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Ardent

“The fate of the world rests on the fire of your passions.”

Player’s Handbook 3 & Psionic Power — Combined

⚅ ⚄ ⚃ ⚂ ⚁ ⚀
Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (PHB3 Player’s Handbook 3, PsP Psionic Power) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider · Aug N augment cost in power points (replaces the matching fields)  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleLeader. You fill your allies with the will to fight and the clarity of purpose needed for victory. When you attack, you loose thoughts that intensify emotions and lay bare truths. Depending on your choice of class features, you lean toward either defender or striker as a secondary role.
Power SourcePsionic. You are a spiritual warrior whose thoughts swirl about you to infect your enemies with doubt and fill your allies with confidence.
Key AbilitiesCharisma, Constitution, Wisdom
Armor ProficienciesCloth, leather, hide, chainmail
Weapon ProficienciesSimple melee, military melee, simple ranged
Bonus to Defense+1 Fortitude, +1 Will
Hit Points at 1st Level12 + Constitution score
Hit Points per Level Gained5
Healing Surges per Day7 + Constitution modifier
Trained SkillsFrom the class skills list below, choose four trained skills at 1st level.
Class SkillsArcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Streetwise (Cha)
Class FeaturesArdent Mantle, ardent surge, Psionic Augmentation
Build OptionsEnlightened ardent, euphoric ardent, impetuous ardent

Those who let their base emotions rule them invite madness and destruction. Prolonged feelings of fear, greed, lust, or hatred can weaken the mind’s defenses against manipulation. Wielding psionic power, you excite such emotions in your enemies, creating gaps in their defenses and frustrating their attacks, all while filling your allies with encouraging thoughts and guarding them against despair and other negative emotions.

Ardents rarely learn their art through formal training. In many ways, they are incidental leaders, having stumbled onto psionic power at some point earlier in their lives. How you discovered your psionic talent can shape how you wield this power now.

You might have awakened to your talent in the heat of battle, experiencing a mental breakthrough that allowed you to augment your attacks by rending your enemies’ minds. Or your friends might reflect your power when your mood bleeds into theirs, altering their emotional states to match your own. Regardless of the revelation, you learned to harness this power to support your fighting prowess and to guide your allies to victory.

“My joy is your anguish. My courage is your fear. My path to victory lies within your mind.”

FOR THE ardent, emotions are more than mere sensation. Emotion is a weapon you can wield and a tool with which the world can be remade. You draw power from your experience, taking advantage of your joy, your courage, and even your fear. You call on the power of your psionics by focusing your mental state, weaving emotion into a complex web or inflaming your passions through sheer force of will. Just as you channel this power, you are also a conduit for it. Sensing the emotions of allies and enemies alike, you manipulate them to suit your purpose with a deft mental touch.

Those who stand at your side are strengthened by the power that flows from you. Your enemies find their own bravery withering, their plans confused and their hopes shattered by the strength of your mental resolve. But the psionic power you wield comes at a price. Fear and doubt, dark thoughts and anger can all cloud your concentration.

Class Features

Ardents have the following class features.

Ardent Mantle

A person’s state of mind can be armor against the decay and madness born from base emotions, and thus ardents gird themselves by donning particular mindsets to ward off the perils brought on by fear, despair, and hatred. Various emotional states, called mantles, can safeguard the mind. Ardents most commonly use the mantles of clarity and elation.

Choose one of the following options. Your choice gives a power to you as well as a benefit to you and your allies.

Mantle of Clarity: You and each ally within 5 squares of you gain a bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier.

In addition, each ally within 5 squares of you gains a +2 bonus to Insight checks and Perception checks.

You also gain the ardent alacrity power.

Mantle of Elation: You and each ally within 5 squares of you gain a bonus to damage rolls for opportunity attacks. The bonus equals your Constitution modifier.

In addition, each ally within 5 squares of you gains a +2 bonus to Diplomacy checks and Intimidate checks.

You also gain the ardent outrage power.

When you choose your Ardent Mantle, you can choose Mantle of Impulsiveness instead of another option, such as the ones in Player’s Handbook 3.

Mantle of Impulsiveness: When an ally within 5 squares of you is targeted by an opportunity attack, that ally gains a power bonus to damage rolls equal to your Constitution modifier until the end of his or her turn.

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

You also gain the ardent eruption power.

Ardent Surge: When you use your ardent surge power, the target also gains a +2 bonus to speed until the end of your next turn.

Mantle of Impulsiveness is an Ardent Mantle option from Psionic Power.

Ardent Surge

You gain the ardent surge power. Your advanced emotional state is inspirational, motivating your allies and helping them to recover from injuries.

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.

Creating an Ardent

Ardents depend on Charisma more than other abilities. Constitution is important for powers that improve your allies’ attacks, and Wisdom is important if you want to foil your enemies’ attacks. You can choose any powers you like, though many ardents favor one of the two builds described here.

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

Enlightened Ardent

You read your enemies’ weaknesses and reveal them to your allies, and your keen insight helps your allies overcome damaging effects. Make Charisma your highest ability score. You should also consider investing in Wisdom to take advantage of powers that confuse your enemies. A high Constitution not only grants you more hit points and increases your Fortitude, but it also lets you employ powers normally used by euphoric ardents. Your secondary role is defender, and your leadership helps protect allies from harm.

Euphoric Ardent

You can scarcely contain the emotions that strain against your will like a crashing tide. When you make your attacks, they flood out of you, increasing your allies’ confidence and washing away your enemies’ courage. Charisma should be your highest ability score, followed by a high Constitution score to improve those effects that raise your allies’ spirits and diminish your enemies’ capabilities. If you want to diversify your powers, a high Wisdom can’t hurt, but you should also look to Dexterity for initiative checks and Reflex. Your secondary role is striker, and your powers can augment your allies’ attacks.

Impetuous Ardent

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

Sifting through the layers of experience and learning imposed upon you by your people and culture, you uncover the iron core at the heart of your being. By retreating behind its stiff walls, you silence all doubts and misgivings, acting without hesitation or fear. Even if the results are not immediately beneficial, you do not second-guess yourself. Some might call you reckless, but you follow your true nature—a hardened warrior who offers no apology for your aggressive ways.

The battlefield is your home, and you destroy those who would seed the world with darkness. When so engaged, your eyes grow dark, and your face becomes impassive as you become a true instrument of destruction. The fear you might once have felt now manifests in your foes, shattering their resolve as you cut them down like wheat before the scythe.

Impetuous ardents have little use for caution or careful planning, and they allow their natural talent and fate to guide their actions. As an impetuous ardent, your secondary role is striker. Choose powers that deliver punishing damage, improve your allies’ attacks, or strip away your enemies’ ability to protect themselves. Any power that can help to quickly remove an enemy’s threat reinforces your preferred tactics. This said, wading through enemies places you at great risk. To mitigate the dangers arrayed against you, be sure to invest 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 sooner in the round and to keep your Reflex high. Round out your defenses and hit points by making Constitution your third highest ability score.

**New option presented in Psionic Power.*

The new powers presented in this chapter add to the range of powers already available to ardents. Many of these new powers are tailored to the Impetuous Ardent build, but ardents of any kind can find useful options here.

Ardent Overview

Characteristics: You lead your group from the front lines, mixing strong melee attacks with equally strong mental assaults. Your strikes can dismantle your enemies’ defenses and make them more vulnerable to your allies’ attacks. In addition, you can provoke allies to perform daring stunts and maneuvers, helping them gain better positions, leap across the battlefield to close with distant foes, or shrug off deadly afflictions.
Religion: Ardents gravitate toward wild and unpredictable gods, favoring those who represent war or wilderness. Kord and Melora are the most popular, with more independent ardents following Avandra. Evil ardents find much to like in Bane and Gruumsh.
Races: Humans, half-elves, and kalashtar are the most common ardents, though dragonborn, halflings, gnomes, and tieflings also excel in this class, having the natural charisma needed to focus their inner strength.

Playing an Ardent

Fear. Fear so thick, it might as well have been perfume.

Oh, it wasn’t just fear. These thugs worked as leg breakers and enforcers for the thieves’ guild. And this was their home turf. Even now, Thalvos couldn’t be certain which of the various patrons in the common room were genuine drunks, and which were hunting him and his companions.

But they were here somewhere. This much he knew. He felt them. And there, beneath the light spice of exhilaration and a smattering of anger, the main dish was definitely fear. They knew that Thalvos and his companions had already slain a dozen members of their guild, and despite their confidence, they worried that they might be next. It would be a shame to disappoint them.

Thalvos coughed into his ale, spraying foam across his thick beard as he struggled to maintain control, fighting the urge to giggle uncontrollably. They made it so easy.

Even as he rose from his chair, he grabbed at their fear like a child catching snowflakes. He swirled it around in his mind, tasting it, transforming it. And he wondered, as he cast that emotional energy out as easily as he’d taken it in, if the thugs would recognize their own terror coating the blades that would soon be raised against them.

Wants and desires; needs and ambitions; loves and hatreds and fears. The world is driven neither by intellect nor belief, but by emotion—and those who control emotions control the world. Perhaps you are a child of the streets who learned to read danger in the intentions of others and to harness the hunger and fear that were the only weapons you had. You might be a frustrated student whose breakthrough came only after your impulses overcame your studies. You could be the guardian of a primitive tribe, drawing on powers developed in reaction to the dangers of the wild. Perhaps you are a wanderer denied a normal life, determined to reduce the suffering in the world because you are cursed to feel the suffering of others.

You might have followed one of several paths to become what you are now. As an ardent, you are driven and empowered by emotion—and you can no more change what you are or what you do than you can cease feeling at all.

Mantles and Emotions

You are unique among the psionic classes in your manipulation of emotion as the source of your power. Although all psionics users draw strength from emotion to some degree, they do so largely for the sake of their own empowerment. You use emotions as a puppeteer uses strings, manipulating the world around you.

Your powers come from the intensity of the emotion you experience. You sense the feelings of those around you and add them to your own power. Your fear armors you against attack; your anger blasts your foes with psychic force; your love and concern soothe your allies’ hurts.

Ardents draw on all feelings, but you focus on one particular emotion—your “mantle.” Although your powers do not rely on this emotion only, your mantle is the emotion on which you draw most frequently, and the one that allows you to control and channel other emotions.

Emotions Beyond Combat

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

Apart from battle, the ability of an ardent to absorb emotions becomes more noticeable. You likely take on at least an aspect of the feelings of those surrounding you. In the middle of a boisterous revel, you might become giddy and high-spirited. You feel grief at a funeral, even if you’ve never met the deceased. The elation felt by a gathering of zealots performing a ceremonial rite might overcome you even if you don’t share the beliefs of those present.

Ardents are not only the recipients of outside emotion—they project their own emotions as well. People gathered around when you’re in a bad mood grow irate, just as your own good cheer can spread through the dourest crowd. Neither phenomenon is so strong as to enforce an instant change in behavior. You won’t turn on a friend because someone else is mad at her, nor will your own despair cause another character to abandon an ongoing endeavor. But such emotional projections can create subtle long-term effects.

History records that the Arkhosian city of Kanrhik fell to orc mercenaries employed by Bael Turath—but some historians place the blame on one of Kanrhik’s psionically inclined noble families. When the patriarch’s only daughter fell in battle, the entire family went into mourning. Several of them were ardents, and historians believe that their sorrow so infected Kanrhik’s leaders and soldiers that they failed to react in time to an assault they should otherwise have repelled. Among those familiar with psionics, a sudden change in the behavior of a small population is often taken as evidence of an ardent’s presence.

Although many ardents shun strong emotion and avoid large groups so that they aren’t overwhelmed by the feelings of others, some members of this class deliberately seek out such experiences. They travel in the hope of experiencing everything the world has to offer: the greatest joys, the fiercest fury, and the darkest sorrow. By doing so, these ardents hope to learn to control such emotions, to ready themselves for accidental encounters with strong feelings, and to harness that energy to empower their disciplines.

Your Life Before

Ardents are the most seemingly mundane of the psionic classes. Psions and monks train to become what they are; battleminds discover their power in the heat of combat or under physical duress. You, on the other hand, might have been anyone. Ardents sometimes learn their abilities from other ardents, but for most, their powers arise spontaneously. It is said that no amount of study can create an ardent from someone who lacks the basic empathic and psionic capacities.

You might have been wandering the marketplace when you were suddenly overwhelmed by the feelings of those around you. Perhaps you returned from a hunt to discover that you had far greater insight into the people of your village. Or you might have had an inkling of your power before it fully manifested, perhaps discovering that your own mood influenced those around you. You might have taken advantage of your ability to manipulate moods by becoming a vendor, a performer, a grifter, or a gambler. Depending on what sort of person you were, you might have been popular, making those around you as happy as you were. Or perhaps you were hated, as your own anger or resentment was mirrored back by others.

Whatever the case, people rarely appreciate being manipulated. Many ardents first take up the path of a wandering adventurer when those around them become aware of their power, turning against them and forcing them to abandon the lives they once led.

Roleplaying an Ardent

Unsurprisingly, as an ardent, you are a highly emotional person. You react strongly to others, sometimes overreacting. If something is funny, it’s hilarious; if it’s fearsome, it’s terrifying; if it’s irritating, it’s infuriating. These extremes come about partly because you feel echoes of others’ emotions, and partly because your own emotions run so strongly. They must, after all, if you’re to draw power from them.

You can roleplay this internal conflict to give your character a strong sense of personality. You might attempt 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 to avoid snap decisions.

You could also choose to go with the flow of the emotions surrounding you. You laugh loudly, and you fight fiercely. But if you decide to play your ardent as boisterous, don’t hog the spotlight. You’re a character, not a caricature, and faking tears because the tavern doesn’t carry elven wine isn’t dramatic—it’s silly, and it can take everyone else out of the game.

Consider playing your character’s emotions as appropriate to the powers you use. When imposing penalties with fear attacks, you might become vicious and intimidating, blatantly angry. Or you might become fearful instead, your manipulation of that emotion making you hesitate to approach your foes, or forcing you to visibly “talk yourself up” before taking risks. When healing your allies, allow your concern for them to show in your voice and your actions, perhaps acting briefly as a defender as you stand between them and the enemy. Your powers draw on your emotions—in a very real sense, they are your emotions—so if you behave appropriately, you help reinforce that connection in the minds of the other players, as well as in your own.

Many ardents are solicitous of others. These ardents are sympathetic and kind, always quick with a joke or a shoulder on which to lean. But some ardents grow jaded to the emotions of others over time. They wall themselves off, not caring what the people around them feel. They project their own emotions onto other characters—perhaps out of a desire to manipulate, perhaps out of spite. As an ardent, you are constantly torn between these two extremes, and only you can decide which path you ultimately take.

Ambient Emotion

In the same way that you can adjust your character’s emotional state based on the power you’re using, you might do so based on the people around you. If one of your companions is upset, you might become so as well, even if you have no real motivation to do so. If your party is attending a ball, you might be swept up in the joy and pageantry when you’re supposed to be keeping your wits about you. Again, don’t take the emotions 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 your character memorable.

Spur of the Moment

You have little use for intricate planning. You prefer to 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 plan for every possible contingency.

This doesn’t mean you’re incapable of forethought, however, nor does it make you an idiot. You don’t blindly leap into obvious danger, and you don’t take actions detrimental to your party or your cause simply because you’re in an irritable mood. More often than not, though, you base your decisions on what feels right rather than laboriously calculating every possible outcome.

Follow the Leader

Player’s Handbook 3 refers to ardents as “incidental leaders.” Although you might deliberately set out to fill a leadership role, most ardents don’t consciously choose to do so. Like so much else, you probably got where you are by following your instincts and impulses.

Even as a leader, you might not take an active leadership role. Instead, you use your powers to support your allies and are content to let someone else make the decisions. When people do follow you, it’s more likely because you’re the first to act and because you instinctively know that your decisions are the correct ones. (At least you feel that way at the time; hindsight might convince you otherwise.) You never insist that others follow your lead. But, driven as you are by your emotions, you might be surprised or put out when they don’t.

You might find yourself in a position of leadership only under specific circumstances. For example, if you play your ardent as a sharp-tempered, tactically savvy character, you might find your companions happy to follow your lead in battle but hesitant to let you speak (or stand too close) during diplomatic negotiations.

Manifestation

Your disciplines visually manifest in an aura of color that swirls around you, its hues and intensity varying based on your emotions. If you’re interested in individualizing your character or stretching your creative muscles a bit, consider modifying your ardent’s manifestations.

