Executing movements in a complex pattern brings forth elemental fire to aid the next attack you make.
At-Will
Elemental, Fire, Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier damage. Until the end of your next turn, your melee attacks deal extra fire damage equal to your Charisma modifier.
Level 21: 2d8 + Dexterity modifier damage.
At-Will
Elemental, Fire, Full Discipline, Psionic
Move Action Personal
Effect: You move up to your speed. Enemies that hit you with opportunity attacks provoked by this movement take fire damage equal to 2 + your Charisma modifier.
You leap across the battlefield and kick your foe, sending it staggering backward.
At-Will
Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d10 + Dexterity modifier damage, and you push the target 1 square.
Level 21: 2d10 + Dexterity modifier damage.
You leap across the battlefield and kick your foe, sending it staggering backward.
At-Wi
ll Full Discipline, Psionic
Move Action Personal
Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn’t limited by your speed.
Surging forward through your enemies’ ranks, you deliver a resounding strike to send an enemy reeling.
At-Wil
l Elemental, Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity modifier damage, and you can slide the target 1 square.
Level 21: 2d8 + Dexterity modifier damage.
At-
Will Elemental, Full Discipline, Psionic
Move Action Personal
Effect: You shift up to a number of squares equal to half your Strength modifier. You can shift through enemies’ spaces during this move.
You dodge and weave like a cobra, confounding your enemy and turning its attacks back against it.
At-W
ill Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier damage. If the target has made an opportunity attack against you during this turn, the target takes extra damage equal to your Wisdom modifier.
Level 21: 2d10 + Dexterity modifier damage.
You dodge and weave like a cobra, confounding your enemy and turning its attacks back against it.
A
t-Will Full Discipline, Psionic
Move Action Personal
Effect: You move your speed +2.
Your hand lashes out like a dragon’s tail, and with the lightest touch unleashes power that knocks your foe to the ground.
At
-Will Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity modifier damage, and you knock the target prone.
Level 21: 2d6 + Dexterity modifier damage.
Your hand lashes out like a dragon’s tail, and with the lightest touch unleashes power that knocks your foe to the ground.
At-Will Full Discipline, Psionic
Move Action Melee 1
Target: One ally or one prone enemy
Effect: You swap places with the target.
A single, sharp blow readies you to step away at a moment’s notice.
At-Will Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls against you until the end of your next turn.
Level 21: 2d10 + Dexterity modifier damage.
A single, sharp blow readies you to step away at a moment’s notic
e.
At-Will Full Discipline, Psionic
Minor Action Personal
Effect: You shift 1 square or move 3 squares.
You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the shore
.
At-Will Full Discipline, Implement, Psionic
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier damage.
Level 21: 2d8 + Dexterity modifier damage.
You move like a whirlwind, spinning as you unleash an array of kicks and punches, which slam into your foes like a storm crashing onto the sh
ore.
At-Will Full Discipline, Psionic
Move Action Personal
Effect: You shift 2 squares.
You jab, step to the side, then assume an offensive posture from which you can sting any foe that draws ne
ar.
At-Will Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier damage. Until the start of your next turn, once per turn as a free action, you can deal damage equal to your Constitution modifier to any enemy that enters a square adjacent to you.
Level 21: 2d6 + Dexterity modifier damage.
At-Will Full Discipline, Psionic
Move Action Personal
Effect: You shift 1 square and gain a +1 power bonus to all defenses until the start of your next turn.
You streak across the battlefield, then channel a multiple assault against foes that thought themselves out of your r
each.
At-Will Full Discipline, Implement, Psionic
Standard Action Close blast 2
Target: Each enemy you can see in the blast
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier damage.
Level 21: 2d8 + Dexterity modifier damage.
At-Will Full Discipline, Psionic
Move Action Personal
Effect: You are no longer marked. You move your speed + 2.
Your foes’ wounds allow you to dodge at just the right angles to foil the enemies’ attacks. When you attack, you focus on a single enemy’s injuries and find the perfect place to st
rike.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage. If the target is bloodied, it takes extra damage from both this attack and your next attack against it before the end of your next turn. The extra damage equals your Strength modifier.
Your foes’ wounds allow you to dodge at just the right angles to foil the enemies’ attacks. When you attack, you focus on a single enemy’s injuries and find the perfect place to
strike.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed. During this movement, bloodied enemies can’t attack you with opportunity actions or immediate actions.
Dropping into a wide stance helps you deliver the greatest impact, while also ensuring that you can deal with any counterattacks that
follow.
Encounter Elemental, Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d10 + Dexterity modifier damage, and you push the target up to a number of squares equal to half your Strength modifier.
Encounter Elemental, Full Discipline, Psionic
Move Action Personal
Effect: You shift 1 square. The next time an adjacent enemy hits you before the start of your next turn, you can knock that enemy prone after the attack is resolved.
A stiff gust rises up to scatter your enemies and speed you over treacherous
terrain.
Encounter Elemental, Full Discipline, Implement, Psionic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity modifier damage.
Effect: You can slide each target 1 square.
Encounter Elemental, Full Discipline, Psionic
Move Action Personal
Effect: You move up to your speed, ignoring difficult terrain.
You lurch seemingly out of control. Your enemies are bewildered as they try to hit your swaying form, and with a cunning jab, you cause one of your foes to attack its
companion.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One enemy
Attack: Dexterity vs. Will
Hit: 1d8 + Dexterity modifier damage, and you slide the target 1 square. The target then makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the attack roll equal to your Wisdom modifier.
You lurch seemingly out of control. Your enemies are bewildered as they try to hit your swaying form, and with a cunning jab, you cause one of your foes to attack
its companion.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. During this movement, you ignore difficult terrain and gain a power bonus to all defenses against opportunity attacks. The bonus equals your Wisdom modifier.
Your leap is so graceful that you seem to hang in the air for a short period. When you land, you deliver a shatt
ering strike.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature or unattended object
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage, and the target takes a penalty to AC equal to your Strength modifier until the end of your next turn. Against an unattended object, this attack deals 2d8 extra damage.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You fly your speed. If you don’t land at the end of this movement, you fall.
You strike many foes, then evade strikes faster than they th
ought possible.
Encounter Full Discipline, Implement, Psionic
Standard Action Close burst 1
Target: Each enemy you can see in the burst
Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier damage.
Effect: You shift 1 square for each creature you hit.
Encounter Full Discipline, Psionic
Minor Action Personal
Effect: You shift 1 square or move 3 squares.
Your attack summons a laughing wind that drags your foes across
the battlefield.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage. Until the start of your next turn, as a free action, you slide any enemy that ends its turn in a square adjacent to you a number of squares equal to your Wisdom modifier.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: Until the start of your next turn, you gain a +2 power bonus to all defenses against opportunity attacks. You then move your speed.
Bright flames dance across your body, scorching enemies you strike and swirling around you to immolate
foes in your reach.
Encounter Aura, Elemental, Fire, Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier fire damage.
Effect: You activate an aura 1 that lasts until the start of your next turn. Any enemy that starts its turn in the aura takes fire damage equal to 2 + your Charisma modifier.
Encounter Aura, Elemental, Fire, Full Discipline, Psionic
Move Action Personal
Effect: You shift up to 2 squares.
Your sudden movement catches your foe unprepared, and you lau
nch into your attack.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage. The target takes 1d10 extra damage if it was at full hit points when you hit it with this attack.
Your sudden movement catches your foe unprepared, and you
launch into your attack.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. During this movement, you don’t provoke opportunity attacks from the first enemy you move away from.
The air around you hums with power as you focus the energy within you
into a roar of thunder.
Encounter Full Discipline, Implement, Psionic, Thunder
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier thunder damage, and each enemy adjacent to the target takes thunder damage equal to your Strength modifier.
The air around you hums with power as you focus the energy within y
ou into a roar of thunder.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You fly your speed. If you don’t land at the end of this movement, you fall.
You drive two enemies back with quick strikes, then use the momentum of your attac
ks to scatter other foes.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier damage, and you push the primary target 1 square. You then shift 1 square and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Dexterity vs. Fortitude
Hit: 1d10 + Dexterity modifier damage, and you slide the secondary target 1 square. You then push each enemy adjacent to the secondary target 1 square from the secondary target.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance of the jump isn’t limited by your speed.
Your attack sets you into an optimal defensive position, allowing you to punish any foe with the
temerity to strike at you.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier damage. Until the start of your next turn, as a free action, you deal damage equal to your Constitution modifier to any enemy adjacent to you that hits you with a melee attack.
Iron Soul: If you make the attack using a light blade or a spear, the target also cannot make opportunity attacks until the end of your next turn.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You swap places with one creature adjacent to you.
Your crashing attack throws your foe off balance to hinder its movement, letting you slip
away like fast-flowing water.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage, and the target is slowed until the end of your next turn.
Iron Soul: If you make the attack using a mace or a staff, the target takes extra damage equal to your Constitution modifier.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift 2 squares.
You summon a wall of sound that slams i
nto your foes like a battering ram.
Daily Implement, Psionic, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier thunder damage, and you push the target to the nearest unoccupied square outside the blast. The target is deafened until the end of the encounter.
Miss: Half damage, and you push the target 1 square.
You leap into the air, gathering up winds to help you smash your enemy and trap it
in a swirling column of destruction.
Daily Elemental, Implement, Psionic, Zone
Standard Action Close blast 3
Effect: Before the attack, you fly up to your speed to a square adjacent to an enemy.
Target: One creature in the blast
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage, and the target is immobilized (save ends).
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of your next turn. You can move the zone up to 3 squares as a move action. Once per turn, when a creature other than you enters the zone or ends its turn there, you can slide that creature up to 2 squares as a free action.
Sustain Minor: The zone persists until the end of your next turn.
You punch one foe, then spin and deliver a kick to another. Thunder rumbles in the distance, rolls closer
, and explodes between your two foes.
Daily Implement, Psionic, Thunder
Standard Action Melee touch
Target: One or two creatures
Attack: Dexterity vs. Fortitude
Hit: 3d6 + Dexterity modifier thunder damage.
Miss: Half damage.
Effect: The first time either one of the targets takes damage during a turn, the other target takes thunder damage equal to your Strength modifier. This effect lasts until the end of the encounter or until one of the targets drops to 0 hit points.
Your savage strike draws an enemy close, leaving you in an aggressive stance that lets y
ou punish any foe that approaches you.
Daily Implement, Psionic, Stance
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier damage, and you slide the target 2 squares to a square adjacent to you.
Effect: You assume the lashing rain stance. Once per turn, when an enemy you can see enters a square adjacent to you while you are able to make opportunity attacks, you deal 5 damage to that enemy and slide it 2 squares to any unoccupied square adjacent to you. You are slowed while you are in this stance. You can end the stance as a free action.
With a sudden burst of motion, you deliver crushing kicks and punc
hes of psionic force to nearby enemies.
Daily Force, Implement, Psionic, Stance
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier force damage.
Miss: Half damage.
Effect: You assume the spiral stance. Until the stance ends, your reach with melee touch attacks increases by 1.
Fixing your attention on a single opponent lets you mirror its movement
s with swift strikes and counterstrikes.
Daily Elemental, Implement, Psionic, Stance
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage.
Miss: Half damage.
Effect: You assume the reflection in water stance. Until the stance ends, you gain combat advantage against any enemy adjacent to at least one of your allies. Also, when an enemy adjacent to you misses you with an attack, you can use an immediate reaction to swap places with it (the enemy slides 1 square, and you shift 1 square).
Your wrath ignites your thoughts and causes them to erupt into liquid flames that r
ush out and incinerate anything near you.
Daily Aura, Elemental, Fire, Implement, Psionic
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage, and ongoing 5 fire damage (save ends).
Each Failed Saving Throw: You can slide the target 1 square as a free action.
Effect: You activate an aura 1 that lasts until the end of your next turn. Any enemy that enters the aura or ends its turn there takes fire damage equal to your Dexterity modifier. A creature can take this damage only once per turn.
