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Battlemind

“My mind is a far deadlier weapon than some ill crafted bit of iron.”

Player’s Handbook 3 & Psionic Power — Combined

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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

RoleDefender. You are tough and fast, while your mastery of psionic magic allows you to outwit your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role.
Power SourcePsionic. You are a psionic warrior, a weapon master who combines physical might and a cunning intellect.
Key AbilitiesConstitution, Wisdom, Charisma
Armor ProficienciesCloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon ProficienciesSimple melee, military melee, simple ranged
Bonus to Defense+2 Will
Hit Points at 1st Level15 + Constitution score
Hit Points per Level Gained6
Healing Surges per Day9 + Constitution modifier
Trained SkillsFrom the class skills list below, choose three trained skills at 1st level.
Class SkillsArcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha)
Class FeaturesPsionic Augmentation, Psionic Defense, Psionic Study
Build OptionsHarrier battlemind, quick battlemind, resilient battlemind

As wanderers, mercenaries, and adventurers, battleminds are carefree warriors who seek only to test their skill against the mightiest and most dangerous opponents. Battleminds possess a potent combination of psionic and physical skill, allowing them to use their magic to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks. Battleminds tend to be bold and sometimes arrogant, an attitude earned through bringing ruin to enemies over the course of many conflicts.

You might not share your fellow battleminds’ arrogance, but you do have access to an array of combat abilities that let you manipulate, baffle, and defeat your enemies. Your mind is as deadly as your weapon, and with the aid of your psionic magic, your body can turn aside attacks as effectively as a suit of plate armor can.

Let those who would stand against your might quiver in terror when you approach, for you are a battlemind, and supremacy in combat is your birthright.

“Magic and steel are a fool’s weapons, for no attack will ever breach the armor of my mind.”

YOU ARE the invincible warrior, turning aside an enemy’s attack using only a single thought. You are the tireless champion, standing fast in the thick of battle as your foes fall to the power of your mind. You are the wild berserker, channeling your pain into a counterstrike that leaves the strongest enemy reeling. You are the battlemind—a warrior of thought and action, whose physical and mental fortitude are the equal of any foe.

Your combat prowess alone would make you a formidable opponent. But it is your mastery of psionics that grants you your edge in combat. You call on the power within to tear into an opponent’s mind, unearthing its secrets. You anticipate and avoid your foes’ attacks, then deliver a punishing response that batters both body and mind. Psionic power is not merely an accessory to your armament—it is the foundation of your combat skill.

Class Features

Battleminds have the following class features.

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.

Psionic Defense

Three powers—battlemind’s demand, blurred step, and mind spike—help you maintain tactical superiority in combat. You can use these psionic powers to demand your enemies’ attention, follow them if they try to avoid you, and punish them if they attack your allies. This combination of mental compulsion and psionic enhancement of your own capabilities makes you a force to be reckoned with in battle.

Psionic Study

Battleminds learn to fight using their bodies as weapons. Some battleminds alter their own form to fit their needs. Other battleminds use their psionic power to predict the best position for launching an attack.

Choose one of these options.

Battle Resilience: You gain the battle resilience power, which reflects your ability to use your psionic power to bend your own body to protect yourself.
Speed of Thought: You gain the speed of thought power, which allows you to be always ready for a fight.

When you choose your Psionic Study, you can choose Persistent Harrier instead of another option such as those in Player’s Handbook 3.

Persistent Harrier: You gain the persistent harrier power, which reflects the ease with which you can outmaneuver your opponents.

Persistent Harrier is a Psionic Study option from Psionic Power.

Creating a Battlemind

Battleminds rely on Constitution, Charisma, and Wisdom for their powers. You can choose any powers you like, but many battleminds choose powers that complement their choice of combat style.

This section adds a new option to the battlemind builds presented in Player’s Handbook 3 and the Dark Sun Campaign Setting. This build also includes a new power choice for the battlemind’s Psionic Study class feature.

Harrier Battlemind

Time and space are inconstant. The world around you is mutable and fully within your power to alter as you need. Even a minor adjustment to the fabric of reality creates spectacular changes in the heat of combat, allowing you to move in the blink of an eye or to slow an enemy’s attempt to raise its weapon and block your incoming attack. You wield psionic energy to alter fate and circumstance, darting into the near future or stepping into the past to shape the outcome of the moment before you.

As a harrier battlemind, you are unfettered in combat. You might streak across the field to crash into your enemies, then dart away before they can mount a counterstrike. You harry your foes with such speed that they quickly lose track of you. As your mastery grows, you can even shape time during battle, striking, disappearing, then striking again. Your desperate enemies can only guess where you might attack from next.

Although many battleminds focus their efforts against a single enemy at a time, you prefer to strike multiple foes at once, thwarting their tactics and sowing frustration to give you and your allies an edge.

As a harrier battlemind, you move with ease across the battlefield, whether taking the fight to your enemies or falling back to draw them closer to you. Choose powers that facilitate movement, with teleportation powers being the most important. Your secondary role is controller, which can be strengthened by area powers that manipulate or hamper your opponents. Your feat selection should improve your defenses and mobility.

Make Constitution your highest ability score. Dexterity should be your second-highest score, getting you into the fight quickly and letting you avoid heavy armor to keep moving at full speed in combat. A high Wisdom allows you to improve your battlefield awareness, and Charisma remains important for the many battlemind disciplines that rely on that skill.

**New option presented in Psionic Power.*

Quick Battlemind

You use your psionic power to make yourself faster, increasing your speed and agility in combat. Make Constitution your highest ability score, followed by Charisma to reflect your ability to project your psionic power into the world. Wisdom should be your third-best ability. For daily powers, consider those that grant new opportunity actions to you, ensuring that your foes can’t outmaneuver you.

Resilient Battlemind

You use your psionic power to transform your body, altering it to take on the qualities of iron or stone, or to transform your weapon so it hits harder or bypasses your foes’ protections. Make Constitution your highest ability score, followed by Wisdom to reflect the strong mental control you have over your physical state. Charisma is a good third choice. For daily powers, consider those that alter your form and provide additional augmentations you can use for your other powers.

Battlemind Overview

Characteristics: Your heavy armor allows you to take on your enemies’ attacks without fear, and your melee attacks that are augmented by psionic magic let you control your enemies like puppets and set them up for defeat. You excel at controlling the battle line and forcing enemies to fight you while your allies wreak havoc.
Religion: Battleminds who live up to this class’s renowned arrogance rarely pray to the gods, and stories abound of battleminds whose ill luck could be placed at the feet of their impiety. Those battleminds who do follow the gods typically revere Kord for his martial skill and strength, Bahamut for his practice of justice, or Ioun for being the originator of psionic magic.
Races: Dwarves and wilden make excellent resilient battleminds, putting their Constitution and Wisdom to great use in shaping their bodies to meet the needs of combat. Half-elves are ideal quick battleminds, channeling their natural Charisma into psionic alacrity. Goliaths’ sheer physical power makes them well suited for this class, and many gnome and tiefling warriors are drawn to the guile and trickery of some battlemind powers.

Playing a Battlemind

Half a dozen lightly armored figures lay scattered across the sun-baked grass, groaning as they cradled bruised limbs and ringing heads. Beneath the watchful gaze of Captain Halmont, half a dozen more battled back and forth across the field. Five of them gave thanks to Kord and Erathis that they were fighting with wooden practice blades. The sixth tried to smother her disappointment.

Imarra swept through her foes like a subversive thought, her feet scarcely seeming to touch the ground. Her wooden longsword cracked into one warrior’s ribs as she spun, but it was far more than the force of the blow that drove him backward. Imarra felt the power flowing through her limbs, riding the wake of her own elation. A feeling of ecstasy.

One of the guards raised his blade, but even before he could begin to bring it down, Imarra had stepped around him, her own sword grazing the small of his back. He shuddered at the touch—not of her blade, but of her mind. As he collapsed in a gibbering heap, two of the others lunged at her, but Imarra was already gone, seeming to vanish for an instant before she reappeared behind them. Two more quick spins, a leap that should have required wings, a thrust swifter than sight, and she stood alone on the field.

Casually dropping her battered blade atop the last fallen guard, she sauntered over to the table at the edge of the field, stopping to meet Captain Halmont’s dark stare. “My best soldier couldn’t have done that,” he murmured. Imarra stooped to retrieve her scabbard where it lay beside him. She grinned as she turned for the barracks.

“Actually, your best soldier just did.”

Other warriors train themselves to enter combat believing that death is the ultimate glory. They have no fear because they have nothing to lose. Not you. As a battlemind, you leap headfirst into battle without fear because you believe—because you know—that you’ve already won. All you need to do now is make the enemy understand it.

Combat flows in your soul with the pounding strength of the blood in your veins and the boldness at the center of your thought. You might be a professional soldier who discovered an untapped well of inner power, a brigand who learned you were destined for something greater, or a city guard whose oaths allowed you to tap into a force stronger than mere muscle when you heft your blade. Yet no matter the differences in your origins and goals, you recognize other battleminds as kindred spirits. For they, like you, literally live for battle—all of you recognizing that the only true strength comes from within.

Hearts and Minds

Battleminds have a reputation for an air of superiority. For many, it is a reputation that is well deserved. Battleminds carry themselves with a confidence earned from many victories, their skill and cunning winning the day over enemies of every stripe. But their fighting prowess is only part of the story.

Willpower is the core of every battlemind’s strength, but this willpower manifests in different ways. Some battleminds carry themselves with a distinct arrogance. Others center themselves in the quiet conviction that they are up to any challenge. The most reckless battleminds evince an inability to acknowledge defeat that borders on madness. Battleminds are hardened warriors, without a doubt. At the point at which a fighter or a barbarian’s endurance would begin to ebb, a battlemind’s psionic energy sees the fight through to the bitter end.

In thinking about your character’s personality, consider how your resolve manifests in your behavior and outlook. Are you an ego-driven warrior, gleefully testing your blade against any foe willing to stand against you? Are you a shining crusader, embracing any cause that feels right? And what happens when you realize that your cause is less just than you had first thought, or when you take on more foes than you can handle? Do you learn from your errors? Or do you mask your failure with greater bravado?

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

The Art of War

A dedication to perfection is an integral part of your personality, and it carries over into all other aspects of your life. Although battleminds might see themselves as the pinnacle of the warrior’s art, however, few are self-centered enough to think of themselves as masters of every endeavor they attempt. Most battleminds are unlikely to claim expertise at architecture, lore, music, or similar pursuits—although some have no doubt that they could master any of these with enough time and attention.

It is typically only in combat that a battlemind’s drive and dedication manifest fully. Battleminds have a complete conviction of their martial superiority, trusting in their talents and tactics to defeat any challenge. If a battlemind suffers failure, it is never more than a momentary setback, easily overcome with renewed focus and more training.

What is it about combat that inspires nascent battleminds to develop their unique abilities? Why does your boldness not grant you the power to excel in other areas with as much ease? For the most part, few circumstances apart from combat inspire the rush of mental intensity that unlocks a battlemind’s latent psionic ability. Once that ability has been honed in the forge of battle, there is no turning back. The fury of combat becomes inextricably linked with your psionic powers, and so your mind continually shapes and hones those powers for the battlefield.

Your Life Before

A battlemind’s life is steeped in conflict. Even before their psionic talent manifests, most battleminds live a warrior’s life. You might have been a soldier or a guard in service to a noble or a temple. You might have been a gladiator or a common brawler. Your psionic power stayed hidden just beneath your conscious mind so that you could not exploit its strength.

Your potential need not have revealed itself in battle. Any physical exertion might have triggered your awakening, from the thrill of the hunt to exploring some unknown realm or ruin. Even simple burglary or a feat of athletics might have been the trigger that unlocked your power.

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

Roleplaying a Battlemind

With boldness as the driving force behind many of your powers, you might consider how that boldness defines your character’s state of mind. Between the extremes of simple self-confidence and towering arrogance lies the wider range of personalities that battleminds can adopt. Even if your skill and power do not manifest as ego, you are consistently first into battle, making sure that your enemies know what is about to befall them. You take on any challenge, never worrying about the outcome. Every victory is earned and deserved; every defeat is but a temporary setback.

In the end, however, even the most arrogant battlemind knows when to back down—particularly if doing so helps keep the party united. Your sense that you are destined for greater things means that you can be forceful without causing trouble, confident without bruising the feelings of your companions. Although battleminds have a reputation for recklessness, few are suicidally overconfident. Your belief in yourself and your abilities is the foundation of your strength, but you recognize that you fight with a purpose that cannot be served by your meaningless demise. Some foes have had longer to hone their abilities than you have. Some monsters are too powerful to be faced without the proper resources. Although you never abandon a fight, you acknowledge that some conflicts require a tactically sound retreat. Many of even the least egocentric battleminds are attention seekers. They place themselves in a leadership role, steering their companions toward situations in which their own abilities can prove useful. Be careful, though, not to steal attention from the other players around the table.

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

In the end, the foundation of your battlemind’s leadership lies not only in demonstrating self-assurance in what you can do—it lies in fostering the same confidence in your allies. Take responsibility for your actions and attitudes, and use your power and insight to shepherd your companions to similar success. Boldness turns to rude, haughty, or arrogant behavior easily enough. Just reserve those traits for the creatures and characters you fight, not the people who fight beside you.

Discovering Your Power

If you’re starting a campaign at 1st level, or if you’re recasting an existing character by multiclassing into battlemind, think about playing through the discovery of your abilities, with the Dungeon Master’s permission. Many battleminds do not initially recognize that their newly discovered potential is psionic in nature. When these amazing powers first manifest, you might attribute their effects to physical prowess, divine intervention, or dumb luck.

Only gradually do you realize that these abilities are innate, recognizing the connection between your powers and your own strength of will. But a full understanding of the change being wrought within you takes time and self-reflection. By playing through this process, you can experience your character’s initial surprise and lack of understanding, followed by growing comprehension and a swelling of confidence as you accept the psionic power forged within your own mind.

Instinct and Intention

Your abilities developed more or less spontaneously, as has your fighting style. You might have had formal combat training before developing your psionic powers, but as a battlemind, your continued advancement is based more on instinct and experience than on discipline.

You are a great believer in natural talent. Formal instruction might improve the prowess of a great warrior, but it cannot create natural ability in one who lacks it. A character drawn instinctively to battle will always prove superior to one who takes up the sword by circumstance, not by choice.

This attitude sometimes puts you at odds with certain martial traditions—most notably with monks. The mindset of many monks is built around strict discipline and ordered instruction. You believe in an intuitive development that comes only by reacting to real combat as your instincts demand. Such differences of philosophy rarely extend to members of your own party, however. When battleminds and monks fight side by side, each focuses on demonstrating the virtue of his or her chosen path.

The Front Lines

As a battlemind, you are a defender first and foremost. You stand in the thick of the fight, absorbing punishment and dishing it out in equal measure. For some battleminds, this approach to combat is a deliberate choice. Such characters feel an obligation to protect their less robust (or, in the minds of the arrogant, less effective) companions. In contrast, many battleminds fall into the defender role almost by accident, by following their instincts and impulses. As a battlemind, you feel the burning need to be in the center of the action. You might charge ahead and draw enemy fire not from any sense of tactics, but because the enemy needs to know that you have no fear. By immersing yourself in the battle you crave, you show your superiority to a hated foe and give your companions a chance to fight with increased effectiveness behind you.

Aspects

Within the full range of powers available to battleminds, few are more indicative of your approach to combat than the aspects. When you assume an aspect, you fix an idealized state in your mind, using psionic energy to reshape your form to match that vision. The result is sometimes subtle, with only slight alterations to your physical or mental state. Other aspects are profound transformations into monstrous creatures that send your foes scurrying in terror.

Although any battlemind with the right mindset can adopt one or more aspects, not all do. Among those battleminds who use aspect powers, most focus on one or two aspects, allocating their additional resources to other areas that can strengthen their presence on the battlefield. Some battleminds reject aspects altogether, taking the fight to the enemy without falling back on “shapechanging trickery.”

These diverse attitudes toward aspect disciplines stem from a battlemind’s core identity. Like all battlemind powers, an aspect transformation results from a particular state of mind. As a result, the battlemind’s sense of self is critical to honing the psionic power needed to allow an aspect to transform body and mind.

Battleminds who adopt aspects choose aspect powers that speak to their own sense of who they are. A haughty battlemind who sees herself above her enemies might assume the aspect of elevated harmony, her idealized form made manifest by her mind. A silent brute of a battlemind might assume the aspect of living stone to reflect his hard personality and unwavering dedication. A battlemind who strives for perfection might find it easy to adopt a range of different forms, always seeking an ideal but never finding it.

These considerations have little mechanical effect on your power choices. Aspect powers are a useful touchstone for roleplaying, however. When picking aspect powers, think about what each says about your character and what insights it reveals into his or her personality.

Battleminds in the World

No members of any of the character classes are common in the world, but battleminds are particularly rare—or at least they seem to be. The trouble with identifying battleminds is that they are hard to distinguish from fighters and members of the other combat-focused classes. With the right set of disciplines, a battlemind might fight in a manner and style visually indistinguishable from that of a fighter or a paladin. Only those who become close to a battlemind learn to recognize the subtle signs of the character’s power.