If your character is grim and despondent, your corona might contain elements of swirling gray and deepest black, mixed with whatever colors represent your current feelings. Alternatively, your corona might take on recognizable shapes. If you’re a zealously religious character, your corona might become a winged silhouette reminiscent of an angel. A militant, bloodthirsty ardent’s corona might resemble a weapon forged of light.

Your corona might change based on the power you’re using. Defensive powers might manifest in a form resembling armor or a shield. Teleportation powers could manifest as a brief image of a rearing horse or flapping wings.

Ardents in the World

In a world accustomed to all manner of magic, ardents are imperfectly understood. Because their powers arise spontaneously, and because they represent a relatively new form of psionics, less is known about ardents than about monks or psions. (Moreover, in the grim aftermath of the fall of Nerath, those who do understand ardents have difficulty disseminating that knowledge.)

Many people—including those well versed in the arcane arts—don’t yet recognize ardents as possessing a fully realized, variant form of psionics, seeing them only as peculiar individuals who have an odd smattering of powers. In isolated regions, they remain subject to lingering traces of superstitious suspicion that have largely faded from more civilized lands. Because of this, ardents have left only a light footprint in the world to date.

Rising Emotions

Ardents represent the youngest—or at least the most recently recorded—tradition of psionics. Although history is replete with individuals who might well have been ardents, the first confirmed ardents appeared only within the last few centuries. The Bael Turathi general Insalanda led the tiefling armies against the forces of Arkhosia for years, turning her enemy’s own fears against them. Although several bloodlines of Arkhosian dragonborn also produced ardents, Insalanda is the first historical figure who contemporary sages agree was an ardent of real power.

Since Insalanda’s time, the population of ardents has increased—some say faster than any other type of psionics user. But the sages cannot agree on why ardents first appeared, or why their numbers are increasing so swiftly. Supporters of various theories—such as the belief that psionic energy is a reaction to, or is caused by, aberrant incursions—point to ardents as evidence that the Far Realm’s influence is growing. Those who have religious viewpoints believe the increase is the result of conflict between Ioun and Vecna, which has allowed psionic energy to grow uncontrolled. Those who cite the theory of phrenic planes (page 91) suggest that the physical and mental planes are coming into alignment. (See “The Origin of Psionics,” page 118, for more on these theories.) But every argument is hypothetical at best, and no faction has offered proof. All they agree on is that the spread of ardents suggests that psionic energy is indeed growing more prevalent in the world.

Ardents and Witchcraft

A common theme during the early years of the ardents’ emergence into the world was the extreme mistrust and persecution they faced. Although the great empires treated ardents as any other user of obscure energy, smaller communities often revived ancient charges of witchcraft that had otherwise been largely forgotten in an age of widespread spellcraft.

The common folk, after all, have a vague idea of what arcane and divine magic are supposed to look like. 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 initial distrust, often with horrifying results. An ardent’s ability to magnify ambient emotion meant that a people’s suspicion and an ardent’s own fear would mix and reflect back from the ardent like a dark tide, resulting in a vicious cycle of escalating terror and rage. In many communities, ardents were persecuted or killed. In others, they used their powers to become petty 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 this kind of emotional feedback, centered on a small but growing ardent population.

Many early ardents were driven into various fringe organizations and faiths, including a number of diabolic cults. Commoners who already attributed ardent energy to an evil influence quickly drove such characters into the arms of those who would accept them, even as devil worshipers sought to take advantage of the ardents’ strange new powers. The fact that many early ardents arose among the Asmodeus worshipers of Bael Turath also contributed to this association.

Ardents Today

In recent years, as the number of ardents has increased, the folk of the humanoid realms have grown more accepting of them. A few isolated communities still express distrust, but in most regions, an ardent can expect a welcome no different from any other psionics user.

That said, ardents are still the least understood of the psionic classes. Ardents rarely form groups larger than the occasional cabal, and they lack the larger guilds and colleges that make wizards and psions readily identifiable to the populace. Ardents operate freely in many regions, although not because of any growing acceptance. Rather, the average commoner has no inkling that such characters even exist.

Even other psionics users sometimes look askance at 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, lacking the self-control to master the power with which he or she plays. In particular, because many psions value intellect and logical process over instinct, members of the two classes often end up on opposite sides of lively philosophical debates.

Battleminds are more accepting of ardents’ abilities, since they, too, operate largely on an instinctive level. But a focus on the physical leads many battleminds to shut themselves off from emotion in a way that ardents cannot understand.

Such conflict between the classes is rarely seen within adventuring parties, where a character’s actions and commitment to his or her allies speaks louder than words. Moreover, as the number of ardents increases and people become ever more aware of their capabilities, these general attitudes are slowly but surely shifting toward a measure of grudging respect.

Ardent Lore

Corona’s Glow (Optional Rule)

At your Dungeon Master’s discretion, the corona that manifests when you use your powers casts a visible light. Whenever you use an ardent encounter or daily power, you also shed dim light to a range of 4 squares until the start of your next turn. During this time, anyone in the area can see normally, but you take a –5 penalty to Stealth checks.

The Court of Sorrows

The most infamous of the small number of ardent enclaves scattered across the world is the so-called Court of Sorrows. This company of a dozen ardents dwells in a communal home in the isolated wilderness, but its members spend their time traveling throughout the region’s major communities. The court offers its services to any who can pay, and specializes in manipulating the leaders and governments of communities.

Rather than using overt, short-term, and easily detected methods such as domination powers, the ardents of the Court of Sorrows instead covertly gather in large numbers near government buildings and emote in unison. With so many ardents gathered together, the feelings that they project can have a subtle yet substantial impact on the mindset and emotional state of all people nearby. The effect is not capable of forcing a local duke, baron, or mayor to make any given decision. But it does render such characters susceptible to negotiation, intimidation, or deception, and makes it more difficult for them to make tactically wise decisions.

Although the ardents of the Court of Sorrows are paid well for their services, they have no obvious use for the funds they gain. As a result, the order’s true goals remain unknown.

The Role of Emotion

If you’ve chosen to roleplay your ardent as an emotionally driven or impulsive character, you might consider altering the way you behave in combat to match. For instance, when you are surprised, when you feel particularly threatened, or when you’re first bloodied, you might react with a daily power, the use of an action point, or both—even when these options are less than tactically sound.

If you’re interested in trying something different, consider this: What’s it like to literally feel someone die? Adventuring is a violent way of life. Creatures such as aberrants and demons are alien and innately evil enough that their deaths don’t bother you, and constructs and most undead don’t project much in the way of feelings. But what about a dragon? An orc? For that matter, what about a human or dwarf mercenary? What does it do to you to feel their emotions at the moment of death? Do you spend a few moments, or hours, in a despondent state after combat? Do you throw yourself headlong into the next adventure, hoping it’ll make you forget the last?

Because the rules of the game make it relatively easy to defeat a foe without slaying it, you might refuse to kill your enemies—again, making exceptions for particularly vile creatures—regardless of the difficulties that might result. You should first make sure that other players around the table are okay with this. Not everyone enjoys regular “What do we do with the prisoners?” discussions.

For the Dungeon Master: Sinister Intent

Although it makes up a huge thematic aspect of the ardent class, the ability to sense and project emotions doesn’t have much of a mechanical impact. Many of the ardent’s powers play off it, but it remains primarily a flavor and roleplaying tool.

You can use this connection to emotion as a story tool or an adventure hook, as well. This chapter already offers examples of how the long-term presence of a population of ardents can affect a community. On a smaller scale, you can use an ardent character as a means of introducing plot points to the party. Suppose the adventurers are in the middle of a well-attended banquet in the castle of the local duchy, enjoying the atmosphere, when suddenly the ardent experiences a sharp spike of murderous rage. What does it mean? Are murderous plots afoot? Is the duke in danger? And perhaps most importantly, who among the hundreds of guests was the source of this sensation?

If you go this route, make sure that your player understands that this is not something over which the character has control or that can be consistently relied on. An ardent is not a walking lie detector, and the character cannot wander past each person in hopes of sensing the emotion for which he or she is looking. If a player wants his or her ardent character to sense emotions deliberately, use the Insight skill and augment it with feat and background choices.

Ardent Powers

When you use your ardent disciplines, you transmit your thoughts and emotions to those around you.

These sensations bleed into nearby creatures, either filling them with despair and pain or hope and vigor. Your powers are accompanied by visual signs, contained in a sudden corona of light that swirls out from your head and flares around you. The light’s color reflects your mood, with brilliant scarlet flashes representing anger; green, health and vigor; black, fear and death; and so on. When you augment your powers by spending power points, the corona intensifies.

The new powers presented in this chapter add to the range of powers already available to ardents. Many of these new powers are tailored to the Impetuous Ardent build, but ardents of any kind can find useful options here.

Class Features

ENCArdent AlacrityArdent Feature · PHB3No Act Close burst 5PsionicTgt Each ally in burst
As you take a hit, your emotional energy inspires your allies.
Trig You are bloodied by an attack · Eff Each target can use a free action either to shift 1 sq or to move half his or her speed.
ENCArdent EruptionArdent Feature · PsPNo Act Close burst 5PsionicTgt Each ally in burst
Your pain bleeds from you in a wave, touching your allies and lending new ferocity to their attacks.
Trig You are bloodied by an attack · Eff Tgt gains a +2 bonus to his or her dmg rolls until SONT.
Level Note 11th level: +4 bonus. 21st level: +6 bonus.
ENCArdent OutrageArdent Feature · PHB3No Act Close burst 5PsionicTgt Each enemy in burst
As you take a hit, your anger unbalances your foes.
Trig You are bloodied by an attack · Eff Each target grants CA until SONT.
ENCArdent SurgeArdent Feature · PHB3Minor Close burst 5 (10 at 16th level)Encounter (Special), Healing, PsionicTgt You or one ally
You send a surge of powerful emotion that revives a faltering ally.
Eff Tgt can spend a healing surge and regain 1d6 additional HP.
Level 6 2d6 additional HP. · Level 11 3d6 additional HP. · Level 16 4d6 additional HP. · Level 21 5d6 additional HP. · Level 26 6d6 additional HP. · Mantle of Clarity Tgt gains a +1 bonus to all defenses until EONT. · Mantle of Elation Tgt gains a +1 bonus to attack rolls until EONT. · Spec You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.

Level 1 At-Will Disciplines

AWDemoralizing StrikeArdent Attack 1 · PHB3Std Melee wpnAugmentable, Fear, Psionic, WeaponTgt One creature
The fury of your assault causes a surge of fear in your foe’s heart.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt takes a –2 penalty to all defenses until EONT.
Aug 1 Hit 1[W] + Cha dmg, and tgt takes a penalty to Will equal to 1 + Con until EONT.
Aug 2 Range Close burst 1 · Tgt Each creature in burst · Hit 1[W] + Cha dmg, and tgt takes a penalty to all defenses equal to 1 + Con until EONT.
AWEnergizing StrikeArdent Attack 1 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
The energy and emotion you put into your attack flows into your ally.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and one ally within 5 sq of you gains temp HP equal to one-half your level + Cha.
Aug 1 (Healing) Hit 1[W] + Cha dmg, and one dying ally within 5 sq of you regains HP = Cha.
Aug 2 (Healing) Hit 2[W] + Cha dmg, and you or one ally within 5 sq of you can spend a healing surge.
AWFocusing StrikeArdent Attack 1 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You attack your foe with calm and clarity of mind, extending that clarity to give a nearby ally a chance to clear a lingering effect.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and you or one ally within 5 sq of you can make a saving throw.
Aug 1 Hit As above, and if the saving throw is against a charm or a fear effect, it gains a pwr bonus = Wis.
Aug 2 Hit 2[W] + Cha dmg, and you and each ally within 5 sq of you can make a saving throw.
AWImpetuous RuinArdent Attack 1 · PsPStd Melee wpnAugmentable, Charm, Psionic, WeaponTgt One creature
Your strike hobbles an enemy’s impulsiveness, preventing it from reacting in the heat of combat.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt cannot make OAs against any creature other than you until EONT.
Aug 1 Hit 1[W] + Cha dmg, and tgt cannot make OAs until EONT.
Aug 2 Hit 1[W] + Cha dmg, and tgt is dazed until EONT.
AWIre StrikeArdent Attack 1 · PHB3Std Melee 1Augmentable, PsionicTgt One enemy
You feel anger rising within you, and you empower a nearby ally to strike.
Eff One ally adjacent to you can make a MBA against tgt as a free action. If the attack hits, tgt has vulnerable 2 to all dmg until EONT.
Aug 1 Eff As above, but the vulnerability is only to psychic dmg and equals 1 + Cha.
Aug 2 Eff One ally within 5 sq of you can use a free action to shift to a sq adjacent to tgt and then make a MBA against it. If the attack hits, it deals 1d8 extra dmg to tgt, and tgt has vulnerability to all dmg equal to 1 + Cha until EONT.
AWKarmic BondArdent Attack 1 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your strike ensures the enemy reaps what it sows by forming a bond between it and the creature it attacks next.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Until SONT, when tgt deals dmg with an attack, it takes extra dmg = Con on the next attack that hits it before EONT.
Aug 1 Hit As above, and until SONT, if tgt saves on its turn, one ally within 5 sq of you can make a saving throw with a pwr bonus = Con.
Aug 2 Hit 2[W] + Cha dmg. If tgt hits with an attack before SONT, it takes extra dmg = Con from each attack that hits it before EONT.
AWPart the FogArdent Attack 1 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack clears the way for an ally to unleash fury against your foe.
Atk Cha vs AC · Hit 1[W] + Cha dmg. One ally adjacent to you or tgt gains a +2 pwr bonus to attack rolls against tgt until SONT.
Aug 1 Hit As above, and tgt cannot benefit from concealment or invisibility until SONT.
Aug 2 Hit 1[W] + Cha dmg. The next ally within 5 sq of you to miss tgt with an attack before SONT can reroll the attack roll.
AWPsionic ShieldArdent Attack 1 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
As you strike your foe, you motivate a nearby ally with a calm determination to defend himself or herself.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and one ally within 5 sq of you gains a +1 pwr bonus to all defenses until EONT.
Aug 1 Hit 1[W] + Cha dmg, and one ally within 5 sq of you gains a pwr bonus to Will = Wis until EONT.
Aug 2 Hit 2[W] + Cha dmg, and each ally within 5 sq of you gains a +2 pwr bonus to all defenses until EONT.
AWWave of FatigueArdent Attack 1 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
A wave of lethargy follows your strike, hampering your foe’s ability to effectively counterattack.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Tgt is slowed until EONT.
Aug 1 Hit As above, and tgt takes a –2 penalty to OA rolls and dmg rolls until EONT.
Aug 2 Range Close burst 1 · Tgt Each creature you can see in burst · Eff Until EONT, enemies take a penalty to dmg rolls = Con while adjacent to you, and any creature that starts its turn adjacent to you is slowed until the end of its turn.