Maintaining perfect balance, you weave a deadly path through the fray, deali
ng kicks and punches to each foe you pass.
Daily Implement, Psionic
Standard Action Melee 1
Effect: You shift your speed and can make the following attack once against each enemy that you move adjacent to during the shift.
Target: One enemy
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage.
Miss: Half damage.
You unleash a wave of psionic po
wer that cuts through your foes like steel.
Daily Implement, Psionic
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier damage, and the target takes a -2 penalty to attack rolls (save ends).
Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Effect: You shift 4 squares to any square adjacent to the blast.
Your psionic energy keeps you focused in combat, and can be released in
a stunning blow that knocks a foe senseless.
Daily Implement, Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, you cannot be dazed or stunned, and you can use the S
tunning Palm Attack power.
Daily Implement, Psionic, Stance
Standard Action Melee touch
Requirement: The power Stunning Palm must be active in order to use this power.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: Dexterity modifier damage, and the target is stunned (save ends).
Miss: 2d8 + Dexterity modifier damage.
Effect: The stance ends.
With swift steps and overwhelming leverage, you shove aside
your foes and cripple them with vicious kicks.
Daily Implement, Psionic
Standard Action Melee touch
Effect: You shift your speed. If you enter a square adjacent to any enemy during this shift, you slide that enemy 1 square. You can slide each enemy only once during the shift. After the shift, make the following attack.
Target: One, two, or three creatures
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
You walk with such precision and control that broken ground
and even bodies of water cannot impede you.
Encounter Psionic
Move Action Personal
Effect: 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 your speed.
You step into your enemy’s blind spot after a successful at
tack and leave it casting about to find you.
Encounter Psionic
Free Action Personal
Trigger: You hit an enemy with a melee attack.
Effect: You shift up to 3 squares to a square adjacent to the enemy. Until the start of your next turn or until you take damage from an attack, you have total concealment against that enemy.
Your foe manages to strike you from afar, so you focus yo
ur energy and spin away from further attacks.
Encounter Psionic
Immediate Interrupt Personal
Trigger: You are hit by a ranged weapon attack.
Effect: Until the start of your next turn, you gain superior cover against ranged weapon attacks, and you can shift 1 square as a free action each time a ranged weapon attack misses you.
You attune your mind to the dangers at hand, an
d when an enemy closes, you step out of its reach.
Daily Psionic, Stance
Minor Action Personal
Effect: You assume the eye in the sky stance. Until the stance ends, you gain a +5 power bonus to Perception checks, and you can use the se
condary power at will.
Daily Psionic
Immediate Interrupt Personal
Requirement: The power Eye in the Sky must be active in order to use this power.
Trigger: An enemy enters a square adjacent to you.
Effect: You can shift 1 square to a square adjacent to the triggering enemy. You gain a +2 power bonus to all defenses against that enemy’s attacks until the end of this turn.
You have meditated on the nature of the air a
round you and can control it to cushion your fall.
At-Will Psionic
Free Action Personal
Trigger: You fall
Effect: You reduce the damage you take from falling by 5 + one-half your level.
Your discipline a
nd control let you channel your anger into each blow.
Daily Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, your unarmed melee attacks deal extra damage equal to your Strength modifier.
Before your enemy can force you back, you whirl around, using the power
of its attack to propel you where you want to go.
Encounter Psionic
Immediate Interrupt Personal
Trigger: You are pulled, pushed, or slid
Effect: Instead of being affected by the forced movement, you shift the number of squares it would have moved you.
A specific sequence of disciplined bre
athing enhances both your defense and your offense.
Encounter Psionic
Minor Action Personal
Effect: You gain temporary hit points equal to your Wisdom modifier. When you have no temporary hit points remaining, you gain a bonus to the damage roll of your next melee attack before the end of your next turn. The bonus equals your Wisdom modifier.
You spin away from the attack
, only to snap back with a quick threat of your own.
Encounter Psionic
Immediate Reaction Personal
Trigger: An enemy attacks you.
Effect: You gain temporary hit points equal to your Dexterity modifier, and you gain combat advantage against the triggering enemy until the end of your next turn.
Your speed is a blur. Where does one strike end and an
other begin? It doesn’t matter as long as the blow lands.
Daily Psionic
Free Action Personal
Trigger: You use your Flurry of Blows power and resolve the effects of the power that triggered it
Effect: You shift half your speed and use your Flurry of Blows power again.
Channeling psionic energy through palms pointed at the ground, your simp
le leap becomes a smooth glide across the battlefield.
Encounter Psionic
Move Action Personal
Effect: You fly a number of squares equal to your speed + your Wisdom modifier. If you don’t land at the end of this movement, you fall.
A sickening crunch sounds from your opponent when you land your stri
ke. Its pain bolsters your confidence to keep fighting.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage, and the target takes a -2 penalty to all defenses until t
he end of your next turn.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift 1 square. Until the end of your next turn, you gain a +2 power bonus to AC and Fortitude.
Your strike leaves behind a fiery imprint that explodes the next time the target is struck. Wi
elding fire in this way wreathes you in concealing smoke.
Encounter Elemental, Fire, Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage. The first time the target takes damage from an attack before the start of your next turn, the target and each of your enemies adjacent to it take fire damage equal to 3
+ your Charisma modifier.
Encounter Elemental, Fire, Full Discipline, Psionic
Move Action Personal
Effect: You move up to your speed + 2. You have partial concealment during this movement.
As your foes swarm around yo
u, you leap among them and turn their numbers against them.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage, and the target takes extra damage equal to twice the number of enemies adjacent to you.
As your foes swarm around
you, you leap among them and turn their numbers against them.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. If any enemies make opportunity attacks against you during this movement and miss, you gain combat advantage against the enemies that missed until the end of your turn.
You focus your pain into a point at the end of y
our fist. As you strike, you deliver your ills to your enemy.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier damage. You can make a saving throw against one effect that a save can end, with a bonus equal to your Wisdom modifier. If you save, not only does the effect end, but the target takes damage equal to your Wisdom modifier.
You focus your pain into a point at the end o
f your fist. As you strike, you deliver your ills to your enemy.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. Each time you are attacked during this movement, you gain a +1 bonus to speed until the end of your next turn.
You focus your mind, calling on your iron discipline to walk,
fight, and shrug off attacks with a mountain’s enduring spirit.
Encounter Full Discipline, Implement, Psionic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage, and you knock the target prone.
You focus your mind, calling on your iron discipline to wal
k, fight, and shrug off attacks with a mountain’s enduring spirit.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You gain resistance to all damage equal to your Strength modifier until the end of your next turn. In addition, you shift 2 squares.
You collide bodily with your foe, then rebound to safet
y. Though you appear out of control, you land balanced and ready.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier damage, and you push the target 3 squares.
You collide bodily with your foe, then rebound to sa
fety. Though you appear out of control, you land balanced and ready.
Encounter Full Discipline, Psionic
Minor Action Personal
Effect: You shift 1 square or move 3 squares.
Your strike pins down your enemy, forcing it to face you.
Encounter Cold, Elemental, Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier cold damage, and the target is immobiliz
ed until the end of your next turn.
Encounter Cold, Elemental, Full Discipline, Psionic
Move Action Personal
Effect: Until the start of your next turn, you are immobilized and gain resistance to all damage equal to 3 + your Strength modifier.
By blocking out the impermanence of the visual world,
you shunt the psychic energy of your inner eye into a lethal attack.
Encounter Full Discipline, Implement, Psionic, Psychic
Standard Action Melee touch
Effect: You are blinded and gain blindsight 5 until the start of your next turn.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1d8 + Dexterity modifi
er damage plus 1d8 psychic damage.
Encounter Full Discipline, Psionic, Psychic
Move Action Personal
Effect: You swap places with one creature adjacent to you.
Your strike sets up subtle vibrations in a
foe, so that a subsequent blow triggers a disruptive burst of thunder.
Encounter Full Discipline, Implement, Psionic, Thunder
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier damage. The next time the target takes damage before the start of your next turn, it takes extra thunder damage e
qual to 3 + your Strength modifier.
Encounter Full Discipline, Psionic, Thunder
Move Action Personal
Effect: You move your speed + 2.
You can leap over a foe with no fear of reprisal, then del
iver an attack whose momentum drives an enemy wherever you want it to go.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and you slide the target 2 squares.
Iron Soul: If you make the attack using a light blade or a spear, you slide the target a number of squares equal
to your Constitution modifier.
Encounter Full Discipline, Psionic
Move Action Personal
Target: One creature adjacent to you
Effect: You jump to any square adjacent to the target. This movement does not provoke opportunity attacks.
You move in a blur, tumbling around a foe, and deliver a sweeping kick wit
h such ferocity that thunderous energy blasts both that foe and its cohort.
Encounter Full Discipline, Implement, Psionic, Thunder
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier thunder damage, and a single enemy adjacent to the target takes 1d10 thunder damage.
You move in a blur, tumbling around a foe, and deliver a sweeping kick
with such ferocity that thunderous energy blasts both that foe and its cohort.
Encounter Full Discipline, Psionic, Thunder
Move Action Personal
Effect: Choose one enemy adjacent to you and move your speed + 2. During this movement, you don’t provoke opportunity attacks from that enemy.
Your psionic summons pulls an enemy t
o you, then the immovable force of your presence sends it hard to the ground.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee 2
Target: One creature
Attack: Dexterity vs. Will
Hit: You pull the target 1 square. If the target ends that movement adjacent to you, it takes 2d6 + Dexterity modifier damage and falls prone. You gain a +2 power bonus to AC until the end of your next turn.
Iron Soul: If you make the attack using a mace or a staff, the power bonus to
AC equals your Constitution modifier.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed. You do not provoke opportunity attacks when moving away from enemies adjacent to you at the start of this movement.
You move like a furious wind through the line of your enemies, hobbling them.
Encounter Full Discipline, Implement, Psionic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage, and the target is slowed and cannot charge until the end of your next turn.
Effect: You shift up to 3 squares to a square in the blast or adjacent to it.
You move like a furious wind through the line of your enemies, hobbling them.
Encounter Full Discipline, Psionic
Move Action Melee 1
Target: One creature
Effect: You shift 1 square and slide the target 1 square, swapping places.
You feel calm settle over you, and you see your situation with new eye
s. Reading your enemies’ thoughts helps you strike before their own attacks can land.
Daily Implement, Psionic, Stance
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier damage.
Miss: Half damage.
Effect: You enter the calm before the storm stance. Until the stance ends, you are sl
owed, and you can use the secondary power at will.
Daily Implement, Psionic
Immediate Interrupt Melee 1
Requirement: The power Calm before the Storm must be active in order to use this power.
Trigger: An enemy adjacent to you makes an attack.
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier damage, and the target falls prone.
Miss: You grant combat advantage to the target until the start of your next turn.
You weave from side to side and
lash your hand forth like a striking cobra, leaving behind psionically poisoned wounds.
Daily Implement, Poison, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier damage, and ongoing 5 poison damage (save ends).
Miss: Half damage.
You channel psionic energy to empower
your attacks, and you can discharge this energy through a blow that disorients your foe.
Daily Implement, Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 power bonus to m
elee damage rolls, and you can use the Disrupting Fist Attack power.
Daily Implement, Psionic, Stance
Standard Action Melee touch
Requirement: The power Disrupting Fist must be active in order to use this power.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3d6 + Dexterity modifier damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: The stance ends.
Ic
e rimes your hands and feet, so that your next attack binds the foe in a freezing embrace.
Daily Cold, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier cold damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: While the target is immobilized or slowed by this power, any enemy that ends its turn adjacent to the target takes cold damage equal to your Dexterity modifier.
You launch a flurry of attacks, strik
ing with such speed and might that creatures scatter before you like leaves in a hurricane.
Daily Implement, Psionic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier damage, and you push the target 2 squares.
