unmatched never lose sight of the school’s endgoal—a psionically ruled empire. The order’s originalmembers believed that guiding the cultural growthand thoughts of the populace would ensure a positivetransformation of the world. Today’s members, securein their superiority and flaunting their power, payonly lip service to the order’s founding philosophy. Aselect few campuses still honor the school’s originalpurpose, teaching that psionics users are responsiblefor guiding and shaping the future of the mortal

races. Most of the order’s good and unaligned members join these colleges.

Despite spending so much time in pursuit ofpower, the unmatched still fight aberrant creatures.Such horrors spread the Far Realm’s influence, whichruns counter to the school’s objectives. In the face ofdire threats, the unmatched sometimes work alongside groups that would normally oppose them.

ORGANIZATIONThe School ofUnmatched Excellence is one of thelargest psionics orders. Its campuses are spreadacross wide swaths of the world, resulting in pocketsof influence networked across dozens of communities and a few major cities. Psionics users in the fieldmaintain mystical contact with their headmasters.

Leader: Each of the school’s colleges and monasteries has its own leader, or headmaster. The leader ofthe entire order wins the position through a psionicpower contest. The current leader is HeadmasterTyphirriss, a male tiefling psion.

Headquarters: The initial headquarters of theSchool of Unmatched Excellence, then only a singlepsionics college, was founded in the trade city of FourWinds. Today, the current leader’s school, college, ormonastery is considered the order’s main campus.Headmaster Typhirriss’s college is located in the largetown of Gryphon’s Roost, three days southeast of theNentir Vale.

Hierarchy: Headmasters assume control of a college or a monastery through force ofwill and psionicpower. The hierarchy of each campus under theheadmaster is determined in the same way. Duels tothe death to determine rank are frowned upon but dooccasionally occur.

BACKGROUND BENEFITAs a psionics user, it is your right and responsibilityto govern mortals who lack psionic abilities—even ifthey do not want it.

Associated Skills: Diplomacy, IntimidateAssociated Lan,qua~e: The language of the mind

(see below)

THE LANGUAGE OF THE NINDSome psions believe that there exists a language of themind—an array ofthoughts, visualizations, and sensationsthat are common to all thinking creatures across thecosmos. Those who study it believe that this universalmental language is the foundation on which all forms oftelepathy are built.

Optional Rule: With the Dungeon Master’s permission,psionic characters can learn this language, which does notexist in spoken form, but only as a script. Players cannot

choose the language of the mind as one oftheir characters’starting languages; leaning it requires the Linguist feat orthe proper background. Only psionic characters and creatures who have innate telepathy can learn to read andwrite this language, since part of its meaning is conveyeddirectly into the observer’s mind, It can be translated withmagic (such as the Comprehend Languages ritual), but isotherwise a form of communication that only telepathiccreatures can share.

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ETERNAL SEEKERSThe hunger for knowledge and the gnawing hollow ofunanswered questions propels followers of the Eternal Seeker philosophy along their paths of study. Forthem, the struggle to understand the nature of theirpsionic power is a lifelong task.

Primary Class: Ardent, though battleminds areonly slightly less common

Primary Alignment: Unaligned, though everyalignment is represented

BELIEFS AND TRAD1T10NSIt can be said that eternal seekers have existed sincethe first ardents wondered about the origins of theirpower. The Eternal Seekers is a network of strangers,connected by their conviction in the rightness of theirshared philosophy. Their web of common purposetrumps their radically different races, backgrounds,cultures, and agendas. Specifically, every seekerbelieves the following tenets.

Psionic power has a great purpose. It is not just aform ofmagic, but a unique power that exists foran as-yet unknown reason.

+ Every wielder of psionics was specifically chosenas a conduit for that power.

+ When made aware of the psionic power source,psionics users instinctively recognize it.

+ None of the current theories regarding the originor purpose ofpsionic power is accurate.

The notion that all the commonly argued theoriesexplaining psionics are ultimately false is the corevalue of the Eternal Seeker philosophy. A burningneed to unravel the mystery of psionic power drivesthe Eternal Seekers, all ofwhom share each newlydiscovered clue with their fellow seekers.

Debating the partial truths of existing theories is acommon pastime when seekers gather. But all seekersknow that if any theory was to prove correct, everyseeker would intuitively recognize its truth. Whenthey understand the origin of psionics and why theywere chosen to manifest psionic abilities, seekers willfinally learn their purpose in the world.

Seekers do not subscribe to any of the variouspsionics origin theories, though they seek to drawslivers of the truth from all of them.

GOALS AND OBJECTiVESSeekers are wholly focused on discovering the truenature and purpose ofpsionic power. Many becomeadventurers, hoping to uncover ancient tomes or tospeak with elder beings that can reveal forgottenknowledge. Others become students, poring over mustyscrolls. A few become academics, conducting experiments on psionic creatures. On occasion, seekers in a

particular region feel an emotional tug to gather andshare their knowledge. The mechanism by which theseirregular meetings are called is another mystery for theseekers to pick at as they debate new findings.

Seekers who take up a nomadic lifestyle are a communication network for the philosophy’s adherents.They pass along information and messages of interestto fellow psionics users, even when those reports do notdirectly relate to the great secrets for which they quest.The desire to communicate and share informationencourages even the most reticent and aloof seekers toremain in contact with a few oftheir comrades.

ORGANiZATIONThe Eternal Seekers does not have permanent covensor cabals to support its philosophy. Although seekerscome together with like-minded characters or withadventurers of other stripes, each seeker hunts for thetruth in his or her own way.

BACKGROUND BENEFITYou’ve been seeking something your entire life, evenif you didn’t initially realize what. Now that you knowabout your psionic abilities, you are ready to exploreevery trail that could lead to discovering the ultimatesecret—the one that will reveal why you exist.

Associated Skills: Arcana, Insight

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GUIDING HANDOne of the most altruistic of psionics philosophiesand orders, the Guiding Hand philosophy attractsindividuals dedicated to the well-being of less powerful creatures.

Primary Class: Ardent and battlemindPrimary Alignment: Good and lawful good

BEUEFS AND TRADITIONSPsionics groups devoted to good works—battling aberrant creatures or demons, protecting civilization fromthe monsters of the wild, hunting criminals in civilized territories—have existed since psionics was firstrecognized for what it is. Many of the earliest psionics users were warriors who fought to save the worldfrom the threat of the primordials or the Far Realm.No concrete ties trace those early factions to followersof today’s Guiding Hand philosophy, but hand practitioners consider those early psionic warriors to betheir spiritual forebears.

The Guiding Hand sees psionics as a gift. After all,no other types ofpower bloom without effort on theuser’s part. Whether psionic power comes from thegods, from other planes, or from the collective mindsof the mortal realm is meaningless. All that mattersis the power’s purpose. Psionics users must recognizethat their power exists to protect the mortal races.Being gifted with this unique power doesn’t speak tothe stature of the psionic classes. Rather, it shouts oftheir obligation and duty.

When they give it any thought, followers of theGuiding Hand respect the “defenders of reality” and“gift of the gods” psionics origin theories.

GOALS AND OBJECTIVESAt its broadest, the Guiding Hand’s goal is simple:Protect innocents, individual communities, civilization, and the world from enslavement, domination,and destruction. It’s a pretty tall order, but mosthands don’t plan their daily activities with the philosophy’s goal in mind. Rather, they feel compelled togive aid when they can.

A hand might stand at the forefront of a localmilitia to defend a town against raiders, or he or shemight help adventurers track down a vampire lord ora mind flayer. Followers don’t offer aid out of a compulsion to save the world; they help because it feelslike the right action to take. They can’t stomach theidea of squandering their gifts when they can do whatso many cannot.

As natural protectors, hands reserve their greatestenmity for evil psionics users. These villains harmwhen they should protect, and they defile what wasmeant to be a gift to the mortal races. Hands are mostzealous and bloodthirsty when they take on psionicfoes. Some practitioners deliberately hunt their darkkin.

ORGANIZATIONFollowers of the Guiding Hand who dwell in thesame or neighboring regions regularly encounter oneanother. Some manner of empathic link or inexplicable urge draws them to a common threat—sometimesa dozen or more to the same location. Although theGuiding Hand is not a formal order, its followerspursue their shared objectives together.

Eyes ofWitchcross: The communities of ElsirVale are still recovering from the recent depredationsof humanoid hordes and the agents ofTiamat. Thearea is also the site of a scattered collection ofplanarportals. Drawn together by recent events, a smallcabal ofpsionics users has chosen to guard Elsir Vale.Its members battle everything from bandits takingadvantage of the recent chaos to horrors creepingthrough those portals that are still open. Based in thesmall town ofWitchcross, these guiding hands areonly too happy to accept aid from other adventurers.

Reaching Hand: Many hands believe that evilpsionics users pose the greatest threat to the natural world. For them, each use ofpsionic power forimmoral ends feels like a personal betrayal. Based inthe trade city ofFour Winds, the group known as theReaching Hand consists of a dozen psionics users andtwice as many nonpsionic allies. The Reaching Handtargets any psionic threats, including aberrant creatures and evil-aligned psionics users, making everyeffort to destroy them permanently.

BACKGROUND BENEFITInnocents and the natural world must be protected.As a recipient of the great gift of psionic power, youare obligated to shield the weak and strike downevil. A sense of duty has always called to you. Onceyou followed your instincts, your place in the worldbecame clear to you.

Associated Skills: Diplomacy, Perception

THE PATH OFTHIRTY-SEVEN OBSTACLESEven though psionic power is a sign of superiorpotential, the onus of reaching that potential falls tothe individual. The Path ofThirty-Seven Obstaclesemphasizes the development of personal skill andpower, which can be achieved and demonstrated onlyby defeating a series of increasingly dangerous foes.

Primary Class: BattlemindPrimary Alignment: Unaligned

BEUEFS AND TRADITIONSGiven their relative scarcity and lack of formal traditions, battleminds typically encounter each otheronly infrequently while at large in the world. Whenbattleminds do meet, their innate confidence (andthe arrogance that sometimes goes hand in hand

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with that confidence) inspires challenges and ritualcombat designed to prove individual superiority.

The Path ofThirty-Seven Obstacles extends fromthis informal tradition. First noted only a few centuries ago, this philosophy was formalized when agroup of thirty-eight battleminds gathered to competeagainst one another, other champions, and monsters found in the region. According to their rules ofengagement, a single battlemind would emerge aschampion after doing final battle with the conclave’sother thirty-seven combatants.

As a philosophy, the Path ofThirty-Seven Obstacles has no formal teachings, but the story of the firstconclave is well known among battleminds. Characters emotionally and physically drawn to the path feelan innate connection to those original thirty-eightwarriors—a connection that sometimes borders onhero worship.

Through the centuries, the path’s philosophy hasremained consistent. Every follower is bound to a lifeofharsh self-improvement, endeavoring to reach theentirety ofhis or her potential. Anything less is a wasteofa battlemind’s talents, psionic or otherwise. Of equalimportance is the demonstration ofpotential. Followers of the path are expected to seek out powerfulmonsters and famous foes to demonstrate their skillsand hone their abilities. The fame, fortune, and authority that come with such a life are the battlemind’s byright—as long as he or she can hold onto them.

Many followers ofthe path subscribe to the “morethan human” psionics origin theory, but nearly everytheory is represented among the philosophy’s adherents.

GOALS AND OBJECTIVESFollowers of the path strive to bolster their abilities through training and practice in hunting anddefeating increasingly powerful opponents. The mostcelebrated followers of this tradition maintain theirharsh training regimen until the day they die.

Though they might eventually face off in combat,path psionics users typically treat each other as comrades, sharing instruction and training. Watchinganother follower of the path succeed can be satisfying, particularly when you know that he or she hasbeen training with you.

When searching for opponents, followers ofthe PathofThirty-Seven Obstacles consider multiple factors.

4 A foe must be powerful enough to pose a challenge; anything less won’t help build or prove apsionics user’s abilities.

4 Notoriety is equally important. Followers of thepath want the tales of their success to spread. Amonster that haunts the wilds on the outskirts oftown is thus a far better target than one dwellingin an unoccupied forest. Similarly, orcs raiding acity’s farmlands make better targets than thosedwelling in distant caves.

4 The path teaches that its practitioners have theright to any prizes their victories might earn. As aresult, villains and monsters that possess wealth ortreasure are better targets than those that do not.

ORGANiZATIONUnsurprisingly, many followers of the Path ofThirty-Seven Obstacles choose the adventuring lifestyle. Butnot every group limits its members to monster slaying.

Hero Slayers: A handful of followers of the pathunderstand that the most dangerous, most famous, andtypically richest of all possible adversaries aren’t monsters or villains—they are other successful adventurers.The loose guild known as the Hero Slayers has existedfor several decades now, and its members are preciselywhat their name implies. These psionics users make ahabit oftracking down and challenging adventurers—the more popular, the better. If their chosen opponentsare reluctant to fight them, hero slayers aren’t abovethreatening innocents to force the issue.

BACKGROUND BENEFITTrained to think only of improving your own skillsand standing victorious against foes, you havelearned to withstand all manner of duress and toswiftly judge the abilities of your opponents.

Associated Skills: Endurance, Insight

TwILiGHT DREAMERSDrawn to the darkness and revolted by the thoughtsand emotions of others, the ardents who follow thepath of the Twilight Dreamers dedicate their lives toevil. Convinced of their superiority over those theycontrol, the dreamers believe themselves to be theeyes and hands of an otherworldly malice.

Primary Class: ArdentPrimary Alignment: Evil and chaotic evil

OUT OF THE DARKNESSFollowers of the philosophy of the Twilight Dreamers areprimarily evil, having indentured themselves to powerfuldevils, demons, and inhuman Far Realm horrors. It is possible, however, for rare dreamers to maintain a measureof morality as unaligned or good characters.

Just because an ardent believes that his or her powersare the result of dark forces that expect obedience doesnot mean that this obedience must be given up withouta fight. As an unaligned or a good dreamer, you mightbelieve that Asmodeus or Ilsensine is the source of yourpsionic power. By your actions, you show your contemptfor this master and rail against your fate. You might holdout hope that performing good deeds can cleanse thedarkness lodged in your soul, preventing it from consuming you. You must strive to keep your true nature a secretfrom other dreamers, however, since they will attempt todestroy you if they discover who you are.

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BELIEFS AND TRADITiONSWhen psionics first entered the world, distrust of itsusers was widespread. This alien power could affectthe mind and emotions, doing so in many cases withno obvious signs of spelicasting. In areas alreadyprone to superstition, panicked commoners assumedthat evil was corrupting psionics users to befoul thenatural world. That fear inspired horrid deeds on thepart of otherwise moral folk, as they sought to ridtheir lands of this assumed evil.

Generations later, the dark aftermath ofthese purgeslives on in the philosophy ofthe Twilight Dreamers.Ardents who dwell in areas where superstition aboutpsionic power still holds sway are often consumed bythe harsh emotions of those who fear them.

These dreamers have accepted that their othernessisolates them from their people, and for good reason.Their sensitivity to emotion convinces them that theyare corrupt, born to shelter the wicked and servedark and bloodthirsty masters. Dreamers typicallybelieve that demons, devils, or Far Realm horrors arethe source of their psionic power. These dark psionicsusers work tirelessly toward the day their overlordscan dominate, corrupt, or destroy the natural world.

Followers of the Twilight Dreamers follow eitherthe “less than human” or “gift of the gods” theoriesofpsionics origin, although the “gods” they credit areonly rarely divine entities.

GOALS AND OBJECTIVESFollowers ofthe Twilight Dreamers want to see theworld thrown open to their dark masters. Each intendsto sit at the right hand ofhis or her lord as the world’smortals are enslaved, consumed, and driven mad.

The sinister emotional energy that fills all dreamers draws them to one another. Occasional conclaves

Ti-fE ORiGiN OF PSION1CS

The origin of psionic power is likely the most rigorously debated aspect of psionics theory. The questionofwhat—or who—links psionics users to their powersource can become an obsession, and many psionicsusers feel the answer is integral to their selfidentity.Divergent theories and heated disagreements havesplintered numerous orders, and become the foundations for new philosophies or societies.

The most widely accepted psionics origin theoriesare summarized here.

COLLECTiVE SENTIENCEA new and increasingly popular belief, the theory ofcollective sentience suggests that psionics users tapinto the mental energy that the world’s sentient population projects. The presence of so many thoughts

are held to discuss tactics and short-term objectives.These gatherings typically end in bloodshed, asthralls of different masters reject the idea of advancing another lord’s plan.

Recently, cabals in service to one or another fiendhave gained strength in a few regions. Their membersstill find cooperation elusive, though. Some want touse brute force to conquer local lands, and othersadvocate the subtle mental subversion of civic andreligious leaders. Still others want to seek out rituals potent enough to obliterate the barriers betweenthe natural world and their lord’s realm. On occasion, dreamer cabals battle for control of a region orengage in bloody conflicts over whose master is thetrue source ofpsionic energy in the world.

ORGANiZATiONThe Twilight Dreamers’ ideology functions as anumbrella philosophy under which numerous FarRealm sects and diabolic cults operate. Despite theexpansive range ofbeliefs of these cults’ followers,their psionic abilities and fell goals ultimately linkthem together.

Cabals of dreamers have given their allegiance toTharizdun, the dukes and princes of the Nine Hells,a handful ofdemon lords, most of the more powerfulentities of the Far Realm, and even a few primordials.

BACKGROUND BENEFITYou focus your studies on whatever demonic, diabolical, or aberrant creature you believe imbued youwith psionic power. When the natural world falls,you plan to ride the tide of blood alongside yourmaster.

Associated Skills: Arcana, Dungeoneering, Religion

forms an essence that psionics users can manipulate.Followers of this belief eagerly work toward tamingthe wilderness and encouraging the spread ofcivilization, because a denser population means a morepotent power source.

DEFENDERS OF REALITYStill the most widely embraced belief among psionics users, this theory asserts that psionics developedas a reaction to the Far Realm’s incursions. As thatalien reality infected the mortal world, the world itselfgenerated a defense against it. Psionics users whoespouse this belief see themselves as the world’s primary defenders against the Far Realm and the earliestembodiments ofa stronger future. They believe thatin the same way plague survivors develop stronger

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immune systems, so too will the mortal races advancewhen they finally turn back the Far Realm’s corruption.

GIFT OF THE GODSThe first appearance ofpsionic power at the height ofthe Dawn War created this oldest oforigin theories,which suggests that psionics is a gift from the gods.Although few people continue to believe that psionics issimply a specialized form ofdivine power, adherents ofthis beliefmaintain that it is the gods who grant psionicpower to the world’s sentient creatures. Followers ofthis origin theory are divided along theological lines asthey argue over which god controls psionic power. Mostbelievers credit bun as the creator ofpsionics.

A few sects maintain that psionic power originatedwith the gods, but that it was not a deliberate gift.These groups claim that the Chained God’s madnessbirthed psionics as his insanity warped the fabricof reality. Other groups maintain that the internalenergy that empowers psionics is the spiritual essenceof the uncounted deities who have died.

LESS THAN HUMANRather than a defense against the Far Realm, psionics is claimed by some groups to be a symptom of itscorruption of the world. Even though psionics usersretain their humanoid appearance and sanity in thisearly stage of the Outside’s invasion of the mortalrealm, believers warn that this slow corruption willeventually spawn mortal creatures as hideous, powerful, and mad as the Far Realm’s aberrants.

MORE THAN HUMANFollowers of this belief assert that psionics users arethe next stage in the mortal races’ evolution. The mindand soul have long been ready to tap psionic power,but the physiology of the earliest sentient races wasnot up to the task. Over time, however, the threats offiends, dragons, the Far Realm, and the endless riseand fall of civilization has forced the world’s inhabitants to grow stronger. As mortals evolve, even thegods will eventually prove unnecessary. Indeed, somescholars say the gods were once mortals who reachedthis potential early, and that they deliberately madetheir creations weak to avoid having their authoritychallenged.

THE PHREN1C P1.ANESWhether they embrace the third plane theory (see“The Phrenic Planes,” page 91) or believe only in thePlane of Dreams and the Far Realm, adherents of thisphilosophy assert that psionic energy comes from thephrenic planes. As evidence, theorists point out thatdivine magic originates from the Astral Sea, just asshadow magic originates with the Shadowfell. In thesame way, psionics bleeds into the world where themortal world touches the phrenic planes. Believersin this origin share common ground with those whosubscribe to the “defenders of reality” theory. Theymaintain that psionic energy is not specifically adefense against outside corruption, but the naturalresult of contact between planar realms.

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PS1ON1C BACKGROUNDS

This section builds on the system presented inPlayer’s Handbook 2 and focuses on how the variousDUNGEONS & DRAGONS races might interact withthe psionic power source. In addition, these pagesexpand on three other background categories—society, birth, and occupation. “Philosophies andOrders” (page 110) offers additional backgroundopportunities for psionic characters.

SociETYPsionic talent surfaces in individuals ofall stations,from a starving peasant to an emperor’s heir. Thefollowing background elements illustrate the complications psionic characters might experience as theystruggle to master their emerging abilities.