Level 1 Daily Disciplines

DLYAdrenaline StrikeArdent Attack 1 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
Your allies feel a rush of emotion with each blow they land.
Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff Until the end of the encounter, whenever you or any of your allies hits tgt, the character who made the attack can shift 1 sq as a free action.
Miss Half dmg.
DLYBattle FlowArdent Attack 1 · PsPStd Melee wpnPsionic, WeaponTgt One creature
Your attack draws strength from a foe to fuel the movement of you and your allies.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and one ally you can see shifts 2 sq as a free action. In addition, whenever tgt takes a move action, you or one ally you can see shifts 2 sq as an immediate reaction (save ends).
Miss Half dmg, and one ally you can see shifts 2 sq as a free action.
DLYBattleborn AcuityArdent Attack 1 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
You shine like a beacon, lighting the way to victory.
Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff Until EONT, your allies gain both a +1 pwr bonus to attack rolls and a pwr bonus to dmg rolls = Con while they are adjacent to you.
Miss Half dmg. · Sust Minor The effect persists.
DLYForetaste of DeathArdent Attack 1 · PsPStd Melee wpnIllusion, Psychic, Psionic, WeaponTgt One creature
Your attack causes a foe to be overcome with a vision of its own death, rendering it ineffective in combat.
Atk Cha vs AC · Hit 1[W] + Cha dmg.
Eff Tgt has visions of death (save ends). While under this effect, tgt cannot gain CA, cannot flank with its allies, and grants CA.
After Tgt takes 10 psychic dmg.
DLYImplanted SuggestionArdent Attack 1 · PHB3Std Melee wpnCharm, Psionic, WeaponTgt One creature
You compel your enemy to open itself to attack.
Atk Cha vs Will · Hit 2[W] + Cha dmg, and tgt is dazed (save ends).
Eff Tgt is affected by your suggestion (save ends). Until the suggestion ends, whenever tgt makes an attack, one ally adjacent to tgt can make a MBA against it as a free action after tgt’s attack is resolved.
Miss Half dmg.
DLYLingering FuryArdent Attack 1 · PsPStd Melee wpnPsionic, Psychic, WeaponTgt One creature
You slash your enemy aside, leaving it shrouded in a lingering fury that grants power to your allies.
Atk Cha vs AC · Hit 2[W] + Cha psychic dmg, and you push tgt 1 sq.
Eff Tgt is affected by a lingering fury (save ends). While tgt is affected by this lingering fury, allies gain a +1 pwr bonus to attack rolls and a +2 pwr bonus to dmg rolls while adjacent to tgt.
Miss Half dmg.
DLYMental TurmoilArdent Attack 1 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
You transform your opponent’s frustration about its own mistakes into your allies’ elation.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and tgt takes a penalty to attack rolls = Wis (save ends).
Eff Until the end of the encounter, whenever tgt misses with a melee attack, you or one ally adjacent to you gains temp HP equal to 5 + one-half your level.
Miss Half dmg, and tgt takes a penalty to attack rolls equal to half Wis (save ends).
DLYRecursive EmotionsArdent Attack 1 · PsPStd Melee wpnPsychic, Psionic, WeaponTgt One creature
Your foe’s attempt to shake off the emotional onslaught of your attack harms other enemies while it restores vigor to your allies.
Atk Cha vs AC · Hit 1[W] + Cha psychic dmg.
Eff Tgt takes ongoing 5 psychic dmg (save ends). Whenever tgt makes a saving throw against this effect, one enemy you can see takes psychic dmg equal to your Wis or Con, and one ally you can see regains the same number of HP.
Miss Half dmg.
DLYWormhole PlungeArdent Attack 1 · PHB3Std Melee wpnPsionic, Teleportation, Weapon, ZoneTgt One creature
Your foe falls through a hole in space and appears some distance away from you.
Atk Cha vs AC · Hit 1[W] + Cha dmg.
Eff You teleport tgt a number of sq = Wis, and then one ally adjacent to tgt can make a MBA against it as a free action. The attack creates a zone in the space that tgt vacated. The zone lasts until EONT. Any creature that starts its turn within 3 sq of the zone is pulled 1 sq toward it or into it. As a free action, you can teleport a creature within the zone 3 sq.
Miss Half dmg.

Level 2 Utility Disciplines

ENCBend SpaceArdent Utility 2 · PHB3Minor Ranged 5PsionicTgt One ally
You close the distance between an ally and an enemy.
Eff Until EONT, tgt’s reach increases by 1, and tgt adds Wis to the range of his or her ranged powers.
ENCClose WoundsArdent Utility 2 · PsPMinor Ranged 5PsionicTgt One bloodied ally
The wounds stanch, and strength returns for a time.
Eff Tgt gains temp HP = Cha.
ENCDimension SwapArdent Utility 2 · PHB3Move Close burst 5Psionic, TeleportationTgt One ally in burst
You fold the space between yourself and an ally.
Eff You teleport yourself and tgt, swapping positions.
ENCDull PainArdent Utility 2 · PsPImm Intr Ranged 5PsionicTgt The triggering ally
You reduce the effect of an enemy’s attack by dampening your ally’s ability to feel pain.
Trig An ally within 5 sq of you takes dmg from an attack · Eff Reduce the dmg tgt would take by Wis. Tgt also gains a +2 pwr bonus to saving throws until the end of his or her next turn.
DLYHealing BondArdent Utility 2 · PsPImm React Ranged 5Healing, PsionicTgt One ally other than the triggering ally
You strengthen the bond between two allies so that when one prospers, they both benefit.
Trig An ally within 5 sq of you spends a healing surge · Eff Tgt regains HP as if he or she had spent a healing surge.
DLYMind over MatterArdent Utility 2 · PHB3Minor Ranged 5PsionicTgt You or one ally
You convince an ally that the wounds he or she suffers are not as bad as they seem.
Eff Tgt gains temp HP equal to his or her healing surge value.
ENCPsionic ChargeArdent Utility 2 · PsPMinor Ranged 10PsionicTgt One ally
As your ally springs into motion, you channel psionic power to lend him or her additional strength and speed.
Eff When tgt charges before the end of its next turn, it gains a +2 pwr bonus to speed and a pwr bonus to dmg rolls equal to your Wis or Con on the charge attack.
ENCPsionic ConduitArdent Utility 2 · PHB3Minor Melee touchPsionicTgt One ally
You lend psionic power to an ally in need.
Eff You transfer 1 or 2 power points to tgt.
DLYWellspring of VigorArdent Utility 2 · PHB3Minor Melee touchPsionicTgt You or one ally
By shutting down his or her ability to feel pain, you ensure that your ally can keep going when others might falter.
Eff Until the end of the encounter, whenever tgt starts his or her turn and is not bloodied, he or she gains temp HP equal to 1 + Con.

Level 3 At-Will Disciplines

AWCloud MindArdent Attack 3 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack clouds a foe’s mind to let an ally slip past without fear of reprisal.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and one ally adjacent to you or tgt can shift as a free action.
Aug 1 Hit 1[W] + Cha dmg. One ally within 5 sq of you gains CA against tgt until EONT.
Aug 2 Hit 2[W] + Cha dmg. Until EONT, any ally more than 1 sq away from tgt has concealment against it.
AWDistracting StrikeArdent Attack 3 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
With a savage strike, you wrench your enemy’s attention from an ally.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and either you or an ally adjacent to tgt marks it until EONT.
Aug 1 Eff The marked condition ends on allies adjacent to you, who can each shift 1 sq as a free action.
Aug 2 Range Close burst 1 · Tgt Each enemy in burst
AWGuarded PrisonArdent Attack 3 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
You constrain the target’s mind, making it imagine walls on all sides each time it tries to move.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and on its next turn tgt cannot use move actions to walk or run.
Aug 1 Hit As above, and if tgt shifts before SONT, each ally adjacent to you gains a +2 pwr bonus to all defenses until EONT.
Aug 2 Hit 2[W] + Cha dmg. If tgt willingly moves or shifts before SONT, one ally adjacent to you or tgt can make a basic attack against tgt as an immediate interrupt.
AWImpatient StrikeArdent Attack 3 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You cannot contain yourself—you must close at once!
Eff Before the attack, you shift 1 sq. · Atk Cha vs AC · Hit 1[W] + Cha dmg. One ally adjacent to tgt gains a +2 pwr bonus to dmg rolls against it until SONT.
Aug 1 Hit As above, and each ally adjacent to you can stand up as a free action.
Aug 2 Hit 2[W] + Cha dmg. Until EONT, allies gain a pwr bonus to dmg rolls = Con while they are adjacent to you.
AWPrescient StrikeArdent Attack 3 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You let your weapon serve as warning to your comrade.
1° Atk Cha vs AC · Hit 1[W] + Cha dmg. When tgt attacks you or an ally adjacent to you during its next turn, you can make the following secondary attack against it as an immediate interrupt.
2° Atk Cha vs Will · Hit Tgt takes a penalty to its attack roll = Wis.
Aug 1 Hit As above, but you can make the secondary attack only if tgt attacks your or the ally’s Will. You gain a bonus to the secondary attack roll = Wis.
Aug 2 Hit 2[W] + Cha dmg. When tgt attacks you or an ally you can see during its next turn, you can make the following secondary attack against it as an immediate interrupt, with a bonus to the secondary attack roll = Wis.
AWUnnerving ShoveArdent Attack 3 · PHB3Std Melee wpnAugmentable, Fear, Psionic, WeaponTgt One creature
You lash the enemy’s mind and body with your attack.
Atk Cha vs Fortitude · Hit 1[W] + Cha dmg, and you push tgt a number of sq = Con.
Aug 1 Hit 1[W] + Cha dmg, and if tgt is dazed, you push it a number of sq equal to 2 + Con.
Aug 2 Hit 2[W] + Cha dmg, and you push tgt a number of sq equal to 1 + Con. In addition, tgt grants CA to your allies adjacent to it at the end of the push.
AWUnsteadying RebukeArdent Attack 3 · PsPImm React Melee wpnAugmentable, Psionic, WeaponTgt The triggering enemy
Your enemy’s attack inspires a savage psionic rebuke, letting you shift the battlefield’s perspective in your favor.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and you slide tgt 1 sq to a sq adjacent to you.
Trig An enemy targets you with a melee attack · Eff You lose your standard action on your next turn.
Aug 1 Hit As above, and one ally adjacent to you can shift to any unoccupied sq adjacent to tgt’s new position as a free action.
Aug 2 Hit 1[W] + Cha dmg, and you slide tgt a number of sq = Wis. You then slide each enemy now adjacent to tgt 1 sq. · Eff You do not lose your standard action on your next turn.
AWWithered TechniqueArdent Attack 3 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack scours your enemy’s mind and instincts, hobbling its most potent attacks.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Until EONT, tgt takes a –2 penalty to attack rolls for any attack that is not a basic attack.
Aug 1 Hit 1[W] + Cha dmg. If tgt makes an attack that is not a basic attack before SONT, you can slide tgt a number of sq = Con as an immediate reaction.
Aug 2 Hit 2[W] + Cha dmg. Until EONT, tgt deals half dmg with any attack that is not a basic attack.

Level 5 Daily Disciplines

DLYDecelerating SlashArdent Attack 5 · PsPStd Melee wpnPsionic, WeaponTgt One creature
When your strike lands, light flashes from you to drain away your enemy’s momentum.
Atk Cha vs AC · Hit 3[W] + Cha dmg, and tgt is slowed (save ends). · Miss Tgt is slowed (save ends).
First Failed Saving Throw Tgt is immobilized instead of slowed (save ends).
Each Failed Saving Throw One ally you can see shifts as a free action.
DLYEmpowered ArsenalArdent Attack 5 · PHB3Std Melee wpnPsionic, Weapon, ZoneTgt One creature
Violet energy shimmers around you, lending psionic power to your allies’ attacks.
Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff The attack creates a zone in a close burst 1. The zone lasts until EONT. When you move, the zone moves with you, remaining centered on you. While within the zone, your allies gain a bonus to dmg rolls = Con, and their melee attacks ignore the insubstantial quality.
Sust Minor The zone persists.
DLYEnlightening PulseArdent Attack 5 · PHB3Std Melee wpnPsionic, Weapon, ZoneTgt One creature
Clarity pulses out from your mind, creating an area that helps your allies free themselves from unfavorable circumstances.
Atk Cha vs AC · Hit 3[W] + Cha dmg.
Eff The attack creates a zone in a close burst 2. The zone lasts until EONT. When an ally damages an enemy that is within the zone, one ally within the zone can make a saving throw with a pwr bonus = Wis.
Sust Minor The zone persists.
DLYFate ExchangeArdent Attack 5 · PHB3Std Close burst 5Healing, Psionic, TeleportationTgt You and one ally in burst
You bend space to let yourself and an ally exchange positions.
Eff The targets teleport, swapping positions, and can then each make a basic attack as a free action, with a +2 pwr bonus to the attack rolls. For each of these attacks that hits, you or one ally you can see can both spend a healing surge and make a saving throw. If both basic attacks miss, you regain the use of this power.
DLYInvitation to DefeatArdent Attack 5 · PsPStd Close burst 5Psionic, Psychic, WeaponTgt Each enemy in burst
You raise your weapon and force your enemies to approach you, inviting them to certain defeat.
Atk Cha vs Will · Hit You pull tgt 5 sq. Any target pulled to a sq adjacent to you is weakened (save ends).
Eff Until EONT, enemies are weakened while they are adjacent to you. In addition, until EONT, any enemy that takes dmg while adjacent to you also takes psychic dmg = Cha.
Sust Minor The effect persists.
DLYMeteoric ChargeArdent Attack 5 · PsPStd Melee wpnPsionic, WeaponTgt One creature
Your attack provides allies with an emotional surge, setting up a series of furious charges against your foes.
Atk Cha vs AC · Hit 1[W] + Cha dmg.
Eff Until EONT, any ally who starts his or her turn within 5 sq of you gains a +2 pwr bonus to charge attack rolls and a pwr bonus to charge dmg rolls = Cha.
Miss Half dmg. · Spec When charging, you can use this power in place of a MBA. If you do so, you gain a +1 pwr bonus to the attack roll.
DLYPersistent VeilArdent Attack 5 · PHB3Std Melee wpnCharm, Psionic, WeaponTgt One creature
Whether or not your attack hits, your psionic assault makes your foe think you blinded it.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt is blinded (save ends).
After All creatures have concealment against tgt, and it takes a –5 penalty to Perception checks (save ends both). · Miss Half dmg, and tgt is blinded until SONT.
After All creatures have concealment against tgt, and it takes a –5 penalty to Perception checks (save ends both).
DLYSpecter of DoubtArdent Attack 5 · PsPStd Melee wpnFear, Psionic, Psychic, Weapon
Your attack plants a seed of doubt in your enemy’s subconscious. As it grows, it infects other foes, robbing them of their will to fight.
1° Tgt One creature · 1° Atk Cha vs Will · Hit 1[W] + Cha psychic dmg. Whenever the primary target makes an attack, it takes 10 psychic dmg (save ends). · Miss Whenever the primary target makes an attack, it takes 5 psychic dmg (save ends).
Each Failed Saving Throw You can make the following secondary attack as a free action.
2° Tgt One creature within 3 sq of the primary target · 2° Atk Cha vs Will · 2° Hit The secondary target is dazed (save ends).

Level 6 Utility Disciplines

DLYBattle LinkArdent Utility 6 · PHB3Minor Ranged 5PsionicTgt Two allies you can see or you and one ally you can see
Your senses merge with your ally’s until you see things from all perspectives.
Eff Until the end of the encounter, whenever the targets are within 5 sq of each other, neither grants CA for being flanked unless both are flanked.
ENCBody AdjustmentArdent Utility 6 · PHB3Minor Melee touchPsionicTgt You or one ally
At your touch, your ally trembles with newfound energy.
Eff Tgt gains temp HP equal to 1d12 + Cha.
ENCEscalating FuryArdent Utility 6 · PsPNo Act Close burst 5PsionicTgt Each ally in burst
Your pain girds allies against the threats looming on all sides.
Trig You take dmg from an attack · Eff Tgt gains temp HP equal to 3 + Cha.
ENCEvade AttackArdent Utility 6 · PHB3Imm Intr Ranged 20Psionic, TeleportationTgt The triggering ally
When your friend steps into harm’s way, you whisk him or her to safety.
Trig An ally is hit by an OA · Eff You teleport tgt a number of sq = Cha.
DLYMend WoundsArdent Utility 6 · PHB3Minor Melee touchHealing, PsionicTgt You or one ally
You accelerate your friend’s natural healing ability so that his or her wounds close with amazing speed.
Eff Tgt regains HP as if he or she had spent a healing surge.
ENCOpportunity SeizedArdent Utility 6 · PsPNo Act Close burst 3PsionicTgt The triggering creature
When a foe slips past you or your ally, it opens up new opportunities to attack.
Trig You or one ally in burst misses with an OA · Eff The triggering creature repeats the OA against the same target or a different one.
DLYRapid CalculationArdent Utility 6 · PsPNo Act Close burst 5PsionicTgt Each ally in burst
You quickly assess the threat before you and help your allies to properly prepare for the fight.
Trig You roll initiative · Eff You slide tgt 3 sq, and tgt gains a +2 pwr bonus to all defenses until it takes its first action during the encounter.
ENCShared MomentumArdent Utility 6 · PsPImm React Ranged 5PsionicTgt One ally other than the triggering ally
You link two allies with psionic energy, letting them match each other’s movements in battle.
Trig An ally within 5 sq of you moves or shifts · Eff Tgt shifts a number of sq = Wis.
ENCThought ShieldArdent Utility 6 · PHB3Minor Close burst 1Psionic, Zone
You focus your mind and construct a psionic shield to shelter you and your allies from harm.
Eff The burst creates a zone that lasts until EONT. You and your allies gain both resist 3 to all dmg and a +2 bonus to saving throws while within the zone.

