D&D 5E Create a 5e Psion

I’m only coming into this with pop culture knowledge and what I’ve picked up here on Enworld for psions so just hear me out

Telekinesis, Telepathy/Psychic/Mind Altering Effects and Energy Blasts are the three big core ideas of psionics, though I’ve gathered that bio-manipulation seemed to be a big thing in previous editions? Focus the class on these rather than ‘everything magic can do but it’s psychic powers doing it instead’

PSI points to ‘cast’, because I do think it’s important to keep psionics away from just being another type of spell, you shouldn’t be able to use a spell slot to cast a psionic power because they’re just not the same thing, the 1:1 ‘spell’ level=number of psi points to cast i saw upthread sounds good though.

Recharge action, spend a turn focusing to restore psi points in battle if needed.

Psionics are Not Magic, they are not affected by things like non-magic zones or dispel or detect or identify magic or counterspell or any magics that are designed to manipulate other magic, you can however affect psionics with magic indirectly, shield would still help protect against a psi-blast for example.

Psions are weak against psychic, necrotic and poison damage types, (because these types more directly affect the brain and body and the psion’s power comes from themselves)

Psions can concentrate on multiple effects at once but the concentration check for all of them scales according.

Now here’s something that might be controversial: the psion is functionally a half caster, their abilities only go up to 5th level BUT they get to throw those abilities around ALOT, much more than the other half casters can.
 

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I spent too many months trying to fix the problems with the old, abandoned UA mystic class ("Huh-huh! Dude, bards are such ineffectual wimps."), and the conclusion I reached is that the Kibbles version is the only one that works (so far). If it's going to be PSI points spent however the player chooses, then they simply cannot operate like ordinary full casters without becoming overpowered. Build one on the chassis of the warlock, though, and you've got something you can run.
 

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I spent too many months trying to fix the problems with the old, abandoned UA mystic class ("Huh-huh! Dude, bards are such ineffectual wimps."), and the conclusion I reached is that the Kibbles version is the only one that works (so far). If it's going to be PSI points spent however the player chooses, then they simply cannot operate like ordinary full casters without becoming overpowered. Build one on the chassis of the warlock, though, and you've got something you can run.
Yeah. The Warlock chassis works well for Psion mechanics. I am torn between using Warlock-style slots as-is or using spell points. At the moment, I am leaning toward spell points as the default, but allowing the player to have the spell slots as a variant option.

The difference between the two options is about a wash. If the Psion has a number of spell points equal to level+1, then the smooth accumulation of points while leveling is roughly equivalent to a Warlock that converts each slot into its equivalent lumps of spell points.

Because the Warlock slots refresh per short rest, there are fewer slots compared to other per-long-rest casters. So, the kinds of things that make spell points go imbalanced (like spamming low spells or multiplying high spells) dont really happen to the Warlock. Moreover, the highest spells are handled by the arcanums as a separate mechanic.

It is possible to use spell points for the highest spells in a balanced way. The 3e Psion figured out how to do it. But it requires caution. The Warlock class itself doesnt go there, because of the arcanum mechanic.

Here is a comparison between Psion level+1 spell points and Warlock converting slots into spell points.


Psion
Spell Points
(level+1)
Max Spell Level
per Casting

Warlock
Slots
Warlock
Spell Points
(converted slots)
21x11
31x22
42x24
52x24
63x26
73x26
84x28
94x28
105x210
115x210
125x315
135x315
145x315
155x315
165x315
175x315
185x420
195x420
205x420
215x420

As you can see, the Psion spell points are smoother, and the Warlock spell points are lumpier. But overall the numbers match up and are roughly equivalent.
 

I’m only coming into this with pop culture knowledge and what I’ve picked up here on Enworld for psions so just hear me out

Telekinesis, Telepathy/Psychic/Mind Altering Effects and Energy Blasts are the three big core ideas of psionics, though I’ve gathered that bio-manipulation seemed to be a big thing in previous editions? Focus the class on these rather than ‘everything magic can do but it’s psychic powers doing it instead’
Yeah, the Telekinete, Telepath, Prescient ("psychic"), and the Shifter ("bio-shifter") are the themes that define Psion class.

