Psion

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

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

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

Class Traits

Role: Controller. You can mentally influence the actions of your foes, and you can toss your enemies around the battlefield with psionic force.
Power Source: Psionic. You direct psionic energy from within your own mind, focusing that power through meditation and contemplation. Your magic works on the minds of others or manifests your will as a physical force in the world.
Key Abilities: Intelligence, Charisma, Wisdom

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

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 4
Healing Surges per Day: 6+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis).

Build Options: Telekinetic Psion, Telepathic Psion.
Class Features: Discipline Focus, Psionic Augmentation, Ritual Casting.

Creating a Psion

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

Telekinetic Psion

As a telekinetic psion, you prefer to use mental force on creatures and objects. You choose powers that let you manipulate foes by flinging them around the battlefield or by binding them in place, as well as powers that create defensive barriers. Intelligence is the key ability for your attacks, so make it your highest score. Choose Wisdom as your next-highest score to increase the effects of your telekinetic abilities. Select powers that allow you to reorder the battlefield and that make the best use of your high Intelligence and Wisdom scores.

Class Feature: Telekinesis Focus
Suggested Feat: Controlling Advantage
Suggested Skills: Arcana, Dungeoneering, Insight, Perception
Suggested At-Will Powers: kinetic trawl, force punch
Suggested Encounter Power: none. (see psionic augmentation)
Suggested Daily Power: telekinetic anchor

Telepathic Psion

As a telepathic psion, you focus on influencing your enemies’ minds. You choose powers that persuade foes to mistake friend for foe, that crush minds in your psychic grip, and that take control of an enemy’s will. Your attack powers use Intelligence; make it your highest ability score. Powers tailored for your build often use Charisma, so it should be your second-best score. Select powers that help you control your enemies and make the best use of your high Intelligence and Charisma scores.

Class Feature: Telepathy Focus
Suggested Feat: Precise Mind
Suggested Skills: Arcana, Bluff, Diplomacy, Insight
Suggested At-Will Powers: memory hole, mind thrust
Suggested Encounter Power: none. (see psionic augmentation)
Suggested Daily Power: mental trauma

Psion Class Features

Psions have the following class features.

Discipline Focus

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

Telekinesis Focus

You gain the powers far hand and forceful push.

Far Hand Psion Feature
You lift an object into the air with the power of your mind.
Encounter ✦ Psionic
Minor Action Ranged 5
Target: One object that weighs 20 pounds or less and isn't carried by another creature
Effect: You either move the target to a square within range or manipulate it. When you move the target with this power, you can cause the target to remain aloft until the end of your next turn. If you are holding the target when you use this power, you can put it into a container that's on your person and simultaneously move a second object that you’re carrying to your hand. The second object then becomes the target if it weighs 20 pounds or less.
Sustain Minor: You either move the target to a square within range or manipulate it.

Forceful Push Psion Feature
With a focused thought, your mental push becomes physical force, moving a creature in the direction you choose.
Encounter ✦ Psionic
Free Action Ranged 10
Target: One creature
Effect: You slide the target 1 square, but not into hindering terrain.
Level 11: You slide the target 2 squares.
Level 21: You slide the target 3 squares.

Telepathy Focus

You gain the powers distract and send thoughts.

Distract Psion Feature
Your mental barrage momentarily confuses an enemy.
Encounter ✦ Psionic
Minor Action Ranged 10
Target: One creature
Level 11: One or two creatures
Level 21: One, two, or three creatures
Effect: The target grants combat advantage to the next creature that attacks it before the end of your next turn.

Send Thoughts Psion Feature
You communicate telepathically with a creature.
Encounter ✦ Psionic
Free Action Ranged 20
Target: One creature that shares a language with you
Effect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.

Psionic Augmentation

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

Because of this class feature, you acquire and use powers in a slightly different manner from how most other classes do.

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

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

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

You regain all your power points when you take a short or an extended rest.

Level At-Will Attack Powers Power Points
1 Choose two Gain 2
3 Choose one Gain 2 (4 total)
7 Replace one Gain 2 (6 total)
13 Replace one Gain 1 (7 total)
17 Replace one Gain 2 (9 total)
21 Gain 2 (11 total)
23 Replace one Gain 2 (13 total)
27 Replace one Gain 2 (15 total)

The Augmentable Keyword

A power that has the augmentable keyword has optional augmentations, which you can use at the cost of power points. An augmentable power follows these rules, unless the power’s description says otherwise.

  • Decide First: You must decide whether and how to augment an augmentable power when you choose to use the power, before you make any attack rolls or apply any of the power’s effects.
  • Power Point Cost: An augmentation specifies its cost in power points. For example, “Augment 1” means you must spend 1 power point to use an augmentation. You must spend the required power points when you decide to use the augmentation.
  • One at a Time: You can use only one of a power’s augmentations at a time, so you can’t, for example, spend 3 power points to gain both the 1-point and the 2-point augmentation for a single power.
  • Replace Base Effects: When you augment a power, any change to the power is noted in the augmentation and replaces specific entries in the base power. An augmented version of a power is otherwise identical to the base power.
  • At-Will Attack Powers: When a power or some other effect lets you use an at-will attack power, you can choose to use one of your augmentable at-will attack powers, but you must use it unaugmented.

When a racial trait grants you an at-will attack power of your choice and you choose an augmentable at-will attack power, the power loses its augmentations. However, the power does not lose the augmentable keyword. This means the power is unaugmented when you use it, unless you augment it by some other means.

Rituals

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains a 1st-level ritual of your choice. Choose either Sending or Tenser's Floating Disk. Your book also contains that ritual, which you can use without expending components once per day.

Implements

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

Character Classes
Player's Handbook ClericFighterPaladinRangerRogueWarlockWarlordWizard
Player's Handbook 2 AvengerBarbarianBardDruidInvokerShamanSorcererWarden
Player's Handbook 3 ArdentBattlemindMonkPsionRunepriestSeeker
Setting-Specific Artificer (Eberron Player's Guide) ✦ Swordmage (Forgotten Realms Player's Guide)
Character Classes

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