Level 7 At-Will Disciplines

AWAccelerated ManeuversArdent Attack 7 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
You open your mind to your enemies’ intentions, using that knowledge to maneuver your allies into position.
Eff Before the attack, one ally adjacent to you can shift 1 sq as a free action. · Atk Cha vs AC · Hit 1[W] + Cha dmg.
Aug 1 Eff Before the attack, one ally adjacent to you can shift a number of sq = Wis.
Aug 2 Hit 2[W] + Cha dmg. · Eff Until EONT, each ally who starts his or her turn within 5 sq of you gains a +2 pwr bonus to speed and can shift 2 sq as a move action.
AWCourageous StrikeArdent Attack 7 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You strike at your foe and fill your friend with courage, bolstering both of you against the foe’s attacks.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and you and one ally adjacent to you gain a +2 pwr bonus to AC against tgt’s attacks until EONT.
Aug 1 Hit As above, but the pwr bonus applies to all defenses, not just AC.
Aug 2 (Zone) Range Close burst 1 · Tgt Each enemy in burst · Hit 1[W] + Cha dmg. · Eff The burst creates a zone that lasts until EONT. You and your allies gain a pwr bonus to AC = Wis while within the zone.
AWFatal AttractionArdent Attack 7 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack prevents an enemy from ignoring your presence on the battlefield.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and you mark tgt until EONT.
Aug 1 (Psychic) Hit As above, and the first time tgt hits any of your allies, tgt takes psychic dmg = Wis.
Aug 2 Hit 2[W] + Cha dmg, and you mark tgt until EONT. Until EONT, tgt grants CA to allies adjacent to you.
AWForward-Thinking CutArdent Attack 7 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You fling yourself at your enemy, and your allies attack more mightily in response.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and each ally adjacent to you gains a +1 pwr bonus to attack rolls until SONT.
Spec When charging, you can use this power unaugmented in place of a MBA.
Aug 1 Eff If you make a charge attack with this power, you can shift 1 sq before the charge.
Aug 2 Eff One or two allies you can see can each charge creatures other than tgt as a free action, with a pwr bonus to their dmg rolls = Con.
AWMindlink StrikeArdent Attack 7 · PHB3Std Melee 1Augmentable, Psionic, WeaponTgt One creature
Linking minds with an ally, you coordinate your efforts to confound your foe.
Eff One ally adjacent to you can make a MBA against tgt as an opportunity action. On a hit, you and the ally can each shift as a free action.
Aug 1 Eff As above, and the ally gains a +3 pwr bonus to the dmg roll if he or she is marking tgt.
Aug 2 Range Close burst 1 · Tgt Each enemy you can see in burst · Hit 1[W] + Cha dmg, and one ally adjacent to tgt can make a MBA against it as an opportunity action.
AWRewarding StrikeArdent Attack 7 · PHB3Std Melee wpnAugmentable, Healing, Psionic, WeaponTgt One creature
There is joy in victory, and those who follow your lead experience exhilaration.
Atk Cha vs AC · Hit 1[W] + Cha dmg. The next ally who hits tgt before SONT regains HP = Con.
Aug 1 Hit 1[W] + Cha dmg. Allies who hit tgt’s Will before SONT can spend a healing surge.
Aug 2 Hit 2[W] + Cha dmg. Allies who hit tgt before EONT can spend a healing surge.
AWStolen StrengthArdent Attack 7 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your strike leaves a foe reeling, sapping its strength as it tries to fight back.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Until SONT, tgt rolls twice when it makes a dmg roll and must use the lower roll.
Aug 1 Hit 1[W] + Cha dmg. Tgt’s basic attacks deal half dmg until EONT.
Aug 2 Hit 2[W] + Cha dmg. Until EONT, tgt takes a penalty to dmg rolls = Con.
AWTrailblazing AssaultArdent Attack 7 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack opens up the battlefield, letting an ally surge forward to attack.
Atk Cha vs AC · Hit 1[W] + Cha dmg. One ally within 5 sq of you gains a +2 pwr bonus to speed until EONT.
Spec When charging, you can use this power in place of a MBA.
Aug 1 (Healing) Hit As above, and the ally regains HP = Con if he or she hits with a charge attack before EONT.
Aug 2 (Healing) Hit 1[W] + Cha dmg. One ally you can see charges with a pwr bonus to the attack roll = Con. If the ally hits with this attack, he or she gains a +2 pwr bonus to all defenses until SONT and can spend a healing surge.
AWUnhinging StrikeArdent Attack 7 · PHB3Std Melee wpnAugmentable, Charm, Psionic, Psychic, WeaponTgt One creature
A jolt of psionic power clouds your enemy’s senses so that the foe sees its cohorts as its enemies.
Atk Cha vs Will · Hit Cha psychic dmg, and tgt makes a MBA as a free action against a creature of your choice.
Aug 1 Hit Cha psychic dmg. Until the end of tgt’s next turn, enemies provoke OAs from tgt, and it must make those attacks.
Aug 2 Hit 1[W] + Cha psychic dmg, and tgt makes a MBA as a free action against one or two creatures of your choice.

Level 9 Daily Disciplines

DLYAgony FieldArdent Attack 9 · PHB3Std Melee wpnPsionic, Psychic, Weapon, ZoneTgt One creature
You strike your foe and let out a psychic shriek, which creates a pulsing field of pain.
Atk Cha vs Will · Hit 1[W] + Cha dmg, and ongoing 5 psychic dmg (save ends).
Eff The attack creates a zone in a close burst 1. The zone lasts until EONT. When you move, the zone moves with you, remaining centered on you. Whenever you take dmg from an attack, each enemy within the zone takes 5 psychic dmg.
Miss Half dmg. · Sust Minor The zone persists.
DLYCerebral WormArdent Attack 9 · PsPStd Melee wpnPsionic, Psychic, WeaponTgt One creature
Your attack lodges in your foe’s mind like a parasite, hindering its attack.
Atk Cha vs Fortitude · Hit 2[W] + Cha psychic dmg, and tgt is affected by your cerebral worm (save ends). While tgt is affected by the worm, the first time tgt makes an attack roll on each of its turns, it must either take 10 psychic dmg or make the attack roll twice and use the lower roll.
Miss Half dmg, and tgt takes 10 dmg the next time it makes an attack roll before EONT.
DLYDulled ReflexesArdent Attack 9 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
Your foe moves slower and slower until it can’t move, and its slowness infects its allies.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and tgt takes a –2 penalty to speed (save ends). Until the penalty ends, it worsens by 2 whenever tgt attacks. When tgt’s speed reaches 0 in this way, the penalty ends, but tgt is restrained and stunned (save ends both).
Eff Until the end of the encounter, any enemy that starts its turn adjacent to tgt is slowed (save ends).
DLYEmotional WellspringArdent Attack 9 · PsPStd Melee wpnPsionic, Psychic, WeaponTgt One creature
Your attack strips a foe of its resilience, and allows allies to claim that resilience for themselves.
Atk Cha vs Will · Hit 2[W] + Cha dmg.
Eff Tgt takes ongoing 5 psychic dmg (save ends). In addition, each ally who hits tgt can choose to gain temp HP = Cha or make a saving throw with a +4 pwr bonus. This effect lasts until EONT, or until tgt is no longer taking ongoing dmg from this power.
Miss Half dmg.
DLYFeast of DespairArdent Attack 9 · PHB3Std Melee wpnPsionic, Psychic, WeaponTgt One creature
Your attack rattles your foe, and you and your allies draw energy from its despair.
Atk Cha vs Will · Hit 3[W] + Cha psychic dmg.
Eff Until the end of the encounter, tgt takes a –2 penalty to all defenses, and whenever it misses with an attack, you or an ally you can see regains 1 power point.
DLYFeast of PlentyArdent Attack 9 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
You wrap your foe in a psionic net that leaches power from it for your allies.
Atk Cha vs AC · Hit 3[W] + Cha dmg.
Eff Until the end of the encounter, whenever tgt takes dmg, you and each ally adjacent to you gain temp HP equal to 3 + Wis.
DLYPassage of SwordsArdent Attack 9 · PHB3Std Close burst 3Psionic, WeaponTgt One enemy in burst
You fling your foe away. As it goes, your allies take advantage of its disorientation.
Atk Cha vs Fortitude · Hit Tgt is dazed (save ends).
Eff You slide tgt 5 sq. Each ally adjacent to tgt during this slide can make a MBA against it as a free action, with a pwr bonus to the dmg roll = Cha.
DLYSpatial AnomalyArdent Attack 9 · PsPStd Ranged 5Psionic, TeleportationTgt One enemy
Your focused thought punches a hole in reality, drawing your enemy into position for your allies’ attacks.
Eff You teleport tgt 5 sq. One or two allies adjacent to tgt at the end of the teleport can each make a MBA against tgt as a free action.
After Each ally who hits tgt also gains temp HP = Cha.
DLYSpur the BattleArdent Attack 9 · PsPStd Melee wpnPsionic, WeaponTgt One creature
As you attack, mystical light shrouds your nearby allies, speeding them into battle.
Eff Before the attack, you shift 1 sq. · Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff After the attack, each ally adjacent to you can shift 1 sq or move his or her speed as a free action.

Level 10 Utility Disciplines

ENCForce of WillArdent Utility 10 · PsPNo Act Close burst 3PsionicTgt You and each ally in burst
You throw off an affliction with such force that nearby allies are protected by your power.
Trig You succeed on a saving throw · Eff Tgt gains a +2 pwr bonus to all defenses until EONT.
ENCFostered TalentArdent Utility 10 · PsPFree Close burst 10PsionicTgt You and each ally in burst other than the triggering ally
You draw strength from an ally’s accomplishment, then share that strength with other allies.
Trig An ally you can see succeeds on a skill check · Eff Tgt gains a +2 pwr bonus to the next skill check he or she makes before EONT.
DLYFrom the BrinkArdent Utility 10 · PHB3Minor Close burst 10Healing, PsionicTgt One ally
Your friend hovers near death. You touch his or her mind, and your friend awakens with a start.
Eff Tgt regains HP as if he or she had spent a healing surge. If tgt is dying, he or she regains additional HP equal to 2d10 + Cha. In addition, tgt can stand up as a free action.
ENCIncite BraveryArdent Utility 10 · PHB3Minor Close burst 1PsionicTgt You and each ally in burst
Your allies find new courage with your support.
Eff Until EONT, each target gains a +2 pwr bonus to attack rolls and a +2 pwr bonus to saving throws against fear effects.
ENCPsychic BoonArdent Utility 10 · PsPFree Close burst 5PsionicTgt The triggering ally in burst
When an ally’s attack hits, you channel the rush of victory and return it as increased resilience.
Trig An ally within 5 sq of you hits with a melee attack · Eff Tgt gains temp HP equal to 5 + Cha.
ENCReactive ResistanceArdent Utility 10 · PHB3Imm Intr Close burst 10PsionicTgt You or the ally in burst
You anticipate an attack and magically feed resilience to yourself or your friend.
Trig An attack damages you or an ally · Eff The dmg tgt takes from the triggering attack is reduced by an amount equal to your level.
DLYTower of Iron WillArdent Utility 10 · PHB3Minor Close burst 3Psionic, Zone
You visualize a mighty tower, and in doing so you create a psionic bastion to protect your allies.
Eff The burst creates a zone that lasts until EONT. While within the zone, you and your allies gain resist 10 psychic, a +4 pwr bonus to Will, and a +2 pwr bonus to AC, Fortitude, and Reflex. In addition, any ally who starts his or her turn within the zone can make a saving throw against a dominating or stunning effect.
Sust Minor The zone persists.
ENCVital SummonsArdent Utility 10 · PsPImm React Ranged 5Psionic, TeleportationTgt One ally other than the triggering ally
When an ally is in trouble, you speed help to his or her side.
Trig An ally within 5 sq of you becomes bloodied or drops to 0 HP or fewer · Eff You teleport tgt to a sq adjacent to the triggering ally.

Level 13 At-Will Disciplines

AWConflicted EmotionsArdent Attack 13 · PsPStd Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
Your attack leaves your enemy unable to tell friend from foe, wracking it with pain if it comes too close to another creature.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Tgt takes psychic dmg = Wis if it ends its next turn adjacent to one of its allies.
Aug 1 Hit As above, but tgt takes the psychic dmg if it ends its next turn adjacent to any creature.
Aug 4 Range Close burst 1 · Tgt Each enemy in burst · Hit 2[W] + Cha dmg. · Eff Until SONT, any enemy that ends its turn adjacent to you takes 5 psychic dmg and grants CA until EONT.
AWConfusing StrikeArdent Attack 13 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You flood your opponent’s thoughts with confusing images.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt takes a –2 penalty to attack rolls until EONT.
Aug 1 Hit As above, and tgt also takes a –2 penalty to Will until EONT.
Aug 4 (Zone) Range Close burst 1 · Tgt Each enemy you can see in burst · Hit 1[W] + Cha dmg, and tgt is dazed until EONT. · Eff The burst creates a zone that lasts until EONT. Enemies take a –2 penalty to attack rolls while within the zone.
AWEssence ConduitArdent Attack 13 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
In pressing the attack, you steal a foe’s resolve and bestow it on an ally.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and one ally you can see gains temp HP equal to 5 + Con.
Aug 1 Hit As above, and the ally can use his or her second wind as a free action.
Aug 4 (Healing, Psychic) Hit 1[W] + Cha dmg plus 1d8 psychic dmg. One ally within 5 sq of you can spend a healing surge and regain additional HP = Con.
AWField of AlacrityArdent Attack 13 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack distracts the enemy, giving your allies an opening to maneuver.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Until SONT, allies adjacent to tgt can shift as a minor action.
Aug 1 Hit As above, and each ally within 5 sq of you can stand up as a free action.
Aug 4 Range Close burst 1 · Tgt Each enemy in burst · Hit 1[W] + Cha dmg. One ally within 5 sq of you can take a move action as a free action.
AWHope’s AudacityArdent Attack 13 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your optimism is an inspiration to those around you.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Until SONT, allies within 5 sq of you can score a critical hit against tgt on a roll of 19–20.
Aug 1 Hit As above, and whenever an ally scores a critical hit against tgt before SONT, you and each ally within 5 sq of you can shift 1 sq as a free action.
Aug 4 Hit 2[W] + Cha dmg. Until SONT, allies within 5 sq of you can score a critical hit on a roll of 19–20.
AWInvert DefeatArdent Attack 13 · PsPStd Melee wpnAugmentable, Healing, Psionic, WeaponTgt One creature
The psychic energy you steal from a triumphant foe bolsters your allies as their own strength fades.
Atk Cha vs AC · Hit 1[W] + Cha dmg. If tgt bloodies an ally or hits a bloodied ally with an attack before EONT, that ally regains HP = Wis.
Aug 1 Hit 1[W] + Cha dmg. One bloodied ally adjacent to tgt gains temp HP = Cha + Wis.
Aug 4 Hit 3[W] + Cha dmg. Until SONT, when an enemy you can see deals dmg with an attack, one ally within 5 sq of you gains temp HP = Wis.
AWRevelatory StrikeArdent Attack 13 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
As you strike, you open your ally’s mind, allowing him or her to see ways to overcome various ills.
Atk Cha vs AC · Hit 1[W] + Cha dmg. One ally adjacent to you or tgt can either make a saving throw or gain a +1 pwr bonus to all defenses until EONT.
Aug 1 Hit 1[W] + Cha dmg. One ally adjacent to you or tgt can either make a saving throw with a +5 pwr bonus against a charm or illusion effect or gain a pwr bonus to Will = Wis until EONT.
Aug 4 (Zone) Hit 2[W] + Cha dmg. The attack creates a zone in a close burst 2. The zone lasts until EONT. Any ally who starts his or her turn within the zone can either make a saving throw with a +2 pwr bonus or gain a pwr bonus to all defenses = Wis until the end of his or her next turn.
AWStack the OddsArdent Attack 13 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your quick strike grants your allies added strength.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Each ally adjacent to you gains a +2 pwr bonus to attack rolls until SONT.
Aug 1 (Psychic) Hit 1[W] + Cha dmg. Until SONT, allies deal extra psychic dmg = Con with melee attacks while adjacent to you.
Aug 4 Hit 3[W] + Cha dmg. Until EONT, allies gain a +2 pwr bonus to attack rolls while adjacent to you, and enemies take a –2 penalty to attack rolls while adjacent to you.
AWVictorious UrgingArdent Attack 13 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You fill your foe with visions of impending doom and an ally with a dream of victory.
Atk Cha vs AC · Hit 1[W] + Cha dmg. One ally adjacent to you or tgt gains a +2 pwr bonus to attack rolls against tgt until EONT.
Aug 1 Hit 1[W] + Cha dmg. One ally adjacent to you or tgt gains a pwr bonus to attack rolls against tgt’s Fortitude until EONT. The bonus equals Con.
Aug 4 Hit 2[W] + Cha dmg, and you push tgt 1 sq. Until EONT, you and your allies gain a +2 pwr bonus to attack rolls against tgt and any enemies adjacent to it.