Miss: Half damage, and you push the target 1 square.
Effect: Until the end of your next turn, you can target one additional creature in range with your flurry of blows power.
Your strike against a pressure point robs yo
ur enemy of its ability to maneuver effectively. Until it recovers, you keep it pinned down.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage, and the target is dazed (save ends).
Aftereffect: The target is slowed until the end of its next turn.
Miss: Half damage, and the target is slowed until the end of your next turn.
Your strike reverberates
through the enemy, so that each time it faces a new attack, it recalls the pain you wrought.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier damage, and the target gains vulnerability to all damage equal to your Strength modifier (save ends). Whenever you hit the target with an attack, it takes a -2 penalty to its next saving throw against this power’s effect.
Miss: 2d6 + Dexterity modifier damage.
Your motions gather el
emental fire, and you leave a fiery trail behind you as you close in to destroy your opponent.
Daily Elemental, Fire, Implement, Psionic, Zone
Standard Action Melee touch
Effect: You move up to your speed. The squares you leave become a zone that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes fire damage equal to your Dexterity modifier. A creature can take this damage only once per turn.
At the end of the move, make the following attack.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4d6 fire damage.
Miss: Half damage.
You focus your mind, drawing on psionic energy to ma
ke your skin as hard as steel. When your fist strikes, it hits with the force of a giant’s axe.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3d10 + Dexterity modifier damage, and you mark the target (save ends).
Miss: Half damage, and you mark the target until the end of your next turn.
Effect: Until this power’s mark ends on the target, it takes damage equal to your Strength modifier whenever it hits you.
You hurl a ball of roiling
thunder into the thick of combat, blasting one foe and knocking nearby creatures to the ground.
Daily Implement, Psionic, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier thunder damage, and each creature adjacent to the target falls prone.
Miss: Half damage.
Like a stone passing harmlessly through water, so do your enemies’ attacks pass by you.
Daily Implement, Psionic
Immediate Interrupt Melee 1
Trigger: An adjacent enemy hits you with a melee attack.
Target: The triggering enemy
Attack: Dexterity vs. Fortitude. If the triggering attack is a charge, you gain a +2 bonus to the attack roll and deal 1d10 extra damage if you hit.
Hit: 3d10 + Dexterity modifier damage, and you slide the target up to 2 squares and knock it prone.
Miss: You regain the use of this power but cannot use it again during this encounter.
Tapping into the moment
um of an enemy’s errant strike, you slip through space to appear where your foe least expects.
Encounter Psionic, Teleportation
Immediate Reaction Personal
Trigger: An adjacent enemy misses you with an attack
Target: The triggering enemy
Effect: You teleport to any square adjacent to the target. The target grants combat advantage to you for your next attack roll made before the end of your next turn.
You meditate on the wind, assuming a measure of its free-flowing formlessness.
Daily Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 power bonus to speed, you are insubstantial while moving, and you can move through enemies’ spaces.
You use the pain of an enem
y’s blow to draw more deeply from your psionic reservoir and quit your position for a safer one.
Encounter Psionic
Immediate Reaction Personal
Trigger: An enemy hits you with an attack.
Effect: You shift up to half your speed.
You breathe deeply. With your center strong, you calmly avoid enemy attacks.
Daily Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, you gain a +2 power bonus to all defenses.
As your
blurring fists wreak havoc around you, the thunderous echo of your flurries slams into other foes.
Encounter Psionic
Free Action Personal
Trigger: You use your Flurry of Blows power
Effect: Each enemy within 2 squares of you that was not damaged by your Flurry of Blows power is pushed 1 square.
All in a whisper of time, yo
u call upon your mental reserves to invigorate you while willing yourself to dart to a better location.
Daily Healing, Psionic
Minor Action Personal
Effect: You can spend a healing surge, and then shift up to 2 squares.
The
pain of your injuries lets you clear your mind of all distractions, fortifying your fighting spirit.
Encounter Psionic
Minor Action Personal
Requirement: You must be bloodied.
Effect: You gain temporary hit points equal to twice your Constit
ution modifier.
You leap into the air, reaching incredible heights.
Encounter Psionic
Move Action Personal
Effect: You make an Athletics check to jump with a +10 power bonus. You are considered to have a running start.
You focus your mind inward, finding the source of what ails you and driving it away
Encounter Psionic
Minor Action Personal
Effect: You make a saving throw with a bonus equal to
your Wisdom modifier.
You surge through combat in the blink of an eye.
Encounter Psionic
Free Action Personal
Effect: You move your speed.
Special: You can use this power only as the first or the last action of your turn.
To
your enemies, you seem to swell in size and stature, your body made more formidable by your mind’s strength.
Daily Psionic, Stance
Minor Action Personal
Effect: You enter the roll the boulder stance. Until the stance ends, you gain a +2 power bonus to the distance of your pushes, pulls, and slides, and you gain a +4 power bonus to Strength checks and Strength-based skill checks.
You can flash across
the battlefield, lightning wrapping around you as you slam your foe back and disrupt its counterattacks.
Encounter Full Discipline, Implement, Lightning, Psionic, Teleportation
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier lightning damage, you push the target 2 squares, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Iron Soul: If you make the attack using a mace or a staff, the target’s penalty to attack
rolls against you instead equals your Constitution modifier.
Encounter Full Discipline, Lightning, Psionic, Teleportation
Move Action Personal
Effect: You teleport your speed.
You ready yourself for the blows of your enemies and prepare a sudden counterattack.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage. Immediately after any adjacent enemy attacks you before the start of your next turn, you can deal 1d8 damage to that enemy as a free action.
You ready yourself for the blows of your enemies and prepare a sudden counterattack.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: Choose either to escape from a grab automatically or to end one mark on yourself. You then shift up to 2 squares.
You vault into the air, soaring over your enemies to land in their midst and roar in defiance.
Encounter Elemental, Full Discipline, Implement, Psionic, Thunder
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier thunder damage.
Effect: Eac
h creature adjacent to you becomes deafened until the end of your next turn.
Encounter Elemental, Full Discipline, Psionic, Thunder
Move Action Personal
Effect: You fly up to your speed.
You can race into
combat unhindered before using a series of quick strikes to punish and scatter your foes like a flock of birds.
Encounter Full Discipline, Implement, Psionic
Standard Action Close burst 1
Primary Target: Each enemy you can see in the burst
Primary Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier damage.
Effect: Make a secondary attack that is a close burst 2.
Secondary Target: Each enemy you can see in the burst other than the primary target
Secondary Attack: Dexterity vs. Reflex
H
it: Dexterity modifier damage, and you push the secondary target 2 squares.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. During this movement, you ignore difficult terrain.
A snaking flame extends from your hand and snaps through the
air to strike a distant opponent. The flames you call forth linger, adding their power to your next fire attack.
Encounter Elemental, Fire, Full Discipline, Implement, Psionic
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier fire damage.
Mis
s: One enemy within 5 squares of you other than the target takes 1d8 fire damage.
Encounter Elemental, Fire, Full Discipline, Psionic
Move Action Personal
Effect: You shift up to half your speed. Until the end of your next turn, you gain a +2 power bonus to fire damage rolls.
You move so quickly that you become a blur, as if a hundred copies of yourself suddenly sprang among your foes.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One or two creatures
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage, and you shift 1 square.
You move so quickly that you become a blur, as if a hundred copies of yourself suddenly sprang among your foes.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift 2 squares.
You snap your hand out to grab your foe. As you tighten your grip, the enemy howls in pain.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Requirement: You must have at least one hand free.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage, and you grab the target. Until the end of your next
turn, the target takes a penalty to escape attempts equal to your Strength modifier.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move up to your speed. If you are grabbing a creature, the creature moves with you. This movement does not provoke opportunity attacks from creatures you have grabbed.
You fall upon your foe
like a tidal wave, delivering a series of punches and kicks that catch it within your grasp and drag it along with you.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage, and the target is dazed until the end of your next turn.
You fall upon your f
oe like a tidal wave, delivering a series of punches and kicks that catch it within your grasp and drag it along with you.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift 2 squares. During the shift, if you leave a square adjacent to any enemy that you have hit on this turn, you can slide that enemy 1 square into the space you vacated.
The earth buckles around you as you drive into your enemy, a vicious kick sending it to the ground and keeping it there.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier damage, and you knock the target prone. If the target stands up be
fore the end of your next turn, that action provokes an opportunity attack from you.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift 1 square. Squares adjacent to you then become difficult terrain until the start of your next turn.
As your blow falls, you send your foe flying across the battlefield to slam into your enemies like an avalanche.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier damage, and you slide the primary target a number of squares equal to your Wisdom modifier. Make a secondary attack that is a close burst 1 centered on the primary target.
Secondary Target: Each creature in the burst other than the primary target
Secondary Attack: Dexterity vs. Fortitude
Hit: The secondary target falls prone.
As your blow falls, you send your foe flying across the battlefield to slam into your enemies like an avalanche.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. During this movement, you don’t provoke opportunity attacks from prone enemies.
You drop into a deep f
ighting stance. Each step you take carves chunks from the ground below you, and each kick you deliver crushes bone and metal.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage, and you push the target a number of squares equal to your Strength modifier.
You drop into a dee
p fighting stance. Each step you take carves chunks from the ground below you, and each kick you deliver crushes bone and metal.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start. Where you land, each square adjacent to you becomes difficult terrain until the end of your next turn.
Your strikes bemuse your opponent, allowing you to move it with the lightest touch.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and you slide the target up to 3 squares to any square adjacent to
you.
Your strikes bemuse your opponent, allowing you to move it with the lightest touch.
Encounter Full Discipline, Psionic
Minor Action Personal
Effect: Effect: You shift 1 square or move 3 squares.
Allies who press in against a foe grant you some of their strength, increasing the effectiveness of your own attack.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Iron Soul: If you make the attack using a light blade or a spear, you gain a +2 power bonus to the attac
k roll.
Hit: 2d8 + Dexterity modifier damage plus 2 damage for each ally adjacent to the target.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You swap places with one ally adjacent to you.
You step carefull
y to reach your foes, measuring their posture and fighting stance to deliver just the right amount of power to send them toppling over.
Daily Implement, Psionic
Standard Action Melee touch
Target: One, two, three, or four creatures
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage, and you knock the target prone.
Miss: Half damage.
Effect: You shift 2 squares after each attack.
You
r crippling attack can drop a badly injured foe with the devastating finishing move. If the foe falls, other enemies lose their resolve.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3d8 + Dexterity modifier damage, and the target is slowed and takes a -2 penalty to attack rolls (save ends both). If the target has 10 hit points or fewer after this attack is resolved, you reduce it to 0 hit points.
Miss: Half damage.
Effect: If this attack reduces the target to 0 hit points, each enemy within 5 squares of you takes a -2 penalty to attack rolls against you (save ends).
Your flying kick batters your enemy, driving it back as the recoil of your strike lets you dance away.
Daily Implement, Psionic
Standard Action Melee touch
Effect: Before the attack, you fly your speed. You must land at the end of this movement.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3d10 + Dexterity modifier damage, and you push the target 5 squares.
Miss: Half damage, and you push the target 2 squares.
Effect: You shift 1 square.
Fire
blazes within your clenched fists to burn those you strike, culminating in an explosive attack that wraps your foes in a shroud of flames.
Daily Fire, Implement, Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, you gain resist 5 fire. In addition, whenever y
ou hit an enemy with a melee attack, it takes 5 extra fire damage. You can also use the Immolating Fist Attack power.
Daily Fire, Implement, Psionic, Stance
Standard Action Melee touch
Requirement: The power Immolating Fist must be active in order to use this power.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier damage plus 1d12 fire damage, and each enemy adjacent to the target takes 5 fire damage.
Miss: Half damage.
Effect: The stance ends
.
The lightning that scorches your enemies also speeds you away, and thunder offers a cacophonous accompaniment.
