Unearthed Arcana New Psion update, Dungeons and Dragons Unearthed Arcana

WotC updates the psion in new playtest document.
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A new Unearthed Arcana is up, featuring a revised version of the Psion class. Per a D&D Beyond article, the Psion has seen considerable changes. Feedback for the class focused into three main areas - Psionic Energy Dice, Psionic Modes, and Spellcasting. Psionic Energy Dice are now more flexible and easier to obtain - a new feature called Psionic Reserves allows players to regain uses of Psionic Energy Dice and Telepathic Propel and Telepathic Connection allow players to use those abilities one time each without expending energy dice. Meanwhile, Psionic Modes has been cut from the class, with various aspects of the ability being incorporated into various subclasses as new features. Finally, the Psion now has an updated and expanded playlist. The UA also contains seven brand new spells and updated versions of existing spells as well.

Additionally, the Metamorph, Psykinetic, and Telepath have all received updates. The Metamorph's abilities now often feature a roll of the Psionic Energy Die while they're being expended. The Psykinetic gains a Stronger Telekinesis feature with an improved Mage Hand spell use. Also, players can now use Telekinetic Propel without expending a Psionic Energy Dice. Finally, the Telepath has a new Telepathic Distraction feature that lets you interfere with another creature's attack roll if it's within range of your telepathy. Scramble Minds was redesigned to reduce the number of dice rolls needed to keep combat from getting bogged down.
 

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Christian Hoffer

Christian Hoffer


Boo - uses spell slots and "up to Int mod" energy dice, which lets you front-load dice at low levels for disciplines. Should be "up to PB" energy dice.

I'll stick with my hybrid Sorcerer/Warlock version.
 



they aren't going to stop it from being a spellcaster. They just aren't.

There is a lot to like here. The subclasses are distinct, which is nice. The energy dice are simple to use. This is as close as they've come to what I'd want in a psionic class (and I know they won't do what I want, so I'm going to judge it based on what they'll do, not some platonic ideal).
 

Even if it's not entirely my speed, definitely small improvements. Better baseline telekinesis and telepathy. Metamorph doesn't have the really weird timing issues with the Organic Weapons, and there's a note in the change log that there will be magic items to enhance them. I can only hope those apply to other subclasses that generate their own weapons, like the Beast Barbarian and Soulknife Rogue!

It's not all roses. Looking at the Metamorph still, the new Flesh Weaver is a mess. "When you spend a Psionic Energy Die on Mutable Form, you can spend a second so that you unlock the ability to spend a third to enhance a healing spell." That's crazy overcosted. But overall, a step in the right direction.
 

Maybe I'm just not evaluating the class properly, but the metamorph still seems bad?

There's nothing to shore up its AC without also spending a psionic die, and despite being the melee fighting class who can cast a cantrip with an attack at level 5, they cannot use true strike with their organic weapons so they fall behind the bladesinger and valor bard pretty heavily. Personally, I've been hoping they would get primal savagery added to their list as a melee cantrip that could also trigger biofeedback.

I wonder if you're supposed to be getting hit a lot and just generating lots of temp HP, but the features still feel to hungry for resources for a player to be comfortable with 15 AC and a bunch of temp HP.

EDIT: One thing I'm wondering is whether or not you can use the new version of telekinetic fling while "threatened" in melee. If there's a rock 10 feet away from you and a guy standing between you and the rock, within 5 feet of you, can you fling the rock at the back of his head without disadvantage?
 

Is there not a telekinesis spell to crush one enemy as an attack? I don't see one....there should be.....

There are likely more spells here than I'd prefer. Really, I'd like the subclasses to define the spells for the most part, but, again, that's more complex than WotC will likely do.....I'm trying to decide if having spell points is really all that different than spell slots? I'm not all that sure it matters a lot in play.
 


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