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."

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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Parmandur

Book-Friend
Thank god for this. Yet the fact they are presenting classic psionic powers as spells tells me that when they go for a full-fledged class, it will most probably still cast spells. Which is, again, contrary to what psionics is in essence. These are the boundaries I'm talking about. And I am nearly sure they are going for it because I see they adopted this "a spell for everything" or "everything as a spell" attitude a long time ago.
And what makes me so salty is that the only good reason they have for doing this is a wise-sounding "why reinventing the wheel" reply, which is just a fig leaf hiding laziness and cowardice about designing something new AND better. New AND better is the reason for reinventing the wheel. (At least in this case, where you just can't say spells are exactly such a universal thing as a wheel.)

No implication at all, they have explicated that any implementation of Psionics will be transparent with magic, full stop. Yes, a full Psion Class would be a caster. That's just how 5E is built.
 

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Vael

Legend
Thank god for this. Yet the fact they are presenting classic psionic powers as spells tells me that when they go for a full-fledged class, it will most probably still cast spells. Which is, again, contrary to what psionics is in essence.

I'm going to need a game example of what constitutes "Psionics is in essence". Because my experience (3.5 and forward), is that Psionics has always been casting spells.

The 3.5 Psionic Powers were really just spells with different lingo. Psychometabolism instead of Transmutation, Displays instead of verbal/somatic/etc components, etc. There was even a clear X Power Points = Yth Level Spell. One can argue that the augment system is what lead to 5e having spells scale when cast using higher level spell slots.

In 4e, all powers used similar structure, though the augmentable at-will structure of the Psionic classes set them apart, it was still just like spells.

Even the Mystic can have their disciplines expressed as a collection of spells. Here, Mind Storm, one of the abilities from the Psychic Disruption Discipline, reformatted as a spell:

Mind Storm
3rd-Level Enchantment
Casting Time: 1 Action
Range: 60 feet
Components: None
Duration: Instantaneous
Choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on
that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
(The only change I made was changing how the spell scales, since the orginal increases by power points.)
 

Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
Thank god for this. Yet the fact they are presenting classic psionic powers as spells tells me that when they go for a full-fledged class, it will most probably still cast spells.

As long as the psion is its own class, I'm okay with psionic powers being presented like spells (they should have no or different components, but...). From there, one can use the spell points rules from the DMG make it feel more like older systems.
 

Stacie GmrGrl

Adventurer
They haven’t “turned psionics into wizardry” they have release a play test for people to evaluate.

Not sure what “player directed books” means?

People want adventures. So them publishing adventures is a bad thing?

As to crafting rules... there are multiple versions of those rules and ultimately it’s up to the DM.

One of 5e’s points is to NOT codify everything in a rule somewhere. To give DM’s freedom to make rulings as they see fit without having to look something up all the time.

It’s a feature not a bug.

The only thing I want is rules on Jumping with athletics!

That was mostly the point of the edition.

Yeah, I know.

Luckily there are other people producing the good stuff for the game. The 3pp are making 5e exceptionally good. If I was stuck with just WotC's 5e core I'd never play it.
 

vpuigdoller

Adventurer
Mind Sliver - Good debuff for a cantrip. May be too strong.
The thing is that they originally copied the Sacred Flame cantrip but decreased the die dmg by one step and changed the save. The result was that it was way weaker than the original and if the save was met it didnt do dmg.

so now they instead of equal the dmg type, they made it easier to hit with each consecutive try. It stills do no dmg if the save is met. I think is better now but you might be right as well.
 

Chaosmancer

Legend
The thing is that they originally copied the Sacred Flame cantrip but decreased the die dmg by one step and changed the save. The result was that it was way weaker than the original and if the save was met it didnt do dmg.

so now they instead of equal the dmg type, they made it easier to hit with each consecutive try. It stills do no dmg if the save is met. I think is better now but you might be right as well.

The thing with is, it isn't just easier to hit on consecutive tries.

It is easier for all saves to hit, making it one of the few debuffs in the game to affect saves of enemies. That is huge in some ways, since just giving someone a debuff on a save versus a worse effect is a big deal, let alone the damage coming with it.
 

generic

On that metempsychosis tweak
No implication at all, they have explicated that any implementation of Psionics will be transparent with magic, full stop. Yes, a full Psion Class would be a caster. That's just how 5E is built.
As long as a Psion has disciplines or, at the absolute least, class-exclusive spells without components, and a set of cool, nostalgic abilities, I'll be happy.

It has to be differentiated from spellcasting and spellcasters in some way, but, otherwise, I'll probably like it regardless of how it turns out.
 
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Lord-Archaon

Explorer
No implication at all, they have explicated that any implementation of Psionics will be transparent with magic, full stop. Yes, a full Psion Class would be a caster. That's just how 5E is built.

All editions had spells and "that's the way they were built", but that didn't stop them from creating alternative systems.

I'm going to need a game example of what constitutes "Psionics is in essence". Because my experience (3.5 and forward), is that Psionics has always been casting spells.

The 3.5 Psionic Powers were really just spells with different lingo. Psychometabolism instead of Transmutation, Displays instead of verbal/somatic/etc components, etc. There was even a clear X Power Points = Yth Level Spell. One can argue that the augment system is what lead to 5e having spells scale when cast using higher level spell slots.

In 4e, all powers used similar structure, though the augmentable at-will structure of the Psionic classes set them apart, it was still just like spells.

Even the Mystic can have their disciplines expressed as a collection of spells. Here, Mind Storm, one of the abilities from the Psychic Disruption Discipline, reformatted as a spell:

There, that's what I refer to. Of course behind the scenes everything can be a spell, even a Fighter's Maneuver, or a Monk's Ki Ability, anything. The point is exactly making it different. And not just for the sake of it.
Psionics in essence is a power that is much more fluid than magic. Magic is some kind of unlocking of the cosmos' secrets, so it works on its own rules. This is why Vancian magic doesn't break immersion even if it's such an artificial and arbitrary system: it's magic so you don't have to understand HOW it works, it's enough to know how to use it.
With psionics, instead, the users are unlocking their own power, and the rules are kind of their own, but they follow the limitations of the mind.
Hence every power should be flexible enough to feel like two or thee spells, depending on how it's used, how much effort is spent etc. Not just scaling damage depending on level like spells.
BUT they should all be thematically linked, because the mind has its limits.
That's why Disciplines are a cool Psionic concept: it's like you choose many spells in one, but all linked.

Psions should be very restricted in the amount of different things they can do, when they choose their powers. Like a skill-tree thing. If you are good at telekinesis, you can't just one day become good also at telepathy. It should be a gradual thing. If at first level you go for telekinesis, you would be opening some doors and nearly closing others. Retraining could be there as an option, but it would take multiple levels of retraining to fully change path. It has to feel more realistic than magic.
It's like superpowers: you know what to expect from superheroes, they have a set of powers and then they can use them in variations or at various degrees of power, but you don't expect Spiderman to communicate telepathically, or Professor X to shoot fireballs. While you expect almost anything from Dr. Strange, BECAUSE MAGIC.

There, this is psionics in essence, and although you could say it's just one way to see it, I'm pretty sure it's very close to all the other ways of seeing it, while Vancian magic isn't.
 
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