My opinion is in stealth operations the psionic without Verbal or Somatic components are too easy to hide. Let's imagine a psion infiltrated in a dinner of high society and using her powers without nobody realising. This is the reason because we should recover the displays (visual, smell, sound, headache, pieces of ectoplasm) from 3.5.
And I miss the ardent class to be a frienemy of divine spellcasters. They are perfect to create love-hate stories with clerics.
Metamorph is looking really solid now. Having shield as part of the main class helps a lot, and Flesh Weaver gives you more AC...although, I think that feature should just be an upgrade and not need to spend an extra die to active. Other then that, I can't think of much else I'd tweak with it. Some sort of unarmed defense would be nice, but I see them more skirmishy then flat out tanking hits on the front lines, so I don't think it's that needed myself.
to be 100% honest, removing swift precognition kind of kills some of my joy in the subclass. Being able to BA cantrip on every subclass created a base gameplay loop that wasn't based on using spell slots, and gave you a baseline use for psionic dice that wasnt based on rerolls, which were cool.
psionic backlash going from forcing a miss to reducing damage is not really great, they are a low HP class with not great AC mostly, and they cant eat a ton of damage.
i can see why people may have felt it was too powerful in a vaccum, but this is a d6 class with mage armor only, no armor or shield proficiency.
Now, i tend to enjoy a more martial type combat, with attacks and consistent options, so thats my bias, but mostly it feels like those two small changes, and the disappearance of modes, push it further into the caster type, which is fine if thats what you like, but essentially one of the things that made it feel different in regular gameplay loop for me, cantrips as a BA, a strong defensive reaction built in. Attack mode getting nerfed to one die reroll is ehh, defemsive mode appears to have disappeared.
Bolstering precog, if you cast a spell type, you can also give someone a dice to a d20 test made within the next 6 seconds but this pre-uses your dice and only applies to the next roll. Since most rolls are pass fail, this is a pretty poor use of a dice. If they would have succeeded, it was a waste, if the dice roll is not enough, it was a waste.
While you can use a hit dice to turn any psionic roll into a 4, the language suggests you may have to do this before you see the roll as well.
So essentially, my feeling is the psionic dice gameplay/options are slightly worse, And for me, some of them being strong/always having value even outside of spell slots, was a strong option for gameplay.
I feel the big piece of psionics was the power point system. This is what they lost, they in older editions could cast highest level spell slot a few times instead of being forced in to the gauntlet of fixed slots. They were the kings of nova blasting. It's that flexability that I find lacking.
I feel the big piece of psionics was the power point system. This is what they lost, they in older editions could cast highest level spell slot a few times instead of being forced in to the gauntlet of fixed slots. They were the kings of nova blasting. It's that flexability that I find lacking.
not sure who said it but the playtest warlock would have been a good build, and integrating point buy into that could work without getting out of control. Heck a point buy version of pact magic could work as well. A limited pool that recharges on a short rest, with higher level spells relegated to once per day.
I don’t think I was the first to suggest it, but that could have been a fun way to do it. That way psions could use any of the 3 mental stats. That alone would make them different from any other caster.
LEVEL 1: PSIONIC POWER You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice. Your Psion level determines the die size and number of Psionic Energy Dice you have, as shown in the Energy Die and Number of Dice columns of the Psion Features table. Your Psionic Energy Dice are used to enhance or fuel certain Psion features. You start with two such features: Telekinetic Propel and Telepathic Connection, each of which is detailed below. Some of your powers expend the Psionic Energy Dice, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Psionic Energy Dice are expended. You regain a number equal to half your Proficiency Bonus rounded up of expended Psionic Energy Die when you finish a Short Rest, and you regain all of them when you finish a Long Rest. Some features that use Psionic Energy Dice require your target to make a saving throw. The save DC equals the spell save DC from this class’s Psychic Spellcasting feature.
Telekinetic Propel. Same as updated UA
Telepathic Connection. Same as updated UA
LEVEL 1: PSYCHIC SPELLCASTING You have learned how to channel magical energy using the power of your mind. The information below details how you use those rules with Psion spells, which appear in the Psion spell list later in the class’s description.
