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Psionic

Power Source

Psionic classes use discipline and the power of the mind. Mechanically they have power points that enhance their at-will powers instead of encounter powers.

Level 4 Feats

Accelerated Action

Benefits: You gain the Accelerated Action power

Accelerated Action

Your form blurs as you race across the battlefield

Level 4 Discipline

Psionic

Action: Minor ♦ Recharge: Short Rest
Special: This power costs a power point to use
Range: Personal

Effect: You gain a move action to use this turn

Autohypnosis

Benefits: You gain the Autohypnosis power

Autohypnosis

You steady your focus and purify your thoughts

Level 4 Discipline

Psionic

Action: Free (Trigger: You start your turn) ♦ Recharge: Short Rest
Special: This power costs a power point to use
Range: Personal

Effect: You can make a saving throw against each negative effect currently afflicting you, including ones that aren't (save ends).

Empowered Telekinesis

Benefits: Your at-will powers that push, pull or slide move the target 5' further. If the power was augmented, increase this bonus to 10'. Your daily powers that push, pull, or slide move the target 15' further.

Mental Dominance

Benefits: You have advantage on attack rolls against enemies that are dazed, stunned, or dominated.

Momentum Mastery

Benefits: You have edge on attack rolls against enemies that are slowed or rooted

Projected Barrier

Benefits: You gain Projected Barrier power

Projected Barrier

A cube of solid force appears at your command

Level 4 Discipline

Psionic, Conjuration, Zone

Action: Minor ♦ Recharge: Short Rest
Special: This power costs a power point to use
Range: Ranged 25' (Safe) ♦ Target: An unoccupied space within range

Effect: You conjure a 5' cube of solid, transparent force that completely prevents movement through the chosen area and lasts for 5 minutes.

Psionic Refresher

Benefits: Whenever you use an action point you regain 2 power points. This increases to 3 at 9th level, 4 at 14th level, 5 at 19th level, 6 at 24th level, and 7 at 29th level.

Psychokinetic Barrier

Benefits: You gain the Psychokinetic Barrier power

Psychokinetic Barrier

Your throw up a shield of psychic energy to protect yourself

Level 4 Discipline

Psionic

Action: Minor ♦ Recharge: Short Rest
Special: This power costs two power points to use
Range: Personal

Effect: You gain temporary hit points equal to your healing surge value.

Subconscious Reaction

Benefits: You gain the Subconscious Reaction power

Subconscious Reaction

You instinctively respond to the situation at hand

Level 4 Discipline

Psionic

Action: Free (Trigger: You are dealt initiative and don't like the result)
Special: This power costs a power point to use
Range: Personal

Effect: You are dealt another initiative card then discard a card of your choice.

Wild Outburst

Benefits: Whenever you use an action point you deal psychic damage equal to five plus your level to each enemy adjacent to you.

Level 14

Efficient Power

Benefits: Choose one augmentable power you know. Reduce the augment cost of any augments it has by 1. You may change which power you choose whenever you gain a level.

Magic of Eberron

Psionics is one thread of power in the tapestry of forces at work in Eberron. Psionic ability taps the mind’s potential. A psionic character is blessed with innate mental abilities that grant access to realms of personal power beyond the mundane, or even the magical. Knowing this path, the psionic character walks it, and takes on the mantle of psionic might.

Psionic Augmentation

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 most other classes.

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

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)

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