Moreover, the number of battleminds—indeed the number of all characters with an aptitude for psionics—rises and falls in proportion to the severity of the Far Realm’s threat to the world. An imminent aberrant invasion might suddenly trigger the battlemind’s power and potential in knights of the realm, common thugs, and everyone in between. If the threat of the Far Realm ever ends, battleminds might even disappear from the world, vanishing into myth and legend.

Lore of the Mind-Fighters

Tales inscribed in ancient temples or on the oldest parchments tell of the first battleminds. These brave warriors harnessed their powerful will and psionic gifts to combat the horrors that spilled through breaches between this world and the Far Realm beyond. Fighting alone, these ancient guardians stood as a bulwark against the shadow cast across the mortal realm. In conjunction with the gods and their servants, they helped staunch the aberrant tide in those long-forgotten wars.

Through the ages, battleminds have come and gone. Each generation, some arise to combat a new threat, helping to contain the aberrant menace and safeguard the world from harm. The lack of common cause and custom between battleminds means that each such generation of new heroes knows little of the sacrifices or legends of those who came before them. What little information can be found is often apocryphal or misleading, mythologizing the deeds of only the brashest heroes. As a result, battleminds are forced to find their own way in the world, only occasionally discovering others who share their gift and the boldness that is their birthright.

Battleminds Today

Because of their individualistic nature and spontaneous development, battleminds are seldom organized into formal schools or open alliances. On occasion, small numbers of battleminds gather into mercenary companies or knightly orders. For the most part, though, a battlemind fights as an individual champion.

A battlemind might believe that his or her combat prowess is markedly superior to the skill or training of others. But even though battleminds forge their combat skills in their own unique fashion, they are quick to show their respect for the talents of other warriors. Fighters and paladins, rangers and wardens, barbarians and monks all fight with unique styles that a battlemind can learn from. As a result, most battleminds pay respectful attention to those who fight alongside them, watching their techniques to ferret out new maneuvers that might augment or perfect their own tactics.

To those battleminds who wholly embrace the internal discipline of their power, the formal approach to training favored by monks, psions, and other classes can be unsettling. In particular, the carefully honed maneuvers and otherworldly state of mind of the psion seem alien to many battleminds, who cannot dream of constraining their own power in such a formal fashion.

Only the most arrogant battleminds dismiss their more disciplined counterparts in the psionic arts without taking what they can from them. In the same way that battleminds can learn from other warriors’ fighting techniques, they also look to other psionic characters for the feats and other common ground they share. Although a battlemind’s disciplines are markedly different from those of a psion, the raw power of each is born of the same source. A battlemind’s relationship with his or her companions depends in part on the characters’ cultural and historical background, but all battleminds recognize their place and purpose within a larger group. A battlemind might be outspoken, brash, and supremely confident, but that confidence is backed up with unmatched bravery. Like their forebears, battleminds are the first into the breach, working to contain the enemy before it can wreak havoc in the world around them. A stalwart and driven warrior, a battlemind makes a powerful addition to any adventuring group.

Battlemind Lore

At the Vanguard

When advancing as a battlemind, consider choosing feats and items that enhance your ability to plant yourself in the center of combat—not because you’re a defender, but because that’s the way you like it. Feats that improve mobility, such as Powerful Charge or Fast Runner, have more of a battlemind flavor than feats such as Weapon Focus. Similarly, magic items that increase your speed or prevent you from being pinned down in combat are more thematically appropriate than items that boost your defenses. Battleminds are eager to hurl themselves into the thick of the fight, and your feat choices and magic item wish list can reflect this.

Battleminds and the Aberrant Menace

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

In consultation with the Dungeon Master, you might see it as your character’s destiny to seek and destroy the aberrant threat, providing a thread that might run through the entire campaign. Alternatively, you might go your entire career without ever facing an aberrant creature in battle. Even a battlemind fully aware of the aberrant threat can choose to avoid the front lines of that conflict, focusing his or her achievements on weeding out corruption or shoring up the strength of a threatened world. After all, saving civilization from the aberrant menace does little good if the crumbling foundations of that civilization have already fallen.

Constitution for Attacks?

Battlemind attacks are based on Constitution for the same reasons that a paladin uses Charisma to smite his foes—both classes are built on a foundation of inner strength. When a battlemind attacks, he or she uses psionic energy to translate strength of body into aggressive force. The healthier and tougher your battlemind character, the more powerful your attacks. A battlemind shatters enemies through brute force guided by the power of the mind.

In game terms, this strength of self has the added bonus of allowing you to heal more quickly, maintain greater reserves of physical endurance, and soldier through nearly any ailment that might afflict you.

The Deathless Champion

Some battleminds believe that the psionic power from which their potent combat disciplines are derived is more than just an inanimate source of energy and strength. Legends tell that during the Dawn War, a powerful champion of the gods managed through sheer force of will to survive his own death. This champion, whose name has been lost to time, scattered his essence across the mortal world, where its shards nested in the souls of those potentially worthy of pursuing his example of bravery and greatness. By this act of immortal sacrifice, the first battleminds were granted their power.

Battleminds who subscribe to this legend believe that all members of the class carry within them a spark of this ancient champion. Such characters strive for personal perfection and glory in the name of a higher purpose, hoping that they might one day prove sufficiently worthy to serve as their lost progenitor’s true vessel. On this day, the Deathless Champion will manifest once more, reborn in the mind and body of his new host.

Finding Excuses

The innate confidence—some would say arrogance—central to a battlemind’s powers can make for memorable roleplaying. If your party is forced to retreat from a losing battle, or if you fall in combat and must be rescued by your allies, consider looking for excuses as to why the setback couldn’t possibly have been your fault. Point out circumstances in which the enemy clearly got lucky, when the terrain and the environment worked against you, or when your own allies dropped the ball with bad rolls or poor tactical choices.

This type of characterization is a fine line to walk. You want to make it clear that this is your character shoring up his or her own ego by making excuses to the other characters—not you criticizing your friends and fellow players for their luck or tactics. Likewise, make sure that you don’t take this approach too often or too severely. But when done well (especially in games that incorporate a certain amount of humor), this defensiveness can add to your roleplaying.

The Hidden Mind

Those versed in psionics lore sometimes speak of the Other, the Sleeper, or the Hidden Mind—a consciousness that dwells beneath all other sentient minds. Some scholarly psions believe the Hidden Mind is a collective consciousness—the amalgamation of all sentience in the world somehow developing an awareness of its own. In their view, the Hidden Mind is the source of all psionic power in the world. When a character wields that power, he or she draws directly from the Sleeper’s unseen knowledge. Given the wide range of ways that psionics can be employed, this notion is often dismissed as fancy. Still, more than a few battleminds and monks claim to experience memories that are not their own—memories of events they have never lived. If not originating within the Hidden Mind, then from where do such memories come?

The Iron Brigade

In the contemporary era, the wilderness between civilization’s last bastions is wild and dangerous. Only the greatest organizations and groups develop reputations that spread beyond their local environs. One such group is the Iron Brigade—a combat school and mercenary company known far and wide for the martial skill and tactical prowess of its members and students.

The instructors of the Iron Brigade travel throughout the former realms of Nerath, seeking out young warriors who show the potential for greatness. Would-be students must risk the dangers of the wilds, following the trail of rumor and reputation that leads to the Brigade’s Iron Hall in the city of Kaddastrei. There, they hope to be found worthy of admittance, and of learning the secrets of combat from the world’s greatest teachers.

Unknown to all except its leaders, the Iron Brigade has a secret and sinister agenda. Each of the masters and founders of the Brigade is secretly a battlemind, and all the organization’s efforts are geared toward locating other battleminds scattered across the world. The school’s reputation attracts warriors from all races and cultures, and its intense training and mercenary endeavors are designed to spark the appearance of battlemind powers within those who possess the latent talent.

The Iron Brigade’s leaders hope to one day control a force of battleminds larger than any previous conclave of these warriors by an order of magnitude. With this psionic army behind them, the masters of the Brigade will then send their full forces to rout lesser armies as they forge a psionic military dictatorship—a new empire to stand where Nerath fell.

The current high commander of the Iron Brigade is Mavthos Dorm, a human battlemind of high paragon level. He is the grandson of the Brigade’s founder, but neither he nor his inner circle understands that the real power in the organization belongs to the hybrid warlock/battlemind deva Parnyelle. Believing that her role in the Brigade’s schemes threatens to corrupt her into a rakshasa in her next life, Parnyelle uses her arcane and psionic power to wield subtle influence over Dorm and reshape the Brigade for her own purposes.

Established battlemind characters are unlikely to train with the Iron Brigade, since the order’s rank-and-file instructors remain unaware of its secret purpose. A new battlemind character roleplayed as being unaware of his or her psionic ability might, however, come to the attention of the order’s higher-level masters. Alternatively, rumors of the Brigade’s secret purpose could be the starting point for a series of adventures or an entire campaign.

Learning from Other Disciplines

Battleminds watch warriors of other classes, studying their techniques to hone new methods of taking the fight to their enemies. Although some battleminds consider their own techniques superior to those of other nonpsionic classes, few are so close-minded as to believe that they have nothing to learn from the example of others.

Using the game’s multiclassing or hybrid rules is the most common means for a battlemind to directly adopt the tactics and techniques of another class. But with the Dungeon Master’s approval, a character can take a more story-based approach.

Any class’s powers can be fine-tuned by adjusting their descriptive elements to mirror similar powers from other classes. As a battlemind, you might witness the success a fighter has using tide of iron. The battlemind power world-slipping advance has a similar feel. As a result, you might retrain for this power and incorporate some of the elements found in the fighter power—such as using a shield and pushing the target as part of the attack. You and the Dungeon Master can refine the power’s effects for when you use power points to augment the attack.

Lost Masters

To one degree or another, all psionic characters meld the intellectual and the physical on the battlefield. Although they are rare, certain individuals are said to be able to channel their will into noncombat endeavors through psionics, as well. Tales tell of legendary crafters who once forged weapons and armor of unsurpassed quality. Others are said to have created magic items without the use of rituals—or even without the intention of doing so. Works of art and performances by lost masters are said to have had a supernatural ability to move the viewer. Powers and abilities much like those of the psionic classes might well have played a part in the singular talents of such artisans. But in these dark and troubled times, art and craft have largely become secondary concerns next to the struggle for survival.

Methods of Defense

A battlemind wades steadily into the thick of the fray, turning aside attacks with heavy armor and shield, hacking through his or her foes with powerful weapon attacks.

Another battlemind fights like the wind in combat, moving so fast that no enemy can track her movements.

Yet another unleashes wild fury as he blinks in and out of existence, taunting his foes to attack if they can.

Each battlemind approaches combat from a different perspective. But all members of this class are united by their primary role as a defender—and by the three powers on which that role is based.

Battlemind’s demand allows you to mark enemies within 3 squares of you. Because it is a minor action, this power can be used in conjunction with a standard-action attack.

Moreover, your mark is hard for the foe to shed. It lasts until the end of the encounter or until you choose to mark a different enemy; even if you become dazed or stunned, your chosen opponent is hampered in its attempts to attack your allies.

Blurred step lets you keep the pressure on a marked foe by hindering its attempts to shift away from you. A marked enemy that shifts away from you in order to target one of your allies will find itself unable to escape you.

While you keep a marked enemy close with blurred step, mind spike becomes a potent power, compelling the foe to attack you or suffer a backlash from its own attack. This power is most effective against brutes, lurkers, and other creatures with high-damage single-target attacks.

The Power of the Mind

Most types of damage have an obvious effect: fire damage burns, cold damage freezes, and force damage bludgeons a foe into submission. But what exactly is psychic damage? Many powers that deal this damage type also target a foe’s mind with other effects, but what does the damage itself represent in the game world?

Psychic damage can be thought of as encompassing a range of damaging effects. Illusions that deal psychic damage work on the power of suggestion. By forcing the mind to believe that the body has been hurt, such powers make that damage real. This type of psychic damage can blister skin or break bones with ease.

For physical-style attacks (particularly powers that target a foe’s AC), psychic damage takes the form of pure pain—a suffering that has no physical cause but is no less real than the worst effect of any weapon attack. The stress of this agony wracks a foe’s body and mind, and can kill as effectively as any other damage type.

For many powers, psychic damage represents the wounding of the target’s sense of self. Memories grow blurred and untrustworthy, thoughts become jumbled, and the body stops responding properly to the will of the mind. Even its identity can be stripped away as its mind is temporarily but horrifically undone.

Psionics Without Psionics

You might find it compelling to play your battlemind character as if you have no idea what you can do or how this power has come to you. In fact, battleminds who acquire their techniques through trial and error might not even realize that their abilities are psionic in nature, at least initially. In many cases, you might be convinced that your disciplines are simply advanced martial exploits—the result of substantial training or latent skill. You might consider yourself a fighter, scoffing at the notion that you’ve somehow developed psionic powers. You might even take offense at the suggestion, with its implication that you got where you are by unexplained accident rather than raw talent and endless training.

No battlemind can maintain this point of view indefinitely, however. By the time you’re teleporting yourself or tossing foes around the battlefield when your allies hit them, it’s pretty clear that your disciplines are no longer obeying the laws of nature. But until then, this approach can give you an interesting hook on which to hang your roleplaying.

An Undisciplined Reputation

Battleminds and ardents are often lumped together as warriors driven by emotion and instinct. But every rule has its memorable exceptions. For every battlemind who epitomizes the brazen warrior, another is an enlightened combatant who takes on foes with reason and cunning. In some corner of the campaign world, battleminds might train in special schools in much the same way as other combat-focused classes. Likewise, holy orders of battleminds might follow a path reflecting that of the paladin or the avenger.

Battlemind Powers

Your powers are called disciplines; they combine your fighting ability with your mastery of psionic magic. You can plant images in a foe’s mind and use psionic power to lend unmatched speed and strength to your weapon blows.

The new powers presented in this chapter expand the available options for battlemind characters. Many reinforce themes expressed in the Harrier Battlemind build, but these powers are equally suitable for other battleminds.

Class Features

Each battlemind has the powers battlemind’s demand, blurred step, and mind spike. Your Psionic Study grants battle resilience, speed of thought, or (from Psionic Power) persistent harrier.

ENCBattle ResilienceBattlemind Feature · PHB3Free PersPsionic
You steel yourself for battle, girding yourself against your foe’s initial assault.
Trig An attack hits or misses you for the first time during an encounter · Eff Until EONT, you gain resistance to all dmg equal to 3 + Wis.
Level 11 Resist 6 + Wis. · Level 21 Resist 9 + Wis.
AWBattlemind’s DemandBattlemind Feature · PHB3Minor Close burst 3Augmentable, PsionicTgt One creature in burst
You draw your foe’s concentration, taunting the foe to strike at you.
Eff You mark tgt until you use this power again or until the end of the encounter.
Aug 1 Tgt One or two creatures in burst
AWBlurred StepBattlemind Feature · PHB3Opp PersPsionic
You bend reality with the power of your mind, flashing across the space between you and your enemy.
Trig An adjacent enemy marked by you shifts · Eff You shift 1 sq.
AWMind SpikeBattlemind Feature · PHB3Imm React Melee 1Force, Psionic, PsychicTgt The triggering enemy
You force your enemy to feel the pain that it inflicts on your friend.
Trig An adjacent enemy marked by you deals dmg to your ally with an attack that doesn’t include you as a target · Eff Tgt takes force and psychic dmg equal to the dmg that its attack dealt to your ally. The Psionic Study option that you choose determines whether you have battle resilience or speed of thought.
ENCPersistent HarrierBattlemind Feature · PsPImm React Melee wpnPsionic, Teleportation, WeaponTgt The triggering enemy
You slip the bonds of space to strike back at even a distant opponent.
Atk Con vs AC · Hit 1[W] + Con dmg, and you teleport to a sq adjacent to the enemy.
Trig An enemy hits or misses you with an attack for the first time during an encounter
Spec You can attack tgt with this melee attack even if tgt is outside your melee reach.
ENCSpeed of ThoughtBattlemind Feature · PHB3Free PersPsionic
You move in the blink of an eye, reaching your foes before they can draw their weapons.
Trig You roll initiative · Eff You move a number of sq equal to 3 + Cha.
Spec You can use this power even if you’re surprised.

