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

That's because (a) the best caster-like psionic is the GOOlock because warlocks are just better thematically and mechanically than cookie cutter full casters, and the ability to Just Do Stuff through invocations is better than cookie cutter spell casting and (b) the College of Whispers bard is also a caster-like psionic character.
Hard disagree on Warlock. It was even worse because the point was to unspookify psionic. I don't mind psionic power having a tie to the Far Realm, it shouldn't be the only take on it. Especially for people who want to X-Men style psionics or Kalshatar/Dream psionics. The warlock was far too down the creepy cultist route to work for all psionics.
 

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The Psion, as it is, has several advantages. First, a lot of Psionic powers are already spells, making a class that just uses them saves a lot of work both in design and also makes the class more expansion friendly, future spells can just be added to the Psion spell list. It also makes the class easier to use in that we don't get tripped up by slight differences between a Psionic Mage Hand and Mage Hand. This happened to me when I played a Mystic, Mystic Hand doesn't have a duration like Mage Hand does, so you can't hold onto things.

That said, what the Mystic did that I liked and really wanted to see implemented (though while homebrewing it, I quickly recognized the challenges, it's a lot of work), is rather than just select spells like the non-Psionic spellcasters, is the Mystic learned batches of spells grouped into thematic disciplines.

Because to me, if the mechanics are to be roughly the same for Psionics and spell casting, then the difference is in the acquisition of those spells. A Sorcerer learns spells, a Psion or similar class learns a broad ability, like "Mental Control" and then gains a package of spells grouped around that theme, like Command, Hold Person and Dominate Person.
 

Hard disagree on Warlock. It was even worse because the point was to unspookify psionic. I don't mind psionic power having a tie to the Far Realm, it shouldn't be the only take on it. Especially for people who want to X-Men style psionics or Kalshatar/Dream psionics. The warlock was far too down the creepy cultist route to work for all psionics.
The problem with wanting to "unspookify psionics" is that being spooky is why telepaths (in specific) attached to the Far Realm work well. Once you are a mind reader with any sort of mind control you're inherently creepy. And removing the spooky elements doesn't make them less creepy, it just turns them into creeps. Especially if they are full casters rather than near-mundanes using every trick they have including underhanded ones to keep up the way the soulknife is. Taking away the Far Realm from privacy-violating mind controlling telepaths is like taking away the sparkly vampire parts from Edward Cullen and being left with a middle aged guy faking being a high schooler and breaking in to watch a teenager sleep.

And yes this doesn't cover all psychics but neither does the psion. The psion as it stands must be a telepath. It's baked in that the psion is a telepath telekinetic hybrid with the at will abilities. (I'd also say the wizard/sorcerer frame is the wrong one for both primary telekinetics and primary metamorphs).

But if we take away the spookiness and pretend the creepiness isn't there then what flavour exactly is left? It's just bland generic superpowers that don't tie to anything; there's less flavour left than in your average sorcerer unless you add something beyond "mind mage who can ignore some of the limitations on normal mages".
 

Psionics is different in each edition. 1e psionic feats, 2e non-caster "Psionicist", 3e full-caster "Psion", 4e psionic "power source".

The "Psion" is a specific class that needs to be a full-caster, and I am grateful the majority of the feedback seems to agree. Apparently, at least 60% of the feedback is satisfied with the Psion with slot-9 spells, like the 3e Psion had. The Psionic community had been notoriously devoid of any consensus. To be able to pass the 60% threshold is an enormous accomplishment − that might have been unthinkable a few years ago.

I respect the process. Fortunately, the psionics that are most important to me, seems to be gaining consensus. Psionic flavor is now "normal" in the core rules, there will be a proper Psion class, and it will use normal mechanics, the same way all other classes do.

Psionics is vital medieval flavor. It is the power of "thought", and the power of an individuals "soul". There are many premodern examples of this across many cultures, including European cultures. This flavor needs to be normal in D&D.

The recent update made telepathy and telekinesis impressive − they needed to be! − and I am satisfied.


The 5e Psion class is "design by democracy". Happily the major decisions happened to go my way. But some of the minor stuff didnt.

I am less a fan of "nosebleed" psionics, but heh, apparently too many people do like it. At least the flavor emphasizes that this magic source is (1) personal thought and (2) draws from the lifeforce of the soul. The Psion has too few hit points to be wasting precious hit dice on spells. But the flavor is there, and there will probably be dramatic moments when it does happen.

The use of external "gp costs" for spell components is profoundly nonpsionic flavor. It is painful to see Psion have to faff around with them. Even so, the gp component is something I have been complaining about since 2014, even before 5e even had player psionic options. (I understood the problem and saw it coming.) I wish there was a better way to prevent spamming certain spells. I am ok with the way the 5e Psion uses the Somatic component. At least this is ones own body.

I love full-caster spells. I prefer the Psion uses spell points to fuel them instead of spell slots. Then again, I prefer all spellcasters use spell points − Wizard, Bard, Druid, ... and Psion − especially to simplify the caster classes at the highest levels. Perhaps the same book that publishes the Psion, can also provide an optional spell point system that any class can use. Preferably the spell point system refreshes per Short Rest instead of Long Rest. It would be the same way that the indy Laserllama does it.

Regarding power sources, I suggest Arcane and Divine utilize the "weave" but Psionic and Primal dont. Rather, Psionic and Primal utilize the soul. The power sources might be like D&D alignments, where the narrative is very important, but actual mechanics is a nuisance.

I feel Charisma makes more sense for the Psion class than Intelligence does. Mind powers have less to do with math, and more to do with poetry. The only way I can reconcile Intelligence, is to emphasize that the Intelligence ability is every kind of knowledge, including intuitive "psychic" knowledge. In other words, a DM can as for an Intelligence (Investigation) skill check, in order to do a tarot-card reading that accurately predicts the future or acquires detailed information remotely. If Intelligence is intuitive, then I am ok with the Psion keying Intelligence.

All in all, I either love or can live with everything about the updated Psion class. In other words, it is perfect.


The 3e full-caster Psion now has a satisfying 5e incarnation. But we still dont see a 2e "Psionicist" incarnation. Maybe if one squints one might explain the various 5e classes that have psionic subclasses as splitting up the the 2e non-caster mechanics. If there is to be a proper 5e Psionicist noncaster class, then I think this Psionicist, the "simple" caster class (analogous to the Fighter Champion), and a "superhero" class are all the same thing. Consider Superman. He only has a handful of powers: airy flight, earthy strength, watery cold breath, fiery laser beam eyes, and perhaps ethereal x-ray vision. Not alot spells, yet he is one of the most powerful superheroes in existence. Almost every superpower can be explained by psionics, whether telekinetic flight or psychometabolic shapeshifting. A simple Psionicist class with X-men in mind, simple to play, avoids spellcasting mechanics, and flavorwise fits right in within a medieval setting.
 







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