Wizards of the Coast recently released Psionic Options Revisited which updated several Unearthed Arcana subclasses as well as abandoned several spells. We are happy to work with WotC to keep content up to date, as well as keep our community informed about any changes taking place.
For the updated subclasses (Psychic Warrior, Soulknife, Aberrant Mind, and the Psionics wizard) those have had "archived" added to their subclass name. Any characters currently using those subclasses will remain usable, and can continue to level them up and play with them as created. However once the new UA is released they will no longer be available for new characters, or if you remove the subclass from your existing character it cannot be added back again.
For the spells that are being archived or updated (Ego Whip, Id Insinuation, Intellect Fortress, Mental Barrier, Mind Silver, Mind Thrust, Psionic Blast, Psychic Crush, and Thought Shield), the older version of the spells will have "archived" added to their names, and once the new UA is released those old spells will be removed. We suggest you make a copy of it now in your homebrew and make sure to keep it in your private collection if you would like access to those spells.
For the feats that are being updated (Telepathic and Telekenetic) those have had "archived" added to their name. Any characters currently using those older feats will continue to have them work on their character sheet. However once the new UA is released they will no longer be available for new characters, or if you remove the feat from your existing character they cannot be added back again.
You are more than welcome to use the Homebrew tools to re-create content for your personal use! But please remember that if you take this route, do not publicly share it as it is against the Rules.
We wanted to give everyone a heads up and time to prepare before the updates happen next week. If you have any questions, or need any help creating homebrew content, our forums are the best place to get help!
Is it just me, or does all or almost all of the Unearthed Arcana material ultimately get nerfed? It is extremely frustrating, to say the least. I very much appreciate that the material is meant for playtest and refinement, but I don’t understand why the initial submissions are presented in such a way that the only realistic modifications are ultimately downgrades, instead of presenting ideas that are initially constructed as templates to be changed and enhanced. I would very much like to see new subclasses, feats, spells, and magic items presented with the idea that they will be changed and added to, instead of changed and subtracted from.
Is it just me, or does all or almost all of the Unearthed Arcana material ultimately get nerfed? It is extremely frustrating, to say the least. I very much appreciate that the material is meant for playtest and refinement, but I don’t understand why the initial submissions are presented in such a way that the only realistic modifications are ultimately downgrades, instead of presenting ideas that are initially constructed as templates to be changed and enhanced. I would very much like to see new subclasses, feats, spells, and magic items presented with the idea that they will be changed and added to, instead of changed and subtracted from.
So base on my understanding of game design from video games.... Imagine this, you have a general rubric of how things should work ideally. For instance, you know that 1 extra attack is generally worth the same as a tier bonus to cantrips. Likewise you know that that is about on par with the 2 attack per round classes getting +1d4 damage with each attack (ad the average damage die for most bland/featureless attacks/cantrips/etc is 1d8 or 1d10.... so in a vacuum giving a paladin +1d4 damage on hit seems fine, right?
then you test it internally, with the lets say 20 or so devs you have on staff. This is your alpha test, and you discover, that the +1d4 seems boring and underwhelming, so instead you replace it with if the first attack you make in a round hits, +1d6 and if the target has disadvantage on its next save. Cool right? Now the paladin has a nifty way of getting some extra cool points with his friends. Its tests well with your small team, being more fun and flavorful, adding some cool synergy with other members.
so you put it in UA.... which is a beta test of features.... and people read the verbage, and put it on a PaladinxSorc, maknig a melee attack, giving disadvantage on their next save, then quick casting hold person, making it a MONSTER of a combo, as now they can basically highhandedly force creatures to fail saves.
Or someone notices that if they went hunter 11, and then paladin, Volley or Whirlwind attacks each say "make a X attack against any number..." and now that first attack roll targets an area of enemies, for the wizard to follow up with a fireball.
With thousands or millions of play testers, that were not in the office hearing about how this stuff was intended, people BREAK every aspect of the features.
Now there is a second reason for D&D that play test material is generally a bit OP.... people wont test it otherwise. Not really anyway. We have limited ability to play game, and most of us wouldn't want to play a gimp. So they make everything just a bit too tuned, so we try it out, we test build, we discus. They take all that feedback to see what is too good, what peopel don't seem to care about, and what needs changed by how much, to make something new.
Some things are deemed too boring and OP to release, and need a complete rework if they will ever exist (Brute Fighters are so very bland and WAAAY OP) Some things are mostly fine, but are missing flavor, or have abilities at the wrong levels (look at all the releases of Artificer that happened for examples of this) And some thing are thematically good, but mechanically bad (looking at all the tries as Psionics they have done in 5e, from the Mystic, Mystic2, the Psi stuff from ~6months ago, the new Psi stuff now... so far as an old school psi player, i haven't really felt any of them were mechanically good, even if they had strong features.... each one has felt clunky...)