Psi Points. You use Psi Points to fuel your Psion spells. You have a number of Psi Points listed in the Psi Point column of the Psion Feature table. You regain all Psi Points when you complete a long rest. Psi Points can only be used to cast your Psion spells, but you may also cast your Psion spells using any spell slots you may have. To cast a spell you expend a number of Psi Points equal to the spell’s level. You can cast the spell at a higher level by expending a number of Psi Points equal to the level you want to cast the spell up to your Psychic Spell max listed on the table above.
Cantrips. You know two Psion cantrips of your choice. Minor Illusion and Telekinetic Fling are recommended. Whenever you gain a Psion level, you can replace one of your cantrips from this feature with another Psion cantrip of your choice. When you reach Psion levels 10 and 14, you learn another Psion cantrip of your choice, as shown in the Cantrips column of the Psion Features table.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 Psion spells. Charm Person, Command, Dissonant Whispers, and Mage Armor are recommended. The number of spells on your list increases as you gain Psion levels, as shown in the Prepared Spells column of the Psion Features table. Whenever that number increases, choose additional Psion spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level of your Psychic Spell Max Level or lower. For example, if you’re a level 3 Psion, your list of prepared spells can include six Psion spells of levels 1 and 2 in any combination. If another Psion feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Psion spells for you.
Changing Your Prepared Spells. Whenever you gain a Psion level, you can replace one spell on your list with another Psion spell of an eligible level.
Spellcasting Ability. Intelligence is your spellcasting ability for your Psion spells.
Psionic Spellcasting. When you cast a Psion spell, that spell doesn’t require a Somatic, Verbal or Material component, even if the spell includes “S”, “V”, or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.
LEVEL 1: SIMPLE TELEKINESIS You know the Mage Hand cantrip. You can make the spectral hand Invisible when you cast it. If you take the Attack Action you can replace one of your attacks with an Unarmed Strike from the spectral hand against a target within 5ft of the hand. It uses your Int modifier for DC, Attack and Damage rolls and deals Force damage.
LEVEL 2: PSIONIC DISCIPLINE You learn further psionic techniques that are fueled by your Psionic Energy Dice. You gain three disciplines of your choice, such as Expanded Awareness, Brain Freeze, and Id Insinuation. Disciplines are described in the “Psionic Discipline Options” section later in this class’s description. You can use only one Discipline each turn and only once per turn unless otherwise noted in one of those options. Whenever you gain a Psion level, you can replace one of your Psionic Discipline options with one you don’t know. You gain three more options at Psion level 10 and three more at Psion level 17.
LEVEL 3: PSION SUBCLASS You gain a Psion subclass of your choice. The Metamorph, Psi Warper, Psykinetic, and Telepath subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Psion levels. For the rest of your career, you gain each of your subclass’s features that are of your Psion level or lower.
LEVEL 5: PSION RESTORATION Same as updated UA
LEVEL 7: PSIONIC SURGE After you roll one or more Psionic Energy Dice, you can expend one of your Hit Point Dice and treat any roll of 1, 2, or 3 on those Psionic Energy Dice as a 4.
LEVEL 9: WILD TALENT FEAT You gain a Wild Talent Feat of your choice even if you have already taken one. This Feat counts as a general feat for you.
LEVEL 11: MENTAL POWER 6TH LEVEL SPELLS You prepare two 6th level spells from the psion spell list. You can cast one of them once without expending Psi Points. You may also expend 15 Psi Points to cast either spell. You regain the ability to cast a spell without expending Psi Points when you complete a long rest. You may change one Mental Power spell of a level you can cast for one of the same level when you complete a long rest.
LEVEL 13: MP 7TH LEVEL SPELLS You prepare two 7th level spells from the psion spell list. You can cast one of them once without expending Psi Points. You may also expend 20 Psi Points to cast either spell. You regain the ability to cast a spell without expending Psi Points when you complete a long rest. You may change one Mental Power spell of a level you can cast for one of the same level when you complete a long rest.
