The Psion feels more like a “School of Psionics” Subclass of Wizard rather than a new and unique Class.
While the playtest notes “psychic power is synonymous with magic”, it does not do enough to make Psions feel unique as a Class.
Mechanically, I understand keeping psionics in the same sphere as traditional magic rather than making a whole new point or resource system to track it. It also avoids confusion for what abilities interact with each other (ie: Counterspell working against psionic abilities). But that said, Druid and Clerics still feel and play differently than Wizards or Sorcerers. This is done through unique Spell Lists and Class Abilities. Even the Sorcerer, who shares many spells with the Wizard, feels unique due to Meta Magic and Class Abilities.
The Psion Spell List does not lean into the core mantra of what is commonly accepted as “psionics”. Mind over matter. The manipulation of physical matter and energy through the power of the mind.
The Class Abilities and Talents also do not make it stand out, often feeling like weak copies of other Classes or Subclasses. Resource points are more limited and the economy of their use is not balanced.
Level 1 - Psionic Power Telekinetic Propel
While it does offer a potentially massive push or pull distance(5 to 60 feet), it is limited both in size of the target (Large or smaller) and burns one Psi Dice every use.
The Feat "Telekinetic", gives a similar push and pull albeit limited to 5 feet, but has no restriction of the size of the target and has unlimited uses.
Telepathic Connection
Basically a non-verbal form of the Message Cantrip, with a reduced range at the cost of Psi Dice. Yes, Message does require you to speak but it has a 120 foot range, does offer two-way communication (the target can answer) and it has unlimited uses.
The Soulknife Subclass has a vastly superior form of this, with Psychic Whispers. This connects to a number of creatures equal to the proficiency bonus, lasts for hours (not minutes) and has a range of a mile. It is free to use once a day and future uses cost the same at the Telepathic Connection.
Level 1 - Subtle Telekinesis
Exact same as the Mage Hand given by the Telekinetic Feat.
Level 2 - Psionics Modes
A limited ability only usable twice a day that lasts for a minute. The buffs are extremely limited as they often still require the Psi Dice to get full effect.
Attack Mode
Your attacks ignore Psychic Resistance. Nice, but not a ton of enemies have this resistance to start with. The option to spend a Psi Dice to reroll damage dice is also okay but unless you had rolled 1s to start, you are not guaranteed to increase your damage (like the Great Weapon fighting style boosts).
Defense Mode
You gain Resistance to Psychic damage. Again, nice but it is a niche damage type that not many creatures or spells use. The option to spend a Psi Dice to boost a failed save is also nice but very situational and given that you have to have this mode “active” to get the option, you basically have to know in advance that you are going to be making these saves.
Level 2 - Psionic Discipline
While these are supposed to help define the Class, they often feel like poor copies of Sorcerer Meta Magic or Warlock Invocations.
Biofeedback
The option to spend a Psi Dice to give yourself Temporary Hit Points when casting a Necromancy or Transmutation spell is okay, considering as a d6 HP Class with no armor, the Psion needs as much protection and survivability as possible.
Destructive Thoughts
The option to spend a Psi Dice to boost damage by one Dice is okay, however it is limited to Conjuration and Evocation spells.
Devilish Tongue
Using a Psi Dice to boost an Influence action feels like a waste and poor economy. The Friends Cantrip is free and basically has the same effect (although it is less subtle).
Ego Whip
Spending a Psi Dice to make an Opportunity Attack that slows its movement and reduces its damage on the turn is very situational. Plus, it involves the Psion being in melee range, which considering their low HP and AC, they most likely won’t be most of the time.
Expanded Awareness
The option to spend Psi Dice to improve a Search action is such a situational thing and poor mechanic. The Psion is not built as an Investigative Class and no Subclasses lean that direction. It feels very niche and of little use.
Id Insinuation
Spending 2 Psi Dice to basically get the same effect as the “Heightened Spell” effect from the Sorcerer Meta Magic. However it is limited to Enchantment and Illusion spells. Further, in resource economy, 2 Psi Dice represents 1/6th of a Psion’s maximum number of Dice, while 2 Sorcery Points represents only 1/10th of a Sorcerer’s maximum number of Points, making it a poor trade off.