Daily Elemental, Implement, Lightning, Psionic, Thunder
Standard Action Close burst 1
Primary Target: Each creature in the burst
Primary Attack: Dexterity vs. Reflex
Hit: 1d8 + Dexterity modifier lightning damage.
Miss: Half damage.
Effect: You jump up to 5 squares without provoking opportunity attacks. Then make the secondary attack.
Close burst 1:
Secondary Target: Each creature in the burst
Secondary Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity modifier thunder damage.
Miss: Half damage.
You make a quick attack against your foe, marking it with a psionic tag. Where it goes, you can follow.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Primary Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage.
Miss: Half damage.
Effect: Until the end of your next turn, when the target willingly leaves a square adjacent to you, you c
an shift 1 square as a free action. You can use the Relentless Hound Attack power once before the end of the encounter.
Daily Implement, Psionic
Immediate Interrupt Melee touch
Trigger: The target makes an attack
Secondary Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage.
Miss: Half damage.
Attuning your mi
nd to elemental earth triggers your transformation into a stone juggernaut. Your every strike causes the earth to fracture and enemies to fall.
Daily Polymorph, Psionic
Minor Action Personal
Effect: You assume the form of the stone juggernaut until the end of the encounter. While in this form, you have a +2 power bonus to all defenses and can make saving throws against slowing, immobilizing, or restraining effects at the start of your turn as well as
the end of your turn. The form also enables you to ignore difficult terrain and use the secondary power at will.
Daily Implement, Psionic
Standard Action Melee touch
Requirement: The power Stone Juggernaut must be active in order to use this power.
Trigger: One creature
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage, and the target falls prone.
In a peac
eful moment, you give your ally a brief lesson in the ways of your style so that he or she can draw upon your strength by imitating your actions.
Daily Psionic
Standard Action Melee 1
Requirement: You must have just ended a short or an extended rest.
Target: One ally who can see or hear you
Effect: Until the start of your next rest, whenever you hit an enemy with an attack, the target’s next attack against that enemy gains a power bonus to the damage roll equal to your Strength modifier.
You psionically
perceive what your eyes cannot see: your foe’s inner weakness. You lightly touch that foe. A moment later, the agony of your attack falls upon it.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude or Reflex
Hit: Ongoing damage equal to 15 + your Dexterity modifier (save ends).
Miss: Ongoing 10 damage (save ends).
You catch one opponent and hurl it away from you with a wave of mental force, sending it crashing into your other enemies.
Daily Elemental, Implement, Psionic
Immediate Reaction Melee 1
Trigger: An adjacent enemy hits you with an attack.
Primary Target: The triggering enemy
Primary Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity modifier damage.
Effect: You push the primary target up to 5 squares, knock it prone, and then make the secondary attack.
Close burst 1: centered on the primary target
Secondary Target: Each creature other than the primary target in the burst
Secondary Attack: Dexterity vs. Fortitude
Hit: 1d8 + Dexterity modifier damage, and the secondary target falls prone.
You tap your fingers against your enemies’ heads, disrupting the flow of energy through them and clouding their vision.
Daily Implement, Psionic, Psychic
Standard Action Melee touch
Target: One, two, or three creatures
Attack: Dexterity vs. Reflex
Hit: 3d6 + Dexterity modifier psychic damage, and the target is blinded until the end of your next
turn.
Miss: Half damage.
You attune yourself to your foe’s thoughts, granting you increased accuracy with your attack.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity + 2 vs. Reflex. You can score a critical hit with this attack on a roll of 19–20.
Hit: 2d12 + Dexterity modifier damage.
Miss: Repeat the attack using Dexterity -2 instead of Dexterity + 2. You are then dazed until the start of your next turn. Do not repeat the
attack again if it misses.
You coordinate body, mind, and soul to protect you from the energy of your foes’ attacks.
Encounter Psionic
Immediate Interrupt Personal
Trigger: An attack that deals at least one specific damage type hits you
Effect: Until the end of your next turn, you gain resistance equal to 3 + your Wisdom modifier to all damage types dealt by the triggeri
ng attack.
Your ki energy strengthens you from the inside out, reducing the effectiveness of your enemies’ attacks.
Encounter Psionic
Minor Action Personal
Effect: You gain resist 5 to all damage until the end of your next turn.
The aftermath of a successful attack confirms your discipline and focus, granting you the strength to fight on.
Encounter Healing, Psionic
Free Action Personal
Trigger: You hit an enemy with a melee attack
Effect: You regain hit points equal to 5 + your Wisdom modifier.
Your reactions are
faster than the energy being brought to bear against you. You instantly adjust your body to minimize the effect of all such attacks that target you.
Encounter Elemental, Psionic
Immediate Interrupt Personal
Trigger: You take acid, cold, fire, lightning, or thunder damage.
Effect: You gain resist 5 to the triggering damage type until the start of your next turn.
Aftereffect: You gain resist 3 to the triggering damage type until the end of the encounter
.
The pale flames dancing across your body do not harm you, but instead turn you into a faster and more accurate attacker.
Daily Elemental, Psionic, Stance
Minor Action Personal
Effect: You assume the flame’s blessing stance. Until the stance ends, you gain a +2 power bonus
to speed and a +1 power bonus to fire attack rolls.
You draw on the psionic power that flows within you to knit your wounds.
Daily Healing, Psionic
Minor Action Personal
Effect: You spend
a healing surge and regain 2d6 additional hit points.
You quiet your mind and shrug off the pain inflicted upon you.
Encounter Psionic
Immediate Interrupt Personal
Trigger: You take damage
Effect: The damage is reduced by 10 + your Wisdom modifier
.
You visualize the essence of determination, anchoring yourself against the worst of what your enemies impose upon you.
Daily Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, you make saving throws at the start of your turn in addition to the end of your turn. You take a -3 pen
alty to the saving throws granted by this power.
You match your enemy’s movements as if you were a reflection in a still pool.
Daily Psionic
No Action Special
Trigger: You hit an enemy with a melee attack.
Effect: You mark the enemy
until it drops to 0 hit points or until the end of the encounter. Until the mark ends, you can use the secondary power at will.
Daily Psionic
Immediate Reaction Personal
Requirement: The power Mirrored Pursuit must be active in order to use this power.
Trigger: The marked enemy moves willingly on its turn.
Effect: You shift up to your speed, and you must end this shift adjacent to the enemy.
You don’t get your normal move action on your next turn.
The power of your mind turns walls and ceilings into floors for you.
At-Will Psionic
Move Action Personal
Effect: You climb your speed. During this movement,
you can move across overhanging surfaces, like ceilings, but you fall if you end your turn on such a surface.
You leap to your feet.
Encounter Psionic
Free Action Personal
Trigger: You are prone at the start of your turn
Effect: You stand up.
You can fly like an arrow over other combatants, ready to deliver an attack that pins an enemy where it stands.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3d6 + Dexterity modifier damage, and the target is immobilized until the end of your next turn.
Iron Soul: If you make the attack using a light blade or a spear, whenever the target takes
damage before the end of your next turn, you can slide the target 1 square to a square adjacent to you as a free action.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You fly your speed. If you don’t land at the end of this movement, you fall.
The ground trembles as you step forward to smash your foe. So great is the concussion that your opponent finds itself disoriented and vulnerable.
Encounter Elemental, Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier dama
ge. Until the end of your next turn, the target is slowed and has vulnerability to all damage equal to your Strength modifier.
Encounter Elemental, Full Discipline, Psionic
Move Action Personal
Effect: You shift up to 2 squares. Until the start of your next turn, you gain resistance to all damage equal to 3 + your Strength modifier, and you cannot be subjected to forced movement unless yo
u choose to be.
You leap into the air and land on your foe’s back. From there, you rain blows on it.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and you grab the target. Until the grab ends, the target grants cover to you, and if it is larger than you, you can end a move action in its space. If you do so, the target isn’t immobilized by this grab, and you remain in its space when it moves (you don’t provoke opportunity attacks as you move with it). Until you leave the target’s space, its movement doesn’t provoke
opportunity attacks from you.
You leap into the air and land on your foe’s back. From there, you rain blows on it.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start. You can use the attack technique at any point during this movement.
You move like an enraged bull, drawing on your psionic power to shove aside your foes and deliver vicious punches that leave them senseless.
Encounter Full Discipline, Implement, Psionic
Standard Action Close burst 2
Requirement: You must not be immobilized.
Target: Each enemy in the burst
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier damage, and you slide the target 1 square. The target is dazed until the end of your next turn.
Effect: You shift 3 squares to a square in the burst.
You move like an enraged bull, drawing on your psionic power to shove aside your foes and deliver vicious punches that leave them senseless.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. During this movement, you can move through en
emies’ spaces.
You focus psionic energy into a single strike so powerful that your foe has trouble striking back.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d10 + Dexterity modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls against you e
qual to your Wisdom modifier.
You focus psionic energy into a single strike so powerful that your foe has trouble striking back.
Encounter Full Discipline, Psionic
Move Action Personal
Effect
: You shift 3 squares.
Resounding energy from your powerful strike disrupts your foe and grants your allies an opening.
Encounter Force, Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature or unattended object
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier force damage, and any ally’s attack made against the target deals extra damage equal t
o 2 + your Strength modifier until the end of your next turn. Against an unattended object, this attack deals 2d10 extra force damage.
Encounter Force, Full Discipline, Psionic
Move Action Personal
Effect: You shift 2 squares and gain resist 3 to all damage
until the start of your next turn.
A mighty wind howls around you, punishing your foes and giving you incredible mobility.
Encounter Elemental, Full Discipline, Implement, Psionic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Dexterity vs. Fortitude
Hit: 2d8
+ Dexterity modifier damage and the target is immobilized until the end of your next turn.
Effect: You slide each target up to 2 squares.
Encounter Elemental, Full Discipline, Psionic
Move Action Personal
Effect: You move up to your speed + 2, ignoring difficult terrain.
You slip underneath the fabric of the world, emerging to fall upon your enemy with a kick, sending it through the passage you emerged from.
Encounter Full Discipline, Implement, Psionic, Teleportation
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d6 + Dexterity modifier damage, and you teleport the target a number of squares equal to your Wisdom modifier.
You slip underneath the fabric of the world, emerging to fall upon your enemy with a kick, sending it through the passage you emerged from.
Encounter Full Discipline, Psionic, Teleportation
Move Action Personal
Effect: You teleport a number of squares equal to 2 + your Wisdom modifier.
Calling on a great quantity of elemental fire to aid your attacks causes you to emanate hungry flames that scorch anything in their path.
Encounter Aura, Elemental, Fire, Full Discipline, Implement, Psionic
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier fire damage.
Effect: You activate an aura 1 that lasts until the end of your next turn. Any creature that enters
the aura or ends its turn there takes fire damage equal to 5 + your Charisma modifier. A creature can take this damage only once per turn.
Encounter Aura, Elemental, Fire, Full Discipline, Psionic
Move Action Personal
Effect: You shift up to 3 squares.
You read the flow of combat to better anticipate attacks as you move, then buttress your own strike with a ki shout that jolts your enemies back.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and you push the target and each enemy adjacent to you a number of squares equal to your Wisdom modifier.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. During this movement, you gain a bonus to all defens
es equal to your Wisdom modifier.
You undertake a devastating rush through the thick of combat that makes you harder to hit.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and you push the primary target 3 squares.
Effect: You shift 3 squares and make a secondary attack that is a close burst 1.
Secondary Target: Each enemy in the burst
Secondary Attack: Dexterity vs. Fortitude
Hit: The secondary target is dazed until the start of your next turn.
Iron Soul: If you make the attack using a mace or a staff, the secondary target also takes damage equal to your Constitution modifier.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed. Each time any enemy misses you with an opportunity attack provoked by this movement, you gain a cumulative +1 power bonus to all defenses until the start
of your next turn.
Your fingertips pierce steel and flesh effortlessly but come away clean, as you dance among your foes.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Effect: You shift your speed.
