First impressions on the Psion class, where "←" signifies my comments.
Psion = "power of their mind"
←
Subclasses: Metamorph, Psi Warper , Psykinetic, Telepath.
← I know I will end up calling it the Psiwarp. In Psykinetic the 'y' is an odd vowel, but fine and probably copyrightable.
Spells: full spellcaster!
Wild Talents
← origin feats via backgrounds anyone can choose = AD&D 1e Psionic Powers.
"Psions weave magic and extraordinary powers through the power of their minds."
← It depends on the specific setting. I prefer to see psionic be one of the power sources for magic, like primal, arcane and divine are. Then arcane-divine are two sides of the same coin, using techniques to manipulate the multiversal weave. Psionic-primal be are an other coin, each using the personal soul.
"They develop their minds as fonts of power that manifest spells."
← A mind itself is a source of magic (existentialist, quantum-observer effect, mystical unity with being, and related flavors). The official description for psionics should explicitly refer to 'soul magic'. Reference to the soul helps the medievalesque flavor, accurately describes what the concept is, and how it fits in the multiverse, alongside other medievalesque methods of magic.
← Regarding the soul in the context of D&D, a soul has different levels. Material entities have a kind of soul, typically subtle and occasionally very magically powerful. Water flows downward because it 'wants' to. A rock likes to be a rock and so (typically) behaves the way a rock does. Differently, Astral entities also have a kind of soul, such as the Celestials and Fiends that are 'angelic intellects' that are made out of the thoughtstuff of the Astral Plane. Only 'Humanoids' have all three levels of a soul: Material, Ethereal, and Astral. Any of these levels of the soul can do personal soul magic, whether psionic or primal. In these contexts, a 'mind' refers to having a sense 'self', as an existential observer. Any creature with any kind of 'soul' also has a mind. Thus in Dark Sun, features of nature, like a certain mountain can do soul magic, equivalent to psionic and primal. The Material level of the soul of a corpse, is what necromancy manipulates, but for Humanoids, the rest of the soul can be elsewhere in the Ethereal and Astral without being harmed by the necromancy. The souls normally dont like necromancy, since it can be personally violating if the necromancer does it without permission.
← Importantly, the source of psionic magic is personally one oneself only. Ones own soul, at any level of the soul. The conscious soul entangles reality and being. It is innately transcendent and ultimately mysterious.
CORE PSION TRAITS
"Primary Ability − Intelligence"
← Intelligence only makes sense for the Psion class, if it represents the capacity of 'intuition'. This relates to the scientific eureka insight. In other words, the Intelligence (Investigation) check is the standard mechanic for any intuitive discernment, gut feelings, and DM hints. Unless, the thing being intuited is social, involving other minds, and empathizing or telepathizing with them. When a skill check is about souls, then always use the Insight check. But if it is about stuff, use Investigation.
← I propose instead the Primary Ability for the Psion class be a choice of 'Intelligence or Charisma'. Telepaths lean Charisma, but other psionic concepts might lean intuitive Intelligence. The Charisma aspect might also inherit some of the Wilder D&D traditions. This UA dabbles lightly in the 'nose bleed' flavor, so the Wilder is part of this Psion. If some players feel the Psion player can choose any mental ability, Charisma, Intelligence, or Wisdom, that is fine with me. It might also make it friendlier for multiclassing, which I dont do but dont worry about when players do.
"Saving Throw − Intelligence and Wisdom"
← Especially makes sense if allowing a choice of Intelligence, Charisma, and Wisdom.
"Skill Proficiencies − Choose 2: Arcana, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion."
← All fine. The Investigation skill would include intuitive hunches, logical reasoning, as well as erudite examination and research. Let the Psion class use the spellcasting ability for any of its class skills, because the mind is directly remotely present sensing and influencing the skill check. Medicine makes sense for the Metamorph subclass. I would also like to add Athletics specifically for the Metamorph in the sense psychosomatic proficiency. For the Psykinetic subclass, I would like to add Nature in the sense of 'feeling' the properties of physics during telekinesis. I have to read on to get a sense of what the Psi Warper is doing. The Telepath already has the social skills, Insight, Persuasion, and Intimidation.
← As DM, I have been using the Intimidation skill for anything relating to courage, including maintaining the morale of others. Being calm in dangerous circumstances, makes it the 'streetwise' skill for criminality and policework, and getting a sense of who is really in charge. These expansive uses of Intimidation help make it feel more useful and more distinct from Persuasion. Also Wisdom (rather than Charisma) is the typical ability for Intimidation, relating to the Will save of the Wisdom saving throw. Fighter concepts often dump the Charisma ability, but using the Wisdom ability instead for Intimidation can make sense for such character concepts.
