Post by Rainbow Rage on Feb 28, 2010 0:20:20 GMT -5
Class: Battlemind
Role: Defender. You are tough and fast, while your mastery of psionic magic allows you to outwit your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role.
Power Source: Psionic. You are a psionic warrior, a weapon master who combines physical might and a cunning intellect.
Key Abilities: Constitution, Wisdom, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Bonus to Defense: +2 Will.
Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 9+ Constitution Modifier.
Trained Skills: From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha).
Build Options: Quick Battlemind, Resilient Battlemind
Class features: Psionic Augmentation, Psionic Defense, Psionic Study.
As wanderers, mercenaries, and adventurers, battleminds are carefree warriors who seek only to test their skill against the mightiest and most dangerous opponents. Battleminds possess a potent combination of psionic and physical skill, allowing them to use their magic to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks. Battleminds tend to be bold and sometimes arrogant, an attitude earned through bringing ruin to enemies over the course of many conflicts.
You might not share your fellow battleminds’ arrogance, but you do have access to an array of combat abilities that let you manipulate, baffle, and defeat your enemies. Your mind is as deadly as your weapon, and with the aid of your psionic magic, your body can turn aside attacks as effectively as a suit of plate armor can.
Let those who would stand against your might quiver in terror when you approach, for you are a battlemind, and supremacy in combat is your birthright.
Psionic Augmentation:
At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don't start with any encounter attack powers from your class. You can instead augment your battlemind at-will attack powers using power points. These powers (and certain others, notably the encounter attack power you gain from a battlemind paragon path) have the augmentable keyword.
You gain new battlemind at-will attack powers, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new battlemind at-will attack power. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one of your augmentable battlemind at-will attack powers with another one of your level or lower. The power you replace must be augmentable.
Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.
You regain all your power points when you take a short or an extended rest.
Battlemind's Demand, Battlemind At-Will Feature
At-Will ✦ Augmentable, Psionic
Minor Action, Close burst 3
Target: One creature in burst
Effect: You mark the target until you use this power again or until the end of the encounter.
Augment 1: Target: One or two creatures in burst.
Blurred Step, Battlemind At-Will Feature
At-Will ✦ Psionic
Opportunity Action, Personal
Trigger: An adjacent enemy marked by you shifts
Effect: You shift 1 square.
Mind Spike, Battlemind At-Will Feature
At-Will ✦ Force, Psionic, Psychic
Immediate Reaction, Melee 1
Trigger: An adjacent enemy marked by you deals damage on an attack against an ally that doesn't include you as a target
Target: The triggering enemy
Effect: The target takes force and psychic damage equal to the damage its attack dealt your ally.
PSIONIC STUDY
Battleminds learn to fight using their bodies as weapons. Some battleminds alter their own form to fit their needs. Other battleminds use their psionic power to predict the best position for launching an attack.
Select Resilient or Quick:
Resilient Battlemind:
Battle Resilience, Battlemind Encounter Feature
Encounter ✦ Psionic
Free Action, Personal
Trigger: An attack hits or misses you for the first time in an encounter
Effect: You gain resistance to all damage equal to 3 + your Wisdom modifier until the end of your next turn. The resistance increases to 6 + your Wisdom modifier at 11th level and 9 + your Wisdom modifier at 21st level.
Quick Battlemind:
Speed of Thought, Battlemind Encounter Feature
You move in the blink of an eye, reaching your foes before they can draw their weapons.
Encounter ✦ Psionic
Free Action, Personal
Trigger: You roll initiative
Effect: You move a number of squares equal to 3 + your Charisma modifier.
Special: You can use this power even if you’re surprised.
Level 1 At-Will Attack Powers
Bull's Strength, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitutution modifier damage, and you push the target 1 square.
Augment 1: Effect: Your reach increases by 1 for this attack.
Augment 2: Close blast 3. Target: Each enemy you can see in the blast.
Demon Dance, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Fear, Psionic, Psychic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier psychic damage, and the target takes a –5 penalty to opportunity attack rolls until the end of your next turn.
Augment 1: Hit: As above, and the target loses threatening reach until the end of your next turn.
Augment 2: Hit: 2[W] + Constitution modifier psychic damage, and the target can’t make opportunity attacks until the end of your next turn.
Iron Fist, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: Until the end of your next turn, you gain resistance to all damage equal to your Wisdom modifier.
Augment 1: Effect: Until the end of your next turn, you gain resistance to fire damage equal to 5 + your Wisdom modifier.
Augment 2: Hit: 2[W] + Constitution modifier damage.