Level 1 At-Will Disciplines

AWBull’s StrengthBattlemind Attack 1 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You slam your foe back as if it were a puny goblin. By enhancing your strength further, you can reach enemies farther away or even swat multiple foes.
Atk Con vs AC · Hit 1[W] + Con dmg, and you push tgt 1 sq.
Aug 1 Spec Your reach increases by 1 for this attack.
Aug 2 Range Close blast 3 · Tgt Each enemy you can see in blast
AWConductive DefenseBattlemind Attack 1 · PsPStd Melee 1Augmentable, Lightning, Psionic, WeaponTgt One creature
Your attack surrounds a foe with a shroud of crackling lightning, threatening retribution for strikes against your allies.
Atk Con vs Reflex · Hit 1[W] + Con lightning dmg. Until SONT, tgt takes lightning dmg = Con whenever it hits one of your allies.
Aug 1 Hit As above, and, until SONT, tgt also takes the lightning dmg whenever it shifts to a sq adjacent to one of your allies.
Aug 2 Hit 2[W] + Con lightning dmg. Until SONT, tgt takes lightning dmg = Con whenever it hits one of your allies.
AWDemon DanceBattlemind Attack 1 · PHB3Std Melee wpnAugmentable, Fear, Psionic, Psychic, WeaponTgt One creature
As you slash your enemy, you implant the image of howling demons into its mind, distracting the foe from making attacks.
Atk Con vs AC · Hit 1[W] + Con psychic dmg, and tgt takes a –5 penalty to OA rolls until EONT.
Aug 1 Hit As above, and tgt loses threatening reach until EONT.
Aug 2 Hit 2[W] + Con psychic dmg, and tgt can’t make OAs until EONT.
AWIron FistBattlemind Attack 1 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You change the density of your hand and arm to that of iron, allowing you to ward off your foe’s attacks.
Atk Con vs AC · Hit 1[W] + Con dmg.
Eff Until EONT, you gain resistance to all dmg = Wis.
Aug 1 Eff Until EONT, you gain fire resistance equal to 5 + Wis.
Aug 2 Hit 2[W] + Con dmg.
AWRenewed FocusBattlemind Attack 1 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
By the power of your mind, you shrug off effects that would keep you away from your foes.
Atk Con vs AC · Hit 1[W] + Con dmg. You are no longer marked or slowed, and you cannot be marked or slowed until EONT.
Aug 1 Hit 1[W] + Con dmg. You and allies within 5 sq of you are no longer marked or slowed, and cannot be marked or slowed until EONT.
Aug 2 Hit 2[W] + Con dmg. You are no longer immobilized, marked, or slowed, and you cannot be immobilized, marked, or slowed until EONT.
AWTwisted EyeBattlemind Attack 1 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You flood the mind of your foe with psionic energy, befuddling its vision and distorting its perception of nearby threats. By increasing the flood to a torrent, you can blind the foe completely.
Atk Con vs AC · Hit 1[W] + Con dmg. Until EONT, tgt takes a penalty to attack rolls equal to the number of your allies adjacent to it.
Aug 1 Spec When making an OA, you can use this power in place of a MBA.
Aug 2 Hit 1[W] + Con dmg, and tgt is blinded until EONT.
AWVicious Cobra StrikeBattlemind Attack 1 · PsPStd Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One or two creatures
In your foe’s mind, your weapon takes the form of a hissing serpent, its strike hindering that enemy’s attacks against you.
Atk Con vs AC · Hit 1[W] + Con psychic dmg, and you mark tgt until EONT. If you target only one creature with this power, the attack deals 1[W] extra dmg.
Aug 1 Hit As above, and you also mark one enemy adjacent to tgt until EONT.
Aug 2 Range Close burst 1 · Tgt Each enemy you can see in burst · Hit 1[W] + Con psychic dmg, and tgt is marked and takes a –2 penalty to attack rolls until EONT.
AWWhirling DefenseBattlemind Attack 1 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Seeking to defend your friends, you attack your foe to get it to focus on you. By channeling more power into your attack, you can distract more opponents.
Atk Con vs AC · Hit 1[W] + Con dmg, and you mark tgt until EONT.
Aug 1 Eff Whenever you use your mind spike before EONT, tgt of that power takes extra dmg = Cha.
Aug 2 Range Close burst 1 · Tgt Each enemy you can see in burst
AWWorld-Slipping AdvanceBattlemind Attack 1 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
You slip unfettered across the battlefield to gain an advantageous position.
Atk Con vs AC · Hit 1[W] + Con dmg, and you shift 1 sq to a sq adjacent to tgt.
Aug 1 (Teleportation) Hit 1[W] + Con dmg, and you teleport 1 sq to a sq adjacent to tgt.
Aug 2 (Teleportation) Hit 2[W] + Con dmg, and you teleport to a sq adjacent to tgt.

Level 1 Daily Disciplines

DLYAccelerating StrikeBattlemind Attack 1 · PsPStd Melee wpnPsionic, WeaponTgt One creature
When you surge toward a foe, the momentum of your attack carries you through the rest of combat.
Eff Before the attack, you shift your speed. You can move through enemies’ spaces during this movement. · Atk Con vs AC. You have CA for this attack. · Hit 2[W] + Con dmg. Your movement doesn’t provoke OAs from tgt until the end of the encounter. · Miss Half dmg.
Eff Until the end of the encounter you gain a +2 pwr bonus to speed. In addition, when you shift, you shift 1 extra sq.
DLYAllies to EnemiesBattlemind Attack 1 · PHB3Std Melee wpnCharm, Psionic, Psychic, WeaponTgt One creature
Your attack rattles your foe with a vision of its allies betraying it. The foe lashes out at a companion before realizing its mistake.
Atk Con vs AC · Hit 2[W] + Con psychic dmg, and tgt makes a MBA as a free action against a creature of your choice.
Miss Half dmg.
DLYAspect of Bitter IceBattlemind Attack 1 · PsPStd Close burst 1Augmentable, Cold, Polymorph, Psionic, WeaponTgt Each enemy you can see in burst
Your weapon is rimed with ice as you strike. In the aftermath you are imbued with a bitter cold that protects you and slows your enemies.
Atk Con vs Fortitude · Hit 1[W] + Con cold dmg, you push tgt 1 sq, and tgt is immobilized (save ends).
Eff You assume the aspect of bitter ice until the end of the encounter. While in this aspect, you gain resist 5 cold and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg, and tgt is slowed (save ends).
Aug 1 Eff Until SONT, any enemy that starts its turn adjacent to you is slowed until the end of its turn.
DLYAspect of Elevated HarmonyBattlemind Attack 1 · PHB3Std Melee wpnHealing, Polymorph, Psionic, WeaponTgt One creature
Your eyes glow as you achieve harmony of mind, body, and spirit. In this state, you are able to heal yourself, and you understand where to strike your enemy best and how to lessen its blows.
Atk Con vs AC · Hit 2[W] + Con dmg.
Eff You can spend a healing surge. You then assume the aspect of elevated harmony until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg.
Aug 1 Eff You gain temp HP equal to 5 + Wis. In addition, choose a single creature hit by the at-will attack. That creature takes extra dmg = Wis.
DLYLiving FortressBattlemind Attack 1 · PsPStd Psionic, WeaponTgt One creature
As you lash out at your foe, a shroud of rock and scree rises from the ground to protect you.
Atk Con vs AC · Hit 3[W] + Con dmg.
Eff Until the end of the encounter, you and allies adjacent to you have cover. As a minor action, you can end this effect to gain resist 5 to all dmg until SONT.
Miss Half dmg.
DLYPsionic AnchorBattlemind Attack 1 · PHB3Std Melee wpnPsionic, Teleportation, WeaponTgt One creature
You bind your foe with an anchor of psionic energy so that you can draw it back to your side with only a thought.
Atk Con vs AC · Hit 2[W] + Con dmg. As a free action at the end of tgt’s turn, you can teleport tgt to a sq adjacent to you (save ends).
Miss Half dmg. As a free action at the end of tgt’s next turn, you can teleport tgt to a sq adjacent to you.
DLYSteel Unity StrikeBattlemind Attack 1 · PHB3Std Melee wpnPsionic, Stance, Weapon
You become one with your weapon as you unleash a devastating attack against your foe, leaving yourself in position to strike again if your enemies flee.
1° Tgt One creature · 1° Atk Con vs AC · Hit 3[W] + Con dmg. · Miss Half dmg.
Eff You assume the steel unity stance. Until the stance ends, you can make the following secondary attack.
Opp Melee 1 · Trig An adjacent enemy marked by you moves without shifting on its turn
2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit 2[W] + Con dmg.
DLYStolen GraceBattlemind Attack 1 · PsPStd Melee wpnPsionic, Psychic, Stance, WeaponTgt One creature
Your foe’s movement wracks it with psychic pain in the aftermath of your attack, even as your own mobility is heightened.
Atk Con vs Reflex · Hit 2[W] + Con dmg, and tgt takes 5 psychic dmg if it moves more than half its speed when it moves (save ends).
Eff You assume the stolen grace stance. Until the stance ends, you gain a +4 pwr bonus to AC and Reflex against OAs and a +2 pwr bonus to OA rolls.
Miss Half dmg, and tgt is slowed until EONT.

Level 2 Utility Disciplines

ENCDimension SlideBattlemind Utility 2 · PsPMove Ranged 5Psionic, TeleportationTgt You and one ally
A flicker of psionic power allows you to better position yourself and your allies on the battlefield.
Eff You slide one target 1 sq and teleport the other target 5 sq.
ENCEvade ExplosionBattlemind Utility 2 · PsPImm Intr PersPsionic
A prescient vision of destruction allows you to sidestep the worst effects of an attack.
Trig A close or an area attack hits you and deals dmg · Eff You shift 1 sq. If the shift places you outside the area of the triggering attack, you take half dmg from the attack.
AWFeather StepBattlemind Utility 2 · PHB3Move PersPsionic
With a focused thought, you lift your body slightly off the ground on a current of psionic energy, allowing you to move over water or broken ground with ease.
Eff Until the end of this turn, you ignore difficult terrain and can both move across liquid and stand on it as if it were solid ground. In addition, you move 3 sq.
DLYOaken ResilienceBattlemind Utility 2 · PsPMinor PersPsionic
As your mind envisions the strength of the oak, your body acquires that tree’s ancient resilience.
Eff You resist 3 to all dmg until the end of the encounter.
ENCPsionic VigorBattlemind Utility 2 · PHB3Minor PersPsionic
You focus your mind to shrug off injuries.
Eff You gain temp HP equal to 5 + Cha.
ENCTelepathic ChallengeBattlemind Utility 2 · PHB3Minor Close burst 2PsionicTgt Each enemy in burst
You loom large in your foes’ minds, forcing the enemies to turn their attention toward you.
Eff You mark each target until EONT.
DLYWild SavageryBattlemind Utility 2 · PsPMinor PersPsionic, Stance
You summon the beast within, gaining the power to send unwary foes sprawling.
Req You must be bloodied.
Eff Until the stance ends, any creature you hit with an OA is also knocked prone. Once during the encounter, you can take the following action while in this stance.
Imm Intr Pers · Trig An enemy marked by you deals dmg to an ally with an attack that doesn’t include you as a target.
Eff Make a MBA or a charge attack against the triggering enemy. On a hit, the enemy is also knocked prone.

Level 3 At-Will Disciplines

AWCast the NetBattlemind Attack 3 · PsPStd Melee wpnAugmentable, Psionic, Teleportation, WeaponTgt One creature
Your attack bends the fabric of space, drawing your enemy to a more advantageous position.
Atk Con vs AC · Hit 1[W] + Con dmg, and you teleport tgt to a sq adjacent to you.
Aug 1 Range Melee weapon + 1 reach
Aug 2 Hit 2[W] + Con dmg, and you teleport tgt to a sq adjacent to you. If tgt moves more than 2 sq on its next turn, you can teleport it to a sq adjacent to you as an immediate reaction.
AWHarrier’s DanceBattlemind Attack 3 · PsPStd Melee wpnAugmentable, Psionic, Teleportation, WeaponTgt One creature
Your successful attack empowers you, letting you slip the bonds of space in response to a foe’s assault.
Atk Con vs AC · Hit 1[W] dmg. Before SONT, if you take dmg from any enemy that is not adjacent to you, you can teleport 2 sq as an immediate reaction.
Aug 1 Hit 1[W] + Con dmg. Before SONT, if you take dmg from any enemy that is not adjacent to you, you can teleport 2 sq as an immediate reaction.
Aug 2 Hit 2[W] + Con dmg. · Eff Whenever you take dmg before SONT, you can teleport 3 sq as a free action.
AWLodestone LureBattlemind Attack 3 · PsPStd Melee 2Augmentable, Psionic, WeaponTgt One creature
As you raise your weapon, a foe lurches toward you against its will.
Atk Con vs Will · Hit Con dmg, and you pull tgt 1 sq. Until EONT, tgt can move only to sq that are adjacent to you.
Aug 1 Range Melee 5 · Hit As above, but you pull tgt 4 sq.
Aug 2 Range Melee 5 · Hit 1[W] + Con dmg, and you pull tgt 4 sq and knock it prone. Until EONT, tgt can move only to sq that are adjacent to you.
AWMind SnareBattlemind Attack 3 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack addles your foe, causing it to focus on you instead of on your friend. With a little more effort, you can force your enemy to focus solely on you.
Atk Con vs AC · Hit 1[W] + Con dmg, and one ally within 5 sq of you becomes invisible to tgt until tgt is adjacent to him or her or until EONT.
Aug 1 Hit As above, but the invisibility isn’t ended by tgt being adjacent to the ally.
Aug 2 Hit 2[W] + Con dmg. Until EONT, your allies are invisible to tgt while they aren’t adjacent to it.
AWMist WeaponBattlemind Attack 3 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your weapon transforms into mist, allowing your strikes to slide through armor, flesh, and ghostly essence. By adjusting the mist’s consistency, you can force ghostly creatures to become material.
Atk Con vs Reflex · Hit 1[W] + Con dmg.
Aug 1 Hit As above, and if tgt is insubstantial, it doesn’t benefit from that quality against this attack and it takes extra dmg = Wis.
Aug 2 Hit 2[W] + Con dmg, and tgt doesn’t benefit from being insubstantial until EONT.
AWMomentum SwingBattlemind Attack 3 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your vicious attack lets you swing away from the target, ready to strike the next foe.
Atk Con vs AC · Hit 1[W] + Con dmg.
Eff You shift 2 sq to a sq adjacent to any enemy other than tgt.
Aug 1 Eff You shift your speed to a sq adjacent to any enemy other than tgt.
Aug 2 Eff Make a charge attack against a creature other than tgt. Movement made as part of the charge does not provoke OAs.
AWSpectral LegionBattlemind Attack 3 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You trick your enemy into perceiving a legion of foes pressing in upon it. By expending more power, you can make the phantoms seem more real, causing the enemy to freeze in indecision.
Atk Con vs AC · Hit 1[W] + Con dmg. Until EONT, tgt grants CA to your allies while they are adjacent to it.
Aug 1 Hit As above, and tgt takes a penalty to the attack rolls of melee attacks and close attacks until EONT. The penalty equals Cha.
Aug 2 Hit 2[W] + Con dmg. Until EONT, tgt is immobilized, and it grants CA to your allies while they are adjacent to it.
AWVisions of TerrorBattlemind Attack 3 · PHB3Std Melee wpnAugmentable, Fear, Psionic, WeaponTgt One creature
With a sweeping attack, you trick your foe’s mind into seeing you as a monstrous figure whose blow sends the enemy stumbling back. You can expend more power to cause other foes to stagger back.
Atk Con vs AC · Hit 1[W] + Con dmg, an d you push tgt 2 sq.
Aug 1 Hit As above, but you push tgt a number of sq = Cha. In addition, until EONT, if you or any of your allies pulls, pushes, or slides tgt, the forced movement increases by 1 sq.
Aug 2 Hit 1[W] + Con dmg, and you push tgt a number of sq = Cha. After the push, you slide each enemy adjacent to tgt 1 sq.