← Interestingly, despite having Intelligence, the Psion isnt a skill monkey. Only two choices, like the Fighter. This makes sense to me. Too busy trying to figure out how to develop owns own powers, distracts the character growing up from learning attentively how to do other skills. Because the background design space adds two more skills (sometimes more), the game mechanics work fine for both Psion and Fighter. Having only two skills is about class flavor, no longer about punishing the players who choose the class.
"Weapon Proficiencies − Simple Weapons"
← I love the inexperience with Martial training. It is important flavor. Even the Simple Weapons can be explained by doing household chores while growing, liking a knife for preparing and eating food. Perhaps some ordinary wrestling or other self defense sports while growing up help out too.
"Armor Training − None."
← Nice. Note, a character can choose to train in armor and weapons, but this is unusual to do, and takes background and multiclassing to do. The Psion class itself is not about this.
"Starting Equipment"
← This equipment is unimportant, and players can pick whatever they wish anyway. But I think about the flavor that the default implies. Forget the crossbow. Dont even include any of the Simple Weapons in the default pack. Maybe one "dagger" is ok, in the sense of a knife to eat food with. The Psion will typically fight with cantrips, not weapons. Of course, a player can choose to purchase any weapon when putting together their own starting equipment.
PSION CLASS FEATURES
"Level 1: Spellcasting. You ... channel magic energy using the power of your mind."
← Be careful with this word 'channel'. It can also be used with a different meaning by Cleric, Warlock, and others who utilize the magic power of someone else or something else. For the Psion class, the magic is always ones own mind, personal, innate, internal and never external.
"Cantrips. You know two Psion cantrips of your choice. ... Whenever you gain a Psion level, you can replace one of your cantrips from this feature with another Psion cantrip of your choice."
← Fine. Unlike the Wizard who can swap cantrips daily. The flavor of the Psion class needs to focus more thematically, using ones specialty in clever ways. The Psion commits to whichever cantrips, spells, and disciplines that one chooses to master. This is about flavor, not punishment. If a player picks the 'wrong' cantrip, no problem, swap it while leveling.
"Spell Slots."
← Hurray! Normal D&D mechanics!
← Despite the fact that I hate 'redundant fringe mechanics', I still recommend using Short Rest spell points, instead of these Long Rest spell slots. However, every spellcaster should normally use Short Rest spell points! Points is better for the game for a variety of reasons including balance and simplicity. The same product that publishes the Psion class should also publish 'spell points' as a 'variant spellcasting mechanic' that any caster class can use instead of spell slots. In brief, Short Rest spell points refresh after each Short Rest. A full caster gets a number of points equal to 1 + the spellcasting class level. The cost of a spell is its spell slot. (So, level 2, has three points and the Hold Person spell costs 2 points. DMs can decide whether to implement this variant. Its official availability does well to time with the official Psion class. It is ok balancewise, if the Wizard player prefers to stick with slots, and Psion player decides to go with points. And viceversa.
← In the mean time. Normal D&D mechanics. Yay!
"Prepared Spells of Level 1+. ... Choose four level 1 Psion spells. ... The number of spells ... increaseses ... as shown in the ... table."
← The number of prepared spells that are available to a particular character are scarce, only slightly more than one per level, starting with four at level 1, then twenty-two at level 20. This is relatively scarce, comparing unfavorably with Sorcerer class concerns about spell scarcity. We will see how the numbers play out during gameplay. Even so, for the Psion class, the thematic focus is important flavor. Whichever spells a player does choose, defines the psionic character concept. Not every psionic masters telekinesis, not every psionic masters shapeshifting. Players need to commit to their choices, and roleplay their own Psion character concept.
← Still, if a player chooses a 'wrong' spell, it is possible to swap out while leveling. The flavor is ok here.
"Psionic Spellcasting. When you cast a Psion spell, that spell doesnt require a Verbal or Material component, even if the spell includes V or M in its Components entry, except Material components that are consumed by the spell or have a cost specified in the spell."
← Not having spell components is actually the entire point of the Psion class. It by itself mechanically actualizes the character concept of only using "ones own mind" to do amazing things. The mechanics here are extremely important. The official rules must handle these mechanics carefully.
← Weirdly, S Somatic components are still in force?
← It takes money (the gp "cost") in order to use ones own mind? F that!
← The Psion class needs to say instead, 'always ignore any component entry in a spell description'. Done.