Isolated: You were raised in a secret society thatsniffs out psionic talent, then guides its developmentin those who have it. This controlled environmentallowed you to grow into your ability, and you neverexperienced the uncertainty and confusion thatmany other psionics users face. You exceeded yourtutors’ expectations, quickly mastering the fundamentals and harnessing the fullness ofyour power atan early age. Your gifted psionic status came at thecost of isolation, however. You studied history andculture, but you had no actual experiences with thenatural world, its wonders, or its terrors.

How do you see your childhood? Did you live inan ivory tower where you could indulge in whateverintellectual pursuits you wanted, free from fear, pain,and want? Or was the order’s compound a prison toyou? How and why did you eventually leave? Wereyou free to go when your training was complete? Didyou run away before your lessons had ended? Howdoes your inexperience with the world shape yourpersonality, views, and behavior?

Associated Skills: Arcana, HistoryMonastic: You lived for years in a monastery,

studying, training, and learning life lessons fromyour masters. You might have joined the institution tobecome enlightened, before unexpectedly discovering your untapped potential. You might have beenabandoned on the monks’ doorstep, your arrivalseen as a sign of fortune and destiny. For you, themonastery might have been a place of too-oppressivediscipline that eventually forced you to leave. Alternatively, you might have been free to come and goas you pleased and welcomed in the surroundingcommunity.

Your education could have focused on scholarship or martial development. Were you a willingstudent, or did fate place you inside the monastery’swalls? How did you fare in that environment? Didyou have a personal instructor? If so, what was your

relationship like? Did you form any lasting friendships? Did you make any enemies? How long has itbeen since you were at the monastery? Would you bewelcomed back ifyou returned?

Associated Skills: Athletics, ReligionOstracized: Many characters born with psionic

talent find the guidance, comfort, and understanding that allows them to recognize their nature andembrace it. You were not so lucky. Left to your owndevices, you used trial and error to navigate themurky waters ofyour mind as your life devolved intoa series of accidents. Your anger might have burnedout a friend’s mind. Your despair could have drivenanother to suicide. Your wild thoughts could havesent doors slamming, crockery flying, or been thecause of any number ofbizarre occurrences. Eventhough the strange events dogging your heels werejust as perplexing to you, your kinfolk came to fearyou. They suspected you were possessed, cursed, ortrafficking with dark powers. Friendships ended,relationships died, and isolation closed in around you.

How did you cope with the alienation? Did anyonereach out to you? If so, did he or she escape the experience unharmed? Did you remain in the communitybut apart from it, or did you leave? How did youfinally come to terms with what you could do? Nowthat you have achieved a modicum of control, how doyou feel about the people who rejected you?

Associated Skills: Intimidate, Stealth

BIRTHEven ifyour psionic talent remained latent fordecades, the circumstances ofyour birth might haveplayed a part in the path you would one day follow.

Awakened: Your birth was unremarkable. Youwere healthy and seemingly normal. Your parents orcaretakers quickly noticed, however, that somethingwas amiss. Your newborn eyes gleamed with awareness, the first sign that you possessed the intellect of afull-grown adult. You learned to speak within hours,and you started walking as soon as your musclescould support your weight. You proved to be a prodigy in nearly every discipline.

Your awakened mind gave you advantages overyour peers, but your incredible intelligence proveddisconcerting to youngsters and adults alike. Didyou try to fit in, or did you abandon your peers’ pettyconcerns and embrace your destiny? How have yourchildhood experiences influenced your interactionswith others? What advantages did you gain from yourearly development? What events from that time stillhaunt you?

Associated Skills: Bluff, Intimidate

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Calamity: Your birth was a momentous event.The ground groaned. The dark sky split open, lashing the landscape with violet lightning and horridstorms. Water turned to blood. Animals sickened anddied. The world trembled in fear ofwhat your birthpromised. Under such inauspicious circumstances,the folk around you were scared ofyou from the start.Even if these signs signaled some other dire event,your birth in such a time surely marked you as aherald of impending doom.

You grew up swathed in the calamitous day’sshadow. How did you come to terms with the darkdestiny that lay ahead? Did you consult soothsayers forclues? If so, what did they say? Did you reject superstition, vowing to live your own life regardless of omens?When you discovered your psionic potential, did yousee it as a confirmation ofwhat people thought? Orwas it an opportunity to prove everyone wrong?

Associated Skills: Arcana, InsightCreated: You look like a typical member ofyour

race, indistinguishable from others ofyour kind. Butyou are not truly what you appear to be. You are acreation—a child born not ofbody but ofmind. Youmight have been formed to serve a greater purpose,or you could have been an experiment. Regardless ofwhy you were made, the unnatural circumstances ofyour birth instilled you with unusual power.

When did you learn that you were different? Howhave you come to terms with your existence? Do youcount yourself as a genuine member ofyour people?Have you told anyone what you believe? Have youuncovered incontrovertible truth that connects you toyour presumed maker? And ifnot, how do you trulyknow what you are?

Associated Skills: Arcana, Nature

OccuPATioNPsionic characters are attracted to occupations thatallow them to take full advantage of their talent.

Astronomer: Occultists claim that the stars in thenight sky are windows into the Outside, and that tolook upon them is to invite madness and physical corruption. Indeed, tales tell of mad warlocks who trafficwith alien entities, securing power from the starsthemselves. As your mind has opened to new possibilities, you search the heavens for answers regardingyour internal wellspring of psionic energy. You examine celestial movements for clues about the world’sfate, and to perhaps catch a glimpse of the terrors thatlurk between the twinkling lights.

Associated Skills: Arcana, HistoryCon Artist: Your talent for reading people proved

invaluable to your criminal career. You have alwaysbeen able to assess others’ emotions, anticipatingtheir actions and compelling them to do your biddingwith subtle manipulation. But as your skill grew, yourealized you were engaging in more than guesswork

and misdirection. You could hear people’s thoughts.Faced with the knowledge ofyour burgeoning psionic ~abilities, did you change course? Did you see yourself Das having an unfair advantage or violating others 0with your power? Or did you embrace your abilitiesand use them to their fullest?

Associated Skills: Bluff, Insight USeer: Strange dreams have regularly troubled your

rest, some more peculiar than others. These dreams uwere clear but chaotic, revealing places and sights you ~had never seen before. In time, you began to witnessyour dreams unfolding in reality—predictive visionsthat you have come to know as true dreams. As yougrew older, you began to experience the true dreamsat will, allowing you to scout the future.

Now, your talent provides you with insights intothe situations that await you, your companions, andthe folk that come to you seeking aid and advice. Butwhat you see does not always come to pass, for thefuture is mutable. How much do you depend on yourvisions? Do you see the prophesied future as a destination toward which you must walk, or as a warningof a destiny that you can consciously avoid?

Associated Skills: Bluff, InsightWanderer: As you walk the road ahead, you leave

your past behind you where it belongs. When youcame of age, you pulled up stakes and left everyoneand everything you knew. Is fate drawing you towarda particular location or individual, or is the unconscious pull you feel compelling you to fulfill someinscrutable purpose? Are you traveling to escapesomething, perhaps to overcome a loss, a conflict, ora humiliation? Whatever your reason, you do not orcannot put down roots. Before you run the risk of settling into any particular place, you pick up and moveon again.

Associated Skills: Nature, Perception

RACIAL BACKGROUNDSAs the use of psionic power has spread over manycenturies, a multitude of races have adopted a rangeof beliefs about the power source and its users. As amember of a psionic class, your character might beheavily influenced by his or her race’s experiences orprejudices.

Given the expansive nature of human culture,human characters typically focus on geographicaland professional backgrounds. Half-elves and muls(half-dwarves) can use those same backgrounds, or

RACES FROMOTHER SOURCES

You can find drow and genasi in the FORGOTTEN REALMS

Player’s Guide; changelings, kalashtar, and warforged inthe EBERRON Player’s Guide; and thri-kreen and muls in theDARK SUN Campaign Setting.

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they can select a racial background from their nonhuman parent race. Githzerai and shardminds, withtheir strong racial ties to psionic power, should selectbackgrounds from among the orders and philosophies presented earlier in this chapter.

CHANGEUNGMirror Mind: A changeling who grows up in

another race’s community might lack a strong senseof identity, trying on appearance after appearanceuntil finding one that fits. As a budding psionics user(even ifyou didn’t recognize it at the time), you feltthis lack of self more than most. This is particularlytrue ifyou were an ardent, forced to experience theemotions of others while uncertain ofyour own.What kinds of torment did your struggle with identitycause you? Did it teach you how to pass yourselfoff assomeone you were not? Or have you lived the life ofan outsider, never able to fit in?

Associated Skills: Bluff, Insight

DEVAVoice of a Dozen Generations: Accustomed

to thinking in terms of souls and past lives, manydevas subscribe to the “collective sentience” theory ofpsionics origin. Some devas additionally theorize thatpsionics draws not only on the minds of living beings,but on the thoughts of all sentient creatures thathave ever lived. You believe that your psionic abilities are derived, in part, from the thoughts, dreams,and ambitions ofyour prior incarnations and angelicancestors. But do you feel obligated to honor yourforebears’ convictions? Or is their constant presencein your mind an endless burden that prevents youfrom making your own way in the world?

Associated Skills: Diplomacy, History

DRAGONBORNHereditary Psionics User: Several ofArkhosia’s

noble households boasted psionic talent and stood atthe forefront of the empire’s war effort against BaelTurath. You are a descendant of one of those families,which were scattered after Arkhosia fell. But do youfeel the pride, confidence, and obligation that comewith your legendary bloodline? Or are you secretlyashamed ofyour past—knowing that your forebearswere among Arkhosia’s best warriors, and that theirskill failed the empire in the end?

Associated Skills: History, Intimidate

DROW

enemies? Did you consistently misdirect and eludethose who would do you harm? Or were you forced toflee your home one step ahead of the blades that youknow are seeking for you still?

Associated Skills: Bluff, Perception

DWARFIron Mind: As you learned to control your unbid

den power and sought out teachings beyond theinterest of most ofyour kinfolk, you remained steadfast in your psionics studies. With the resolve anddiscipline ofyour people, you set out to master yourpower as thoroughly as other dwarves master warfareor the crafts of stone and steel. But how did that markyou in the end? Do your comrades question yourchoices? Or do they embrace the demonstration ofcommitment and skill that you have undertaken overa lifetime?

Associated Skills: Insight, Intimidate

EI..ADR1N, FiT, OR GNOMEFey Inheritor: Many fey resent psionics users, feel

ing that they debase magic and encourage other racesto usurp powers that rightfully belong to the folk ofthe Feywild. You, however, take the more benign viewthat you do not betray your fey heritage by embracingyour psionic abilities—you grow closer to it. By studying the psionic power source, do you hope to gain thewisdom and abilities that come naturally only to thearchfey? And ifyou do so, will there be a price to payfor seeing the world as those powerful elders do?

Associated Skills: Arcana, Diplomacy

Paranoid Manipulator: In a society built onbetrayal, secrets, deception, and murder, the ability totap into thought and emotion is both a blessing and acurse. Ifyour power were to be discovered, you wouldnot long survive the vengeance ofyour kin. Howsuccessfully did you learn to discern friends from

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GENASISubstance ofThought: A small number ofgenasi

philosophers do not subscribe to well-known psionics origin theories. Instead, they speculate that theessence of thought might have originated in the Elemental Chaos, manifesting in the material world likeall other elemental power. By subscribing to this view,do you perceive psionics as a means of establishingcloser ties to the surging chaos reflected by the natural world? Or do you embrace it as a kind ofprimalenergy—endless and all-encompassing as it threadsthrough every living thing?

Associated Skills: Arcana, Nature

GOUATH, HAI.F-ORC, OR MINOTAURVictim of Superstition: Not all goliaths, half

orcs, and minotaurs are intolerant ofpsionics users,but nearly all their primitive communities are. Formonths or years after developing your abilities, youstruggled to hide them. Were you discovered anddriven from your people like a common brigand? Ordid your instinct and intuition inspire you to leavebefore your secret could be revealed?

Associated Skills: Bluff, Stealth

HALFLINGThe Wide-Open Mind: Like many psionics

users, especially battleminds and ardents, you havelong questioned your place in the world. As so manyhaiflings do, you took to exploring the world in orderto find the answers to your questions, embracing newcultures in an effort to define yourself by the standards ofyour people. Where did your psionics comefrom? What does your power say about you and yourobligations to your people? Even after those questions are answered, will you be able to return to yourhomeland? Or will the embrace of the wider worldprove too hard to shake off?

Associated Skills: Nature, Streetwise

KALASHTAREnlightened Prodigy: As a child of a psychic

race, it is unsurprising that you developed psionicpower and chose to immerse yourself in its study.Your nature, culture, and faith encouraged you inthis pursuit. But your fascination eclipsed the interests even ofyour fellow psionic kalashtar. How doesyour enlightened drive manifest now? Do you striveto perfect your abilities so you can fulfill your sacredduty to guide others toward a path of light and understanding? Or do you see yourself as superior to thoseyou once studied with, forced to make your own waywhen they refuse to accept the superiority ofyourunderstanding?

Associated Skills: Heal, Religion

SHiFTERPsychic Hunter: You come froma clan of shifters

that dwells far from civilized regions. Your peoplehave refused to let the increasing danger of thewilds scare them off. Unlike the many shifter communities that see psionic powers as inherently evil,your clan views them as a survival tool—no betteror worse than any other. That cultural acceptancemust still compete with your kind’s baser instincts.When your psionic abilities first manifested, didyou welcome them or were you forced to fight yourown fears? Once you did accept who you were, didyou do so because your psionics allows you to defendyour people? Or is it more important that your powergrants you a measure of superiority over your peers?

Associated Skills: Nature, Perception

THRI-KREENCosmopolitan Perspective: Your burgeoning

psionic abilities caused you to unwittingly tap into thecollected minds ofother psionics users. After that initial exposure, you found yourself feeling increasinglydisconnected from the traditional thri-kreen views ofcommunity. Do you still find it hard to trust others,instinctively viewing those you meet as either predatoror prey? Or have such instincts fallen by the waysidefor you? Are you openly accepted by the folk ofotherraces? Or does your monstrous appearance continue toinspire a mistrust that you must struggle to overcome?

Associated Skills: Diplomacy, Streetwise

T1EFUNGHeir to Power: From the first time your psionic

power manifested, you have been consumed bythe feeling that you are beholden to someone—orsomething—for that power. Do you trace your familyline back to the psionics users of Bael Turath? Or doyou believe that the diabolic power rumored to stillwatch over tieflings has granted you this gift? Do youembrace your power regardless? Or do you searchendlessly for insights into the origin ofpsionic power,hoping to understand the nature of that power to prevent it from consuming you?

Associated Skills: Arcana, Religion

WARFORGEDPsionic Artifice: For reasons unknown, you

emerged from the creation forge with powers thatmarked you as a psionics user, and with the knowledgethat prepared you for that path. Your uniqueness hasbeen a constant burden to you, separating you fromyour own kind and the mortal races alike. Do you fullyembrace your psionic nature, confident that you willnever meet your equal? Or do you curse your power,constantly yearning for the emotional and intellectualsolitude in which other warforged dwell?

Associated Skills: Insight, Streetwise

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PS1ON1C BLOODLiNES

Psionic power manifests in the world in any numberofways. Sometimes it stirs from dormancy in anunsuspecting individual, slipping free to wreak havocuntil its host can restore control. Other times, thepower comes forth grudgingly, revealing its presenceonly after extensive and painstaking training. For arare few, psionic power is more than energy to wieldand shape as needed. For these individuals, it is thelifeblood flowing through their veins.

Elans and foulborn are not true races such as thosepresented in the Player’s Handbook and other supplements. Rather, they are examples of ancient psionicbloodlines that recur from time to time among thehumanoid races.

This section describes the elan and foulbornbloodlines, and introduces a new racial paragon pathfor each bloodline. Bloodline feats are presentedstarting on page 142.

ELANEnlightened souls in bodiesforgedfrom psionic energy,driven to protect the worldfrom the Far Realm’s corruption

Elans are not born—they are created. Singled out andraised up from among a multitude of candidates, acharacter of the elan bloodline is freed from the bodyhe or she has worn since birth and given a new formimbued with psionics. The first elans appeared inages past to combat the growing threat posed by theFar Realm and its creations. Faced with an inabilityto withstand the Outside’s corrupting influence, thegreatest psionic champions forged new bodies to protect their minds from madness and their souls fromcorruption. From those first champions, all new elanshave descended—each generation chosen from thebest and brightest to carry on the struggle to save themortal realm.

Play an elan ifyou want...

4 to free yourself from mortal expectations andbecome a being ofpure psionic energy.

4 to be a member of an ancient society committed tofighting the aberrant menace.

4 to be a member of a race that favors psionicclasses.

PHYSiCAL. QUALiTIESAncient magic known as the rite ofAwakening is theprocess by which an individual strips away imperfections to become an elan. An elan’s new form is anidealized version ofhis or her original form. Elans areexquisite specimens who have attractive features andpossess none of the flaws they might once have had.

In addition to their new and improved forms, allelans share a characteristic that sets them apart fromother members of their original races: Elans do nothave pupils or irises. Their eyes are pure white andglow with a soft light when an elan uses psionic power.

Elans retain the predilections of their originalcultures in fashion. The vainest elans favor revealing clothing that displays their perfect forms, thoughsuch behavior is frowned upon by most of their kind.Many elans also accentuate their attire with white,lavender, or blue crystals.

An elan’s transformation is more than aesthetic,however, creating a physical form that serves asa better vessel for the psionic mind. Each body isformed from substance shaped and molded throughpsionics so that it can withstand the Far Realm’s corrupting influence. Elans feel disturbingly cool to thetouch. Their skin is smooth and hairless except forthe head. An elan’s hair is thick and heavy, and onlythe strongest wind can stir it.

As immortal creatures, elans do not age and suffernone of time’s infirmities. Elans can, however, diethrough violence, accident, or illness, their bodies collapsing into puddles ofpsychic ectoplasm. This fluidreconstitutes if an elan is restored to life by the RaiseDead ritual or similar effects.

PLAYING AN ELANIt takes a rare individual to undergo the transformation required to become an elan. The process is noteasy, sometimes requiring years of testing. Mysterious elan psions known as the Cullers form a councilthat controls the rite ofAwakening is. They give nosecond chances to aspirants who reveal any negativepersonality traits or weakness. Those selected forAwakening do not always survive the process, whichtaxes the mind as the body is stripped away. In theend, only the soul and spirit are left behind. The Cullers then reconstruct the flesh with the aspirant’s helpuntil a new vessel is completed.

Merging the consciousness with this new flesh isan even more difficult process. The mind sometimesrejects the transfer, attempting to break free fromthe psychic bonds that would hold it fast. Many elansmust undertake the transformation more than oncebefore it finally holds, and a large number of disembodied minds have been lost in the process.

Elan candidates are chosen for their adaptabilityand versatility, as well as for their unwavering commitment to the cause of fighting the Far Realm.The Cullers also look for candidates who have fewcultural or social ties, since the longevity the transformation brings means that elans will likely outlivefamily, friends, and children. Morality is rarely afactor in a candidate’s selection, since both evil andgood profit from a world safeguarded from the aberrant menace. Elans are, however, rarely created from

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those displaying philosophical extremes, excessivepiety, madness, or deviant behavior.

As an enlightened people, elans open their mindsand hearts to all folk untouched by the Far Realm.They interact with anyone, from goblins in the remotewilds to eladrin in their shining spires. But members 9of the mortal races can sense the lingering strange-ness inherent in the elans, which sometimes makes Ucommon folk uncomfortable around them. Elans are Zalso known for manipulating other creatures and 0using them to advance the elans’ agenda, giving elansa bad reputation in many cultures.

Elans have little use for deities. Having alreadysubverted life and identity by transcending the limitations of a mortal existence, each elan believes thatmorality and destiny are to be freely chosen. In placeof faith, elans ritualize the ongoing effort to mastertheir immortal forms and the power within them.

Elan Characteristics: Arrogant, brooding, callous,cold, disciplined, flexible, inventive, reflective, relentless, versatile

Elan Names: Elans retain their names from beforetheir transformation. Among themselves, elans recentlyemerged from the Awakening are titled Newmade.Those who have lived a few decades are called Made,and who have lived centuries are called Eternal.

ELAN BACKGROUNDSIn addition to the character backgrounds presented inthis book and other supplements, an elan character hasaccess to the following backgrounds.

Aberrant Slayer: Madness grows in the shadows,spawning new horrors to assail the world and corruptit, twist it, and remake it into unspeakable forms. Youare wholly consumed with destroying the menaceof the Far Realm, though only you know what pathbrought you to the Awakening. Did you lose yourpeople or loved ones to the aberrant menace? Oris your obsession merely intellectual, built on theknowledge that you must sacrifice yourself to stopthis growing doom?