We are the beta testers, and they need to make sure we want to play the beta content so we can test it.
Is it just me, or does all or almost all of the Unearthed Arcana material ultimately get nerfed? It is extremely frustrating, to say the least. I very much appreciate that the material is meant for playtest and refinement, but I don’t understand why the initial submissions are presented in such a way that the only realistic modifications are ultimately downgrades, instead of presenting ideas that are initially constructed as templates to be changed and enhanced. I would very much like to see new subclasses, feats, spells, and magic items presented with the idea that they will be changed and added to, instead of changed and subtracted from.
Wizards of the Coast staff (for one, Jeremy Crawford) have said that this is intentional because it is easier to scale things down than to bump them up.
Wizards of the Coast recently released Psionic Options Revisited which updated several Unearthed Arcana subclasses as well as abandoned several spells. We are happy to work with WotC to keep content up to date, as well as keep our community informed about any changes taking place.
For the updated subclasses (Psychic Warrior, Soulknife, Aberrant Mind, and the Psionics wizard) those have had "archived" added to their subclass name. Any characters currently using those subclasses will remain usable, and can continue to level them up and play with them as created. However once the new UA is released they will no longer be available for new characters, or if you remove the subclass from your existing character it cannot be added back again.
For the spells that are being archived or updated (Ego Whip, Id Insinuation, Intellect Fortress, Mental Barrier, Mind Silver, Mind Thrust, Psionic Blast, Psychic Crush, and Thought Shield), the older version of the spells will have "archived" added to their names, and once the new UA is released those old spells will be removed. We suggest you make a copy of it now in your homebrew and make sure to keep it in your private collection if you would like access to those spells.
For the feats that are being updated (Telepathic and Telekenetic) those have had "archived" added to their name. Any characters currently using those older feats will continue to have them work on their character sheet. However once the new UA is released they will no longer be available for new characters, or if you remove the feat from your existing character they cannot be added back again.
You are more than welcome to use the Homebrew tools to re-create content for your personal use! But please remember that if you take this route, do not publicly share it as it is against the Rules.
We wanted to give everyone a heads up and time to prepare before the updates happen next week. If you have any questions, or need any help creating homebrew content, our forums are the best place to get help!
Wizards of the Coast recently released Psionic Options Revisited which updated several Unearthed Arcana subclasses as well as abandoned several spells. We are happy to work with WotC to keep content up to date, as well as keep our community informed about any changes taking place.
. . . For the spells that are being archived or updated (Ego Whip, Id Insinuation, Intellect Fortress, Mental Barrier, Mind Sliver, Mind Thrust, Psionic Blast, Psychic Crush, and Thought Shield), the older version of the spells will have "archived" added to their names, and once the new UA is released those old spells will be removed. We suggest you make a copy of it now in your homebrew and make sure to keep it in your private collection if you would like access to those spells.
For the feats that are being updated (Telepathic and Telekenetic) those have had "archived" added to their name. Any characters currently using those older feats will continue to have them work on their character sheet. However once the new UA is released they will no longer be available for new characters, or if you remove the feat from your existing character they cannot be added back again.
--Wizard Spells Cantrips (0 Level) mind sliver (enchantment) 2nd Level mind thrust (enchantment) 4th Level intellect fortress (abjuration)-- I notice in the New list Thought shield isn't there? I assume when published you mean will disappear until one buys the work or item?
Rollback Post to RevisionRollBack
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
There's probably a homebrew subclass tutorial somewhere, but it's not really needed if all you're doing is making a homebrew copy of existing content - click "Create Subclass" under the "Collections" menu in the top bar of the site, then click "Use an existing subclass as a template" and select the desired existing content that you want to copy from the dropdowns that appear. You can do this with any purchasable content you own, and I assume from the above conversation that you can do it with UA playtest content as well while it's active.
With published subclasses, one goes to Creations>Create Homebrew>Subclass. Then select the class you want to make the subclass for from a dropdown menu, then choose the subclass to copy from the next dropdown. But UA subclasses aren't on that list. For those you will have to create the subclass from scratch.