LEVEL 15: MP 8TH LEVEL SPELLS You prepare two 8th level spells from the psion spell list. You can cast one of them once without expending Psi Points. You may also expend 35 Psi Points to cast either spell. You regain the ability to cast a spell without expending Psi Points when you complete a long rest. You may change one Mental Power spell of a level you can cast for one of the same level when you complete a long rest.
LEVEL 17: MP 9TH LEVEL SPELLS You prepare two 9th level spells from the psion spell list. You can cast one of them once without expending Psi Points. You may also expend 45 Psi Points to cast either spell. You regain the ability to cast a spell without expending Psi Points when you complete a long rest. You may change one Mental Power spell of a level you can cast for one of the same level when you complete a long rest.
LEVEL 18 PSIONIC RESERVES Same as updated UA.
LEVEL 19: EPIC BOON You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.
LEVEL 20: ENKINDLED LIFEFORCE same as updated UA
Additional Psionic Disciplines
Brain Freeze When a creature enters your telepathy range for the first time on their turn, you can take a Reaction to roll one Psionic Energy Die and force the creature to make an Intelligence saving throw. On a failed save, the target’s Speed is reduced to 0 feet and it subtracts the number rolled from the next roll to heal it before the end of its next turn. The die is expended only if the creature fails the saving throw.
Mind Fog When you deal Psychic damage to a creature you can expend an Energy Die and roll it. The creature gains the poison condition until the end of its next turn and subtracts the roll from its next ability check before the end of its next turn. A creature can use an action to roll an Intelligence save against your spellcasting DC to remove the poisoned condition.
Telekinetic Assault When you hit with an unarmed strike using your Invisible Spectral Hand from Simple Telekinesis you can expend one Energy Die and roll it. The target takes force damage equal to the roll.
Unnerving Reaction When you roll initiative with Disadvantage you can expend an Energy Die, roll it and add it to the result of your initiative roll.
Vector Control When you are hit by a ranged attack roll you may take a Reaction to expend an Energy Die and roll it. You subtract the roll from the attack roll, possibly turning a hit into a miss.
Important note: All Disciplines with a spell school restriction are unrestricted. They all work for any psion spell.
Psion Subclasses
Not much has to be done to make them work with this no spell slot base class. Obviously any feature that says you can cast without expending a spell slot would be changed to Psi Points.
Metamorph has no changes.
Psi Warperhas the spell slot to Psi point wording change for its level 3 teleportation feature. Also increase level 10 features to 60ft.
Psykinetic
LEVEL 3: COMBAT TELEKINESIS You can cast Mage Hand as a bonus action. If it is ever beyond its range from you it doesn’t vanish, instead it teleports within 5 feet of you. When you make an Unarmed Strike with your invisible spectral hand you can use 1d10 instead of the normal damage of your Unarmed Strike. This damage increases to 2d10 at 5th, 3d10 at 11th, and 4d10 at 17th. Additionally add the updated UAs features to this.
Telepath
6th level Bulwark Mind grants one ally within your telepathy 1d4 to any int, wis, or cha saving throws they make that turn. You may select an ally at anytime each turn before they roll their saving throw.
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My opinion is in stealth operations the psionic without Verbal or Somatic components are too easy to hide. Let's imagine a psion infiltrated in a dinner of high society and using her powers without nobody realising. This is the reason because we should recover the displays (visual, smell, sound, headache, pieces of ectoplasm) from 3.5.
And I miss the ardent class to be a frienemy of divine spellcasters. They are perfect to create love-hate stories with clerics.
Can we please get back the Psi-Warper subclass?!
Why is no one talking about the missing Psi-Warper subclass?
It isn't missing
The it passed muster and no longer needs testing.
From the UA
DESIGN NOTE: THE PSI WARPER The Psi Warper subclass scored exceptionally well and doesn’t need to go through another playtest.
