Unearthed Arcana New Unearthed Arcana: Psionics!

There’s a new Unearthed Arcana article out, and it’s all about psionics! "Their minds bristling with power, three new subclasses arrive in today’s Unearthed Arcana: the Psychic Warrior for the fighter, the Soulknife for the rogue, and the tradition of Psionics for the wizard."

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In this 9-page PDF, there are also some new psionics-themed spells (including versions of classic psionic powers like id insinuation and ego whip) and two new feats.
 

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So we aren't admitting to levels of success? That seems a little restrictive, but whatever props your tent.
What?

Am I being messed with?

People on this forum really have a problem with dissenting opinions. Its like everytime someone disagrees, it just ends up with one side saying some condescending stuff.

Sorry I don't think this feels like Darth Vader?

My bad bro. Next UA I'll make sure to only love it and have no disagreeing opinions whatsoever.
 

Here we once again see that subclasses should have come at level 1.

On the other hand, an alternate class feature, which gives the wizard a psi cristall to store spells instwad of a spell book and you are good to go.
A sorcerer could easily just have int as casting stat and become a psionicist.
Spells sound good.
I think it is a very easy way to do things.
 

I really loved the Psion the Mike Mearls was working on, but why include the Psion class in that class survey along side Blood Hunter and Warlord if they have no interest in doing more classes for 5e, I mean that just seems cruel.
 

This UA is going to be unleash so much spice and salt over the internet that they will have to update the tongue flavor list again, just to have something that surpasses umami.

Psychic Warrior
Wonderboy, what is the secret of your power?

Psionic Armament
Comes in two flavors:

Augmented Defenses, you spend your reaction to reduce the damage of a single damage roll dealt to any creature within 30' of you by 1d10 (or 1d12 at level 10). Needless to say, this is not worth considering beyond level 5. Needs scaling, probably just give it flat resistance to that type of damage till the start of your next turn.

As for the thing you are actually going to use?

Augmented Strikes . +1d4 damage per weapon strike, +1d6 at level 10. It's a mini-Brute! too bad it's only once per turn. The Brute was balanced yo.

Telekinetic Hand
It's just improved Mage Hand, like the Arcane Trickster, but worse and it still doesn't scale at all. Just let it carry some extra weight already.

Strength of Mind
Basically it's Thorn Whip via alternative mechanics as a bonus action. Also it can push instead. Which is cool an all, but normally level 7 has some kind of non-combat utility. Mabe some Telepathy or something.

Telekinetic Bulwark
You can turn one of your Attacks into Telekinetic Half-Cover for 60 seconds. I like cover, it's an under appreciated mechanic, however the activation and recharge mechanics on this ability are way too complex. Is it too much to ask for a Bonus Action that recharges on a short rest anymore? Maybe something that works every time you give up an attack but lasts for only a turn or so? This is just clunky.

Agonizing Strikes
Psionic Smite! With added Prone and Disadvantage on ability checks.

Psychic Dreadnaught
So this is totally a Paladin Capstone that somehow got appended to the Fighter. Unfortunately, it's one of the weaker ones, and it may regenerate you, but it stops working if you fall unconscious.

Thoughts
Have you ever wanted to play a paladin that deals more damage, without having to deal with spells, or worrying about when to use your lay on hands? No of course not, you want to play a Psionic Warrior. This could stand to have more Psychometabolism powers to better reflect how weird they are supposed to be. Some funky fleshshaping to better reflect that far realm/aberration flavor.

Soulknife
I foresee some conflict with Keith Baker's upcoming book.

Psychic Blade
It's basically a psionic short sword, that you can throw with a range of 30/60. Requiring a bonus action to summon them kind of stings, but at least you can summon two of them at one time.

Psionic Enhancement
You get telepathy, bonus walking speed, or a small smattering of extra hit points. And you can switch them out every day. Extra hit points probably aren't worth it over the other options unless you are in an extremely combat focused game, even then +5' might be better.

Terrifying Blade
You can inflict the Frightened condition an unlimited number of times per day. If the target saves they are immune for 24 hours. But this is a monster power that a PC class somehow got their hands on, and that's nifty.

Psychic Veil
Invisibility at level 13? Arcane Tricksters get that at 7th level. And they get Mage Hand!

Rend Mind
It's the Mind Flayer's Mindblast in stabby form. Mind you, at level 17 you can already do 10d6+DEX with a single attack at this level. But Stun and extra damage, with an INT save, at disadvantage (cause you are invisible and hiding) is awesome. To bad you will never play to this level.

Thoughts.
It's mostly alright, but the limitations of the Rogue Chassis and bonus actions are starting to become apparent at this point in 5e. They more or less painted themselves into a corner with those designs.



Psionics
I feel a disturbance in the force. As if thousands of fans were suddenly disappointed all at once.

Psionic Focus
You have your own special arcane focus, that lets you reroll 1s when you deal psychic or force damage.

Which for cantrips leaves you with Mind Sliver (from this UA) and Sword Burst. It only works on Wizard spells so no race, feat, or multiclass shenanigans. On the other hand, this would do wonders for Magic Missile and a few other staple Wizard damage spells.

Also, you can summon your focus to your hand when you take a rest, which could be handy if you are thrown in jail.