The new option for the PSi knight sucks it seems like it made everything variable and overall alot crappier why would you want to play it when there are so many better ways you can portray it just sad i was a fan of the psychic warrior
The new option for the PSi knight sucks it seems like it made everything variable and overall alot crappier why would you want to play it when there are so many better ways you can portray it just sad i was a fan of the psychic warrior
I find it really weird just how hard they are pushing for a Psionic based Fighter subclass. Psionics was always related to monk/rogue or even Wizard in every edition of d&d that I can remember. They even got powers to lower their AC in the THAC0 days, or raise their AC in the post THAC0 days, because generally they couldn't wear armors (and lets not start on MTHAC0). Also in most of the older editions (as far as I remember as I can't find my Complete Guide to Psionics), Psi was generally based on Wis, as Wis is most intently tied willpower. Int gave you more disciplines, but actually using the powers, how many Psi points you got, etc., were all tied to Wis.
The "fighter" equivalent of Psion should really be a Monk subclass.
The new option for the PSi knight sucks it seems like it made everything variable and overall alot crappier why would you want to play it when there are so many better ways you can portray it just sad i was a fan of the psychic warrior
I find it really weird just how hard they are pushing for a Psionic based Fighter subclass. Psionics was always related to monk/rogue or even Wizard in every edition of d&d that I can remember. They even got powers to lower their AC in the THAC0 days, or raise their AC in the post THAC0 days, because generally they couldn't wear armors (and lets not start on MTHAC0). Also in most of the older editions (as far as I remember as I can't find my Complete Guide to Psionics), Psi was generally based on Wis, as Wis is most intently tied willpower. Int gave you more disciplines, but actually using the powers, how many Psi points you got, etc., were all tied to Wis.
The "fighter" equivalent of Psion should really be a Monk subclass.
I agree, psionic monk would make a little more sense to me with the telekinetic movement. Why still fight with weapons when you can also close combat melee-telekinesis into people. Also cue: the movement options.
I started a Psionic Wizard awhile back before it was archived. I didn't think it would be an issue as my character seemed to still have access to the spells. However, I just reached 5th level and went to learn the 3rd level Psionic Blast spell but it wasn't available. I still have access to the 1st and 2nd level psionic spells that have been archived. Is this working as intended?
Wizards of the Coast recently released Psionic Options Revisited which updated several Unearthed Arcana subclasses as well as abandoned several spells. We are happy to work with WotC to keep content up to date, as well as keep our community informed about any changes taking place.
For the updated subclasses (Psychic Warrior, Soulknife, Aberrant Mind, and the Psionics wizard) those have had "archived" added to their subclass name. Any characters currently using those subclasses will remain usable, and can continue to level them up and play with them as created. However once the new UA is released they will no longer be available for new characters, or if you remove the subclass from your existing character it cannot be added back again.
For the spells that are being archived or updated (Ego Whip, Id Insinuation, Intellect Fortress, Mental Barrier, Mind Silver, Mind Thrust, Psionic Blast, Psychic Crush, and Thought Shield), the older version of the spells will have "archived" added to their names, and once the new UA is released those old spells will be removed. We suggest you make a copy of it now in your homebrew and make sure to keep it in your private collection if you would like access to those spells.
For the feats that are being updated (Telepathic and Telekenetic) those have had "archived" added to their name. Any characters currently using those older feats will continue to have them work on their character sheet. However once the new UA is released they will no longer be available for new characters, or if you remove the feat from your existing character they cannot be added back again.
You are more than welcome to use the Homebrew tools to re-create content for your personal use! But please remember that if you take this route, do not publicly share it as it is against the Rules.
We wanted to give everyone a heads up and time to prepare before the updates happen next week. If you have any questions, or need any help creating homebrew content, our forums are the best place to get help!
Find me on Twitter: @OboeLauren
When does the new UA go live?
Interesting changes! One more step towards an official psionics related release.
"A river cuts through rock, not because of its power, but because of its persistence."
I'd expect them no sooner than the following Monday, as usual.
Seems a reasonable guess, but as always we aren't able to give a precise date.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
how do i copy subclasses
I did say "no sooner than" for a reason :P I know you can't commit to specific dates for such things.
Is it just me, or does all or almost all of the Unearthed Arcana material ultimately get nerfed? It is extremely frustrating, to say the least. I very much appreciate that the material is meant for playtest and refinement, but I don’t understand why the initial submissions are presented in such a way that the only realistic modifications are ultimately downgrades, instead of presenting ideas that are initially constructed as templates to be changed and enhanced. I would very much like to see new subclasses, feats, spells, and magic items presented with the idea that they will be changed and added to, instead of changed and subtracted from.