She/Her Player and Dungeon Master
Metamorph is looking really solid now. Having shield as part of the main class helps a lot, and Flesh Weaver gives you more AC...although, I think that feature should just be an upgrade and not need to spend an extra die to active. Other then that, I can't think of much else I'd tweak with it. Some sort of unarmed defense would be nice, but I see them more skirmishy then flat out tanking hits on the front lines, so I don't think it's that needed myself.
to be 100% honest, removing swift precognition kind of kills some of my joy in the subclass. Being able to BA cantrip on every subclass created a base gameplay loop that wasn't based on using spell slots, and gave you a baseline use for psionic dice that wasnt based on rerolls, which were cool.
psionic backlash going from forcing a miss to reducing damage is not really great, they are a low HP class with not great AC mostly, and they cant eat a ton of damage.
i can see why people may have felt it was too powerful in a vaccum, but this is a d6 class with mage armor only, no armor or shield proficiency.
Now, i tend to enjoy a more martial type combat, with attacks and consistent options, so thats my bias, but mostly it feels like those two small changes, and the disappearance of modes, push it further into the caster type, which is fine if thats what you like, but essentially one of the things that made it feel different in regular gameplay loop for me, cantrips as a BA, a strong defensive reaction built in. Attack mode getting nerfed to one die reroll is ehh, defemsive mode appears to have disappeared.
Bolstering precog, if you cast a spell type, you can also give someone a dice to a d20 test made within the next 6 seconds but this pre-uses your dice and only applies to the next roll. Since most rolls are pass fail, this is a pretty poor use of a dice. If they would have succeeded, it was a waste, if the dice roll is not enough, it was a waste.
While you can use a hit dice to turn any psionic roll into a 4, the language suggests you may have to do this before you see the roll as well.
So essentially, my feeling is the psionic dice gameplay/options are slightly worse, And for me, some of them being strong/always having value even outside of spell slots, was a strong option for gameplay.
I feel the big piece of psionics was the power point system. This is what they lost, they in older editions could cast highest level spell slot a few times instead of being forced in to the gauntlet of fixed slots. They were the kings of nova blasting. It's that flexability that I find lacking.
not sure who said it but the playtest warlock would have been a good build, and integrating point buy into that could work without getting out of control. Heck a point buy version of pact magic could work as well. A limited pool that recharges on a short rest, with higher level spells relegated to once per day.
I don’t think I was the first to suggest it, but that could have been a fun way to do it. That way psions could use any of the 3 mental stats. That alone would make them different from any other caster.
Something like this maybe
Level
Class Features
Energy Die
Number of Dice
Cantrips
Spells Prepared
Psi Points
Phychic Spell Max Lvl
1st
Psionic Power, Psychic Spellcasting, Simple Telekinesis
D6
4
2
4
2
1st
2nd
Psionic Discipline
D6
4
2
5
3
1st
3rd
Psion Subclass
D6
4
2
6
8
2nd
4th
ASI
D6
4
3
7
10
2nd
5th
Psionic Restoration
D8
6
3
9
14
3rd
6th
Subclass Feature
D8
6
3
10
16
3rd
7th
Psionic Surge
D8
6
3
11
20
4th
8th
ASI
D8
6
3
12
24
4th
9th
Wild Talent Feat
D8
8
3
14
28
5th
10th
Subclass Feature,Psionic Discipline
D8
8
4
15
30
5th
11th
Mental Power 6th level Spell
D10
8
4
16
34
5th
12th
ASI
D10
8
4
16
36
5th
13th
MP 7th level Spell
D10
10
4
17
38
5th
14th
Subclass Feature
D10
10
4
17
40
5th
15th
MP 8th level Spell
D10
10
4
18
42
5th
16th
ASI
D10
10
4
18
44
5th
17th
MP 9th level Spell, Psionic Discipline
D12
12
4
19
46
5th
18th
Psionic Reserves
D12
12
4
20
48
5th
19th
Epic Boon
D12
12
4
21
50
5th
20th
Enkindled Lifeforce
D12
12
4
22
52
5th
LEVEL 1: PSIONIC POWER You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy Dice. Your Psion level determines the die size and number of Psionic Energy Dice you have, as shown in the Energy Die and Number of Dice columns of the Psion Features table. Your Psionic Energy Dice are used to enhance or fuel certain Psion features. You start with two such features: Telekinetic Propel and Telepathic Connection, each of which is detailed below. Some of your powers expend the Psionic Energy Dice, as specified in a power’s description, and you can’t use a power if it requires you to use a die when all your Psionic Energy Dice are expended. You regain a number equal to half your Proficiency Bonus rounded up of expended Psionic Energy Die when you finish a Short Rest, and you regain all of them when you finish a Long Rest. Some features that use Psionic Energy Dice require your target to make a saving throw. The save DC equals the spell save DC from this class’s Psychic Spellcasting feature.