The "flashy" spells of the "fire starter" are somewhat controversial. They tend to make the class feel a bit more like a Wizard or Sorcerer. In 3e, this overlap was intentional.

I actually intend to make the "flashy" elemental spells available as options. But these spells will use the "primal" tag and lack the "psionic" tag. Their flavor is the manifestations of nature, rather than the manifestation of an individuals mind. The primal flavor will help distinguish the character from arcane classes.

For a psionic character that can manifest primal spells, compare how an arcane Sorcerer can manifest psionic spells (or even be entirely divine). For the Psion class, the primal elemental energy spells will be specific to a subclass discipline, and not part of the base class.

Anyway, for now, I want to focus on the first four subclass disciplines: telekinesis, telepathy, psychic prescience, and bio shifting. These are the bedrock of the Psion class concept, and need to be solid, even if other disciplines come online as subclass options later.



PSI points to ‘cast’, because I do think it’s important to keep psionics away from just being another type of spell, you shouldn’t be able to use a spell slot to cast a psionic power because they’re just not the same thing, the 1:1 ‘spell’ level=number of psi points to cast i saw upthread sounds good though.
Actually, I am now leaning toward spell points.

Initially, I didnt want them because it is so important for this Psion to have "normal" D&D mechanics.

But, as long as the other spellcaster classes can use spell points to as a variant option, a spell point Psion is "normal" enough.

The DMG spell point is unworkable, mostly because its precision is clunky and fiddly, and nonconducive to a playable "system". But its math is nonaccurate anyway. The ballpark is correct but too many individual spells dont match up to it, so its fiddliness is pointless.

It appears the super-simple spellpoint system balances solidly! Point cost = slot level. It is that easy. A slot-1 spell like Magic Missile costs 1 point. A slot-3 spell like Fly costs 3 points.

Other spell casters like Wizard and Druid, can convert their slots into spell points too. A slot at spell level 3 is worth 3 points, and so on. These other classes need to use the same rules too. The spell point system only works up to slot 5. Spells of slots 6 to 9, cannot be cast by means of spell points. These highest spells retain the slots that are dedicated for them. Also, their spell points only refresh per long rest. Only the Warlock and Psion refresh per short rest.

I am confident spell points can be used for the highest spells. But the Warlock chassis doesnt go there, there are good reasons to avoid it because it is difficult to balance, and for now there is no need to worry about it.

Anyway, I am warming up to the Psion using the spell points system as the default. Players who want the spell slots from the Warlock class can do so as a variant.


Recharge action, spend a turn focusing to restore psi points in battle if needed.
I dont think a mini refresh is necessary. The short hour rest should be sufficient to refresh the

But both LaserLlama and KibblesTasty have some form of mini-refresh, ... so maybe it is needed?

In any case, when the Psion in this thread shapes up, we can see how it plays.



Psionics are Not Magic, they are not affected by things like non-magic zones or dispel or detect or identify magic or counterspell or any magics that are designed to manipulate other magic, you can however affect psionics with magic indirectly, shield would still help protect against a psi-blast for example.
Way back in 1e (Players Handbook) and 2e (Psionicist) psionics was "not magic".

But in 3e, 4e, and officially in 5e, psionics is magic.

The need to make it magic is gaming-engine mechanical balance. Otherwise it becomes a gotcha death trap of a "battle of tigers against sharks".

That said, 5e officially has three different "power sources" where magic can come from: psionic, divine, and arcane. Plus martial counts as a nonmagic source. And the primal power source is already familiar for many players for classes like Druid, Ranger, and Barbarian. Personally I feel necromancy is yet an other power source, a kind of anti-power source, that relates to undead, fiends, and aberrations and their respective planes of being, shadow, infernal, and farrealms.

So, even now, 5e has dejure three sources and defacto six sources.

So far, mechanical rules for the power sources are either minor. The differences between the sources are flavor. For example, there is no rule saying the martial power source CANT cast a Fireball − it just doesnt happen because of flavor reasons.