Inerrant Aim
The use of a Psi Dice to add to an attack roll is good as it only counts as expended if the enhanced roll hits is good. No real notes here.
Psionic Backlash
Using a Psi Dice to cause damage after being attacked is nice but it is an all or nothing effect. Unlike Hellish Rebuke (which works the same way) there is no damage on a saved throw. On a save, there should be at least half damage.
Psionic Guards
Spending a Psi Dice to give Immunity to Charmed or Frightened conditions and Advantage on Intelligence saving throws, is nice but the issue is that this has to be done proactively and only lasts for a turn. It runs on the idea that you know you are going to be targeted by one of these effects and if you aren’t, then the Dice is wasted for no benefit.
Swift Precognition
Spending Psi Dice to get the “Quicken Spell” effect from the Sorcerer Meta Magic, however like Id Insunation, it is limited to Abjuration or Divination spells and costs a lot more resources. The cost is 1 Dice plus the number of Dice equal to the Spell’s level, so a quickened Level 3 spell would cost 4 Dice. Compare that to the Sorcerer Meta Magic ability which locks at 2 points, regardless of the spell level.
Tactical Mind
Basically the exact same issues as Expanded Awareness. Very situational and does not really align to the core of the Psion Class build.
Level 5 - Psionic Restoration
This is effectively the Psion’s version of Arcane Recovery, which is fine, but the fact that Wizards have that from level 1 and Psions have to wait until level 5 feels a bit unbalanced.
Level 7 - Psionic Surge
Considering the limits of Psionic Modes, getting a use back on Initiative is nice but would require these Modes to feel more useful.
Expending Hit Point Dice to boost Psi Dice rolls is thematically interesting but again, it creates a question of resource economy. Psions, like Wizards, are a low HP class and by default cannot heal themselves. Hit Point Dice are a key element of their survivability and forcing them to expend this resource to empower themselves is questionable.
Level 20 - Enkindled Lifeforce
Similar to Psionic Surge, burning Hit Point Dice to empower your Psi Dice rolls is a question of resource management. However mechanically, it feels underpowered compared to a Sorcerer’s “Arcane Apotheosis” or a Wizards “Signature Spells”.
Beyond the mechanics, I have issues with the Spell List which in many ways feels random and more in line with a Wizard and not a Psion.
Spells like Invisibility, Knock, Animate Dead and Dispel Magic feel like thematic stretches to be considered Psion Spells in the mantra of “Mind over Matter”. Other spells feel like major breakaways from this idea; Banishment, Teleportation Circle, Plane Shift and Teleport. Yet still others feel like they should be part of a specialized Subclass; Enlarge/Reduce, Polymorph, Seeming, Shapechange.
Unpopular take? Psioncs is magic. To your average peasant, psionics is going to look the same. Therefore, psions should be a subclass of existing classes, which is basically what they have done to this point. Now, I know the psion fans are going to grab their torches and pitchforks, because they think it should be special and unique, but really...it's just a different flavor of magic, and imo should work just like other sorts of magic.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
The Psion feels more like a “School of Psionics” Subclass of Wizard rather than a new and unique Class.
While the playtest notes “psychic power is synonymous with magic”, it does not do enough to make Psions feel unique as a Class.
Mechanically, I understand keeping psionics in the same sphere as traditional magic rather than making a whole new point or resource system to track it. It also avoids confusion for what abilities interact with each other (ie: Counterspell working against psionic abilities). But that said, Druid and Clerics still feel and play differently than Wizards or Sorcerers. This is done through unique Spell Lists and Class Abilities. Even the Sorcerer, who shares many spells with the Wizard, feels unique due to Meta Magic and Class Abilities.
The Psion Spell List does not lean into the core mantra of what is commonly accepted as “psionics”. Mind over matter. The manipulation of physical matter and energy through the power of the mind.
