D&D Debuts Playtest for Psion Class

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Wizards of the Coast is playtesting the Psion class for Dungeons & Dragons. Today, Wizards of the Coast provided a new Unearthed Arcana for the Psion, a new class for the current revised 5th edition of Dungeons & Dragons. The playtest includes base class rules plus four subclasses - the body-shifting Metamorph, the reality warping Psi Warper, the offensive-minded Psykinetic, and the Telepath.

The core mechanic of the Psion involves use of Psion Energy die. Players have a pool of energy dice that replenishes after a Long Rest, with the number and size of the dice determined by the Psion's level. These psion energy dice can either be rolled to increase results of various checks/saving throws or spent to fuel various Psion abilities.

While the Psion and psionics have a long tradition in D&D, they've only received a handful of subclasses in 5th Edition. If the Psion survives playtesting, it would mark the first time that Wizards of the Coast has added a new character class to D&D since the Artificer. Notably, the Psion and psionics are also heavily associated with Dark Sun, a post-apocalyptic campaign setting that many considered to be off the table for Fifth Edition due to the need to update parts of the setting to bring it current with modern sensibilities. However, the introduction of Wild talent feats (which replaces some Origin feats tied to backgrounds with psion-themed Feats) in the UA seems to suggest that Dark Sun is back on the table.
 

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Christian Hoffer

Christian Hoffer

Same reason they changed the word "Race"...and good for them.
i'm not sure what 'same reason' is meant to go here and make sense, especially as they didn't remove the concept of subspecies as a whole, just from certain species
See to me things that are cultural should be a background and not a different race completely.
natural telepathy is something that seems a little more than cultural to me, but not enough for a different species entirely, almost something a ...subcategory ...of their species could cover.
 

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See to me things that are cultural should be a background and not a different race completely.
The problem with that is that background is more used for things like "jobs" rather than culture. I like the way Level Up does it, where you have Heritage (biological species, which includes some choices about abilities), Culture (upbringing), and Background (job/training). So things like Mountain Dwarf is a culture – you could have a Dwarf that's brought up in Mountain Dwarf culture, or one brought up in Hill Dwarf culture, or maybe even one brought up among Circusfolk or Tinker Gnomes. Each of these is biologically a dwarf, which means they have Darkvision, lower speed, extra hit points, "creator's blessing" (tool proficiency which they can use instead of sleeping on a long rest), and one of Dwarven Stability (resistance vs being knocked prone) or Dwarven Toughness (resistance to poison, gain some temp hp 1/day). Culture then adds some other stuff to these, usually including skill proficiencies, languages, maybe a cantrip, weapon proficiencies, and things like that. Note that you can also use it in reverse for characters like Carrot (human with Mountain Dwarf culture – "brought up as a dwarf and then further up as a human").
 

The problem with that is that background is more used for things like "jobs" rather than culture. I like the way Level Up does it, where you have Heritage (biological species, which includes some choices about abilities), Culture (upbringing), and Background (job/training). So things like Mountain Dwarf is a culture – you could have a Dwarf that's brought up in Mountain Dwarf culture, or one brought up in Hill Dwarf culture, or maybe even one brought up among Circusfolk or Tinker Gnomes. Each of these is biologically a dwarf, which means they have Darkvision, lower speed, extra hit points, "creator's blessing" (tool proficiency which they can use instead of sleeping on a long rest), and one of Dwarven Stability (resistance vs being knocked prone) or Dwarven Toughness (resistance to poison, gain some temp hp 1/day). Culture then adds some other stuff to these, usually including skill proficiencies, languages, maybe a cantrip, weapon proficiencies, and things like that. Note that you can also use it in reverse for characters like Carrot (human with Mountain Dwarf culture – "brought up as a dwarf and then further up as a human").
I completely agree I love level ups heritage system
 




Probably because the term subspecies is racist and derogatory.
I mean, it's absolutely not - to hold that position you'd have to hold that the term species was, but species is the less-offensive or non-offensive replacement for race, so...

It can be used in a derogatory and racist way, but so can species. In fact, the latter is used that way vastly more often than the former.

 

i really can't comprehend why they decided to remove sub-species from some of the lineages cause then you end up having to resort to doing things like this.
I mean, the ones that got removed weren't exactly exciting or popular. The pop culture of the dwarf has been so firmly set in 'mountain' for decades at this point that Hill dwarves have never had anything for them (outside of like, Warcraft, and the Wildhammers are not regular hill dwarves by any sense), and Ghostwise aren't one of the stock Halflings, that's Lightfoots and Stouts which, I gotta be honest, I had to look up which was which because the halfling options have always been kind of irrelevant

Frankly background makes more sense for the Eberron stuff anyway, they've always been a clunky fit under race, and when Ghostwise come back they'll be a new race option entirely
 

Ghostwise aren't a culture, there Telepathy is innate, not a learned skill, if a Ghostwise baby gets adopted Cormyrian noble and raised in that culture, they are still Telepathic.
I could see it being an alternate species trait. Maybe swapping out Luck or Brave, though you might need a bit more oomph than just telepathy... (psychic resistance? maybe the 'telepathic' wilder feat from the new psion?). Maybe you just say "ghostwise halflings can select telepathy in place of one of their languages" or something. You'd just have to be careful not to make ghostwise the "most powerful" halfling because it has telepathy.

Probably because the term subspecies is racist and derogatory.

Ghostwise halflings are a culture, not a species.

I don't think there's anything super taboo about having a variant of the species with different inherent traits. The biggest challenge to most species conversions in 5.24 is going to be the low power of most species. It's not a significant bit of kit, and that wasn't always true for D&D. Some species qualities might have to migrate into feats (origin or otherwise) or class features or something. But telepathy seems pretty easy, since it's not really much of a power bump. Like, it beats having to speak, but it's not really going to help you kill the dragon faster most of the time.
 

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