D&D 5E What psionic powers do YOU want to see?

Well, at its core, I want quite a bit from psionics. There's a pretty good chance I will actually write my own psionics handbook as well.

First of all, I want it to be much more focused on at-wills. In fact, from my perspective it should be a series of classes with essentially all at-wills that uses allotted resources to periodically buff what they are already capable of. I don't really want any psionic ability in the game to require spending PPs to function, if it can be helped.

Similar to the sentiments expressed by others, I also view psionics in a more...classical sense? Classical in perhaps a non-D&D sense? Many effects that are much more...overt in nature, like teleportation, shapeshifting, summoning, and so on, shouldn't really be in the psionic repertoire, imho. I actually prefer psionics truly be something strictly produced by the mind that affects the world in ways that, while outside the bounds of the norm, aren't nearly so...radical. It is a very subtle discipline indeed, compared to magic. So much so that anyone looking in from the outside doesn't see anything all that out of the ordinary.

Making someone think you've shapeshifted with psionic illusions? Yes, and only that person sees you like that. Actually physically transforming into something else? No. And detecting illusions won't do anything, because it's not actually an illusion, either. There isn't an illusion there, the person being affected is quite literally having their own senses altered within their mind.

You're not invisible, you make people unable to sense your presence. So those five people you just used your Cloud Senses power on? They can't sense your presence or that of your chosen allies. You might very well even be able to talk out loud to one another without those whose minds are clouded having a clue. But that guy you didn't notice down the hall? He sees and hears you all completely and utterly fine.

To expand on the idea that psionics are more subtle, more hidden, by their very nature. Psionic characters come and go in fictional stories without anyone knowing, a great deal of the time, unless someone has been explicitly trained to sense and understand psionics and the psychic imprints left behind. Unlike magical compulsion, you don't know that you were charmed by a telepath. You don't know why you did what you did while you were dominated. If a telepathic power fails to work against a target? They don't actually know the attempt was made at all unless they are trained to.

Psionics is also a lot more...controlled. Psionic characters, by and large, train endlessly to hone their powers, to exert immense control over each abilities. While a mage will cast a fireball and catch everyone in a blast, a psionicist will set exactly what they want within range on fire. The more PPs they are willing to spend, the more targets they can hit, or the more damage they can do, etc.

On that note, because of this, psionic powers don't require saving throws nearly as often. Since psionics is about control, a psionic character relies much, much more on their own ability to hit their target, and much, much less on saves to avoid an effect. Saves against psionics are instead mostly there to end an effect early. While a wizard hurls a fireball and the targets make a Reflex save to take half damage, a psion makes attack rolls to hit their targets with an "area of effect" ability. If the targets then catch fire, they save to have that damage over time effect end.

Also related, since psions are about self-control and exerting their own agency, the template in the first playtest for attacking a saving throw was actually a really good idea to base things on, and I disagree with its removal: A psion doesn't attack your AC, they attack one of your passive saves (so 10 + saving throw bonus). This means a wizard with a relatively low AC would likely have a much easier time fighting against a telepath than a warrior with a high AC would. Feats and abilities related to improved willpower could explicitly buff your save vs psionic effects as added, free benefits. Yes, this potentially makes those abilities stronger against some targets, and that's ok. For the same reason that targets with higher saves of a certain type are much more effective against spellcasters using spells with that save. The only difference is who is controlling the roll. It is apropos for psionic characters to maintain control, because when push comes to shove, they are being more precise and focused about every action. The entirety of their life they've likely been honing their abilities like a sense, like muscle memory, etc. It's not rote, it's not ritual, which are different kinds of precision.

I also think the single most prevalent trope we see for psionic characters across all genres is that it taps into your physical reserves. Psionic power comes from within, not from an external source. To me, this means two things:

1) Short rest recovery of PPs is critical. Psionic characters usually just need to rest a little while before pushing their limits again
2) To me, tapping into your personal reserves translates as sacrificing hit points to gain a boost in PPs. No limits. You want to push your hit points to the very brink, even to knocking yourself unconscious? Go for it. If there is one thing you consistently see in psionic characters in every type of fantasy or sci fi setting you see them in, it's that they can physically harm themselves overusing their powers. Cause their nose to bleed. Get wobbly from pushing themselves. Falling unconscious. Having hit points as a power resource is novel, and something worthy of a mainstay defining characteristic for all psionic characters.