Associated Skills: Dungeoneering, PerceptionDisgraced Pragmatist: Once, you thought it

possible to fight the Far Realm and its horrors. Yetfor every aberrant put to the torch, for every planarbreach closed, the Outside’s insidious power onlyseems to grow. Thus it was that you made the secretpetition to the Cullers and claimed your new form.Now, how will you carry out the mission that youalready know will destroy you in the end? Will youtake the fight directly to the aberrant menace, confident that your new strength will carry the day? Ordo you abandon that cause and instead hunt downthose who betray their world by seeking to control the

~ power of the Far Realm?Associated Skills: Dungeoneering, Intimidate

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PsioNic iNCARNATE“My Awakening was a passage through enlightenment’sdoor. What is now possible is beyond anything I could haveimagined.”

Prerequisite: Elan Heritage feat

The Awakening opened your mind to new possibilities, aiding you in the acquisition and use ofpsionics.To achieve your present power, you sacrificed thebody to which you were born. But even though thereplacement contains none of the flaws of that firstvessel, this new form is no longer suitable to hold theperfection that is your mind. The power you havegained over the course ofyour adventures is workingto reshape you once again.

The body that is the temple ofyour psionic powergrows ever more resilient. You respond to the worstinjuries by steeling yourself in preparation for more.Hunger and thirst become dim memories as yourneed for such crude nourishment passes. You findsleep unnecessary, outgrowing this last lingering connection to your mortal life. The physical perfection ofyour new form serves your mind at the highest level.You are the living incarnation of psionic power, andyour body now reflects your mastery of that power.

PsioNic iNCARNATE PATH FEATURESParagon Power Points (11th level): You gain 2

additional power points.

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Psychic Resilience (11th level): You gain psychic resistance equal to 5 + one-half your level.

Repletion (11th level): Psionic energy sustainsyou. You no longer need to breathe, eat, or drink. Younever make Endurance checks to resist the effects ofstarvation, thirst, or suffocation.

In addition, you do not sleep. You instead enter aperiod of dormancy during which time you replenish the psionic energy needed to sustain your form.You need to spend four hours in this state to gain thesame benefit other races gain from taking a six-hourextended rest. While dormant, you are fully aware ofyour surroundings and notice approaching enemiesand other events as normal.

Resurging Action (11th level): You can spendan action point to regain 2 power points instead oftaking an extra action.

Perfect Resilience (16th level): The first timeyou become bloodied in an encounter, you gain resist5 to all damage until the end ofyour next turn.

PsioNic iNCARNATE DisciPLiNEs

Discorporate Retaliation Psionic lncarn~tc Attack 11

Your body responds to attack by slipping the bonds of the material world, then unleashing a vicious psychic counterstrike.

Encounter + Augmentable, Psionic, PsychicImmediate Interrupt Close blast 3Trigger: You are hit by an attackEffect: You are insubstantial until the end of the triggering

attacker’s turn.Target: Each enemy in blastAttack: Intelligence, Wisdom, or Charisma + 6 vs. Will

Level 21: Intelligence, Wisdom, or Charisma + 9 vs. WillHit: 3d6 + Intelligence, Wisdom, or Charisma psychic

damage.Augment 2

Close blast 5Special: When you gain this power, choose Intelligence,

Wisdom, ciii’ Charisma as the ability you use when making attack rolls and damage rolls with this power.

Elan Recovery Psionic Incarnate Utility 12

Youfocus mind and body to better shake off the afflictions imposed byyour enemies.

Encounter + PsionicMinor Action Personal -

Effect: You gain a +5 power bonus to saving throws untilthe end of your next turn.

Hidden Reserves Psionic Incarnate Attack 20

You draw psionic energyfromyour body to power a single devastating attack.

Daily + Psionic, Psychic IStandard Action PersonalEffect: Make an attack using an augmentable at-will power.

You can use any of the power’s augmentations withoutspending power points, and the power deals 5 extrapsychic damage and deals half damage on a miss.

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FOULBORNTouched by madness, a people burdened by the Far Realm’sblessing

For most people, the natural world is the only worldthat is. The gloomy Shadowfell, the verdant Feywild,and the domains of the demons and devils are onlylegend. Few deny that the gods exist, but the starryheavens of the Astral Sea are seldom thought of asa place to which mortals might travel. Any planesbeyond those mythical realms are considered by mostfolk to be matters for theologians and philosophers.

But there exists living proof of something more.Aberrant creatures owe their existence to the

union of the natural world and the Far Realm. Wherethe Outside surges against the natural boundaries ofcreation, contaminating energy warps and remakesanything it touches. This fell energy acts as a gatewaythrough which the aberrant entities of the Far Realmtear free of that plane to thrash their way into thenatural world. At other times, the energy of the Outside carries aberrant parasites that lodge themselvesin living flesh to foment a transformation.

For generations, the Far Realm’s hunger has thustransformed the mortal realm. Some changes areprofound and immediate; others lie dormant, waiting with dim cunning for the best moment to revealthemselves. The most insidious of these lingeringtransformations spawns the foulborn.

Found among every race and culture, the foulbornare a grim demonstration ofhow widespread the FarRealm’s stain extends, and how insidious its corruption can be. A people cursed, the foulborn shoulder adifficult burden, harboring within them the gravestthreat the world will ever face.

Play a foulborn ifyou want...

+ to struggle against the corruption of the Far Realminside you.

+ to have an intimate connection to the conflictbetween the world and the Outside.

to be a member of a race that favors psionic classes.

PwvslcAL. QuALiTIEsMost creatures that feel the Far Realm’s touch do notescape the experience unchanged. When affected bythe Outside’s seething energy, a creature’s flesh mightbubble, warp, or sprout tentacles. As its mind melts,its mouth is locked into a grin ofmadness. On occasion, however, the presence of the Outside does noteffect an immediate transformation, but rather lays aseed of corruption that can linger unseen for years.

In some cases, such corruption manifests abruptly,transforming the humanoid host into a creature ofmadness. Other times, this taint does not appear inits unwitting host and instead passes unseen into its

host’s progeny. Generations later, it manifests with no L’

warning, transforming an otherwise healthy childinto a foulborn. -

Foulborn are found only among the natural races; ~the corruption that spawns them does not manifest in ~warforged or other living constructs. Most foulborn 9do not exhibit signs of their heritage until adolescence ~or later, remaining more or less physically indistin- Uguishable from others of their kind. Yet even with no Zoutward sign, others can sense a subtle wrongness in ~a foulborn, perceiving a hidden menace in the eyes,the smile, or the shadow he or she casts.

When a foulborn’s true nature finally revealsitself, his or her life is never the same. The effect ofthe Far Realm’s touch manifests uniquely in eachindividual; the most obvious signs of physical corruption can range from the merely cosmetic to thetruly bizarre. Skin, eyes, and hair of odd colors or patterns are common, as are unusually broad grins, eyesslightly out of place, extra digits, and so on. The worstchanges bring about terrible suffering, and some foul-born manifest vestigial limbs, misplaced body parts,slavering maws in their palms, eyestalks, slimy skin,and any other feature suitable to their dark heritage.

Foulborn have the same physical characteristics astheir original race, and can live as long.

PLAYiNG A FouLBoRNThe transformation into a foulborn comes at a terriblepsychological price. Only the most disturbed creatures can delight in the violation ofbody that comeswith this bloodline. The corruption doesn’t alwaysinspire a mental or spiritual transformation, butcoming to terms with the flesh’s betrayal is the firstchallenge every foulborn must face ifhe or she hasany hope at leading a normal life. Even disciplinedminds suffer as a result of this pressure, and foulborncan struggle with their sense of self for the rest oftheir days.

The nature of psionics remains shrouded in mystery, but most sages connect its rise in the mortalrealm to the threat of the Far Realm. Foulborn areuniquely positioned to take advantage of psionicpower, because they are creatures of both realms.But few foulborn are welcome in psionics colleges ororders. As a result, they must learn to control theirgifts on their own.

Life is hard for foulborn. Those possessing the leastunsettling transformations can blend in with otherraces. The more profound a foulborn’s visible corruption, the more hostility and suspicion he or she faces.The lucky ones are driven out of their communitieswith angry mobs at their heels. The unlucky faceinquisitors, zealots, and others who seek to destroythem to prevent their curse from spreading.

Though most foulborn flee from their peopleeventually, they are too few and too scattered to form

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societies of their own. Many turn to wandering inthe untamed wilderness, seeking the shelter andcomforts there that were denied them in civilization.Foulborn are suspicious and secretive by nature, andslow to trust others. When they form friendships,foulborn are loyal to the end—going to any length topreserve this rare treasure.

Foulborn Characteristics: Angry, bizarre,detached, deviant, hideous, insane, reserved, rigid,secretive, tortured, unnerving, violent, wild

Foulborn Names: Foulborn retain the names theywere given at birth and reflect the variety of culturesin which foulborn appear.

FOUI.BORN BACKGROUNDSFoulborn characters can make use ofmany of thebackgrounds presented earlier in this chapter(particularly the ostracized, calamity, and created backgrounds). Because of their unique nature,foulborn can also select an additional backgroundfrom those presented below. These backgrounds arefocused specifically on the physical manifestation ofthe foulborn’s innate connection to the Far Realm.Other options might be available at the DungeonMaster’s discretion.

Bestial: You exhibit animalistic features or characteristics. You could have a tail, gleaming eyes, orgoat legs. Your bestial trait might be merely cosmetic,or it might give you an advantage such as excellentbalance or increased mobility.

Associated Skills: Acrobatics, AthleticsChameleon: Your skin alters its coloring to blend

in with your surroundings. Although clothing diminishes this effect somewhat, you still have a knack forescaping notice.

Associated Skills: StealthExotic Appearance: You possess an unusual

appearance, typically involving hair, eye, or skincoloration. Your skin might be unusually colored foryour race, or it might be oddly patterned with checks,diamonds, or whorls. Alternatively, your eyes mightbe solid black, pure white, or multicolored. Such anappearance might be frightening to those around you,or oddly alluring.

Associated Skills: Diplomacy, IntimidateHulking: You are exceptionally large for your

race. Your size doesn’t change, but you might be tall,broad-bodied, or corpulent. Your size might give yougreater endurance or make you more intimidating.

Associated Skills: Endurance, IntimidateKeen Senses: You have keen senses thanks to

extra eyes, eyestalks, spare ears, antennae, or particularly sensitive skin.

Associated Skills: Perception

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iMPURE SCION“This power is my burden to carry, so it is mine to use as Iseefit.

Prerequisite: Foulborn Heritage

A foulborn’s life is a difficult one, and no one knowsthis better than you. You have carried the Far Realm’sburden within you for more years than you can count.You long ago came to terms with your corruption,adapting to the unsightly transformation you wereforced to endure. In doing so, you discovered waysto make the curse work for you. Many years spenttesting your capabilities revealed unexpected advantages that help you exceed your normal limitations,enabling you not only to survive but to thrive.

Reflection and understanding do not come withouta price, however. The more you draw on your corrupted power, the greater its effect on you and the moreunhinged your mind becomes. This state ofbeing lendsitself to strange delusions and compulsions, but thepower you gain is worth it. When you fully come intoyour legacy, you learn to share your gift with others,causing them to undergo transformations that wrackthe body and mind.

iMPURE SCION PATH FEATURESParagon Power Points (11th level): You gain 2

additional power points.Terrifying Action (11th level): When you

spend an action point to take an extra action, you

mark any enemy adjacent to you until the end ofyour next turn.

Unnatural Perception (11th level): You gain a+2 bonus to Insight checks, Perception checks, andinitiative checks. You also have blindsight 5 while youare blinded.

Warped Mind (16th level): You gain a 1 bonusto Will. Whenever an enemy hits you with an attackthat targets your Will, you gain a cumulative +1bonus to attack rolls until the end ofyour next turn.

iMPURE SCION PATH DISCIPUNES

Otherworldly Pulse Impure Scion Attack 11

You channel the corruption of the Far Realm to attack theminds ofnearby creatures and leave them reeling.

Encounter 4 Augmentable, Psionic, PsychicStandard Action Close burst 2Target: Each creature in burstAttack: Constitution, Intelligence, or Charisma + 6 vs. Will

Level2l: Constitution, Intelligence, or Charisma + 9 vs. WillHit: 4d6 + Constitution, Intelligence, or Charisma modifier

psychic damage, and the target grants combat advantageuntil the end of your next turn. If the target is aberrant, ittakes 2d6 extra psychic damage.Level2l: 6d6 + Constitution, Intelligence, or Charisma

modifier psychic damage.Augment 2

Close burst 3Target: Each enemy in burst

Special: When you gain this power, choose Constitution,Intelligence, or Charisma as the ability you use whenmaking attack rolls and damage rolls with this power.

Strange Anatomy Impure Scion Utility 12

The corruption ofyour body absorbs the worst of an attack.

Encounter 4 PsionicImmediate Interrupt PersonalTrigger: You take damage from an attackEffect You take half damage from the triggering attack. If the

triggering attack is a critical hit, it turns into a normal hit.

Appalling Transformation Impure Scion Attack 20

You callforth the contamination of the Far Realm, transforming an enemy into a creature too awful to behold.

Daily 4 Polymorph, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: Constitution, Intelligence, or Charisma 9 vs.

Fortitude. If the target is aberrant, you have combatadvantage for this attack.

Hit 2d6 + Constitution, Intelligence, or Charisma modifierdamage.

Effect: The target assumes the form of the appallingtransformation (save ends). While in this form, the targetis dazed, slowed, and takes ongoing 1 5 psychic damage.Creatures not immune to fear take a —2 penalty to attackrolls for attacks that include the target.Aftereffect: The target takes 10 damage.

Special: When you gain this power, choose Constitution,Intelligence, or Charisma as the ability you use whenmaking attack rolls and damage rolls with this power.

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NEW FEATS

The new feats presented in this section are gearedtoward psionic characters, and add to the psionicfeats introduced in Player’s Handbook 3.

AUGMENT FEATSPsionic energy flows from within and from without,and those who have the talent to wield its power canpush beyond their physical limits and shape the worldaround them. Some psionic characters use their powerunconsciously, allowing the magic to well up internallybefore releasing it in combat. But most psionic powerusers gather and store psionic energy in a kind ofspiritual reservoir, then tap it as needed. Disciplines are themost obvious outlet for calling on such stored energy,but psionic characters can develop other methods formaking use of it. Augment feats are one such method.

Only psionic characters who have the Psionic Augmentation class feature can take augment feats. Theword “Augment” in brackets after a feat’s name indicates that the feat is an augment feat. Augment featsallow you to spend power points to enhance actionsor die rolls. Each feat describes how you can spendpower points to gain the improved effect.

Unless the feat specifies otherwise, you spend theindicated power points to use the augmentation atany time as a free action. Ifyou have two or moreaugment feats that allow you to spend power points

CHAPTER 5 Psionic Options

under the same circumstances, you can spend powerpoints for only one of those feats each time those circumstances arise.

HEROIC TIER FEATSFeats in this section are available to characters of anylevel who meet the prerequisites.

AUTOHYPNOSISPrerequisite: Any psionic class, trained in ArcanaBenefit: You gain one healing surge.While you are not bloodied, when you would

make an Endurance check, you can make an Arcanacheck instead.

BEFUDDLING THOUGHTSPrerequisite: Changeling, changeling trick racial

power, psion, send thoughts power, Telepathy Focusclass feature

Benefit: You can expend your send thoughts as a freeaction to use your changeling trick as a ranged 20 power.

BEGUILiNG TORMENT [AUGMENT]Prerequisite: Psionic Augmentation class featureBenefit: Whenever you daze or stun an enemy

using a psionic power, you can spend 1 power pointto slide that enemy 1 square.

BLOODiED CONCENTRATiONPrerequisite: PsionBenefit: While you are bloodied, you gain a +1

bonus to attack rolls using augmented at-will psionattack powers.

BLURRED SPEEDPrerequisite: Battlemind, blurred step powerBenefit: When you use your blurred step, you shift

2 squares instead of 1 square.

BOLSTERiNG SPiKEPrerequisite: Battlemind, mind spike powerBenefit: When you use your mind spike, you gain

temporary hit points equal to your Constitutionmodifier.

BRIMMiNG WRATHPrerequisite: Half-orc,furious assault racial

power, battlemind

BLOODIED ENMiTYPrerequisite: Ardent, Mantle of Impulsiveness

• class featureBenefit: The first time you are bloodied during an

encounter, your melee attacks deal 1d6 extra damageuntil the end ofyour next turn.

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Benefit: When you use yourfurious assault and haveat least 1 power point, each enemy marked by you takespsychic damage equal to your Strength modifier.

CRACK THE MOUNTAINPrerequisite: Monk, Stone Fist class featureBenefit: When you hit an enemy with a daily

attack power, the enemy is also slowed (save ends).If the attack already slows the enemy, you insteadslide the enemy 2 squares.

DEFT ERUPTIONPrerequisite: Ardent, ardent eruption powerBenefit: The bonus to damage rolls for your ardent

eruption increases by 2.

DOUBLE SCRUTINYPrerequisite: Psion, shaped consciousness powerBenefit: While the fragment conjured by your

shaped consciousness is within 5 squares ofyou, you gaina +3 bonus to Insight checks and Perception checks.

FERAL ADVANCEPrerequisite: Elf, battlemind, speed ofthought powerBenefit: When you use your speed of thought, use

your Dexterity modifier in place ofyour Charismamodifier to determine how far you move.

FEYW1LD ADVANCEPrerequisite: Eladrin, battlemind, blurred step

powerBenefit: When you use your blurred step and have

at least 1 power point, you can teleport a number ofsquares equal to your Intelligence modifier (minimum 1 square) instead of shifting.

FLUID MOTIONPrerequisite: MonkBenefit: You gain a +1 feat bonus to speed. This

bonus increases to +2 at 11th level.

GESTALT ANCHORPrerequisite: Kalashtar, ardent, Ardent Mantle

class featureBenefit: You and allies within the radius ofyour

Ardent Mantle gain a +2 bonus to initiative checks.The first time you drop to 0 power points during

an encounter, allies within the radius ofyour ArdentMantle gain a +2 bonus to all defenses until the endofyour next turn.

GROUP IN MOTIONPrerequisite: Half-elf, battlemind, speed ofthought

powerBenefit: When you use your speed ofthought, each

ally adjacent to you can shift 1 square as a free action.

HARRYING STEPPrerequisite: Battlemind, blurred step power, per

sistent harrier powerBenefit: When you use your blurred step, you

can teleport to any square adjacent to the triggeringenemy instead of shifting.

HAUNTED DARKNESSPrerequisite: Drow, cloud ofdarkness racial power,

psionBenefit: While you are inside your own cloud

ofdarkness, your unaiigmented psion at-will attackpowers deal 3 extra psychic damage.

HAUNTING SOUNDS [AUGMENT]Prerequisite: Gnome, ghost sound power, Psionic

Augmentation class featureBenefit: While you have at least 1 power point,

you can use your ghost sound as an at-will power.When you use your ghost sound, you can spend 1

power point to gain combat advantage with your nextattack made before the end ofyour turn against oneenemy adjacent to the target object or square.

HEALING FIsTPrerequisite: Githzerai, monkBenefit: When you use your second wind, you

gain a bonus to damage rolls equal to your Wisdommodifier until the end ofyour next turn.

HELPFUL HINTPrerequisite: Halfling, psion, send thoughts powerBenefit: Whenever an ally you can see within 20

squares ofyou fails a saving throw, you can expendyour send thoughts as a free action to allow the ally toreroll the saving throw.

HUMAN iNGENUITYPrerequisite: Human, Psionic Augmentation

class featureBenefit: When you spend an action point to make

an extra attack, you regain 1 power point.

IMMOVABLE RESILIENCEPrerequisite: Battlemind, battle resilience powerBenefit: When you use your battle resilience, you

can ignore forced movement until the end ofyournext turn.

Jo’s ROARPrerequisite: Dragonborn, dragon breath racial

power, any psionic classBenefit: Any target hit by your dragon breath attack

gains vulnerable 5 psychic until the end ofyour turn.

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HEROIC TIER FEATS

IRON PARRY

PrerequisitesAny psi~ic class, trained in ArcanaPsionic AugmentationGnome, ghost.sound,

Psionic AugmentationHuman, Psionic AugmentationDragonborn, dragon breath,any psionic class

Psionic Augmentation

Shardmind, Telepathy,any psionic class

Eladrin,fey step,Psionic Augmentation

Githzerai, iron mind, any psionic class

Prerequisite: Monk, Iron Soul class featureBenefit: When you are wielding a weapon (other

than your monk unarmed strike), wearing clotharmor or no armor, and not using a shield, you gain a+1 bonus to AC.

iRON TRAPPrerequisite: Githzerai, iron mind racial power,

battlemindBenefit: When an attack misses you because of

the bonus to all defenses granted by your iron mind,you mark the triggering attacker and gain combatadvantage against it until the end ofyour next turn.

JAGGED FORCEPrerequisite: Shardmind, psionBenefit: You gain a +2 feat bonus to damage rolls

with force powers. This bonus increases to +3 at 11thlevel and +4 at 21st level.

MANTIJE OF UNDERSTANDINGPrerequisite: Ardent, Ardent Mantle class featureBenefit: When you make a save, allies within

the radius ofyour Ardent Mantle gain a +2 bonus tosaving throws until the start ofyour next turn.

