OK, let's dig in. For the record, I'm a "new class skeptic," and a "psion skeptic," just as I was for the artificer, but skepticism doesn't mean reactionary opposition (my current opinion on the artificer is that it's "fine," so the psion could fare as well). Main comparison points are bard, wizard, and sorcerer (all full casters with some pretty similar spell lists who need to distinguish themselves in other ways).
1. It's a full spellcaster.
This is a good start - no weird psionics/magic division that we need to overcome for most of the class's base abilities.
- Weird that they still require Somatic components. My psion can cast spells naked in an area of silence, but needs to be able to wave their hands around to think their magic? Wonder why this choice was made...
- It looks like they don't have as many Prepared Spells at high levels as a Wizard. I bet this is the result of the Psionic Disciplines eating up a few of those...
- The spell list specifically isn't anything too special. Much like a sorcerer or a bard, there's some specific abilities I might have, but I'm not setting myself apart in my spellcasting generally. That's one of the main bits recommending against the psion being a full class; looks like WotC is just tanking that criticism. "Yes, it's true, just like it's true for the Sorcerer and the Bard, that the spell list of the Psion isn't super distinct. We've put a few new spells in there to help."
Specific spells
- Intellect Fortress is fine. A little niche, but on brand.
- Psychic Scream is OK. A big group stun is a nice 9th-level effect.
- Psychic Lance is OK. Mainly a combat spell with some nice truename flavor.
- Summon Astral Entity is a new working of the old Astral Construct powers, and it lacks the great customizability of those, but it seems like a fine summoning spell. Interesting take on the shardmind's Shard Swarm ability here.
- Mind Whip is decent. Action denial makes sense as a psionic specialty.
- Telekinetic Crush is OK.
- Telekinetic Fling has Catapult vibes, which isn't bad, but maybe doesn't need to be so limited in its ammunition. No flinging rocks for you!
2. Psionic Power Dice & Psionic Disciplines
With a progression equal to the Fighter subclass no less! This is interesting as a unifying "psionic mechanic" and I like the idea that these could be ported over to other classes as "psionic subclasses."
- The two abilities given by default are "fine," but I'm not a fan of telepathic connection's range depending on the die roll. Could result in a "just roll again to get a better result" situation. Duration would be perhaps more interesting in gameplay, leading to a scenario where the team needs to work fast in order to do something before the psychic link falters.
Specific Psionic Disciplines
One note on most of these is that a lot of them seem to work like Bardic Inspiration, cementing the connection between the Psion and the Bard, and making these two classes a little hard to stand out from each other. I think this is helped by the psionic disciplines being mostly about empowering the
psion themselves, while bardic inspiration can be shared, but the similarity is worth noting.
- Biofeedback balances well its appeal to a specific subclass vs. a more general appeal by including Necromancy and Transmutation.
- Destructive Thoughts is fun because it lets you punish someone who succeeded on the save. Nice psychology there.
- Devilish Tongue is fine but is named like a Warlock ability not like a Psion ability.
- Ego Whip is OK. Like the reliable mechanic.
- Expanded Awareness is fine, and in combination with Devilish Tongue and Tactical Mind could make a very skills-y psion.
- Id Insinuation is nice. I am only spending 2 dice, though, right?
- Inerrant Aim is good.
- Psionic backlash is fun. I am only spending 1 die, though, right?
- Psionic Guards is good fiction - psions being resilient in the face of mind-affecting magic is solid.
- Swift Precognition seems quite good, especially since there's some great buffs in those schools.
3. Psionic Modes
This is an interesting mechanic. It's not connected to much else about the class, which I think is a bit of a missed opportunity. The thing itself is fairly well-designed - potent enough to not be forgotten about, but a little isolated.
4. Other Core Class Features
The less-defining class features are nothing to write home about, I think...
- Subtle Telekinesis is a lot of words for a very minor effect, but probably an important effect for the fiction!
- Psionic Restoration is a basic recharge.
- Psionic Surge is curious, as it lets you use Hit Dice (I think?) to gain some power. I don't see it having a lot of use, tbh, and might be better replaced with something else.