In my opinion, cautious carefully thought out mechanics are appropriate for each power source.

For psionics, the fact that it is the innate magic of ones own mind, it is super-important to me that it cannot come from any external source, neither an other creature nor a material component. In other words, the flavor requires mechanics. A psionic character does not use any spell component when casting a spell.

The situation for a psionic Artificer subclass might be tricky, if using crystals to do psionic effects. But to do so implies that the crystals themselves are conscious minds, either an artificial consciousness or creatures consciousness transferring into the crystal.

For arcane, the flavor of "protoscience" is important to me. Its mechanical implication is that the arcane power source must use a material component, whether a magical potion ingredient or some other technological device like a wand.

In the case of the Sorcerer and Warlock, their own physical body is magical. Their body is the arcane material component − they are like living wands. This flavor implies mechanics. When spellcasting, they should do the verbal and somatic spell components, but then be able to substitute their own body for the material component. Again, like a living wand.

For divine, the flavor of the astral plane is definitive. This is a realm of thoughts, symbols, dreams, and archetypes. So divine flavor is entirely about symbolism, culture, and languages. Mechanically, divine already uses a holy symbol to cast spells, which is probably better described as a linguistic symbol rather than an arcane "material component". Moreover the connection to cultural groups and sacred communities probably deserves group-oriented mechanics as well, plus a more normalized connection to the astral plane.

For primal, the flavor is nature beings, where the features of nature like sun and mountain are conscious in some sense. It relates with psionic consciousness but is more physical, sensory, and local. Primal is elemental being made out of earth, water, fire, plant, but is definitively part of the material plane.

I am not sure what the mechanics of the primal power source should be, but it will become relevant if certain Psion subclass disciplines are primal, like the Pyro. Maybe primal magic requires the caster to physically become the element, to manifest an elemental effect, like the Pyro turning into fire before being able to cast Fireball? Anyway, any primal disciplines will come later, after the definitive four psionic disciplines are solid.



Psions are weak against psychic, necrotic and poison damage types, (because these types more directly affect the brain and body and the psion’s power comes from themselves)
In the sense that necrotic and poison damage the brain, it potentially interferes with human consciousness. For this reason, it would equally interfere with any other spellcasting class, but doesnt seem too, except in the sense that damage might interfere with spells that require ongoing concentration (a flavor given for the sake of game engine balance).

I could see how there might be one of the specific kinds of poisons in the DMG might have symptoms that interfere with concentration, but this would normally impede any spellcaster. Only a caster immune to poison would ignore such a poison.

The bio Shifter discipline might gain features that cause immunity to poison or so on.

Regarding psychic damage, I view all psionic classes as especially resistant because of their expertise and training in such matters. At least with regard to flavor.



Psions can concentrate on multiple effects at once but the concentration check for all of them scales according.
The reason "concentration" exists as a mechanic is because of game engine balance. Its purpose is to prevent the 3e spellcaster abuse that layered ten or so spell effects simultaneously thus entering into combat invincibly.

It is impossible for 5e to mess around with concentration without breaking the game.

That said. Some spells dont deserve concentration. For example, Fly has concentration but too many classes, races, and creatures can fly without concentration. Flying is extremely powerful, but the 5e game doesnt seem to be broken yet because of it. Designers seem to want to make flying normal at the lowest tier, even level 1.

In any case, there are spells that dont deserve concentration because there is no risk of imbalance if stacking with an other effect. I hope the 2024 edition vets the entire D&D spell list. This spell list is already good at removing spells that are brokenly powerful, but there are too many subpar spells that need to move to a lower spell level or else get a rewrite to beef it up. Rethinking whether a spell actually needs concentration is part of this combing thru the spell list. The only spell that is on my radar as potentially broken in the sense of too powerful is Forcecage. The main problem is the spell is "unfair". A Fighter that gets trapped by its single save-or-suck is essentially removed from the game, and for a reallife player of a Fighter, that experience can be unfun, to the point of being a turnoff to the game. The spell needs rethinking and maybe requiring concentration might help.