MARTYR’S SURGEPrerequisite: Ardent, ardent surge powerBenefit: When you use your ardent surge while

bloodied, the hit points regained by the targetincrease by 1d6.

BenefitGain 1 healing surge; substitute Arcana for EnduranceWhen you daze or stun, augment to slide enemyUse ghost sound as at-will; augment to gain combatadvantage

Spend action point to attack, regain 1 power pointDragon breath confers vulnerable 5 psychic

+1 to speed when charging or running; augment toincrease to +2

+1 to saving throws; augment to increase to +3+3 to initiative check; augment to increase to +6+1 to oppo~itunity attacks~ augment to increase to +2+2 to checks with chosen skill; augment to increase to +3+3 hit points; augment to regain additional hit points with

second windShare combat advantage with ally

Regain fey step at 0 power points

Shift with iron mind, or expend iron mind to cancel surprise

M1NDL1NKPrerequisite: Psion, send thoughts powerBenefit: When you use your send thoughts, your

psion attacks against the target ignore concealmentand cover until the end of the encounter, or until youor the target drops to 0 hit points or fewer.

NATURE’S SENTiNEL.Prerequisite: Wilden, Nature’s Aspect racial trait,

battlemind, battlemind’s demand power, blurred steppower, mind spike power

Benefit: Some ofyour powers gain an additionalbenefit depending on your current Nature’s Aspect.

Aspect of the Ancients: When you use your blurredstep, you shift 1 extra square.

Aspect of the Destroyer: When you use your mindspike, the target takes extra damage equal to yourWisdom modifier.

Aspect of the Hunter: When you use your battlemind’s demand, you can target one additional creaturein the burst.

OUTRAGED VENGEANCEPrerequisite: Ardent, ardent outrage powerBenefit: Allies gain a +2 bonus to damage rolls

against any target granting combat advantage fromyour ardent outrage power.

PATH TO CLARiTYPrerequisite: Githzerai, ardent, ardent surge powerBenefit: When you use your ardent surge, the

target can also make a saving throw against any oneeffect that dazes, dominates, or stuns him or her.

Any ClassrAutohypnoslsB~guiIing TormentHaunting Sounds

Human Ingenuityb’s Roar

Psionic Celerity

Psionic Fortune5Psionic Initiative5Psionic Reflexes5Psionic Skill5Psionlc Toughness

Shard Link

Ubiquitous Step

Zerth Instincts5Augment feat

Psionic AugmentationPsionic AugmentationPsionic AugmentationPsionic AugmentationPsionic Augmentation

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HEROIC TIER FEATS CONT.

Mantle of Understanding Ardent MantleMartyr’s Surge Ardent surge

Ardent outrageGithzerai, ardent surgeShardmind, shard swarm,Ardent Mantle

Ardent MantleArdent Mantle

Other Prerequisites

Blurred stepMind spikeHalf-orc, furious assaultElf, speed ofthoughtEladrin, blurred stepHalf-elf, speed of thoughtBlurred step, persistent harrierBattle resilienceGithzerai, iron mindWilden, Nature’s Aspect,battlemind’s demand,blurred step, mind spike

Speed of thoughtBattle resilience,battlemind’s demand

Kalashtar, Telepathy

POWER CASCADEPrerequisite: PsionBenefit: When you hit an enemy with a daily

psion attack power, your next attack against thatenemy made before the end ofyour next turn usingan unaugmented psion attack power deals 1d6 extraforce or psychic damage.

PsI0NIC CELERITY [AUGMENT]Prerequisite: Psionic Augmentation class featureBenefit: Whenever you run or charge, you gain a

+1 bonus to speed.During a move action or a charge, you can spend 1

power point to gain a +2 bonus to speed until the endofyour turn.

PsI0NIC FORTUNE [AUGMENT]Prerequisite: Psionic Augmentation class featureBenefit: While you have at least 1 power point,

you gain a +1 feat bonus to saving throws.When you make a saving throw, you can spend 1

power point to increase the feat bonus to +3 until theend ofyour turn.

Benefit

When first bloodied, melee attacks deal 1d6 extra damage+2 damage for ardent eruptionYou and allies gain +2 to initiative checks; allies gain +2 to all

defenses when you drop to 0 power pointsAllies gain +2 to saving throws when you saveWhile you are bloodied, ardent surge hit points regained by target

increase by 1 d6Allies gain +2 damage against ardent outrage targetArdent surge allows saving throw to end some effectsAllies in Ardent Mantle gain combat advantage with shard swarm

Increase Ardent Mantle radius by 2 while you have 0 power pointsUse your second wind and ally in Ardent Mantle can use second wind

Benefit

Shift 2 with blurred stepGain temp~~y hit points with mind spikeMarked enemies take damage when you use furious assaultDex modifier determines speed ofthought distanceTeleport Int modifier with blurred step instead of shiftingAllies adjacent to you shift with speed of thoughtTeleport instead of shift with blurred stepIgnore forced movement after using battle resilienceGain combat advantage when enemy misses because of iron mindBattlemind powers gain benefit corresponding to your Nature’sAspect

Cha for Dex on initiative check, +2 to speed with speed ofthoughtGain +2 to all defenses with augmented battlemind’s demand

You and allies shift when you drop to power points

PsION1C INiTIATiVE [AUGMENT]Prerequisite: Psionic Augmentation class featureBenefit: You gain a +3 feat bonus to initiative

checks.When you roll initiative, you can spend 1 power

point to increase the bonus to +6.

PSI0NIC REFLEXES [AUGMENT]Prerequisite: Psionic Augmentation class featureBenefit: You gain a +1 bonus to opportunity

attack rolls.When you make an opportunity attack, you can

spend 1 power point to gain a +2 power bonus to theattack roll.

PSIONIC SKiLL [AUGMENT]Prerequisite: Psionic Augmentation class featureBenefit: Choose any skill. You gain a +2 feat

bonus to checks with that skill.When you make a check with that skill, you can

spend 1 power point to gain a +3 power bonus to theskill check.

Special: You can take this feat more than once.Each time you take this feat, choose a different skill.

CHAPTER 5 Psionic Options

Ardent

Bloodied EnmityDeft EruptionGestalt Anchor

Other Prerequisites

Mantle of ImpulsivenessArdent eruptionKalashtar, Ardent Mantle

I

z

Outraged VengeancePath to ClarityRefracting Mantle

Surg~g MantleWind ofSyrnp~~y

Battlernind

Blurred SpeedBolstering SpikeBrimming WrathFeral AdvanceFeywild AdvanceGroup in MotionHarrying StepImmovable ResilienceII~Im TrapNature’s Sentinel

Quick ReactionsResilient Demand

Thought Warning

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HEROIC TIER FEATS CONT.

MonkCrack the MountainFluid MotionHealing FistIron ParryShLfting StoneSkipping Stone FlurrySkittering Mouse StyleViolent Awakening

Water Splitting Stone —

Bloodied ConcentrationDouble Scrutiny Shaped consciousness

Haunted DarknessHelpful HintJagged ForceMindlinkPower CascadeUnseen DreadVicious Intrusion

PsioNic TOUGHNESS [AUGMENT]Prerequisite: Psionic Augmentation class featureBenefit: When you take this feat, you gain addi

tional hit points. You gain 3 additional hit points ateach tier of play (at 1st, 11th, and 21st level).

In addition, when you use your second wind, youcan spend 1 power point to regain 5 additional hitpoints. The additional hit points regained increase to10 at 11th level and 15 at 21st level.

QUICK REACTiONSPrerequisite: Battlemind, speed of thought powerBenefit: When you roll initiative, you can use your

Charisma modifier in place ofyour Dexterity modifier. In addition, when you use your speed of thought,you gain a +2 bonus to speed until the end ofyournext turn (after any surprise round, if applicable).

REFRACTING MANThEPrerequisite: Shardmind, shard swarm racial

power, ardent, Ardent Mantle class featureBenefit: When you use your shard swarm, the target

also grants combat advantage to allies within the radiusofyour Ardent Mantle until the end ofyour next turn.

RES1UENT DEMANDPrerequisite: Battlemind, battle resilience power,

battlemind’s demand powerBenefit: When you augment your battlemind’s

demand, you gain a +2 power bonus to all defensesuntil the start ofyour next turn.

Gain damage bonus with second wind+1 to AC with weapon, no armor, no shieldShift with save to avoid bein knocked proneTarget one enemy within 10 squares with Flurry of Blows and slingShift through enemies’ spaces with movement techniqueFlurry of Blows deals extra damage with furious assault

BenefitChangeling trick becomes ranged 20 with send thoughts

+1 to attacks with augmented at-will powers while bloodied+3 to Insight and Perception while within 5 squares of conjuredfragment

Deal extra psychic damage when inside cloud ofdarknessExpend send thoughts to let ally reroll saving throw+2 to damage with force powerst!Z~ send thoughts to ignore cover and concealmentExtra force or psychic damage after hitting with daily attackSlide target you are hidden from after hitting with attackExtra damage to target of distract

SHARD LINKPrerequisite: Shardmind, Telepathy racial trait,

any psionic classBenefit: Once during each ofyour turns, when

you attack an enemy that you have combat advantageagainst, choose one ally within range ofyour telepathy. The ally gains combat advantage on his or hernext attack against that enemy made before the startofyour next turn.

SHiFTING STONEPrerequisite: Dwarf, monkBenefit: When you make a save to avoid being

knocked prone, you can also shift a number of squaresequal to your Wisdom modifier as a free action.

SKIPPiNG STONE FLURRYPrerequisite: Monk, Flurry of Blows class featureBenefit: When you use your Flurry of Blows

power and you have a sling in hand, you can replaceone normal target of that power with one creaturewithin 10 squares ofyou. This does not provokeopportunity attacks.

SKiTTERING MOUSE STYLEPrerequisite: Small size, monkBenefit: When you use a movement technique

to shift 3 or more squares, you can shift throughenemies’ spaces.

BenefitEnemy is slowed when hit by daily power+1 to speed

Other PrerequisitesStone Fist

GithzeraiIron SoulDwarfFlurry of BlowsSmall sizeHalf-orc, furious assault,Flurry of Blows

PsionBefuddling Th~~hts

Other PrerequisitesC.h~~~Iing, changeling trick,send thoughts Telepathy Focus

Unarmed strike critical hit causes target to lose resistances

Drow, cloud ofdarknessHalfling, send thoughtsShard mindSend thoughts

GnomeDistract

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SURGING MANTLEPrerequisite: Ardent, Ardent Mantle class featureBenefit: While you have no power points remain

ing, the radius ofyour Ardent Mantle increases by 2squares.

THOUGHT WARNINGPrerequisite: Kalashtar, Telepathy racial trait,

battlemindBenefit: The first time you drop to 0 power points

during an encounter, you and each ally within rangeofyour telepathy can shift 1 square as a free action.

UBIQUiTOUS STEPPrerequisite: Eladrin,fey step racial power,

Psionic Augmentation class featureBenefit: The first time you drop to 0 power points

during an encounter, you regain the use ofyourfey step.

UNSEEN DREADPrerequisite: Gnome, psionBenefit: When you hit an enemy you are hidden

from using a psion attack power, you slide that enemy2 squares.

VIcIOUs iNTRUSIONPrerequisite: Psion, distract powerBenefit: When you use your distract, your next

attack against the target with a psion attack powermade before the end ofyour next turn gains a +3power bonus to the damage roll.

VIOLENT AWAKENINGPrerequisite: Half-orc,furious assault racial

power, monk, Flurry of Blows class featureBenefit: When yourfurious assault and your

Flurry ofBlows power are triggered by the same hit,one target ofyour Flurry of Blows power takes extradamage equal to your Strength modifier.

WATER SPLITTiNG STONEPrerequisite: MonkBenefit: When you score a critical hit using your

monk unarmed strike, the target loses any resistanceuntil the end ofyour next turn.

WIND OF SYMPATHYPrerequisite: Ardent, Ardent Mantle class featureBenefit: When you use your second wind, one ally

within the radius ofyour Ardent Mantle can use hisor her second wind as a free action.

ZERTH iNSTINCTSPrerequisite: Githzerai, iron mind racial power,

any psionic class

Benefit: When you use your iron mind, you canalso shift 1 square as a free action.

In addition, when you are surprised, you canexpend your iron mind to not be surprised.

PARAGON TIER FEATSFeats in this section are available to characters of 11thlevel or higher who meet the feats’ other prerequisites.

ANCHORiNG PUSHPrerequisite: 11th level, psion,forceful push powerBenefit: When you use yourforceful push, you also

slow the target until the end ofyour next turn.

BATTLE PsJONPrerequisite: 11th level, psionBenefit: You gain a +2 feat bonus to damage rolls

with at-will psion force or psychic powers. While youhave no power points remaining, this bonus increasesto +3. The bonus increases to +3 or +4 at 21st level.

BODY AND MINDPrerequisite: 11th level, psion, shaped conscious

ness powerBenefit: While the fragment conjured by your

shaped consciousness is within 5 squares ofyou, yougain a +1 bonus to all defenses.

BLURRING SPEEDPrerequisite: 11th level, battlemind, speed of

thought powerBenefit: When you use your speed ofthought, you

also have concealment until the start ofyour nextturn (after any surprise round, if applicable).

BOLSTERiNG WINDPrerequisite: 11th level, ardent, Ardent Mantle

class featureBenefit: When you use your second wind, each

bloodied ally within the radius ofyour Ardent Mantleregains hit points equal to 5 your Wisdom modifier. The hit points regained increase to 10 yourWisdom modifier at 21st level.

CENTERED iNTUITIONPrerequisite: 11th level, monk, Centered Breath

class featureBenefit: When you roll initiative, you can roll twice

and use either result. Ifyou roll the same number bothtimes, you gain a +5 bonus to your initiative check.

CONFOUNDING TECHNIQUEPrerequisite: 11th level, monkBenefit: You can swap places with an ally adjacent

to you as a move action. This movement does not provoke opportunity attacks.

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ARAGON TIER FEATS

Empty VesselPrescient Dodge Psionic Augmentation

Psionic Rush*Psychic Wail

Psionic AugmentationPsionic AugmentationPsionic Augmentation

Drop to 0 power points and gain +1 to attacks and detensesGain ÷2 to all defenses until first turn; augment to gain +2 to all

defenses after hitting enemyWhen you use action point, reduce augment cost by 1Reduce enemy to 0 hit points with psychic attack and anotherenemy grants combat advantage

+1 to Fortitude; augment to increase to +3+1 to Reflex; augment to increase to +3+1 to Will; augment to increase to +3

Ardent Other Prerequisites BenefitBolstering WindImplacable WrathInstinctive AdvanceLingering SwiftnessMantle of Caution

Rising HopesSuppressive Surge

Violent Joy

Ardent MantleArdent outrageArdent eruption, Ardent MantleArdent alacrityArdent Mantle

Ardent surge, Mantle of ClarityArdent surge

Ardent surge, Mantle of Elation

Use second wind and allies in Ardent Mantle regain hit pointsPush ardent outrage target 1 squareArdent eruption target can shift 1 squareArdent alacrity target moves fasterWhile you are bloodied, allies in Ardent Mantle gain +2 toFortitude Reflex, and Will

Dying target of ardent surge can stand up and shiftArdent surge prevents enemies in Ardent Mantle from regaininghit points

Ardent surge target scores critical hits on 19-20

Battlemind Other Prerequisites BenefitBlurring SpeedFerocious ResilienceHarried RecoveryHarrier’s ControlIron PropulsionStaggering SpikeUnstoppable Speed

CoNFusiNG DISTRACTIONPrerequisite: 11th level, psion, distract powerBenefit: When you use your distract, the target

also cannot take opportunity actions until the end ofyour next turn.

CORROSIVE THOUGHTSPrerequisite: 11th level, psionBenefit: Whenever a creature fails a saving throw

against an effect caused by one ofyour psion attackpowers, it gains vulnerable 3 psychic until the end ofyour next turn. This vulnerability increases to 6 psychic at 21st level.

DAZING FisiPrerequisite: 11th level, monk, Stone Fist class

featureBenefit: When you hit an enemy with a daily

attack power, you also daze the enemy (save ends). Ifthe attack already dazes the enemy, it instead deals 5extra damage.

DRIviNG RAINPrerequisite: 11th level, monk

Gain concealment with speed ofthought+2 to melee damage with battle resilienceRegain persistent harrier when you drop to 0 power pointsPersistent harrier marks and slides targetIgnore armor’s speed penalty while you have 1 power pointMind spike target grants combat advantage to attacked allyWhen first bloodied, move 3 + Cha modifier

Any Class Prerequisites Benefit

Psionic AugmentationAny psionic class

Threefold FortitudeThreefold Reflex*Threefold Will*Augment feat

S~FdpfthoughtBattle resiliencePersistent harrierPersistent harrier

Mind spike

d~

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• -

~b. ~

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CHAPTER 5 Psionic Options

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PARAGON TIER FEATS CONT.

Other PrerequisitesCentered Breath

MonkCentered IntuitionConfounding TechniqueDazing FistDriving RainMaster’s InstructionSerenity in SimplicityStill WaterWaking SensesWhirling Iron Defense

Anchoring PushBattle PsionBody and Mindconfusing DistractionCorrosive Thoughts

Power SurgePsionic Staff FocusPuppeteer

Benefit: You gain a feat bonus to bull rush attackrolls equal to your ki focus’s enhancement bonus.When you hit with a bull rush, you push the targeta number of squares equal to your speed, then shiftinto any unoccupied square adjacent to the target atthe end of the push.

EMPTY VESSELPrerequisite: 11th levelBenefit: The first time you drop to 0 power points

during an encounter, you gain a +2 bonus to attackrolls and a +2 bonus to all defenses until the end ofyour next turn.

FEROCIOUS RES1UENCEPrerequisite: 11th level, battlemind, battle resil

ience powerBenefit: When you use your battle resilience, you

gain a +2 power bonus to melee damage rolls untilthe end ofyour next turn. This bonus increases to +4at 21st level.

HARRIED RECOVERYPrerequisite: 11th level, battlemind, persistent

harrier powerBenefit: The first time you drop to 0 power points

during an encounter, you gain a use ofyour persistentharrier that you can use the next time an enemy hitsor misses you with an attack during the encounter.

HARRiER’S CONTROLPrerequisite: 11th level, battlemind, persistent

harrier power

BenefitRoll Initiative twice, with bonus if you roll the same numberSwap places with an ally adjacent to youTarget of daily power is also dazedKi focus bonus to bull rush, and bull rush fartherGrant ally bonus to attack when you miss with encounter attack+1 to attacks with at-will powers when daily powers are expended+2 to AC with at-will attack when encounter powers are expendedNo penalty to Perception checks when blinded, deafened, or sleeping+1 to all defenses against iron soulflurry ofblows target

Forceful push target is also slowed+2 to damage with force or psychic at-will attacks+1 to all defenses while within 5 squares of conjured fragmentDeny opportunity actions to target affected by distractVulnerable 3 psychic to creature that fails saving throw againstyour powersExpend daily power to regain power pointsRanged attack using staff doesn’t provoke opp~tunity attacksSlide enemy that fails saving throw against effect of your power

Benefit: When you use your persistent harrier, youalso slide the target 1 square before or after the attack,and you mark the target until the end ofyour next turn.

iMPLACABLE WRATHPrerequisite: 11th level, ardent, ardent outrage

powerBenefit: When you use your ardent outrage, you

also push the target 1 square.

iNSTiNCTIVE ADVANCEPrerequisite: 11th level, ardent, ardent eruption

power, Ardent Mantle class featureBenefit: When you use your ardent eruption, the

target can also shift 1 square as a free action.

IRON PROPULSIONPrerequisite: 11th level, battlemindBenefit: While you have at least 1 power point,

you ignore the speed penalty normally incurred byyour armor.

LiNGERiNG SWIFTNESSPrerequisite: 11th level, ardent, ardent alacrity

powerBenefit: When you use your ardent alacrity, the

target can shift 2 squares or move at full speed.

MANTLE OF CAUTIONPrerequisite: 11th level, ardent, Ardent Mantle

class featureBenefit: While you are bloodied, allies within the

radius ofyour Ardent Mantle gain a +2 bonus to Fortitude, Reflex, and Will.

Stone Fist

Iron soulfiurry ofblows

Psion Other Prerequisites BenefitForceful push

Shaped consciousnessDistract

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MASTER’S INSTRUCTIONPrerequisite: 11th level, monkBenefit: When you use a monk encounter attack

power and miss at least one target, one ally you cansee gains a +2 bonus to his or her next attack rollagainst one target you missed with the attack powerbefore the end ofyour next turn.

POWER SURGEPrerequisite: 11th level, psionBenefit: You can expend the use of an unused

daily psion attack power to regain 2 power points. Ifthe daily power is 15th level or higher, you insteadregain 4 power points. If the daily power is 25th levelor higher, you instead regain 6 power points.

PRESCIENT DODGE [AUGMENT]Prerequisite: 11th level, Psionic Augmentation

class featureBenefit: During each encounter, you gain a +2

bonus to all defenses until the start ofyour first turn.Whenever you hit an enemy with an unaugmented

attack power, you can spend 1 power point to gain a+2 power bonus to all defenses until the start ofyournext turn.