Target: One, two, or three enemies adjacent to you during your movement
Attack: Dexterity vs. Reflex
Hit:
2d8 + Dexterity modifier damage.
Your fingertips pierce steel and flesh effortlessly but come away clean, as you dance among your foes.
Encounter Full Discipline, Psionic
Minor Action Personal
Effect:
You shift 1 square or move 3 squares.
Amplified by psionic power, your voice booms across the battlefield, scattering and disorienting creatures before you.
Daily Implement, Psionic, Thunder
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier damage, and the target takes ongoing 10 thunder damage and is deafened (save ends both). In addition, you push the target to the nearest unoccupied square outside the blast.
Aftereffect: The target is dazed until the end of your next turn.
Miss: Half damage, you push the target 1 square, and the target takes ongoing
5 thunder damage (save ends).
You execute a series of kicks and thrusts that calls forth a column of storm clouds to hamper and brutalize your foe.
Daily Elemental, Implement, Psionic, Thunder, Zone
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier thunder damage, and the target is slowed (save ends).
Miss: Half damage.
Effect: You shift up to 4 squares to a square adjacent to the blast. The blast then creates a zone that lasts until the end of your next turn. The zone is difficult terrain for creatures other than you, and any creature other than you that ends its turn in the zone falls prone. You can move the zone up to 3 squares as a move action.
Sustain Minor: T
he zone persists until the end of your next turn.
You weave between enemy lines, dashing among your foes and leaving fallen warriors in your wake.
Daily Implement, Psionic
Standard Action Melee 1
Effect: You shift your speed and can make the following attack once against each enemy you move adjacent to during the shift.
Target: One enemy
Attack: Dexterity vs. Fortitude
Hit: 3d10 + Dexterity modifier damage, and you knock the
target prone.
Miss: Half damage.
You surge through your enemies’ ranks with a flurry of blazing attacks, and as your strikes fall, fire radiates out from you.
Daily Aura, Elemental, Fire, Implement, Psionic, Psychic
Standard Action Close blast 5
Target: Each enemy in the blast
Attack: Dexterity vs. Will
Hit: 2d8 + Dexterity modifier fire and psychic damage, and ongoing 10 fire and psychic damage (save ends).
Each Failed Saving Throw: You can slide the target up to 2 squares as a free action.
Miss: Half damage.
Effect: You activate an aura 1 that lasts until the end of your next turn. Any enemy that enters the aura or ends its turn there takes fire and psychic damage equal to your Dexterity modifier. An enemy can t
ake this damage only once per turn.
You lash out with a psionic strike at foes around you, leaving those enemies reeling and unable to properly defend themselves.
Daily Implement, Psionic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier damage, and the target takes ongoing 10 damage and a -2 penalty to all defenses (save ends both).
Miss: Half damage, and ongoing 5 damage (save ends).
Effect: Before or after the attack, you fly your speed. I
f you don’t land at the end of this movement, you fall.
Twinned attacks send you hurtling across the battlefield, your enemies reeling from a whirlwind of blows.
Daily Implement, Psionic
Standard Action Close burst 1
Effect: You gain a +2 power bonus to all defenses until the end of your next turn.
Primary Target: Each enemy you can see in the burst
Primary Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier damage, and the primary target is dazed (save ends).
Miss: Half damage, and the primary target is dazed until the end of your next turn.
Effect: You move your speed. Any enemy that misses you with an opportunity attack provoked by this movement takes 5 damage. When you end this movement, you make a secondary attack that is a close burst 1.
Secondary Target: Each enemy you can see in the burst other than the primary target
Secondary Attack: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier damag
e, and the secondary target is dazed (save ends).
Miss: Half damage.
With careful aim and precise movement, you use one devastating attack to set up another.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3d10 + Dexterity modifier damage.
Miss: Half damage.
Effect: The next monk at-will attack power you use before the end of your next turn deals 1d10 extra damage and deals half damage to one creature it mi
sses.
You leap up and punch at the air, causing a shimmering bolt of force to arc across the battlefield. You follow the bolt, landing at its point of impact.
Daily Force, Implement, Psionic
Standard Action Close burst 1
Effect: Before the attack, you jump 10 squares. This movement doesn’t provoke opportunity attacks.
Target: Each creature in the burst
Attack: Dexterity vs. Reflex
Hit: 4d6 + Dexterity modifier force damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your nex
t turn.
The physical and mental pain of your strike knocks a foe back, then places you into a waiting posture that invites enemies to attack you at their peril.
Daily Implement, Psionic, Psychic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier damage plus 2d10 psychic damage, and you push the target 2 squares.
Miss: Half damage, and you push the target 2 squares.
Effect: You g
rant combat advantage to the target until the start of your next turn. While you grant combat advantage to the target from this power, you can use the Still Waters Attack power.
Daily Implement, Psionic, Psychic
Immediate Interrupt Melee touch
Requirement: The power Still Waters Strike must be active in order to use this power.
Trigger: An adjacent enemy hits you with a melee attack
Target: The triggering enemy
Attack: Dexterity + 2 vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and you kno
ck the target prone.
A cracking noise sounds when you strike your foe, and the creature’s staggering, pain-wracked steps are evidence of the extent of its injuries.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 4d10 + Dexterity modifier damage.
Miss: Half damage.
Effect: The target is subjected to sundering (save ends). Until this effect ends, the target takes 5 damage for each square it willingly enters. If the target moves more than half its speed willingly, it falls prone at the end of its movement. While you are adjacent to the target, it cannot make saving throws to end this eff
ect.
You spring into the air and perform a roundhouse kick, creating a bitter draft. You dance on the wind as it washes over your foes, draining their strength.
Daily Cold, Implement, Psionic, Stance
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity modifier cold damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.
Effect: You can assume the autumn wind stance. Until the stance ends
, you can shift 2 squares as an immediate reaction when you are hit by any attack.
Your successful attack lets you touch a foe’s mind, then fade from its ight.
Encounter Illusion, Psionic
Free Action Personal
Trigger: You hit an enemy with a melee attack
Target: The enemy you hit
Effect: You are invisib
le to the target until the end of your next turn.
Spinning away from an enemy’s missile sends you on a giant leap through the air that brings you close to your attacker.
Daily Psionic
Immediate Interrupt Personal
Trigger: An enemy within 10 squares of you damages you with a ranged or an area attack.
Effect: You take only h
alf damage from the attack. After the attack is resolved, you fly up to 10 squares to a square adjacent to the triggering enemy.
Your disciplined mind repels an attack.
Encounter Psionic
Immediate Interrupt Personal
Trigger: An attack hits your Wi
ll
Effect: You gain a +5 bonus to Will against the triggering attack.
Wind whips around you, taking you where you need to go, not where anyone else would send you.
Daily Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, when you are pulled, pushed, or slid by any
enemy, you can use a free action at the end of the forced movement to shift the same number of squares that you were moved.
By focusing your mind, you banish your ills.
Daily Psionic, Stance
Minor Action Personal
Effect: Until the stance ends, once per round you can use a
minor action to make a saving throw.
You attune your mind to concentrate on keeping yourself safe, and you can effortlessly flit away from any attack mounted against you.
Daily Psionic, Stance
M
inor Action Personal
Effect: You assume the one hundred steps stance. Until the stance ends, you have partial concealment, and you can use the secondary power at will.
Daily Psionic, Teleportation
Immediate Reaction Personal
Requirement: The power One Hundred Steps must be active in order to use this power.
Trigger
: An enemy attacks you.
Effect: You teleport up to 2 squares.
As the enemy’s attack goes wide, you plant doubt’s bitter seed in its mind to hamper its fight against you.
Daily Psionic, Stance
Immediate Reaction Personal
Trigger: An adjacent enemy misses you with an attack
Effect: Until the stance ends, you gain a +2 power bonus to all defenses against the triggering enemy’s attacks. In addition, whenever the triggering enemy misses you with an attack, you gain a +2 power bonus to attack rolls for any attack that
includes the triggering enemy made before the end of your next turn.
Rooting yourself in place helps you deflect an enemy’s attack and knock the foe out of your way.
Encounter Psionic
Immediate Interrupt Personal
Trigger: An adjacent enemy attacks your AC or Fortitude.
Effect: You gain a +4 power bonus to AC and Fortitude until the start of your next tu
rn. If the triggering attack misses, you can push the triggering enemy up to 2 squares.
You cast aside thoughts of battle, and your foes are compelled to do the same.
Daily Psionic, Stance
Mino
r Action Personal
Effect: Until the stance ends, enemies take a –2 penalty to attack rolls against you.
With the power of your mind, you free your body from constraint.
Encounter Psionic
No Action Personal
Trigger: You sta
rt your turn immobilized, restrained, or slowed
Effect: The triggering condition ends.
Your focus and discipline lets you stay on your feet even though you are at death’s door.
Daily Psionic, Stance
No Action Personal
Trigger: You drop to 0 hit points or fewer
Effect: Until the stance ends, while you are dying but not dead, dying caus
es you to be slowed and weakened instead of unconscious.
A powerful strike leaves your enemy off balance, so that any attack will send it to the ground.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d12 + Dexterity modifier damage, you slide the target 2 squares, and the target is dazed until the end of
your next turn. The next time the target takes damage before the start of your next turn, the target takes extra damage equal to your Strength modifier and falls prone.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. You can use the attack technique at any point during this movement.
The elemental cold released through your attack traps you and an enemy in ice. The cold is more than your enemy can bear, but it offers you protection from outside interference.
Encounter Cold, Elemental, Full Discipline, Implement, Psionic
Standard Actio
n Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier cold damage, and the target is restrained until the end of your next turn.
Encounter Cold, Elemental, Full Discipline, Psionic
Move Action Personal
Effect: Until the end of your next turn, you are immobilized, you are immune to forced movement, and you gain resistance
to all damage equal to 5 + your Strength modifier.
Your touch roots your foe in place, so when it is forced to move, its flesh cracks like breaking ice.
Encounter Full Discipline, Implement, Necrotic, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier necrotic damage, and the target is immobilized until the end of your next turn. Until this immobilization ends, the target takes damage equal to 5 + twice your Strength modif
ier when it is hit by any attack that pulls, pushes, or slides it.
Your touch roots your foe in place, so when it is forced to move, its flesh cracks like breaking ice.
Encounter Full Discipline, Necrotic, Psionic
Move Action Personal
Effect: You move your speed + 2. You can use the attack technique a
t any point during this movement.
You strike an enemy with all four limbs, and each blow lands with the weight of an anvil. Once done, you land lightly.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3d10 + Dexterity modifier damage. You push
the target 3 squares and knock the target prone.
You strike an enemy with all four limbs, and each blow lands with the weight of an anvil. Once done, you land lightly.
Encounter Full Discipline, Psionic
Minor Action
Personal
Effect: You shift 1 square or move 3 squares.
You give your enemy a false opening to lure it close, then lash out with brutal force that leaves it reeling.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee 3
Target: One creature
Attack: Dexterity vs. Will
Hit: You pull the target 2 squares. If you pull the target to a square adjacent to you, it takes 3d6 + Dexterity modifier damage and gran
ts combat advantage until the end of your next turn.
Iron Soul: If you make the attack using a mace or a staff, the target takes extra damage equal to your Constitution modifier.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your speed + 2. You do not provoke opportunity attacks when moving away from enemies adjacent to you at the start of this movement.
You reach out with your thoughts to the sky and call down a thunderbolt to destroy your enemies. Echoing thunder follows you as you maneuver into position.
Encounter Aura, Elemental, Full Discipline, Implement, Lightning, Psionic, Thunder
Standard Action Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3d6 + Dexterity modifier lightning damage, and the target is dazed until the end of your next turn.
Effect: You activate an aura 1 that lasts
until the start of your next turn. Any creature that enters the aura or ends its turn there takes 1d6 thunder damage. A creature can take this damage only once per turn.
Encounter Aura, Elemental, Full Discipline, Lightning, Psionic, Thunder
Move Action Pe
rsonal
Effect: You shift up to your speed.