In the case of the Psion class, perhaps a Talent can remove the concentration from a specific spell in a specific circumstance, so as to control the balance when combining it with an other spell effect?



Now here’s something that might be controversial: the psion is functionally a half caster, their abilities only go up to 5th level BUT they get to throw those abilities around ALOT, much more than the other half casters can.

This Psion is a fullcaster. That said. The ability to augment a certain cantrip with spell points with an enduring effect, can play more like a damage-dealing Fighter. I wonder if the bio Shifter is especially pertinent to these kinds of always on spells once they take a form.
 

Before getting into the mechanics of the Psion class, here is the flavor that the class is going for.



PSION

"Psionics" is a technical term for the most familiar magic of all, the mysterious influence of ones own presence, consciousness, desires, and thoughts. Ones own consciousness includes a quality that transcends a sense of personal self so all that exists is also ones own self. The entanglement of a personal mind with an external event eludes a sequence of cause and effect. A mind is able to achieve a singularity and manifest the synchronicity.

The term Psion is an abbreviation of psyche, literally a "self", and -oun, "moving". A self can move. The Psion class is the theoretical science of consciousness, and the practical applications of the properties of the mind. People who the word Psion describes can range from a professor of a magi-tech college to a shaman of a nomadic clan to a mystic in a monastery to an adventurer seeking to live life to the fullest. Any conscious being can be a Psion.



DISCIPLINE

A subclass of the Psion class is called a "discipline". Like athletics, psionics is both a born capacity and a lifelong effort. Each discipline describes the kinds of psionic powers that one exhibits, ones perspective, and the intentions that one strives to manifest.

At level 1, choose one discipline that best describes yourself. Here are four: Prescient, Shifter, Telekinete, and Telepath. Each discipline lists its own features, talents, and spells. At higher levels, you can select talents and spells from one other discipline of your choice.

The discipline of the Prescient discerns knowledge psychically, projects ones mind outofbody to view remote locations − even pulls ones body there, to travel at the speed of thought. Prescients are often seers, fates, or otherworldly journeyers.

The discipline of the Shifter visualizes a self-image in ones minds eye, while the mindful aura around ones body shifts the body into the form of that image, to become whole and healthy or an other creature altogether. Shifters of shape are often healers or warriors, sometimes berserkar who become the savage powers of other lifeforms, even werebeasts that prefer a simpler mind of an animal.

The discipline of the Telekinete manifests immaterial forces around oneself, shaping their fields and directing their energies − while attuning ethereal and magical energies. The applications of telekinesis are myriad, enhancing almost any endeavor.

The discipline of the Telepath is to play with the minds of others. Delight inspires virtual realities of extreme beauty and joy. Cruelty illudes nightmares of lethal terror, or despair, or oblivion. The true reality is the reality that a conscious observer experiences. The telepathy is palpable to reinforce a subjective reality with objective force for a quasi-real experience − or even to warp collective reality itself. Intimacy communicates feelings, words, and images directly. Insincerity manipulates emotions and loyalties. Compassion knows unspoken needs of the powerless, shares sincerest intimacies, and empowers the greatest achievements. Humans tend to love Telepaths the most, or fear them the most, or both.
 
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I missed this post.

Essentially, the idea is to mimic the psionic comic book characters we see in Marvel comics. I wanted my psions and psychic warriors to have the feel of these comic book characters.
I agree superheroes are important archetypes for psionic characters. They are tightly thematic, and exemplify what high level psionic characters can look like.




Your PP cost can be impacted by the check you make. This allows the simpler applications of a power to become automatic and costless over time, allowing PCs to make telepathic contact without cost, telport short distances without cost, etc...
Are you saying something like, make a skill check to cast a spell without spellpoints?

A talent can give a spell for free. (Compare how a Warlock invocation makes Detect Magic at-will.)

Hypothetically, a talent might require a skill check to grant a spell effect.