Level 15 Daily Disciplines

DLYAggressive AccompanimentArdent Attack 15 · PsPImm Intr Ranged 10Psionic, Psychic, Teleport, WeaponTgt One creature
You flash across the battlefield to unleash a devastating attack in concert with an ally, then grant that ally increased fury against your common foe.
Eff Before the attack, you teleport to an unoccupied sq adjacent to the triggering ally. · Trig An ally within 10 sq of you makes a melee attack · Atk Cha vs AC · Hit 2[W] + Cha dmg, and tgt is dazed (save ends). · Miss Half dmg.
Eff The triggering ally gains CA against tgt for its triggering attack, and deals 2d6 extra psychic dmg with that attack.
DLYBloody ResurgenceArdent Attack 15 · PsPStd Melee wpnHealing, Psionic, WeaponTgt One enemy, or two enemies if you are bloodied
When you lash out with your weapon, an ally feels its strength replenished.
Atk Cha vs AC · Hit 3[W] + Cha dmg.
Eff When you make this attack, one ally who can see you can spend a healing surge. If you are bloodied, the ally regains additional HP = Cha.
Miss Half dmg.
DLYCoordinated EffortArdent Attack 15 · PsPMinor Close burst 5Healing, PsionicTgt You and each ally you can see in burst, to a maximum of five targets
You link minds with your allies, granting all of you the chance to act in concert before your foes can react.
Eff You apply one of the following effects to each target. Each effect can be used only once: tgt flies a number of sq = Cha as a free action (tgt must land at the end of this movement); tgt shifts its speed as a free action; tgt spends a healing surge; tgt can make a basic attack as a free action; or tgt can charge as a free action.
DLYExtermination UrgeArdent Attack 15 · PHB3Std Melee wpnCharm, Psionic, WeaponTgt One creature
A savage strike against your opponent implants a terrible urge within it to seek out its end.
Atk Cha vs AC · Hit Tgt is dominated and gains vulnerability to all dmg = Wis (save ends both).
Miss Tgt is dazed and gains vulnerability to all dmg equal to half Wis (save ends both).
DLYImminent DemiseArdent Attack 15 · PHB3Std Melee wpnPsionic, Psychic, Weapon, ZoneTgt One creature
Your enemies face certain doom, and you force them to see it and despair.
Atk Cha vs AC · Hit 2[W] + Cha psychic dmg.
Eff The attack creates a zone in a close burst 1. The zone lasts until EONT. Bloodied enemies that start their turn within the zone take 10 psychic dmg.
Miss Half dmg. · Sust Minor The zone persists.
DLYMountainfall StrikeArdent Attack 15 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
You smash your weapon into your enemy, imparting the feeling that it and all its companions have been buried alive.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and tgt is immobilized (save ends). Until the condition ends, any enemy that starts its turn adjacent to tgt is immobilized until the start of that enemy’s next turn.
Miss Half dmg, and tgt is slowed (save ends). Until the condition ends, any enemy that starts its turn adjacent to tgt is slowed until the start of that enemy’s next turn.
DLYTreachery’s SeedArdent Attack 15 · PsPStd Melee wpnCharm, Psionic, WeaponTgt One creature
Your mind touches an enemy’s, planting a seed of treachery that lets you control it through its own attacks.
Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff Until the end of the encounter, whenever tgt hits with a melee attack, you can use an immediate reaction to force tgt to make a MBA against a target you choose.
DLYUnchecked AggressionArdent Attack 15 · PHB3Std Melee wpnPsionic, Weapon, ZoneTgt One creature
Your anger bleeds out from you, unnerving your enemies and strengthening your allies.
Atk Cha vs AC · Hit 3[W] + Cha dmg.
Eff The attack creates a zone in a close burst 1. The zone lasts until EONT. While within the zone, allies gain a bonus to dmg rolls = Con, and enemies grant CA.
DLYVigorous OffensiveArdent Attack 15 · PHB3Std Melee wpnPsionic, WeaponTgt One, two, three, or four creatures
As battle’s thrill overtakes you and you swing your weapon all around, your allies share in the same emotions.
Atk Cha vs AC · Hit 1[W] + Cha dmg.
Eff For each attack you make with this power, an ally within 5 sq of you gains temp HP equal to 3 + Cha.

Level 16 Utility Disciplines

DLYBountiful LifeArdent Utility 16 · PHB3Std Close burst 10Psionic, Zone
As your fortunes improve, so too do those of your allies.
Eff The burst creates a zone that lasts until EONT. Whenever you regain HP, each ally within the zone gains temp HP equal to half the HP you regained.
Sust Minor The zone persists.
DLYCommon CauseArdent Utility 16 · PsPImm React Area burst 5 within 10 squaresPsionicTgt Each ally in burst
An ally’s recovery lets you channel a temporary burst of resilience to other allies.
Trig An ally within 10 sq of you spends a healing surge · Eff Tgt gains temp HP equal to 10 + Cha.
ENCDetach MindArdent Utility 16 · PsPMinor Ranged 5PsionicTgt You or one ally
You reach into your subject’s mind to provide a temporary respite from a debilitating condition.
Eff Choose one effect on tgt that a save can end. Tgt is not affected by that effect until the end of its next turn, but it cannot make a saving throw against that effect at the end of that turn. Tgt gains a +2 pwr bonus to his or her next saving throw to end that effect.
ENCDisbelieve DangerArdent Utility 16 · PsPImm Intr Ranged 10PsionicTgt The triggering ally
With a thought, you cause an ally under attack to take on a spectral form that protects against additional harm.
Trig An ally within 10 sq of you is hit by an attack · Eff Tgt is insubstantial until the end of his or her next turn.
ENCFortunate RecoveryArdent Utility 16 · PHB3No Act Close burst 10PsionicTgt Each ally in burst
You share your luck with your allies.
Trig You succeed on a saving throw · Eff The next saving throw each target makes before EONT gains a bonus = Con.
DLYMental RejuvenationArdent Utility 16 · PHB3Std Close burst 5Healing, PsionicTgt You or one ally in burst or you and each ally in burst
Your psionic magic allows one ally to ignore many wounds or several allies to ignore a few.
Eff If you target only one creature with this power, tgt regains HP as if he or she had spent two healing surges. If you target more than one creature, each target regains HP as if he or she had spent a healing surge.
DLYRe-Form MindArdent Utility 16 · PHB3Std Melee touchPsionicTgt One creature
You connect the target’s thoughts to awaken new talents.
Req You must be taking a short rest.
Eff Tgt gains training in a skill of your choice until you take an extended rest.
DLYResilient BondArdent Utility 16 · PsPMinor Ranged 5Healing, PsionicTgt You and one ally
The bond you forge with an ally ensures that you both make it to the battle’s end.
Eff Each target gains regeneration 5 until the end of the encounter. If a target starts its turn more than 5 sq away from the other target, this regeneration does not function for tgt during that turn.
DLYUncanny AwarenessArdent Utility 16 · PHB3Free Close burst 3PsionicTgt You and each ally in burst
Sensing your enemies are about to strike, you urge your allies into position.
Trig You roll initiative · Eff Each target can move half his or her speed as a free action.

Level 17 At-Will Disciplines

AWBlinding ClarityArdent Attack 17 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack overwhelms your foe, hindering its ability to take advantage of opportunities in combat.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt cannot make OAs until SONT.
Aug 1 Hit 1[W] + Cha dmg. Until EONT, tgt cannot make OAs and takes a penalty = Wis to any attack roll made as an immediate action.
Aug 4 Hit 2[W] + Cha dmg, and tgt is blinded until EONT.
AWDiamond Defense AssaultArdent Attack 17 · PHB3Std Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
The crystalline motes released by your attack shelter your allies and interfere with your enemies’ strikes.
Atk Cha vs AC · Hit 1[W] + Cha psychic dmg. One ally adjacent to tgt marks it until EONT.
Aug 1 Hit 1[W] + Cha psychic dmg. If tgt shifts during its next turn, one ally can make a MBA against it as a free action.
Aug 4 (Zone) Range Close burst 2 · Tgt Each enemy in burst · Hit 1[W] + Cha dmg, and you slide tgt 1 sq. · Eff The burst creates a zone that lasts until EONT. While within the zone, allies gain a +4 bonus to all defenses against attacks from outside the zone, and enemies take a –2 penalty to attack rolls.
AWEmotional FloodArdent Attack 17 · PsPStd Melee wpnAugmentable, Force, Psionic, WeaponTgt One creature
Your attack releases emotion that grants vigor to your allies.
Atk Cha vs AC · Hit 1[W] + Cha force dmg, and you push tgt 1 sq. One ally adjacent to you gains temp HP equal to 5 + Con.
Aug 1 Hit 1[W] + Cha force dmg, and you push tgt 2 sq. Each ally adjacent to you gains temp HP equal to 5 + Con.
Aug 4 Range Close burst 1 · Tgt Each enemy you can see in burst · Hit 2[W] + Cha force dmg. · Eff Each ally adjacent to you gains temp HP = Con + 5 for each enemy you hit with this attack.
AWIlluminating StrikeArdent Attack 17 · PHB3Std Melee wpnAugmentable, Psionic, Radiant, WeaponTgt One creature
Light bathes your foe as you strike and then settles on a nearby ally for protection.
Atk Cha vs AC · Hit 1[W] + Cha radiant dmg. One ally adjacent to you or tgt gains resistance to all dmg = Wis until SONT.
Aug 1 Hit 1[W] + Cha radiant dmg. One ally within 5 sq of you gains necrotic, psychic, or radiant resistance equal to 3 + Wis until SONT.
Aug 4 Range Close burst 1 · Tgt Each enemy in burst · Hit 2[W] + Cha radiant dmg. · Eff If you hit at least one target, one ally within 5 sq of you gains resistance to all dmg equal to 3 + Wis until SONT.
AWProbability FluxArdent Attack 17 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your strike alters the laws of chance, denying good fortune to the enemy.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and any critical hit tgt scores until EONT is treated as a normal hit.
Aug 1 Hit 1[W] + Cha dmg. Until EONT, any enemy that scores a critical hit against an ally within 5 sq of you must reroll that attack roll.
Aug 4 Hit 3[W] + Cha dmg. Critical hits scored against any ally within 5 sq of you before EONT are treated as normal hits. In addition, when an enemy within 5 sq of you succeeds on a saving throw, each ally within 5 sq of you can make a saving throw with a bonus = Wis.
AWTemporal StrikeArdent Attack 17 · PHB3Std Melee wpnAugmentable, Psionic, Weapon, ZoneTgt One creature
Time bends around your foe to protect your allies.
Atk Cha vs AC · Hit 1[W] + Cha dmg. The attack creates a zone in a close burst 2. The zone lasts until EONT. While within the zone, you and your allies are insubstantial against OAs.
Aug 1 Hit As above, but you and your allies are instead insubstantial against attacks that target Reflex.
Aug 4 Hit 2[W] + Cha dmg, and tgt is slowed until EONT. The attack creates a zone in a close burst 2. The zone lasts until EONT. While within the zone, you and your allies are insubstantial.
AWTerrifying DelugeArdent Attack 17 · PHB3Std Melee wpnAugmentable, Fear, Psionic, WeaponTgt One creature
You spear your enemy’s mind and body, so when the foe is next attacked, its mind blossoms in pain.
Atk Cha vs AC · Hit 1[W] + Cha dmg. The next time an ally hits tgt before SONT, you can slide tgt 1 sq as a free action.
Aug 1 Hit 1[W] + Cha dmg. When any ally hits tgt with an attack against Will before SONT, you can slide tgt 1 sq as a free action.
Aug 4 Range Close burst 2 · Tgt Each enemy in burst · Hit 1[W] + Cha dmg, and you slide tgt 1 sq. When any ally hits tgt before SONT, you can slide tgt 1 sq as a free action.
AWViolent UpsurgeArdent Attack 17 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
You smash your enemy with such force that it is left vulnerable to follow-up attacks.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Until SONT, whenever tgt takes dmg from a melee attack, it takes extra dmg = Con.
Aug 1 Hit 1[W] + Cha dmg. Until SONT, whenever tgt is hit by an attack, you gain a +4 bonus to the dmg roll for the first attack you make against tgt during your next turn. This bonus is cumulative.
Aug 4 Hit 2[W] + Cha dmg, and tgt gains vulnerable 2 to all dmg until EONT. This vulnerability increases by 2 whenever an attack hits or misses tgt.

Level 19 Daily Disciplines

DLYChains of AffinityArdent Attack 19 · PHB3Std Close burst 1Psionic, Psychic, Weapon, ZoneTgt Each enemy in burst
You create a mental link with your foes so that when your allies take damage, your adversaries feel it.
Atk Cha vs AC · Hit 3[W] + Cha dmg.
Eff The burst creates a zone that lasts until EONT. When any ally takes dmg from an attack while within the zone, each enemy within the zone takes 5 psychic dmg.
Sust Minor The zone persists.
DLYClarified PainArdent Attack 19 · PsPStd Melee wpnPsionic, Psychic, WeaponTgt One creature
The pain your enemy feels from your assault lets you strengthen your allies’ attacks.
Atk Cha vs AC · Hit 3[W] + Cha dmg, and ongoing 10 psychic dmg (save ends).
Eff Whenever tgt makes a saving throw to end the ongoing psychic dmg from this attack, one ally within 5 sq of you gains a +2 pwr bonus to attack rolls until the end of his or her next turn.
Miss Ongoing 10 psychic dmg (save ends).
DLYCorridor of PainArdent Attack 19 · PsPStd Melee wpnPsionic, Teleportation, WeaponTgt One creature
The power of your devastating strike resonates within a foe, letting you continually fling it into optimal position for your allies to attack.
Atk Cha vs AC · Hit 2[W] + Cha dmg. You slide tgt 5 sq, and it is restrained (save ends).
Eff Until the end of the encounter, whenever tgt takes dmg from an attack, you teleport tgt 5 sq to a destination adjacent to at least one of your allies.
Miss Half dmg.
DLYDeflecting DiskArdent Attack 19 · PHB3Std Melee wpnConjuration, Psionic, WeaponTgt One creature
Your attack manifests a shimmering field, which you can move to protect your allies.
Atk Cha vs AC · Hit 4[W] + Cha dmg, and you push tgt 2 sq.
Eff You conjure a shimmering disk of force in a sq within 5 sq of you. Allies in the disk’s sq or adjacent to it gain a +2 pwr bonus to all defenses. You can move the disk 3 sq as part of a move action. When an attack hits an ally adjacent to the disk, you can use an immediate interrupt to grant the ally a +2 bonus to all defenses against that attack. The disk lasts until the end of the encounter or until you use the immediate interrupt.
Miss Half dmg.
DLYMind RendArdent Attack 19 · PsPStd Close burst 2Psionic, Psychic, ZoneTgt Each enemy in burst
Your attack generates a field of psionic energy that tears away your enemies’ will to act.
Atk Cha vs AC · Hit 2[W] + Cha psychic dmg, and tgt is slowed (save ends).
Eff The burst creates a zone that lasts until EONT. Any enemy that ends its turn within the zone is dazed until the end of its next turn.
Miss Half dmg, and tgt is slowed (save ends). · Sust Minor The zone persists.
DLYReactive Jaunt StrikeArdent Attack 19 · PsPStd Melee wpnPsionic, Stance, Teleportation, WeaponTgt One creature
When you strike your foe, your expanded awareness lets you leap to the side of an ally in danger.
Atk Cha vs AC · Hit 3[W] + Cha dmg.
Eff You enter the reactive jaunt stance. Until the stance ends, whenever an ally within 5 sq of you becomes bloodied by an attack or drops to 0 HP or fewer, you teleport to an unoccupied sq adjacent to that ally and can make a MBA as an immediate reaction.
Miss Half dmg.
DLYShared VigorArdent Attack 19 · PHB3Std Melee wpnHealing, Psionic, Weapon, ZoneTgt One creature
You create an expanse of glittering energy to reinvigorate your allies.
Atk Cha vs AC · Hit 3[W] + Cha dmg.
Eff The attack creates a zone in a close burst 2. The zone lasts until the end of the encounter. When any ally within the zone spends a healing surge, all other allies within the zone regain 1d10 HP.
DLYTemporal AccelerationArdent Attack 19 · PHB3Std Melee wpnPsionic, Weapon, ZoneTgt One creature
As you leap into battle, time accelerates in jumps, trying to catch up to you.
Atk Cha vs AC · Hit 4[W] + Cha dmg, and tgt is slowed and cannot shift (save ends both).
Eff The attack creates a zone in a close burst 2. The zone lasts until EONT. Any enemy that starts its turn within the zone is slowed until the end of its next turn. Any ally that starts his or her turn within the zone gains a +2 pwr bonus to speed until the end of his or her next turn.
Miss Half dmg, and tgt is slowed and cannot shift until EONT. · Sust Minor The zone persists. · Spec When charging, you can use this power in place of a MBA.
DLYVitality TransferArdent Attack 19 · PHB3Std Melee wpnHealing, Psionic, Reliable, WeaponTgt One creature
The pain your attack inflicts on your foe gives you strength to heal your comrades.
Atk Cha vs Fortitude · Hit 4[W] + Cha dmg. Once before the end of the encounter, when tgt starts its turn bloodied or drops to 0 HP, each ally you can see regains HP as if he or she had spent a healing surge.