PsIoNic RUSH [AUGMENT]Prerequisite: 11th level, Psionic Augmentation

class featureBenefit: When you spend an action point to take

an extra action, you can reduce the cost to augmentany augmentable power you use during that action by1 power point.

PS10NIc STAFF FOCUSPrerequisite: 11th level, psionBenefit: When you use a ranged psion attack

power using a staff against a target adjacent to you,the attack does not provoke opportunity attacks.

PSYCHIC WAIl..Prerequisite: 11th level, any psionic classBenefit: When you reduce an enemy to 0 hit

points with a psychic attack, one enemy you can seewithin 5 squares of the first enemy grants combatadvantage to you until the end ofyour next turn.

PUPPETEERPrerequisite: 11th level, psionBenefit: Whenever an enemy fails a saving throw

against an effect caused by one ofyour psion attackpowers, you can slide that enemy 1 square as a freeaction.

RISING HOPESPrerequisite: 11th level, ardent, ardent surge

power, Mantle of Clarity class featureBenefit: When you target a dying ally with your

ardent surge, the target can stand up and shift as a freeaction.

SERENITY IN SIMPUCITYPrerequisite: 11th level, monkBenefit: While all your daily attack powers are

expended, you gain a +1 bonus to attack rolls formonk at-will attack powers.

STAGGERING SPiKEPrerequisite: 11th level, battlemind, mind spike

powerBenefit: When you use your mind spike, the trig

gering enemy grants combat advantage to one allytargeted by the triggering attack until the end of theenemy’s next turn.

STILL WATERPrerequisite: 11th level, monkBenefit: Ifyou hit an enemy using a monk at-will

attack power while all your encounter powers areexpended, you gain a +2 bonus to AC until the start ofyour next turn.

SUPPRESSIVE SURGEPrerequisite: 11th level, ardent, ardent surge

powerBenefit: When you use your ardent surge, enemies

within the radius ofyour Ardent Mantle cannotregain hit points until the start ofyour next turn.

THREEFOLD FORT1TUDE [AUGMENT]Prerequisite: 11th level, Psionic Augmentation

class featureBenefit: You gain a +1 feat bonus to Fortitude.During your turn, you can spend 1 power point to

increase the bonus to +3 until the end ofyour nextturn.

THREEFOLD REFLEX [AUGMENT]Prerequisite: 11th level, Psionic Augmentation

class featureBenefit: You gain a +1 feat bonus to Reflex.During your turn, you can spend 1 power point to

increase the bonus to +3 until the end ofyour nextturn.

THREEFOLD WiLL [AUGMENT]Prerequisite: 11th level, Psionic Augmentation

class featureBenefit: You gain a +1 feat bonus to Will.

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During your turn, you can spend 1 power point toincrease the bonus to +3 until the end ofyour nextturn.

UNSTOPPABLE SPEEDPrerequisite: 11th level, battlemindBenefit: The first time you are bloodied during an

encounter, you can move a number of squares equalto 3 + your Charisma modifier as a free action.

VIOLENT JoyPrerequisite: 11th level, ardent, ardent surge

power, Mantle of Elation class featureBenefit: When you target a bloodied ally with

your ardent surge and that ally regains enough hitpoints to no longer be bloodied, he or she can scorecritical hits with melee attacks on a roll of 19-20until the end ofyour next turn.

WAKiNG SENSESPrerequisite: 11th level, monkBenefit: You never take a penalty to Perception

checks when you are blinded, deafened, or sleeping.

WHIRLING iRON DEFENSEPrerequisite: 11th level, monk, iron soulfiurry of

blows powerBenefit: When you use your iron soulflurry of

blows, you gain a +1 bonus to all defenses against eachtarget’s attacks until the start ofyour next turn.

Eric TIER FEATSFeats in this section are available to charactersof 21st level or higher who meet the feats’ otherprerequisites.

AGGRESSiVE CONSTRUCTIONPrerequisite: 21st level, psionBenefit: When you use a psionic power to

summon a creature, each enemy adjacent to the creature when it appears takes psychic damage equal toyour Intelligence modifier.

13ATTLEM1ND MENACEPrerequisite: 21st level, battlemind, blurred step

powerBenefit: When you use your blurred step, you gain

a +2 power bonus to all defenses until the start ofyour next turn.

BOUNDLESS ENTHUSiASMPrerequisite: 21st levelBenefit: The first time you score a critical hit

during an encounter, you regain 2 power points.

CLOSE THE GAPPrerequisite: 21st level, ardent, Mantle of Impul

siveness class featureBenefit: Each ally within the radius ofyour

Ardent Mantle at the start of an encounter can shift 1square as a free action.

CRmcAL UNDERSTANDiNGPrerequisite: 21st level, ardent, ardent surge

power, Mantle of Clarity class featureBenefit: When you use your ardent surge, a blood

ied target gains a +3 bonus to all defenses instead of a+1 bonus.

DRAGON’S GRASPPrerequisite: 21st level, monkBenefit: When you use the grab action, you gain

a feat bonus to the attack roll equal to your ki focus’senhancement bonus. In addition, when an enemyprovokes an opportunity attack from you and you arewielding no weapons, you can make a grab attack inplace of a melee basic attack.

FEARSOME SPiKEPrerequisite: 21st level, battlemind, mind spike

powerBenefit: When you use your mind spike, you also

mark each enemy adjacent to the target until the endofyour next turn.

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EPIC TIER FEATS

Boundless EnthusiasmHostile Mindpure~

MonkDragon’s GraspForm MasteryKeep Your FeetTrue Freedom

Other PrerequisitesMantle of ImpulsivenessArdent surge, Mantle of ClarityArdent surge, Mantle of ElationArdent surge,

Mantle of ImpulsivenessArdent Mantle

Psion Other PrerequisitesAggressive ConstructionLingering ForcePsion Implement ExpertiseStalk the Senseless

FORM MASTERYPrerequisite: 21st level, monkBenefit: When you spend an action point to take

an extra action, you also regain the use of a monkencounter attack power. You can use this encounterpower as your extra action.

HosTiLE MiNDPrerequisite: 21st levelBenefit: When an enemy attack hits your Will,

the enemy grants combat advantage to you for thefirst attack you make against it before the end ofyournext turn.

iNEXORABLE SPEEDPrerequisite: 21st level, battlemind, speed of

thought powerBenefit: When you use your speed of thought, you

can move through enemies’ spaces and your movement does not provoke opportunity attacks.

iNFECTIOUS EUPHORiAPrerequisite: 21st level, ardent, ardent surge

power, Mantle of Elation class feature

CHAPTER 5 Psionic Options

Regain 2 power points with first critical nit auring encounterGain combat advantage when attack against your Will hitsGain resist 10 psychic, +2 Will

BenefitAllies Dii Ardent Mangle at the start of each encounter shiftBloodied target of ardent surge gains +3 to all defensesAllies adjacent to ardent surge target gain temporary hit pointsUse ardent surge as immediate reaction when ally withinArdent Mantle becomes bloodied

Score critical hit and allies within Ardent Mantle gain bonus todamage rolls

BenefitKi focus bonus to grab attacks, grab on oppot~tunity attacksRegain encounter power when you spend an action pointStand up as an Immediate reaction when knocked proneEscape as immediate reaction when grabbed

BenefitDeal psychic damage to creatures adjacent to summoned creature+2 to all defenses with Telekinesis Focus powerScore critical hit on 19-20 with psionic ImplementYou are invisible to creatures dazed or stunned by your attack

Benefit: When you use your ardent surge, eachally adjacent to the target gains temporary hit pointsequal to 5 + your Constitution modifier.

iNSTINCTIVE SURGEPrerequisite: 21st level, ardent, ardent surge

power, Mantle of Impulsiveness class featureBenefit: When an ally within the radius ofyour

Ardent Mantle becomes bloodied, you can use yourardent surge on that ally as an immediate reaction.

iNVIGORATiNG DEMANDPrerequisite: 21st level, battlemind, battlemind’s

demand powerBenefit: When you augment your battlemind’s

demand, you gain temporary hit points equal to yourConstitution modifier.

KEEP YOUR FEETPrerequisite: 21st level, monkBenefit: When you are knocked prone, you can

stand up as an immediate reaction.

Any Class Prerequisites Benefit

ArdentClose the GapCritical UnderstandingInfectious EuphoriaInstinctive Surge

Victorious Soul

Battlemind MenaceFearsome SpikeInexorable Speedlnvig~~g Demand

Battlemind Other Prerequisites BenefitBlurred stepMind spikeSpeed of thoughtBattlemind’s demand

Other Prerequisites

+2 to all defEnses with blurred stepMark enemies adjacent to mind spike targetMove through enemies’ spaces with speed ofthoughtGain temporary hit points with augmented battlemind’s demand

Telekinesis Focustnt 21, Wis 15, Cha 15

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LiNGERING FORCEPrerequisite: 21st level, psion, Telekinesis Focus

class featureBenefit: When you use a Telekinesis Focus power,

you gain a +2 bonus to all defenses until the end ofyour next turn.

PsioN iMPLEMENT EXPERTISEPrerequisite: 21st level, Tnt 21, Wis 15, Cha 15,

psionBenefit: When you use a psionic power through

an implement, you can score a critical hit on a roll of19-20.

PURE MINDPrerequisite: 21st levelBenefit: You gain resist 10 psychic and a +2 feat

bonus to Will.

STALK THE SENSELESSPrerequisite: 21st level, psionBenefit: While a creature is dazed or stunned by

one ofyour psion attack powers, you are invisible tothat creature.

TRUE FREEDOMPrerequisite: 21st level, monkBenefit: When you are grabbed, you can make an

escape attempt as an immediate reaction.

VicToRiouS SOULPrerequisite: 21st level, ardent, Ardent Mantle

class featureBenefit: When you score a critical hit using an

ardent attack, allies within the radius ofyour ArdentMantle deal extra damage equal to your Charismamodifier on melee attacks until the start ofyour nextturn.

MULTICLASS FEATSThe following feats provide new psionics multiclassing options.

AWAKENED POTENTiAL [MULTICLASS]Prerequisite: Tnt 15, trained in Arcana

MULTICLASS FEATS

Benefit: You gain the Psionic Augmentation classfeature and 1 power point. You can spend this powerpoint to augment powers, feats, or magic items thatare augmentable. Once you spend this power point,you do not regain the power point until you take anextended rest. You also qualify for feats that requirethe Psionic Augmentation class feature. You gain 1additional power point at 21st level.

BLOOD’S PASSiON

[MULT1CLASS ARDENT]Prerequisite: Fervent Talent featBenefit: Choose a power granted by an Ardent

Mantle class feature. You can use that power once perday.

FOCUSED TALENT

[MULTICLASS PS1ON]Prerequisite: Any multiclass psion featBenefit: Choose a psion Discipline Focus. You can

use each power granted by the Discipline Focus onceper day.

MONASTIC ADEPT

[MULT1CLASS MONK]Prerequisite: Any multiclass monk featBenefit: You gain training in one skill from the

monk’s class list.Choose a 1st-level monk at-will attack power. You

can use that power once per encounter.

WILD ADVANCE

[MULTICLASS BATTLEM1NDIPrerequisite: Demanding Talent featBenefit: You gain the battlemind’s blurred step

power and can use it once per encounter.

WILD SAVANT

[MULTICLASS BATTLEMIND]Prerequisite: Any multiclass battlemind feat,

paragon multiclassing as a battlemindBenefit: Choose a power granted by a battlemind

Psionic Study. You can use that power once per day.

Name

Awakened PotentialBlood’s PassionFocused TalentMonastic AdeptWild AdvanceWild Savant

Prerequisites

lnt 15, trained in ArcanaFervent Talent

Any multiclass psion featAny multiclass monk featDemanding TalentAny multiclass battlemind feat,

paragon multiclassing as a battlemind

Benefit

Gain Psionic Augmentation and 1 power pointArdent: Ardent Mantle power 1/dayPsion: Discipline Focus powers 1/dayMonk: Training in one monk skill, monk at-will 1/encounterBattlemind: Blurred step 1/encounterBattlemind: Psionic Study power 1/day

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BLOODLiNE FEATS

Elans and foulborn are not true races such as thosepresented in the Player’s Handbook. Bloodline feats,introduced in Dragon Magazine Annual 2009, allowplayer characters of one race to expand their racialidentity to include one of these bloodlines. Elan Heritage, Foulborn Heritage, and the other bloodline featsin this section are noted as such in the feat’s name.You can have bloodline feats of only one type; thus, ifyou choose the Elan Heritage feat, you can have onlyElan Bloodline feats.

Ifyou want to play a character who has one ofthese bloodlines, choose a race as normal and thenselect the Elan Heritage feat or Foulborn Heritagefeat to gain that bloodline’s abilities. Under most circumstances, a character must be 1st level to select abloodline feat. The Dungeon Master might allow acharacter to take a bloodline feat later to reflect a dormant bloodline or a development in the campaign.The Dungeon Master can also rule that you cannotretrain bloodline feats without an explanation ofhowyour character loses that heritage.

ELAN HERiTAGE [ELAN BLooDLiNE]Prerequisite: HumanoidBenefit: You are an elan. Your origin changes to

immortal, and you are considered an immortal creature for the purpose of effects that relate to creatureorigin. You gain telepathy 5.

You have the elan resilience power.

Elan Resilience Feat Power

Psionic energyflares aroundyou, limiting the effect of anattack.

Encounter + PsionicImmediate Interrupt PersonalTrigger: You take damage from an attackEffect: Reduce the triggering attack’s damage by your

Intelligence modifier.Level II: 3 + Intelligence modifier.Level 21: 6 + Intelligence modifier.

FOULBORN HERITAGE[FOULBORN BLOODLINE]

Prerequisite: Natural humanoidBenefit: You are a foulborn. Your origin changes

to aberrant, and you are considered an aberrant creature for the purpose of effects that relate to creatureorigin.

You have the unbalanced mind power.

CHAPTER 5 Psionic Options

Unbalanced Mind Feat P.wer

Your connection to the Far Realm unleashes psychic pain inresponse to attack.

Encounter + Psionic, PsychicImmediate Reaction PersonalTrigger: You take damage from an attackEffect: Until the end of your next turn, any creature that

enters a square adjacent to you or ends its turn theretakes 5 psychic damage.

HEROIC TIER FEATS

BOON OF THE MADE[ELAN BLOODLINE]

Prerequisite: Elan HeritageBenefit: When you use elan resilience, you gain

resistance to all damage equal to your Intelligencemodifier until the end ofyour next turn.

DivERsE Focus [ELAN BLoODLiNE]Prerequisite: Elan Heritage, psion, Discipline

Focus class featureBenefit: Choose and gain a Discipline Focus other

than one you already possess. You can use any powersassociated with that Discipline Focus as daily powers.

ELAN PROTECTION[ELAN BLoODLiNE]

Prerequisite: Elan Heritage, ardent, ArdentMantle class feature

Benefit: When you use elan resilience, each allywithin the radius ofyour Ardent Mantle gains a +2bonus to all defenses until the start ofyour next turn.

ELAN RETRIBUTION[ELAN BLOODLINE]

Prerequisite: Elan Heritage, battlemindBenefit: When you use elan resilience, each enemy

marked by you takes psychic damage equal to yourConstitution modifier.

FEARSOME FLURRY[FOULBORN BLOODLINE]

Prerequisite: Foulborn Heritage, monk, Flurry ofBlows class feature

Benefit: When you use your Flurry of Blowspower, you can forego the normal effect to have thetarget take a —2 penalty to attack rolls until the end ofyour next turn.

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HEROIC TIER BLOODUNE FEATSPrerequisitesElan HeritageElan Heritage, psion,Discipline Focus

HumanoidElan Heritage, ardent,Ardent Mantle

Elan Heritage battlemindFoulborn Heritage, monk,Flurry of Blows

Natural humanoidFoulborn Heritage, ardent,Ardent Mantle

Foulborn Heritage,battlemind, mind spike

Elan Heritage, monk,Flurry of Blows

Foulborn Heritage, psion

MANTLE OF UNEASE[FOULBORN BLOODUNE]

Prerequisite: Foulborn Heritage, ardent, ArdentMantle class feature

Benefit: When an enemy not immune to fearscores a critical hit within the radius ofyour ArdentMantle, it takes a —2 penalty to attack rolls until theend of its next turn. Ifyou are bloodied, you also pushthe enemy 1 square.

SPIKE OF MADNESS

[FOULBORN BLOODLINE]Prerequisite: Foulborn Heritage, battlemind,

mind spike powerBenefit: When you use your mind spike power, you

also slide the target 1 square, and the target grantscombat advantage until the end ofyour next turn.

UNTRACEABLE FLURRY

[ELAN BLOODLINE]Prerequisite: Elan Heritage, monk, Flurry of

Blows class featureBenefit: You can deal psychic damage with your

Flurry of Blows power. When you do, the power dealsfull damage to insubstantial creatures.

PARAGON TIER BLOODUNE FEATSName Prerequisites Benefit

Foulborn HeritageFoulborn Heritage,ardent, Ardent Mantle

Elan Heritage,Psionic Augmentation

Elan HeritageElan HeritageFoulborn Heritage,battlemind

VISioN OF MADNESS[FOULBORN BLooDLiNE]

Prerequisite: Foulborn Heritage, psionBenefit: When you score a critical hit against an

enemy using an augmented psion at-will power, thatenemy is also dazed until the end ofyour next turn. Ifthe enemy is already dazed or is dazed by the power,it instead takes 5 extra psychic damage.

PARAGON TIER FEATS

ABERRANT SIGHT[FOULBORN BLOODLINE]

Prerequisite: 11th level, Foulborn HeritageBenefit: You gain darkvision.

ACCURSED REVELATION

[FOULBORN BLOODLINE]Prerequisite: 11th level, Foulborn Heritage,

ardent, Ardent Mantle class featureBenefit: When you first drop to 0 power points

during an encounter, each enemy within the radiusofyour Ardent Mantle grants combat advantage untilthe end ofyour next turn.

CHAPTER 5 Psionic Options

Na meBoon of the MadeDiverse Focus

Elan HeritageElan Protection

Elan RetributionFearsome Flurry

Foulborn HeritageMantle of Unease

Spike of Madness

Untraceable Flurry

Vision of Madness

BenefitGain resistance to all damage when you use elan resilienceGain second Discipline Focus, use its powers as daily powers

Origin changes to immortal, gain elan resilience, telepathy 5Allies within Ardent Mantle gain +2 to all defenses with elan resilience

Deal psychic damage to marked targets when you use elan resilienceFlurry of Blows can impose —2 to attacks

Origin becomes aberrant, gain unbalanced mindEnemy scores critical hit and gains —2 penalty to attacks

Mind spike target slides 1 square and grants combat advantage

Flurry of Blows deals psychic damage and ignores insubstantial

Daze with critical hit using augmented psion at-will attack

5

Aberrant SightAccursed Revelation

Body Fuel

Elan Mental OnslaughtReturning ResilienceTerrible Aspect

Gain darkvisionEnemies in Ardent Mantle grant combat advantage when you drop too power points

Regain 1 power point with second wind

Target Will on next attack after Flurry of BlowsRegain elan resilience with second windMark each enemy within 3 squares of you when you first drop to

0 power points

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EPIC TIER BWODLINE FEATS

Foulborn HeritageElan Heritage,Psionic Augmentation

Elan Heritage

BODY FUEL [ELAN BLOODUNE]Prerequisite: 11th level, Elan Heritage, Psionic

Augmentation class featureBenefit: Once per encounter when you use your

second wind, you also regain 1 power point.

ELAN MENTAL ONSLAUGHT

[ELAN BLOODLINE]Prerequisite: 11th level, Elan HeritageBenefit: When you damage an enemy using your

Flurry of Blows power, your next attack against thatenemy made before the end ofyour next turn cantarget Will instead of the defense normally targeted.

RETURNiNG RESIUENCE[ELAN BLooDLiNE]

Prerequisite: 11th level, Elan HeritageBenefit: When you use your second wind, you

regain the use ofyour elan resilience power.

TERRIBLE ASPECT

[FOULBORN BLOODLiNE]Prerequisite: 11th level, Foulborn Heritage,

battlemindBenefit: When you first drop toO power points

during an encounter, you mark any enemy within 3squares ofyou until the end ofyour next turn.

BenefitWhile Hl~Ii~I, +1 bonus to attacks using fear powers, bloodied

enemies take —2 to attacksRegain 1 power point when first bloodiedRegain 1 power point at the start of your first turn in each encounter

Insubstantial when at 0 hit points or fewer, +2 attacks when you are

Eric TIER FEATS

BLooDlED HORROR[FOULB0RN BLOODUNE]

Prerequisite: 21st level, Foulborn HeritageBenefit: While you are bloodied, you gain a +1

bonus to attack rolls when using fear powers. In addition, bloodied enemies that are adjacent to you take a—2 penalty to attack rolls.