As far as powers, beyond what I've mentioned above? Or what's been mentioned in the thread already? The big one for me is:

Clairsentience. Clairsentient psionic abilities need to work, and they need to work more consistently than they do for any other class.

Making an astral form, especially, is probably the most ignored key ability I want to see. I want a discipline that simply turns your own senses off, and puts them into a remote sensor that looks like an astral version of yourself, invisible to anyone who can't sense psychic imprints. It moves around like you do, by default starting from your own body and moving away from it at your own speed and travel modes. You can spend PPs to make it do extras like fly, or phase through walls, or gain extra senses, or initially appear somewhere far away, etc.

The important part is that your real body is left vulnerable while your astral form is out and about. You can use your non-psychometabolic powers while you're in astral form. For all intents and purposes, it is where your mind and senses are currently located. It costs PPs to use at-wills while astral projecting, though. It takes effort just to maintain your astral form, so any other abilities used will tap into your reserves. But just wandering around in astral form? You can do that at-will, all day long. Potent? Sure! But novel, unique, and since you leave your real body incredibly vulnerable, it carries with it a profoundly deep risk.

Yeah, like I said. I will very likely end up writing my own psionic handbook for 5e, as well.
 
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I'm going to instead start with what I don't want to see: psionic versions of existing spells. Access to existing spell lists via psionic "points". Anything at all that makes a psion basically a Sorcerer+.

I'd like to see psionics broken down essentially into:
Weapons.
Telekenetic effects.
Mental effects.
 

Very good comments. Most of this is pretty close to the current direction of my psionic project.
At its core, it consists of basic at-will powers chosen at 1st level, which are boosted with power points in many different ways to get the desired effect. At a certain point of boosting, checks must be made to manifest the power in the desired way. As of now, they just fail if the check is failed, but I plan to include an optional rule for the power to wildly manifest as focus is lost and also for massive failures resulting in becoming a beacon for other psychics and psychic predators. "There has been an awakening," if you will.
While not exactly serious, a fun example would be:
"You boost a power far beyond your control, and it spills from your mind like a lashing beast from the void, psionic power blazing in the nothingness beyond this world. Your party destroys the remaining enemies and begins to loot the corpses of your fallen foes.
-POP- A sudden decompression and nauseating feeling assails all present, as suddenly something unfolds itself from very near the location of the psychic's failed manifestation. White, blank eyes scan the scene, pressed deep into a squid-like head atop a tall, inhumanly thin, humanoid frame."

This is a useful deterrent, as psionic PCs may(or may not) know that excess use of power beyond their ability to focus and control can rain back on them. I also like the idea of Success But.., as if a PC boosts every since power point and hit point they can into a power, effectively nova-ing, may still cause a pissed-off githzerai or even a local psionic npc to appear and find out what the heck is misusing power and calling the thunder upon them from distant planes.

I have two systems in place to regain power points to further boost your powers. Sacrificing your own HP to regain them or directly stealing them from nearby intelligent creatures. Blast your enemy, siphon his intellect, and blast him again! It will all, of course, need to be playtested in time.

I currently have them split into two base classes. The psychic that shreds his own form to manifest, and the psychic that merely uses powers as an extension of his martial prowess. One believes in all-psionics, all of the time, while the other is more in-line with the perfection of mind and body and not willing to sacrifice one or the other. They have very-specialized subclass disciplines to represent their longterm honing on their more talented aspect of their minds.

Thank you though, keep it coming. There are already quite a few things that I wanted to include, yet have slipped through my fingers as I crunched down on other things.
 
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Charm/Domination that isn't nerfed to be less powerful than non-magical mesmerism in the lit ("when I count to three, you will remember none of this") springs to mind.

First of all, I want it to be much more focused on at-wills.

This. Doing it all with spell points seems like a cludgy hack that doesn't reflect the lit.