Psionic Devotion
OMG, Friends is finally useful for it's intended purpose! Other than that, an improved and free cantrip isn't bad at level 2. Better than a gold cost reduction for scribbling spells at any rate.

Thought Form
You are a Force ghost. Also you gain resistance to psychic and non-magical damage, and the effects of the Subtle Spell metamagic for every spell you cast for the next 10 min. Kind of wish the damage resistance was effective against magic weapons too, maybe if they drop the Subtle Spell part, you are a visible luminous being of pure thought energy after all, it's kind of hard to not see your thoughts crackle as you use your powers.

Mental Discipline
One extra spell per day for free is on par with other schools for this level.

Empowered Psionics
Normally, Wizards get one ability at level 10, so this is crazy. This is the more boring of the two, but still one of them should be dropped.

Thought Travel
I can see why they delayed flight+passing through objects till 14th level. Though this will doubtlessly make Sorcerers more jealous than they already are at this point, because they typically get their wings at level 14 as well.



Thoughts.
Honestly, this isn't that bad of a Wizard School. I just don't expect it to see the light of day due to negative reactions from people yearning for the next crack at the Mystic, and also the Sorcerer fans who maintain a constant vigil against anything that could potentially trod on their toes.


Spells
Cantrips
Mind Sliver. It's the same as it was. Still possibly OP.

1st Level
Id Insinuation. Some hard control and extra damage. Totally worth a spell slot.

2nd Level
Mental Barrier. Its a slightly more powerful Absorb Elements, tuned to mental spells. Worth having in general.

Mind Thrust. Deals some damage, and gives out some control for a round. Targets INT, which is great. Can be upcast for multiple targets. Good for generating momentum in combat, but not something to pick as a first option.

Thought Shield. It's a low-level Mind Blank + Glibness. Yes, it's downscaled, but damn that's nuts!

3rd Level
Psionic Blast. No, this won't turn you into an illithid. Lower damage than a Lighting Bolt, but makes up for it by also pushing and knocking the targets prone for a bit of soft control. Probably as good as Lighting Bolt in general practice.

4th Level
Ego Whip. Soft Control on Warriors. Hard Control on non-INT Casters. The juicy bit is that it inflicts disadvantage on saving throws, including future saving throws against itself! Their only chance is to run away.

5th Level
Intellect Fortress. Saving throw advantage to you, and you can use your reaction let your friends re-roll a failed save. Not quite Circle of Power, but Wizards don't get that anyway.

6th Level
Psychic Crush. 60 seconds of Stunned on an INT save is really good. Adding 12d6 save-for-half worth of injury to that insult is amazing. Having all that on a 6th level spell with no Concentration absolutely bonkers.

Feats
I had to cut off the feats before, due to work related reasons, so here they are:

Telekinetic
Bonus action ranged shove is kind of cool. Unfortunately, it takes an action to move the hand into position or summon it. I also wish that Mage Hand could lift more lbs at later levels.

Telepathic
This is more or less exactly what I expected from a feat that gives Telepathy. Personally, I would have gone for bonus languages instead of a skill, but that's a trade up.
 
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Here we once again see that subclasses should have come at level 1.

On the other hand, an alternate class feature, which gives the wizard a psi cristall to store spells instwad of a spell book and you are good to go.
A sorcerer could easily just have int as casting stat and become a psionicist.
Spells sound good.
I think it is a very easy way to do things.

Agreed, it was in hind sight one of the biggest mistakes of 5e for a lot of reasons.
 

All the pining for a dedicated Psion class made me look at the UA Mystic again, which reminded me that it was a 28 page long article to describe one class, which is twice what the UA Artificer took and 3 1/2 times what the UA Ranger took. As underwhelming as it is to have psionic powers just be a few subclass abilities and a little re-flavored magic, not having to have a whole additional system in the game is pretty nice.
 


All the pining for a dedicated Psion class made me look at the UA Mystic again, which reminded me that it was a 28 page long article to describe one class, which is twice what the UA Artificer took and 3 1/2 times what the UA Ranger took. As underwhelming as it is to have psionic powers just be a few subclass abilities and a little re-flavored magic, not having to have a whole additional system in the game is pretty nice.

I mean, if the Wizard was introduced as UA with all its unique spells, it'd be just as long.

Anyway.

Here's the DND Beyond interview for the psionist subclass.

 

What?

Am I being messed with?

People on this forum really have a problem with dissenting opinions. Its like everytime someone disagrees, it just ends up with one side saying some condescending stuff.

Sorry I don't think this feels like Darth Vader?

My bad bro. Next UA I'll make sure to only love it and have no disagreeing opinions whatsoever.
Messed with? Not at all. Telling other people what to like and not like isn't my bag. That said, the fighter class in question does indeed have some features that index a Darth Vader style fighter character for D&D. How much you like the parts that are indexed, or the extent to which Vader's whole oeuvre is represented is a very different conversation.

So I'm not saying you have to like it, I'm just saying that the fact you, personally, don't like it doesn't really speak to the success of the modelling attempted by the subclass one way or the other. I wasn't being snide when I said "whatever props your tent". I don't think there's any real argument that you being pretty black and white though, and I was pointing at some shades of grey, that's all. No messing-with intended.
 

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