Level 5 Daily Disciplines

DLYAspect of Living StoneBattlemind Attack 5 · PHB3Std Close burst 1Polymorph, Psionic, WeaponTgt Each enemy you can see in burst
You harden your flesh, becoming a living statue and delivering heavy blows that knock your foes to the ground.
Atk Con vs AC · Hit 1[W] + Con dmg, and you knock tgt prone.
Eff You assume the aspect of living stone until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg.
Aug 1 Eff You gain resist 5 to all dmg until EONT. In addition, choose a single creature hit by the at-will attack. That creature takes extra dmg = Wis.
DLYAspect of Unspeakable HorrorBattlemind Attack 5 · PsPStd Melee wpnPolymorph, Psionic, Psychic, WeaponTgt One creature
Your attack heralds your transformation into a nightmare creature whose appearance cripples your enemies with fear.
Atk Con vs Will · Hit 1[W] + Con dmg plus 1d12 psychic dmg.
Eff You assume the aspect of the unspeakable horror until the end of the encounter. While in this aspect, you gain a +5 pwr bonus to Intimidate checks and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg.
Aug 1 (Fear) Eff Each target of the at-will attack takes a –2 penalty to attack rolls until EONT.
DLYBeckoning StrikeBattlemind Attack 5 · PHB3Std Melee wpnPsionic, Stance, Weapon
As you strike your enemy, you unleash a surge of psionic energy that warps the minds of the foes you challenge, compelling them to approach you.
1° Tgt One creature · 1° Atk Con vs AC · Hit 2[W] + Con dmg. · Miss Half dmg.
Eff You assume the beckoning stance. Until the stance ends, you can make the following secondary attack.
Opp Melee 1 · Trig An adjacent enemy marked by you moves without shifting on its turn
2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit 1[W] + Con dmg. At the end of the secondary target’s turn, you can use a free action to pull the secondary target a number of sq equal to its speed.
DLYEmpathic FeedbackBattlemind Attack 5 · PsPImm React Close burst 3Psionic, Psychic, WeaponTgt Each enemy in burst
Your counterattack sends foes reeling away from you while your vigor is temporarily replenished.
Atk Con vs Will · Hit 1[W] + Con psychic dmg, and you push tgt 3 sq.
Trig You take dmg from an attack · Eff You gain temp HP equal to one-half your level + Con.
Miss Half dmg, and you push tgt 1 sq.
DLYFated ConfrontationBattlemind Attack 5 · PsPStd Ranged 5Psionic, Teleportation
You warp fate to take the place of another creature on the battlefield, delivering a brutal attack against an unsuspecting enemy, and then return to your original position.
1° Tgt One creature
2° Tgt One creature
Eff You teleport yourself and the primary target, swapping positions. Make a secondary attack that is a melee weapon attack.
2° Atk Con vs AC · Hit 3[W] + Con dmg, and you mark the secondary target until EONT. · Miss Half dmg, and you mark the secondary target until EONT.
DLYInconstant LocationBattlemind Attack 5 · PsPStd Melee wpnPsionic, Stance, Teleportation, WeaponTgt One creature
Your attack opens up ripples in space, letting you slip from place to place to stay one step ahead of your foes.
Atk Con vs AC · Hit 2[W] + Con dmg.
Eff You assume the inconstant location stance. Until the stance ends, you can teleport 2 sq as a free action.
Spec You can take this free action only as the first or the last action of your turn. · Miss Half dmg.
DLYNightmare VortexBattlemind Attack 5 · PHB3Std Close burst 1Fear, Psionic, WeaponTgt Each enemy you can see in burst
You generate a vortex of nightmares around yourself that engulfs the minds of your enemies, forcing your foes to move away from imagined attacks.
Atk Con vs AC · Hit 1[W] + Con dmg, and you slide tgt 1 sq.
Eff Until the end of the encounter, whenever an enemy starts its turn within 3 sq of you, you can slide tgt 1 sq as a free action.
Miss Half dmg.
DLYPredator to PreyBattlemind Attack 5 · PHB3Std Melee wpnFear, Psionic, WeaponTgt One creature
You unleash a wave of psionic energy that crushes your foe’s bravery, leaving the enemy overwhelmed with terror.
Atk Con vs Will · Hit 2[W] + Con dmg.
Eff Tgt’s reach is reduced by 1 (minimum 1), and whenever tgt is hit, you can slide it 1 sq as a free action (save ends both).
Miss Half dmg.

Level 6 Utility Disciplines

DLYEnergy TransformationBattlemind Utility 6 · PsPFree PersPsionic
The force of an opponent’s attack is shunted through you as brilliant white light.
Trig You take dmg from an attack. · Eff You take half dmg from the triggering attack. Until the end of the encounter, you radiate bright light that fills your space and all sq within 5 sq of you.
DLYMental TriumphBattlemind Utility 6 · PsPMinor PersPsionic
By the power of your mind, you shrug off the most potent physical restraints.
Eff You cannot be slowed, immobilized, or restrained until the end of the encounter.
ENCPsionic AmbushBattlemind Utility 6 · PHB3Move Ranged 10Psionic, TeleportationTgt One creature marked by you
You forge a mental link with your enemy and travel through a fold in space, appearing suddenly next to that enemy.
Eff You teleport to a sq adjacent to tgt. Tgt grants CA to you until the end of your turn.
AWRelentless HostilityBattlemind Utility 6 · PsPFree Action (Special) PersPsionic
Even before your foe drops, you slip away in search of another victim.
Trig You reduce an enemy to 0 HP during your turn · Eff You shift 1 sq.
Spec You can use this power once during each of your turns.
ENCSense MindsBattlemind Utility 6 · PHB3Minor PersPsionic
You stretch your senses outward, using your mind’s eye to look beyond the material world in search of living minds.
Eff Until EONT, you know the location of all living creatures within 10 sq of you. Until this effect ends, you don’t grant CA to those creatures, and if they have cover or concealment when you attack them, you don’t take the –2 penalty to attack rolls against them.
AWStag’s LeapBattlemind Utility 6 · PHB3Move PersPsionic
You spring into the air, fueling your leap with your psionic magic.
Eff You make an Athletics check to jump with a +5 bonus. You are considered to have a running start.
DLYWarning PremonitionBattlemind Utility 6 · PsPNo Act PersPsionic
A premonition of danger flashes through your mind, letting you take the fight to a foe that thought it had the drop on you.
Trig You are surprised · Eff You are no longer surprised. In addition, you shift half your speed and mark one creature adjacent to you at the end of the shift until EONT.
ENCWinged WeaponBattlemind Utility 6 · PHB3Minor PersPsionic
You channel psionic energy into your weapon, adjusting the rules of nature so that the weapon will slide through the air as if on wings when you hurl it.
Eff Choose a weapon you are holding. The next melee attack you make with that weapon before EONT becomes a ranged attack with a range of 10. The weapon returns to your hand after you make that attack.

Level 7 At-Will Disciplines

AWBody DoubleBattlemind Attack 7 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
You bend space to temporarily stand in two places at once, becoming a double threat to your enemies.
Atk Con vs AC · Hit 1[W] + Con dmg, and choose a sq adjacent to tgt. You occupy that sq in addition to your normal sq until SONT. While you occupy two sq through this power, you can attack from either sq. You can flank from either sq and can flank with yourself. You can be targeted in either sq, but close and area attacks that affect both sq target you only once.
Aug 1 Hit As above, and when the effect ends, you choose whether to occupy your original sq or your double’s sq.
Aug 2 Hit 2[W] + Con dmg, and choose any sq within 5 sq of you. You occupy that sq in addition to your normal sq until SONT. While you occupy multiple sq through this power, you can attack from either sq. You can flank from either sq and can flank with yourself. You can be targeted in either sq, but close and area attacks that affect both sq target you only once. When the effect ends, you choose whether to occupy your original sq or your double’s sq.
AWEgo CrushBattlemind Attack 7 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your strike delivers a torrent of psionic energy that addles your foe.
Atk Con vs AC · Hit 1[W] + Con dmg, and tgt cannot gain CA until EONT.
Aug 1 Spec When making an OA, you can use this power in place of a MBA.
Aug 2 Range Close burst 1 · Tgt Each enemy in burst · Hit 2[W] + Con dmg, and tgt cannot gain CA until EONT.
AWFlowing WeaponBattlemind Attack 7 · PsPStd Melee wpn + 1 reachAugmentable, Psionic, WeaponTgt One creature
By lengthening your weapon, it ripples and flows to reach a distant foe.
Atk Con vs AC · Hit 1[W] + Con dmg.
Aug 1 Range Melee weapon + 3 reach
Aug 2 Range Melee weapon + 3 reach · Hit 1[W] + Con dmg, and you pull tgt 4 sq.
AWGhost in the SteelBattlemind Attack 7 · PHB3Std Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
Your weapon attack is merely a distraction from your true assault as you use a spike of psionic energy to cause your foe to harm itself.
Atk Con vs AC · Hit 1[W] + Con dmg. The first time tgt hits or misses any of your allies before EONT, it takes psychic dmg = Wis.
Aug 1 Hit Choose one of tgt’s MBAs. Tgt hits itself with that attack.
Aug 2 Hit 1[W] + Con dmg. The next time tgt makes a melee attack before EONT, you can choose which creature it attacks (not including itself ).
AWGive ChaseBattlemind Attack 7 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack keeps an enemy’s attention on you as you stay in motion around it.
Atk Con vs AC · Hit 1[W] + Con dmg, and you mark tgt until EONT. If tgt triggers your blurred step power before EONT, you shift 1 extra sq with that power.
Aug 1 Hit 1[W] + Con dmg, and you mark tgt until EONT. · Eff If tgt triggers your blurred step power before EONT, you shift a number of extra sq = Wis with that power.
Aug 2 (Teleportation) Hit 2[W] + Con dmg, and you mark tgt until EONT. · Eff If tgt triggers your blurred step power before EONT, you can teleport 5 sq with that power instead of shifting.
AWLightning RushBattlemind Attack 7 · PHB3Imm Intr Melee 1Augmentable, Psionic, WeaponTgt The triggering enemy
Like a lightning strike, you rush across the battlefield and launch a counterattack to help a friend. If you choose, you can draw the enemy’s attack to yourself.
Trig An enemy within 5 sq of you targets an ally with an attack
Eff Before the attack, you move your speed to a sq adjacent to the triggering enemy. · Atk Con vs AC · Hit 1[W] + Con dmg.
Eff You don’t get your normal standard action on your next turn.
Aug 1 Hit As above, and tgt takes a penalty to the triggering attack roll = Cha.
Aug 2 Hit 2[W] + Con dmg, and you become tgt of the triggering attack. · Eff You get your normal standard action on your next turn.
AWPsionic SpeedBattlemind Attack 7 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One, two, or three creatures
You move in a blur, making a series of quick attacks that force your opponents to regard you as a threat.
Atk Con vs AC · Hit 1[W] dmg, and you mark tgt until EONT.
Aug 1 Eff After both the first and second attacks, you shift 1 sq to a sq adjacent to the next target.
Aug 2 Hit 1[W] + Con dmg. · Eff You mark tgt until EONT.
AWStone SquireBattlemind Attack 7 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
For an instant, you take on the weight of stone, allowing you to use your heavier mass to sweep your foe to the ground.
Atk Con vs Fortitude · Hit Con + Wis dmg, and you knock tgt prone.
Aug 1 Eff After the attack, you shift 2 sq to a sq adjacent to tgt.
Aug 2 Hit 1[W] + Con dmg, and you knock tgt prone.
AWViolent UbiquityBattlemind Attack 7 · PsPStd Melee wpnAugmentable, Psionic, Teleportation, WeaponTgt One creature
Your attack keeps the target off balance, as either it or one of your allies swap positions in a violent wrenching of reality.
Atk Con vs AC · Hit 1[W] + Con dmg. You teleport yourself and either tgt or one ally adjacent to you, swapping positions.
Aug 1 Hit 1[W] + Con dmg, and you mark tgt until EONT. You then teleport yourself and one ally within 3 sq of you, swapping positions.
Aug 2 Hit 1[W] + Con dmg, and you mark tgt until EONT. You then teleport yourself and one ally within 5 sq of you, swapping positions.

Level 9 Daily Disciplines

DLYAspect of DisembodimentBattlemind Attack 9 · PHB3Std Melee wpnPolymorph, Psionic, WeaponTgt One creature
Your attack transforms both your enemy and yourself into a partially liquid form.
Atk Con vs Fortitude · Hit 2[W] + Con dmg, and tgt takes a penalty to attack rolls and saving throws = Wis (save ends). The penalty also ends if tgt ends its turn without having made an attack during that turn.
Eff You assume the aspect of disembodiment until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg.
Aug 1 Eff You shift half your speed before or after the attack. You can move through enemies’ spaces during this shift. In addition, choose a single creature hit by the at-will attack. That creature takes extra dmg = Wis.
DLYBaleful TeleportBattlemind Attack 9 · PsPStd Melee wpnPsionic, Teleportation, WeaponTgt One creature
A crippling strike shunts your foe across the battlefield, then leaves it dazed.
Atk Con vs Fortitude · Hit 2[W] + Con dmg, and you teleport tgt 5 sq. Tgt is then dazed (save ends).
Miss Half dmg, and tgt is dazed until EONT.
DLYInexorable Death StrikeBattlemind Attack 9 · PHB3Std Melee wpnPsionic, Psychic, Stance, Weapon
You project a vision of your enemy’s death into the foe’s mind.
1° Tgt One creature · 1° Atk Con vs Will · Hit 1[W] + Con dmg, and ongoing 5 psychic dmg (save ends). · Miss Half dmg, and ongoing 5 psychic dmg (save ends).
Eff You assume the inexorable death stance. Until the stance ends, you can make the following secondary attack.
Opp Melee 1 · Trig An adjacent enemy marked by you moves without shifting on its turn
2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit 1[W] dmg, and the secondary target fails its first saving throw at the end of this turn. · Level 21 2[W] + Con dmg.
DLYIntellect HammerBattlemind Attack 9 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
You hammer your foe’s intellect, draining power from it.
Atk Con vs AC · Hit 1[W] + Con dmg, and tgt is dazed until EONT. In addition, you regain 2 power points.
Miss Half dmg. In addition, you regain 1 power point.
DLYIron TombBattlemind Attack 9 · PHB3Std Melee wpnPolymorph, Psionic, WeaponTgt One creature
Psionic energy cascades from your weapon as you strike your foe, transforming the enemy into a statue of iron.
Atk Con vs Fortitude · Hit Tgt is stunned and immune to all dmg but psychic dmg (save ends both).
Miss Tgt is stunned and immune to all dmg but psychic dmg until EONT.
DLYLion’s ChargeBattlemind Attack 9 · PsPStd Melee wpnPsionic, WeaponTgt One or two creatures
You make springing charge attacks against two foes, even as you set your sights on a third.
Req You must charge and use this power in place of a MBA. · Atk Con vs AC · Hit 1[W] + 1d6 + Con dmg.
Eff If either attack hits, you can repeat the attack against a third creature, with a +2 bonus to the attack roll.
Miss Half dmg.
DLYShattered TimeBattlemind Attack 9 · PsPStd Melee wpnPsionic, Weapon, Zone
Your weapon attack disrupts the flow of time around you, allowing you to hamper your foes’ attempts to attack your allies.
1° Tgt One creature · 1° Atk Con vs AC · Hit 2[W] + Con dmg. · Miss Half dmg.
Eff You create a zone in a close burst 2 that lasts until EONT. While you are within the zone, you can make the following secondary attack.
Opp Melee wpn · Trig An enemy within the zone makes an attack that does not include you as a target
Eff Before the attack, you shift to any unoccupied sq adjacent to the triggering enemy that is within the zone.
2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit 1[W] + Con dmg, and you mark the secondary target until EONT.
Sust Minor The zone persists.
DLYStrength of My EnemyBattlemind Attack 9 · PsPStd [Melee wpn]Psionic, WeaponTgt One creature
When your attack weakens a foe, its fleeting strength drives your fury in battle.
Atk Con vs Fortitude · Hit Con dmg, and tgt is weakened (save ends).
Eff While tgt is weakened from this attack, your melee attacks deal 2d6 extra dmg.
Miss Tgt is weakened until EONT.
DLYWhelmBattlemind Attack 9 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
You unleash a blast of crackling psionic energy as you strike, flinging your enemy back.
Atk Con vs Fortitude · Hit 3[W] + Con dmg, and you push tgt 2 sq.
Miss Half dmg, and you push tgt 1 sq.

Level 10 Utility Disciplines

DLYBattle AspectBattlemind Utility 10 · PHB3Minor PersPolymorph, Psionic, Teleportation
You let the power of your mind run rampant, transforming yourself into a creature of pure psionic energy.
Eff Until the end of the encounter, you gain resist 5 to all dmg and can teleport 3 sq as a move action.
AWGuardian’s SpeedBattlemind Utility 10 · PHB3Imm React Melee 1PsionicTgt The triggering ally
As your ally reels from an attack, you act with the speed of thought to shield your friend from further assault.
Trig An adjacent ally takes dmg · Eff You slide tgt 1 sq.
DLYHone WeaponBattlemind Utility 10 · PsPMinor Melee touchPsionicTgt One weapon
You channel psionic power through your weapon, granting it a brutal advantage in battle.
Eff Until the end of the encounter, the weapon gains the brutal 1 property. In addition, critical hits with the weapon deal 1d10 extra dmg.
DLYIron WardingBattlemind Utility 10 · PHB3Imm Intr PersPsionic
For a moment, your flesh becomes as hard as iron, and your foe’s attack bounces off you harmlessly.
Trig You take dmg from an attack · Eff The dmg is reduced to 0, but you are subject to all other effects of the attack, if any.
DLYShadow AllyBattlemind Utility 10 · PHB3Minor Ranged 5Conjuration, Illusion, Psionic
Your form shimmers as you send a wave of psionic energy washing over your foes. In their minds, you fade away as your duplicate appears and threatens them.
Eff You conjure an illusory duplicate of yourself in an unoccupied sq within range. The duplicate lasts until the end of the encounter. You gain a +4 pwr bonus to all defenses against any attack that doesn’t include both you and the duplicate. As part of a move action, you can move the duplicate 5 sq. The duplicate can be targeted by melee attacks and ranged attacks, although it lacks HP. The duplicate disappears if a melee or a ranged attack deals any dmg to it.
DLYSubjective GravityBattlemind Utility 10 · PsPMinor PersPsionic, Stance
By altering reality, you ignore the effects of gravity as you move.
Eff Until the stance ends, you can move across any horizontal or vertical surface without having to climb. You can walk on walls and ceilings as if they were floors. You fall if you end the stance while on a surface on which you could not normally stand.
DLYUbiquitous VisionBattlemind Utility 10 · PsPMinor PersPsionic
Your entire body becomes an extension of your eyes.
Eff Until the end of the encounter, enemies cannot gain CA by flanking you, and you gain a +5 pwr bonus to Perception checks.
ENCUncanny SensesBattlemind Utility 10 · PsPMinor PersPsionic
Foes try in vain to hide from your heightened senses.
Eff Until EONT, you can see invisible creatures and objects, and you gain a +5 pwr bonus to Insight checks and Perception checks.

