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

I tried to be constructive. I said I don't like Psions getting random abilities at random power levels, like Wizards do. If they can address that within the rubric of the standard casting system, I'd be much more likely to rate another iteration higher.
Why would a persons creative mind be more restricted and less flexible than a predetermined protoscientific chemical formula?
 

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With regard to spells, it is what it is. Call them powers, prayers, recipes, manifestations, whatever, mechanically they are D&D spells.

With regard to spell components, these are problematic. Different classes have different ways of casting a spell. It is the class that decides how, not a particular spell description. A Bard might have various methods to cast. A dancer dances, a singer sings, an instrumentalist instruments. A particular Bard will dance to cast every spell.

For the Psion, there can be needs to be attention to the flavor of how one manifests a spell. Ultimately it doesnt matter to balance if there simply are no spell components. The few spells where balance might matter can be updated to balance more reliably without assuming spell components.

One thing is certain. The Psion is casting spells by the power of ones own mind, never by the power of a Costly Material component.
 


I submitted mostly Green for everything.

The only specific place where I was a hard Yellow were the four Disciplines that gave bonuses to paired spell schools. If you look at the schools that the Psion's spells come from, there is a HUGE difference in the numbers. For 1st and 2nd-level spells alone, the Enchantment / Illusion pairing has like 20 different spells that the Discipline would apply to, whereas Conjuration / Evocation has like 2. That makes the Conj / Evo Discipline pretty much a worthless choice and not worth the design.

I told them they either needed to change the pairings of the Disciplines to balance the spell school numbers, or they needed to swap out a bunch of the spells so that at each level all four pairings had relatively the same number of spells the Disciplines would apply to. Otherwise those four Disciplines should be tossed out altogether if they couldn't be balanced.
 



I get the impression that WotC feels the warlock was a bit of a mistake, but the attempt to fix it was soundly rejected. So they kept pact magic, but have little interest in replicating it.

The original 3.5 warlock is very different mechanically to the 5e warlock.

True, but I was speaking to the 14 to 24 playtest with the half-caster change. Jeremy hinted they were unsatisfied with pact magic, but the results were overwhelming against the redo so they kept it for 24.
Tales of The Valiant Warlocks keeps both spell slots And Pact Magic. The key difference being that Pact Magic Only applies to their Patron Spells provided by their Subclass.
 
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Ok, I'm very confused, this is legit the first time I'm looking at 5.5, Why does it say Prepared spells, did they make psion a prepared caster? or is this just a verbage change with 5.5.
Yeah, they changed the verbiage; everyone has Prepared spells now, the difference is how and how often the class can change which spells are Prepared (every day from spellbook, every day from everything, or once a level because your kit is mostly intended to be set in stone)
 


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