Level 22 Utility Disciplines

DLYAwakened IdArdent Utility 22 · PsPMinor Ranged 10Psionic, PsychicTgt One ally
You call forth your ally’s innate combat instincts to turn the tide of battle.
Eff Until the end of the encounter, while tgt is bloodied, he or she gains a +1 bonus to speed, a +5 pwr bonus to Athletics checks and Endurance checks, and deals 5 extra psychic dmg with melee attacks.
DLYBorrowed TimeArdent Utility 22 · PHB3Std Melee touchPsionicTgt One creature
You steal a bit of time and give it to the ally who can best use it.
Eff Tgt can use a free action to take a standard, a move, and a minor action.
DLYEmpathic RecoveryArdent Utility 22 · PsPImm React PersPsionic
Your ally’s disappointment helps you recover your expended energy.
Trig An ally within 10 sq of you misses with an encounter attack power · Eff You regain 2 power points.
DLYExpedite HealingArdent Utility 22 · PsPImm React Ranged 10Healing, PsionicTgt The triggering ally
Your psionic connection to an ally who falls in combat allows him or her to get back in the fight quickly.
Trig An ally within 10 sq of you drops to 0 HP or fewer · Eff Tgt regains HP as if he or she had spent a healing surge, and can stand up and shift a number of sq = Cha as a free action.
ENCGuided OpportunityArdent Utility 22 · PHB3Imm Intr Close burst 3PsionicTgt The triggering ally in burst
Your thoughts guide your ally’s attack so that it strikes true.
Trig An ally within 3 sq of you makes an OA · Eff Tgt gains a pwr bonus to the attack roll and the dmg roll = Cha.
ENCInsensate MindArdent Utility 22 · PHB3Minor Melee touchPsionicTgt One creature
You influence the mind of your ally so that he or she doesn’t feel pain for a time.
Eff Tgt gains resistance to all dmg equal to one-half your level until EONT.
DLYRapid RecoveryArdent Utility 22 · PHB3Minor Close burst 1Healing, Psionic, Zone
You channel positive thoughts to speed your allies’ recovery.
Eff The burst creates a zone that lasts until EONT. When you move, the zone moves with you, remaining centered on you. Any ally who starts his or her turn within the zone regains 10 HP.
Sust Minor The zone persists.
DLYSudden ReinforcementsArdent Utility 22 · PsPImm React Ranged 10Psionic, TeleportationTgt One ally
You see an ally in danger and dispatch a waiting ally to help.
Trig An enemy within 10 sq of you hits an ally with a melee attack · Eff Tgt teleports to an unoccupied sq adjacent to the triggering enemy and gains CA against that enemy until the end of tgt’s next turn.

Level 23 At-Will Disciplines

AWConcerted StrikeArdent Attack 23 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your straightforward weapon attack inspires your allies to follow your lead.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Each ally adjacent to you gains a pwr bonus to basic attack rolls = Con until EONT.
Aug 2 Hit As above, and each ally also gains the pwr bonus to attack rolls for unaugmented at-will powers.
Aug 6 Hit 2[W] + Cha dmg. One or two allies within 5 sq of you can each make a basic attack as a free action, with a pwr bonus to the attack roll = Con. Each ally makes its attack against a different target that is not tgt of this power.
AWFlood of MadnessArdent Attack 23 · PHB3Std Melee wpnAugmentable, Charm, Psionic, Psychic, WeaponTgt One creature
Your feint twists the mind of your foe so that it lashes out at its companion.
Atk Cha vs Will · Hit Cha psychic dmg, and tgt makes a MBA as a free action against a creature of your choice.
Aug 2 Hit 1[W] + Cha psychic dmg, and tgt makes a MBA as a free action against an enemy granting CA to you. If that attack hits, tgt makes a MBA against another enemy granting CA to you.
Aug 6 Hit 1[W] + Cha psychic dmg, and tgt makes a MBA as a free action against each of your enemies adjacent to it.
AWPerception ShiftArdent Attack 23 · PHB3Std Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
As you strike, you force your victim to attack where your allies are strongest.
Atk Cha vs Will · Hit 1[W] + Cha psychic dmg. The next time tgt makes an attack before SONT, it attacks a defense of your choice.
Aug 2 Range Close burst 1 · Tgt Each enemy you can see in burst · Hit 1[W] + Cha psychic dmg. Whenever tgt attacks before EONT, it attacks a defense of your choice.
Aug 6 (Zone) Range Close burst 1 · Tgt Each enemy you can see in burst · Hit 2[W] + Cha psychic dmg. Whenever tgt attacks before EONT, it attacks a defense of your choice. · Eff The burst creates a zone that lasts until EONT. When any enemy attacks while within the zone, the enemy attacks a defense of your choice.
AWRestorative SmashArdent Attack 23 · PsPStd Melee wpnAugmentable, Healing, Psionic, WeaponTgt One creature
The elation you fuel from a successful attack fills a nearby ally with renewed vigor.
Atk Cha vs AC · Hit 1[W] + Cha dmg. One bloodied ally adjacent to you regains HP = Wis.
Aug 2 Hit 1[W] + Cha dmg. One bloodied ally adjacent to you can spend a healing surge and regain additional HP = Wis.
Aug 6 Range Close burst 1 · Tgt Each enemy in burst · Hit 2[W] + Cha dmg, and tgt grants CA until EONT. · Eff Until EONT, any ally who hits an enemy with an attack while adjacent to you can spend a healing surge and regain additional HP = Wis.
AWRevealing StrikeArdent Attack 23 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack highlights the target’s weaknesses.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt takes a –2 penalty to all defenses until SONT.
Aug 2 Hit 2[W] + Cha dmg, and tgt takes a –2 penalty to all defenses and can’t benefit from concealment or invisibility until EONT.
Aug 6 Hit 4[W] + Cha dmg, and tgt takes a –3 penalty to all defenses until EONT. In addition, you and each ally adjacent to you gain blindsight 10 until EONT.
AWRevelatory SlashArdent Attack 23 · PHB3Std Close burst 10Augmentable, PsionicTgt One ally in burst
Rather than attack, you open your mind’s eye and urge your allies to strike.
Eff Tgt can make a MBA as a free action. If that attack hits, the creature that is hit grants CA until EONT.
Aug 2 Eff Tgt can make a MBA as a free action against a creature granting CA to you. Tgt gains a pwr bonus to the dmg roll = Con. If that attack hits, the creature that is hit is dazed until EONT.
Aug 6 Tgt One or two allies in burst · Eff Each target can make an at-will attack as a free action. If a target’s attack hits, he or she gains 15 temp HP.
AWRuinous ScreamArdent Attack 23 · PsPStd Melee wpnAugmentable, Psionic, Thunder, WeaponTgt One creature
Your weapon attack unleashes a thunderous psionic scream that rattles your foes.
Atk Cha vs AC · Hit 1[W] + Cha thunder dmg, and you push tgt 1 sq. Tgt is deafened until EONT.
Aug 2 Hit 1[W] + Cha thunder dmg, and you slide tgt 1 sq. Each enemy adjacent to tgt at the end of the slide takes thunder dmg = Wis.
Aug 6 Range Melee 2 · Hit 2[W] + Cha thunder dmg, and you slide tgt 5 sq. At the end of the slide, each enemy adjacent to tgt takes 10 thunder dmg, and each ally adjacent to you or tgt gains temp HP equal to 5 + Wis.

Level 25 Daily Disciplines

DLYBlistering AversionArdent Attack 25 · PHB3Std Melee wpnFire, Psionic, Weapon, ZoneTgt One creature
You convince your enemy and nearby foes that they are being burned alive.
Atk Cha vs AC · Hit 3[W] + Cha fire dmg, and ongoing 15 fire dmg (save ends).
Eff The attack creates a zone in a close burst 3. The zone lasts until EONT. Any enemy that ends its turn within the zone takes ongoing 10 fire dmg (save ends).
Miss Half dmg. · Sust Minor The zone persists.
DLYBountiful PortentArdent Attack 25 · PsPStd [Melee wpn]Healing, Psionic, WeaponTgt One creature
When a chosen foe falls, you and your allies can restore yourselves with its strength.
Atk Cha vs AC · Hit 4[W] + Cha dmg.
Eff When tgt drops to 0 HP, you and each ally within 5 sq of it regain HP as if each of you had spent a healing surge.
Miss Half dmg.
DLYCorona of BattleArdent Attack 25 · PHB3Std Close burst 5Healing, Psionic, Zone
Your emotions emanate from you to instill new courage and prowess in your allies.
Eff The burst creates a zone that lasts until EONT. When you move, the zone moves with you, remaining centered on you. While within the zone, allies gain regeneration 5 and a +2 pwr bonus to attack rolls, and their attacks deal 1d10 extra dmg.
Sust Minor The zone persists.
DLYIntellect BombArdent Attack 25 · PHB3Std Melee wpnPsionic, Psychic, Weapon
Your attack implants a psychic bomb in your foe’s mind.
1° Tgt One creature · 1° Atk Cha vs AC · Hit 3[W] + Cha dmg, and you slide the primary target 1 sq.
Eff Before the end of the encounter, you can make the following secondary attack once, either when the primary target drops to 0 HP or as a minor action. The secondary attack is a close burst 2 centered on the primary target.
2° Tgt Each enemy in burst · 2° Atk Cha vs Will · Hit 2d10 + Cha psychic dmg, and the secondary target is dazed until EONT.
DLYInverted EmotionsArdent Attack 25 · PsPStd Melee wpnPsionic, Psychic, WeaponTgt One creature
Your attack corrupts the target’s emotions, bestowing pain from its triumphs and increasing the scope of its failure.
Atk Cha vs AC · Hit 4[W] + Cha dmg. · Miss Half dmg.
Eff Tgt is affected by inverted emotions (save ends). While tgt is affected by inverted emotions, the first time on each of its turns that it hits with a melee or a ranged attack, one enemy you choose adjacent to it takes 10 psychic dmg. When tgt misses with an attack, it grants CA until EONT.
After Tgt is dazed until EONT.
DLYOutpouring of GriefArdent Attack 25 · PsPStd Melee wpnHealing, Psionic, WeaponTgt One creature
You channel psionic power through your foe, letting you turn one ally’s pain into another’s healing.
Atk Cha vs Fortitude · Hit 5[W] + Cha dmg.
Eff Until tgt drops to 0 HP, when an ally becomes bloodied by an attack while you are within 5 sq of tgt, another ally adjacent to you or tgt can spend a healing surge.
DLYRevealed AssetsArdent Attack 25 · PHB3Std Melee wpnPsionic, Weapon, ZoneTgt One creature
Your attack clarifies your allies’ senses and helps your friends anticipate their enemies’ attacks.
Atk Cha vs AC · Hit 4[W] + Cha dmg.
Eff The attack creates a zone in a close burst 2. The zone lasts until EONT. While within the zone, allies gain a bonus to all defenses equal to the number of enemies within the zone.
Miss Half dmg. · Sust Minor The zone persists.
DLYSummons to DoomArdent Attack 25 · PHB3Std Close burst 5Charm, Psionic, Psychic, WeaponTgt Each enemy in burst
You compel your enemies to approach to be punished.
Atk Cha vs Will · Hit You pull tgt 4 sq, and it takes 4[W] + Cha psychic dmg. The enemy then chooses either to be pushed 3 sq or to take a –2 penalty to attack rolls (save ends).
Miss Half dmg.
DLYVictorious VisionArdent Attack 25 · PsPStd Close burst 3Psionic, PsychicTgt One or two allies in burst
You channel the emotion of victory to your allies, a confidence that lets them lash out at your foes.
Eff Tgt can make a basic attack against an enemy as a free action. If the attack hits, the enemy takes 5 extra psychic dmg and is also dazed (save ends). If the attack misses, the enemy takes 15 psychic dmg and tgt slides the enemy 1 sq.

Level 27 At-Will Disciplines

AWDismissive StrikeArdent Attack 27 · PHB3Std Melee wpnAugmentable, Psionic, Teleportation, WeaponTgt One creature
When your attack hits, you dismiss your enemy and leave it to face your friends.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and you teleport tgt 5 sq to a sq adjacent to an ally.
Aug 2 Range Close burst 1 · Tgt Each enemy you can see in burst · Hit 1[W] + Cha dmg, and you teleport tgt to a sq adjacent to an ally who is adjacent to you.
Aug 6 (Zone) Hit 2[W] + Cha dmg. · Eff The attack creates a zone in a close burst 1. The zone lasts until EONT. When any enemy enters the zone or starts its turn there, you can teleport that enemy 5 sq as a free action. Any ally who enters the zone or starts his or her turn there can teleport 5 sq as a free action.
AWExhilarating StrikeArdent Attack 27 · PHB3Std Close burst 5Augmentable, PsionicTgt One ally in burst
You inspire your allies to strike, and success rewards them with recovery.
Eff Tgt can make a MBA as a free action.
Aug 2 Eff Tgt can make a MBA as a free action, with a pwr bonus to the dmg roll = Wis. If that attack hits, tgt can make a saving throw.
Aug 6 Tgt Each ally in burst · Eff Each target can use a free action either to make a basic attack or to charge, with a pwr bonus to the dmg roll = Wis. If a target hits, he or she can make a saving throw.
AWFalling SkyArdent Attack 27 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack fills an enemy with a momentary sensation of vertigo that leaves it reeling.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt is slowed until EONT.
Aug 2 Hit 2[W] + Cha dmg. The next time tgt takes dmg before SONT, it falls prone.
Aug 6 Hit 4[W] + Cha dmg. Tgt chooses either to be immobilized until EONT or to grant CA until EONT.
AWRestorative BastionArdent Attack 27 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
A successful strike with your weapon fills a nearby ally with new life.
Atk Cha vs Fortitude · Hit 1[W] + Cha dmg, and one ally within 5 sq of you can make a saving throw.
Aug 2 Hit 2[W] + Cha dmg, and one ally within 5 sq of you can make a saving throw, with a +5 pwr bonus if it’s against ongoing dmg.
Aug 6 Hit 4[W] + Cha dmg, and each ally you can see can make a saving throw.
AWTactical FailureArdent Attack 27 · PsPStd Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
When you strike, you prevent your foe from responding with its full capabilities.
Atk Cha vs AC · Hit 1[W] + Cha dmg. Until EONT, tgt takes psychic dmg = Wis when it makes an attack that is not a basic attack.
Aug 2 Hit 2[W] + Cha dmg. Until EONT, tgt provokes OAs when it makes any attack that is not a basic attack.
Aug 6 Hit 3[W] + Cha dmg. Tgt is dazed until EONT or until it takes an attack.
AWUnconscious AssaultArdent Attack 27 · PsPStd Melee touchAugmentable, Charm, Psionic, PsychicTgt One creature
You take control of a foe’s unconscious impulses, forcing it to attack at your whim.
Eff Tgt makes a MBA as a free action against a creature you choose, with a +2 pwr bonus to the attack roll. If tgt’s attack hits, it deals extra psychic dmg = Con, and tgt takes 10 psychic dmg.
Aug 2 Eff As above, and you slide tgt 2 sq before it makes its attack.
Aug 6 (Weapon) Range Melee weapon · Hit 2[W] + Cha dmg. · Eff Tgt charges an enemy you choose as a free action. If this attack hits, tgt takes 10 psychic dmg and the creature it charged takes 10 extra psychic dmg.
AWUnnerving DisruptionArdent Attack 27 · PHB3Std Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
You confuse your enemy, throwing off its attacks.
Atk Cha vs AC · Hit 1[W] + Cha psychic dmg. Until EONT, tgt takes a –2 penalty to attack rolls.
Aug 2 Range Close burst 1 · Tgt Each enemy in burst · Hit 1[W] + Cha psychic dmg. Until EONT, tgt takes a penalty to attack rolls against Will. The penalty equals Con.
Aug 6 (Zone) Range Close burst 1 · Tgt Each enemy in burst · Hit 1[W] + Cha psychic dmg. Until EONT, tgt is weakened and takes a penalty to attack rolls. The penalty equals Con. · Eff The burst creates a zone that lasts until EONT. While within the zone, allies gain a bonus to dmg rolls = Con.