Telekinetic Propel. Same as updated UA
Telepathic Connection. Same as updated UA
LEVEL 1: PSYCHIC SPELLCASTING You have learned how to channel magical energy using the power of your mind. The information below details how you use those rules with Psion spells, which appear in the Psion spell list later in the class’s description.
Psi Points. You use Psi Points to fuel your Psion spells. You have a number of Psi Points listed in the Psi Point column of the Psion Feature table. You regain all Psi Points when you complete a long rest. Psi Points can only be used to cast your Psion spells, but you may also cast your Psion spells using any spell slots you may have. To cast a spell you expend a number of Psi Points equal to the spell’s level. You can cast the spell at a higher level by expending a number of Psi Points equal to the level you want to cast the spell up to your Psychic Spell max listed on the table above.
Cantrips. You know two Psion cantrips of your choice. Minor Illusion and Telekinetic Fling are recommended. Whenever you gain a Psion level, you can replace one of your cantrips from this feature with another Psion cantrip of your choice. When you reach Psion levels 10 and 14, you learn another Psion cantrip of your choice, as shown in the Cantrips column of the Psion Features table.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 Psion spells. Charm Person, Command, Dissonant Whispers, and Mage Armor are recommended. The number of spells on your list increases as you gain Psion levels, as shown in the Prepared Spells column of the Psion Features table. Whenever that number increases, choose additional Psion spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level of your Psychic Spell Max Level or lower. For example, if you’re a level 3 Psion, your list of prepared spells can include six Psion spells of levels 1 and 2 in any combination. If another Psion feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Psion spells for you.
Changing Your Prepared Spells. Whenever you gain a Psion level, you can replace one spell on your list with another Psion spell of an eligible level.
Spellcasting Ability. Intelligence is your spellcasting ability for your Psion spells.
Psionic Spellcasting. When you cast a Psion spell, that spell doesn’t require a Somatic, Verbal or Material component, even if the spell includes “S”, “V”, or “M” in its “Components” entry, except Material components that are consumed by the spell or have a cost specified in the spell.
LEVEL 1: SIMPLE TELEKINESIS You know the Mage Hand cantrip. You can make the spectral hand Invisible when you cast it. If you take the Attack Action you can replace one of your attacks with an Unarmed Strike from the spectral hand against a target within 5ft of the hand. It uses your Int modifier for DC, Attack and Damage rolls and deals Force damage.
LEVEL 2: PSIONIC DISCIPLINE You learn further psionic techniques that are fueled by your Psionic Energy Dice. You gain three disciplines of your choice, such as Expanded Awareness, Brain Freeze, and Id Insinuation. Disciplines are described in the “Psionic Discipline Options” section later in this class’s description. You can use only one Discipline each turn and only once per turn unless otherwise noted in one of those options. Whenever you gain a Psion level, you can replace one of your Psionic Discipline options with one you don’t know. You gain three more options at Psion level 10 and three more at Psion level 17.
LEVEL 3: PSION SUBCLASS You gain a Psion subclass of your choice. The Metamorph, Psi Warper, Psykinetic, and Telepath subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Psion levels. For the rest of your career, you gain each of your subclass’s features that are of your Psion level or lower.
LEVEL 5: PSION RESTORATION Same as updated UA
LEVEL 7: PSIONIC SURGE After you roll one or more Psionic Energy Dice, you can expend one of your Hit Point Dice and treat any roll of 1, 2, or 3 on those Psionic Energy Dice as a 4.