Level 13 At-Will Disciplines

AWBrutal BarrageBattlemind Attack 13 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You lash out with your weapon, slamming your foe again and again until you drive it into the ground.
Atk Con vs AC. Make the attack three times. · Hit Con dmg.
Eff If you hit tgt two or more times, it falls prone.
Aug 1 Atk Con vs AC. Make the attack four times.
Aug 4 Atk Con vs AC. Make the attack four times. · Hit Con + Cha dmg.
AWDizzying StrikeBattlemind Attack 13 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You strike your foe with crackling psionic energy, creating an intense vertigo in the foe that throws it off balance.
Atk Con vs AC · Hit 1[W] + Con dmg, and you slide tgt 1 sq.
Aug 1 Hit 1[W] + Con dmg. Until EONT, when tgt attacks any of your allies, you can use a free action to slide tgt 1 sq after its attack.
Aug 4 Hit 1[W] + Con dmg, and tgt is dazed until EONT.
AWIntellect SnapBattlemind Attack 13 · PsPStd Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
Your weapon channels your psychic fury to distract and hinder your foe.
Atk Con vs Will · Hit Con psychic dmg, and tgt is dazed until SONT.
Aug 1 Hit As above, and you are no longer dazed or marked.
Aug 4 Hit 2[W] + Con psychic dmg, and tgt is dazed until EONT. In addition, you or one ally within 5 sq of you can make a saving throw against an effect that dazes or stuns.
AWKinetic ShieldBattlemind Attack 13 · PsPImm Intr Melee wpnAugmentable, Force, Psionic, WeaponTgt The triggering enemy
Your attack summons up a psionic shield that protects nearby allies.
Atk Con vs Fortitude · Hit 1[W] + Con force dmg, and each ally adjacent to you gains a +2 pwr bonus to all defenses until SONT.
Trig An enemy hits you or an ally with an attack · Eff You don’t have your normal standard action on your next turn.
Aug 1 Hit As above, but the pwr bonus is +4.
Aug 4 Hit 2[W] + Con force dmg, and each ally adjacent to you gains a +2 pwr bonus to all defenses until EONT. · Eff You have your normal standard action on your next turn.
AWLuring SteelBattlemind Attack 13 · PHB3Std Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
Your strike delivers a pulse of psionic energy into your enemy, compelling it to attack you or suffer. By increasing the pulse’s strength, you can affect more enemies.
Atk Con vs AC · Hit 1[W] + Con dmg. As a free action, you can use your battlemind’s demand power against tgt.
Eff Until EONT, whenever an enemy hits any ally who is adjacent to you with a melee attack, that enemy takes psychic dmg = Cha.
Aug 1 Eff As above, but the enemy takes the dmg when it hits or misses.
Aug 4 Hit 2[W] + Con dmg, and you pull each enemy within 2 sq of you 1 sq. As a free action, you can use your battlemind’s demand power against each enemy adjacent to you.
AWOverwhelming LungeBattlemind Attack 13 · PHB3Std Melee wpn + 1 reachAugmentable, Psionic, WeaponTgt One creature
You lunge forward to attack your enemy, your reach magically extended.
Atk Con vs AC · Hit 1[W] + Con dmg.
Aug 1 Atk As above, and you ignore the –2 penalty for attacking an enemy that has cover granted by other enemies.
Aug 4 Hit 2[W] + Con dmg. You slide each creature adjacent to tgt 1 sq and then slide tgt 2 sq.
AWParting ShotBattlemind Attack 13 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
You dog your enemies like a shadow, striking hard with your weapon as you slip away.
Eff You shift 2 sq and make the following attack against one enemy adjacent to you at any point during this movement. · Atk Con vs AC · Hit Con dmg.
Aug 1 Range Close burst 1 · Tgt One or two creatures · Hit 1[W] dmg.
Aug 2 Eff You shift your speed and can move through enemies’ spaces during this movement. Make the following attack against one enemy adjacent to you at any point during this movement. · Tgt One creature · Atk Con vs AC · Hit 2[W] + Con dmg, and you mark tgt until EONT.
AWUnwavering ConcentrationBattlemind Attack 13 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
A calming attack focuses your mind and body to shield you from counterattacks.
Atk Con vs AC · Hit 1[W] + Con dmg. You gain a +2 pwr bonus to a defense of your choice until SONT.
Aug 1 Hit 1[W] + Con dmg. You gain a +2 pwr bonus to all defenses until EONT.
Aug 4 Range Close burst 1 · Hit 2[W] + Con dmg. You gain a pwr bonus to all defenses = Wis until EONT.
AWWeb of BetrayalBattlemind Attack 13 · PHB3Std Melee wpnAugmentable, Charm, Psionic, Psychic, WeaponTgt One creature
You create a web of psionic energy around your foe that convinces it of its allies’ betrayal. By strengthening the web, you can compel your foe’s allies to meet those expectations.
Atk Con vs AC · Hit 1[W] + Con psychic dmg. Until EONT, tgt takes 2 psychic dmg when any enemy of yours attacks while adjacent to it.
Aug 1 Hit 1[W] + Con psychic dmg. Until EONT, any enemy takes a –2 penalty to attack rolls while adjacent to tgt.
Aug 4 Hit 2[W] + Con psychic dmg. Until EONT, when any enemy attacks any ally of yours who is adjacent to tgt, the enemy also makes the attack against tgt.

Level 15 Daily Disciplines

DLYAspect of Enlightening FlameBattlemind Attack 15 · PHB3Std Melee wpnFire, Polymorph, Psionic, Psychic, WeaponTgt One or two creatures
As you attack your foes, you become the embodiment of flame in their eyes. With each strike, you inflict blistering wounds, which burn your enemies from within.
Atk Con vs AC · Hit 3[W] + Con dmg, and ongoing 5 fire and psychic dmg (save ends).
Eff You assume the aspect of the enlightening flame until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg.
Aug 1 Eff Choose a single creature hit by the at-will attack. That creature takes extra fire and psychic dmg = Wis.
DLYAspect of the Raging TempestBattlemind Attack 15 · PsPStd Close burst 1Lightning, Polymorph, Psionic, WeaponTgt Each enemy you can see in burst
Lightning flares around the creature you strike, feeding back to grant you the power of the raging tempest.
Atk Con vs AC · Hit 1[W] + Con dmg, and ongoing 5 lightning dmg (save ends).
Eff You assume the aspect of the raging tempest until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg.
Aug 1 (Thunder) Eff When you hit with the at-will attack, you slide an enemy marked by you 1 sq. That enemy then takes thunder dmg = Wis.
DLYCrushing Wave StrikeBattlemind Attack 15 · PsPStd Melee wpnForce, Psionic, Weapon
Your weapon attack is followed up by a blast of psionic power that knocks creatures to the ground.
1° Tgt One creature
2° Tgt Each creature in blast · 1° Atk Con vs AC · Hit 2[W] + Con dmg. · Miss Half dmg.
Eff Make a secondary attack that is a close blast 5, and that must include the primary target as a target.
2° Atk Con vs Fortitude · Hit 10 + Con force dmg, and you push the secondary target 2 sq and knock it prone.
DLYIntellect SunderBattlemind Attack 15 · PHB3Std Melee wpnFear, Psionic, WeaponTgt One creature
Your attack devastates your foe’s mind, forcing the enemy to revert to its base instincts and focus its anger on you.
Atk Con vs Will · Hit 2[W] + Con dmg. Whenever tgt attacks, it can use only basic attacks and must include you as a target (save ends both).
Miss Half dmg. Until EONT, whenever tgt attacks, it can use only basic attacks and must include you as a target.
DLYMind BladeBattlemind Attack 15 · PHB3Std Melee wpnPsionic, Psychic, WeaponTgt One creature
You lash out with your weapon and channel a burst of pain into your enemy’s mind. Though the blow doesn’t connect, your foe collapses as it feels the weapon strike a vital area.
Atk Con vs Will · Hit Tgt falls unconscious (save ends).
After 10 + Con psychic dmg. · Miss Tgt is dazed (save ends).
DLYParalyzing Fear StrikeBattlemind Attack 15 · PHB3Std Melee wpnFear, Psionic, Stance, Weapon
You wave your weapon in an intricate pattern, channeling psionic energy into it as you strike. Your foe is paralyzed with fear as it perceives a hellish scene of torment engulfing it.
1° Tgt One creature · 1° Atk Con vs Will · Hit 2[W] + Con dmg, and the primary target is immobilized (save ends). · Miss Half dmg, and the primary target is immobilized until EONT.
Eff You assume the paralyzing fear stance. Until the stance ends, you can make the following secondary attack.
Opp Melee 1 · Trig An adjacent enemy marked by you moves without shifting
2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit 1[W] + Con dmg, and the secondary target is immobilized until EONT. · Level 21 2[W] + Con dmg.
DLYPrecognitive EyeBattlemind Attack 15 · PsPStd Melee wpnPsionic, Stance, WeaponTgt One creature
Your attack inspires an enemy to focus on you in combat, and lets you use flashes of the future to distance yourself from your foes.
Atk Con + 4 vs AC · Hit 2[W] + Con dmg, and you mark tgt until the end of the encounter. No other mark can supersede this mark unless you permit it.
Eff You assume the precognitive eye stance. Until the stance ends, whenever any enemy marked by you moves, you can shift 1 sq as a free action. In addition, you gain a +1 pwr bonus to attack rolls against enemies marked by you.
Miss Half dmg, and you mark tgt until EONT.
DLYSonic BurstBattlemind Attack 15 · PsPStd Close burst 1Psionic, Thunder, WeaponTgt Each creature in burst
You move with the speed of thunder, blasting your foes as you pass.
Eff You shift twice your speed and make the following attack at any point during this movement. · Atk Con vs Fortitude · Hit 3[W] + Con thunder dmg, you push tgt 3 sq, and tgt is deafened (save ends). · Miss Half dmg, and you push tgt 1 sq.

Level 16 Utility Disciplines

ENCExtend the Mind’s EyeBattlemind Utility 16 · PHB3Free PersPsionic
You zero in your thoughts, snapping previously unseen details into focus within your mind’s eye.
Eff You gain a +5 pwr bonus to your next Insight check or Perception check during this encounter.
DLYInertial BarrierBattlemind Utility 16 · PsPImm Intr Close burst 3Psionic, Zone
An attack against you triggers a psionic barrier that shields you and your allies from harm.
Trig You or an ally adjacent to you is hit by an attack · Eff The burst creates a zone that lasts until EONT. You and your allies gain resist 5 to all dmg while within the zone. Any enemy that starts or ends its turn within the zone is pushed 1 sq from the center of the zone. The zone is difficult terrain for enemies.
Sust Minor The zone persists.
ENCInstant MoveBattlemind Utility 16 · PsPFree Action (Special) PersPsionic
You blur across the battlefield to move into position for an attack, or to flee an enemy’s retribution.
Eff You shift your speed.
Spec You can use this power only as the first or the last action of your turn.
DLYMind of EnduranceBattlemind Utility 16 · PHB3Minor PersHealing, Psionic
You tap into your body’s natural healing abilities and mend your wounds.
Eff You spend a healing surge. In addition, until the end of the encounter, you have regeneration 5 while you’re bloodied.
DLYResolute RecoveryBattlemind Utility 16 · PsPMinor PersPsionic
You shrug off a debilitating effect as you revitalize yourself in the midst of combat.
Eff You gain temp HP = Con + one-half your level and remove one effect that a save can end. You then shift 1 sq.
DLYShield of the Iron MindBattlemind Utility 16 · PHB3Minor Close burst 5Psionic, Zone
You create a shield of psionic power that fortifies your allies.
Eff The burst creates a zone that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered on you. You and your allies gain a +4 pwr bonus to Will and saving throws while within the zone.
ENCSudden RushBattlemind Utility 16 · PHB3Move PersPsionic, Teleportation
With a burst of psionic energy, you appear next to an enemy you have called out.
Eff You teleport to a sq adjacen t to a creature marked by you.
DLYTeleport TriggerBattlemind Utility 16 · PsPMinor Ranged 10Conjuration, Psionic, Teleportation
You warp space around you, creating a means of quick escape for you and your allies.
Eff You conjure four shimmering teleport triggers in unoccupied sq within range. Each teleport trigger lasts until the end of the encounter or until expended. When you or an ally enters a sq containing a teleport trigger, that character can expend the trigger as a free action to teleport 5 sq.

Level 17 At-Will Disciplines

AWBattle VortexBattlemind Attack 17 · PHB3Std Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
Your attack creates a vortex that sends waves of psychic energy crashing over your enemies. By increasing the vortex’s intensity, you can move or lock down your foes.
Atk Con vs AC · Hit 1[W] + Con dmg. Until EONT, when any enemy starts its turn within 2 sq of you but ends its turn more than 2 sq away from you, that enemy takes psychic dmg = Con.
Aug 1 Hit 1[W] + Con dmg. Until EONT, while tgt is within 2 sq of you, it takes a –2 penalty to attack rolls against your allies who are more than 2 sq away from you.
Aug 4 (Teleportation) Hit 3[W] + Con dmg. Until EONT, when any enemy starts its turn within 2 sq of you but ends its turn more than 2 sq away from you, you can teleport that enemy 3 sq as a free action, and it is immobilized until the end of its next turn.
AWCloud of Dancing BladesBattlemind Attack 17 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
A field of spectral blades fills the air around you, increasing your retribution against a foe that harms your allies.
Atk Con vs AC · Hit 1[W] + Con dmg, and your mind spike power deals extra dmg = Con until EONT.
Aug 1 Eff Before the attack, you mark each enemy adjacent to you until SONT.
Aug 4 (Zone) Range Close burst 2 · 1° Tgt Each enemy in burst · 1° Atk Con vs AC · Eff The burst creates a zone that lasts until SONT. While you are within the zone, you can make the following secondary attack. · Imm Intr Melee wpn · Trig An enemy willingly leaves the zone · Eff Before the attack, you shift 4 sq to an unoccupied sq adjacent to the triggering enemy. · 2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit The secondary target is immobilized until EONT.
AWDancing StrikeBattlemind Attack 17 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
In the aftermath of your attack, you deftly stay ahead of your foes’ attempts to move around you.
Atk Con vs AC · Hit 1[W] + Con dmg. When you use your blurred step power before EONT, you can shift a number of sq = Cha instead of shifting 1 sq.
Aug 1 Hit As above, and you mark tgt until EONT.
Aug 4 (Force, Psychic) Hit 3[W] + Con dmg. When you use your blurred step power before EONT, you can shift a number of sq = Cha instead of shifting 1 sq, and the creature that triggers your blurred step takes 5 force and psychic dmg.
AWDazzling AssaultBattlemind Attack 17 · PHB3Imm Intr Melee 1Augmentable, Psionic, WeaponTgt The triggering enemy
Your foe attempts to slip away from you, but you attack in a blur of movement, sending your enemy in another direction and binding it with psionic energy.
Atk Con vs AC · Hit 1[W] + Con dmg. You slide tgt 1 sq, and it is immobilized until EONT.
Trig An adjacent enemy marked by you shifts · Eff You don’t get your normal standard action on your next turn.
Aug 1 Hit As above, and tgt cannot teleport and is immune to forced movement while immobilized by this attack.
Aug 4 Hit 3[W] + Con dmg. You slide tgt 2 sq, and it is immobilized until EONT. · Eff You get your normal standard action on your next turn.
AWEntangling WeaponBattlemind Attack 17 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You imbue your attack with psionic energy, allowing you to strike precisely and forcing your opponent to move as you dictate.
Atk Con vs AC · Hit 1[W] + Con dmg, and you slide tgt 1 sq. You then shift 1 sq into the space tgt left.
Aug 1 Hit 1[W] + Con dmg. Whenever tgt shifts before EONT, you can use a free action to slide tgt 1 sq at the end of the shift.
Aug 4 Hit 3[W] + Con dmg. When you hit any enemy before EONT, you slide that enemy 2 sq.
AWFestering WoundBattlemind Attack 17 · PHB3Std Melee wpnAugmentable, Psionic, Psychic, WeaponTgt One creature
You strike and slash, opening wounds both physical and mental, which flare with pain as you press the attack.
Atk Con vs AC · Hit 1[W] + Con dmg, and your next psionic attack against tgt before EONT deals 1d6 extra psychic dmg.
Aug 1 Hit 1[W] + Con dmg, and tgt loses its psychic resistance until EONT.
Aug 4 Hit 3[W] + Con dmg, and your next psionic attack against tgt before EONT deals 1d6 extra psychic dmg.
AWGravity WellBattlemind Attack 17 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack constrains a foe to its current location, hindering its ability to flee from you.
Atk Con vs AC · Hit 1[W] + Con dmg, and tgt is slowed until EONT.
Aug 1 Hit 1[W] dmg, and tgt cannot move or be pulled, pushed, or slid more than 2 sq from its current space until EONT.
Aug 4 Hit 3[W] + Con dmg, and tgt cannot move or be pulled, pushed, or slid more than 2 sq from its current space until EONT.
AWOpen the WayBattlemind Attack 17 · PsPStd Melee wpn + 2 reachAugmentable, Psionic, Teleportation, WeaponTgt One creature
Space ripples around you, letting you attack a foe beyond your reach, then drawing you to that enemy’s side.
Atk Con vs AC · Hit 1[W] dmg, and you teleport to a sq adjacent to tgt.
Aug 1 Hit 1[W] dmg, and you teleport one ally adjacent to you to a sq adjacent to tgt.
Aug 4 Eff Before the attack, you teleport 5 sq. · Hit 2[W] + Con dmg, and you teleport to a sq adjacent to tgt.
AWStep of the PursuerBattlemind Attack 17 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack hammers your foe, allowing you to bind it with a psionic link that keeps your enemy close.
Atk Con vs AC · Hit 1[W] + Con dmg. If tgt moves away from you on its next turn, you can use a free action to shift 3 sq to a sq closer to tgt after its move.
Aug 1 Hit 1[W] + Con dmg. You are immune to the slowed and immobilized conditions until EONT.
Aug 4 (Teleportation) Hit 3[W] + Con dmg. If tgt moves away from you on its next turn, you can use a free action to teleport to a sq adjacent to tgt after its move.