FAR REALM’S BLESSING

[FOUL.BORN BLOODUNE]Prerequisite: 21st level, Foulborn Heritage,

Psionic Augmentation class featureBenefit: The first time you become bloodied in an

encounter, you regain 1 power point.

GiFT OF THE ETERNAL

[ELAN BL00DUNFIPrerequisite: 21st level, Elan Heritage, Psionic

Augmentation class featureBenefit: At the end ofyour first turn in each

encounter, you regain 1 power point.

P510N1C D1SC0RP0RATI0N[ELAN BLOoDLiNE]

Prerequisite: 21st level, Elan HeritageBenefit: While you are at 0 hit points or fewer,

you are insubstantial. When you regain hit points sothat you are no longer dying, you gain a +2 bonus toattack rolls for psionic powers until the end ofyournext turn.

PrerequisitesFoulborn Heritage

Na meBI~Ii~I Horror

Far Realm’s BlessingGift of the Eternal

Psionic Discorporationno longer dying

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EPiC DESTiNiES

Your epic destiny demonstrates a greater awareness ofyourself, your purpose, and your place in thecosmos. Pursuing a psionic epic destiny sets you on apath that will ultimately free you from the constraintsof reality—transcending mere immortality as youbecome one with the power within you.

COSMIC SOULYour thoughts are windows to distant worlds, strange realities, and endless possibilities.

Prerequisite: 21st level, any psionic class

The cosmos has long fascinated you with its strangetales of far-flung realms populated by creaturesbeyond imagination. For much ofyour adventuringcareer, the lure of such places has pulled you onward,and each discovery only intensifies your appetite formore knowledge. Over time, however, you becomefrustrated with the material barriers that slow orprevent your explorations. You yearn to become theCosmic Soul, peering across impossible distanceswith the power of the mind alone. You are limitedonly by your imagination, and there are no realmsyou cannot conquer.

iMMORTALiTYThe door to your mind opens wide, filling you withan awareness of the cosmos around you.

Infinite Awareness: All material barriers to yourcuriosity fall away as you unlock the final door to yourpotential. Like a flower opening its petals to drinkin the sun, your consciousness expands to touch allplaces, all peoples, all worlds in a flooding rush. Yourthoughts flick from one world to another, your innereye falling on the gods’ dominions or bearing witnessto the atrocities of the Nine Hells and the Abyss. Yourvision extends even beyond the veil that shrouds theFar Realm, allowing you to perceive the full horrorthat lurks on the fringes of reality. With your mindfreed, you have no need for the body and its limitations. The needs and cravings ofyour physical formfall away as you enter infinite awareness, ready toexplore without limitation until the end of time.

COSMIC SOUL FEATURESCosmic Awareness (21st level): You can master

and perform scrying rituals. Any scrying ritual youperform does not need a focus, and you gain a +5bonus to any skill checks made to perform the ritual.Once per day, you can use any scrying ritual youknow without expending components.

In addition, you gain truesight 5.

Cosmic Experience (24th level): You have seenso much that whatever happens to you seems alreadyfamiliar. You gain a +5 bonus to initiative checks,knowledge checks, and monster knowledge checks.In addition, you can speak all languages.

Cosmic Connection (30th level): All yourranged powers and area powers have a range of“sight.”

CosMIC SOUL POWER

Merge with the Cosmos Cosmic Soul Utility 26

Your body temporarilyfades, replenishing you and granting youthe advantage over yourfoes.

Daily + Healing, Psionic, ZoneNo Action PersonalTrigger: You drop to 0 hit points or fewerEffect You are removed from play, creating a zone in a

burst 10 centered on the space you last occupied andthat lasts until you reappear. At the start of your nextturn, you regain hit points equal to your level, and oneally within the zone can take a standard action as a freeaction. At the end of your next turn, you reappear in anyunoccupied space within the zone. Each enemy withinthe zone when you reappear grants combat advantage toyou until the end of the encounter.

Sustain No Action: You can choose to not reappear at theend of your turn, sustaining the effect.

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DEMIURGEGodhood is too limitingfor a hero such as you. You reachhigher than any deity’s throne,for in your dreams are theseeds of a new world.

Prerequisite: 21st level, any psionic class

To the mortals who worship them, the gods arethe highest form of life. Possessed of incalculablestrength and wisdom, the deities hold the power tocreate new races and raze whole continents at theirwhim. Yet for all their magnificence, the gods areflawed beings, possessed of the same failures ofjudgment and character that plague the mortals livingbeneath their gaze.

You are not the first to look beyond godhood, bearing witness to an infinite perfection that supersedeseven the deities’ power. At the height of creation lies acause or a purpose whose intent remains inscrutableeven to the gods. Some might seek to pay homage tothis being beyond beings—this idea and first cause,the Demiurge responsible for the sum of all things.You, however, have no intention ofjoining with orserving this force. Rather, you hope to secure itspower for yourself. You will shape reality as you seefit, rebuilding the cosmos in your own image andfrom your own imagination.

IMMORTALITYSo arrogant is your objective, so profound your goals,that you find enemies to all sides ofyou. The mostpowerful beings in the cosmos set aside their darkestdisputes to fight against your burgeoning power.

Monadic Transcendence: Enemies withoutnumber darken your path, even as the gods themselves attempt to deny you from your goal. But nonecan dispute the worthiness ofyour work, the perfection your efforts create, or the power you hold withinyou. Each victory on your quest places you closer tothe pinnacle of creation, until at the completion ofyour great work, your mind and that of the first causetouch.

The contact you have long sought results in yourutter annihilation, with not even dust left to markyour passing. Those who knew you come to forgetyou, the memory ofyour hubris fading as ifyou hadnever been. But away from this world, beyond thebounds of reality where a vast emptiness stretches toinfinity, your nothingness gives birth to a new creation. Your essence becomes the catalyst that spawnsnew worlds, new monsters, new gods. You set inmotion time’s eternal flow, with a future guided andshaped wholly by your own immortal imagination.

DEMIURGE FEATURESBecoming the One (21st level): Your Charisma

score and one other ability score ofyour choice bothincrease by 2.

Perfection in Action (24th level): When youreach a milestone, you gain 2 action points instead of1 action point. When you reach a second milestone,you can spend up to 2 action points in the sameencounter.

Deification of the Self (30th level): You gaina +5 bonus to saving throws and you are immuneto the attacks of any creature of level 20 or lower.In addition, the first time you are bloodied in eachencounter, you teleport to any unoccupied space youcan see, you can spend a healing surge, and you areinsubstantial until the end ofyour next turn.

DEM1URGE POWER

Demiurge Resistance Demiurge Utility 26

‘1’I’

Your connection to destiny allows you to shrug off the most potent effects imposed on you.

Encounter + PsionicFree Action PersonalRequirement: You must not be bloodied.Trigger: You are subjected to an effect that a save can endEffect You make a saving throw against the effect.Special: If you roll a 15 or higher on the saving throw, you

regain the use of this power.U

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U

EIGHTH SEALYou are a living seal against the FaT Realm’s intrusion,sheltering the worldfrom its most virulent threat.

Prerequisite: 21st level, any psionic class

You are one with the Keepers of the Cerulean Sign—perhaps through your exposure to their writings orother works, perhaps by serving their ancient causethrough your deeds. In your ceaseless fight againstthe aberrant menace, you have focused on closing thebreaches to the Far Realm where ancient safeguardshave begun to fail. But your need to keep the worldsafe will exact a terrible price in the end.

IMMORTAUTYUsing your soul’s power and your psionic abilities, yousacrifice yourself to strengthen the boundaries betweenthe mortal realm and the madness ofthe Far Realm.

Living Seal: To complete your task, you mustrecover the ancient Cerulean Seals, believed to havebeen lost or destroyed since the keepers of old fadedfrom this world. Your searching reveals that these arenot devices, but rather the souls of the greatest champions who gave their lives to secure reality against theFar Realm’s corrupting influence. By working withthese guardians, you merge your spiritual energywith their own and restore the wards they built.

EiGHTH SEAL FEATURESKeeper of the Cerulean Seals (21st level): As

you embrace your destiny, the Seven Seals grant youthe following benefit.

+ You gain a +1 bonus to all defenses.

+ When you hit an aberrant creature with an attack,the attack deals 2d12 extra psychic and radiantdamage.

+ You are immune to fear effects.

+ You are considered an immortal creature for thepurpose of effects that relate to creature origin.

The Mind’s Shining Corridors (24th level):When an enemy misses you with an attack againstWill, it takes 2d12 psychic and radiant damage andis dazed until the end ofyour next turn. If the enemyis already dazed, it is stunned instead.

In addition, when you are subjected to an effect thatdazes, dominates, or stuns you that a save can end, youcan make a saving throw against that effect a the startofyour next turn. Ifyou save, the effect ends on you.

Nature Restored (3 0th level): When you reducean aberrant creature to 0 hit points, choose one of thefollowing effects.

4 You regain hit points as ifyou had spent a healingsurge.

4 Each enemy within 3 squares of the aberrant creature takes 10 psychic and radiant damage and isdazed until the end ofyour next turn.

EIGHTH SEAL POWER

Call Forth the Seven Keys Eighth Seal Utility 26

Seven watch ul guardians drenched in blue light lend aid to youand your allies.

Daily 4 Conjuration, PsionicStandard Action Close burst 10Effect: You conjure seven keybearers in unoccupied squares

within range. Each keybearer lasts until the end of theencounter or until expended. A keybearer occupies itssquare, and you and your allies can move through it. Akeybearer can be attacked. It has resist 20 to all damageand 1 hit point. When reduced to 0 hit points, it is destroyed. You can expend a keybearer as a free action during your turn to gain one of the following benefits. You cangain each benefit only once for each use of this power.4 You and each ally within 3 squares of the keybearer can

spend a healing surge.4 You gain resist 15 to all damage until the end of your

next turn.4 You gain a +5 power bonus to all defenses until the end

of your next turn.4 You and each ally within 3 squares of the keybearer

gain a +2 power bonus to attack rolls until the end ofyour next turn.

4 You and each ally within 5 squares of the keybearergain a +5 power bonus to damage rolls until the end ofyour next turn.

4 You teleport 5 squares. Each ally within 5 squares ofthe keybearer can teleport 5 squares as a free action.

4 You and each ally who can see you or the keybearer areno longer dazed, dominated, or stunned.

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GRANDMASTER OF FLOWERSYou have lived yourfinal Ilfrtime and achieved the enlightened perfectionyou have long sought.

Prerequisite: 21st level, monk

It is said that not even the gods themselves know whatlies in store for souls loosed from their bodies. Youbelieve that beyond death is rebirth. Each lifetimeis spent improving on the lifetime before, sheddingimperfections in the hope of attaining the perfectstate of enlightenment.

Your soul is like a great garden, and its beautyand perfection depend on how you tend it duringall seasons. When the winter of death approaches,the garden becomes dormant for a time. Then, asthe warm winds chase away snow and ice, new lifebegins. With the spring comes the chance to clearaway the detritus and weeds of each life that haspassed before. Only when you achieve perfection inyour soul will you find the enlightenment that is yourultimate reward.

1MMORTAUTYYou have lived many lives, each improving on theone before. In this last life, you have come closer thanever to achieving perfect harmony. Ifyou can succeedin purging yourself of the last traces of imperfection,you will know enlightenment.

Perfect Peace: The state you seek removes allgrief, all craving, all fear to bring mind, body, andsoul into harmonious balance. In attaining this state,you are no longer troubled by the world’s demands,and you spend your final days in quiet contemplation. During those days, many who seek the path toenlightenment will come to you in hopes of learning

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from your wisdom. When you are ready, you step freefrom this world to merge with those souls who havealready attained the perfect peace for which you havelong strived.

GRANDMASTER OF FLOWERSFEATURES

Enlightenment’s Blessing (21st level): YourDexterity increases by 2.

Balanced Mind (21st level): Whenever youmake a saving throw to end a charm, fear, or psychiceffect, you can take the better of 10 or your die roll.

In addition, when an enemy misses you with anattack against Will, that enemy takes 10 psychicdamage.

Ubiquity (24th level): Whenever you hit with amelee attack, you can teleport 3 squares to an unoccupied square adjacent to the target as a free action.

Luminous Consciousness (30th level): Youtranscend mortal limitations. Your movement neverprovokes opportunity attacks, and when an effectallows you to shift, you can instead move your speed.You ignore difficult terrain. You can move across andend your movement on any vertical or liquid surface.Finally, whenever you walk, run, or charge, you canspend any or all of that movement flying. Ifyou arestill flying when you end this movement, you landsafely in the nearest unoccupied space.

GRANDMASTER OF FLOWERS

POWER

A Scattering Granimaster of Flowers Utility 26

of PetalsYou brush aside a ranged attack with practiced ease, redirectingits energy toward other targets.Encounter + PsionicFree Action PersonalTrigger: A ranged attack hits youEffect: You take half damage from the triggering attack,

and the attack also hits one or two creatures you choosewithin 10 squares of you.

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MASTER OF MOMENTSAll times, all places, all moments are yours to explore.

Prerequisite: 21st level, any psionic class

Time is not a river but an ocean, extending in alldirections to infinity. You are a sailor traveling wherever time’s currents carry you, venturing into theuncharted future as you leave the inscrutable pastbehind. An awakened mind is your compass; yourinstincts are your only map. You are the Master ofMoments, calling forth the psionic power that propelsyou into the future or lets you set course for forgottentimes.

iMMORTALiTYYou have never rested easy in the present. Now, it isyour fate to free yourself from time’s currents as youseek out new futures and altered pasts.

Alter the Past: You look back at your accomplishments, successes, and failures to analyze the ways inwhich you might have made your decisions differently. Have you long yearned to undo a choice thatcost the lives of others dear to you? Do you look backon one moment when choosing the wrong path ledto disaster? The more you reflect on your past, themore it colors your accomplishments, until you aredetermined to correct your errors in order to achievean even greater end. You leave behind the presentto venture into the past. But what changes will youmake there? Will there be repercussions from yourmeddling? What new troubles might arise throughyour well-intentioned efforts?

See the Future: Having met your objectives inthe present, you wonder what consequences theymight bring. Rather than watch them unfold, you stepahead in time, traveling through the years to witnessthe seeds ofyour success take root and grow into abetter future. But what ifyour efforts bring about nota better world but a darker one? Will you interfereand change history’s course? Or will you direct newheroes to take up your mantle and continue the struggle on your behalf?

MASTER OF MOMENTS FEATURESConsummate Traveler (21st level): You can

master and perform travel rituals. You gain a +5bonus to any skill checks made to perform a travelritual. Once per day, you can use a travel ritual youknow without expending components.

Maximized Time (21st level): You can spend anaction point to gain a standard action, a move action,and a minor action instead of only one extra action.

Bountiful Seconds (24th level): You can take anextra minor action during each ofyour turns. During

~ your turn, you can give up two minor actions to gainan extra move action.

In addition, you can master and perform any travelritual regardless of level.

Boundless Presence (30th level): You gain teleport 5 as a movement mode.

In addition, once per day when you become bloodied or drop to 0 hit points or fewer, you can removeyourself from play. You gain the benefit of a short rest.At the start ofyour next turn, you reappear in thespace you last occupied or in the nearest unoccupiedspace.

MASTER OF MOMENTS POWER

Freeze Time Master of Moments Utility 26

Your attackfreezes afoe in a timeless void.

Daily + PsionicFree Action PersonalTrigger: You hit an enemyTarget: The enemy you hitEffect You freeze the target in time until the end of your

next turn. While frozen in time, the target cannot takeactions, does not have a start or an end of turn, is notaware of its surroundings, and is immune to all damageand effects.

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TOPAZ CRUSADERThe only curefor madness is to excise its corruption anddestroy it.

Prerequisite: 21st level, any psionic class, PsionicAugmentation class feature

Constant pressure causes the Far Realm’s corruptinginfluence to leak through even the smallest breachesinto the natural world, spawning horrors that tearat the fabric of existence. These breaches representsome of the greatest dangers to the mortal realm, andgenerations of heroes have dedicated themselves tomaintaining the integrity of the Far Realm’s boundaries. Over a lifetime’s adventuring, however, you havegrown weary of this ultimately doomed effort.

For each fissure that is closed, two more open elsewhere. Worse, how many of the fault lines riddlingcreation remain undetected? The Far Realm relentlessly seeks to corrupt the mortal realm, but whereasmost heroes seek only to defend against the Outside’smalign influence, you have a better idea. You willturn the tide on the Far Realm by assaulting its borders, its creatures—its very nature. And ifyou cannotreshape the Far Realm with the benign influence ofthe natural world, you will destroy it utterly to eliminate the threat it represents.

iMMORTALITYAs your mortal life winds to its end, you push evercloser to your goal of eliminating the Far Realm’sthreat.

Into the Breach: Aberrant blood stains yourweapons and armor. The horrors you have seen assailyour memory, but you remain strong. Now is the timeto carry the torch ofpurity against the hordes ofcorruption, finally driving back the tide that threatens allexistence. Girding yourself in the protective energycontained in the psionic gemstone at your brow, youstep out from this world, sounding one last battle cryas you carve a path of death and destruction into theheart of madness. You will end the Far Realm’s threateven at the cost ofyour own life. In the centuries thatfollow, as the incursions of the unwholesome fade intomyth, your spirit will find its reward.

TOPAZ CRUSADER FEATURESBound to Greatness (21st level): Your Constitu

tion or Charisma score increases by 2.Topaz Focus (2 1st level): You protect yourself

from aberrant influence with a meditative focus. Yougain a +1 bonus to AC. You cannot be dazed or dominated. You gain a +2 bonus to Will against aberrantcreatures, and you know the location ofall aberrantcreatures within 5 squares ofyou at all times. Youdon’t grant combat advantage to those creatures, andif they have cover or concealment when you attackthem, you don’t take the -2 penalty to attack rollsagainst them.

When you will it, this focus manifests as a topazgemstone in the center ofyour brow.

Topaz Meditation (24th level): Your focus grantsyou increased power. You gain 2 additional powerpoints and a +2 bonus to all defenses, you cannot beimmobilized or restrained, and you can ignore polymorph effects.

Topaz Flare (3 0th level): While you have nopower points remaining, your unaugmented at-willpowers grant you a benefit when they hit. Ifyourattack roll is an even number, you regain 2 powerpoints. Ifyour attack roll is an odd number, the targetyou hit takes 5 extra psychic damage.

TOPAZ CRUSADER POWER

Topaz Corona Topaz Crusader Utility 26

You surround yourself and your allies with a shroud ofswirlingblue light, replenishing your strength andfueling your attacksagainst the creatures of the Far Realm. -

Daily 4 Healing, Psionic, Psychic, ZoneMinor Action Close burst 5Effect: The burst creates a zone that lasts until the end of

the encounter. The zone moves with you, remaining centered on you. While within the zone, you and your alliesgain a +2 power bonus to all defenses and regenerationequal to 10 + your highest ability modifier. In addition,whenever you or an ally within the zone makes an attackagainst an aberrant creature, the attack deals 10 extrapsychic damage. If the attack roll is 18-20, the target isalso stunned until the end of your next turn.

CHAPTER 5 Psionic Options

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EQUIPMENT: SUPERIOR 1(1 FOCUSES

A ki focus is an item used by a monk to control andhone his or her psionic power. Unlike other implements, such as the orbs and staffs used by psions, thepower of a monk’s ki focus is only partially containedin the physical object. The focus serves as a meansto gather and shape the ki energy already present within a character. Like all other implements,ki focuses come in mundane or magic varieties. Amagic ki focus allows a monk to use its enhancement bonuses and powers with his or her implementpowers.

A ki focus is often tied to a particular training orfighting style. A monk that uses a wooden practicesword as a ki focus draws no additional prowess fromthe harmless weapon. Rather, it is the memory ofyears of training with that weapon that allows themonk to effectively channel ki into his or her attacks.As a result, additional training or advanced knowledge can be tied to a ki focus a monk already uses.

By learning more advanced fighting styles andtechniques, your monk character gains power functionally similar to that gained by wielding a superiorimplement, as described in Player’s Handbook 3 (page195). But instead ofpurchasing a superior ki focus,you undertake a special training regimen to unlocknew ways to channel your power, whether you wielda magic ki focus or a mundane one. The listed pricereflects the cost of the training by which you masterthe effect of the improved ki focus, and can bethought of as covering expenses such as food, lodging,and other supplies for the duration ofyour study.

Like other implement users, you can only access asuperior ki focus ifyou take the Superior ImplementTraining feat (Player’s Handbook 3, page 183). Whenyou take the feat, you choose one superior ki focus.You can take the feat multiple times to channel additional superior properties through a single ki focus.You cannot use multiple properties at the same time,and you cannot channel properties from more thanone superior ki focus during the same attack. Beforeyou make an attack, you decide which superior kifocus property you will use for the attack.

An implement entry on the Ki Focuses table contains the following information.

Implement: The superior ki focus’s name.Price: The superior ki focus’s training cost in gold

pieces. This cost is included in the cost of a magicsuperior ki focus.

Weight: Because a superior ki focus adds to anexisting physical focus, it has no weight.

Properties: The superior ki focus’s special properties, as detailed below.