So base on my understanding of game design from video games.... Imagine this, you have a general rubric of how things should work ideally. For instance, you know that 1 extra attack is generally worth the same as a tier bonus to cantrips. Likewise you know that that is about on par with the 2 attack per round classes getting +1d4 damage with each attack (ad the average damage die for most bland/featureless attacks/cantrips/etc is 1d8 or 1d10.... so in a vacuum giving a paladin +1d4 damage on hit seems fine, right?
then you test it internally, with the lets say 20 or so devs you have on staff. This is your alpha test, and you discover, that the +1d4 seems boring and underwhelming, so instead you replace it with if the first attack you make in a round hits, +1d6 and if the target has disadvantage on its next save. Cool right? Now the paladin has a nifty way of getting some extra cool points with his friends. Its tests well with your small team, being more fun and flavorful, adding some cool synergy with other members.
so you put it in UA.... which is a beta test of features.... and people read the verbage, and put it on a PaladinxSorc, maknig a melee attack, giving disadvantage on their next save, then quick casting hold person, making it a MONSTER of a combo, as now they can basically highhandedly force creatures to fail saves.
Or someone notices that if they went hunter 11, and then paladin, Volley or Whirlwind attacks each say "make a X attack against any number..." and now that first attack roll targets an area of enemies, for the wizard to follow up with a fireball.
With thousands or millions of play testers, that were not in the office hearing about how this stuff was intended, people BREAK every aspect of the features.
Now there is a second reason for D&D that play test material is generally a bit OP.... people wont test it otherwise. Not really anyway. We have limited ability to play game, and most of us wouldn't want to play a gimp. So they make everything just a bit too tuned, so we try it out, we test build, we discus. They take all that feedback to see what is too good, what peopel don't seem to care about, and what needs changed by how much, to make something new.
Some things are deemed too boring and OP to release, and need a complete rework if they will ever exist (Brute Fighters are so very bland and WAAAY OP)
Some things are mostly fine, but are missing flavor, or have abilities at the wrong levels (look at all the releases of Artificer that happened for examples of this)
And some thing are thematically good, but mechanically bad (looking at all the tries as Psionics they have done in 5e, from the Mystic, Mystic2, the Psi stuff from ~6months ago, the new Psi stuff now... so far as an old school psi player, i haven't really felt any of them were mechanically good, even if they had strong features.... each one has felt clunky...)
We are the beta testers, and they need to make sure we want to play the beta content so we can test it.
Wizards of the Coast staff (for one, Jeremy Crawford) have said that this is intentional because it is easier to scale things down than to bump them up.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
Anyone? Is there a tutorial on this?
--Wizard Spells Cantrips (0 Level) mind sliver (enchantment) 2nd Level mind thrust (enchantment) 4th Level intellect fortress (abjuration)--
I notice in the New list Thought shield isn't there?
I assume when published you mean will disappear until one buys the work or item?
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
There's probably a homebrew subclass tutorial somewhere, but it's not really needed if all you're doing is making a homebrew copy of existing content - click "Create Subclass" under the "Collections" menu in the top bar of the site, then click "Use an existing subclass as a template" and select the desired existing content that you want to copy from the dropdowns that appear. You can do this with any purchasable content you own, and I assume from the above conversation that you can do it with UA playtest content as well while it's active.
With published subclasses, one goes to Creations>Create Homebrew>Subclass. Then select the class you want to make the subclass for from a dropdown menu, then choose the subclass to copy from the next dropdown. But UA subclasses aren't on that list. For those you will have to create the subclass from scratch.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
The new option for the PSi knight sucks it seems like it made everything variable and overall alot crappier why would you want to play it when there are so many better ways you can portray it just sad i was a fan of the psychic warrior
I find it really weird just how hard they are pushing for a Psionic based Fighter subclass. Psionics was always related to monk/rogue or even Wizard in every edition of d&d that I can remember. They even got powers to lower their AC in the THAC0 days, or raise their AC in the post THAC0 days, because generally they couldn't wear armors (and lets not start on MTHAC0). Also in most of the older editions (as far as I remember as I can't find my Complete Guide to Psionics), Psi was generally based on Wis, as Wis is most intently tied willpower. Int gave you more disciplines, but actually using the powers, how many Psi points you got, etc., were all tied to Wis.
The "fighter" equivalent of Psion should really be a Monk subclass.
Honestly, the new psionic UA is everything I needed in life but I wish the sorcerer abilities in here were a bit more refined.
I agree, psionic monk would make a little more sense to me with the telekinetic movement. Why still fight with weapons when you can also close combat melee-telekinesis into people. Also cue: the movement options.
Hi OboeLauren,
I started a Psionic Wizard awhile back before it was archived. I didn't think it would be an issue as my character seemed to still have access to the spells. However, I just reached 5th level and went to learn the 3rd level Psionic Blast spell but it wasn't available. I still have access to the 1st and 2nd level psionic spells that have been archived. Is this working as intended?
Thanks,
Lasamas
This is correct - the Psionic Blast spell, along with others, were retired from playtest.
You are welcome to create a homebrew version of the spell for your own use. 😊
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