Level 19 Daily Disciplines

DLYAspect of Squamous HorrorBattlemind Attack 19 · PsPStd Close burst 1Fear, Polymorph, Psionic, Psychic, WeaponTgt Each enemy you can see in burst
Your attack pushes your enemies back, wracking them with fear as you take on the form of a hideous scaled beast.
Atk Con vs AC · Hit 2[W] + Con dmg, and you push tgt 3 sq.
Eff Each target takes 6 psychic dmg. You then assume the aspect of squamous horror until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg.
Aug 2 Eff Choose one creature hit by the at-will attack. That creature moves its speed away from you by the safest route possible as a free action.
DLYAspect of Stolen IdentityBattlemind Attack 19 · PHB3Std Melee wpnCharm, Polymorph, Psionic, WeaponTgt One creature
You repeatedly transform yourself into simulacra of your enemies. Through these forms, you can cause your enemies to harm themselves.
Atk Con vs AC · Hit 3[W] + Con dmg.
Eff You assume the aspect of stolen identity until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg.
Aug 2 Eff Choose a single creature hit by the at-will attack, and choose a MBA of that creature. The creature then hits itself with that MBA as a free action.
DLYDimensional AmbushBattlemind Attack 19 · PsPStd Melee wpn + 3 reachPsionic, Psychic, Teleportation, WeaponTgt One creature
Your power bends the space around you, letting you strike a distant foe, then forcing that foe back as you appear at its side to strike again.
1° Atk Con vs Reflex · Hit 5 + Con psychic dmg, and you slide tgt 5 sq. · Miss Half dmg, and you slide tgt 1 sq.
Eff You teleport to a sq adjacent to the space tgt occupied before the slide. Make a secondary attack against tgt.
2° Atk Con vs AC · Hit 3[W] + Con dmg, and you mark tgt until EONT. · Miss Half dmg, and you mark tgt until EONT.
DLYFocus BindBattlemind Attack 19 · PsPStd Melee wpnPsionic, Psychic, WeaponTgt One creature
You tempt an enemy’s wrath as you focus your rage on it, setting up a confrontation that only one of you will survive.
Atk Con vs AC · Hit 2[W] + Con dmg plus 3d10 psychic dmg, and you mark tgt until the end of the encounter. No other mark can supersede this mark unless you permit it.
Eff Until the mark imposed by this power ends, you are treated as if you are marked by tgt, and whenever you or tgt moves, the other can move the same number of sq as a free action or shift 1 sq as a free action.
Miss Half dmg, and you mark tgt until EONT.
DLYMind WrackBattlemind Attack 19 · PHB3Std Melee wpnPsionic, Psychic, WeaponTgt One creature
You drive a psionic spike of pain into your enemy’s mind. Each time you land a blow thereafter, the spike reverberates, causing your foe increased agony.
Atk Con vs Will · Hit 3[W] + Con dmg.
Eff Tgt takes ongoing 5 psychic dmg (save ends). Whenever you hit tgt before this ongoing dmg ends, the ongoing dmg increases by 5.
Miss Half dmg.
DLYRelentless StrikeBattlemind Attack 19 · PHB3Std Close burst 1Psionic, Stance, Weapon
You assume perfect positioning and strike with precision to leave a lasting wound. While in this stance, you can deliver a staggering blow to any enemy that tries to move away from you.
1° Tgt Each enemy in burst · 1° Atk Con vs AC · Hit 3[W] + Con dmg, and ongoing 5 dmg (save ends). · Miss Half dmg.
Eff You assume the perfect storm stance. Until the stance ends, you can make the following secondary attack.
Opp Melee 1 · Trig An adjacent enemy marked by you moves without shifting
2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit 1[W] + Con dmg, and the secondary target is dazed until EONT. · Level 21 2[W] + Con dmg.
DLYTemporal RegressionBattlemind Attack 19 · PsPStd Melee wpnPsionic, WeaponTgt One creature
You slip back through time to escape the fight around you, choosing a more advantageous position when you reappear.
Atk Con vs AC. Make the attack twice. · Hit 2[W] + Con dmg.
Eff At SONT, you are removed from play. At the start of your following turn, you reappear in an unoccupied space within 5 sq of the space you last occupied.
Miss Half dmg.
DLYVengeful MindBattlemind Attack 19 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
You shunt aside your wrath at seeing your friends attacked, focusing your rage to lend exacting precision to your attacks.
Atk Con vs AC · Hit 4[W] + Con dmg.
Eff Until the end of the encounter, when tgt attacks any ally of yours, you gain a +2 pwr bonus to attack rolls against tgt until EONT. If you already have the bonus when tgt attacks an ally, the bonus increases by 1.
Miss Half dmg.

Level 22 Utility Disciplines

DLYDeaden BlowBattlemind Utility 22 · PsPImm Intr PersPsionic
You sense the attack coming even before the foe sees it, transforming your body to protect it from harm.
Trig You take dmg from an attack · Eff You are insubstantial until EONT.
DLYFearless MindsetBattlemind Utility 22 · PsPMinor PersPsionic, Stance
Your strength of mind lets you shrug off fear and your foes’ attempts to draw you into combat.
Eff You are no longer marked, and you assume the fearless mindset stance. Until the stance ends, you gain a +4 pwr bonus to Will, a +5 pwr bonus to saving throws against fear effects, and you cannot be marked.
DLYImmortal EnduranceBattlemind Utility 22 · PHB3Minor PersPsionic
You draw on deep reserves of psionic energy to shrug off even the most terrible wounds.
Eff You gain temp HP equal to your bloodied value.
ENCIndomitable ManeuverBattlemind Utility 22 · PHB3Move PersPsionic
Assessing your enemies’ weaknesses, you maneuver past your foes, positioning yourself to your best advantage.
Eff You shift 12 sq and can move through enemies’ spaces during the shift.
DLYMental HavenBattlemind Utility 22 · PsPMinor PersHealing, Psionic
By opening a portal into your own mind, you are temporarily shunted out of the world, then invigorated on your return.
Eff You are removed from play. At EONT, you regain HP equal to your bloodied value or you regain the use of an encounter power you have already used in this encounter. You then reappear in any unoccupied space within 5 sq of the space you last occupied.
DLYPerfect EyeBattlemind Utility 22 · PHB3Minor PersPsionic
You cast your mind out, ignoring all barriers to find your foes.
Eff Until EONT, you ignore all barriers to line of effect and line of sight that are within 20 sq of you. In addition, you ignore the –2 penalty for attacking enemies that have concealment or cover within that range.
DLYTactical SupremacyBattlemind Utility 22 · PHB3Minor PersPsionic
You’re an avatar of battle, taking advantage of the slightest flaws in your enemies’ defenses to gain supremacy over them.
Eff Until the end of the encounter, enemies grant CA to you.
DLYWings of Elevated ThoughtBattlemind Utility 22 · PsPMinor PersPsionic, Stance
Your power of thought lifts you free of the battlefield.
Eff Until the stance ends, you gain fly 6 (altitude limit 3). If you end your turn flying, you descend to the ground without taking falling dmg.

Level 23 At-Will Disciplines

AWArmor of BladesBattlemind Attack 23 · PHB3Imm Intr Melee 1Augmentable, Psionic, WeaponTgt The triggering enemy
As your foe attacks your ally, you intervene to protect your friend.
Atk Con vs AC · Hit 1[W] + Con dmg, and tgt attacks you instead of the ally.
Trig An enemy adjacent to you targets one of your allies with a melee attack · Eff You don’t get your normal standard action on your next turn.
Aug 2 Hit 2[W] + Con dmg, and tgt takes a penalty to its attack roll = Cha.
Aug 6 Hit 3[W] + Con dmg, and you slide tgt 3 sq and shift 3 sq to a sq adjacent to it. Tgt then attacks you instead of the ally. · Eff You get your normal standard action on your next turn.
AWCrushing VortexBattlemind Attack 23 · PsPStd Melee wpnAugmentable, Force, Psionic, WeaponTgt One creature
The power of your attack manifests as a force vortex that lashes out against another foe.
Atk Con vs AC · Hit 1[W] + Con dmg, and one enemy adjacent to tgt takes force dmg = Con.
Aug 2 Hit 2[W] + Con dmg, and one enemy marked by you takes force dmg = Con.
Aug 6 (Zone) Hit 3[W] + Con dmg. · Eff Your space and each sq adjacent to you becomes a zone that lasts until EONT. When a creature within the zone takes dmg from an attack, each enemy within the zone takes force dmg = Con.
AWDouble VisionBattlemind Attack 23 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack leaves a foe reeling, and lets you channel psionic power to fling yourself or the enemy across the battlefield.
Atk Con vs AC · Hit 1[W] + Con dmg. Until EONT, tgt grants CA while within 5 sq of you.
Aug 2 (Teleportation) Hit As above, and when an ally hits tgt, you can teleport 3 sq as a free action.
Aug 6 (Teleportation) Hit 2[W] + Con dmg, and tgt is dazed until EONT. Also until EONT, when you or any ally hits tgt, you can teleport yourself or tgt 3 sq as a free action.
AWIron PresenceBattlemind Attack 23 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
A vicious strike magnifies your presence in your enemy’s mind, compelling it to focus on your threat.
Atk Con vs AC · Hit 1[W] + Con dmg.
Eff Until EONT, your battlemind’s demand power targets two creatures in the burst.
Aug 2 Range Close burst 1 · Tgt Each enemy you can see in burst · Hit 1[W] + Con dmg, and you mark tgt until EONT.
Aug 6 Range Close burst 2 · Tgt Each enemy you can see in burst · Hit 2[W] + Con dmg, and you mark tgt until the end of the encounter, until you use this power again, or until you use your battlemind’s demand power.
AWMight of the OgreBattlemind Attack 23 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You imbue yourself with the strength of an ogre as you unleash a strike that fells your foe, making it an easy target for your allies.
Atk Con vs AC · Hit 1[W] dmg. You knock tgt prone, and if it stands up before EONT, it provokes OAs for doing so.
Aug 2 Range Close burst 1 · Tgt Each enemy in burst · Hit 2[W] dmg. You knock tgt prone, and if it stands up before EONT, it provokes OAs for doing so.
Aug 6 Hit 3[W] dmg, and tgt is dazed until EONT. You knock tgt prone, and if it stands up before EONT, it provokes OAs for doing so.
AWPress of BattleBattlemind Attack 23 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your psionic assault presses in on your foe, inhibiting its ability to maneuver.
Atk Con vs AC · Hit 1[W] + Con dmg, and sq adjacent to you and sq adjacent to your allies are difficult terrain for tgt until EONT.
Aug 2 Hit 2[W] + Con dmg, and tgt can’t shift until EONT.
Aug 6 Hit 3[W] + Con dmg, and tgt is immobilized and grants CA to your allies until EONT.
AWReality ShuffleBattlemind Attack 23 · PsPStd Melee wpn + 1 reachAugmentable, Psionic, Teleportation, WeaponTgt One creature
The force of your attack warps reality, leaving you and your enemy in different positions in the blink of an eye.
Atk Con vs AC · Hit 1[W] + Con dmg. You teleport yourself and tgt, swapping positions.
Aug 2 Range Melee weapon + 3 reach
Aug 6 Hit 3[W] + Con dmg. You teleport tgt 3 sq and then teleport 3 sq.
AWSpring AssaultBattlemind Attack 23 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You leap toward your foe and unleash a fury of blows that overwhelm its defenses.
Atk Con vs AC. If you weren’t adjacent to tgt at the start of this turn, tgt grants CA to you for this attack. · Hit 1[W] + Con dmg.
Aug 2 Hit 2[W] + Con dmg, and you shift 3 sq. If you use this power unaugmented on your next turn, you can shift 3 sq as a free action either before or after the attack.
Aug 6 Hit 3[W] + Con dmg, and you are invisible to tgt until EONT.
AWVeil of the Mind’s EyeBattlemind Attack 23 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You release a flash of psionic energy in your foe’s mind, clouding the foe’s vision. You can strengthen the flash to disrupt the foe’s vision further.
Atk Con vs AC · Hit 1[W] + Con dmg. Until EONT, any creature more than 4 sq away from tgt has total concealment against it.
Aug 2 Hit 2[W] + Con dmg, and each ally within 10 sq of you is invisible to tgt until EONT.
Aug 6 Hit 3[W] + Con dmg, and tgt is blinded until EONT.

Level 25 Daily Disciplines

DLYAspect of Luminous ThoughtBattlemind Attack 25 · PHB3Std Melee wpnPolymorph, Psionic, Psychic, WeaponTgt One creature
Your mind and body become one as you execute the perfect attack and transform yourself into a being of pure thought.
Eff Tgt takes 20 + Con psychic dmg. You then assume the aspect of luminous thought until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Aug 2 Eff Until EONT, you gain a +2 bonus to all defenses against the targets of the at-will attack. In addition, choose a single creature hit by the at-will attack. That creature takes extra dmg = Wis.
DLYBlazing OffensiveBattlemind Attack 25 · PsPStd Melee wpnFire, Psionic, WeaponTgt One creature
You become a streak of flame that blurs across the battlefield, devastating your foes with psionic fire.
Eff You shift three times your speed and make the following attack against one, two, or three creatures during this movement. · Atk Con vs Reflex · Hit Ongoing 40 fire dmg (save ends). Each time you hit the same target with this attack, the ongoing dmg increases by 5. · Miss Ongoing 20 fire dmg (save ends).
DLYDeadly Haste StrikeBattlemind Attack 25 · PHB3Std Melee wpnPsionic, Stance, Weapon
You weave through the battlefield, darting to a new foe after each strike with such speed that your enemies think they face an army.
1° Tgt One, two, three, or four creatures · 1° Atk Con vs AC · Hit 3[W] + Con dmg. · Miss Half dmg.
Eff Before each attack but the first, you shift your speed. After making all the attacks, you assume the deadly haste stance. Until the stance ends, you can make the following secondary attack.
Opp Melee 1 · Trig An adjacent enemy marked by you moves without shifting
2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit 2[W] + Con dmg. You shift half your speed and make a MBA against a different enemy.
DLYPsychic HammerBattlemind Attack 25 · PHB3Std Melee wpnCharm, Psionic, Psychic, WeaponTgt One creature
Your attack leaves your enemy unable to think clearly. With a subtle mental push, you can direct the enemy’s actions.
Atk Con vs Will · Hit 3[W] + Con psychic dmg, and tgt is dominated (save ends). Until this domination ends, you can use a free action at the start of each of tgt’s turns to slide tgt a number of sq equal to its speed.
Miss Half dmg, and tgt is dazed (save ends).
DLYStolen VigorBattlemind Attack 25 · PsPStd Melee wpnHealing, Psionic, WeaponTgt One creature
Your weapon attack leaves a foe weakened, its stolen strength replenishing your own vigor.
Atk Con vs Fortitude · Hit 4[W] + Con dmg. In addition, tgt is weakened, and you regain 10 HP at the start of each of tgt’s turns (save ends both). While tgt is adjacent to you, it takes a –2 penalty to saving throws against this effect.
Miss Half dmg, and tgt is weakened until EONT. At the start of tgt’s next turn, you regain 10 HP.
DLYSublime FuryBattlemind Attack 25 · PsPStd Melee wpnPsionic, Stance, WeaponTgt One creature
Your attack incites a frenzy for battle that lets you lay waste to your foes.
Atk Con vs AC · Hit 6[W] + Con dmg.
Eff You assume the sublime fury stance. Until the stance ends, you take a –2 penalty to attack rolls and your unaugmented battlemind at-will melee attacks deal 2d6 extra dmg. In addition, whenever you reduce a nonminion creature to 0 HP, you make a MBA as a free action.
Miss Half dmg.
DLYTemporal ReiterationBattlemind Attack 25 · PsPStd Melee wpnPsionic, Teleportation, WeaponTgt One creature
Your strike pulls an enemy toward you, then forces it back to its previous location to relive your attack.
1° Atk Con vs AC · Hit 2[W] + Con dmg, and you teleport tgt to a sq adjacent to you. · Miss Half dmg.
Eff As a free action at either the start or the end of tgt’s next turn, you teleport tgt to the space it occupied when you targeted it with this power. Make a secondary attack against tgt, even if you are no longer within melee reach.
2° Atk Con vs AC · Hit 1[W] + Con dmg.
DLYVitality TheftBattlemind Attack 25 · PHB3Std Melee wpnPsionic, Psychic, WeaponTgt One creature
Your punishing attack establishes a brief psionic link with your foe that saps its mental energy and renews your own.
Atk Con vs Will · Hit 5[W] + Con psychic dmg.
Eff You regain 6 power points.
Miss Half dmg.