Level 29 Daily Disciplines

DLYEmpathic ProjectionArdent Attack 29 · PHB3Std Close burst 1Psionic, WeaponTgt Each enemy you can see in burst
Your emotions flood the battlefield so that your allies feel your successes and know to compensate for your failures.
Atk Cha vs AC · Hit 4[W] + Cha dmg, and you push tgt 2 sq.
Eff Until the end of the encounter, whenever you hit with an attack, allies within 3 sq of you gain a +2 pwr bonus to attack rolls until EONT, and whenever you miss with an attack, allies within 3 sq of you gain a +2 pwr bonus to all defenses until EONT.
Miss Half dmg.
DLYExplosive SummonsArdent Attack 29 · PsPImm React Close blast 5Psionic, Psychic, Teleportation, WeaponTgt Each enemy in blast
You are drawn to the side of an ally under attack, unleashing a powerful blast of psychic energy against your foes.
Eff Before the attack, you teleport to an unoccupied sq adjacent to the triggering ally. · Trig An ally you can see is hit by an attack · Atk Cha vs Fortitude · Hit 3[W] + Cha psychic dmg, and you push tgt 5 sq. · Miss Half dmg, and you push tgt 1 sq.
DLYImage of DoomArdent Attack 29 · PHB3Std Melee wpnFear, Psionic, WeaponTgt One creature
In the mind of your enemy, you become the image of its doom, and it quails before your attacks.
Atk Cha vs AC · Hit 5[W] + Cha dmg.
Eff Until the end of the encounter, tgt takes a –2 penalty to attack rolls and all defenses while it can see you, and you can slide it 1 sq as a free action when it takes dmg from any attack.
Miss Half dmg.
DLYLethal DelusionArdent Attack 29 · PsPStd Melee wpnPsionic, Psychic, Reliable, WeaponTgt One creature
Your vicious attack leaves a foe convinced of its own imminent failure, crippling it in combat.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and tgt is affected by a lethal delusion (save ends). While tgt is affected by the delusion, it takes a –2 penalty to attack rolls, defenses, and saving throws. In addition, the first time tgt misses with an attack during each of its turns, it takes 10 psychic dmg.
DLYUndeniable WeaknessArdent Attack 29 · PHB3Std Close burst 1Psionic, Weapon, ZoneTgt Each enemy in burst
You impart sensations of frailty to your foes and of might to your friends.
Atk Cha vs AC · Hit 4[W] + Cha dmg, and tgt is weakened (save ends).
Eff The burst creates a zone that lasts until the end of the encounter. While within the zone, your allies have resistance to all dmg = Wis.
Miss Half dmg, and tgt is weakened until EONT.
DLYViolent SparkArdent Attack 29 · PHB3Std Close burst 10PsionicTgt Each ally in burst
Crimson light shines from your allies’ eyes as your comrades make a sudden barrage of attacks.
Eff Each target can make an at-will attack as a free action, with a pwr bonus to the dmg roll = Wis. If a target misses, he or she can make a saving throw.
DLYVulnerability RevealedArdent Attack 29 · PsPStd Melee wpnPsionic, WeaponTgt One creature
Your foe’s aura wavers around you, highlighting the vulnerability of its essence and granting power to your allies.
Atk Cha vs AC · Hit 5[W] + Cha dmg.
Eff Until the end of the encounter, bloodied enemies grant CA to your allies while adjacent to you, and your allies gain a pwr bonus to dmg rolls = Cha for attacks against enemies adjacent to you.
Miss Half dmg.

Paragon Paths

At 11th level an ardent may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily disciplines shown.

Anarchic Adept

“I see the order within uncertainty; I touch the chaos within law. I stand in both worlds as master of order and disorder.”

Prerequisite: Ardent

As your psionic talent matures, you find yourself focusing on the disparate nature of the disciplines you master. Focusing your thought on the edge of unpredictability in your training, you discover the latent chaos flowing through your magic. Through trial and error, you learned to master the chaos latent within your powers and unleash it against your enemies. Drawing on the power of chaos can be dangerous, but you are up to any risk you might face.

Anarchic Adept Path Features

Anarchic Surge (11th level): When you use ardent surge, roll a d6. If you roll an even number, the target of ardent surge can also teleport 2 squares as a free action. If you roll an odd number, add the die result to the hit points the target regains.
Chaotic Action (11th level): When you spend an action point to make an attack, you can choose to bestow the power of chaos onto one ally adjacent to you or adjacent to any target of the attack. Roll a d6 to determine the effect:
Paragon Power Points (11th level): You gain 2 additional power points.
Clarity in Confusion (16th level): You do not grant combat advantage for being dazed or stunned. In addition, whenever you are dazed, you can take a minor action in addition to the single action allowed by that condition.

Anarchic Adept Disciplines

ENCAnarchic StrikeAnarchic Adept Attack 11 · PsPStd Melee wpnAugmentable, Charm, Psionic, WeaponTgt One creature
Raw chaos flows into your weapon as you strike, inflicting your foe with a temporary battle madness.
Atk Cha vs AC · Hit 1[W] + Cha dmg. You slide tgt 1 sq, and it makes a MBA as a free action against an enemy you choose. The attack gains a +2 pwr bonus to the attack roll.
Aug 2 Hit 2[W] + Cha dmg. You slide tgt 3 sq, and it makes a MBA as a free action against an enemy you choose. The attack gains a +2 pwr bonus to the attack roll and the dmg roll.
DLYChaos UnboundAnarchic Adept Utility 12 · PsPImm React Close burst 2Psionic, Zone
As you are pressed in combat, you channel chaos to infect all those around you.
Trig You are bloodied by an attack · Eff The burst creates a zone that lasts until EONT. The zone moves with you, remaining centered on you. When any creature within the zone makes an attack roll, a skill check, an ability check, or a saving throw, roll a d4. If you roll an odd number, subtract the result from the triggering die roll. If you roll an even number, add the result.
Sust Minor The zone persists.
DLYChaos BreachAnarchic Adept Attack 20 · PsPStd Close burst 1Psionic, Teleportation, WeaponTgt Each enemy in burst
You fling a creature through a chaos breach in the aftermath of your attack, temporarily shunting it off the battlefield, then controlling its movement once it returns.
Atk Cha vs Fortitude · Hit 2[W] + Cha dmg.
Eff You choose one creature hit by the attack, then fling that creature through a chaos breach. That creature is removed from play. At SONT, it reappears in an unoccupied space within 5 sq of you that isn’t hindering terrain. In addition, tgt is subjected to a chaos distortion (save ends). Until the distortion ends, when tgt ends its turn within 5 sq of you, you can teleport it 5 sq to another sq within 5 sq of you as a free action.
Miss Half dmg.

Argent Soul

“Despair has no hold when I am near.”

Prerequisite: Ardent

You are a brilliant vessel; you embody hope, joy, and endless confidence, and your presence lifts your allies’ spirits. On the battlefield, you wash away despair, dispel doubt, and fuel your allies’ passions. As an argent soul, you have an uncommonly pure spirit. You see the best in every situation, finding solutions where others find only defeat. Melancholy has no hold on you, for optimism’s light burns away grief. Others find your good nature infectious and strive to rise to your example.

The road to becoming an argent soul is varied.

You can simply be a good and wholesome person, untouched by the horrors you have witnessed, or you might have been touched by a god, your soul purified and claimed for a higher purpose. Regardless of the cause of your transformation, it is profound.

Whenever you attack with your ardent powers, a silver corona glimmers around you. Those it touches feel their confidence building, the pain from their injuries falling away so that they can keep fighting no matter the odds.

Argent Soul Path Features

Paragon Power Points (11th level): You gain 2 additional power points.
Restoring Critical (11th level): Whenever you score a critical hit with an ardent or an argent soul power, one ally within 5 squares of you can spend a healing surge.
Vitalizing Action (11th level): When you spend an action point to make an attack, you and each ally within 5 squares of you gain temporary hit points equal to your Constitution modifier.
Argent Devastation (16th level): When you attack with an ardent or an argent soul power, you can score a critical hit on a roll of 19–20.

Argent Soul Disciplines

ENCArgent StrikeArgent Soul Attack 11 · PHB3Std Melee wpnAugmentable, Healing, Psionic, Radiant, WeaponTgt One creature
Your weapon shines with silver light. When it strikes, your corona flares to revitalize an ally.
Atk Cha vs AC · Hit 1[W] + Cha radiant dmg, and one ally within 5 sq of you can both spend a healing surge and shift 1 sq as a free action. If the ally doesn’t spend a healing surge, he or she gains 10 temp HP.
Aug 2 Hit 2[W] + Cha radiant dmg. Each ally within 3 sq of you can both spend a healing surge and shift 1 sq as a free action. Any ally who doesn’t spend a healing surge gains 10 temp HP.
DLYBurgeoning ReservesArgent Soul Utility 12 · PHB3Std Melee 1Healing, PsionicTgt One dying ally
Your touch restores vitality to a fallen comrade.
Eff Tgt can spend a healing surge, and he or she gains regeneration 5 until EONT.
Sust Minor The regeneration persists. You can sustain the regeneration only if tgt is bloodied.
DLYArgent FloodArgent Soul Attack 20 · PHB3Std Melee wpnHealing, Psionic, Radiant, WeaponTgt One creature
Your allies find new reserves in the silver light you unleash.
Atk Cha vs AC · Hit 4[W] + Cha radiant dmg.
Eff Each ally within 5 sq of you can either spend a healing surge or gain temp HP equal to his or her healing surge value.

Awakened Visionary

“Many roads lead into the future, but by following the one I walk, you can find the victory you seek.”

Prerequisite: Ardent

Incursions from the Far Realm have left scars across the world throughout the ages, so that the material fabric of the mortal realm is riddled with holes and fault lines. Your psionic power has made you sensitive to the damage caused by the aberrant invasion, and it has given you a talent for using that damage to your own advantage.

The memories come to you in dreams and waking visions, instructing you in forgotten fighting techniques to better combat the invasion from the Outside. These revelations also grant you a unique perspective on the world, allowing you to seek hidden pathways through time and space. Through these unseen scars of ancient battles, you move from place to place in a flash and can open portals through which you scatter your enemies across the battlefield. The more destruction caused by the threat of the Far Realm, the more powerful you become. Most importantly, this knowledge also tells you that the aberrant menace will one day be defeated.

Awakened Visionary Path Features

Dimensional Action (11th level): When you spend an action point to make an attack, you can teleport a number of squares equal to your Wisdom modifier before or after the attack.
Paragon Power Points (11th level): You gain 2 additional power points.
Unnerving Vision (11th level): Whenever you hit an enemy with an unaugmented ardent at-will power, you mark that enemy until the end of your next turn.
Instant Adjustment (16th level): Whenever an enemy marked by you ends its turn in a square adjacent to you, you can teleport the enemy to any other unoccupied square adjacent to you as a free action.

Awakened Visionary Disciplines

ENCYawning PortalsAwakened Visionary Attack 11 · PsPStd Melee wpnAugmentable, Psionic, Teleportation, WeaponTgt One creature
Your attack binds your enemy to myriad doorways only you can see. If it seeks to escape, you alter its path to control its destination.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and you mark tgt until EONT. If tgt moves on its next turn, you can teleport tgt 2 sq as a free action at the end of that turn.
Aug 2 Hit 3[W] + Cha dmg, and you mark tgt until EONT. If tgt moves on its next turn, you can teleport tgt a number of sq = Wis as a free action at the end of that turn.
ENCClear HorizonAwakened Visionary Utility 12 · PsPMove Ranged 10Psionic, TeleportationTgt One ally
You and an ally swap places through hidden portals to confuse your enemies.
Eff You teleport yourself and tgt, swapping positions. Each enemy adjacent to you at the end of the teleport grants CA to your allies until EONT.
DLYWarping LandscapeAwakened Visionary Attack 20 · PsPStd Melee wpnPsionic, Teleportation, WeaponTgt One creature
You warp reality to flip yourself, your allies, and your foe across the battlefield.
Eff Before the attack, you teleport yourself and one ally within 5 sq of you, swapping positions. · Atk Cha vs AC · Hit 4[W] + Cha dmg, and you mark tgt (save ends). · Miss Half dmg, and you mark tgt until EONT.
After You teleport tgt and one ally within 5 sq of you, swapping their positions.

Catalyst

“I am the key to unlocking your forgotten potential.”

Prerequisite: Ardent

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

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

The liberation you enjoy can also extend to your companions. Reaching into their minds, you stir their true selves, shaking them free from the expectations that 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 their catalyst, and with a mere mental touch, you effect a transformation to help them become what they were meant to be.

Catalyst Path Features

Adaptive Expertise (11th level): After each extended rest, choose one skill in which you do not have training. Until the start of your next extended rest, you are treated as if you had training in that skill.
Goading Action (11th level): When you spend an action point to make an attack and hit with your first attack roll, one ally adjacent to you can shift as a free action and a different ally within 5 squares of you can make a basic attack as a free action.
Paragon Power Points (11th level): You gain 2 additional power points.
Erupting Critical (16th level): When you score a critical hit using an ardent power, each ally within 5 squares of you gains a +5 bonus to damage rolls until the start of your next turn.

Catalyst Disciplines

ENCViolent ImpulseCatalyst Attack 11 · PsPStd Close burst 5Augmentable, Psionic, PsychicTgt One, two, or three allies in burst
You temporarily dismiss the limitations within your allies’ minds, allowing them to undertake a coordinated violent assault.
Eff 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 dmg. If only two targets hit, each of their attacks deals 1d6 extra psychic dmg.
Aug 2 Eff As above, and each target deals 3 extra psychic dmg with his or her basic attack.
DLYSerene MindCatalyst Utility 12 · PsPStd Ranged 5Healing, PsionicTgt One ally
You clear away an ally’s doubts so that nothing can deter him or her from finding success.
Eff Until the end of the encounter, tgt has resist 10 psychic, gains a +2 pwr bonus to untrained skill checks, and gains a +2 pwr bonus to OA rolls. As a minor action, tgt can end this effect and regain HP as if he or she had spent a healing surge.
DLYUnleash the Power WithinCatalyst Attack 20 · PsPStd Ranged 5Polymorph, PsionicTgt One ally
Your chosen ally’s form flares brightly, then settles into a coruscating pattern of light that boosts his or her prowess in combat.
Eff Tgt assumes the form of unleashed power until the end of the encounter. While in this form, tgt gains a +2 pwr bonus to speed, OA rolls, and all defenses. When tgt hits with an unaugmented at-will attack power, he or she can choose to end this effect as a free action. By doing so, the attack deals 3d8 extra dmg, and tgt of the attack is dazed (save ends).

Incandescent Champion

“Not even the gods can control the perfect beauty and boundless power contained in the mortal soul.”

Prerequisite: Any psionic class

Mortals might be flawed creations, given to error and misjudgment. But all mortals are blessed with a singular gift: the soul. Psionic energy revealed your soul’s power, and through long study and introspection, you learned to navigate the labyrinthine pathways of your being.