← Most gp cost dont matter anyway. Typically, they are trivial, have nothing to do with actual game balance, but persist to ruin the entire concept of being a psychic.
← Most gp costs are stupid, like being extremely cheap while higher level too much gp to spend anywhere. Components RUIN the D&D game. Especially they ruin psionic character concepts. If a specific unique spell needs to avoid being spammed for balance reasons, then the spell description itself needs to explain how to regulate it. This ensures actual mechanical balance. And will be more flavorful.
← As a rule of thumb. Spell descriptions must never have spell components. But certain rituals (than dont spend spell slots) can specify components as part of the Ritual that requires 15 minutes or whatever amount of time to perform. In these cases, it can be the magical properties of the external ingredients. The personal spell slots arent part of this.
← D&D products need to stop writing spells with a component entry.
← In the mean time, encourage players to create their own Psionic spells, especially to replace any official spells that impose the dispicable spell components. The DM can give the player spell a doublecheck, or supply an alternate spell to players.
LEVEL 1: PSIONIC POWER.
"... Psionic Energy Dice ... as shown in the ... table ... to enhance or fuel certain Psion features. You start with ... Telekinetic Propel and Telepathic Connection. ... Some of your powers expend the Psionic Energy Dice. ... You cant use a power ... when ... your Psionic Energy Dice are expended."
← I will be calling the Psionic Energy Die, the 'psi die'.
← So every Psion character is at least a little bit telekinetic and telepathic. These are popculture tropes for psychic power, and work well enough to help distinguish the class from other spellcaster classes.
← The psi dice are a class feature. It seems fine to me. I hate fringe mechanics but these arent really that. Actually, the psi dice compare to the Fighter Battlemaster 'Superiority Dice'. These psi dice are actually standard D&D mechanics. I am fine with this.
"Telekinetic Propel. As a Bonus action, choose one Large or smaller creature other than you. ... [using the psi die] the target must [save or] be pushed or pulled."
← Does this include flying the creature into the air, if the Psion is above or below it?
"Telepathic Connection. You have telepathy ... 5 feet. As a Bonus action, [use a psi die], the range ... increases."
← Telepathy is always on. At least while within the soul aura of a Psion character. This is important flavor. Spending a resource to expand the range, is a bit meh. The aura of telepathy should be at least 30 feet, as the default standard. But spending psi die would worth it if the Psion can
detect minds in other rooms, and so on, by expanding range.
← I assume the Telepath subclass will supply the best telepathy that players can have among the various class and species options.
LEVEL 1: SUBTLE TELEKINESIS
"Mage Hand .. without Somatic components, and ... invisible."
→ A free cantrip that every Psion character has. Ok. Maybe. However, this particular cantrip Mage Hand is awkward. It fails to represent well the concept of telekinesis, and baking it into the class itself is a problem.
→ There needs to be a new cantrip that feels more like telekinesis. (Not a mickey mouse glove that floats around.) If this is a class feature rather than a cantrip, that is ok too, but other psionic character concepts would want to access it. A cantrip that other classes can use makes sense. If instead Subtle Telekinesis is a bespoke class feature, that is tolerable too. It is only level 1, and multiclassers can easily dip to get it. As a cantrip, something like:
→
SUBTLE TELEKINESIS
Transmutation (or better yet Dunomancy) cantrip
Casting Time: Action
Range: 30 feet
Components: none
Duration: until the end of your next turn.
The influence of your mind causes the stuff of objects to propel in any direction. Within your aura that is a sphere extending from you out to 30 feet, choose an amount of space up to Tiny size, that can include a willing creature and any untethered unattended objects. You can use your Action to gently move them, both arranging their locations in the Tiny space, and also flying all of them together in any direction to any location within your aura. You can also choose to do one Interaction with one of the objects in the space, such as opening an unlocked door or pouring liquid from a container. Attempting to telekinetically pick a lock requires a normal ability check for Sleight of Hand or Thieves Tools if proficient, but you can apply your spellcasting ability instead of Dexterity. To telekinese objects for an extensive Duration, you must recast Subtle Telekinesis on each of your turns. Any ongoing movements continue on seemlessly. You can only target one space of Tiny size at a time.
At Higher Levels. At level 5, the size increases to Small, at level 9 Medium, at level 13 Large, and at level 17 Huge. Beyond level 20 Gargantuan. For example, if you are Medium size and at level 9, you can use your Action to move yourself gently up to 30 feet in any direction.
←
→ This is either a cantrip that other classes can take, or is a class feature that the Psion class is known for.