At their lowest levels they can do nothing automatically, but around 5th level they can do cantrip level things automatically, around 11th level they can do first level spell things automatically, and around 17th level they can do 2nd level spell things automatically.
A talent can make a certain spell effect automatic, always-on, or at will.

The 5e Wizard class can do this. At level 18, the Spell Mastery feature allows the Wizard to choose a slot-1 spell and a slot-2 spell, and then cast these two spells at will.

This kind of stuff is suitable for a Psion domain feature.



They have a lot of powers that provide auras. Auras have a power point cost to initiate and maintain, but they provide benefits perpetually. Some are simple, equivalent to mage armor, for example, while others are more intricate, offering ways to counterspell magics or alter reality at will around them in minor ways.
There are spells that can do this.

At the moment I am leaning toward the Psion lacking an armor proficiency, but every Psion having something like Mage Armor but flavored according to their discipline.

There can be other kinds of auras as well.



My 5E psion build utilizes a modified 2E approach. At least it started being built on a 2E framework.

I realize you are describing your own Psion class that isnt quite the 2e Psionicist, but is a further development from it. I am less familiar with 2e generally. In the past when looking into the 2e Psionicist, I found its mechanics convoluting and lacking balance. My impression is, the psionic camp that wants variant mechanics mainly has the 2e version in mind. Some might have the spell points from the 3e Psion in mind, but the 3e Psion is actually a "normal" spell caster.

It is my view that 5e (and its 2024 edition) needs two separate Psions.

This thread has the full spellcaster in mind in the 3e Psion tradition, that uses normal mechanics with spells upto slot 9. Any spellcasting class can use spell points. It is normal enough. When translating 3e into 5e, the Warlock chassis works best, for several reasons, including more robust balance. But the spell points can still be the default for the Psion class here.

Probably a separate class is necessary to truly silo experimental mechanics in the 2e Psionicist tradition, including yours from what I understand.

Happily, 5e Tashas already does 1e psionics well in the form of feats. Even more perfect as the recent "background feats".



Even tho the Psion here in this thread is the fullcaster, I hope that it can borrow elements from the 2e experimental mechanics. The class structure has the spells of a fullcaster. But it also has the Psion "talents" analogous to the Warlock invocations. A talent is like a mini-feat. It is a discrete unit of design space whose mechanics can be anything. The assemblage of talents is somewhat adhoc and random. Whatever seems interesting can be added to the list of talents to choose from.

A talent can have experimental mechanics.

If there are features from your own 2e-ish Psion that can work in the form of a feat, half-feat, or minifeat. Describe them here. I am pretty sure the Psion here can find a way to integrate them and benefit from.



There is a psion class, and subclasses for each of the Psionic Disciplines (Clairsentience, Psychokenisis, Psychometabolism, Psychportation, Telepathy) of the 2E era. Your subclass gives you some abilities, and bonuses with certain powers.
The threads Psion class consolidates all of these into four subclass disciplines. Essentially the somewhat passive Clairsentience combines with the somewhat repetative but active Psychoportation, to form a more thematically useful "Prescient".

Each subclass discipline has features, talents, and spells. A talent can give a bonus to a certain spell. (Compare how a Warlock invocation can modify the Detect Magic spell, the Eldritch Blast cantrip, even the darkvision trait.)



I have Psionic Defenses and Psionic Attacks. Each defense gives you a flat benefit, and then assists with the protection against certain psionic powers and attacks. Each attack has an effect, but if there are psionic defenses in place, there is essentially a "rock, paper, scissors" style benefit to the defender in defending against the psionic attack forms. Putting up a defense costs PPs, so you can do it perpetually, but it comes at a cost in your ability to do the class and power tricks that are your bread and butter.
My feeling is. 1e psionic combat with itd mind-versus-mind combat is a theme that seems relevant for the Telepath discipline. There might be ways to translate this into 5e. 5e already has spells that come from 1e psionic combat.

Yet the theme of mind-versus-mind seems less relevant for other psionic disciplines.

Besides, the 1e psionic combat mini-game tended to remove the other players at the table from the gameplay.