LEVEL 9: WILD TALENT FEAT You gain a Wild Talent Feat of your choice even if you have already taken one. This Feat counts as a general feat for you.
LEVEL 11: MENTAL POWER 6TH LEVEL SPELLS You prepare two 6th level spells from the psion spell list. You can cast one of them once without expending Psi Points. You may also expend 15 Psi Points to cast either spell. You regain the ability to cast a spell without expending Psi Points when you complete a long rest. You may change one Mental Power spell of a level you can cast for one of the same level when you complete a long rest.
LEVEL 13: MP 7TH LEVEL SPELLS You prepare two 7th level spells from the psion spell list. You can cast one of them once without expending Psi Points. You may also expend 20 Psi Points to cast either spell. You regain the ability to cast a spell without expending Psi Points when you complete a long rest. You may change one Mental Power spell of a level you can cast for one of the same level when you complete a long rest.
LEVEL 15: MP 8TH LEVEL SPELLS You prepare two 8th level spells from the psion spell list. You can cast one of them once without expending Psi Points. You may also expend 35 Psi Points to cast either spell. You regain the ability to cast a spell without expending Psi Points when you complete a long rest. You may change one Mental Power spell of a level you can cast for one of the same level when you complete a long rest.
LEVEL 17: MP 9TH LEVEL SPELLS You prepare two 9th level spells from the psion spell list. You can cast one of them once without expending Psi Points. You may also expend 45 Psi Points to cast either spell. You regain the ability to cast a spell without expending Psi Points when you complete a long rest. You may change one Mental Power spell of a level you can cast for one of the same level when you complete a long rest.
LEVEL 18 PSIONIC RESERVES Same as updated UA.
LEVEL 19: EPIC BOON You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.
LEVEL 20: ENKINDLED LIFEFORCE same as updated UA
Additional Psionic Disciplines
Brain Freeze When a creature enters your telepathy range for the first time on their turn, you can take a Reaction to roll one Psionic Energy Die and force the creature to make an Intelligence saving throw. On a failed save, the target’s Speed is reduced to 0 feet and it subtracts the number rolled from the next roll to heal it before the end of its next turn. The die is expended only if the creature fails the saving throw.
Mind Fog When you deal Psychic damage to a creature you can expend an Energy Die and roll it. The creature gains the poison condition until the end of its next turn and subtracts the roll from its next ability check before the end of its next turn. A creature can use an action to roll an Intelligence save against your spellcasting DC to remove the poisoned condition.
Telekinetic Assault When you hit with an unarmed strike using your Invisible Spectral Hand from Simple Telekinesis you can expend one Energy Die and roll it. The target takes force damage equal to the roll.
Unnerving Reaction When you roll initiative with Disadvantage you can expend an Energy Die, roll it and add it to the result of your initiative roll.
Vector Control When you are hit by a ranged attack roll you may take a Reaction to expend an Energy Die and roll it. You subtract the roll from the attack roll, possibly turning a hit into a miss.
Important note: All Disciplines with a spell school restriction are unrestricted. They all work for any psion spell.
Psion Subclasses
Not much has to be done to make them work with this no spell slot base class. Obviously any feature that says you can cast without expending a spell slot would be changed to Psi Points.
Metamorph has no changes.
Psi Warper has the spell slot to Psi point wording change for its level 3 teleportation feature. Also increase level 10 features to 60ft.
Psykinetic
LEVEL 3: COMBAT TELEKINESIS You can cast Mage Hand as a bonus action. If it is ever beyond its range from you it doesn’t vanish, instead it teleports within 5 feet of you. When you make an Unarmed Strike with your invisible spectral hand you can use 1d10 instead of the normal damage of your Unarmed Strike. This damage increases to 2d10 at 5th, 3d10 at 11th, and 4d10 at 17th. Additionally add the updated UAs features to this.
Telepath
6th level Bulwark Mind grants one ally within your telepathy 1d4 to any int, wis, or cha saving throws they make that turn. You may select an ally at anytime each turn before they roll their saving throw.