Level 27 At-Will Disciplines

AWBrandished PromiseBattlemind Attack 27 · PsPStd Close burst 1Augmentable, Psionic, WeaponTgt Each enemy you can see in burst
You lash out at foes close by, hoping to draw their ire and their attacks to you.
Atk Con vs Will · Hit Con dmg, and you mark tgt until EONT.
Aug 2 Hit 1[W] + Con dmg, and you mark tgt and one other enemy within 2 sq of tgt until EONT.
Aug 6 Range Close burst 2 · Hit 2[W] + Con dmg, and you mark tgt until EONT.
AWBrilliant RecoveryBattlemind Attack 27 · PHB3Minor Melee wpnAugmentable, Psionic, WeaponTgt An enemy you missed with an attack during this turn
After missing your foe with an attack, you shift your grip on your weapon and make a quick follow-up strike.
Atk Con vs AC · Hit 1[W] + Con dmg.
Aug 2 Atk Con vs Reflex · Hit 2[W] + Con dmg.
Aug 6 Hit 3[W] + Con dmg. · Miss You regain the power points you spent to augment this power.
AWCage of CowardiceBattlemind Attack 27 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack undermines your foe’s confidence in attacking anyone but you. Using more psionic energy, you can stun the foe.
Atk Con vs AC · Hit 1[W] + Con dmg, and you mark tgt until EONT.
Aug 2 Hit 2[W] + Con dmg, and you mark tgt until EONT. · Spec When making an OA, you can use this power in place of a MBA.
Aug 6 Hit 2[W] + Con dmg, and tgt is stunned until EONT.
AWElusive GhostBattlemind Attack 27 · PsPStd Melee wpnAugmentable, Psionic, Teleportation, WeaponTgt One creature
You strike, then teleport away to deny your enemies an easy counterattack.
Atk Con vs AC · Hit 1[W] + Con dmg, and you teleport 1 sq.
Aug 2 Hit 2[W] + Con dmg, and you teleport 2 sq.
Aug 6 Range Close burst 1 · Tgt Each enemy you can see in burst · Hit 2[W] + Con dmg. · Eff You teleport 5 sq.
AWImprisoned MindBattlemind Attack 27 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your attack binds your enemy’s thoughts, limiting its tactical movement.
Atk Con vs AC · Hit 1[W] + Con dmg, and tgt cannot shift until EONT.
Aug 2 Hit 2[W] + Con dmg, and tgt is marked and cannot shift until EONT.
Aug 6 Hit 3[W] + Con dmg, and tgt cannot shift until EONT. In addition, you gain a +3 pwr bonus to OA rolls against tgt until EONT.
AWMind of MirrorsBattlemind Attack 27 · PHB3Std Melee wpnAugmentable, Charm, Psionic, WeaponTgt One creature
You engulf your foe’s mind with images that hinder the enemy’s perception of its enemies. By making the images more real, you can manipulate your enemy into attacking those you choose.
Atk Con vs AC · Hit 1[W] + Con dmg. Until EONT, tgt takes a –5 penalty to attack rolls against creatures other than you.
Aug 2 Hit 2[W] + Con dmg. Until EONT, tgt provokes OAs when it makes any attack that doesn’t include at least one of your enemies as a target.
Aug 6 Hit 3[W] + Con dmg, and tgt is dominated until EONT. Until this domination ends, tgt has CA against itself and your enemies.
AWObsidian ShieldBattlemind Attack 27 · PsPStd Close blast 3Augmentable, Necrotic, Psionic, Psychic, WeaponTgt Each enemy in blast
A shadowy shield presses your foes and can hinder their movement.
Atk Con vs Fortitude · Hit 1[W] necrotic and psychic dmg.
Aug 2 Hit 1[W] + Con necrotic and psychic dmg, and you mark tgt until EONT.
Aug 6 Hit 3[W] + Con necrotic and psychic dmg. In addition, if tgt moves more than 2 sq away from you on its next turn, it takes 10 necrotic and psychic dmg.
AWPsionic StormBattlemind Attack 27 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
You unleash a storm of psionic power that damages your foe and enhances your ability to force enemies to deal with you first or pay a heavy price.
Atk Con vs AC · Hit 1[W] + Con dmg.
Eff Until EONT, your mind spike power deals extra dmg equal to 5 + Wis.
Aug 2 Range Close burst 2 · Tgt Each enemy in burst · Hit 2[W] + Con dmg, and you mark tgt until EONT.
Aug 6 Hit 4[W] + Con dmg. · Eff Until EONT, you can use your mind spike power as a free action, and it deals extra dmg equal to 5 + Wis.

Level 29 Daily Disciplines

DLYAspect of AnnihilationBattlemind Attack 29 · PHB3Std Melee wpnPolymorph, Psionic, WeaponTgt One creature
You imbue yourself with destructive magic as you strike your enemy, disrupting its substance for a time.
Atk Con vs Fortitude · Hit 3[W] + Con dmg, and ongoing 20 dmg (save ends).
Eff You assume the aspect of annihilation until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg, and ongoing 10 dmg (save ends).
Aug 2 Eff Tgt of the at-will attack fails its first saving throw before EONT. In addition, choose a single creature hit by the at-will attack. That creature takes extra dmg = Wis.
DLYDarting Grace StrikeBattlemind Attack 29 · PsPStd Melee wpnPsionic, Stance, WeaponTgt One, two, or three creatures
You flit across the battlefield, avoiding your enemies as your attacks grant you a lethal grace.
Atk Con vs Reflex · Hit 3[W] + Con dmg, and tgt is dazed (save ends). If tgt is already dazed, the attack deals 5 extra dmg. · Miss Half dmg.
Eff You shift 3 sq after each attack. After making the last attack, you assume the stance of darting grace. Until the stance ends, you gain a +2 pwr bonus to AC and Reflex, and you can take the following action.
Free Pers · Trig An enemy misses you with an attack
Eff You shift 4 sq, and the triggering enemy grants CA to you until EONT.
DLYFatal BarrageBattlemind Attack 29 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
Sensing your foe’s defenses, you lash out at the weakest point with unnatural speed and grace, delivering a deadly strike.
Atk Con vs AC · Hit 6[W] + Con dmg. The dmg increases by 5 for each effect on tgt that a save can end.
Miss Half dmg. The dmg increases by 2 for each effect on tgt that a save can end.
DLYKilling Wind AssaultBattlemind Attack 29 · PsPStd Melee wpnPsionic, WeaponTgt One creature
You vanish before your enemies’ eyes, becoming the unseen wind that unleashes death on the battlefield.
Eff Before the attack, you become invisible and then shift a number of sq equal to your speed. You remain invisible until SONT. · Atk Con vs Reflex · Hit 5[W] + Con dmg, and you knock tgt prone. · Miss Half dmg.
Eff Until the end of the encounter, you gain a +4 pwr bonus to speed, and you are invisible while moving.
DLYMany Doors CurseBattlemind Attack 29 · PsPStd Melee wpnPsionic, Psychic, Teleportation, WeaponTgt One creature
Your attack binds the target to you, wracking it with pain as you fling it across the battlefield.
Atk Con vs AC · Hit 4[W] + Con dmg.
Eff Tgt is subject to your many doors curse (save ends). While tgt is affected by your many doors curse, whenever tgt takes dmg from an attack, you can teleport it to a sq adjacent to you or an ally you can see as a free action. When you teleport tgt this way, it takes 10 psychic dmg.
Miss Half dmg.
DLYMind-Sundering BurstBattlemind Attack 29 · PHB3Std Close burst 3Psionic, Psychic, Stance, Weapon
You unleash a burst of psychic energy as you spin and slash with your weapon, sending your foes reeling.
1° Tgt Each creature in burst · 1° Atk Con vs Will · Hit 4[W] + Con psychic dmg, and the primary target is dazed and immobilized (save ends both). · Miss Half dmg, and the primary target is dazed until EONT.
Eff You assume the mind-sundering stance. Until the stance ends, you can make the following secondary attack.
Opp Melee 1 · Trig An adjacent enemy marked by you moves without shifting
2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit 2[W] + Con dmg. You slide the secondary target 3 sq to a sq adjacent to you, and it is immobilized (save ends).
DLYNova StrikeBattlemind Attack 29 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
You erupt into a blur of motion and launch a devastating attack.
Atk Con vs Reflex · Hit 7[W] + Con dmg. If you have no power points remaining, the dmg increases by 2[W].
DLYOmniscient StrikeBattlemind Attack 29 · PsPImm Intr Melee wpnPsionic, WeaponTgt The triggering enemy
As your chosen foe prepares to strike, you sabotage its attack by making a vicious attack of your own.
Eff Before the attack, you shift 4 sq. · Trig An enemy marked by you targets you with a melee attack · Atk Con vs AC. You have CA for this attack. · Hit 4[W] + Con dmg, and tgt is stunned (save ends). · Miss Half dmg, and tgt is dazed (save ends).
Eff If you have no power points remaining, you regain 2 power points.

Paragon Paths

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

Blackstone Guardian

“I have peered into the darkness clouding my soul, and it has found me worthy.”

Prerequisite: Battlemind 2

Strange dreams are common among those who wield psionics. Your dreams, however, are different. You dream of a black monolith set within a cavern rimed with ice. This vision has haunted you for as long as you can remember, but until now, you have struggled in vain to discover its meaning.

The blackstone monolith has chosen you as its champion. In another age, noble champions of a distant land fought to contain a breach to the Far Realm. They sealed the rift with powerful psionic wards, behind elemental stone imbued with their own consciousness. Each generation, the wards they forged must be resealed by new champions. You are bound to the fate of the guardians you follow.

Blackstone Guardian Path Features

Blackstone Action (11th level): When you spend an action point to use an attack power, you gain resistance to all damage equal to 3 + your Wisdom modifier until the end of your next turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Monolithic Vision (11th level): Whenever you use your mind spike power, you also pull the target of that power 3 squares. The target is then slowed until the end of its next turn.
Blackstone Chains (16th level): Whenever you reduce an enemy to 0 hit points, each enemy marked by you is immobilized until the end of your next turn.

Blackstone Guardian Disciplines

ENCBlackstone CurseBlackstone Guardian Attack 11 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your weapon attack inflicts a vicious curse on your foe, which appears to turn to cracked black stone as it is held fast.
Atk Con vs AC · Hit 1[W] + Con dmg, and tgt is immobilized until EONT.
Aug 2 Hit 1[W] + Con dmg, and tgt is petrified until EONT.
DLYMonolithic BlessingBlackstone Guardian Utility 12 · PsPMinor PersPsionic
The monolith’s power grants you the resilience of ageless stone.
Eff Until EONT, you have tremorsense 5 and resist 10 to all dmg.
Sust Minor The effect persists.
DLYAspect of the Blackstone GaolerBlackstone Guardian Attack 20 · PsPStd Melee wpnPolymorph, Psionic, Psychic, WeaponTgt One creature
Your attack wracks an enemy’s mind and binds its body in stone as you channel the blackstone monolith’s forbidding power.
Atk Con vs AC · Hit 2[W] + Con dmg, and ongoing 10 psychic dmg (save ends). · Miss Half dmg, and ongoing 10 psychic dmg (save ends).
First Failed Saving Throw Tgt is restrained until it saves against the ongoing dmg.
Second Failed Saving Throw Tgt is petrified instead of restrained and takes a –2 penalty to saving throws against the ongoing dmg. The ongoing dmg from this power ignores the resistance granted by the petrified condition.
Eff You push each creature adjacent to you 1 sq. You then assume the aspect of the blackstone gaoler until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Aug 2 Eff You gain resistance to all dmg = Con until EONT. In addition, one creature you hit with the at-will power is restrained until EONT.

Eternal Blade

“You face not only myself, but seven generations of the world’s finest warriors.”

Prerequisite: Battlemind

The Order of the Eternal Blade is a secretive group, but you sought out its masters and gained entry.

Whatever drove you to the order, you knew you made the right choice when the masters first instructed you. On that day, you first learned to communicate with your blade guide, the psychic resonance of generations of eternal blades that came before you.

The order’s first members foresaw the emergence of psionic magic. When those members died, they cast their minds forward in time in search of worthy heirs to their cause. You are one such heir. Your blade guide lingers near you, teaching you the fighting arts of the eternal blades. Even if you fall in battle, your experience shall not be lost, for you too shall cast your mind forward in search of a new champion to guide.

Eternal Blade Path Features

Blade Guide (11th level): You gain the blade guide power.
Guided Action (11th level): When you spend an action point to take an extra action, you can reroll your next attack roll that misses before the end of your turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Eternal Warrior (16th level): When you drop to 0 hit points or fewer, the dying condition neither causes you to fall unconscious nor forces you to make death saving throws until the end of your next turn.

Eternal Blade Disciplines

ENCBlade GuideEternal Blade Feature · PHB3Minor Close burst 10Augmentable, PsionicTgt The enemy nearest to you in burst
You home in on your foe, linking your weapon to its life force to improve your accuracy.
Eff Until the end of the encounter, you gain a +2 bonus to OA rolls against tgt, and it grants CA to you while you’re the only creature adjacent to it.
Aug 1 Spec If tgt drops to 0 HP during this encounter, you regain the use of this power.
ENCEternal VigilanceEternal Blade Attack 11 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
While attacking your foe, you take careful stock of its fighting stance, so when the foe makes its next move, you foil it.
Atk Con vs AC · Hit 1[W] + Con dmg. Until EONT, tgt provokes OAs from you whenever it shifts
Aug 2 Hit 2[W] + Con dmg. Until EONT, tgt provokes OAs from you and your allies whenever it shifts or makes close attacks.
DLYBlade Guide’s CounselEternal Blade Utility 12 · PHB3Std PersPsionic
Your blade guide provides you with the insight needed to overcome almost any challenge.
Eff You gain training in an untrained skill of your choice. The training lasts until your next short rest.
DLYGuided AggressionEternal Blade Attack 20 · PHB3Std Melee wpnPsionic, WeaponTgt One creature
You delve into your blade guide’s memories to learn the secrets of your foe’s tactics.
Atk Con vs AC · Hit 3[W] + Con dmg, and you knock tgt prone.
Eff Until the end of the encounter, you can use eternal vigilance against tgt as an at-will power. In addition, you regain 2 power points.
Miss Half dmg.

Iron Guardian

“You’re going to have to hit me a lot harder if you want to get my full attention.”

Prerequisite: Battlemind

The mind is more powerful than the body, and none demonstrate this principle better than you. As an iron guardian, you have learned to channel psionic energy into your flesh and bones. With a thought, your skin becomes as hard as iron and your bones become as unbreakable as stone. In battle you’re a juggernaut, capable of withstanding the fiercest attacks and replying with shattering strikes of your own.

Your unmatched endurance allows you to stand at the forefront of any battle. You exult in the look of despair that crosses your enemy’s face as blade, arrow, and claw rebound harmlessly off you. With this confidence, you move to the center of any fight, daring your foes to match themselves against you.

Iron Guardian Path Features

Indomitable Iron (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to AC and damage rolls until the end of your next turn.
Iron Control (11th level): When any enemy pulls or pushes you, you can use a free action to slide that enemy 2 squares after the forced movement.
Paragon Power Points (11th level): You gain 2 additional power points.
Impenetrable Iron (16th level): Whenever a critical hit is scored against you, roll a d20. On a roll of 10 or higher, the critical hit is a normal hit instead.

Iron Guardian Disciplines

ENCGuardian’s MightIron Guardian Attack 11 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
Your weapon fuses with you for a moment as you crash into your enemy and knock it down.
Atk Con vs AC · Hit 1[W] + Con + Wis dmg, and you knock tgt prone. You then shift 2 sq to a sq adjacent to tgt.
Eff You gain a +2 pwr bonus to AC until EONT.
Aug 2 Tgt One or two creatures
AWIron DefenseIron Guardian Utility 12 · PHB3Std PersPsionic
You skin becomes as hard as iron, allowing you to shrug off even the deadliest blows.
Eff Until EONT, roll a d20 whenever you take dmg. On a 10 or higher, the dmg is reduced to 0. Otherwise, the dmg is halved.
DLYAspect of the Iron GuardianIron Guardian Attack 20 · PHB3Std Close burst 1Polymorph, Psionic, WeaponTgt Each enemy you can see in burst
You transform into a creature of iron, scattering foes and crushing those foolish enough to resist your advance.
Atk Con vs AC · Hit 3[W] + Con dmg, and you knock tgt prone.
Eff You assume the aspect of the iron guardian until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Miss Half dmg.
Aug 1 Eff Until SONT, you gain a +2 pwr bonus to AC, and any enemy adjacent to you that falls prone or starts its turn prone takes dmg = Con. In addition, choose a single creature hit by the at-will attack. That creature takes extra dmg = Wis.

Quicksilver Demon

“Catch me if you dare!”