The Class Abilities and Talents also do not make it stand out, often feeling like weak copies of other Classes or Subclasses. Resource points are more limited and the economy of their use is not balanced.
Level 1 - Psionic Power Telekinetic Propel
While it does offer a potentially massive push or pull distance(5 to 60 feet), it is limited both in size of the target (Large or smaller) and burns one Psi Dice every use.
The Feat "Telekinetic", gives a similar push and pull albeit limited to 5 feet, but has no restriction of the size of the target and has unlimited uses.
Telepathic Connection
Basically a non-verbal form of the Message Cantrip, with a reduced range at the cost of Psi Dice. Yes, Message does require you to speak but it has a 120 foot range, does offer two-way communication (the target can answer) and it has unlimited uses.
The Soulknife Subclass has a vastly superior form of this, with Psychic Whispers. This connects to a number of creatures equal to the proficiency bonus, lasts for hours (not minutes) and has a range of a mile. It is free to use once a day and future uses cost the same at the Telepathic Connection.
Level 1 - Subtle Telekinesis
Exact same as the Mage Hand given by the Telekinetic Feat.
Level 2 - Psionics Modes
A limited ability only usable twice a day that lasts for a minute. The buffs are extremely limited as they often still require the Psi Dice to get full effect.
Attack Mode
Your attacks ignore Psychic Resistance. Nice, but not a ton of enemies have this resistance to start with. The option to spend a Psi Dice to reroll damage dice is also okay but unless you had rolled 1s to start, you are not guaranteed to increase your damage (like the Great Weapon fighting style boosts).
Defense Mode
You gain Resistance to Psychic damage. Again, nice but it is a niche damage type that not many creatures or spells use. The option to spend a Psi Dice to boost a failed save is also nice but very situational and given that you have to have this mode “active” to get the option, you basically have to know in advance that you are going to be making these saves.
Level 2 - Psionic Discipline
While these are supposed to help define the Class, they often feel like poor copies of Sorcerer Meta Magic or Warlock Invocations.
Biofeedback
The option to spend a Psi Dice to give yourself Temporary Hit Points when casting a Necromancy or Transmutation spell is okay, considering as a d6 HP Class with no armor, the Psion needs as much protection and survivability as possible.
Destructive Thoughts
The option to spend a Psi Dice to boost damage by one Dice is okay, however it is limited to Conjuration and Evocation spells.
Devilish Tongue
Using a Psi Dice to boost an Influence action feels like a waste and poor economy. The Friends Cantrip is free and basically has the same effect (although it is less subtle).
Ego Whip
Spending a Psi Dice to make an Opportunity Attack that slows its movement and reduces its damage on the turn is very situational. Plus, it involves the Psion being in melee range, which considering their low HP and AC, they most likely won’t be most of the time.
Expanded Awareness
The option to spend Psi Dice to improve a Search action is such a situational thing and poor mechanic. The Psion is not built as an Investigative Class and no Subclasses lean that direction. It feels very niche and of little use.
Id Insinuation
Spending 2 Psi Dice to basically get the same effect as the “Heightened Spell” effect from the Sorcerer Meta Magic. However it is limited to Enchantment and Illusion spells. Further, in resource economy, 2 Psi Dice represents 1/6th of a Psion’s maximum number of Dice, while 2 Sorcery Points represents only 1/10th of a Sorcerer’s maximum number of Points, making it a poor trade off.
Inerrant Aim
The use of a Psi Dice to add to an attack roll is good as it only counts as expended if the enhanced roll hits is good. No real notes here.
Psionic Backlash
Using a Psi Dice to cause damage after being attacked is nice but it is an all or nothing effect. Unlike Hellish Rebuke (which works the same way) there is no damage on a saved throw. On a save, there should be at least half damage.
Psionic Guards
Spending a Psi Dice to give Immunity to Charmed or Frightened conditions and Advantage on Intelligence saving throws, is nice but the issue is that this has to be done proactively and only lasts for a turn. It runs on the idea that you know you are going to be targeted by one of these effects and if you aren’t, then the Dice is wasted for no benefit.