Translating into 5e, 1e psi combat probably works better as cantrips and spells that deal psychic damage, or save-or-suck effects, or ready defenses against attacks.

Maybe the attack is normally versus a saving throw, but if the target has the same ability, it becomes an opposed ability roll?



There are powers (as opposed to spells) available to the psions and they power them with power points. They get few powers, but each power is versatile having multiple ways you can use the power - much like there are many ways to use a Biby's Hand in 5E. However, the uses of the powers span different levels of utility - with some equivalent to low level spells and others more powerful.
Moreorless these powers are spells. You mention the spell Bigbys.



You roll checks when you use the power. If you're sufficiently powerful, the check can be an automatic success.
The skills system approach to psionics is an example of experimental mechanics.

I can see a Rogue psionic subclass doing this well, where skill checks to do various kinds of psionic effects, work analogous to skill checks for Stealth, and so on.



However, you can also attempt to do things that are too powerful for you to do safely. If you do so, you may suffer grave consequences for failure.
I tend to find these gamble mechanics unbalancing. Either one wins and the challenge is a cakewalk (and the game becomes broken), or one loses and the challenge devolves into a TPK (and the game becomes broken).

5e has some gamble mechanics, but they tend to be modest. These mechanical options are less for my gaming style.



You start off knowing 1 or 2 powers, and never get to know more than 7. Like comic book characters, you have your schtick that you do.
Similar to "talents" (like Warlock invocations) going from about two to eight talents.



I have not had anyone play a psion as a PC for a prolonged period in 5E. I use these rules to make NPCs. As such, they're a little fluffy and vague in the way they're written out.

My psionic warriors also have similar mechanics, with different basic core class mechanics, fewer PPs, and better ways to mix martial and psionic abilities.

There is a strong correlation between this threads Shifter discipline, the 3e Psychic Warrior, and perhaps your Psionic Warrior.



If there are things you want to see this Psion do, see if you can organize them into a discrete feat, half-feat, or spell. This would make it easy for the Psion class to incorporate it. A talent or spell empowers the players whose gaming style prefers it to select it for their own Psion character concept.
 

Here is a simple design structure for the Psion class.

The Psion class has spellcasting mechanics and related features in common.

The Psion subclass is called a discipline. Each discipline has its own features, talents, and spells.

A player chooses the discipline at level 1. At a higher level, the player can also select talents and spells from one other discipline.



The discipline features are mandatory, so every disciple shares them in common. Ideally each discipline is useful, versatile, and appealing to most players.

But. The talents and skills are lists that a player can choose from. So each player can build ones own character concept for a Psion character.



The amount of design space is something like:

• Feature ≈ feat
• Talent ≈ ½feat
• Spell

These amounts of design space are rough approximations because all of these have level prereqs, and more powerful features, talents, and spells become available at higher levels.



This kind of class design allows for lots of customization. Whatever talent or spell a player likes, choose that. At the same time, the discipline itself has a strong flavorful theme. The design makes it easy to accommodate different kinds Psion concepts. And for talents: different kinds of Psion mechanics. If something can fit in a balanced way as a ½feat or a spell, it can easily become an option for the Psion that any player who wants it can choose it.
 
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Are there preferences about nomenclature?



Personally I like:

"discipline" = subclass
"talent" = invocation
"manifest a spell" = cast a psionic spell

I want to stick the words "magic" "spell" because it is what it is, officially, and I want to avoid unnecessary obfuscation.



I am less sure what to call a spell of the highest levels, namely the daily arcanum. It is not part of the spell point system. Half seriously, I want to call it a "nova". Maybe something mystical like an "emanation"?



Finally, the spell descriptions themselves refer to terms "spell", "slot", and "spell system". Is there are way to refer to points more seemlessly?

For example, what if we use the term "slots" to mean exactly the same thing as "points".

For example:

"3rd-level slot" = "3 slots"
"3rd-level spell" = "3-slot spell"

If this is clear enough, it means a person who is learning how to play can read any spell description and understand how to use "Psion slots" to cast it.
 