Prerequisite: Battlemind

Your mind rejects all notions of what is possible and impossible on the battlefield. Psionic energy flows through you, imbuing you with an irrepressible need to move. You flow around your enemies, blurring past them before they can land a blow. As you move, your attacks slip through your enemies’ defenses with deadly effect. You goad a foe into following you, then wrack its mind and body as it gives futile chase.

You are quicksilver in living form, moving with such speed and grace that your enemies have no hope of pinning you down. Whether you fight alone or in the company of others who also race through the heat of battle, your enemies name you the quicksilver demon, never knowing where you will strike next.

Quicksilver Demon Path Features

Paragon Power Points (11th level): You gain 2 additional power points.
Quicksilver Action (11th level): When you spend an action point to take an extra action, you can shift a number of squares equal to your Charisma modifier before or after the extra action.
Quicksilver Dance (11th level): You gain a +4 bonus to all defenses against opportunity attacks. In addition, whenever an enemy misses you with an opportunity attack, you gain combat advantage against that enemy until the end of your next turn.
Unfettered Movement (16th level): You can shift 3 squares as a move action. When you do, you are no longer slowed.

Quicksilver Demon Disciplines

ENCRebounding DanceQuicksilver Demon Attack 11 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
You become a silver blur as you speed through your foes, striking so fast that they cannot retaliate.
Eff You have concealment until EONT, and you shift a number of sq equal to your speed + Cha. You make the following attack against one or two creatures during this movement. · Atk Con vs AC · Hit 1[W] + Con dmg.
Aug 2 Hit 2[W] + Con dmg, and tgt takes a –2 penalty to all defenses until EONT.
DLYAbsorb MomentumQuicksilver Demon Utility 12 · PsPImm Intr PersPsionic
An enemy’s attempt to force you across the battlefield only increases your mobility.
Trig An enemy’s attack pulls, pushes, or slides you · Eff You negate the forced movement and gain a +4 pwr bonus to speed until the end of the encounter.
DLYAspect of Quicksilver StridesQuicksilver Demon Attack 20 · PsPStd Melee wpnPolymorph, Psionic, Psychic, WeaponTgt One creature
Your foe suffers with each failed attack it makes against you, even as you attain maximum mobility in battle.
Eff Before the attack, you shift your speed. · Atk Con vs AC · Hit 5[W] + Con dmg. In addition, tgt is marked and takes 5 psychic dmg whenever it misses you with an attack (save ends both). · Miss Half dmg.
Eff After the attack, you shift your speed. You then assume the aspect of quicksilver strides until the end of the encounter. While in this aspect, you gain a +2 pwr bonus to speed and you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Aug 1 Eff After the at-will attack, you shift half your speed. In addition, one creature hit by the attack takes extra dmg = Cha.

Steel Ego

“This contest can end only in your defeat.”

Prerequisite: Battlemind, mind spike power

Confidence is why you always win. Even when you are faced with a setback, your resolve never wavers, and you’re certain you will overcome adversity no matter how severe. Some people mistake your confidence for arrogance or foolishness, but you prove the truth of your words time and again, showing your detractors your might.

You back up your confidence with your psionic mastery, wrapping your soul, body, and mind in a barrier of willpower to deflect any attack you face, whether it strikes your body or mind. With this unwavering resolve, you can dismiss a foe’s strikes, standing undaunted before its best efforts to hurt you. And with this security, you project your personality onto those you fight, flooding their minds with the imminence of their defeat.

Steel Ego Path Features

Demanding Action (11th level): When you spend an action point to take an extra action, you can use your mind spike power as a free action until the end of your next turn.
Mind Smash (11th level): Whenever you deal damage with your mind spike power, each enemy adjacent to the target takes psychic damage equal to your Charisma modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Psionic Cascade (16th level): Whenever you score a critical hit, you regain 1 power point.

Steel Ego Disciplines

ENCStinging RebukeSteel Ego Attack 11 · PHB3Imm React Melee 1Augmentable, Psionic, WeaponTgt The triggering enemy
Your enemy realizes its mistake in attacking when you react to its aggression with a swift strike.
Atk Con vs AC · Hit 2[W] + Con dmg, and you mark tgt until EONT.
Trig An enemy adjacent to you attacks you or your ally with a melee or a close attack · Eff Until EONT, the range of your mind spike power increases to 10, but it remains a melee power. In addition, you can use your mind spike power as a free action once before SONT.
Aug 2 Hit 3[W] + Con dmg, and you mark tgt until EONT.
ENCForceful ContemptSteel Ego Utility 12 · PHB3Imm Intr PersPsionic
Through mental force, you will your flesh to become as hard as steel to foil an attack against you.
Trig You are hit by an attack that targets a defense other than Fortitude · Eff The attack instead targets your Fortitude, and you gain a +2 pwr bonus to Fortitude until EONT.
DLYFear and LoathingSteel Ego Attack 20 · PHB3Std Melee wpnFear, Psionic, Psychic, WeaponTgt One creature
As you attack your foe, you bring the full force of your personality against it. The psychic assault rips through your foe’s nerves.
Atk Con vs Fortitude · Hit 4[W] + Con psychic dmg, and tgt provokes OAs whenever it makes melee attacks (save ends).
Eff Until the end of the encounter, you can use a free action to slide tgt 1 sq whenever it is hit by an OA.
Miss Half dmg, and tgt provokes OAs whenever it makes melee attacks before EONT.

Storm Disciple

“I am the power of the never-ending tempest that crosses all planes. Do you think you can stop me?”

Prerequisite: Battlemind

Your philosophy of life and battle is shaped by your belief in the infinite storm. In every corner of the world and every part of the planes, order and chaos contend for domination. Violent storms of elemental fury are the most potent sign of this struggle. At no time is all the cosmos ever at peace. Through study and diligence, you draw power from these infinite and endless storms, channeling their destructive fury. You represent the infinite storm in your travels, welcoming the violence that is a constant part of life. Like the power of the storm, you are everywhere.

Storm Disciple Path Features

Lightning’s Path Action (11th level): When you spend an action point to take an extra action, you teleport 5 squares. After the teleport, each enemy adjacent to you or marked by you takes lightning damage equal to your Wisdom modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Storm Scion (11th level): You gain lightning resistance and thunder resistance equal to your Constitution modifier.
Rouse the Storm (16th level): While bloodied, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Augment 1 (Lightning)
Effect: After the attack, you teleport 3 squares. Until the end of your next turn, any enemy that hits you with a melee attack takes lightning damage equal to your Constitution modifier.

Storm Disciple Disciplines

ENCLightning Strikes TwiceStorm Disciple Attack 11 · PsPStd Melee wpnAugmentable, Lightning, Psionic, Weapon
Living lightning wraps your body, letting you surge from one target to the next.
1° Tgt One creature
2° Tgt One creature other than the primary target · 1° Atk Con vs AC · Hit [W] + Con lightning dmg.
Eff You teleport 5 sq and make a secondary attack.
2° Atk Con vs AC · Hit 1[W] + Con lightning dmg.
Aug 2 Eff You teleport 5 sq and make a secondary attack as above, then teleport 5 sq and make the secondary attack again against a different creature.
ENCStormwalkerStorm Disciple Utility 12 · PsPMinor PersPsionic
The winds of the immortal storm carry you into battle.
Eff You gain a fly speed equal to your speed and can hover. This effect lasts until an attack hits you or until the end of the encounter. When the effect ends, you descend to the ground without taking falling dmg.
DLYAspect of the Infinite StormStorm Disciple Attack 20 · PsPStd Close burst 1Lightning, Polymorph, Psionic, WeaponTgt Each enemy you can see in burst
When you strike, you summon the transformative power of the infinite storm.
Atk Con vs AC · Hit 1[W] + Con lightning dmg, and ongoing 10 lightning dmg (save ends).
Eff You assume the aspect of the infinite storm until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn’t supersede them.
Aug 2 Eff After the attack, you become the tempestuous storm, occupying a 7-sq by 7-sq area centered on your space. While in this form, you are insubstantial, you can occupy other creatures’ spaces, and you cannot attack. When any creature starts its turn in your new space, you slide that creature 2 sq. In addition, one creature hit by the at-will attack takes 5 extra lightning dmg and is dazed until EONT. At SONT, you return to your normal form in any unoccupied space in the area of the tempestuous storm.

Talaric Ironjack

“My mind is awakened to a purpose greater than my own life.”

Prerequisite: Battlemind

Since the Talaric Codex was first compiled to record the fighting techniques used against the horrors of the Far Realm, fragments from that lost tome have been scattered far and wide. Although the warrior society that conceived the codex is no more, their workings live on in the champions who have stumbled across these ancient writings and mastered their secrets.

During your travels, you have come across fragments of the lost codex. The full meaning of these scraps of lore escaped you at first. In time, however, you put the pieces together to master the lessons they contained. Although others might draw different conclusions, you have learned that life is an essential struggle between the natural world and the Far Realm. Whenever the madness of the Outside pushes into ordered reality, the natural world responds with violence. With your unique talents, you have come to embody the world’s wrath.

From the teachings of the Talaric Codex, you turn your mind’s eye inward to search out flaws and vulnerabilities. When you discover a gap in your defenses, you allocate your psionic resources to reinforce it against attack. Your extensive study also rewards you with increased clarity and focus in combat, allowing you to devastate your foes. By neutralizing opponents when they strike, you endure past the point when other warriors would fall.

Talaric Ironjack Path Features

Paragon Power Points (11th level): You gain 2 additional power points.
Defensive Aura (11th level): Whenever you hit with an unaugmented at-will psionic attack power while you have at least 1 power point, you gain a +2 power bonus to all defenses until the start of your next turn.
Superior Action (11th level): When you spend an action point to make an attack, you gain a +4 power bonus to the attack roll and you regain hit points equal to twice your Constitution modifier.
Ironjack’s Command (16th level): Whenever you spend a healing surge and regain hit points, each ally within 2 squares of you can shift 1 square as a free action.

Talaric Ironjack Disciplines

ENCIron-Hewed SmashTalaric Ironjack Attack 11 · PsPStd Melee wpnAugmentable, Psionic, WeaponTgt One creature
You imbue your weapon with your own fury, striking hard to send your foes flying.
Atk Con vs AC · Hit 2[W] + Con dmg, and you push tgt 5 sq.
Aug 2 Range Close blast 3 · Tgt Each enemy you can see in blast
DLYEnduring BodyTalaric Ironjack Utility 12 · PsPMinor PersHealing, Psionic
As combat takes its toll on you, the power of your mind protects your body from additional harm.
Req You must be bloodied.
Eff Until the end of the encounter, while you are bloodied you have regeneration 5 and resist 5 to all dmg.
DLYOverwhelming ForceTalaric Ironjack Attack 20 · PsPStd Melee wpnForce, Psionic, WeaponTgt One creature
You channel the inherent violence of the world into a blow that freezes a foe in its tracks.
Atk Con vs AC · Hit 4[W] + Con force dmg, and tgt is immobilized (save ends). · Miss Half dmg.
Each Failed Saving Throw Tgt takes 10 force dmg.

Unbound Nomad

“I sail the seas of possibility, bound for a fate I choose.”

Prerequisite: Battlemind

Hidden pathways and secret portals riddle the world and the planes. You possess the keen eye and open mind that let you pick out these shortcuts and exploit them. Your understanding of planar mechanics might be instinctive, originating in an unusual knack for sensing and locating such anomalies. It might be the result of extensive training, in which you learned from a master unbound nomad how to circumvent the bounds of reality. However you came by your knowledge, you can travel unseen byways with ease.

As an unbound nomad, you are rarely in one place for long. You use your talent to slip through the cracks in the world around you, then reappear wherever you want. You can dodge through new gateways to escape a persistent enemy, or force your foes into the unseen spaces between the planes. Your unpredictability leaves your enemies confused, chasing after phantoms as you take charge of the battlefield around them.

Unbound Nomad Path Features

Banishing Action (11th level): When you spend an action point to make an attack, you teleport one target hit by the attack 5 squares.
Nomad’s Prerogative (11th level): Whenever an enemy pushes you, you can ignore the push and teleport 3 squares.
Paragon Power Points (11th level): You gain 2 additional power points.
Nomad’s Journey (16th level): Whenever you use your blurred step power, you can teleport a number of squares equal to your Dexterity modifier instead of shifting. You must teleport to a square adjacent to the enemy that triggered that power.

Unbound Nomad Disciplines

ENCCunning AbductionUnbound Nomad Attack 11 · PsPStd Melee wpnAugmentable, Psionic, Teleportation, WeaponTgt One creature
You appear next to your enemy to deliver a blow that whisks you both to your ally’s side.
Eff Before the attack, you teleport 5 sq. · Atk Con vs AC · Hit 2[W] + Con dmg. Choose one ally within 10 sq of you that you can see. You teleport yourself and tgt to sq adjacent to that ally.
Aug 2 Hit As above, and tgt is dazed until EONT.
DLYOne Hundred DoorsUnbound Nomad Utility 12 · PsPImm React PersConjuration, Psionic, Teleportation
An enemy’s missed attack lets you escape through a temporary portal, which remains open for a time.
Trig An enemy misses you with an attack · Eff You teleport 5 sq and conjure a hole in reality in the sq you last occupied. Any creature in the conjuration’s space on its turn can teleport 5 sq as a free action, and the conjuration is pushed 1d6 sq away from the creature’s destination sq. The conjuration lasts until the end of the encounter or until it is pushed into a solid object.
DLYUnstable NexusUnbound Nomad Attack 20 · PsPStd Close burst 1Psionic, Psychic, Weapon, ZoneTgt Each enemy you can see in burst
Your sweeping attack draws your enemies into a dimensional void, then spits them out, leaving an unstable vortex behind.
Atk Con vs AC · Hit 3[W] + Con dmg, and tgt is removed from play. At SONT, tgt reappears in the space it last occupied or in the nearest unoccupied space. Roll a d4 to determine an effect imposed on tgt. 1. Tgt is removed from play again until SONT, reappearing in the last space it occupied, or the nearest unoccupied space. 2. Tgt takes 10 psychic dmg. 3. Tgt is dazed (save ends). 4. Tgt falls prone.
Eff The burst creates a zone that lasts until EONT. Any creature that starts its turn within the zone teleports 1d8 sq in a random direction.
Sust Minor The zone persists.

Zephyr Blade

“Can you stop the wind? Can you grasp it in your hands? If not, you stand no chance of stopping me.”

Prerequisite: Battlemind

Without formal training, you learned your techniques in a haphazard fashion, unlocking your potential with each contest, awakening new techniques as you blended psionic power with your weapon strikes. At some point during your battles, you began to hear a faint wailing—subtle, quiet, but definitely present. Now when you fight, the breeze whips up into a storm, lending new strength to your attacks.

What you hear are psionic winds swirling around you. Your crude methods cause psionic power to bleed from you. Instead of dissipating, it swirls, blowing around you, unseen and unnoticed by any but you and the enemies who stand against you. When you reclaim this power, your body undergoes a strange transformation, becoming disjoined from reality for a moment or two before you snap back into place.

The more you work with this loosed psionic power, the more ephemeral you become. You can stir up the power to rip through your enemies’ minds, or you can draw it into yourself to vanish and reappear where least expected.

Zephyr Blade Path Features

Beguiling Advantage (11th level): Your melee attacks against dazed, slowed, or stunned enemies deal extra damage to them equal to your Charisma modifier.
Paragon Power Points (11th level): You gain 2 additional power points.
Zephyr Action (11th level): When you spend an action point to take an extra action, you are insubstantial and phasing until the start of your next turn.
Speed of the Wind (16th level): You gain a +2 bonus to speed. In addition, the move granted by your speed of thought power doesn’t provoke opportunity attacks.

Zephyr Blade Disciplines

ENCKnifing WindZephyr Blade Attack 11 · PHB3Std Melee wpnAugmentable, Psionic, WeaponTgt One creature
As you slash your foe, you generate a psionic wind that knifes into your enemy’s mind.
Atk Con vs AC · Hit 1[W] + Con dmg, and tgt is dazed until EONT.
Aug 2 Hit 2[W] + Con dmg, and tgt is dazed until EONT.
ENCMental ZephyrZephyr Blade Utility 12 · PHB3Imm React PersPsionic
You feel the bite from your enemy’s attack and let the winds howling within you infuse your flesh and pull you to safety.
Trig An enemy hits you · Eff You shift 1 sq. Until EONT, you are insubstantial and phasing, and your attacks ignore the insubstantial quality.
DLYStorm Dance StrikeZephyr Blade Attack 20 · PHB3Std Melee wpnPsionic, Stance, Teleportation, Weapon
You become the screaming gale, encircling and buffeting your foes.
1° Tgt One or two creatures · 1° Atk Con vs AC · Hit 3[W] + Con dmg.
Eff If you attack two creatures with this power, you teleport 5 sq between the first and the second attack. You assume the storm dance stance. Until the stance ends, you can make the following secondary attack.
Opp Melee 1 · Trig An adjacent enemy marked by you moves without shifting
2° Tgt The triggering enemy · 2° Atk Con vs AC · Hit 1[W] + Con dmg, and the secondary target is slowed until EONT. In addition, you teleport 5 sq and then teleport the secondary target to a sq adjacent to you. · Level 21 2[W] + Con dmg.

Battlemind (PHB3 + Psionic Power) —