Swift Precognition
Spending Psi Dice to get the “Quicken Spell” effect from the Sorcerer Meta Magic, however like Id Insunation, it is limited to Abjuration or Divination spells and costs a lot more resources. The cost is 1 Dice plus the number of Dice equal to the Spell’s level, so a quickened Level 3 spell would cost 4 Dice. Compare that to the Sorcerer Meta Magic ability which locks at 2 points, regardless of the spell level.
Tactical Mind
Basically the exact same issues as Expanded Awareness. Very situational and does not really align to the core of the Psion Class build.
Level 5 - Psionic Restoration
This is effectively the Psion’s version of Arcane Recovery, which is fine, but the fact that Wizards have that from level 1 and Psions have to wait until level 5 feels a bit unbalanced.
Level 7 - Psionic Surge
Considering the limits of Psionic Modes, getting a use back on Initiative is nice but would require these Modes to feel more useful.
Expending Hit Point Dice to boost Psi Dice rolls is thematically interesting but again, it creates a question of resource economy. Psions, like Wizards, are a low HP class and by default cannot heal themselves. Hit Point Dice are a key element of their survivability and forcing them to expend this resource to empower themselves is questionable.
Level 20 - Enkindled Lifeforce
Similar to Psionic Surge, burning Hit Point Dice to empower your Psi Dice rolls is a question of resource management. However mechanically, it feels underpowered compared to a Sorcerer’s “Arcane Apotheosis” or a Wizards “Signature Spells”.
Beyond the mechanics, I have issues with the Spell List which in many ways feels random and more in line with a Wizard and not a Psion.
Spells like Invisibility, Knock, Animate Dead and Dispel Magic feel like thematic stretches to be considered Psion Spells in the mantra of “Mind over Matter”. Other spells feel like major breakaways from this idea; Banishment, Teleportation Circle, Plane Shift and Teleport. Yet still others feel like they should be part of a specialized Subclass; Enlarge/Reduce, Polymorph, Seeming, Shapechange.
telekinetic feature is A level 4 feat. tekinetic propel is 1/2 of 1/3 of the features you get at level 1.
the important part about telepathy of psions, is it doesnt require sight to make a connection. You can therefore use it to sense and communicate with minds in range
as far as attack mode critiques, you choose to be defensive or offensive, thats the whole point, and you will get the ability to have more uses later. boosts to saves is a big deal. rerolling damage dice 3-5 times is worth a dice in many situations. Its a game of chance, but basically, reroll bad dice until they are decent to good. 5 rolls of your lowest dice probably increases damage by about 12 points. for aoe spells, that could be adding 36 to 60 damage.
the main issue is knowing when to use it. Also, id probably remove the action cost, its already git trade offs and risks.
All of the skill based psionic diciplines are very on brand and themtic for psychics. The class represents the baseline, its not always about the subclasses.
influence checks= jedi mind tricks, manipulation, etc. very common psychic trope. Also friends cantrip only works on humanoids, doesnt work on hostile enemies, thing that take damage, yada yada.
search checks represent clairvoyance, sensing and being aware of things to a supernatural level. These are extremely common checks, perception to find things, insight to tll what people are thinking, and this is also extremely psychic linked, Insight is mind reading, medecine is psychic healers being able to sense illness.
tactical mind is psychometry (history, investigation), psychics who innately understand nature, plants and animals (nature) and occultists, a psychic ability to understand and dicern magic related things. (arcana)
its all extremely on brand, niw some people may not care about these aspects, but its a big deal if you do specialize in that field.
psionic backlash is extremely potent at dodging an attack, 2 dice rolls has a very high likelyhood of forcing a miss. the damage is fine as its not the only effect. (turning ahit into a miss)
swift precognition allows cantrips to be cast for one dice, thats better than quickened spell if you are doing cantrips, it scales up poorly but that likely intentional. better for level 0, same for level 1s, and qorse for higher stuff.
