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

So, instead of having known spells which change at level and prepared which change after a long rest, they made all "prepared" and just complicated it by having variable time-frames--all of which accomplishes nothing really but a needless change??

Way to go, WotC... shrug
It is simpler on the casting rules if everyone uses the same word for "spells ready to cast" rather than 2 different ones.

It also opens up more variations. Changing 1 spell on a long rest doesn't fit into either of the old categories.
 

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It is simpler on the casting rules if everyone uses the same word for "spells ready to cast" rather than 2 different ones.
If you say so.

It also opens up more variations. Changing 1 spell on a long rest doesn't fit into either of the old categories.
Except you could always change 1 spell on a long rest for any prepared spell caster. Sure, you weren't limited to just 1, but still.

Frankly, I wished they had gone more the other direction. Everyone is Known Spells. Wizards being the odd-ball out due to the spell book---without which they only "know" the spells they currently have.

But that's just me. If people are happy with it, whatever I guess.
 

So, instead of having known spells which change at level and prepared which change after a long rest, they made all "prepared" and just complicated it by having variable time-frames--all of which accomplishes nothing really but a needless change??

Way to go, WotC... shrug
It really feels more like a streamlining that makes it more straightforward than a complication. Like most 2024 changes, it isn't major but makes the game smoother.
 


Frankly, I wished they had gone more the other direction. Everyone is Known Spells. Wizards being the odd-ball out due to the spell book---without which they only "know" the spells they currently have.
It ought to be where everyone can prepare a number of spells per long rest that is equal to their ability score modifier (INT, WIS or CHA) plus 1/2 their class level (rounded down). That way, you aren't stuck with a spell that has lost its' effectiveness or was previously a bad choice on your part till your next level.
 

It ought to be where everyone can prepare a number of spells per long rest that is equal to their ability score modifier (INT, WIS or CHA) plus 1/2 their class level (rounded down).
Frankly, prepared spells rarely get changed often in my experience. Maybe one or two, often NONE, per long rest. I've never met a player who routinely swapped out a majority of prepared spells regularly--could be out there--but I've never met one.

That way, you aren't stuck with a spell that has lost its' effectiveness or was previously a bad choice on your part till your next level.
It's off topic for the thread, but honestly how long are most players really "stuck" with a bad spell? 4 sessions or so in most cases?
 

Frankly, prepared spells rarely get changed often in my experience. Maybe one or two, often NONE, per long rest. I've never met a player who routinely swapped out a majority of prepared spells regularly--could be out there--but I've never met one.


It's off topic for the thread, but honestly how long are most players really "stuck" with a bad spell? 4 sessions or so in most cases?
Yes. That's one of the big reasons they streamlined this back in Tasha's.
 




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