— Accurate— Mobile, shielding— Energized (force),

unstoppable— Deadly, forceful— Empowered crit,

unerring30 — Forceful, shielding35 — Energized (psychic),

undeniableTranscendent Ki Focus 30 — Blinking, reaching

SUPERIOR KI FocUsPROPERTI ES

Accurate: You gain a +1 bonus to attack rollsusing an accurate implement.

Blinking: When you hit with a teleportationattack power, you have concealment until the start ofyour next turn.

Deadly: You gain a +1 bonus to damage rolls witha deadly implement. This bonus increases to +2 at11th level and +3 at 21st level.

Empowered Crit: When you score a critical hitusing an empowered crit implement, the attack dealsldlO extra damage. This extra damage is in additionto any critical damage dealt by a magic implement.The extra damage increases to 2d10 at 11th level and3d10 at 21st level.

Energized: You gain a +2 bonus to damage rollswith attack powers that have a keyword matchingan energized implement’s damage type. This bonusincreases to +3 at 11th level and +4 at 21st level.

Forceful: When you pull, push, or slide a targetwith an attack power using a forceful implement,the distance of the forced movement increases by 1square.

Mobile: When you hit with an attack using amobile implement, you can shift as a minor actionbefore the end ofyour turn.

Reaching: You gain +1 reach with melee attacksusing a reaching implement.

Shielding: Whenever you hit at least one targetwith an attack power using a shielding implement,you gain a +1 shield bonus to AC and Reflex until thestart ofyour next turn.

Undeniable: You gain a +1 bonus to attack rollsagainst Will with an undeniable implement.

Unerring: You gain a +1 bonus to attack rollsagainst Reflex with an unerring implement.

Unstoppable: You gain a +1 bonus to attack rollsagainst Fortitude with an unstoppable implement.

CHAPTER 5 Psionic Options

1(1 FOCUSESImplement Price (gp) Weight Properties

253035

3025

Accurate 10 FocusFluid Ki FocusInexorable Ki Focus

Iron Ki FocusMighty Ki Focus

Mountain Ki FocusSerene Ki Focus

uJ(1,DUCU

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MAGiC iTEMS

Characters of any class can use many of the newitems in this section. The nature of their magic makesthese items particularly useful for psionic characters.

Ki FocusEsThis section builds on the magic ki focuses presentedin Player’s Handbook 3. A ki focus is not an objectwhose power resides wholly within it, as with othermagic items. Rather, it is a tool that the members ofcertain psionic classes use to focus their own psionicenergy.

Ifyou can use a ki focus as an implement, you canadd its enhancement bonus to the attack rolls anddamage rolls of implement powers you use throughthe ki focus. You can also use the ki focus’s propertiesand powers. Being able to use a ki focus as an implement means you can also use it with your weaponattacks. You can add its enhancement bonus to theattack rolls and the damage rolls ofweapon attacksyou make using a weapon with which you have proficiency. You must choose to use the enhancementbonus, properties, and powers of the ki focus, ratherthan the weapon you’re wielding, or vice versa. Youcan’t use both when you use a power.

Ifyou possess two ki focuses, you can benefitonly from the ki focus to which you’ve most recentlyattuned yourself (see Player’s Handbook 3, page 203).

Cascading Strikes Ki Focus 1.evel 3+

Your wide strike triggers your stout stone idol to release itspower, helping you land a blow that would otherwise go astray.

Lv13 1 680gp Lvll8 +4 85,000gpLvi 8 2 3,400 gp Lvi 23 +5 425,000 gpLv113 3 17,000gp Lvl28 +6 2,l25,000gpImplement (Ki Focus)Enhancement: Attack rolls and damage rollsCritical: +1 d6 damage per plusPower (Daily): Free Action. Trigger You miss with an attack

using this ki focus. Effect~ Reroll the attack roll.

Crashing Tide Strike Ki Focus Level 8+

Youfocus the ocean~s wrath to strike your enemies with tidalforce.

Lvl8 2 3,400gp Lv123Lv113 3 17,000gp Lv128Lv118 4 85,000gpImplement (Ki Focus)Enhancement: Attack rolls and damage rollsCritical: +1 d6 damage per plusPower (Daily): Free Action. Trigger: You hit an enemy with

a melee attack using this ki focus. Effect: You push thetarget 1 square per point of the ki focus’s enhancementbonus, then knock it prone. You then shift the samenumber of squares.

IKI FOCUSESLvi Name2 Hunting Panther Ki Focus +13 Cascading Strikes Ki Focus +13 Four Winds Ki Focus +14 Hurricane Strike Ki Focus +14 Thunderfist Ki Focus +17 Hunting Panther Ki Focus +28 Cascading Strikes Ki Focus +28 Crashing Tide Strike Ki Focus +28 Four Winds Ki Focus +29 Forked Lightning Ki Focus +29 Hurricane Strike KI Focus +29 Mountainfall Ki Focus +29 Thunderfist Ki Focus +212 Hunting Panther Ki Focus +313 Cascading Strikes Ki Focus +313 Crashing Tide Strike Ki Focus +313 Four Winds Kif~ix~3+314 Forked Lig~jng Ki Focus +314 Hurricane Strike Ki Focus +314 Mountainfall Ki Focus +314 Thunderfist Ki Focus +317 Haunting Presence Ki Focus +417 Hunting Panther Ki Focus +418 Cascading Strikes Ki Focus +418 Crashing Tide Strike Ki Focus +418 Four Winds Ki Focus +419 Forked Lightning Ki Focus +419 Hurricane Strike Ki Focus +419 Mountainfall Ki Focus +419 Thunderfist Ki Focus +422 Haunting Presence Ki Focus +522 Hunting Panther Ki Focus +523 Cascading Strikes Ki Focus +523 Crashing Tide Strike Ki Focus +523 Four Winds Ki Focus +524 Forked Lightning Ki Focus +524 Hurricane Strike Ki Focus +524 Mountainfall Ki Focus +524 Thunderfist Ki Focus +527 Haunting Presence Ki Focus +627 Hunting Panther~ Focus +628 Cascading Strikes Ki Focus +628 Crashing Tide Strike Ki Focus +628 Four Winds Ki Focus +629 Forked Lightning Ki Focus +629 Hurricane Strike Ki Focus +629 Mountainfall Ki Focus +629 Thunderfist Ki Focus +6

Price (gp)520680680840840

2,6003,4003,4003,4004,2004,2004,2004,200

13,00017,00017,00017,00021,00021,00021,00021,000

65,00065,00085,00085,00085,000

105,000105,000105,000105,000325,000325,000425,000425,000425,000525,000525,000525,000525,000

1,625,0001,625,0002,125,0002,125,0002,125,0002,625,0002,625,0002,625,0002,625,000

5 425,000gp6 2,125,000gp

152CHAPTER S Psionic Options

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Forked Lightning Ki Focus Level 9+

Crackling lightning illuminates you as itforks toward yourenemy.

Lvi 9 +2 4,200 gp Lvi 24 +5 525,000 gpLvii4 +3 2i,000gp Lvi29 +6 2,625,000gpLv119 +4 1OS,000gpImplement (Ki Focus)Enhancement: Attack rolls and damage roiisCritical: +1 d6 lightning damage per plusPower (At-Will + Lightning): Free Action. Trigger: You

make a melee attack using this ki focus. Effect The attackdeals lightning damage instead of any other damage type.

Power (Daily + Lightning, Teleportation): Free Action.Trigger: You make a melee attack that deals lightningdamage using this ki focus. Effect Choose one enemywithin 5 squares of the target of the triggering attack. Youteleport to an unoccupied square adjacent to that enemyand make a melee basic attack against it. The attack dealslightning damage instead of any other damage type.

Four Winds Ki Focus Level 3+

Channeling the power ofair and sky, you command thefourwinds to speed your strikes and whisk you to safety.

Lvi 3 +1 680 gp Lvii 8 +4 85,000 gpLvi 8 +2 3,400 gp Lvi 23 +5 425,000 gpLvii3 +3 l7,000gp Lvi28 +6 2,i25,000gpImplement (Ki Focus)Enhancement: Attack rolls and damage rollsCritical: +1 d6 damage per plus, and you slide the target 1

square per plusPower (Daily): Free Action. Trigger: You hit an enemy with

a melee attack using this ki focus. Effect You fly a numberof squares equal to the ki focus?s enhancement bonus.Your movement from this power does not provoke opportunity attacks. You must land at the end of this movement or you fail.

Haunting Presence Ki Focus Level 17+

By calling on the magic inyourgossamerfocus,you becomeghostlike—ephemeral and impossible to pin down.

Lv117 +4 65,000gp Lv127 +6 i,625,000gpLv122 +5 325,000gpImplement (Ki Focus)Enhancement: Attack rolls and damage rollsCritical: +1 d6 psychic damage per plusPower (Daily + Illusion): Free Action. Trigger: You hit an

enemy with an attack using this ki focus. Effect You haveconcealment and are insubstantial until you are hit by anattack or until the end of your next turn.

Hunting Panther Ki Focus Level 2+

These mummWed eyeballs tucked inside a worn wooden box seethrough allyour enemy’s deceptions.

Lvi2 +1 520gpLvi 7 +2 2,600 gpLv112 +3 l3,000gpImplement (Ki Focus)Enhancement: Attack rolls and damage rollsCritical: +1d6 damage per plusPower (Daily): Free Action. Trigger: You hit an enemy with

an attack using this ki focus. Effect The target cannotbenefit from concealment or cover until it hits you withan attack.

Lvl17 +4 65,000gpLvi22 +5 32S,000gpLvi27 +6 l,625,000gp

Hurricane Strike Ki FocusAs power swirls within this slender glass cylinder, yourfaststrikes knock your enemies back.

Lv14 +1 84OgpLvi9 +2 4,200gpLvii4 +3 2l,000gpImplement (Ki Focus)Enhancement: Attack roils and damage rollsCritical: +1d8 force damage per piusPower (Daily): Free action. Trigger: You use your Flurry of

Blows power. Effect Your flurry of Blows power dealsextra damage equal to this ki focus’s enhancementbonus, and you push each target a number of squaresequal to this ki focus’s enhancement bonus.

MountainfaN Ki Focus Level 9+

A leather pouchfilled with pebble shards lends you thefullweight of the mountain to strike against vulnerable enemies.

Lvi 9 +2 4,200 gp Lvi 24 +5 525,000 gpLvli4 +3 2l,000gp Lv129 +6 2,625,000gpLvii9 +4 lO5,000gpImplement (Ki Focus)Enhancement: Attack rolls and damage rollsCritical: +1 d6 damage per pius, and you knock the target

proneProperty: You gain a +2 item bonus to damage rolls

when using this ki focus for attacks against prone andimmobilized targets.Level i4or 19: +4 item bonus.Level 24 or 29: +6 item bonus.

Power (Daily): Free action. Trigger: You hit an enemy witha melee attack using this ki focus. Effect The enemy isimmobilized (save ends).

Thunderfist Ki Focus Level 4+

Roiling thunder booms with each strike you make, the metal ofthisfocus vibrating as you assail your enemies with a cacophonous din.

Lv14 +1 84OgpLvi 9 +2 4,200 gpLvii4 +3 21,000gpImplement (Ki Focus)Enhancement: Attack rolls and damage rollsCritical: +1 d8 thunder damage per plusPower (At-Will + Thunder): Free Action. Trigger: You

make a melee attack using this ki focus. Effect: The attackdeals thunder damage instead of any other damage type.

Power (Daily + Thunder): Free Action. Trigger: You makea melee attack using this ki focus. Effect Each enemyadjacent to the target takes thunder damage equal to yourhighest ability score modifier and is deafened (save ends).

Lvil9 +4Lvi 24 +5Lvl29 +6

Level 4+ ~M

I.

UiOS,000gp525,000 gp

2,625,000 gp

5

Lvll9 +4Lvi 24 +5Lvi 29 +6

105,000 gp525,000 gp

2,625,000 gp

CHAPTER 5 Psionic Options

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AUGMENTABI.E iTEMSIntroduced in Player’s Handbook 3, augmentablemagic items provide new channels for utilizingpsionic power. Although some of these items canbe used by any character, only characters with thePsionic Augmentation class feature gain the powerpoints needed to increase the potency of an augmentable item’s powers or properties. Likewise, someof these items have properties that function onlywhile the wielder has at least 1 power point.

All these items use the same rules as the magicitems found in the Player’s Handbook and the Adventurer’s Vault” supplements.

ARMORAugmentable armor gives defensive-minded psioniccharacters an edge in combat, enhancing a wearer’smental or physical strength. In some cases, thatenhancement allows the wearer to better protect hisor her allies.

Anchoring Armor Level 17+

Those who try to move close to you without warning are caughtby the magic ofthis heavy armor.

Lvii 7 +4 65,000 gp Lvi 27 +6 1,625,000 gpLv122 +5 325,000gpArmor: PlateEnhancement: ACPower (Daily + Augmentable): Immediate Reaction.

TrigBer A creature teleports to a square adjacent to you.Effect: The triggering creature is immobilized and cannotteleport until the end of its next turn.Augment 1: The creature is immobilized and cannot

teleport (save ends).

Armor of Adaptable Resistance Level 4+

This armor adapts to the attacks made against you, refocusingits protective power to keep you alive.

Lv14 +1Lv19 +2Lvll4 +3Armor: Hide, chainEnhancement: ACProperty: You gain resist 5 to one of the following damage

types: acid, cold, fire, force, lightning, necrotic, poison, orthunder. The damage type is chosen when the armor iscreated.Level 14 or 19: Resist 10Level 24 or 29: Resist 15

Power (Daily + Augmentable): Immediate Reaction.Trigger You take damage from an attack of a type thatthis armor does not provide resistance to. Effect: Chooseone of the damage types dealt by the attack. The armor’sresistance changes to match that damage type until theend of the encounter.Augment 1: The armor’s resistance increases by 5 until

the end of your next turn.

Blink Shirt Level 8+

The smooth material of this comfortable shirt is stronger than itappears, and allows you to blink awayfrom danger.

Lv18 +2Lv113 +3Lv118 +4Armor: ClothEnhancement: ACProperty: You gain a +2 item bonus to AC against

opportunity attacks.Power (Daily + Augmentable, Teleportation): Immediate

Reaction. Trigger An enemy misses you with an attack.Effect: You teleport a number of squares equal to 2 + thearmor’s enhancement bonus.Augment 1: You regain the use of this power but cannot

augment it again during this encounter.

Guardian’s Armor Level 15

This heavy armor protects1you well enough, but it achieves itsfull potential only when used in the defrnse of another.

Lvl 15 +3 25,000 gp Lvi 25 +5 625,000 gpLv120 +4 i25,000gp Lv130 +6 3,125,000gpArmor: Scale, plateEnhancement: ACProperty: While you have at least 1 power point, each ally

adjacent to you gains resistance to all damage equal to thearmor’s enhancement bonus.

Power (Daily + AugmentabIe~ Immediate Interrupt.Trigger: An ally adjacent to you is hit by an attack. Effect:The ally gains a +2 bonus to all defenses until the end ofyour turn.Augment 1: The bonus increases to 2 + the armor’s en

hancement bonus.

Mind Hunter’s Armor Level 2+

This suit ofpitted mail carries the scars of thefight against theFar Realm, and protects a8ainst effects that tear at the mind.

Lv12 +1 520gp Lv117 4 65,000gpLvl7 +2 2,600gp Lv122 5 325,000gpLv112 +3 i3,000gp Lv127 +6 i,625,000gpArmor: Scale, plateEnhancement: ACProperty: While you have at least 1 power point, you gain

a +2 item bonus to saving throws against effects thatdaze, dominate, or stun.

Phrenic Armor Level 4+

When your mindis targeted, this armor lashes yourfoes with apulse ofpsychic energy.

Lvl4 +1 84OgpLvl9 +2 4,200gpLv114 +3 2l,000gpArmor: Chain, scaleEnhancement: ACProperty: You gain resist 5 psychic.Power (Daily + Augmentable, Psychic): Immediate

Reaction. Trigger: An enemy attack hits your Will. Effect:Each enemy in a close burst 1 centered on you takespsychic damage equal to 3 + the armor’s enhancementbonus and a —2 penalty to attack rolls for attacks thatinclude you as the target until the end of your next turn.Augment 1: The size of the burst increases to 2.

3,400 gpi7,000gp85,000 gp

Lvi23 +5 425,000gpLv128 +6 2,l25,000gp

840gp4,200 gp

21,000 gp

Lvii 9 +4 105,000 gpLvl24 +5 525,000gpLvi 29 +6 2,625,000 gp

Lv119 +4Lvi 24 +5Lvi 29 +6

105,000gp525,000 gp

2,625,000 gp

154CHAPTER 5 Psionic Options

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MAGIC ARMOR

Mind Hunter’s Armor +1Shaper’s Armor +1Armor of Adaptable

Resistance +14 Phrenic Armor +17 Mind Hunter’s Armor +28 Blink Shirt +28 Shaper’s Armor +29 Armor of Adaptable

Resistance +29 Phrenic Armor +212 Mind Hunter’s Armor +313 Blink Shirt +313 Shaper’s Armor +314 Armor of Adaptable

Resistance +314 Phrenic Armor +315 Guardian’s Armor +317 Anchoring1~ii~’+417 Mind Hunter’s Armor +418 BlinkShirt+418 Shaper’s Armor +419 Armor of Adaptable

Resistance +419 Phrenic Armor +420 Guardian’s Armor +422 Anchoring Armor +522 Mind Hunter’s Armor +523 Blink Shirt +523 Shaper’s Armor +524 Armor of Adaptable

Resistance +524 Phrenic Armor +525 Guardian’s Armor +527 Anchoring Armor +627 Mind Hunter’s Armor +628 Blink Shirt +628 Shaper’s Armor +629 Armor of Adaptable

Resistance +629 Phrenic Armor +630 Guardian’s Armor +6

Shaper’s Armor

520 Scale plate680 Cloth,leather840 Hide, chain

2,625,000 Chain, scale3,125,000 Scale, Plate

MAGIC WEAPONSLvi Name3 Eager Weapon +18 Aggressive Weapon +2

8 Eager Weapon +28 Severing Weapon +213 Aggressive Weapon +3

13 Bolstering Weapon +3

13 Eager Weapon +313 Severing Weapon +318 Aggressive Weapon +4

18 Bolstering Weapon +4

18 Eager Weapon +418 Severing Weapon +423 Aggressive Weapon +5

23 Bolstering Weapon +5

23 Eager Weapon +523 Severing Weapon +528 Aggressive

Weapon +628 Bolstering

Weapon +628 EagerWeapon+628 Severing Weapon +6

CategoriesL1i~ht bl5~le, sp_~~Flail, hammer,mace

Light blade, spearAxe, heavy bladeFlail, hammer,

mace17,000 Heavy blade,

spearLight blade spearAxe, heavy bladeFlail, hammer,

mace85,000 Heavy blade,

spear85,000 Light blade, spear85,000 Axe, heavy blade

425,000 Flail, hammer,mace

425,000 Heavy blade,spear

425 000 Light blade, spear425,000 Axe, heavy blade

2,125,000 Flail, hammer,mace

2,125,000 Heavy blade,spear

2,125,000 Light blade, spear2,1’25,000 Axe, heavy blade

Lv123 +5 42S,000gpLvl 28 +6 2,1 25,000 gp

234

Lvl Name Price (gp) Categ.riesWEAPONSAugmentable magic weapons flare with light whenyou infuse them with psionic power. Such weaponsare often set with crystals or jewels, within whichtheir psionic energy is stored.

I—

U

Price (gp)680

3,400

3,4003,400

17,000

8402,6003,4003 4004,200

4,20013,00017,00017,00021,000

21,00025,00065,00065,00085,00085,000

105,000

105,000125,000325,000325,000425,000425,000525,000

525,000625,000

1,625,0001,625,0002,125,0002 125,0002,625,000

17,00017,00085,000

Chain, scaleScale, plateClothCloth, leatherHide, chain

Chain scaleScale, plateClothCloth, leatherHide, chain

Chain, scaleScale, platePlateScale, plateClothCloth, leatherHide, chain

Chain, scaleScale, platePlateScale, plateClothCloth, leatherHide, chain

Chain, scaleScale, platePlateScale, plateClothCloth, leatherHide, chain

5

Aggressive Weapon Level 8+

Your latent psionic energyflows through this weapon, metingout increased damage toyourfoes.

Lvl 8 +2 3,400 gpLvll3 +3 l7,000gpLvll8 +4 85,000gpWeapon: Flail, hammer, maceEnhancement: Attack rolls and damage rollsCritical: +1 d8 damage per plusProperty: While you have at least 1 power point, your

attacks using this weapon gain a +1 item bonus to damagerolls.Level 13 or 18: +2 item bonusLevel 23 or 28: +3 item bonus

Level 3+

Yourfeatures seem toflow with each movement when you wearthis nondescript armor.

Lv13 +1 680gp Lv118 +4 85,000gpLvl 8 +2 3,400 gp Lvi 23 +5 425,000 gpLv113 +3 17,000gp Lv128 +6 2,l25,000gpArmor: Cloth, leatherEnhancement: ACPower (Daily + Augmentable, Illusion): Minor Action.