- Enkindled Lifeforce seems like a slightly better rendition of the "spend HD" mechanic, but I also don't see it getting a lot of use, which makes it a pretty undesirable capstone. That's a bit of a problem.
5. Subclasses.
Each one...
Metamorph
Ah, the weird gishy Egoist. Important for Dark Sun's tradition of life-shaped creatures! Let's see what they're working with.
- Metamorph Spells are decent. Psionic healer, but more than just a healer.
- Organic Weapons is gross. Not sure if it's good gross or bad gross. Though it is at least on-brand. I like the synergy of the bone maul with subsequent spells you could cast; the other "masteries" for the weapons are a little meh.
- Extend Limbs is too minor to remember in most situations. 5 feet doesn't make a huge difference.
- Quickened Healing is interesting. Definitely could see use (but a bit pricey!).
- Mutable Form is curious, and the options are pretty well balanced (even if you're only going to use Superior Stride between fights) Makes Extend Limbs actually useful!
- Life-Bending Weapons is fun, though I kind of wish that it was granted earlier.
Psi Warper
Okay, we've got a Nomad. Let's see...
- Psi Warper Spells work OK. Stepping between dimensions is the vibe.
- Teleportation is free Misty Step, and you'll want to spam it.
- Warp Propel is fun because it enhances your basic Psionic Power Die use. Fun.
- Warp Space is OK, but the bunching up isn't super obviously useful, especially when they can just move away on their next turn. Relies a lot on initiative manipulation and pixel-bitching to be useful.
- Teleporter Combat is good vibes for a teleporting sniper
- Duplicitous Target is fun, but also makes me think how much I want a version of this ability that doesn't rely on a willing target...
- Mass Teleportation works, but is a little analysis paralysis. The game's gonna stop for a LONG TIME while we all figure out where we are now.
Psykinetic
This is one who focuses on telekinetics, which makes a lot of sense as a core psionic archetype.
- Psykinetic Spells shows us our theme of force damage and movement and shields. Pretty decent theme.
- Telekinetic Techniques makes me happy like how Warp Propel does. It's fun to upgrade that very basic psionic power die use.
- Empowered Attack Mode might see some bigger attack mode usage, though there's a bit of a conflict. Attack Mode centers psychic damage and our archetype here would usually want to do force damage or bludgeoning or thunder damage. Not a great overlap of intent here.
- Rebounding Field is pretty fun. Boing!
- Enhanced Telekinetic Crush is not going to see much use. A bit, maybe, but using TC in the first place is already expending a fairly important resource, and "half speed" isn't a super attractive debuff.
- Heightened Telekinesis, though, lets you mentally bench press the terrasque, so that's fun regardless of how useful it is.
Telepath
Do you out-Bard the Bard, Ms. Telepath?
- Telepath Spells are a bit of a mixed bag. Counterspell? Awaken? Bane? Yeah, a case can be made, but not sure why these are the standouts...
- Mind Infiltrator is pretty nifty. Seeeeecret spying.
- Telepathic Hub seems to have a pretty important bit of gameplay (the number of additional targets for your telepathy) tied to a die roll, which seems like a bad idea.
- Empowered Defense Mode raises some important questions. I like that it shares the benefit with your allies, but why can't I share an attack mode with my allies, too? And why does telepathy make me especially good at the defense mode?
- Potent Thoughts is basic scaling.
- Telepathic Bolstering is a pale shadow of what a bard can do.
- Scramble Minds is OK. A little too much reliance on the Confusion spell, though.
6. Wild Talent Feats
A new kind of Origin feat, OK! Generally fond of the "minor power + free low level spells" design here. Empath could use a cantrip, though (Friends is right there!). I like that backgrounds could grant these feats, and that Noble and Sage already kind of do.
TL/DR: There's a few interesting ideas here. It's at least as different from the wizard as the sorcerer and the bard are. It doesn't quite escape the "this could be another class" accusations, but that's probably not a dealbreaker. The telepathy and the telepath subclass could use a LOT of work. Not sure about the attack/defense modes.