Twisted Eye, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of your allies adjacent to it.
Augment 1: Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
Augment 2: Hit: 1[W] + Constitution modifier damage, and the target is blinded until the end of your next turn.
Whirling Defense, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Augment 1: Effect: Whenever you use your mind spike before the end of your next turn, the target of that power takes extra damage equal to your Charisma modifier.
Augment 2: Range: Close burst 1. Target: Each enemy you can see in burst
Level 1 Daily Attack Powers
Allies to Enemies, Battlemind Daily Attack 1
Daily ✦ Charm, Psionic, Psychic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier psychic damage, and the target makes a melee basic attack against a creature of your choice.
Miss: Half damage.
Steel Unity Strike, Battlemind Daily Attack 1
Daily ✦ Psionic, Stance, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You assume the steel unity stance. Until the stance ends, you can use the Steel Unity Attack power.
-- Steel Unity Attack
At-Will Psionic, Weapon
Opportunity Action Melee 1
Requirement: The power Steel Unity Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting on its turn
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Level 2 Utility Powers
Feather Step, Battlemind At-Will Utility 2
At-Will ✦ 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, move 3 squares.
Telepathic Challenge, Battlemind At-Will Utility 2
At-Will ✦ Psionic
Minor Action Close burst 2
Target: Each enemy in burst
Effect: You mark each target until the end of your next turn.
Level 3 At-Will Attack Powers
Mind Snare, Battlemind At-Will Attack 3
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and one ally within 5 squares of you becomes invisible to the target until the target is adjacent to him or her or until the end of your next turn.
Augment 1: Hit: As above, but the invisibility isn't ended by the target being adjacent to the ally.
Augment 2: Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, your allies are invisible to the target when they are not adjacent to the target.
Spectral Legion, Battlemind At-Will Attack 3
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target grants combat advantage to your allies while they are adjacent to it.
Augment 1: Hit: As above, and the target takes a penalty to the attack rolls of melee attacks and close attacks until the end of your next turn. The penalty equals your Charisma modifier.
Augment 2: Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, the target is immobilized, and it grants combat advantage to your allies while they are adjacent to it.
Visions of Terror, Battlemind At-Will Attack 3
At-Will ✦ Augmentable, Fear, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you push the target 2 squares.
Augment 1: Hit: As above, but you push the target a number of squares equal to your Charisma modifier. In addition, until the end of your next turn, if you or any of your allies pulls, pushes, or slides the target, the forced movement increases by 1 square.
Augment 2: Hit: 1[W] + Constitution modifier damage, and you push the target a number of squares equal to your Charisma modifier. After the push, you slide each enemy adjacent to the target 1 square.
Level 5 Daily Attack Powers
Beckoning Strike, Battlemind Daily Attack 5
Daily ✦ Psionic, Stance, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You assume the beckoning stance. Until the stance ends, you can use the Beckoning Strike Attack power.
-- Beckoning Strike Attack
At-Will Psionic, Weapon
Opportunity Action Melee 1
Requirement: The power Beckoning Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting on its turn
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. At the end of the secondary target’s turn, you can use a free action to pull the secondary target a number of squares equal to its speed.
Nightmare Vortex, Battlemind Daily Attack 5
Daily ✦ Fear, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in burst
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you slide the target 1 square.
Miss: Half damage.
Effect: Until the end of the encounter, whenever an enemy starts its turn within 3 squares of you, you can slide the target 1 square as a free action.
Predator to Prey, Battlemind Daily Attack 5
Daily ✦ Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: The target's reach is reduced by 1 (minimum 1) and whenever the target is hit, you can slide it 1 square as a free action (save ends both).
Level 6 Utility Powers
Stag's Leap, Battlemind At-Will Utility 6
At-Will ✦ Psionic
Move Action, Personal
Effect: You make an Athletics check to jump with a +5 bonus. You are considered to have a running start.
Winged Weapon, Battlemind At-Will Utility 6
At-Will ✦ Psionic
Minor Action Personal
Effect: Choose a weapon you are holding. The next melee attack you make with that weapon before the end of your next turn becomes a ranged attack with a range of 10. The weapon returns to your hand after you make that attack.
Role: Defender. You are tough and fast, while your mastery of psionic magic allows you to outwit your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role.
Power Source: Psionic. You are a psionic warrior, a weapon master who combines physical might and a cunning intellect.
Key Abilities: Constitution, Wisdom, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Bonus to Defense: +2 Will.
Hit Points at 1st Level: 15+ Constitution Score.
