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 spelllist. 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

OK, so people are saying that psionics isn't different enough, or shouldn't be different, and so on. But my question is, what should psionics actually be, in terms of flavor and utility? What makes it different from regular magic? From wizard magic, bard magic, sorcerer magic, cleric magic, and so on?
Ideally, Psionic magic couldn't be Counterspelled and would get access to spells that aren't on the Arcane and Divine lists. Psionics' association with the Far Realm should make it the 'weird' power source, the one that does freaky spooky stuff.

I do like the notion of having basic disciplines that can be enhanced by spending psi points, as the 4E psionic classes do.

All that I just described is basically how the KibblesTasty Psion works, though it's quite complicated and I wouldn't expect WOTC to publish anything like it.
 

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Ideally, Psionic magic couldn't be Counterspelled and would get access to spells that aren't on the Arcane and Divine lists.
Sadly, there are very few psionic abilities left that haven't been turned into a spell. Or that weren't a spell originally but they decided to make a psionic version of it. There were probably more back in 2e, but a lot of those powers were... weirdly limited. Like determining a target's level or letting you feel light.

And there aren't arcane and divine lists anymore no matter what they claim. There's simply too much overlap--with a tiny handful of exceptions, there are no spells that aren't able to be cast by both a divine and an arcane caster. Unfortunately, the biggest fix would be to either cut down on the number of caster classes or to revamp how spells are assigned. And those are things that would require a proper 6e to accomplish. I have my own ideas on how to do it, but let's face it, so does everyone.

Psionics' association with the Far Realm should make it the 'weird' power source, the one that does freaky spooky stuff.
OK, that works. But then there's a lot of overlap with warlocks and even some sorcerers. With that in mind, how are they different enough from warlocks in tone (not mechanics) to be needed? Could they be made with just creating a bespoke spell list for sorcerers, filled with nothing but "spooky" spells?

I do like the notion of having basic disciplines that can be enhanced by spending psi points, as the 4E psionic classes do.

All that I just described is basically how the KibblesTasty Psion works, though it's quite complicated and I wouldn't expect WOTC to publish anything like it.
 

OK, that works. But then there's a lot of overlap with warlocks and even some sorcerers. With that in mind, how are they different enough from warlocks in tone (not mechanics) to be needed? Could they be made with just creating a bespoke spell list for sorcerers, filled with nothing but "spooky" spells?
I mean there's already an aberrant mind Sorcerer so I feel like that's handled.

I think the bigger issue with that is that it doesn't work thematically with Dark Sun, where Arcane magic defiles. Psonics doesn't. That's the only reason, IMO, an official Psion 'needs' to exist, since I was perfectly happy with the numerous 3rd party takes.
 


I mean there's already an aberrant mind Sorcerer so I feel like that's handled.

I think the bigger issue with that is that it doesn't work thematically with Dark Sun, where Arcane magic defiles. Psonics doesn't. That's the only reason, IMO, an official Psion 'needs' to exist, since I was perfectly happy with the numerous 3rd party takes.
While I'm not poo-poohing the idea of the psion here, all you really need is a rule for that. "These classes/archetypes cause defiling which does X, Y, Z. Those classes/archetypes don't cause defiling."

I mean, I know the psionics class in 2e was important, but there were really far fewer spellcasters there, so the psionicist stepped on far fewer toes. And, of course, it worked completely different from regular magic.
 

While I'm not poo-poohing the idea of the psion here, all you really need is a rule for that. "These classes/archetypes cause defiling which does X, Y, Z. Those classes/archetypes don't cause defiling."

I mean, I know the psionics class in 2e was important, but there were really far fewer spellcasters there, so the psionicist stepped on far fewer toes. And, of course, it worked completely different from regular magic.
It kind of feels like you are poo-poohing the idea when you keep saying things like 'just make it an archetype of sorcerer.'

It's the same thing where people say that Warlord or Ranger should just be an archetype of Fighter... I mean sure you can do that, but that feels needlessly limiting to me. Especially when we're talking about what will be only the second new class from WOTC since the game's inception. 🤷‍♂️
 


OK, so people are saying that psionics isn't different enough, or shouldn't be different, and so on. But my question is, what should psionics actually be, in terms of flavor and utility? What makes it different from regular magic? From wizard magic, bard magic, sorcerer magic, cleric magic, and so on?
So, in general in my head canon, Arcane, Primordial and Divine Magic in D&D5e is basically all the same magic: You access and manipulate the weave to create magical effects. How you access it, differs from class to class (Wizards trough their Mind and Studying, Clerics thought a god given interface, Warlocks trough a sugar mommy and so on, Sorcerers have inborn access to the weave), but it is all basically the same kind of magic power source: The Weave.

Picnics are a power from within. They solely rely on the person,.not some external energy source. They are powered solely trough the mind, discipline, willpower and energy of the caster himself.


What does that mean? Psionics is different from Weave Magic.
It can't be dispelled, it isn't affected by anti magic fields, because it is not relying on the weave (which the anti magic field is cutting off and dispel magic is disrupting, for example).
It takes a toll on the body and mind. Because you use power psi with yourself it takes your energy when you use it. Mechanically speaking that could mean to sacrifice HP for bigger effects or Exhaustion Levels or Hit Dice or something. But mechanics aside ...

How do theses powers manifest?
Trough discipline and training you sharpen your mind in order to be able to manipulate other minds (telepathy), other objects (telekinesis) and yourself (body and mind basically ... monks? And mutations! Because thats cool).

So basically, in my mind, the closest thing that D&D has to psionics are Monks. Just replace KI with PSI and you are done for your melee psionic.

Mechanic wise, I'm spitballing here, I don't like the Spellcaster chassis for Psionics.
The Monk way with Psi/Ki points fits better.

But I also like the Idea of using your Hit Dice to power stronger effects or certain kinds of effects. So using your Health to power strong effects (the Nosebleeding trope of all Psionics in TV ...). Like, Psionic healing means, that you use up a Hit Dice (roll it + con) to heal yourself or somebody else.

You want to mutate your body to be stronger? Thats right, that's a Hit Die!

Like, for small effects you have at will power or Psi/Ki points and for strong effects you use Hit Dice (and when you are out of Hit Dice, you sacrifice HP).
 

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