Your senses expand beyond sight as the power of your inner eye lets you project a mental assault against a distant foe.
Encounter Full Discipline, Implement, Psionic, Psychic
Standard Action Melee
5
Effect: You are blinded and gain blindsight 10 until the start of your next turn.
Target: One creature
Attack: Dexterity vs. Will
Hit: 3d8 + Dexterity modifier psychic damage.
Encounter Full Discipline, Psionic, Psychic
Move Action Melee 1
Target: One creature
Effect: You shift 1 square and swap places with the target, or swap p
laces with the target and shift 1 square.
You leap into the air to jump over your enemy. When you land, you follow up with a vicious strike that drives the foe back.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Iron Soul: If you make the attack using a light blade or a spea
r, you gain a +2 power bonus to the attack roll.
Hit: 3d8 + Dexterity modifier damage, and you can use your movement technique as a free action. You then push the target 2 squares.
Encounter Full Discipline, Psionic
Move Action Melee 1
Target: One creature
Effect: You jump to any square adjacent to the target. This movement does not provoke opportunity attacks.
Black smoke roils around you, obscuring you from sight. When you strike a foe, heat shimmers appear and explode with renewed flames each time your target sustains further injury.
Encounter Elemental, Fire, Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage.
Effect
: Until the end of your next turn, whenever the target takes damage from an attack, each of your enemies adjacent to it takes 10 fire damage. An enemy can take this damage only once per turn.
Encounter Elemental, Fire, Full Discipline, Psionic
Move Action Personal
Eff
ect: You move up to your speed + 2. During this movement, you have total concealment.
You become sheathed in flames and leave a trail of fire behind you with each step.
Encounter Fire, Full Discipline, Implement, Psionic
Standard Action Close blast 3
Target:
Each creature in the blast
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier fire damage.
You become sheathed in flames and leave a trail of fire behind you with each step.
Encounter Fire, Full Discipline, Psionic
Move Action Personal
Effect: You move your speed. During this movement, any enemy that hits you takes fire damage equal to 5 + your Wisdom modifier, and each square you leave is filled with fire until the end of your next turn. Any creature that enters a fire square or starts its turn there takes fire dama
ge equal to 5 + your Wisdom modifier. A creature can take this damage only once per turn.
You move like a hurricane, dashing amid your enemies as you deliver a flurry of kicks.
Encounter Full Discipline, Implement, Psionic, Teleportation
Standard Action Melee touch
Target: One, two, or three creatures
Attack
: Dexterity vs. Reflex
Hit: 1d10 + Dexterity modifier + Wisdom modifier damage, and you shift 2 squares.
You move like a hurricane, dashing amid your enemies as you deliver a flurry of kicks.
Encounter Full Discipline, Psionic, Teleportation
Move Action Personal
Effect: Choose one enemy within 6 squares of you. You teleport to a squar
e adjacent to that enemy.
You spin at incredible speeds, creating a vortex of wind that draws your foes near. As they sprawl around you, you leap into the air and make your escape.
Encounter Full Discipline, Implement, Psionic
Standard Action Close burst 3
Primary Target: Each enemy in the burst
Primary Attack: Dexterity vs. Fortitude
Hit: You pull the target 2 squares.
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent to you
Secondary Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexter
ity modifier + Strength modifier damage.
You spin at incredible speeds, creating a vortex of wind that draws your foes near. As they sprawl around you, you leap into the air and make your escape.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You fly your speed. The first square of this movement doesn’t pr
ovoke opportunity attacks.
You launch yourself at your enemy, forcing it to duel with an overwhelming array of kicks and punches. By compelling the enemy to attack, you lure it into your trap.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 5d10 + Dexterity modifier damage, and you mark the target (save ends).
Miss: Half damage, and you mark the target until the end of your next turn.
Effect: Until this power’s mark ends, you can use a free action to force the target to attack you with its ranged attacks and melee attacks as long as you are within those attacks’ range. Each
time the target attacks you, you gain a +4 power bonus to attack rolls against it until the end of your next turn.
Your enemy’s failed attack lets you slip in quickly to deliver a crushing counterstrike.
Daily Implement, Psionic
Immediate Reaction Melee touch
Trigger: An enemy misses you with a melee attack
Effect: Before the attack, you shift 2 squares.
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 2d6 + Dexterity modifier damage, and the target is stunned (save ends).
Miss: Half damage.
You draw o
n your inner reserves to unleash a deadly kick. Your foe soars through the air, and in a flash you leap after it. For a brief moment, the two of you float in midair until you unleash a second attack that sends it crashing to the ground.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Primary Attack: Dexterity vs. Fortitude
Hit: 3d10 + Dexterity modifier damage.
Miss: Half damage.
Effect: You slide the target 5 squares and then shift 5 squares to a square adjacent to it. Make a secondary attack against the target.
Secondary Attack: Dexterity vs. Fortitude
Hit: 10 + Dexterity modifier damage. The target falls prone, and it is dazed until the end of your next turn.
Miss: Half damage, and the target falls p
rone.
Effect: You fly your speed. This movement doesn’t provoke opportunity attacks.
You zero in on an enemy and commit yourself to its defeat by creating a field to keep it close and hedge out interference.
Daily Implement, Psionic, Psychic, Zone
Standard Action Close burst 2
Target: One creature in the burst
Attack: Dexterity vs. Reflex
Hit: 4d8 + Dexterity modifier damage, and the target grants combat advantage (save ends).
Miss: Half damage.
Effect: The squares adjacent to the burst become a zone that lasts until the target drops to 0 hit points or until you leave the zone. Nothing can teleport into or out of the area enclosed by the zone. The target treats the zone as blocking terrain, and any creature other than you or the target that enters the zone or starts its turn there takes 10 psychic damage. A creature can take this
damage only once per turn.
The fires erupting from your body burn so brightly that none dare stop you. As you move across the battlefield, you deliver strikes that constrict your enemies with coils of flame.
Daily Elemental, Fire, Implement, Psionic
Standard Action Melee 1
Effect: You shift up to your speed + 4. You make the following attack each time you first enter a square adjacent to an enemy during this movement. You can attack a given enemy only once with each use of this power.
Attack: Dexterity vs. Reflex
Hit: 3d6 + Dexterity modifier fire damage, and the target is immobilized until the end of your next turn.
Miss: Half damage, and the tar
get is slowed until the end of your next turn.
The power of your forceful strike fills your foe with dread, causing it to knock down other enemies as you control its feeble attempts to escape from you.
Daily Fear, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3d10 + Dexterity modifier damage, and the target is slowed (save ends). Until this effect ends, whenever the target starts its turn, you can push it 2 squares as a free action.
Each enemy adjacent to the target at the end of the push falls prone.
Miss: Half damage, and you push the target its speed.
You strike at your foe. No matter how it tries to dodge your attack, it cannot escape.
Daily Implement, Psionic, Stance
Standard Action Melee touch
Target: One creature
Attack: Dexterity + 2 vs. Reflex
Hit: 3d10 + Dexterity modifier damage.
Miss: 2d10 + Dexterity modifier damage.
Effect: You can assume the stance
of the inevitable fist. Until the stance ends, your flurry of blows power deals 2 extra damage.
Your fast attack sends a foe careening into other enemies, which are blasted back by an explosive clap of thunder.
Daily Implement, Psionic, Thunder
Standard Action Melee touch
Effect: Before the attack, you shift your speed.
Primary Target: One creature
Primary Attack: Dexterity vs. Fortitude
Hit: 3d10 + Dexterity modifier damage, and you push the target 5 squares and knock it prone.
Miss: Half damage, and you push the target 5 squares.
Effect: Make a secondary attack that is an area burst 2 centered on the primary target.
Secondary Target: Each enemy in the burst other than the primary target
Secondary Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier thunder damage, and
you push the secondary target 3 squares from the primary target.
Miss: Half damage.
The disruptive force of your mentally enhanced strike renders your target virtually helpless and ready to be finished off.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3d8
+ Dexterity modifier damage, and the target is stunned until the end of your next turn.
Miss: Half damage, and the target is weakened until the end of your next turn.
You exhale an inferno to burn your enemies.
Daily Fire, Implement, Psionic, Zone
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Dexterity vs. Reflex
Hit: 5d6 + Dexterity modifier fire damage.
Miss: Half damage.
Effect: The burst creates a zone that lasts until the end of your next turn. When you hit any creature that is within t
he zone, that creature takes 2d6 extra fire damage.
Sustain Minor: The zone persists.
As you tumble past your enemies, your attack draws forth a blood-red mist that shrouds them and fills other foes with fear.
Daily Fear, Implement, Psionic
Standard Action Melee touch
Effect: You shift your speed + 2 and make the following attack against one or two creatures during this movement.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and ongoing 10 damage (save ends). Until this ongoing damage ends, the target’s space and each square adjacent to it are lightly obscured. Any enemy not immune to fear
takes a -2 penalty to attack rolls while it can see squares lightly obscured by this power.
Your incredible speed and resilience, born from your mastery of psionic magic, allow you to shrug off a deadly attack.
Encounter Psionic
Immediate Interrupt P
ersonal
Trigger: You are hit by an attack
Effect: You gain resist 20 to all damage against the triggering attack.
You exchange the limits of the body for the embrace of pure spirit. In this form, nothing can contain you.
Daily Psionic, Stance
Minor Act
ion Personal
Requirement: You must be bloodied.
Effect: Until the stance ends, you are insubstantial and phasing.
Your enlightened mind collapses all points in an area to one, so you can be wherever you wish.
Daily Psionic, Teleportation, Zone
Minor Action Close burst 5
Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that starts its turn in the zone grants combat advantage to you until the start of its next turn. In addition, whenever an en
emy misses you with an attack while you are in the zone, you can teleport to another square in the zone as an immediate reaction.
Psionic energy rushes through you, helping you to do more than what should be possible.
Daily Psionic
Minor Action Personal
Effect: You sh
ift up to 2 squares and take a standard action. You cannot use this action to make an attack.
At one moment, you were on the edge of death. The next moment, psionic power courses through you, mending your wounds.
Daily Healing, Psionic
No Action Personal
Trigger: You have 0 hit points or fewer
at the start of your turn
Effect: You spend a healing surge to regain hit points equal to your bloodied value.
You extend your will to overpower the senses of your enemies, excising your presence from their minds.
Daily Illusion, Psionic
Minor Action
Close burst 5
Target: Each enemy in the burst
Effect: You are invisible to the target until you make an attack against it.
With the proper focus of your psionic power, even physical obstacles are no match for you.
Encounter Psionic
Minor Action Personal
Effect: You are phasing and ignore difficult terrain until the end of your next turn.
Expanding your mind lets you see pathways across the battlefield that you can exploit to move with impunity.
Daily Psionic, St
ance
Minor Action Personal
Effect: You assume the perfect motion stance. Until the stance ends, your movement does not provoke opportunity attacks.
Your weapon blurs as you spin it around you in an impenetrable barrier.
Daily Psionic, Stance
Minor Action Personal
Effect: You assume the supreme parry stance. Until the stance ends
, you add the proficiency bonus of your main weapon as a power bonus to AC and Reflex.
By elevating your consciousness over your physical limitations, you are able to reach the far side of the battle in a single step.
Daily Psionic, Stance, Teleportation
Minor Action Personal
Effect: Until the stance ends, you
can teleport your speed as a free action.
Special: You can take this free action only as the first action of your turn.
You step through the air, relying on your focus and psionic power to fly with the same ease others walk.
At-Will Psionic
Move Action Personal
Effect: You fly your speed. If you don’t land at the end of this m
ovement, you fall.
Hot tendrils unfurl from your outstretched hand to ensnare your foes. The fire you command makes enemies think twice about stopping you and adds intensity to your other fire attacks.
Encounter Elemental, Fire, Full Discipline, Im
plement, Psionic
Standard Action Ranged 5
Target: One, two, or three creatures
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier fire damage, and the target is immobilized until the end of your next turn.