You gain a +2 bonus to AC until the end of the encounter. Each time an enemy attacks you, reduce the bonus by1. When the bonus drops to 0, the effect ends.Augment 1: The bonus increases to +4.

CHAPTER 5 Psionic Options155

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Bolstering Weapon Level 13+ Orb of Ghostbane Triumph Level 9+

This weapon shines brightly to inspire hope in nearby allies.

Lvi13 +3 l7,000gp Lv123 +5 425,000gpLvi 18 +4 85,000 gp Lvi 28 +6 2,1 25,000 gpWeapon: Heavy blade, spearEnhancement: Attack rolls and damage rollsCritical: +1 d8 psychic and radiant damage per plusPower (Daily + Augmentable): Free Action. Trigger You

hit an enemy with an attack using this weapon. Effect: Youand each ally in a close burst 1 centered on you gain a +2bonus to saving throws until the end of your next turn.Augment 1 (Healing): The size of the burst increases to

2. Any bloodied ally in the burst can also spend a healing surge.

Eager Weapon Level 3+

Your psionic power primes this weapon to surgeinto actionwhen an enemy tries to slip pastyour guard.

Lvl3 +1 68OgpLv18 +2 3,400gpLvli3 +3 17,000gpWeapon: Light blade, spearEnhancement: Attack rolls and damage rollsCritical: +1 d8 damage per plus, or +1 dl 2 damage per plus

on opportunity attacksProperty: While you have at least 1 power point, you gain a

+2 item bonus to opportunity attack rolls made using thisweapon.

Severing Weapon Level 8+

While you hold psionic energy in reserve, your weapon cuts deep.

Lvi 8 +2 3,400 gp Lvl 23 +5 425,000 gpLvii 3 +3 17,000 gp Lvi 28 +6 2,1 25,000 gpLv118 +4 85,000gpWeapon: Axe, heavy bladeEnhancement: Attack rolls and damage rollsCritical: +1 d8 damage per plus, or +1 dl 2 damage per plus

while you have at least 1 power pointPower (Daily + Augmentable): Free Action. Trigger: You

hit an enemy with an attack using this weapon. Effect:Your attack deals 1 d6 extra damage.Augment 1: Your attack deals 2d6 extia damage.

ORBSPsionic orbs can become attuned to a particularuser’s mood, shifting through the color spectrumaccording to the wielder’s emotions.

ORBS

Psionic energy clouds this darkened sphere, unfurling when youlash out at spectralfoes.

L.vl24 +5 525,000gpLvl 29 +6 2,625,000 gp

Lvi9 +2 4,200gpLv114 +3 2l,000gpLvli9 +4 105,000gpImplement (Orb)Enhancement: Attack rolls and damage rollsCritical: +1 di 0 force damage per plusProperty: While you have at least 1 power point, your

attacks with this orb ignore the insubstantial quality.Power (Daily + Augmentable~ Free Action. Trigger: You

hit an insubstantial enemy with an attack using this orb.Effect The target loses the insubstantial quality until thestart of its next turn.Augment 1: The target loses the insubstantial quality

(save ends).

Orb of Stored Energy Level 5+

This glittering sphere stores psionic energy thatyou can unleashwhen your own power has waned.

Lv15 +1LvllO +2Lv115 +3Implement (Orb)Enhancement: Attack rolls and damage rollsCritical: +1 d6 damage per plusPower (Daily): Free Action. Expend 1 or 2 power points

and place them in the orb. They remain there until youuse them or until you take an extended rest.

Power (Daily): Free Action. Requirement: You must haveat least 1 power point stored inside the orb. Trigger: Youmake an attack using an unaugmented attack power.Effect: You can augment the triggering power by spending1 power point from the orb, instead of using your ownpower points to augment the power.Level 25 or 30: You can augment the triggering attack by

spending 1 or 2 power points from the orb.

STAFFSLike the staffs employed by other classes, most psionicenergy staffs provide defensive benefits. A psionicsuser infuses his or her staffwith power, storing energyin its embedded crystals and conductive metals.

Staff of Aggressive Thoughts Level 4

Psionic energyflows through this iron staff to scatter the enemies confronting you.

Lv14 +1 840gpLvl 9 +2 4,200 gpLvi 14 +3 21,000gpImplement (Staff)Enhancement: Attack rolls and damage rollsCritical: +1 d8 force damage per plusPower (Daily + Augmentable): Free Action. Trigger You

hit an enemy within 3 squares of you with a force attackusing this staff. Effect: You push each enemy adjacent toyou a number of squares equal to the staff’s enhancement bonus.Augment 1: You gain resistance to all damage equal to

3 + your Wisdom modifier until the end of your nextturn.

Lvii8 +4 85,000gpLvi23 +5 425,000gpLvi 28 +6 2,1 25,000 gp

1,000 gp5,000 gp

25,000 gp

Lvl2O +4 125,000gpLvl25 5 625,000gpLvl3O 6 3,i25,000gp

Lvi Name5 Orb of Stored Energy +19 Orb of Ghostbane Triumph +210 Orb of Stored Energy +214 Orb of Ghostbane Triumph +315 Orb of Stored Energy +319 Orb of Ghostbane Triumph +420 Orb of Stored Energy +424 Orb of Ghostbane Triumph +525 Orb of Stored Energy +529 Orb of Ghostbane Triumph +630 Orb of Stored Energy +6

Lvii 9 +4 105,000 gpLvl24 +5 525,000gpLvi 29 +6 2,625,000 gp

Price (gp)1,0004,2005,000

21,00025,000

105,000125,000525,000625,000

2,625,0003,125,000

156CHAPTER 5 Psionic Options

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STAFFS

CHAPTER 5 Psionic Options

Staff of Scourging Revelation Level 5+ ~~Lvi Name Price (gp) The ancient glyphs carved into the woddof this staffweaken ~

3 Staff of Punishing Th’~~hts +1 680 your enemies’ ability to withstand the attacks of the mind.4J Staff of Aggressive Thoughts +1 840 Lvi 5 +1 1,000 gp Lvi 20 +4 1 25,000 gp u5 Staff of Scourging Revelation +1 1 000 Lvi 10 +2 5,000gp Lvi 25 +5 625,000gp —

~7 Staff of Bitter Dismissal ~Wj 2,600 Lvi 15 +3 25,000 gp Lvi 30 +6 3,1 25,000 gp <8 Staff of Punishing Thoughts +2 3 400 Implement (Staff).~ Staff of Aggressive Thoughts +2 4,200 Enhancement Attack rolls and damage rolls

Critical: The target gains vulnerability to psychic damage10 Staff of Scourging Revelation +2 5 000 equal to twice the staff’s enhancement bonus (save ends)12 Staff of Bitter Dismissal +3 . 13,000 Power (Daily + Augmentable, Psychic): Free Action.13 Staff of Punishing Thoughts +3 17,000 Trigger: You hit an enemy with a psychic or a radiant14 Staff of Aggressive Thoughts +~. 21,000 attack using this staff. Effect: Eachenemy in a close burst15 Staff of Scourging Revelation +3 25 000 1 centered ciiii you gains vulnerable 5 psychic (save ends).17 Staff of Bitter Dismissal +4 65,000 Level 15 or 20: Vulnerable 1,0 psychic.18 Staff of Punishing Thoughts +4 85 000 Level 25 or 30: Vulnerable, 15 psychic.

Augment 1: The size of the burst increases to 2.1.9 Staff of Aggressive Thoughts +4 105,000~l Staff of Scourging Revelation +4 125,00022 StaffofBitterE~Thiij1iiIJ+5 325,000 ARMS SI.OT iTEMS23 Staff of Punishing Thoughts +5 425,000 From delicate bracelets to heavy shields, these arms24 Staff of Aggressive Thoughts +5 525,000 slot items help psionic characters boost attacks or25 Staff of Scourging Revelation +5 625,000 build defenses.27 Staff of Bitter Dismissal +6 . 1,625,000

ARMS SLOT ITEMS28 Staff of Punishingj~~ghts +6 2 125,00029 Staff of Aggressive Thoughts +6 2,625,000 Lvi Name Price (gp)30 Staff of Scourging Revelation +6 3,125 000 3 Bracelets of Subtle Defense 680

10 Bolstering~ifltflfl 5,000

Staff of Bitter Dismissal Level 7+ 13 Focused Shield 17,00020 Bolstering Shield 125,000

When you batter an enemy withra!forc~ful attack, this gnarled30 Bolstering Shield 3,125,000staff’s potent psionic~ energy shunts thefoe awayfromyou.

Lv17 +2 2,600gp Lv122 +5 325,000gp Bolstering Shield Level 10+Lvi 12 +3 1 3,000 gp Lvi 27 +6 1,625,000 gpLvi 17 +4 65,000 gp This ornate shield captures aithient-psionic energy, using it toImplement (Staff) strengthen you in the midst’ofcombat.Enhancement: Attack rolls and damage rolls Lvi 10 5,000 gp Lvi 30 3,1 25,000 gpCritical: +1 d8 psychic damage per plus Lvi 20 1 25,000 gpPower (Daily + AugmentaLle, Tel~port): Free Action. Item Slot: Arms

Trigger You hit an enemy within 3 squares of you with a Shield: Anyforce attack using this staff. Effect: You teleport the target Power (Daily + Augmenta~le)~F~e Action. Trigger Youa number of squares equal to the;staff’s enhancement take damage from an attack. EffectY~i’gain 5 temporarybonus. “ • hit points~iix~shift’li square.Augment 1: Before you teieport~the~arget, you slide Level 18: 10 temporary hit points.

each enemy within 3 squares ~fitF~etarget 1 square Level 28: 15 temporary hit points.toward it. . Augment 1: You gain double the number of temporary

hit points. ‘•

Staff of Punishing Thoughts Level 3+

The crystal that caps this bronzewôod staffblazes with light, Bracelets of Subtle Defense Level 3assailing the minds ofyour enen,ries and leaving them atyour When imbued with psionic energy, these bracelets help you esmercy. • cape attention~ and off the battlefield.

Lvi 3 +1 680 gp Lvi 18 +4 85,000 gp item Slot: Arms 680 gpLvi 8 +2 3,400 gp Lvi 23 +5 425,000 gp Property: While you have at least 1 power point, you gain aLvi 13 +3 1 7,000 gp Lvi 28 +6 2,1 25,000 gp +2 item bonus to Stealth checks.Implement (Staff) Power (Daily 4 AugmentaBle): M[nor Action. You haveEnhancement: Attack rolls and damage rolls concealment from dii enemiesuñtiithe start of your nextCritical: +1 d8 psychic damage per pius turn.Power (Daily 4 AugmentaBle): Fi~ée Action. Trigger: You Augment 1: You have concealment from all enemies

hit an enemy within 3 squaresof:you with a psychic until you make an attack: •.

attack using this staff. Effect Each:enemy adjacent to yougrants combat advantage to you (save ends).Augment 1: Each enemy within,3 squares of you grants

combat advantage to you (save ends).

5

157

Page 161: d&d 4e - Psionic Power

Focused Shield Levell3

When afoe misses you at range, the complex engravings onthis shield’s surface hinder the accuracy ofthatfoe’s subsequentattacks.

Item Slot: Arms 17,000 gpShield: AnyProperty: You gain resist 5 to all damage from ranged

attacks.Power (Daily + Augmentable): Immediate Reaction.

Trigger A ranged attack misses you. Effect. The triggeringenemy takes a —2 penalty to attack rolls for attacks thatinclude you as a target until the end of your next turn.Augment 1: The triggering enemy takes a —2 penalty to

attack rolls (save ends).

FEET SLOT iTEMSMagic footwear helps to enhance an adventurer’smovement options.

Boots of Resolute Reflexes Level 15

These thin leather boots respond toyour thoughts, heighteningyour ability to avoid attack.

Item Slot Feet 25,000 gpProperty: You gain a +1 item bonus to Reflex. You can

spend 1 power point as a free action during your turn toincrease the bonus to +3 until the end of your next turn.

Dancer’s Slippers Level 7

Yourfeet glide across the ground, letting you repositionyourselfwhen an enemy’s attack goes wide.

Item Slot: Feet 2,600 gpPower (Daily + AugmentaI~le): Free Action. Trigger: An

enemy misses you with an attack. Effect: You shift 1square.Augment 1: You regain the use of this power but cannot

augment it again during this encounter.

Nimble Shoes Level 12

With these supple shoes onyourfret,you leap and climb withease.

Item Slot: Feet 13,000 gpProperty: When you would make an Athletics check, you

can make an Acrobatics check instead.Power (Daily + Augmentable): Immediate Reaction.

Trigger: An attack knocks you prone. Effect: You stand up.Augment 1: You cannot be knocked prone and you can

ignore forced movement until the end of your nextturn.

Skating Boots Level 18

These steel-toed boots letyou slide pastfoes in the heat ofcombat.

Item Slot: Feet 85,000 gpPower (Daily + Augmentable): 1~1ove Action. You shift a

number of squares equal to your speed.Augment 1: This movement ignores difficult terrain.

HEAD SLOT iTEMSThese items of magic headwear further unlock apsionic character’s already formidable mind, heightening awareness or boosting psychic attack abilities.

HEAD SWT ITEMSLvl Name11 Eyes of the Deep Dwarf13 Diadem of Exquisite Communication14 Helm of the Mental Juggernaut15 Circlet of the Resolute Mind

Circlet of the Resolute Mind Level 15

As it responds to your psionic power, thisfine silver circletstrengthens~your mind against mental attacks.

Item Slot: Head 25,000 gpProperty: You gain a +1 item bonus to Will. You can spend

1 power point as a free action during your turn to increasethe bonus to +3 until the end of your next turn.

Diadem of Exquisite Communication Level 13

This diadem makes you a conduitfor unspoken thoughtsand lets you take the advantage when an enemy attacks yourstrength ofmind.

Item Slot: Head 17,000 gpProperty: While you have at least 1 power point, you have

telepathy 5.Power (Daily + Augmentable): Free Action. Trigger An

enemy attack targets your Will. Effect. The triggeringenemy grants you combat advantage until the end ofyour next turn.Augment 1 (Psychic): The enemy also takes psychic

damage equal to your Constitution, Intelligence, or€harisma modifier (whichever is highest).

Eyes of the Deep Dwarf Level 11

These heavy goggles gleamfaintly with psionic energy, helpingyou see what lurks in the darkness.

Item Slot: Head 9,000 gp -

Property: While you have at least 1 power point, you gaindarkvision. - -

FEET SLOT ITEMSName

7 D~Z~r’s Slippers12 Nimble Shoes15 Boots of Resolute Reflexes18 Skating Boots

Price (gp)2,600

13,00025,00085,000

Price (gp)9,000

17,00021,00025,000

158CHAPTER 5 Psionic Options

Page 162: d&d 4e - Psionic Power

Helm of the Mental Juggernaut Level 14

‘~A~demoñ m~l~j~ohts~.this heavy helmet, its grinning visage~prot~cting~u~when enemies attempt to hinder you in combat.

Item Slot: Head 21,000 gpProperty: You gain a +2 item bonus to saving throws against

effects that daze or stun.Po~ier (D I~+~ Augmentable): No Action. Trigger: You

tart yourtu rn; Effect You make a saving throw againstoneeffectthãt a save can end.Aug ñ~nt1 :;Y~ó.gain a +2 power bonus to the saving

,~ ~ *

NECK SLOT iTEMSRanging from protective cloaks to delicate necklaces,neck slot items help safeguard a psionic adventurer.

NECK SLOT ITEMSLvl Name

Amulet of Adept Movements Level 15+

This pláih~ imgr~ints you the quickness to slip past your enemies in~th~lieat~5fçombat.

Lv115 +3 2S,000gpLv120 +4 l2S,000gpItem Slot: NeckEnhancement: Fortitude, Reflex, and WillProperty: You gain a +2 item bonus to all defenses against

opportunity attacks.Power (b Mno,Action~ You spend 1 power point and

g~ina t’2 po~er.bönis to all defenses until the end of.~yoiir next turn~’

Medallion of Confounding Ideas Level 24

This capper ñ~iifetempowersyou to lend strength to the minds~f~you~ allies confounding enemy attacks

Lvi 24 +5 525,000 gp Lvi 29 +6 2,625,000 gpItem Slot: NeckEnhancement: Fortitude, Reflex, and WillPower (d~ijy + Aujmentable, Zone) Minor Action You~create ázoi~e ih.a~close burst 3 that lasts until the end of

• ~your next turn~The zone moves with you, remaining cen:‘ t~red~ â~.Allies~gain a +2 item bonus to Will while

::-- within the z~oñe.’Augment1 :~lliesaJso gain resistance to psychic damage

equal to 3 ~i!’the~tem s enhancement bonus while~ ~wi~h~in the zone.

Psyweave Cloak Level 3+

This supple doakfJels ~ool to the touch, and can turn back attacks with t~~rength of the strongest armor.

Lv13 +1 680gpLv18 +2 3,400gpLvll3 +3 l7,000gpItem Slot: NeckEnhancement: Fortitude, Reflex, and Willô~ér(D~I~+’Augrnentable): Minor Action. You gain

~rèsist5Vko all damage until the start of your next turn.Level 1~3or 1& Resist 10 to all damage.Level 23~r~28:Resist 15 to all damage.Augment~,Increase the resistance by 5.

WAIST SLOT ITEMSPsionic power users can gird themselves with powerful magic to ward offpain and hardship.

WAIST SLOT ITEMSName

15 Girdle of the Resolute Body.18 V Cord of Elusive Thoughts

Cord of Elusive Thoughts Level 18

I~hi~jin c0r4’óf~1’s skin lets youfocus the power ofyour mindtoescapef~ompli5’sical restraints.

Item Slot: Waist 85,000 gpProperty: When you make an escape check, you can make an

Arcana check instead of an Acrobatics or Athletics check.- Power (DaJIy+Psiônic): Minor.action. Effect You spend

1 power point and gain a +5 bonus to your next escape.at~emptniade b~efóre the end of your next turn. If the at

~. ~tempt~succeeds,you can shift 2 squares as a free action.

Girdle of the Resolute B dy Level 15

his w~l1e~ather~ b~lt augments your stamina and naturalresilience.

Item Slot: Waist 25,000 gpProperty: You gain a +1 item bonus to Fortitude. You can

spend 1 power point as a free action during your turn toincrease the bonus to +3 until the end of your next turn.

ABOUT THE DES1~HE~RSR~BERTJ SCHWALB isa freelance writer with ç~ver onehu~dred game desig~ and d~velopment credits ~to hisname. IIis pre~vious &sign work indudes~th~é~l3ARK~SiJN®

V ~ ~ ~ -

Campaign Setting the Player’s Handbook® 3 core rulebookand the Monster Manual 3 core rulebook as well asnumerous articles for.Dragon and Dungeon magazines.He lives in Tennessee.

AR! MARMELL is a freelance writer with numerous designcredits, including the 4th Edition Tomb ofHorrors~ super-adventure and The Plane Below: Secrets of the ElementalChaosTM game supplement. He is also a novelist whose

published works include Agents ofArt!fice, a novel basedon the Magic: The Gathering Trading Card Game. Helives in Texas.

CHAPTER 5 Psionic Options

Lvll8 +4Lvl 23 +5Lv128 +6

I

U85,000 gp425,000 gp

2,1 25,000 gp

3 Psyweave Cloak +1~ ~1-213 Psyweave €Ioak +3

Amulet of~~pt Movements +3~ Psyweave Cloak +420 - A~uie(dfiA~ep~ Movements +423 Psyweave Cloak +524 Medallion C nfounding Ideas +525 Amulet of Adept Movements +528~ P~y~ieiye~Cloak +629 Medallion of Confounding Ideas +630 V Amulet oLAdept Movements +6

Price (gp)680

3,40017,00025,000

85,000125,000425,000525,000625,000

2,125,0002,625,0003,125,000

Price (gp)25,00085,000

Lv125 +5 625,000gpLvl3O +6 3,l25,000gp

159

Page 163: d&d 4e - Psionic Power

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Page 164: d&d 4e - Psionic Power

UNLEASHTHEPOWER

YOUR ~ v I1ND

You are all that stands between the world and themadness of the Far Realm. Training in ancient disciplinesof body and mind, you harness the power of your willto work the magic of thoughts and dreams, of psychicprojection and mental domination. Uniting your mindand body into a single weapon against alien forces ofmadness, you are a psionic champion, a tower of iron will.

This DUNGEONS & DRAGONS supplement presentsnever-before-seen options for psionic characters createdusing Player’s Handbook 3, including new powers, feats,paragon paths, and epic destinies designed for the ardent,

4 battlemind, monk, and psion classes. Psionic Power~”also provides background information about the world’spsionic traditions, rules for wild talents, and two newraces, as well as builds and class features that allow you to

:1’ play new versions ofyour favorite psionic classes.

or use with these 4th Edition DUNGEONS & DRAGONS products:

Player’s Handbook core rulebooks

Dungeon Master’s Guide core rulebooks

Monster Manual core rulebooks

D&D Miniatures D&D~ Dungeon Tiles

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