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...Are you saying something like, make a skill check to cast a spell without spellpoints?...
Skill checks would not be the right mechanic because the probability range of 1d20 doesn't work for what I want to achieve, but the basic idea is that you roll dice with a bonus, compare it to a table, and the result would tell you the costs, etc... It might be a better comparison to say that you have psionic health, and using psionics inflict psionic damage to you, and as you advance you gain psionic DR.

There are spells that can do this.
Spells can do anything. They're magic. They can make your wizard into a fighter, for example. However, I'm proposing a mechanical core design. It isn't just something they could do - it is part of the framework. ....
Moreorless these powers are spells. You mention the spell Bigbys...
Again, spells can - and pretty much do - do anything. Why have fighters in the game if you can have wizards that can cast Tenser's Transformation? Pass Without Trace makes a Dex 8 PC in Platemail stealthy enough to sneak past typical guards better than a first level rogue with expertise.

Whether you can do it with spells doesn't mean we should settle for spells as the catch all solution. They are a good cornerstone for the established classes, but psionics deserves to feel different. Heck, to me, sorcery should also move away from spells in the next edition and have unique mechanics because it also deserves to be different. Why? Because the origin of sorcerers is sufficiently different from wizards that it should have a different feel in play.

The question to me goes back to what I said at the start of my post: Psions and Psychic Warriors should (to me) feel like comic book characters, not like Lord of the Rings or Game of Thrones characters.

What mechanics best support that feel? I do not believe spells are suitable. What is suitable likely has commonalities with spells, but it needs to have more to it ... more strain, more personal cost, more intensity, ... more internal cohesiveness. I could describe a battle between Xavier and the Shadow King in terms of spells ... but that is far from the best way to manifest it.

My design has decades of tuning towards that goal - and it works. It has been through as lot of evolutions, and the current version is very loose mechanically because I have both not had a need to fine tune it in 5E, and I wanted to be able to adapt to whatever 5E psionics were coming (as I constantly have assumed they were right around the corner).
 

Skill checks would not be the right mechanic because the probability range of 1d20 doesn't work for what I want to achieve, but the basic idea is that you roll dice with a bonus, compare it to a table, and the result would tell you the costs, etc... It might be a better comparison to say that you have psionic health, and using psionics inflict psionic damage to you, and as you advance you gain psionic DR.

Spells can do anything. They're magic. They can make your wizard into a fighter, for example. However, I'm proposing a mechanical core design. It isn't just something they could do - it is part of the framework. ....
Again, spells can - and pretty much do - do anything. Why have fighters in the game if you can have wizards that can cast Tenser's Transformation? Pass Without Trace makes a Dex 8 PC in Platemail stealthy enough to sneak past typical guards better than a first level rogue with expertise.

Whether you can do it with spells doesn't mean we should settle for spells as the catch all solution. They are a good cornerstone for the established classes, but psionics deserves to feel different. Heck, to me, sorcery should also move away from spells in the next edition and have unique mechanics because it also deserves to be different. Why? Because the origin of sorcerers is sufficiently different from wizards that it should have a different feel in play.

The question to me goes back to what I said at the start of my post: Psions and Psychic Warriors should (to me) feel like comic book characters, not like Lord of the Rings or Game of Thrones characters.

What mechanics best support that feel? I do not believe spells are suitable. What is suitable likely has commonalities with spells, but it needs to have more to it ... more strain, more personal cost, more intensity, ... more internal cohesiveness. I could describe a battle between Xavier and the Shadow King in terms of spells ... but that is far from the best way to manifest it.

My design has decades of tuning towards that goal - and it works. It has been through as lot of evolutions, and the current version is very loose mechanically because I have both not had a need to fine tune it in 5E, and I wanted to be able to adapt to whatever 5E psionics were coming (as I constantly have assumed they were right around the corner).
Is it possible for you to send me a document of what you have?

I want "normal" mechanics for the sake of mainstreaming psionics into core D&D. At the same time, there is much of what you are going for that I agree with. I wonder if there is a way to thread the needle. The fact that what you have is loose and not yet converted into 5e, might be a good thing.
 

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