LEVEL 2: PSIONIC DISCIPLINE
"... Psionic Energy Dice. You gain two disciplines of your choice. ..."
→ Fine. The player chooses other ways to use the, heh, Psionic Superiority Dice. The choices require commitment and help actualize the flavor of the character concept during gameplay. More disciplines become available at higher levels.
LEVEL 2: PSIONIC MODES
"You have honed your psionic powers to act as both your shield and a weapon in battle. As a Bonus action, you can choose one of the following modes. ..."
"Attack Mode. Damage from your weapon attacks, Psion spells, and Psion features ignore Resistance to Psychic damage. In addition, when you rll damage for a spell, you can expend one Psionic Energy Die (I will be calling this the psi die) to reroll a number of damage dice up to your Intelligence modifier (minimum of one), and you must use the new rolls."
"Defense Mode. You have Resistance to Psychic. In addition, when you fail an Intelligence, Wisdom, Charisma saving throw, you can take a Reaction to expend one Psionic Energy Die; roll the [psi die] and add the number to the saving throw, potentially turning a failure into a success."
"You can use [Psionic Modes] twice, and you regain all expended uses when you finish a Long Rest."
← Huh. A reinvention of AD&D 1e Psionic Combat that doesnt ruin the game for all of the other players. Overall it is flavorful, somewhat useful. The twice per day is odd, but acceptable.
LEVEL 3: PSION SUBCLASS
← Levels 3, 6, 10, 14.
← I will look at each Subclass later. I hope the Telepath subclass has the best telepathy possible beyond any other player class or player species.
LEVEL 4: [FEAT]
LEVEL 5: PSIONIC RESTORATION
"When you finish a Short Rest, you can" [refresh up to half your psi dice].
← Ok.
LEVEL 7: PSIONIC SURGE
"When you roll Initiative, ... expend one of your Hit Point Dice and regain one expended use of Psionic Modes. In addition, after you roll one or more Psionic Energy Dice, you can expend one of your Hit Point Dice and treat any roll of 1, 2, or 3 ... as a 4."
← This is the popculture 'nose bleed' trope that loses hit points to exert psychic power. But also adds a monk-like albeit psychosomatic self-healing. It seems to do the tropes in a simple and balanceable way.
← While it relates to the 'mind', it generally involves soul magic. Within reason, the mechanic can help emphasize that this is personal power.
Note: The levels in between are feats, subclass, and more disciplines. The socalled dead levels are 9, 11, 13, 15, but spell casters dont really have dead levels. These levels are when the character gains access to the next highest slot level, which is kinda a big deal − or at least should be if the spells themselves are balanced for their spell slot.
LEVEL 19: EPIC BOON
LEVEL 20: ENKINDLED LIFEFORCE
"Once per turn, when you expend one Psionic Energy Die and roll it for a Psion feature or discipline, youc can expend two of your Hit Point Dice to roll two additional Psionic Energy Dice and add the numbers rolled to the total."
← This is for the "nose bleed" flavor. This popculture flavor feels silly to me, but generally I am ok with the concept of extreme mental focus being straining at times. I find speaking a new language physically exhausting. At least there is no actual loss of hit points, even if there is a depletion of potential future hit points. Hit points include nonphysical aspects, such as paying attention and responding competently to danger. One can see sports fighters fatiguing and getting punch drunk, as the fight continues. Most of this is nonphysical hit point loss, fatigue and sloppiness, then if 'bloodied' only superficial to the extent of black eyes needing bandages. Only the knock out or accidental injuries when reaching zero hit points are meaningfully physical. I am conceptually ok to using Hit Dice for psi class features. I dont prefer it but can understand, and if it is so, I prefer other classes find ways to use Hit Dice for their features too.
← I dont have an opinion yet about Enkindled being mechanically powerful enough for a class capstone. Heh, but it better be good.
In Sum:
→ Overall, the class comprehensively finds ways to implement the various psionic traditions from across earlier editions of D&D. As a first impression, conceptually, thematically and organizationally, it looks kinda cool. Even fun. I look forward to playtesting the Psion.
→ But warning. Any reference to any spell components whatsoever, under any circumstance, is problematic. The final official Psion must fix this now before it is too late. Spell components must not be allowed to ruin the Psion class. If the Psion class must deal with spell components, it will be a pain point, and a source for more years of bitterness for psionic fans. Seriously, WotC, dont do this.
→ I havent gone over the subclasses and disciplines yet. But I did notice, the Wish spell must be on the Psion spell list. Creating reality with the mind, is the absolute essence of the concept of psionics.