because psionics hit dice is a d6, their hit dice are less valuable, they are likely to pick up a cure spell from either subclasses, origin or features if they think they will need to recover themselves. (no healers, healing items or rests.) Yes it uses up your recovery dice, but thats kinda the whole point.
most of your issues come from seeing things in only one way. Invisibility doesnt necessarily make you see through, it makes people unable to see you. A common trope for this in the psychic framework is mind manipulation so people forget you, or cant notice you/are unaware. knock (opening locks, barring/unbarring doors, is a common TK trope Animate dead is TK, but i'll admit thats more of a stretch. Psychics dispelling other supernatural forces, doesnt seem improbable.
manipulating space/time is a common psychic trope, ever see jumper? magik from xmen? tetsuo from akira?
the psionic class is going to give you general access to tropes common in psionic/psychic fiction. Its basically using the mind to bend or break the laws of psychics, communicate and influence minds, or have a supernatural awareness/understanding of things in the universe.
the subclasses firther develop or enhance those tropes.
I guess it is all the lens in which you look at things. Nothing about this really screams "psionics" to me. You look at other fictions and fantasy how psychics are depicted at these concepts don't really match up. I am not saying that the mechanics here don't work. I am just arguing that it does not feel unique enough to justify a whole new class of character. Much of this could be done as subclasses to Wizards or Sorcerers.
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The Psion feels more like a “School of Psionics” Subclass of Wizard rather than a new and unique Class.
While the playtest notes “psychic power is synonymous with magic”, it does not do enough to make Psions feel unique as a Class.
Mechanically, I understand keeping psionics in the same sphere as traditional magic rather than making a whole new point or resource system to track it. It also avoids confusion for what abilities interact with each other (ie: Counterspell working against psionic abilities). But that said, Druid and Clerics still feel and play differently than Wizards or Sorcerers. This is done through unique Spell Lists and Class Abilities. Even the Sorcerer, who shares many spells with the Wizard, feels unique due to Meta Magic and Class Abilities.
The Psion Spell List does not lean into the core mantra of what is commonly accepted as “psionics”. Mind over matter. The manipulation of physical matter and energy through the power of the mind.
The Class Abilities and Talents also do not make it stand out, often feeling like weak copies of other Classes or Subclasses. Resource points are more limited and the economy of their use is not balanced.
Level 1 - Psionic Power
Telekinetic Propel
Telepathic Connection
Level 1 - Subtle Telekinesis
Level 2 - Psionics Modes
A limited ability only usable twice a day that lasts for a minute. The buffs are extremely limited as they often still require the Psi Dice to get full effect.
Attack Mode
Defense Mode
Level 2 - Psionic Discipline
While these are supposed to help define the Class, they often feel like poor copies of Sorcerer Meta Magic or Warlock Invocations.
Biofeedback
Destructive Thoughts
Devilish Tongue
Ego Whip
Expanded Awareness
Id Insinuation
Inerrant Aim
Psionic Backlash
Psionic Guards
Swift Precognition
Tactical Mind
Level 5 - Psionic Restoration
This is effectively the Psion’s version of Arcane Recovery, which is fine, but the fact that Wizards have that from level 1 and Psions have to wait until level 5 feels a bit unbalanced.
Level 7 - Psionic Surge
Considering the limits of Psionic Modes, getting a use back on Initiative is nice but would require these Modes to feel more useful.
Expending Hit Point Dice to boost Psi Dice rolls is thematically interesting but again, it creates a question of resource economy. Psions, like Wizards, are a low HP class and by default cannot heal themselves. Hit Point Dice are a key element of their survivability and forcing them to expend this resource to empower themselves is questionable.
Level 20 - Enkindled Lifeforce
Similar to Psionic Surge, burning Hit Point Dice to empower your Psi Dice rolls is a question of resource management. However mechanically, it feels underpowered compared to a Sorcerer’s “Arcane Apotheosis” or a Wizards “Signature Spells”.
Beyond the mechanics, I have issues with the Spell List which in many ways feels random and more in line with a Wizard and not a Psion.
