Mindshear
The mindshear psion is a master telepath, not simply capable of communicating by mental linkage, but able to draw out private thoughts, remove and replace memories, and even manipulate a creature’s sense of the here and now.
Inconceivable
At 3rd level, you gain an expertise die to Deception, Intimidation, and Persuasion checks.
Towering Intellect
Also at 3rd level, the following level II powers count as level I powers for you: enervate , mirage , and push thought , and you can manifest telepathic messaging as a reflex.
Bend Will
Starting at 7th level, you can assert control over a target’s mind by using an action. The type of creature you can target is based on your psion level, as shown on the table below.
Level Target
7th One beast
9th One humanoid
17th One creature
The target makes a Wisdom saving against your psionics save DC. On a failure, the creature is charmed by you as long as you are channeling this feature. If the target’s saving throw is successful or the effect ends for it, it is immune to this feature for 24 hours. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw. You can channel this feature for 1 minute. The channeling limit increases with your power rating: 10 minutes at a rating of IV, 1 hour at V, and 8 hours at VI.
Until the charmed condition ends, you establish a telepathic link with the target while you are in the same planetary system. You can use an action to give the creature a command. Alternatively, you can assume direct control over the target. Until the end of your next turn, you experience the world as it does, gaining the benefit of any special sense it has. You decide all of the target’s actions on its turn, and it does nothing you do not allow it to. While doing so you are blind and deaf to your own body’s surroundings. If the creature is killed or falls unconscious while you are controlling it, you suffer a level of strife. While a target is directly controlled in this way, you can also use your own reaction to make it use a reaction.
The effect ends if you or your companions do anything harmful towards the target. Each time the target takes damage, it makes a new saving throw, ending the effect and breaking your concentration on a success. The target knows it was charmed by you when the effect ends. Once you have used this feature you cannot use it again until you finish a long rest.
Cognitive Dissonance
At 15th level, you can telepathically fill a creature’s mind with beliefs and attitudes in direct opposition to its typical thinking. Once between long rests you can spend an action to target one creature within 30 feet. The target makes a Wisdom saving throw against your psionics ability DC. On a failure, the creature takes 9d10 psychic damage and becomes confused until the beginning of your next turn. A target that succeeds on its saving throw takes half damage and is slowed rather than confused.
You can use your reaction to channel this feature for up to 1 minute; while you are channeling, any creature that failed its initial saving throw makes an additional saving throw at the beginning of each of your turns or remains confused and suffers 1d10 psychic damage.
By spending psionic points, you can enhance the effects of this feature in the following ways:
Additional Target. You spend 1 psionic point to target one additional creature within range.
Increased Range. Your range for this ability increases to 60 feet.
A creature that is immune to being charmed is immune to this feature.