This energy suffuses you and surrounds you in a radiant glow. Although you can dampen your inner light, you and others around you find its presence comforting. In time, the light responds to your commands, burning your enemies while bolstering your allies, or even allowing your soul to eclipse your body.

The more you access your soul’s power, the more you understand that this essence must be guarded. Those who would exploit souls, twisting them for dark ends, and those who would hoard souls on their journey beyond the body must be destroyed and their prisoners freed. To this end, you commit yourself against the myriad villains who use or abuse souls.

Incandescent Champion Path Features

Brilliant Overload (11th level): Whenever you hit an enemy with an augmented psionic at-will attack power, you can spend 1 power point to have the power deal 1d6 extra radiant damage.
Luminous Action (11th level): When you spend an action point to take an extra action, you emit bright light out to 10 squares until the end of your next turn. Enemies adjacent to you while you emit this light gain vulnerability to radiant damage equal to your Constitution modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Incandescent Presence (16th level): You emit bright light out to 3 squares. As a free action, you can reduce 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 bright light with this path feature, allies within the light gain temporary hit points equal to your Constitution modifier, and each enemy within the light takes radiant damage equal to your Constitution modifier.

Incandescent Champion Disciplines

ENCIncandescent StrikeIncandescent Champion Attack 11 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
When you strike, intense light pours from your weapon, leaching all color from the area and blinding your foe.
Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt is blinded until EONT.
Aug 2 Hit 2[W] + Cha dmg, and tgt is blinded until EONT. · Eff Each enemy within 3 sq of you takes a –2 penalty to attack rolls until EONT.
DLYUnbearable CountenanceIncandescent Champion Utility 12 · PsPMinor PersFear, Polymorph, Psionic
The perfection of your soul burns so brightly that your terrified enemies cannot bear to look upon you.
Eff Until the end of the encounter, any enemy that makes an attack that includes you as a target takes a –2 penalty to its attack rolls for that attack.
DLYPerfect IncandescenceIncandescent Champion Attack 20 · PsPStd Close burst 1Polymorph, Psionic, Radiant, WeaponTgt Each enemy you can see in burst
As you attack, your soul’s perfection spills forth, transforming you into a being of pure radiance.
Atk Cha vs Fortitude · Hit 2[W] + Cha radiant dmg, and tgt is blinded (save ends).
Eff Until the end of the encounter, you are insubstantial and gain fly 8 (hover). You emit light from your Incandescent Presence feature out to a number of sq = Cha (minimum 3).
Miss Half dmg, and tgt takes a –2 penalty to attack rolls (save ends).

Phrenic Invader

“Your secrets are mine to use as I see fit.”

Prerequisite: Ardent

You hear everything. Every thought, every idea, and every internal conversation reaches receptors in your mind in a confusing din. You have learned to reduce the cacophony to a muted rumble to maintain your sanity. You know these thoughts have their uses, however, and so you focus your concentration, sifting through the noise to seize the most powerful voices to aid you.

You are a phrenic invader—a thought warrior who can slip into any conscious mind and plunder it for its secrets. It takes only a moment to sift through the confusing jumble to find what you need, especially on the battlefield. An enemy’s mind reveals its intent, helping you anticipate its strikes. You can sense when another enemy might close on you, shifting your position to best receive the attack. The thoughts you steal help guide your attacks and keep you from harm, letting you endure in combat to destroy the enemies standing against you.

Phrenic Invader Path Features

Opened Mind (11th level): You gain telepathy 5. If you already have telepathy, you increase its range by 5.
Paragon Power Points (11th level): You gain 2 additional power points.
Reflexive Action (11th level): Whenever you are damaged by a melee attack, you can spend an action point to use an unaugmented ardent at-will power as an immediate reaction.
Shared Senses (11th level): You cannot be deafened or blinded as long as you are adjacent to at least one creature that is not deafened or blinded.
Wary Mind (16th level): You gain a +2 bonus to attack rolls for opportunity attacks and immediate action attacks.

Phrenic Invader Disciplines

ENCPhrenic StrikePhrenic Invader Attack 11 · PsPImm React Melee wpnAugmentable, Psionic, WeaponTgt The triggering enemy
You fight past your enemy’s attack to deliver a punishing blow to its body and mind.
Eff Before the attack, you shift 1 sq. · Trig An enemy hits you with a melee attack · Atk Cha vs AC · Hit 1[W] + Cha dmg, and tgt grants CA until EONT.
Aug 2 Hit 1[W] + Cha dmg, and tgt is dazed until EONT.
DLYMind’s Bitter BetrayalPhrenic Invader Utility 12 · PsPMinor Close burst 3Psionic, Zone
Your focused concentration lets you bolster your allies with energy drawn from your enemies’ uncertainty.
Eff The burst creates a zone that lasts until the end of the encounter or until you end the effect as a free action during your turn. The zone moves with you, remaining centered on you. While within the zone, enemies grant CA to you, and allies gain a +2 pwr bonus to all defenses. Until the zone ends, you are slowed.
DLYThought InterloperPhrenic Invader Attack 20 · PsPStd Melee wpnPsionic, Psychic, WeaponTgt One creature
You lay open your opponent’s mental barriers, ravaging its mind and reading its every move in combat.
Atk Cha vs AC · Hit 2[W] + Cha dmg.
Eff Tgt is affected by your thought interloper (save ends). While tgt is affected by the interloper, it takes ongoing 5 psychic dmg and its attacks provoke OAs from you.
Each Failed Saving Throw One ally adjacent to tgt can make a MBA against tgt as a free action.

Psionic Binder

“I am your prison. From me there is no escape.”

Prerequisite: Ardent

Though no chains bind them, your enemies become your prisoners. You are a psionic binder, a living prison whose thoughts are as strong as adamantine bonds. When you engage your foes, you redirect their thoughts inward, forming mental walls to constrain their thoughts and root them to the spot. You can keep your enemy imprisoned long enough for your allies to close in and deliver whatever justice the foe deserves.

The aberrant menace is a wily threat, slipping unseen into the mortal world and spreading its corrupting influence to foment unrest and mutation wherever it goes. No matter how many aberrant monsters are destroyed, others spawn to spread wickedness. The only answer is containment. By pinning down the threat, you can destroy it, one monster at a time.

By no means are your efforts exclusive to aberrant enemies. Any who stand against you in your single-minded pursuit deserve your dread attention.

Psionic Binder Path Features

Constant Jailer (11th level): Whenever you hit an immobilized creature with a melee or a close attack, that creature can’t make saving throws on its next turn against effects that immobilize.
Imprisoning Action (11th level): When you spend an action point to make an attack and the attack hits, the target is also restrained (save ends).
Paragon Power Points (11th level): You gain 2 additional power points.
Crushing Walls (16th level): While you are adjacent to an immobilized enemy, that enemy grants combat advantage.

Psionic Binder Disciplines

ENCBinding StrikePsionic Binder Attack 11 · PHB3Std Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
Your strike binds the enemy’s mind with psionic chains.
Atk Cha vs AC · Hit 1[W] + Cha psychic dmg, and tgt is immobilized until SONT.
Aug 2 Hit 2[W] + Cha psychic dmg, and tgt is immobilized until SONT.
ENCExecutioner’s SummonsPsionic Binder Utility 12 · PHB3Move Close burst 5Psionic, TeleportationTgt One ally in burst
With your enemy pinned down, you call forth the executioner to give it a quick end.
Req You must be adjacent to an immobilized enemy.
Eff You teleport tgt to a sq adjacent to an immobilized enemy adjacent to you. Until EONT, tgt gains +2 pwr bonus to attack rolls against that enemy and a pwr bonus to dmg rolls against it = Wis.
DLYPerfect PrisonPsionic Binder Attack 20 · PHB3Std Close burst 1Fear, Psionic, Weapon, ZoneTgt Each enemy in burst
Your foe’s thoughts collapse under the terrifying weight of your attack.
Atk Cha vs AC · Hit 2[W] + Cha dmg, and tgt is dazed and slowed (save ends both).
Eff The burst creates a zone that lasts until EONT. Dazed creatures cannot leave the zone. As a move action, you can move the zone 3 sq.
Miss Half dmg. · Sust Minor The zone persists.

Siphon

“Your fears, hates, hopes, and dreams are mine to devour. My feast will end when only your husk remains.”

Prerequisite: Ardent

Not all vampires are undead, drinking the blood of the living or draining souls with a touch. Some feast on intense feelings such as fear and love, anger and happiness. They are insidious creatures—parasites that gorge without drawing attention to themselves. Some might not even realize what they’re doing. Regardless of whether a siphon is cognizant of his or her abilities, the effect of such a character’s power is palpable, as a victim falls into the clutches of lethargy, becoming torpid and drained.

As a siphon, you use psionics to absorb thought energy from your victims, drinking deep from their emotions and feelings to increase your power. Your mind is a vortex, catching others’ thoughts and using them to replenish your resources and overcome your injuries. Once you establish a link with another creature, you can draw its energy until your prey is drained and unable to act. You might keep this energy for yourself or transfer it to your allies so that they can share its benefits.

Siphon Path Features

Paragon 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 to your Wisdom modifier.
Torpid Action (11th level): When you spend an action point to make an attack and the attack hits, each enemy within 3 squares of you is slowed until the end of your next turn.
Draining Surge (16th level): When an enemy within 5 squares of you drops to 0 hit points or becomes dazed, stunned, or weakened, if you use ardent surge before the end of your next turn, the target of the power regains additional hit points equal to your Wisdom modifier.

Siphon Disciplines

ENCInsidious DistractionSiphon Attack 11 · PsPStd Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
Your weapon attack lets you sink psychic fangs into your foe’s mind, crippling its ability to think and act.
Atk Cha vs AC · Hit 1[W] + Cha psychic dmg, and tgt is dazed and slowed until EONT.
Aug 2 Hit 1[W] + Cha psychic dmg, and tgt is dazed and immobilized until EONT.
ENCFeast of DeathSiphon Utility 12 · PsPImm React PersPsionic
You draw on the psychic energy of a dying creature to grant yourself and your allies a surge of vigor.
Trig A creature within 10 sq of you that you can see drops to 0 HP or fewer · Eff You gain temp HP = Cha. Each ally adjacent to you gains temp HP = Wis.
DLYEmotion LeechSiphon Attack 20 · PsPStd Melee wpnHealing, Psionic, Psychic, WeaponTgt One creature
Your weapon slips through an opponent’s defenses and opens a conduit to its mind. As long as the conduit remains open, you can feast on your foe’s misfortune.
Atk Cha vs Will · Hit 2[W] + Cha psychic dmg.
Eff Tgt is affected by your emotion leech (save ends). While tgt is affected by the leech, tgt is slowed and weakened. In addition, at the start of its turn, if you have line of sight to tgt, you and each ally adjacent to you regain HP = Wis.
Miss Half dmg.

Stygian Adept

“There are no fears but those of your own making.”

Prerequisite: Ardent

There are shadows in the mind. Unnerving memories, old fears, and crushing disappointments all lie ready to be exploited and manipulated. Those who know these fears can turn them into weapons, amplified until they unravel the consciousness. You are familiar with these fears, and you wield them like razors.

As a stygian adept, you sense the fear and terror in your enemies, harnessing these emotions and using them to attack your foes’ minds. With your powers you can create phantom terrors that only your opponent can perceive, distracting the enemy from your allies as they move into position. A foe firmly in your grasp finds itself lost in a maze of half-realized imaginings, each more terrible than the last.

Stygian Adept Path Features

Fleeing Fear (11th level): Whenever you hit an enemy with a fear power, you can slide the enemy 1 square.
Paragon Power Points (11th level): You gain 2 additional power points.
Unraveling Action (11th level): When you spend an action point to make a fear attack, each target hit by the attack has vulnerability to all damage until the end of your next turn. The vulnerability equals your Constitution modifier.
Fearsome Zone (16th level): Enemies in any zone created by your psionic powers take a –2 penalty to attack rolls. Enemies that are immune to fear ignore this penalty.

Stygian Adept Disciplines

ENCStygian StrikeStygian Adept Attack 11 · PHB3Std Melee wpnAugmentable, Fear, Psionic, Psychic, WeaponTgt One creature
To your enemy, you take on the appearance of its greatest fear, causing it to stumble back in terror.
Atk Cha vs Will · Hit 1[W] + Cha psychic dmg, and you push tgt a number of sq = Con.
Aug 2 Hit As above, and you or one ally can make a MBA against tgt as an opportunity action at any point during the push.
DLYHaunting ShadowsStygian Adept Utility 12 · PHB3Minor Close burst 3Psionic, Zone
Doubts blur your enemies’ vision, making it hard for your foes to see the true threat before them.
Eff The burst creates a zone that lasts until EONT. When you move, the zone moves with you, remaining centered on you. Your allies have concealment against enemies that are within the zone.
Sust Minor The zone persists.
DLYSubconscious HorrorStygian Adept Attack 20 · PHB3Std Melee wpnConjuration, Fear, Psionic, Psychic, WeaponTgt One creature
Your attack conjures a horrific vision that only you and your enemy can see.
Atk Cha vs Will · Hit 3[W] + Cha dmg.
Eff You conjure a subconscious horror in an unoccupied sq within 5 sq of you. The horror lasts until EONT. The horror is invisible to everyone but you and tgt. Whenever tgt starts its turn and can see the horror, tgt must either end that turn farther away from the horror than where it started, by at least a number of sq equal to half its speed, or take 10 psychic dmg and grant CA until the start of its next turn.
Miss Half dmg. · Sust Minor The horror persists, and you can move it 4 sq.

Talaric Strategist

“Your thoughts betray you.”

Prerequisite: Ardent

Long ago, when aberrant monsters first spilled into the mortal world, a warrior society was formed to protect the world from the Far Realm’s corrupting influence. The society’s members recorded their techniques in a volume known as the Talaric Codex.

In it were the forms and disciplines needed to master their psionic fighting art. In the countless years since its formation, the society has decayed and dissolved. Its monasteries have fallen, and the writings of its adepts have been scattered across the world.

You have found fragments of writing from this ancient society and learned to focus your psionic powers to give you a tactical advantage in battle.

Because your training was haphazard and pieced together from fragments of lore, you improvise where your training is incomplete, drawing from your ardent powers to fill your gaps in knowledge. Still, the teachings you uncovered proved instructive, and you can take charge of nearly any battlefield.

Central to your learning is the ability to read your enemies’ intent and turn it against them. You translate the clarity of your vision and your openness to the thoughts and experiences of those around you into a decided tactical advantage. You can warn allies against impending attacks, move companions to adapt to enemy formations, and help your allies scatter when they are faced with devastating magic.

Talaric Strategist Path Features

Anticipatory Action (11th level): When an enemy enters a square adjacent to you, you can spend an action point to take a standard action as an immediate interrupt.
Battle Instinct (11th level): You and allies within 5 squares of you gain a +2 power bonus to initiative checks.
Paragon Power Points (11th level): You gain 2 additional power points.
Tactician’s Surge (16th level): Whenever you use your ardent surge power, you can slide each ally in the burst 1 square.

Talaric Strategist Disciplines

ENCAnticipation TacticsTalaric Strategist Attack 11 · PHB3Imm Intr Close burst 3Augmentable, PsionicTgt One ally in burst
Your tactical intuition places your ally just where he or she needs to be.
Trig An enemy within 2 sq of you makes a melee attack · Eff Tgt can use a free action to shift 1 sq and make a MBA against the triggering enemy. That attack deals 1d8 extra dmg to the enemy.
Aug 2 Tgt One or two allies in burst or you and one ally in burst · Eff Each target can use a free action to shift 2 sq and make a basic attack against the triggering enemy.
DLYInsightful CommandTalaric Strategist Utility 12 · PHB3Minor Close burst 5PsionicTgt You and each ally in burst
You exhort your allies to move to new positions or to defend themselves.
Eff Each target can either shift half his or her speed as a free action or gain a +3 bonus to all defenses until EONT.
DLYCombined EffortTalaric Strategist Attack 20 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
Drawing from your allies’ perceptions, you discern the best place to strike.
Atk Cha vs AC. You gain a +1 bonus to the attack roll for each ally within 2 sq of tgt. · Hit 4[W] + Cha dmg, and tgt is dazed (save ends).
Miss Half dmg, and tgt is dazed until EONT.

Ardent (PHB3 + Psionic Power) —