Encounter Elemental, Fire, Full Discipline, Psionic
Move Action Perso
nal
Effect: You shift up to your speed. Until the end of your next turn, you gain a +4 power bonus to fire damage rolls.
Focusing your psionic energy, you transform your fist into a brand of radiance.
Encounter Full Discipline, Implement, Psionic, Radiant
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Dexterity vs. Fortitude
Hit: 2d10 + Dexterity modifier radiant damage. Make a secondary attack that is a close burst 1 centered on the primary target.
Secondary Target: Each
enemy in the burst
Secondary Attack: Dexterity vs. Fortitude
Hit: The secondary target is blinded until the end of your next turn.
Focusing your psionic energy, you transform your fist into a brand of radiance.
Encounter Full Discipline, Psionic, Radiant
Move Action Personal
Effect: You move your speed + 4.
You transform into a spectral version of yourself, and your strike gives you vitality.
Encounter Full Discipline, Implement, Necrotic, Psionic
Standard Action Melee touch
Target: One creature
Atta
ck: Dexterity vs. Reflex
Hit: 3d10 + Dexterity modifier necrotic damage. You gain temporary hit points equal to 10 + your Wisdom modifier.
You transform into a spectral version of yourself, and your strike gives you vitality.
Encounter Full Discipline, Necrotic, Psionic
Move Action
Personal
Effect: You are phasing and insubstantial until the end of your turn, and you move your speed.
You capture your allies’ spiritual strength, focusing it into an attack whose iron fury crushes your enemy.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack:
Dexterity vs. Fortitude
Iron Soul: If you make the attack using a light blade or a spear, you gain a +2 power bonus to the attack roll.
Hit: 4d8 + Dexterity modifier damage plus 4 damage for each ally adjacent to the target.
Encounter Full Discipline, Psionic
Move Action Melee 1
Target: One creature
Effect: You swap places with the target, then shift a nu
mber of squares equal to your Constitution modifier. If the target is an ally, he or she can shift the same number of squares as a free action.
The carnage you leave in your wake marks your path through the enemy.
Encounter Full Discipline, Implement, Psionic
Standard Action Close bur
st 3
Target: Each enemy in the burst
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage.
Effect: You shift 4 squares to a square in the burst.
The carnage you leave in your wake marks your path through the enemy.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift 4 squares.
You leap into the air and hurl lightning and thunder against your foes.
Encounter Elemental, Full Discipline, Implement, Lightning, Psionic, Thunder
Standard Action Ranged 5
Targ
et: One creature
Attack: Dexterity vs. Reflex
Hit: 3d6 + Dexterity modifier lightning damage, and the target is dazed until the end of your next turn.
Effect: Each creature adjacent to the target takes 10 thunder damage.
Encounter Elemental, Full Discipline, Lightning, Psionic, Thunder
Move Action Personal
Effect: You fly up to your speed + 2. If you do not land at the end of this movement, you hover until the
start of your next turn, when you descend without taking falling damage.
You can flash through the air to land with explosive force, your melee attack summoning the power of lightning that you hurl at a distant foe.
Encounter Full Discipline, Implement, Lightning, Psionic
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Dexterity vs. Reflex
Hit: 3d10 + Dexterity modifier damage, and you make a secondary attack that is a ranged 10 attack. This attack does not provoke opportunity
attacks.
Secondary Target: One creature other than the primary target
Secondary Attack: Dexterity vs. Reflex
Hit: 2d12 + Wisdom modifier lightning damage, and the secondary target is blinded until the end of your next turn.
Encounter Full Discipline, Lightning, Psionic
Move Action Personal
Effect: You fly your speed + 2. If you don’t land at the end of this movement, you fall. Enemies
adjacent to you when you land take lightning damage equal to your Constitution modifier.
You shed order’s hold on your body and become pure energy, if only for a few moments. Your rapid strikes wreak havoc on your foes.
Encounter Elemental, Full Discipline, Implement, Psionic, Teleportation
Standard Action Close burst 2
Target: Each creature in the burst
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity
modifier damage, and you slide the target up to a number of squares equal to 1 + your Strength modifier.
Effect: The first time the target makes an attack before the start of your next turn, it falls prone after resolving the attack.
Encounter Elemental, Full Discipline, Psionic, Teleportation
Move Action Personal
Effect: You become insub
stantial until the start of your next turn and teleport up to a number of squares equal to your speed.
Your vicious strike can knock a foe down, and grants you the power to sweep other nearby enemies to the ground.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Dexterity vs. Reflex
Hit: 3d10 + Dexterity modifier damage, and you knoc
k the primary target prone.
Effect: Make a secondary attack that is a close burst 1.
Secondary Target: Each enemy you can see in the burst
Secondary Attack: Dexterity vs. Fortitude
Hit: You knock the secondary target prone.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift 3
squares. You can ignore forced movement until the end of your next turn.
You settle into a fighting posture, and your enemies sense that you are about to unleash an attack capable of pushing a castle off its foundation.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3d10 + Dexterity modifier damage, and you
push the target a number of squares equal to your Strength modifier and knock it prone.
You settle into a fighting posture, and your enemies sense that you are about to unleash an attack capable of pushing a castle off its foundation.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move y
our speed + 4. During this movement, any enemy that misses you with an opportunity attack falls prone.
An enemy’s strike awakens dreadful rage in you, which you turn into a mental onslaught that leaves the creature unable to continue facing you.
Daily Implement, Psionic
Immediate Reaction Melee 1
Trigger: An adjacent enemy hits you with an attack.
Target: The triggering enemy
Attack: Dexterity vs. Fortitude
Hit: 4d8 + Dexterity modifier damage.
Miss: Half damage.
Effect: The target is subjected to crushing anger (save ends). While the target is within 2 squares of you, it takes a -2 penalty to saving throws to end this effect. Until the
effect ends, you can use a minor action once during each of your turns to deal 10 damage to the target and knock it prone.
You end your prodigious leap with a blow that smashes your enemy to the ground, all other opponents recoiling before you.
Daily Fear, Implement, Psionic
Standard Action Melee touch
Effect: Before the attack, you fly your speed + 2. If you don’t land at the end of this movement, you fall.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4d12 + Dexterity modifier damage, and the target falls prone and cannot stand up (save ends).
Each Failed Saving Throw: The target is dazed until the end of its next turn.
Miss: Half damage, and the target falls prone.
Effect: Until the start of your next turn, any cre
ature that can see you takes a -2 penalty to attack rolls for any attack that includes you as a target.
You become a creature not unlike stone, capable of bringing great physical force to bear and proving almost invulnerable to attacks for a time.
Daily Elemental, Implement, Polymorph, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 5d10 + Dexterity modifier damage.
Miss: Half damage.
Effect: You assume the form of the enduring boulder. While in this form, you gain resist 30 to all damage and a +3 power bonus to melee damage rolls. Eac
h time you are hit by an attack, reduce the resistance by 5. When the resistance drops to 0, the form ends.
An enemy strikes and you make a savage counterattack. If your opponent attacks again, it is punished by the lingering resonance of your fury.
Daily Implement, Psionic
Immediate Reaction Melee touch
Trigger: An adjacent enemy hits you with an attack
Target: The triggering enemy
Attack: Dexterity vs. Reflex
Hit: 3d10 + Dexterity modifier damage, and the target takes 10 damage the first time each turn it makes an attack (save ends).
Mi
ss: Half damage, and the target takes 5 damage the first time each turn it makes an attack (save ends).
You center your mind on the four hidden sounds of the natural world. When you speak each sound, you release a potent blast of elemental energy.
Daily Implement, Psionic, Stance, Varies
Standard Action Personal
Effect: Until the stance ends, you can use the Four Hidden Sounds Attack power.
Special: You can use this power only once per round.
Daily Implement, Psionic, Stance, Varies
Minor Action Close blast 5
Requirement: The power Four Hidden Sounds must be active in order to use this power.
Target: Each creature in the blast
Attack: Dexterity vs. Reflex
Hit: 1d10 + Wisdom modifier damage. Choose a damage type: acid, cold, fire, or lightning. The attack deals damage of this type to each target. You can choose each damage type only once in an encounte
r.
Effect: The fourth time you use this attack in an encounter, the stance ends.
Special: You can use this power only once per round.
Frost flares around you as an icy mist, adding lethal cold to your attacks and chilling any foe that comes too close.
Daily Cold, Implement, Psionic, Stance
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier damage plus 2d12 cold damage.
Miss: Half damage.
Effect: You can enter the glacier’s mantle stance. Until the stance ends, your melee attacks deal 5 extra cold damage. In addition, any enemy that enters a square adjacent to you takes cold damage equa
l to 5 + your Strength modifier. An enemy can take this damage only once per turn.
Launching yourself at an enemy causes psionic energy to crackle around you so that when you land, you deliver a thunderbolt that can shatter your target’s body and mind.
Daily Elemental, Implement, Lightning, Psionic, Thunder
Standard Action Melee touch
Effect: Before the attack, you can fly up to your speed. Any creature that hits you with an opportunity attack provoked by this movement takes 10 lightning damage.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier lightning and thunder damage, and the target is stunned until the end of your
next turn.
Miss: Half damage, and the target loses its standard action on its next turn.
You focus your psionic energy and project it outward as a halo of golden flame. You rampage among your foes, burning them as you unleash a series of kicks and punches.
Daily Fire, Implement, Psionic, Radiant
Standard Action Melee 1
Effect: You shift your speed and make the following attack once against each enemy you move adjacent to during the shift.
Target: One enemy
Attack: Dexterity vs. Fortitude
Hit: 3d10 + Dexterity modifier damage, and you knock the targe
t prone.
Miss: Half damage.
Effect: The target takes fire and radiant damage equal to 5 + your Strength modifier.
Your attack is delivered with such masterful balance and form that your foe’s mind turns on itself for daring to challenge you.
Daily Implement, Psionic, Psychic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Will
Hit: 4d8 + Dexterity modifier damage plus 2d1
2 psychic damage.
Miss: Repeat the attack against the same target or a different one. Do not repeat the attack again if it misses.
Your hands become a blur as you make a rapid series of attacks, reducing your foe’s armor to a crumpled ruin.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 6d8 + Dexterity modifier damage. Until the end of the encounter, attacks against the target’s AC or Reflex are against the lower of the two
defenses.
Miss: Half damage. Attacks against the target’s AC or Reflex are against the lower of the two defenses (save ends).
You deliver a crushing blow to one foe, focus your psionic energy to step between the worlds, and repeat this attack again.
Daily Implement, Psionic, Teleportation
Standard Action Melee 1
Target: One, two, or three enemies
Attack: Dexterity vs. Reflex. If you attack fewer than three enemies, you can make the attack twice against one of the targets.
Hit: 3d10 + Dexterity modifier damage.
Miss:
Half damage.
Effect: After attacking a target with this power, you teleport to a square adjacent to a different enemy within 10 squares of you.
You make a series of quick attacks against enemies around you and assume a vigilant stance against them all.
Daily Implement, Psionic, Stance
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Dexterity vs. Reflex
Hit: 6d6 + Dexterity modifier damage.
Miss: Half damage.
Effect: You can assume the watchful hydra stance. Until the stance ends, you can target an add
itional creature within 3 squares of you with your flurry of blows power.
You shudder and stumble, yet there is a method to your madness. Each move is perfectly timed to mislead your enemies, causing them to attack each other.
Encounter Full Discipline, Implement, Psionic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Dexterity vs. Will
Hit: The target makes a melee basic attack as a free action against one enemy of your choice. The target gains a bonus to the
attack roll and the damage roll against that enemy. The bonus equals your Wisdom modifier.
You shudder and stumble, yet there is a method to your madness. Each move is perfectly timed to mislead your enemies, causing them to attack each other.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift 4 squares.
Your arm transforms into solid iron as you punch your foe and pierce past its armor.
