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


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Ego whip traditionally either causes damage, or decreases ability scores, or both, or imposes a condition. This does none of that.

edit: I don't think it was in 4th edition? Not that I can see...
So I decided to look back at Ego Whip throughout the years.

In AD&D, it was a psionic attack mode. The 1e PHB gives it a cost and range but doesn't list an effect. Presumably, there is more info the DMG but I don't have access to it at the moment.

2e's Complete Psionics Handbook uses the original AD&D system (I think) where Ego Whip is used as both a way to contacting a character's mind and then can be used on them once "open".

Ego Whip
Power Score: Wis –3
Initial Cost: 4
Maintenance Cost: na
Range: 40/80/120 yards
Preparation Time: 0
Area of Effect: individual
Prerequisites: contact, mindlink

Ego whip is one of the five telepathic attacks used to establish contact with another psionicist’s mind. (See Chapter 2.) The power assaults the victim’s ego, leaving him with feelings of inferiority and worthlessness. If used against a contacted mind, the target is dazed for 1-4 rounds, during which all of his die rolls (psionic attacks, melee attacks, saving throws, etc.) are penalized five
points (or 25%) and he cannot cast any spells above third level.
This power has three ranges: short, medium, and long. At medium range, the psionicist's power score is reduced by two. At long range, it is reduced by five.
Power Score - No additional effect.
20 - No additional effect.

The Revised Psionics system from Skills and Powers

Ego Whip (EW)
This attack assaults a target’s self-esteem and individuality. It strikes like a glowingwhip, its crack slicing open the wells of inferiority and worthlessness buried deep behind the target’s defenses. For every 4 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d6 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 2 PSPs.
Ego whip has three ranges: short (40 yards), medium (80 yards), and long (120 yards). At medium range, the defender receives a +2 bonus to his MAC; at long range, the bonus is +5.
If used against an open mind, ego whip leaves the target dazed for 1d4 rounds, costing the attacker 4 PSPs. Though no psionic defenses remain, the attacker must roll the defender’s MAC to successfully hit (this attack receives a +2 bonus). While dazed, all of a character’s die rolls (attacks rolls, saving throws, etc.) receive a –5 penalty, and the character can’t cast spells above 3rd level.

3e originally kept the attack/defense modes, but it was abandoned in 3.5
3.0
Ego Whip
Attack Mode (Dex)
Display: Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Power Resistance: No
Power Points: 3

Your rapid mental lash assaults the victim's ego. The defender makes a Will save (DC 1d20 + your Dexterity modifier + DC modifier). Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender's Will save DC. Those who fail their saving throw take 1d4 points of temporary Dexterity damage.
Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table 4–1). On a failed saving throw, nonpsionic creatures are stunned for 1d4 rounds.

3.5:
Ego Whip
Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; see text
Power Resistance: Yes
Power Points: 3
Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round.
Augment
For every 4 additional power points you spend, this power’s Charisma damage increases by 1d4 points and its save DC increases by 2.

I couldn't find Ego Whip in the 4e PHB, but I admit my 4e knowledge is limited. I believe its in Psionic Power, which I don't have access to.

So you can see its been all over the map regarding power, with some sort of daze/stun being the only consistent feature?
 


Every time this subject comes up, you can count on me saying the same two things.
Everything you need to create a classic "psion" in 5E D&D has already been written...just go with Sorcerer and use the optional Spell Points system in the DMG. If you need more than that, you could play as a duergar, githyanki, or githzerai (from MP:MotM), or choose a human and take the Telekinetic or Telepathic feat (from Tasha's)...but there's really no need. You could also pick the Aberrant Mind subclass (also from Tasha's) if that still wasn't psionic-y enough.
If you don't agree that psions are just sorcerers with fresh paint, you should check out Paranormal Power, by our own @Steampunkette . I think it's the best resource for psionics outside of the 5E D&D core ruleset.
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EDIT: That's not to say I'm opposed to new stuff! This is just my response to all of the comments about what D&D "needs," or what Wizards of the Coast "needs" to do.

"Need" is a very strong word.
 

Everything you need to create a classic "psion" in 5E D&D has already been written...just go with Sorcerer and use the optional Spell Points system in the DMG. If you need more than that, you could play as a duergar, githyanki, or githzerai (from MP:MotM), or choose a human and take the Telekinetic or Telepathic feat (from Tasha's)...but there's really no need. You could also pick the Aberrant Mind subclass (also from Tasha's) if that still wasn't psionic-y enough.
Yup, nope. Because I can make that exact argument for barbarians, rangers, paladins, druids, bards, sorcerers, and warlocks. I like my classes distinct, thank you.
 





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