Hit Points per Level Gained: 6
Healing Surges per Day: 9+ Constitution Modifier.
Trained Skills: From the class skills list below, choose 3 trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha).
Build Options: Quick Battlemind, Resilient Battlemind
Class features: Psionic Augmentation, Psionic Defense, Psionic Study.
As wanderers, mercenaries, and adventurers, battleminds are carefree warriors who seek only to test their skill against the mightiest and most dangerous opponents. Battleminds possess a potent combination of psionic and physical skill, allowing them to use their magic to manipulate and deceive their foes even as their fighting skill lets them carve a swath through enemy ranks. Battleminds tend to be bold and sometimes arrogant, an attitude earned through bringing ruin to enemies over the course of many conflicts.
You might not share your fellow battleminds’ arrogance, but you do have access to an array of combat abilities that let you manipulate, baffle, and defeat your enemies. Your mind is as deadly as your weapon, and with the aid of your psionic magic, your body can turn aside attacks as effectively as a suit of plate armor can.
Let those who would stand against your might quiver in terror when you approach, for you are a battlemind, and supremacy in combat is your birthright.
Psionic Augmentation:
At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don't start with any encounter attack powers from your class. You can instead augment your battlemind at-will attack powers using power points. These powers (and certain others, notably the encounter attack power you gain from a battlemind paragon path) have the augmentable keyword.
You gain new battlemind at-will attack powers, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new battlemind at-will attack power. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one of your augmentable battlemind at-will attack powers with another one of your level or lower. The power you replace must be augmentable.
Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.
You regain all your power points when you take a short or an extended rest.
Battlemind's Demand, Battlemind At-Will Feature
At-Will ✦ Augmentable, Psionic
Minor Action, Close burst 3
Target: One creature in burst
Effect: You mark the target until you use this power again or until the end of the encounter.
Augment 1: Target: One or two creatures in burst.
Blurred Step, Battlemind At-Will Feature
At-Will ✦ Psionic
Opportunity Action, Personal
Trigger: An adjacent enemy marked by you shifts
Effect: You shift 1 square.
Mind Spike, Battlemind At-Will Feature
At-Will ✦ Force, Psionic, Psychic
Immediate Reaction, Melee 1
Trigger: An adjacent enemy marked by you deals damage on an attack against an ally that doesn't include you as a target
Target: The triggering enemy
Effect: The target takes force and psychic damage equal to the damage its attack dealt your ally.
PSIONIC STUDY
Battleminds learn to fight using their bodies as weapons. Some battleminds alter their own form to fit their needs. Other battleminds use their psionic power to predict the best position for launching an attack.
Select Resilient or Quick:
Resilient Battlemind:
Battle Resilience, Battlemind Encounter Feature
Encounter ✦ Psionic
Free Action, Personal
Trigger: An attack hits or misses you for the first time in an encounter
Effect: You gain resistance to all damage equal to 3 + your Wisdom modifier until the end of your next turn. The resistance increases to 6 + your Wisdom modifier at 11th level and 9 + your Wisdom modifier at 21st level.
Quick Battlemind:
Speed of Thought, Battlemind Encounter Feature
You move in the blink of an eye, reaching your foes before they can draw their weapons.
Encounter ✦ Psionic
Free Action, Personal
Trigger: You roll initiative
Effect: You move a number of squares equal to 3 + your Charisma modifier.
Special: You can use this power even if you’re surprised.
Level 1 At-Will Attack Powers
Bull's Strength, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitutution modifier damage, and you push the target 1 square.
Augment 1: Effect: Your reach increases by 1 for this attack.
Augment 2: Close blast 3. Target: Each enemy you can see in the blast.
Demon Dance, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Fear, Psionic, Psychic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier psychic damage, and the target takes a –5 penalty to opportunity attack rolls until the end of your next turn.
Augment 1: Hit: As above, and the target loses threatening reach until the end of your next turn.
Augment 2: Hit: 2[W] + Constitution modifier psychic damage, and the target can’t make opportunity attacks until the end of your next turn.
Iron Fist, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: Until the end of your next turn, you gain resistance to all damage equal to your Wisdom modifier.
Augment 1: Effect: Until the end of your next turn, you gain resistance to fire damage equal to 5 + your Wisdom modifier.
Augment 2: Hit: 2[W] + Constitution modifier damage.
Twisted Eye, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of your allies adjacent to it.
Augment 1: Special: When making an opportunity attack, you can use this power in place of a melee basic attack.
Augment 2: Hit: 1[W] + Constitution modifier damage, and the target is blinded until the end of your next turn.