Similar to the sentiments expressed by others, I also view psionics in a more...classical sense? Classical in perhaps a non-D&D sense? Many effects that are much more...overt in nature, like teleportation, shapeshifting, summoning, and so on, shouldn't really be in the psionic repertoire, imho. I actually prefer psionics truly be something strictly produced by the mind that affects the world in ways that, while outside the bounds of the norm, aren't nearly so...radical. It is a very subtle discipline indeed, compared to magic. So much so that anyone looking in from the outside doesn't see anything all that out of the ordinary.

Making someone think you've shapeshifted with psionic illusions? Yes, and only that person sees you like that. Actually physically transforming into something else? No. And detecting illusions won't do anything, because it's not actually an illusion, either. There isn't an illusion there, the person being affected is quite literally having their own senses altered within their mind.

You're not invisible, you make people unable to sense your presence. So those five people you just used your Cloud Senses power on? They can't sense your presence or that of your chosen allies. You might very well even be able to talk out loud to one another without those whose minds are clouded having a clue. But that guy you didn't notice down the hall? He sees and hears you all completely and utterly fine.

We seem to have very similar concepts of psionics.

One thing I'd add is that I think of a lot of magic as requiring not just some external power source, but some external source of intelligence (though not as much with the advent of concentration in 5e) as well. E.g., Animate Objects seems to require a magical version of an AI to run it. Guards and Wards is a better example; how could a human mind keep up with and maintain all of that? I prefer that psionics lean away from such elaborate effects.

I'd also add that I think summoning works okay with psionics; it's conjuring that's problematic. Creating matter from nothing is a big deal, under the laws of science. Sending out a psychic call to your woodland/fey/infernal friends isn't a big deal (though this implies that summoning can fail often as not, or more precisely, the critters you're calling are too far away).

Oh, and telepathic duels, I'd like to see mechanics for telepathic duels. Like Xavier vs. Farouk, where two psionics sit down across from one another and duel astrally, while in the real world, they just seem to be having a staring contest. Then Xavier gets up and walks away (back smoking) while Farouk keels over dead from a "heart attack" or whatever.

One of my criteria for psionic abilities is, "how hard would this be to do with super-advanced tech?" The harder it would be to do, the less likely I am to include it as a psionic ability.
 
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I would add that I agree with many others in that I don't want a sorcerer/wizard/cleric in drag. This is not to say that there won't be some overlap, and I would expect someone protected by a Mindblank spell to be largely immune to psychic intrusion. But I don't need a talent that is basically a light spell in disguise (cough, cough). Or a weird absorb a weapon into your body (but strangely not other things) because "all the other 'gish' classes have a bond/summon weapon ability and the immortal must fill the 'gish' role, amirite?" That's just lazy design.
 

I'll agree that Mystics should not just be spellcasters with Psionics instead of magic. But ... I'll admit I want some flashier effects than just what we've seen. I liked Astral Constructs.
 

I'll agree that Mystics should not just be spellcasters with Psionics instead of magic. But ... I'll admit I want some flashier effects than just what we've seen. I liked Astral Constructs.

I like astral constructs in a specific context...that is, they are basically invisible extensions of the will of the user, and can only be seen under very specific, limited circumstances. Think the id monster from Forbidden Planet. To expand on that somewhat, the psion can let some people see the id monster, using the same kind of telepathy powers to cloud minds, etc. So the target of the id monster might see it as a horrible creature from nightmares, while it's also a tangible telekinetic force, invisible to everyone else unless someone sprays it with liquid, or powder, or the like. At which point it is a vague outline until the powder/liquid falls off with sufficient motion on the part of the id monster.

I do not want astral constructs that are visible to everyone all the time like any other summoned monster, however.
 
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What I really miss from psionics was the AD&D attack and defense abilities, and the cool chart were you cross referenced "Ego Whip" or "Psychic Crush" to the various defenses. Those psionic battles were a (psionic) blast.
 

Psionics battles are one facet of the project I haven't touched yet, and need to. At least as simple rules, with optional advanced rules.
Mental chess is basically what it breaks down to, and fits with the theme.
 

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