Spells like Invisibility, Knock, Animate Dead and Dispel Magic feel like thematic stretches to be considered Psion Spells in the mantra of “Mind over Matter”.
Other spells feel like major breakaways from this idea; Banishment, Teleportation Circle, Plane Shift and Teleport.
Yet still others feel like they should be part of a specialized Subclass; Enlarge/Reduce, Polymorph, Seeming, Shapechange.
Unpopular take? Psioncs is magic. To your average peasant, psionics is going to look the same. Therefore, psions should be a subclass of existing classes, which is basically what they have done to this point. Now, I know the psion fans are going to grab their torches and pitchforks, because they think it should be special and unique, but really...it's just a different flavor of magic, and imo should work just like other sorts of magic.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
telekinetic feature is A level 4 feat. tekinetic propel is 1/2 of 1/3 of the features you get at level 1.
the important part about telepathy of psions, is it doesnt require sight to make a connection. You can therefore use it to sense and communicate with minds in range
as far as attack mode critiques, you choose to be defensive or offensive, thats the whole point, and you will get the ability to have more uses later. boosts to saves is a big deal. rerolling damage dice 3-5 times is worth a dice in many situations. Its a game of chance, but basically, reroll bad dice until they are decent to good. 5 rolls of your lowest dice probably increases damage by about 12 points. for aoe spells, that could be adding 36 to 60 damage.
the main issue is knowing when to use it. Also, id probably remove the action cost, its already git trade offs and risks.
All of the skill based psionic diciplines are very on brand and themtic for psychics. The class represents the baseline, its not always about the subclasses.
influence checks= jedi mind tricks, manipulation, etc. very common psychic trope. Also friends cantrip only works on humanoids, doesnt work on hostile enemies, thing that take damage, yada yada.
search checks represent clairvoyance, sensing and being aware of things to a supernatural level. These are extremely common checks, perception to find things, insight to tll what people are thinking, and this is also extremely psychic linked, Insight is mind reading, medecine is psychic healers being able to sense illness.
tactical mind is psychometry (history, investigation), psychics who innately understand nature, plants and animals (nature) and occultists, a psychic ability to understand and dicern magic related things. (arcana)
its all extremely on brand, niw some people may not care about these aspects, but its a big deal if you do specialize in that field.
psionic backlash is extremely potent at dodging an attack, 2 dice rolls has a very high likelyhood of forcing a miss. the damage is fine as its not the only effect. (turning ahit into a miss)
swift precognition allows cantrips to be cast for one dice, thats better than quickened spell if you are doing cantrips, it scales up poorly but that likely intentional. better for level 0, same for level 1s, and qorse for higher stuff.
because psionics hit dice is a d6, their hit dice are less valuable, they are likely to pick up a cure spell from either subclasses, origin or features if they think they will need to recover themselves. (no healers, healing items or rests.) Yes it uses up your recovery dice, but thats kinda the whole point.
most of your issues come from seeing things in only one way. Invisibility doesnt necessarily make you see through, it makes people unable to see you. A common trope for this in the psychic framework is mind manipulation so people forget you, or cant notice you/are unaware. knock (opening locks, barring/unbarring doors, is a common TK trope Animate dead is TK, but i'll admit thats more of a stretch. Psychics dispelling other supernatural forces, doesnt seem improbable.
manipulating space/time is a common psychic trope, ever see jumper? magik from xmen? tetsuo from akira?
the psionic class is going to give you general access to tropes common in psionic/psychic fiction. Its basically using the mind to bend or break the laws of psychics, communicate and influence minds, or have a supernatural awareness/understanding of things in the universe.
the subclasses firther develop or enhance those tropes.
I guess it is all the lens in which you look at things. Nothing about this really screams "psionics" to me. You look at other fictions and fantasy how psychics are depicted at these concepts don't really match up. I am not saying that the mechanics here don't work. I am just arguing that it does not feel unique enough to justify a whole new class of character. Much of this could be done as subclasses to Wizards or Sorcerers.