Whirling Defense, Battlemind At-Will Attack 1
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you mark the target until the end of your next turn.
Augment 1: Effect: Whenever you use your mind spike before the end of your next turn, the target of that power takes extra damage equal to your Charisma modifier.
Augment 2: Range: Close burst 1. Target: Each enemy you can see in burst
Level 1 Daily Attack Powers
Allies to Enemies, Battlemind Daily Attack 1
Daily ✦ Charm, Psionic, Psychic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier psychic damage, and the target makes a melee basic attack against a creature of your choice.
Miss: Half damage.
Steel Unity Strike, Battlemind Daily Attack 1
Daily ✦ Psionic, Stance, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 3[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You assume the steel unity stance. Until the stance ends, you can use the Steel Unity Attack power.
-- Steel Unity Attack
At-Will Psionic, Weapon
Opportunity Action Melee 1
Requirement: The power Steel Unity Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting on its turn
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Level 2 Utility Powers
Feather Step, Battlemind At-Will Utility 2
At-Will ✦ 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, move 3 squares.
Telepathic Challenge, Battlemind At-Will Utility 2
At-Will ✦ Psionic
Minor Action Close burst 2
Target: Each enemy in burst
Effect: You mark each target until the end of your next turn.
Level 3 At-Will Attack Powers
Mind Snare, Battlemind At-Will Attack 3
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and one ally within 5 squares of you becomes invisible to the target until the target is adjacent to him or her or until the end of your next turn.
Augment 1: Hit: As above, but the invisibility isn't ended by the target being adjacent to the ally.
Augment 2: Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, your allies are invisible to the target when they are not adjacent to the target.
Spectral Legion, Battlemind At-Will Attack 3
At-Will ✦ Augmentable, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. Until the end of your next turn, the target grants combat advantage to your allies while they are adjacent to it.
Augment 1: Hit: As above, and the target takes a penalty to the attack rolls of melee attacks and close attacks until the end of your next turn. The penalty equals your Charisma modifier.
Augment 2: Hit: 2[W] + Constitution modifier damage. Until the end of your next turn, the target is immobilized, and it grants combat advantage to your allies while they are adjacent to it.
Visions of Terror, Battlemind At-Will Attack 3
At-Will ✦ Augmentable, Fear, Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you push the target 2 squares.
Augment 1: Hit: As above, but you push the target a number of squares equal to your Charisma modifier. In addition, until the end of your next turn, if you or any of your allies pulls, pushes, or slides the target, the forced movement increases by 1 square.
Augment 2: Hit: 1[W] + Constitution modifier damage, and you push the target a number of squares equal to your Charisma modifier. After the push, you slide each enemy adjacent to the target 1 square.
Level 5 Daily Attack Powers
Beckoning Strike, Battlemind Daily Attack 5
Daily ✦ Psionic, Stance, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: You assume the beckoning stance. Until the stance ends, you can use the Beckoning Strike Attack power.
-- Beckoning Strike Attack
At-Will Psionic, Weapon
Opportunity Action Melee 1
Requirement: The power Beckoning Strike must be active in order to use this power.
Trigger: An adjacent enemy marked by you moves without shifting on its turn
Target: The triggering enemy
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage. At the end of the secondary target’s turn, you can use a free action to pull the secondary target a number of squares equal to its speed.
Nightmare Vortex, Battlemind Daily Attack 5
Daily ✦ Fear, Psionic, Weapon
Standard Action Close burst 1
Target: Each enemy you can see in burst
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage, and you slide the target 1 square.
Miss: Half damage.
Effect: Until the end of the encounter, whenever an enemy starts its turn within 3 squares of you, you can slide the target 1 square as a free action.
Predator to Prey, Battlemind Daily Attack 5
Daily ✦ Psionic, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Constitution vs. Will
Hit: 2[W] + Constitution modifier damage.
Miss: Half damage.
Effect: The target's reach is reduced by 1 (minimum 1) and whenever the target is hit, you can slide it 1 square as a free action (save ends both).
Level 6 Utility Powers
Stag's Leap, Battlemind At-Will Utility 6
At-Will ✦ Psionic
Move Action, Personal
Effect: You make an Athletics check to jump with a +5 bonus. You are considered to have a running start.
Winged Weapon, Battlemind At-Will Utility 6
At-Will ✦ Psionic
Minor Action Personal
Effect: Choose a weapon you are holding. The next melee attack you make with that weapon before the end of your next turn becomes a ranged attack with a range of 10. The weapon returns to your hand after you make that attack.