Encounter Full Discipline, I
mplement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 4d10 + Dexterity modifier + Strength modifier damage.
Your arm transforms into solid iron as you punch your foe and pierce past its armor.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You
shift a number of squares equal to your Strength modifier. During this movement, you can shift through enemies’ spaces.
Your grace and focus flow through your attacks, driving back your enemies and lifting you to safety above the fray.
Encounter Full Discipline
, Implement, Psionic
Standard Action Close burst 2
Target: Each enemy in the burst
Attack: Dexterity vs. Fortitude
Hit: 3d6 + Dexterity modifier damage, and you push the target 1 square. The target is immobilized until the end of your next turn.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You fly your speed + 2. You gain a power bonus to all defenses equal t
o your Wisdom modifier during this movement. If you don’t land at the end of this movement, you fall.
By waiting until several enemies converge on you, you can drive home to all of them at once the folly of daring to confront you head-on.
Encounter Fu
ll Discipline, Implement, Psionic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Dexterity vs. Fortitude
Hit: 2d8 + Dexterity modifier damage, and you push the target up to a number of squares equal to your Strength modifier.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift up to 2 squares. Until the start of your next turn, when an adjacent e
nemy damages you with an attack, you can use an immediate reaction to push that enemy up to 3 squares and knock it prone.
You focus psionic power in your hands, creating a lethal resonance. With a touch, you leave your foe at your mercy.
Encounter Full Discipline, Implement, Psionic, Psychic
Standard Action Melee touch
Target: One creature
Attack
: Dexterity vs. Will
Hit: The target is dominated until the end of your next turn.
Aftereffect: 2d6 + Dexterity modifier psychic damage.
You focus psionic power in your hands, creating a lethal resonance. With a touch, you leave your foe at your mercy.
Encounter Full Discipline, Psionic, Psychic
Move Action Personal
Effect:
You move your speed + 4. You can use the attack technique at any point during the movement.
An unnatural wind comes to life, following on the heels of your swift attacks and hammering into your foes. The same gale lifts you into the air.
Encounter Elemental, Full Discipline,
Implement, Psionic
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Dexterity vs. Fortitude
Hit: 3d8 + Dexterity modifier damage, you slide the target up to 3 squares, and it is immobilized until the end of your next turn.
Encounter Elemental, Full Discipline, Psionic
Move Action Personal
Effect: You fly up to a number of squares equal to your speed + 4. If you do
not land at the end of this movement, you land safely in the nearest unoccupied square at the start of your next turn.
Foes that try to stop you are knocked aside as you surge through combat, ready to unleash a blow that stuns an enemy in its tracks.
Encounter Full Discipline, Implement, Psionic
Standard
Action Melee touch
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1d12 + Dexterity modifier damage, and the target is stunned until the end of your next turn.
Iron Soul: If you make the attack using a mace or a staff, the target also falls prone.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You move your spe
ed + 6. Any enemy that misses you with an opportunity attack provoked by this movement takes damage equal to your Constitution modifier and falls prone.
An unshakeable concentration girds your body as your rockshattering strike overwhelms a foe.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touch
Target: One creature or unattended object
Attack: Dexterity vs. Fortitude
Hit: 3d12 + Dexterity modifier damage, and you push the target a number of squares equal to 3 + your Strength modifier. If this attack bloodies the target, it takes 1d12 extra damage. If the target is an unattended object, this attack deals 2d12 extra damage.
Encounter Full Discipline, Psionic
Move Action Personal
Effect: You shift 4 squares and gain resist 5 to all damage until the end of your next turn.
You step through thin air to unleash a storm of fingertip strikes on your enemies, doubling them over with phantom pain.
Encounter Full Discipline, Implement, Psionic, Psychic, Teleportation
Standard Action Close burst 1
Effe
ct: You teleport your speed.
Target: Each enemy in the burst
Attack: Dexterity vs. Will
Hit: 3d12 + Dexterity modifier psychic damage.
You step through thin air to unleash a storm of fingertip strikes on your enemies, doubling them over with phantom pain.
Encounter Full Discipline, Psionic, Psychic, Teleportation
Move Action Personal
Effect: You teleport up to half your speed.
Psionic energy flows through you, whisking you through space and disrupting your enemies’ life force.
Encounter Full Discipline, Implement, Psionic, Teleportation
Standard Action Melee touch
Primary Target: One creature
Primary Attack: Dexterity vs. Fortitude
Hit: 3d10 + Dexterity modifier damage. You teleport to a square adjacent to an enemy within 6 squares of you. Then make a secondary attack.
Secondary Target: On
e enemy other than the primary target
Secondary Attack: Dexterity vs. Fortitude
Hit: The primary and secondary targets are dazed until the end of your next turn.
Psionic energy flows through you, whisking you through space and disrupting your enemies’ life force.
Encounter Full Discipline, Psionic, Teleportation
Move Action Personal
Effect: You teleport to a square adjacent to an enemy within 6 squares of you.
Your attack hits with the force of iron, pinning an enemy in place as you race across the battlefield.
Encounter Full Discipline, Implement, Psionic
Standard Action Melee touc
h
Target: One creature
Attack: Dexterity vs. Reflex
Iron Soul: If you make the attack using a light blade or a spear, you gain a +2 power bonus to the attack roll.
Hit: 4d8 + Dexterity modifier damage, and the target is immobilized until the end of your next turn.
Encounter Full Dis
cipline, Psionic
Move Action Personal
Effect: You move your speed + 6.
Elemental fire crawls up your arms and spreads across your body. Wherever you go, fire follows, and at your command savage heat washes out ahead of you to incinerate your enemies.
Encounter Elemental, Fire, Full Discipline, Implement, Psionic, Zone
Standard Action Close blast 3
Target: Each creature in the blast
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier fire damage.
Effect: The blast creates a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its turn there takes fire damage equal to 3 + your Charisma modifier. A creature can take damage from a zone created by this power only once per turn.
Encounter Elemental, Fire, Full Discipline, Psionic, Zone
Move Action Personal
Effect: You shift up to half your speed. The squares you leave become a zone that lasts until the end of your next turn. Any creature that enters the zone or ends its tu
rn there takes fire damage equal to 3 + your Charisma modifier. A creature can take damage from a zone created by this power only once per turn.
You are a blur as you move and attack, laying into foes around you with a destructive force equal to that of the mightiest weapons.
Daily Implement, Psionic
Standard Action Close burst 1
Effect: You gain a +2 power bonus to all defenses until the end of your next turn.
Primary Target: Each enemy you can see in the burst
Primary Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and the primary target takes ongoing 10 damage (save ends). If the primary target is already taking ongoing damage, that ongoing damage increases by 10.
Effect: You move your speed + 2. Any enemy that misses you with an opportunity attack provoked by this movement takes 10 damage and falls prone. Make a secondary attack that is a close burst 1.
Secondary Target: Each enemy you can see in the burst other than the primary targets
Secondary Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier damage, and the secondary target takes ong
oing 10 damage (save ends). If the secondary target is already taking ongoing damage, that ongoing damage increases by 10.
Each foe exposed to your rapid assault finds its mobility suddenly curtailed. The longer you remain at hand to threaten an enemy, the more it suffers.
Daily Implement, Psionic
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Dexterity vs. Fortitude
Hit: 5d6 + Dexterity modifier damage.
Miss: Half damage.
Effect: The target is immobilized and takes ongoing 10 da
mage (save ends both). While you are adjacent to the target, it takes a penalty to saving throws against this effect. The penalty equals half your Dexterity modifier.
You streak into the air, trailing fire and light. When you land, the impact staggers, blinds, and burns your foes.
Daily Fire, Implement, Psionic, Radiant, Teleportation, Thunder, Zone
Standard Action Close burst 2
Effect: Before the attack, you teleport your speed, appearing up to 50 feet in the air above your destination space. You then fall without taking damage.
Target: Each creature in the burst
Attack: Dexterity vs. Reflex
Hit: 3d10 + Dexterity modifier fire, radiant, and thunder damage, and the target is blinded (save ends).
Miss: Half damage.
Effect: The b
urst creates a zone that lasts until the end of your next turn. Any creature that ends its turn within the zone takes fire damage equal to your Dexterity modifier.
You transform into a ghostly figure and walk among your foes, your fists and feet passing through their armor like mist.
Daily Implement, Psionic, Stance
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Dexterity vs. Reflex
Hit: 7d6 + Dexterity modifier damage, and the target is weakened (save ends).
Miss: Half damage, and the target is weakened until the end of your next turn.
Effect: You can assume the misty st
orm stance. Until the stance ends, you are phasing. When you are hit by an attack, as an immediate interrupt you can become insubstantial until the end of your next turn, and the stance ends.
Your vicious blow causes supernatural agony to your foe. Slowly but surely, its life slips away.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 5d10 + Dexterity modifier damage.
Miss: Ha
lf damage.
Effect: The target takes ongoing 10 damage (save ends).
Each Failed Saving Throw: The ongoing damage increases by 5.
Death’s proximity awakens the fires within you, causing them to flow out from you in a blazing torrent to burn your enemies and lift you above the battlefield.
Daily Aura, Elemental, Fire, Healing, Implement, Psionic
Immediate Interrupt Close burst 3
Trigger: An attack bloodies you or drops you below 1 hit point.
Target: Each enemy in the burst
Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier fire damage, and the target is marked and takes ongoing 10 fire damage (save ends both).
Each Failed Saving Throw: The ongoing fire damage increases by 5.
Miss: Half damage.
Effect: You can spend a healing surge. Until the end of the encounter, you have a fly speed of 6 (altitude limit 2). You also activate an aura 1 that lasts until the end of the encounter. Any enemy that enters the aura or ends its turn there takes fi
re damage equal to your Dexterity modifier. A creature can take this damage only once per turn.
Every living creature has weak points, some more subtle than others. You execute the strike of the nine stars, hitting each of your foe’s vulnerable spots.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Primary Attack: Dexterity vs. Reflex
Hit: 6d8 + Dexterity modifier damage.
Eff
ect: Make a secondary attack against the target.
Secondary Attack: Dexterity vs. Reflex
Hit: The target is stunned (save ends).
Miss: The target is either dazed or weakened (save ends).
You rock your enemy with a devastating attack, then wrap it in a steely, unbreakable embrace.
Daily Implement, Psionic
Standard Action Melee touch
Target: One creature
Primary Attack: Dexterity vs. Fortitude
Hit: 5d12 + Dexterity modifier damage, and you grab the target. The target takes a penalty to checks to escape the grab equal to your Strength modifier.
Miss: Half damage, and you grab the target
Effect: Until the grab ends, you can use the Titan's Mighty Grasp Attack power against the target.
Daily Implement, Psionic
Standard Action Melee touch
Requirement: The power Titan's Mighty Grasp must be active in o
rder to use this power.
Secondary Attack: Dexterity + 2 vs. Fortitude
Hit: 3d10 + Strength modifier damage. The target cannot attempt to escape the grab until the start of your next turn.
Clouding your enemies’ thoughts with doubt and fear, you use their failures to press your own attacks.
Daily Implement, Psionic, Psychic, Stance
Standard Action Close burst 1
Target: Each enemy in the burst
Attack: Dexterity vs. Reflex
Hit: 6d6 + Dexterity modifier
psychic damage.
Miss: Half damage.
Effect: You assume the tormenting mirage stance. Until the stance ends, you gain a +2 power bonus to all defenses against attacks made by enemies adjacent to you, you grant combat advantage to all other enemies, and you can use the secondary power at will.
Daily Fear, Psionic, Psychic
Immediate Reaction Melee 1
Requirement: The power Tormenting Mirage must be active in order to use this power.
Trigger: An enemy adjacent to you misses you with an attack.
Target: The triggering enemy
Effect: The target takes psychic damage equal to your Dexterity modifier. You and the target swap positions (it slides 1 square, and you shift 1 square), and you gain combat advantage against it until the end of your next turn.